View Full Version : [P&P] - What Are You Working On? 2009 Edition!
odium
04-25-2009, 11:40 AM
Blaizer, that face texture is just pure win.
Razorb
04-25-2009, 12:00 PM
Blaizer: thats come mighty fine work .. i did some face texturing recently and really mine looks like complete arse now ive seen yours :D
obson: really nice :D lookin forward to updates !
Here is something i ragged together.. took about 1 day and a half to do it all ... its not great and not finished but yea just thought i would show it anyway... its diffuse only and some really quick vertex lighting.
http://i3.photobucket.com/albums/y69/Razorb/Hall.jpg
still are still things it needs such as a throne.. the carpet thing needs to be moved around n such as it looks to perfect.. water where the deformation in the ground is.. and so on
Art-Machine
04-25-2009, 12:03 PM
Hello Prince of Persia fan ;)
Nice lighting and texture feeling.
Andreas
04-25-2009, 12:06 PM
Haha yeah, very Prince of Persia, but also very great. Love the lighting, everything looks like a painting! I thought it actually was a painting at first.
@Neox
the client who gave me the hand just said that the scanner is really expensive (it costs around 10.000 bucks he said ) I donīt now which type of scannrig it is.
http://gallery.mcneel.com/fullsize/rhinohead.jpg
one of my very first heads in max/rhino back in around 1995
man that sucks agghhh
Andreas
04-25-2009, 03:07 PM
Haha you have come a LONG way Ruz :D
lol, i thought it was great at the time
Razorb : very very nice mood and lighting man max ? kinda looks like source engine though?
http://wip.artbyvahl.com/UdonDStribute/donrender.jpg
guess it's more or less done now, here's a turntable of it, .mov,15megs (http://www.artbyvahl.com/gallery/gameart/characters/Turntables/DonovanTurntable.mov)
Razorb looks great. I though it was a concept at first.
@ Virtuosic (http://boards.polycount.net/member.php?u=19674) - very nice - love the cracks
I made a lame little test piece today - I spent about 4 hours on it so far, mostly just trying to figure out the best way to do a detail like this. Textures need work, but Id appreciate any C&C as Im still horribly noobish. 630 triangles 1x 1024 diff and norm
http://nicholaikropat.com/NIXPIX/kropat_wall2_wip1.jpg
-N
You definitelly exagerated on those dark cracks.
they look fake, concrete would have never break like that, don't forget to spent at least half an hour looking at refs of the prop you're gonna model, it's worth it! ;)
Marshal Banana
04-25-2009, 08:42 PM
http://i93.photobucket.com/albums/l43/Marshal_banana/pinkpose.jpg
Slaught
04-25-2009, 11:16 PM
@Marshal Banana
Looks nice.
But itīs hard to see the mouth because of the bright skin color.
@Blaizer
Holy crap.
Decided to pop my next-gen-cherry...was going for a likeness but I probably failed. :(
http://i4.photobucket.com/albums/y106/Dropkick60606/ri201.jpg
Slightly stylized.
is it vin diesel, slaught?
FAT_CAP
04-26-2009, 04:15 AM
Yeah looks like Vin to me - I thought I'd seen the last of him after we got Wheelman out the way!
If it is Vin its worth looking for all the asymetrical features his face has - we had to take them all out on Wheelman to give a more idealised view of him but it really helps to sell the likeness of him in my opinion.
Andreas
04-26-2009, 05:04 AM
Watch your topology Slaught. The shape the muscle just under the eye causes curves all the way down to under the chin, whereas yours gets broken up by some very messy topology at the cheek and corner of the mouth. Nice model anyways. I also think its Vin, because of the nose mostly.
Slaught
04-26-2009, 07:22 AM
Yeah it is. :)
Thanks for the tips guys!
Iīm still struggling with the whole "keeping everything in quads" thing.
Wanted to throw this into Mudbox when Iīm done.
warby
04-26-2009, 09:09 AM
Blaizer: thats come mighty fine work .. i did some face texturing recently and really mine looks like complete arse now ive seen yours :D
obson: really nice :D lookin forward to updates !
Here is something i ragged together.. took about 1 day and a half to do it all ... its not great and not finished but yea just thought i would show it anyway... its diffuse only and some really quick vertex lighting.
http://i3.photobucket.com/albums/y69/Razorb/Hall.jpg
still are still things it needs such as a throne.. the carpet thing needs to be moved around n such as it looks to perfect.. water where the deformation in the ground is.. and so on
did you hand assign these vertex color values ? or did you bake them some how? if they are baked i demand you tell how ( max / maya ? mental ray ? )
i have been looking for a good global illumination vertex bake solution but couldn't figure out anything
ParoXum
04-26-2009, 09:11 AM
Mechadus: I dont know if it's me only but the bricks color and the plaster one don't go very well together. Maybe the eye would read a better separation between destruction layers (plaster/bricks) if one was clearly brighter/darker.
http://uppix.net/0/d/0/339c890765ae7aa049a4b09022c7c.jpg
An editor shot of a map I'm busy with :p Very impatient to finish it and do PS3 tests.
Does anyone knows if UE3 can bake lightmaps trought alpha values (to get foliage shadows instead of poly shadows)?
Razorb
04-26-2009, 09:46 AM
ParoXum: thats nice n pretty :D
warby: its just ya normal vertex baked lighting in 3ds then after that in the vertex paint modifier i changed the rgb values a bit to give the overall scene a slight redish tint and then played with contrast a tiny bit more... the lens flare is just faked in photoshop ... its basicly a concept of what i want it to look like when it is ingame... so i can try and match it when i get there...
so yea nothing special oh and thanks guys! one other thing tho... does anyone know any details on when the new unreal stuff will come available ? this below!
http://www.youtube.com/watch?v=MOba9IIpkcU
Blaizer: Wow that's an awesome face
Razorb: Huh cool scene, you say it is still wip but that doesn't change the fact that I really like the lighting O_O
Marshal Banana: Maybe a little bit to bright like slaughter suggested?
Vahl: Can't wait to see him textured, lovely work
Virtuosic: I love the patina look
ParoXum: Wow nice scene, you say you bake it for the ps3, so I guess it's ut3?
Any chance of a PC release?
Anyway I worked a bit on my eotech
http://i193.photobucket.com/albums/z106/SoullanceHAL/wip3-1.jpg
http://i193.photobucket.com/albums/z106/SoullanceHAL/wip2-7.jpg
ParoXum
04-26-2009, 