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Slainean
03-19-2008, 01:31 AM
I think I'm gonna call boxin' joe done.

http://img206.imageshack.us/img206/5338/joe2ig2.jpg

Rens
03-19-2008, 06:57 AM
AAAAARG lots of bald dudes!!

DrillerKiller
03-19-2008, 08:39 AM
http://i166.photobucket.com/albums/u87/drilllerkilller/tank2.jpg

http://i166.photobucket.com/albums/u87/drilllerkilller/tank1.jpg

somthing old and unfinished, figured i'd post it anyways.

StJoris
03-19-2008, 08:51 AM
Damn those are quite hot drillerkiller!

oobersli
03-19-2008, 08:53 AM
driller - looks bad ass, but wouldn't this thing run out of ammo fairly quick with every inch containing some sort of ammunition greedy contraption? /images/graemlins/laugh.gif cool tho

Uly
03-19-2008, 09:20 AM
awwww badass driller

Cody
03-19-2008, 10:25 AM
Looks like that boxer got tore up by that tank. /images/graemlins/smile.gif Both are cool models.

hobodactyl
03-19-2008, 02:23 PM
Driller that's an awesome design and nice texturing!

Ruz
03-19-2008, 04:33 PM
Slainean -,love the expression.
nice topo demoncage
TWilson - very nice model, tex needs a bit of work though as others have mentioned

CaptainCock
03-20-2008, 03:17 AM
oh wow I really love that design DrillerKiller.
Care to share the concept ?

perna
03-20-2008, 06:55 AM
Well fuck me. DrillerKiller, that's like the coolest tank design I've ever seen.

tokidokizenzen
03-20-2008, 07:56 AM
DrillerKiller, Awesome.
Sorry if you're not taking crits since you say it's not finished - Overall the textures are monochromatic.

DrillerKiller
03-20-2008, 08:21 AM
hey thanks a lot you guys, i guess should get off my ass and finish it!!

LoTekK
03-20-2008, 12:38 PM
Drillerkiller, that is one awesome tank. I for damn sure wouldn't want to be in its path /images/graemlins/laugh.gif

Rushed this out for my folio end of last year, but decided to go back and do some touchup (also added a spec map)

http://www.lotekk.com/images/hiro-pimp.jpg

Turnaround (http://www.lotekk.com/images/hiro-turn1b.gif)
Flats (http://www.lotekk.com/images/hiro-flats.jpg)
Wires (http://www.lotekk.com/images/hiro-wires.jpg)

uk_resistant
03-20-2008, 04:08 PM
thats a pretty good likeness, but I think you add some more dynamic poses!

TWilson
03-20-2008, 08:06 PM
Still working away on this guy when I get a minute here and there.

Things he needs: Eye lashes, beard fuzz, hair plane fixes, HAT everything, face specular...what else?

http://www.tylersart.com/misc/Pitt_WIP06.jpg

Tumerboy
03-20-2008, 09:12 PM
A caravan for his mum? . . . periwinkle blue. . .

Armanguy
03-20-2008, 09:57 PM
tyler nice work you are a god :P

http://img.photobucket.com/albums/v92/armanguy/roboticarmwip.jpg

Rens
03-21-2008, 02:30 AM
coming along nice, wilson
makes me think of "legend of the fall"

Ruz
03-21-2008, 05:40 AM
think mr pitt needs more colour variation in the face. he looks a little monochrome right now. looking good though

darth.perry
03-21-2008, 06:27 AM
TWilson:cool face!Great works!
only have one advice,if the mustache have no normalsmap,it looks better:)

t4paN
03-21-2008, 08:42 AM
http://i158.photobucket.com/albums/t110/t4paN/UniStuffz/crap/WORKINGNORMALMAP.jpg

I'm doing this for my final year project at uni. I'm gonna have to fix the jagged normal map edges right now..

/edit head is around 900 tris

adam
03-21-2008, 12:39 PM
Been getting in to photography quite a bit lately, mainly to
focus on scene composition. Also watching a number of movies to get some ideas.


Annnyhoo, here's some results of that. Without getting in to details the scene is made for story telling with a character in a series of pictures. I wish I could draw worth a damn, if I could I'd sketch in the character rather than give lame descriptions.

00 - Was thinking loading screen
01 - character on one of the perches, over looking the city
02 - heading to his target to make the assassination
03 - the character would be on the roof that is in the foreground, but he'd be looking downward towards the ground, focusing on a pair of characters
04 - and just for shits & giggles to show portion of the scene

http://eonix.shackspace.com/ac1888_mar21_00.jpg

http://eonix.shackspace.com/ac1888_mar21_01.jpg

http://eonix.shackspace.com/ac1888_mar21_02.jpg

http://eonix.shackspace.com/ac1888_mar21_03.jpg

http://eonix.shackspace.com/ac1888_mar21_04.jpg

perna
03-21-2008, 12:51 PM
Adam, awesome. Love the first one

Mark Dygert
03-21-2008, 12:55 PM
Agreed, the first one is great, nice work! I'm really starting to like your camera work and you're starting to turn me around on the whole DOF thing.

Xenobond
03-21-2008, 01:01 PM
1st one, yes. Good composition, although almmost 50/50 split between sky/earth. Runs straight from top left to lower right.

2nd one, not so much. You put a guy on any of those tops, then he's right in the middle of the picture. I'd recommend to pan over to the right, so he is off on the left side and you can see more of the city.

3rd one, kind of a weird angle/fov. Maybe pull it down so that it is as if taken at normal eye level?

4th one, you've got the scene broken in half. Eek! 2 smokestacks on the left foreground, two on the right.

5th one, alot of nothing going on here. Might be able to get some nice looking patterns depending on the time of day, but there isn't much happening design wise. Even if you stuck a close up of some guy lookiny out at the city, you couldn't really tell what he could be looking at, thinking of, or much of anything.

Tumerboy
03-21-2008, 01:25 PM
Adam looking good, the one thing that caught my attention was that you're using a long lens in each of those shots. You might want to switch it up some and try some with wider angle shots and less DOF blur?

just a thought.

MoP
03-21-2008, 01:27 PM
drillerkiller: cool tank /images/graemlins/smile.gif

adambrome: first shot is cool, but i agree with xenobond on the other 4, they're pretty boring and not very well framed.

ImSlightlyBored
03-21-2008, 01:41 PM
http://img111.imageshack.us/img111/8720/lolch1.jpg (http://imageshack.us)

love the way unreal ed makes things look better than they are. It's all textured and done, just gotta split it in to mat groups. I'm doing it a bad way, I know, but its just for rendering.

Concept by Feng Zhu

adam
03-21-2008, 02:00 PM
Oi - good foodback Xenobond. I'm going to attempt your suggestions. the type of game i was thinking it'd be for works with a lot of "BSG" akward-quick-zoom camera movements but I agree with your ideas more

will try and have more open later in the weekend

owowow

Renaud Galand
03-21-2008, 03:02 PM
A little freestyle from the "mudboxheadbasemesh" I did yesterday during lunch time. I'll maybe make a next-gen bust of it, don't know.

http://i133.photobucket.com/albums/q48/Guntharf/fishy_birdy02.jpg

Joseph Silverman
03-21-2008, 03:44 PM
Renaud, that's awesome -- forms around the side of the face are really cool.

I haven't really done anything interesting lately, some generic bodybuilder sort of doodling:

http://i28.tinypic.com/5xvoer.jpg

anatomy is pretty messed up everywhere, eh.

edit: Arsh's base, of course, which i'm sure most of you could see from a glance.

flatHead
03-21-2008, 03:47 PM
http://users.telenet.be/flathead/storage/signal_amp.jpg

Bit of level geometry for a school project I'm working on. Baked lighting is delicious.

gavku
03-21-2008, 04:18 PM
Renaud: that looks great man, definitely worth finishing.

ImSlightlyBored
03-21-2008, 04:41 PM
http://img530.imageshack.us/img530/7624/lolhl0.png (http://imageshack.us)
http://img208.imageshack.us/img208/657/screen1xw7.jpg (http://imageshack.us)


(Skybox&Sky Tex (c) Epic games)
So this is done sans photoshop smoke adding in. For future reference, how the hell do you do any decent foliage in UE3 considering it hates alphas? And how do I build NICE shadows - in the second image (Realtime viewport) I had the hammers casting shadows on the floor, but when I hit BUILD they disappear? What am I missing here?

Ho hum time to start the next project

JDinges
03-21-2008, 04:59 PM
-UE3 doesn't hate alphas.

-Nice shadows have everything to do with light map resolution.

-Create a light map for the model and give it a decent res.

CheeseOnToast
03-21-2008, 05:47 PM
AdamBrome : great stuff man, the depth-of-field stuff and camera angles alone are already making it start to look cinematic. UV map hell ahead though, right?

Renaud : very nice and "swooshy". Texture that sucker please.

http://i101.photobucket.com/albums/m58/CheeseOnToast13/vampHead.gif

Vampire character I'm making for a mod of the excellent indie game Mount and Blade (http://www.taleworlds.com/). Ignore the hairline, its just there as a guide.

Joseph Silverman
03-21-2008, 06:38 PM
That's cool, cheeseontoast. A mod that overhauled the rest of M&B's art would be awesome, the game is brilliant but the team doesn't really seem to have the resources to make it look all that great.

eh, dont like posting the same thing twice in one night, but i didn't think i'd work anymore on this guy... Will probably refine the face or start throwing some gear on him soon, probably going to cover the legs and most of the arms, which aren't really anywhere near done. Arsh's base!

http://i25.tinypic.com/2elsavr.jpg

Slingshot
03-21-2008, 09:25 PM
-AdamBrome
that inviroment rocks but I expect nothing less from you.

-Renaud Galand
Yes do the rest of the body looks nice so far,

----------------------------------
DOW3 Entry (http://boards.polycount.net/showflat.php?Cat=0&Number=275826&an=0&page=0#Post2 75826)

konstruct
03-21-2008, 11:19 PM
Jesus Adam 0_o

http://www.konstruct3d.com/DUMP/:Posts/Maxx_01.jpg
http://www.konstruct3d.com/DUMP/:Posts/Maxx_02.jpg

TWilson
03-22-2008, 02:35 AM
must ...find ...the jungle queeen


sweet konstruct

Tumerboy
03-22-2008, 06:56 AM
Awesome Konstruct!

JKMakowka
03-22-2008, 12:59 PM
http://freegamearts.tuxfamily.org/images/web/nuclearsoldier_wip2.png

Meshflow partially based on Arsh's base man.

It's supposed to become a playermodel for an open-source MP-FPS based in a post apocalyptic setting (using the Sauerbraten engine with it's new md5 support /images/graemlins/wink.gif Still pretty much a pipedream so far however).

vahl
03-22-2008, 01:06 PM
looks like a kid, shortlegged or big head, IMO

JKMakowka
03-22-2008, 01:08 PM
Big helmet and baggy pants (ABC suit), but I will have another look at it, thx.

MoP
03-22-2008, 01:41 PM
Waist seems too narrow for a grown man, and while the helmet does increase the percieved size of the head, I think your guy's head is still too big. Hell, even if it's 100% anatomically correct, it still looks a bit weird /images/graemlins/smile.gif

t4paN
03-22-2008, 03:47 PM
Holy fucking shit, I had no idea how time consuming normal maps are. This is my first one, 3ds max + zbrush3. It took me the whole day to fix the little things in photoshop, if anyone knows of any in-depth tutorials on using the cage (other than poop's) I'd appreciate it!

http://i158.photobucket.com/albums/t110/t4paN/UniStuffz/FINALNORMALMONST.jpg

ng.aniki
03-22-2008, 04:05 PM
The second character I made... Lot of mistakes, but I learned a lot of them /images/graemlins/wink.gif

http://pix.nofrag.com/a/6/0/8d7ef6cb3ee17641f87dc4622db45.jpg (http://pix.nofrag.com/a/6/0/8d7ef6cb3ee17641f87dc4622db45.html)

Chai
03-22-2008, 04:22 PM
Highpoly for gun ...

http://www.svartberg.com/wip/mwll_gun_02_04_highpoly.jpg

PolyHertz
03-22-2008, 06:15 PM
konstruct: So, are you doing the Maxx justice and making him in Max /images/graemlins/wink.gif

JKMakowka: As a general rule, try to make the legs (bottom of crotch to bottom of foot) the same height as the rest of the body (bottom of crotch to top of head).

t4paN: Is that design from somewhere? I could swear I've seen something alot like it a long time ago.

t4paN
03-22-2008, 06:52 PM
[ QUOTE ]
Is that design from somewhere? I could swear I've seen something alot like it a long time ago.

[/ QUOTE ]

Hopefully it isn't, I drew the concepts for that myself, but if you find the one that you think looks like it, I'd like to see it too. It is loosely based on a triceratops though, so maybe that's what you have in mind?

commander_keen
03-22-2008, 06:56 PM
I did this over last week.

http://www.keenleveldesign.com/pimp/alleyway/alleywayshotcompmed.jpg

t4paN
03-22-2008, 07:54 PM
That's very stylized commander_keen, me likes!

Tumerboy
03-22-2008, 08:51 PM
Hey Keen, good luck with the interview. . . I'll probably see you there :P

rollin
03-23-2008, 01:25 AM
nice mood commander_keen!!

adam
03-23-2008, 03:17 AM
commander_keen , fantastic works. What's it for?

odium
03-23-2008, 06:57 AM
Keen, wow, very Crackdown/APB /images/graemlins/laugh.gif I love it!

Tumerboy
03-23-2008, 08:07 AM
It's our art test at Cryptic, we went rhrough this one last week.

Saidin311
03-23-2008, 12:21 PM
Keen, How'd you get the black outline on everything? The alley looks awesome!

t4paN
03-23-2008, 01:12 PM
[ QUOTE ]
Keen, How'd you get the black outline on everything? The alley looks awesome!

[/ QUOTE ]

This can be done with an ink and paint shader in max, like cell shading but with realistic textures. That's what I think anyway.

commander_keen
03-23-2008, 03:26 PM
Thanks guys. Hey Tumerboy, hope to see you there. The outlines were done with the InkAndPaint shader in max, but they were rendered separately in a cleaned up scene and were also cleaned up in photoshop because some of the lines were blocking highlights and that sort of thing.

IronHawk
03-24-2008, 05:41 AM
good luck with the interview Keen! Nice job on the alley.

IxenonI
03-24-2008, 05:46 AM
Hey keen, looks really nice, the colors work well.

EggE
03-24-2008, 04:27 PM
hey guys im pretty new when it comes to Polycount This is my first post ever of my website www.EdgarEspinal.com. (http://www.EdgarEspinal.com.) Please lemme know what you think, thanks!

Super
03-25-2008, 04:24 AM
http://www.splitpoly.com/images/work/blanka/wip_004.jpg

Conor
03-25-2008, 05:27 AM
Working on a new shmup:

http://www.youtube.com/watch?v=_aw5ykjTK9E

buddy the designer
03-25-2008, 05:57 AM
Super: Nice pants...

Andddd GOOOL!!1

steady
03-25-2008, 07:05 AM
hey Super, looks awesome can't wait to see him with hair. Is that a muscle in his arm pit? I dont think there is such a muscle... :/

JKMakowka
03-25-2008, 07:07 AM
[ QUOTE ]
Working on a new shmup:

http://www.youtube.com/watch?v=_aw5ykjTK9E

[/ QUOTE ]

Hmm, it looks a bit too generic in gameplay for my taste... however the blast effect to push away shots is sweet.
The overall idea with the atoms and such seems like a cool concept too.

Edit: maybe extent the atom idea with some fusion /fission ideas? For example build up energy to fuse with an enemy to become a new type of atom with different features, but if you fuse to much you become unstable and prone to fission (with good or bad effects)?
Or you could attract additional electrons into your orbit which alter your "reactivity".... nutrons and positrons could also be used for some unique ideas /images/graemlins/smile.gif

P.s.: make an www.openpandora.org (http://www.openpandora.org) port plz /images/graemlins/smile.gif

Vitor
03-25-2008, 09:42 AM
After a week in the lovely but phuking cold London I'm back on the track. Only a competition delay would save me now but I'm trying it anyway.

http://img132.imageshack.us/img132/2024/wip09jx1.jpg

Davision3D
03-25-2008, 09:45 AM
I released a new Version of my Bunnys for UT3:
http://img178.imageshack.us/img178/6669/bunnysnewmx5.th.jpg (http://img178.imageshack.us/my.php?image=bunnysnewmx5.jpg)http://img178.imageshack.us/img178/8679/bunnysnew2zf4.th.jpg (http://img178.imageshack.us/my.php?image=bunnysnew2zf4.jpg)

http://files.filefront.com/Bunny+Beta+096zip/;9887472;/fileinfo.html

The Bunnys and mice are also used in the Galtanors Invasion Mod:
http://img187.imageshack.us/img187/809/giscreenszb7.th.jpg (http://img187.imageshack.us/my.php?image=giscreenszb7.jpg)

Change Notes
- 2 new Bunnys, the green Jazz Jackrabbit that come with a bandana and a cigar and the Easter bunny that changes his colors.
- Added First Person View arms
- Rigged the ears, they are slightly animated now
- Improved Materials and Textures
- Added headstump for Headshot animation
- Added preview pics
- Added AI Data

aesir
03-25-2008, 11:46 AM
pfft, you could finish this in a single day if you had to vitor.

I really like it by the way. I feel like you shuold model him a sidekick after the comp is over.

pior
03-25-2008, 12:02 PM
Hehe David that's great! Love the Jackrabbit :P

konstruct
03-25-2008, 03:18 PM
Blanka is looking REAAAALy nice-

Super
03-26-2008, 03:40 AM
[ QUOTE ]
hey Super, looks awesome can't wait to see him with hair. Is that a muscle in his arm pit? I dont think there is such a muscle... :/

[/ QUOTE ]

The coracobrachialis? The placement should possibly be higher in the pec and not so far out into the bicep...obviously I've exaggerated things massively for this peice. No idea how to do the hair. Tried modelling poly strands for it...nightmare, and looked dire.

Vitor, that looks fantastic.

sir-knight
03-26-2008, 06:45 AM
'spose posting scripts for an animated miniseries is beyond the scope of the site /images/graemlins/confused.gif /images/graemlins/crazy.gif I have no art or 3d stuff done in the last 3 months /images/graemlins/ooo.gif it makes baby jesus cry. but seems like everyone else is doing awesome stuff as usual /images/graemlins/laugh.gif

Psyk0
03-26-2008, 11:02 AM
Super: Looks awesome, have a look at this PDF (http://www3.sympatico.ca/psykopat/downloads/Mustache_Tutorial.pdf) tho it might be useless if you dont have 3d max.

P.S.: if you find .pdf files annoying, i suggest you download foxit pdf reader, unlike adobe it's compact and fast.

garriola83
03-26-2008, 09:01 PM
i reworked another of my character
http://www.digi-wingz.com/milla_render_01.jpg

timwiese
03-26-2008, 10:09 PM
looks pretty sweet gene, makes me want to start modeling some female characters I'm tired of looking at the half naked men I model.
Does that character have a normal map applied?

rooster
03-27-2008, 05:34 AM
looks great garriola!

garriola83
03-27-2008, 08:13 AM
timwiese: yep i have 3 normal maps for it, one for the head, two for the body(which includes the hair), also spec maps and opacity

rooster: thanks a lot, you got some great stuff too

pliang
03-27-2008, 09:13 AM
Never seen what it looked like before but looks great at this stage...though head seems a little tacked on for some reason.

garriola83
03-27-2008, 09:20 AM
what do you suggest for the head? smaller, different color hue maybe?

rooster
03-27-2008, 10:22 AM
i think i see where pliangs coming from, I think its two things- the body seems done in quite a painterly style with heavy shadows but the head looks a little cg and clean, and without much shadow

garriola83
03-27-2008, 11:54 AM
i gotcha thanks, i was thinking of redoing the body anyways, but its good to get a clear understanding of what was off. thanks again

rooster
03-27-2008, 11:58 AM
the body is cool tbh /images/graemlins/smile.gif i think a few cast/ambient shadows on the head would make it fit fine

kickzombies
03-27-2008, 03:36 PM
Learning to paint in ps, some speed paints.

http://img89.imageshack.us/img89/3649/55965036eg6.jpg

http://img237.imageshack.us/img237/6082/52355836oq3.jpg

Massbot
03-27-2008, 03:54 PM
looking pretty sweet if you ask me. nice use of light and dark.

oobersli
03-27-2008, 05:24 PM
well, between crunch and my gf I'm not going to have the time to finish my dom war... heres a small part I finally got around to work on today. Did the normals, now I'm just trying to get a feel for the colors scheme with basic colors.

http://img155.imageshack.us/img155/9743/grubbasiccolorux0.jpg

ironbearxl
03-27-2008, 09:10 PM
That's pretty oobersli, hopefully you can squeeze some more time in on it.

Woman i'm working on:
http://i84.photobucket.com/albums/k30/ironbearxl/Shae_3a.jpg

Johan Carlsson
03-27-2008, 09:43 PM
Looks really nice garriola :] Only thing that buggs me is that her chest (ribcage) seems a bit too narrow. Looks a little odd with her hips and hair being so much broader. Though that's just my opinion /images/graemlins/smile.gif

Here's a little something I'm currently working on
http://pici.se/pictures/DNtCnPPyt.jpg

Some "nightmare" character I'm gonna create. Working on the highpoly sculpt as of now, following a concept I have in my sketchbook, hehe.
It's supposed to be sort of a snakes body, but I'm not going to sculpt the scales, since schools comps won't like me if I do :P So alot more detail is gonna come on as hightmaps on the lowpoly.

Keen
03-28-2008, 04:02 AM
Haha Davision3D, I loved Jazz Jackrabbit. Ah, the memories. Nice work!

DerDude
03-28-2008, 04:28 AM
normal map test, goint to zbrush next weeks, for an upcoming resident evil mod /images/graemlins/smile.gif

http://www.dietrichmagnus.com/blog/pics/nemesis_wip01.jpg

Joseph Silverman
03-28-2008, 10:33 AM
Experimenting with sculpey, never sculpted anything before. Just a really rough creature/experiment to learn how it works.

http://i28.tinypic.com/72vtvq.jpg
http://i32.tinypic.com/1432jyw.jpg
http://i26.tinypic.com/2yttlc3.jpg

garriola83
03-28-2008, 01:11 PM
Johan Carlsson: ah i see what you mean, i will work that out so that it wont be so "off". thanks

alexk
03-28-2008, 04:54 PM
taking a shot at the public art test from Bizarre Creations (http://www.bizarrecreations.com/jobs/environment_modeller.php)... for practice mostly. haven't decided how to model the holes on the sides of the buildins yet, hmm...

http://img136.imageshack.us/img136/9736/theclub5yq9.gif

vik
03-28-2008, 07:18 PM
[ QUOTE ]
Experimenting with sculpey, never sculpted anything before. Just a really rough creature/experiment to learn how it works.

web page (http://i31.tinypic.com/29gipp4.jpg)
http://i32.tinypic.com/1432jyw.jpg
http://i26.tinypic.com/2yttlc3.jpg

[/ QUOTE ]

cool head! I always wanted to try traditional sculpting. what tools did you use? are you going to bake it? how long did it take?

here is my zbrush pass on kitty wip /yeah that`s her name. ms wip/. need to blend the surface details together and give her some sexy claws she can rip people apart with. she is my cyber-saboteur guy`s(working on him as well atm) favourite pet, they work as a team. while kitty is distracting the guards he plants the bomb.

http://i29.tinypic.com/duofs.jpg (http://i32.tinypic.com/2niy6f7.jpg)


http://i26.tinypic.com/zssiux.jpg (http://i31.tinypic.com/29gipp4.jpg)

Rens
03-29-2008, 03:38 AM
whoohoo suprore is sculpting, welcome to our side ;D

for a 1st its freakn great! keep updating,

im gonna start some with some normal clay today, and order some packs of supersculpey next week and try that out.

real sculpting ftw!

DanConroy
03-29-2008, 03:54 AM
[ QUOTE ]
taking a shot at the public art test from Bizarre Creations (http://www.bizarrecreations.com/jobs/environment_modeller.php)... for practice mostly. haven't decided how to model the holes on the sides of the buildins yet, hmm...

http://img136.imageshack.us/img136/9736/theclub5yq9.gif

[/ QUOTE ]

Looking good, was doing this test myself and ended up turning it into a full UT3 level lol.

Joseph Silverman
03-29-2008, 08:33 AM
Thanks Rens. /images/graemlins/smile.gif

Vik, thanks. It's already baked, but I don't think quite properly. I didn't plan or construct the piece in a way that was good for baking, so i was afraid of overbaking the ears and took it out early. It's pretty sturdy, but in the future i'm going to be sure to bulk up basic forms with armature of some sort so i don't have to bake something two inches thick.
I don't know how long i worked on it, not much at all, was just playing around with it off and on for a bit and experimenting. The only tool i really used was one of those wire things (http://www.craftmill.co.uk/WebRoot/Store/Shops/CraftMill/470E/2B5E/5746/5816/DA9E/D9AE/F0F5/7C60/4_0020_piece_0020_carving_0020_tools.jpg), i'm hoping to get a few more types of tools before i do anything serious in sculpey.

Joshua Stubbles
03-29-2008, 08:59 AM
Darkzomies, very dark and pessimistic - I love it! Do you have those speedpaints at desktop resolutions? Would be nice to have as a wallpaper /images/graemlins/wink.gif

NeoShroomish
03-29-2008, 06:59 PM
http://img247.imageshack.us/img247/1636/rendor2ql0.png

My version of the TF2 pistol ;D

Jonathan
03-29-2008, 08:42 PM
[ QUOTE ]
SUCCESS! After much frustration I've succeeded in getting a model from 3DSMAX into tf2. I'm thinking of making a tutorial to help explain how I did it.
http://i181.photobucket.com/albums/x211/MAUL0r/indy0001.jpg


LOL, I know what you mean.

/images/graemlins/wink.gif

Jonathan
03-29-2008, 08:48 PM
Started working on these Monday and Tuesday. So far, 3 different buildings, they just need more props, but they're mostly modular right now.
http://i252.photobucket.com/albums/hh18/3dartwork/city_earlyWIP-1.jpg
http://i252.photobucket.com/albums/hh18/3dartwork/earlyprogressbuildings.jpg

The Flying Monk
03-29-2008, 09:25 PM
I started this for the Sumea modelling comp a while back and decided to keep working on it.
http://members.iinet.net.au/~dhoogland/wip/hippy_007.jpg

Ruz
03-30-2008, 09:45 AM
http://mikerusby.wordpress.com/files/2008/03/cow-rapper.jpg

Ferg
03-30-2008, 10:32 AM
hahaha ruz... buddy.... the utters are on the cow's stomach, not genitals... definitely saving that jpg though...

Ruz
03-30-2008, 10:42 AM
ha ha, seemed the best place for them LOL

MoP
03-30-2008, 10:43 AM
[ QUOTE ]
hahaha ruz... buddy.... the utters are on the cow's stomach, not genitals... definitely saving that jpg though...

[/ QUOTE ]

Also they're udders, not utters /images/graemlins/frown.gif

Ruz
03-30-2008, 10:49 AM
I thought they were bollocks:)

konstruct
03-30-2008, 11:26 AM
Thanks for the new desktop ruz :P
The Flying Monk : did someone lop off one of her boobs?

andrei313
03-30-2008, 12:14 PM
Just finished this model, hope you like it. If you want to see more details about it you can go here: http://www.andrei313.com/gallery.php?page=fairey_swordfish

http://img227.imageshack.us/img227/3683/faireyswordfishbs2a7253gn5.jpg

Sectaurs
03-30-2008, 12:40 PM
[ QUOTE ]
Thanks for the new desktop ruz :P
The Flying Monk : did someone lop off one of her boobs?

[/ QUOTE ]

I assume it's an Amazon, who would remove a bewb for better archery skills. Though I don't think they pop out like silicon implants, as the scar implies.

rooster
03-30-2008, 03:02 PM
neoshroomish, ace!

Ruz
03-30-2008, 04:06 PM
loving that andrei313 -nice illustrative feel to it

MoP
03-30-2008, 04:21 PM
cool stuff andrei313, is that maya's new ocean shader for the water? nice presentation anyway.

t4paN
03-30-2008, 04:37 PM
[ QUOTE ]
hahaha ruz... buddy.... the utters are on the cow's stomach, not genitals... definitely saving that jpg though...

[/ QUOTE ]

Unless it's a bull and not a cow... /images/graemlins/crazy.gif

Ruz
03-30-2008, 05:05 PM
http://mikerusby.wordpress.com/files/2008/03/squiggly.jpg

mr squiggly is coming to get you:)

Ruz
03-30-2008, 06:11 PM
http://mikerusby.wordpress.com/files/2008/03/mrcow1.jpg
doodle update

Helixx
03-30-2008, 10:56 PM
Started work on a new female character. Done with the basemesh. Here's the first level of subdivision in zbrush. Face still needs some tweaking to better fit the concept but i'm pretty happy with the body so far.

http://www.patpaquin.com/womanRender01.jpg

andrei313
03-30-2008, 11:14 PM
Thanks ruz. My models always lacked proper presentation so I felt the need to work on this just as hard as I work on the model itself... It's good to see it shows /images/graemlins/smile.gif

[ QUOTE ]
cool stuff andrei313, is that maya's new ocean shader for the water? nice presentation anyway.

[/ QUOTE ]

Thanks MoP. No, it's a VRay material rendered in max. Glad you like it.

The Flying Monk
03-31-2008, 04:08 AM
konstruct : Yeah she's an Amazon, hence the una-boob. The theme for the comp was a God of War, ancient Greek sort of character.

The legend is that the Amazon's would cut off the right breast to give them an advantage at archery or fighting or whatever. I just thought a great big scar would look cool and was reading Y the Last Man at the time.

Ged
03-31-2008, 11:20 AM
did the uv's and baked maps in Xnormal on my shogun today, still gotta do the uvs for the steam powered backpack type thing. Yes Im doing this and dominance war at the same time :/

edit: gotta add some more loops to the boots and the backpack has pipes which go out of those discs on the chest.
http://fc03.deviantart.com/fs25/f/2008/091/1/1/shogun_normal_mapped_by_SirCula.jpg

garriola83
03-31-2008, 08:05 PM
as of right now, i dont have a body, i need to sketch some stuff out
http://digi-wingz.com/test00.jpg

ironbearxl
04-01-2008, 12:58 AM
Nice work Ged and garriola.


Just about done modeling this, working on hair next:

http://i84.photobucket.com/albums/k30/ironbearxl/Shae_4b.jpg

Helixx
04-01-2008, 12:14 PM
Here's an update on the female model. Her hair is going to be a mix of sculpt and alphas.

http://www.patpaquin.com/womanRender02.jpg

Inkfish
04-01-2008, 01:47 PM
Nice work Helixx, i'd check the jawline right now it looks a bit pointy. The body looks aces though.


A parasaurolophus
http://img.photobucket.com/albums/v371/inkfish/para_wip_2.jpg

Zephir62
04-02-2008, 04:04 AM
http://img.photobucket.com/albums/v650/Olliesworld/pirate.jpg

Ged
04-02-2008, 04:57 AM
changed all maps to 1024x1024 and added more detail with xnormals plugins. What do you think of the green is it stil too bright?

http://fc01.deviantart.com/fs30/f/2008/093/c/e/shogun_textures2_by_SirCula.jpg

garriola83
04-02-2008, 05:42 AM
changed all maps to 1024x1024 and added more detail with xnormals plugins. What do you think of the green is it stil too bright?

http://fc01.deviantart.com/fs30/f/2008/093/c/e/shogun_textures2_by_SirCula.jpg

nice normaps, maybe the green might be a tad neon, its all up to you, but i noticed that the torso or much of the body's silhouette doesnt match the detail of the normaps or the diffuse. a normal map can only do so much, actually its just a bump map on roids, but the subtle modeling on the pants, torso and the arms to create a silhouette that makes your character "deliverable", thats up to the artist to discover and figure out. i hope i was helpful. good luck

Jonathan
04-02-2008, 06:38 AM
Some game props for a UE3 mod. :)
First one isn't low poly yet. :)
http://i252.photobucket.com/albums/hh18/3dartwork/gencomp1.jpg
http://i252.photobucket.com/albums/hh18/3dartwork/tankearlyrender1.jpg
http://i252.photobucket.com/albums/hh18/3dartwork/tankUE3render.jpg

Ged
04-02-2008, 06:45 AM
nice normaps, maybe the green might be a tad neon, its all up to you, but i noticed that the torso or much of the body's silhouette doesnt match the detail of the normaps or the diffuse. a normal map can only do so much, actually its just a bump map on roids, but the subtle modeling on the pants, torso and the arms to create a silhouette that makes your character "deliverable", thats up to the artist to discover and figure out. i hope i was helpful. good luck

yeah thanks, your right it is a bit too low poly its only 4912 tri's and alot of that went on the hands and head, theres still the backpack and the swords to come so hopefully those will add some more shape to him.

nice props jonathan!

The_Kozmonaut
04-02-2008, 06:54 AM
wip, 4,157 tris

http://i266.photobucket.com/albums/ii251/the_kozmonaut/new-2.jpg

caseofchill
04-02-2008, 01:22 PM
jonathan: Nice start on the props

koz: the skin textures look like they need a little more love, but it is a wip...

Jonathan
04-02-2008, 01:37 PM
Thanks caseofchill.

Here's the low-poly version (830 polygons), now just need to tweak the normal map with the Nvidia plugin and do the textures. :)
http://i252.photobucket.com/albums/hh18/3dartwork/lowpolyandwiresgenerator11.jpg

rooster
04-02-2008, 01:49 PM
whatwhatwhat? dont use the n word round here, use CrazyBump

Jonathan
04-02-2008, 01:55 PM
whatwhatwhat? dont use the n word round here, use CrazyBump

LOL, I mean fixing the normal map, you know, areas where the cage didn't quite get everything right. Some small things it's much faster to fix by hand painting the normal map to get it right instead of spending a lot of time messing with the cage. :)

timwiese
04-02-2008, 05:38 PM
a cute puppy I have been working on

http://i64.photobucket.com/albums/h167/opiate4kils/dogWIP.jpg

timwiese
04-03-2008, 06:00 PM
an update to my puppy, I have been putting off doing the paws teeth and tail. but I think I get those done next.

http://i64.photobucket.com/albums/h167/opiate4kils/dogWIP2.jpg

konstruct
04-03-2008, 10:30 PM
slow and steady :P

http://www.konstruct3d.com/DUMP/:Posts/Maxx_03.jpg

achmedthesnake
04-04-2008, 06:28 PM
nice maxxx konstruct, all you need now is evil kitty and lady sham...

(if it's meant to be maxxx, i assume so)

Mtg_kirin
04-05-2008, 06:52 AM
hey I dont post here all that often, just cause im not all that good. But working on making a low poly male. the idea is to make this one under 2k, then make another one with around 5k tris, then again with a 10k model. So far im at around 1560tris
http://willtruran.com/TT/malerot.gif

Wires
http://i228.photobucket.com/albums/ee3/Mtg_Kirin/wire.jpg

Jonathan
04-05-2008, 01:51 PM
Nice progress on the low poly male.

However, you might find it easier if you start at higher poly, and work your way down, unless you're just doing this for edge loop/flow practice. :)

I got the generator textured, :)
http://i252.photobucket.com/albums/hh18/3dartwork/r3l.jpg

Cody
04-05-2008, 06:45 PM
Cool generator!

Jesse Moody
04-05-2008, 08:04 PM
slow and steady :P

http://www.konstruct3d.com/DUMP/:Posts/Maxx_03.jpg

bad ass dude. looks good on the tv. nothing like browsing polycount on the ps3

Jonathan
04-05-2008, 08:05 PM
Thanks.
It's ready to generate some powuh! :)

Marshal Banana
04-05-2008, 08:06 PM
First attempts at stylized characters
http://i93.photobucket.com/albums/l43/Marshal_banana/Stylized_Warrior.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/Stylized_Knight.jpg

Ghostscape
04-05-2008, 09:02 PM
First attempts at stylized characters
http://i93.photobucket.com/albums/l43/Marshal_banana/Stylized_Warrior.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/Stylized_Knight.jpg

meta knight and gannondorf?

Joshua Stubbles
04-05-2008, 09:44 PM
Did an art test for Turn10. Good enough to score an interview at least.

The specs were 700tris for LOD1, 50% for LOD2, then box-silhouette for LOD3. Diffuse is actually 1024, AO was 512. The UV's for the AO chan (3) are also used for realtime lighting.

http://www.ivassago.com/pcount/gen2.jpghttp://www.ivassago.com/pcount/gen1.jpg
http://www.ivassago.com/pcount/gen_diffuse.jpghttp://www.ivassago.com/pcount/gen_ao.jpg
http://www.ivassago.com/pcount/gen.gif

konstruct
04-05-2008, 10:22 PM
hey thanks mr. moody! , I was pissed to find out the xbox didn't have a browser. >_<
-wii and ps3 f.t.w... (now I'm gonna have all kinds of xbox fan boys breathing down my neck). :P

Cojax
04-05-2008, 10:29 PM
hey thanks mr. moody! , I was pissed to find out the xbox didn't have a browser. >_<
-wii and ps3 f.t.w... (now I'm gonna have all kinds of xbox fan boys breathing down my neck). :P

What ever noob xbox rulez!

haha. Lookin good man. Texture shouldn't be to hard =P

Alex Pointer
04-05-2008, 11:24 PM
http://i307.photobucket.com/albums/nn289/AlexPointer/renderforpostofcarmela.jpg
5000 poly character. 2 normal maps, 2 diffuse, specular maps and sss skin used for this render.

andrei313
04-05-2008, 11:30 PM
http://img508.imageshack.us/img508/7820/paprika1ze9.jpg

My first try at including ZBrush into my workflow. The basemesh was done in max and it has 1650 polygons. I finished detailing it at level 4 so I'm about half done with it, , I'll probably stop at 8 :)
Hope you like it.

konstruct
04-06-2008, 02:38 AM
yeah I realized the texture was going to be cake the other day aswell

-body about done, now for the (boot things)?

http://www.konstruct3d.com/DUMP/:Posts/Maxx_04.jpg

timwiese
04-06-2008, 10:18 AM
Alex: thats an awesome character model. Do you have any close up renders to see the detail of the normal maps? (it's good to see more people from Westwood getting on these forums.)

http://i64.photobucket.com/albums/h167/opiate4kils/ZombieDogLowpoly.jpg
2157 Triangles, 2048 x 2048 Normal, Diffuse. I still need to make a specular, then rig it.

garriola83
04-06-2008, 11:34 AM
oooh more of my students are posting stuff

alex: awesome pose! did you change something to the head/face? it looks cleaner/better. the hair looks great too. you already know my critique of this. its great to see it here tho.

tim: that puppy is coming along nicely! i think the diffuse is just a little incomplete. maybe it doesnt look decomposed enough. add some variety on the skin and the decomposing body parts; what parts are more decomposed and which parts arent. peeling flesh is always nice and some dead veins full of rotting blood might be a nice touch.

i'll post some of my concepts for my idea a lil later, im just a bit "busy" atm

timwiese
04-06-2008, 01:07 PM
tim: that puppy is coming along nicely! i think the diffuse is just a little incomplete. maybe it doesnt look decomposed enough. add some variety on the skin and the decomposing body parts; what parts are more decomposed and which parts arent. peeling flesh is always nice and some dead veins full of rotting blood might be a nice touch.Thanks for the advice. I really just didn't know if I was taking the rotting flesh look too far or not far enough. so I kept on the safe side and tried not to over do it. I agree with you completely tho and I'm gonna add more variety and nasty stuff.

Keen
04-06-2008, 02:24 PM
Saw vassago's art test so I thought I'd post mine, unfortunately no interview came with it :(. 700 polys, 1024 diffuse spec and normal etc etc etc.

http://i65.photobucket.com/albums/h201/VeryKeen/progressv2-1.jpg

Johan Carlsson
04-06-2008, 04:02 PM
andrei313, ;D He looks great ! I really like him :]

Not really working on right now, but I was two hours ago ;P And too stressed to post anything then, but here's the finished model of the snakemommy I posted in here a couple of pages back ^^

http://pici.se/pictures/XWBHZounA.jpg

Joshua Stubbles
04-06-2008, 05:48 PM
Good work on that, Keen. Think you can post the flats + wire on that bad boy? :)

Johan, disturbing and cool :D

Asmuel
04-06-2008, 06:07 PM
Too bad you didnt get an interview keen, looks pretty good. Tough in comparison to Vassago's, a little dirty, not as crisp. Might be something to think about.

timwiese
04-06-2008, 08:39 PM
another update

http://i64.photobucket.com/albums/h167/opiate4kils/ZombieDogLowpoly2.jpg

garriola83
04-06-2008, 10:22 PM
another update

http://i64.photobucket.com/albums/h167/opiate4kils/ZombieDogLowpoly2.jpg

yeah boy thats what im talking about. keep it up

konstruct
04-06-2008, 10:46 PM
MUCH better- its good to see you thinking about what your volumes are now- push that envelope till it says "EXCUSE YOU!?" see what happens when you use as much reference as humanly possible when you sculpt, paint textures, etc etc- look up some skeletons, and check your rib cage as well as the weight on those legs.

something was really irking me about your head so I did a paint over:

http://img.photobucket.com/albums/v505/konstruct/dog_PO.jpg?t=1207547040
http://img.photobucket.com/albums/v505/konstruct/dog_PO2.jpg
I looked up some dog skulls to try and get a better idea of how the jaw, hooks into the skull, and the eyes relationship to all of this- I gave him a more pronounced throat, and the bottom jaw was a little squirrel like, and needed some beef. the teeth needed more rawr. (try peeling the skin back to show the teeth mor) because thats EASILY the scariest thing about a dog, undead or not.

LASTLY

look up some photo ref of flesh, dead animals roadkill, decomposing skin, etc etc, and try and pull up some good texture, that would otherwise be too complex, and organic to hand paint. For this example I found an image of a dead pig. (pretty grim, but its all in the name of art right? :P)

crank that contrast!!

ng.aniki
04-06-2008, 11:06 PM
It was first made to help me to find colors for my 3d model, before texturing, but I couldn't stop and made this.
I made a basic render with maya and painted everything over it.

Comments are welcome !

http://uppix.net/f/7/2/33b864b17633dd7a656995669ec20.jpg (http://uppix.net/f/7/2/33b864b17633dd7a656995669ec20.html)

Keen
04-06-2008, 11:35 PM
Vassago: Thanks man, here's the extra stuff.

Asmuel: Well I purposely made it dirty, hopefully they won't dock me because of that. We'll see, I haven't gotten official word but it's looking grim. :(

http://i65.photobucket.com/albums/h201/VeryKeen/render2.jpg

http://i65.photobucket.com/albums/h201/VeryKeen/lightdiffuse.jpg

Spec: http://i65.photobucket.com/albums/h201/VeryKeen/lightspec.jpg
Ao: http://i65.photobucket.com/albums/h201/VeryKeen/lightdiffuseAO.jpg
Normal: http://i65.photobucket.com/albums/h201/VeryKeen/lightnormal.jpg

timwiese
04-07-2008, 12:22 AM
MUCH better- its good to see you thinking about what your volumes are now- push that envelope till it says "EXCUSE YOU!?" see what happens when you use as much reference as humanly possible when you sculpt, paint textures, etc etc- look up some skeletons, and check your rib cage as well as the weight on those legs.

something was really irking me about your head so I did a paint over:

http://img.photobucket.com/albums/v505/konstruct/dog_PO.jpg?t=1207547040
http://img.photobucket.com/albums/v505/konstruct/dog_PO2.jpg
I looked up some dog skulls to try and get a better idea of how the jaw, hooks into the skull, and the eyes relationship to all of this- I gave him a more pronounced throat, and the bottom jaw was a little squirrel like, and needed some beef. the teeth needed more rawr. (try peeling the skin back to show the teeth mor) because thats EASILY the scariest thing about a dog, undead or not.

LASTLY

look up some photo ref of flesh, dead animals roadkill, decomposing skin, etc etc, and try and pull up some good texture, that would otherwise be too complex, and organic to hand paint. For this example I found an image of a dead pig. (pretty grim, but its all in the name of art right? :P)

crank that contrast!!

Wow. That is example is awesome. Really shows me just how much further I can actually take this piece. I never even thought about having the teeth being shown but that paint over really shows how much more scary it is when they are exposed.
Thanks

fonfa
04-07-2008, 01:04 AM
the dog would look way more scary/gross/disturbing with patches of the original fur showing, with a more contrastant color.

Asmuel
04-07-2008, 01:12 AM
Keen: Yea I realise that, but it looks like its beens sitting in a cole mine. I think you probably pushed it a little too far dirty, and its very desaturated. Though I don't know what the concept art looked like.

The actual light things on top look ace though :)

Nick Carver
04-07-2008, 06:40 AM
Good work, guys!

Here's another vehicle concept I've done for a challenge at Conceptart.org. 3d in Maya and then painted over in PS. Time consuming but good fun nonetheless.

http://i3.photobucket.com/albums/y95/oishiiniku/gopher1.jpg

Cheers, Nick.

Joshua Stubbles
04-07-2008, 06:57 AM
Nick, that is completely badass. I see you use a style similar to hawkprey? Using a 3d model as a base for the concept. Adds an amazing sense of depth to the work. Really really nice.

Keen, I think I'd have to agree with Asmuel and say it looks a *little* too dirty. Though I would think they wouldn't dock ya for that.

Asmuel, this is the only ref we were given by them:

http://www.mbtractor.com/images/products/medium/IR_light_tower_Lightsource.jpg (http://www.absoluteequip.com/newimage/12616-1hr%20light%20source.jpg)

konstruct
04-07-2008, 08:07 AM
DAMN Nick!- killin it with the vehichles. that last one (giant digger vehicle?) was awesome too. Nice style-

MAUL0r
04-07-2008, 08:25 AM
http://a486.ac-images.myspacecdn.com/images01/128/l_f94450b1fa46fb4524704c7081f2c195.jpg

representin'!

Jeremy Wright
04-07-2008, 09:06 AM
Love it, Nick! I think it could benefit from some warning decals here and there (maybe inside the metal flaps/doors).

Tumerboy
04-07-2008, 09:15 AM
Hey Nick, I had the Har-V set to my desktop for a while here at work. I got more comments, and people stopping as they were walking by, then on any other wallpaper I've had. Nice work man.

timwiese
04-07-2008, 10:51 AM
It was first made to help me to find colors for my 3d model, before texturing, but I couldn't stop and made this.
I made a basic render with maya and painted everything over it.

Comments are welcome !

http://uppix.net/f/7/2/33b864b17633dd7a656995669ec20.jpg (http://uppix.net/f/7/2/33b864b17633dd7a656995669ec20.html)

excuse me for asking but what is this 3d model supposed to be? I'm drawn in by the colors and the look of it but I can't figure out if this is some kind of ship or gun. If it is a ship that bar code looking area on the front is really throwing me off.

snake85027
04-07-2008, 10:52 AM
http://i93.photobucket.com/albums/l74/spawn85027/renderone-7.jpg
http://i93.photobucket.com/albums/l74/spawn85027/wireg-1.jpg

Keen
04-07-2008, 11:53 AM
Wait, you only got one reference picture? Mine had a bunch. I had the one you showed plus other like these:

http://i65.photobucket.com/albums/h201/VeryKeen/Light_geneator2.jpg
http://i65.photobucket.com/albums/h201/VeryKeen/Light_geneator4.jpg

But you guy are probably right about the texture, I think I did go overboard.

Looks good snake! Did you get word back from turn 10 about it?

MoP
04-07-2008, 12:00 PM
Bloody awesome again, Nick!

snake85027
04-07-2008, 12:33 PM
nope, just waiting

rollin
04-07-2008, 01:59 PM
nick.. ownage!

IronHawk
04-07-2008, 02:15 PM
Thats rad nick!

Gl on the art tests guys.

rooster
04-07-2008, 02:37 PM
love it nick

Slum
04-07-2008, 04:13 PM
quickie from last night. it was fun, i might take this a little further.

http://rainvfx.com/stuff/rockets.mov

I wish i could embed quicktime :(

Alex Pointer
04-07-2008, 06:57 PM
http://i307.photobucket.com/albums/nn289/AlexPointer/normalmapall.jpg

http://i307.photobucket.com/albums/nn289/AlexPointer/regularrender.jpg

Heres the normal for the post earlier tim and also a closer render of the character.

critiques are welcome!!

ironbearxl
04-07-2008, 08:48 PM
muscleman:

http://i84.photobucket.com/albums/k30/ironbearxl/anato_1.jpg

Keen
04-07-2008, 11:44 PM
Since we're on the topic of art tests, I thought I'd show my other one, unfortunately I didn't make the cut, but I learned a lot.

I'd show the concept, but I'm pretty I'm not supposed to.

http://i65.photobucket.com/albums/h201/VeryKeen/Beauty2.jpg

Ironbear, that guy is a BEAST

timwiese
04-08-2008, 08:44 AM
Alex: Looks pretty nice, my only gripe is one the buttons on her pants is mis-shaped, it might just be nit picking though as it looks fine from a distance.

ironbearxl: The arms on your guy don't seem to match the same level of tone that the rest of the body has. With how cut his abdomen area is I would expect his arms to be much more cut then they are.

TSM
04-08-2008, 11:45 AM
I'm working on this:

http://img525.imageshack.us/img525/7885/2haxenu5.jpg (http://imageshack.us)

Any crits are welcome.. I used it to tone my high res modeling and workflow with xnormal + crazybump to get good results. 3^1024 maps .. diffuse, spec, and normal. 227 tris (max reporting after being triangulated).

Psyk0
04-08-2008, 12:57 PM
Alex: My first impression was the head is too big. Probably because the space between her eyes is too far apart, only 1 eye should fit in-between.

timwiese
04-08-2008, 07:05 PM
These are stills from the final spin around. Thanks everyone for your comments and suggestions they helped me out a lot.

http://i64.photobucket.com/albums/h167/opiate4kils/zombieDogFinal1.jpg
http://i64.photobucket.com/albums/h167/opiate4kils/zombieDogFinal2.jpg

konstruct
04-08-2008, 08:45 PM
NICE Tim!- much improved!

http://www.konstruct3d.com/DUMP/:Posts/Maxx_06.jpg

Joao Sapiro
04-09-2008, 03:22 AM
nick that concept rocks, congrats !

Inkfish
04-09-2008, 03:45 AM
Started sculpting the para

http://img.photobucket.com/albums/v371/inkfish/para_wip_7.jpg

Ged
04-09-2008, 04:24 AM
A little turnaround of my steampunkish samurai dude in C4D, now I just need to rig him somehow. I could still do some adjustment to the textures, especially the backpack and pipes on his side but Im not sure what I should do?

http://www.c4dcafe.com/ipb/index.php?act=attach&type=post&id=53400

http://fc01.deviantart.com/fs29/f/2008/100/a/3/Steam_Punk_Samurai_by_SirCula.jpg

7710 tris
samurai = 1024x1024 normal, colour, specular
backpack = 512x512 normal, colour, specular

NeoShroomish
04-09-2008, 05:11 AM
http://img441.imageshack.us/img441/7725/rendertb4.png

NCFOM ;]

konstruct
04-09-2008, 09:58 AM
SWEET- are you planning on doing a Anton Chigurh piece?

CheeseOnToast
04-09-2008, 10:24 AM
Keen, that's looks good but I think your lighting is letting you down. It's a bit flat and lacking in a good focal point. Now, where's Vig for a 3 page long example with illustrations and paintovers?

Jonathan
04-09-2008, 11:13 AM
Made this this morning. :)
http://i252.photobucket.com/albums/hh18/3dartwork/hydrotankpropLowPoly3.jpg

Slaught
04-09-2008, 11:36 AM
Shotgun with Silencer?
THIS IS MADNESS!

Keen
04-09-2008, 03:32 PM
I agree with you on the lighting Cheese, it's not one of my stronger points, I'll spend more time with lighting on future projects. With the focal point though, I just matched it up with the concept so it would be easy for the company to compare the two.

odium
04-09-2008, 04:11 PM
Ok, while the O37 is being finished off, I decided to start on the Knife this afternoon. Well, after a fantastic quick effort from Mo, he made me a low and high poly model for the Combat knife, and I textured her.

Here she is, the Combat Knife. A melee weapon, for when you act like a retard and run your weapon dry. Comes in 2 flavours, a classic swipe action, or press the "function" key and he will hold the blade, ready to throw (complete with sticking in walls action). Not sure how many "knifes" you will get as yet, possibly 5, with the last one reserved (i.e. you cant throw it).

Anyway, enjoy. All comments welcome, but this models done, so we are moving on with other things:

(Click to enlarge)
http://www.quake2evolved.com/overdose/media/models/overdose_combatknife_render_small.jpg (http://www.quake2evolved.com/overdose/media/models/overdose_combatknife_render_large.jpg)

(Click to enlarge)
http://www.quake2evolved.com/overdose/media/models/overdose_combatknife_textures_small.jpg (http://www.quake2evolved.com/overdose/media/models/overdose_combatknife_textures_large.jpg)

Joseph Silverman
04-09-2008, 05:24 PM
Add a layer of grime and scratches that is ONLY in the spec, not the diffuse too -- this works especially well if it's a slightly different color. Done right, it'll give you the depth of depth and realism that you can't achieve without a specular map, and make the most of your engine's capabilities. As it is it looks awesome, and is nice work, but you could technically achieve the same results still with diffuse only. Exploit the power of spec and put some more variation in there.

odium
04-09-2008, 05:50 PM
Nice, forgot about that. Tried to make some grime that was a larger contrast, and this seems to do the trick. Really fights with the lighting, but in a good way. Thanks bro. (Updated pics).

Joshua Stubbles
04-09-2008, 06:01 PM
http://img441.imageshack.us/img441/7725/rendertb4.png


Right on! oops..

http://cdn-www.cracked.com/articleimages/wong/3-20-08/Kybard4.jpg

Joseph Silverman
04-09-2008, 07:00 PM
Nice, forgot about that. Tried to make some grime that was a larger contrast, and this seems to do the trick. Really fights with the lighting, but in a good way. Thanks bro. (Updated pics).

Great job, looking excellent. :)

Ruz
04-09-2008, 07:22 PM
nice concept Nick . very professional looking.
heres me latest doodle
http://mikerusby.files.wordpress.com/2008/04/geezer.jpg

been animating a walk cycle also - my first anim in 3 years. coming along slowly:0

achmedthesnake
04-09-2008, 09:15 PM
nice work with the biped Ruz - just wondering, you just gonna let the leg/pants intersect
when it bends, or do some custom expression hardcore shit or some soft cloth?

+nipples look underdetailed man, give him some hig-def normal mapped fripples!

NeoShroomish
04-09-2008, 11:01 PM
SWEET- are you planning on doing a Anton Chigurh piece?

I wish :[ I fail at modelling non-hard edged things

Ruz
04-10-2008, 02:29 AM
achmedthesnake - not sure yet mate. I probably have to rebuild the crotch slighty. There is a push modifier on it right now so its a bit intersecty

Rens
04-10-2008, 03:45 AM
oeh ruz, lookn nice man

odium
04-10-2008, 05:13 AM
Rus, thats awesome. You have a great style for characters.

breakneck
04-10-2008, 06:05 AM
konstruct: thats a pretty good start on the maxx!!! any hints on how you did the foot wraps??

Vitor
04-10-2008, 01:38 PM
Was getting somewhat bored with the DomWar model so I'm back to the boring Zbrush busts. Still working on the highpoly a bit more. Then going to retop and texture it à lá nextgenz!1

http://img132.imageshack.us/img132/1913/wip01ly1.jpg

diZzyWalnut
04-10-2008, 01:46 PM
Looks nice Ruz.

fuxer
04-10-2008, 02:17 PM
Old Snake for unreal 3
http://img218.imageshack.us/img218/5093/snakebc7.jpg

thomasp
04-10-2008, 02:20 PM
playing around with something different - i call him 'wahnfried' and he still needs lots of love.
http://thomaspecht.de/randomstuff/wahnfried_02.jpg

vitor, that profile is nice. the ears look strange tho and you should do more with the neck shape. also very symmetrical in the front view for a guy this wrinkly imo. perhaps check pictures of the actor ben kingsley for some initial inspiration?

Justin Meisse
04-10-2008, 03:16 PM
I is making a gaspump for TF2, it has McGillicutty polygons, the weird artifacts are from my crappy auto-unwrap and light bake and it may or may not have something in common with this thread:click this (http://boards.polycount.net/showthread.php?t=52882)
http://www.artbyjustin.com/wip/tf2/tf2_gaspump01.jpg

rollin
04-10-2008, 05:23 PM
can i still call you gijoe? :)

this looks a bit like your "heinrich" model.. at least the hat ;)

like it so far :)

Slaught
04-10-2008, 05:31 PM
Awesome page! :D

Been doodlin´ in Max:
http://img143.imageshack.us/img143/4434/mewar01ai6.jpg

About 300 tris.

Cody
04-10-2008, 05:46 PM
Haha. Thomas that's hilarious.

Flynny
04-10-2008, 05:57 PM
Some brilliant stuff going on.

Well, may aswell abuse the new forum ;)

http://uk.youtube.com/watch?v=wk6FPHzvM-Y

About a full days work so far, bear in mind i started maya yesterdayish lol. Slowly getting there, 3/4 of the day was actually spent modelling the prop gun because I didnt know the top tier menu items actually changed with that clickdown catogory thingy :poly127:

SuPa-
04-10-2008, 07:10 PM
Dragon rider... guy
Dragon part of the model almost fully textured

http://i150.photobucket.com/albums/s107/aquauzi/DragonRiderWIPVideo2.gif

Slum
04-11-2008, 07:59 AM
http://rainvfx.com/stuff/rockets.mov

yay, quicktime. a test for a shot i'm working on..

CheeseOnToast
04-11-2008, 11:05 AM
Still modding Mount and Blade. It's pretty easy to get into, even for a script-idiot like me...

http://i101.photobucket.com/albums/m58/CheeseOnToast13/chaos_menu.jpg

Great page, nice to see the new fancy-shmancy stuff being abused already :D

notman
04-11-2008, 02:19 PM
Hmm, the quicktime controls are cut off. I can only grab the timeline, but no play button.

SuPa-
04-11-2008, 02:52 PM
notman, press the link that says "QuickTime Videos"

Slum
04-11-2008, 03:13 PM
notman: quicktime also lets you doubleclick the video to play/pause. :)

odium
04-11-2008, 04:25 PM
Well, the O37 is finished. Yeah, our first weapon model is 100% done. Like the combat knife, only minor changes will be made for this one, as we are moving onto the Pistol, grenades and other stuff now. Enjoy:

http://www.quake2evolved.com/overdose/media/models/o37final_small.jpg (http://www.quake2evolved.com/overdose/media/models/o37final_large.jpg)

http://www.quake2evolved.com/overdose/media/models/o37texture_small.jpg (http://www.quake2evolved.com/overdose/media/models/o37texture_large.jpg)

Davision3D
04-11-2008, 05:00 PM
Nice fx slum!
now let me see that thing exploding! ;)

ImSlightlyBored
04-11-2008, 05:44 PM
Been working on this
http://medicinal-waste.co.uk/body%20copy.jpg
(Concept)
It is taking far too long for an 8 second long scene, spent too much time on it regrettably.

Spliced all organs and parts up in to individual layers, rigged, all layered in 3D. I know its not jesus-perfect anatomically and I'm taking my views from all different sagittal depths but its so brief, it doesnt have to have everything.

(Model:)
Stuck on a wee filter courtesy of blenders post pro that gives it a more aged, 2D feel.

http://www.medicinal-waste.co.uk/shaderoutput.jpg

NeoShroomish
04-11-2008, 07:33 PM
Odium - doesn't look like your specular map is rendering, either that or you may want to crank it up a bit ;]

Slum
04-11-2008, 09:13 PM
Davision3d: Dont worry, there's a lot more coming :)

Cojax
04-11-2008, 10:49 PM
Whats with you people and blood thirsty rabbit avatars! Gosh!

Haha. Ya nice work Slum =P

dur23
04-12-2008, 11:28 AM
ImSlightlyBored: Um, holy crap. That's pretty damn awesome. Make sure you post the final animation.

Neox
04-12-2008, 11:34 AM
I worked on a skyshader for Airbørn with the goal of having minimum use of textures but a lot of sky to fill.

http://polyphobia.de/nonpublic/airborn/Untitled/Untitled.html

So the shader currently works with only one 512 texture with 3 clouds on it, one mask to blur away the uvseams and poles of the skysphere and gradient for the skycolor and a lot of stuff to moive the clouds and distort them.
of course there is still a lot of stuff to tweak but it is a start :)

Vitor
04-12-2008, 12:01 PM
Some work on the bust I posted before. Still without a specular map.

http://img88.imageshack.us/img88/751/wip09jm5.jpg

ImSlightlyBored -> that is win already. Can't wait to the final movie.

Mil0
04-12-2008, 01:22 PM
http://i6.photobucket.com/albums/y202/whippedcracker/image-15.jpg

GCMP
04-12-2008, 01:43 PM
Like the weapons odium, some fine stuff here:poly003:

Flynny
04-13-2008, 03:05 PM
http://uk.youtube.com/watch?v=627k1vMNbpA
Oh yeah ;) Good stuff people!

Slaught
04-13-2008, 05:05 PM
http://img359.imageshack.us/img359/7933/mewar04mz2.jpg
770 tris

Popeye9
04-13-2008, 05:06 PM
Here is a sentry gun I was building for use in FFOW.

http://img441.imageshack.us/img441/2660/another1gu6.jpg (http://imageshack.us)

need to tweak the spec map for unreal engine but gotta wait till they release the mod tools FFOW.

StJoris
04-13-2008, 08:43 PM
Slaught, that is really sexy!

renderhjs
04-13-2008, 08:49 PM
in progress level for a 3d flash game (with mixed rendered and realtime stuff):
http://www.renderhjs.net/bbs/polycount/colorcatch/rheta_progress_01.jpg
this is related to this low poly character (http://boards.polycount.net/showpost.php?p=799531&postcount=799)

SouL
04-13-2008, 10:21 PM
I'm Going To Steal Everything In This Threadz, Make A Game And Make Millionzzzz!!!!!111!!!!!!

Mil0
04-13-2008, 10:52 PM
I'm Going To Steal Everything In This Threadz, Make A Game And Make Millionzzzz!!!!!111!!!!!!

haha, seriously though there has been some top quality work posted here lately.

Japhir
04-13-2008, 10:55 PM
slaught: very very nice silhouette! killer work!
soul: lol yeah and when you've made the game i'm gonna steal that right before you buy your copyright :poly129: muhhahaha

WipEout
04-14-2008, 03:29 AM
SAGGY TITS FTW!!

http://www.davidmann3d.com/images/witchbody.jpg

Click Here for a bit more... (http://boards.polycount.net/showthread.php?t=52789)

CheeseOnToast
04-14-2008, 07:23 AM
ImSlightlyBored : that's looking gorgeous man, looking forward to the finished thing.

renderhjs
04-14-2008, 01:03 PM
lighting test with mental Ray
http://www.renderhjs.net/bbs/polycount/colorcatch/rheta_progress_04.jpg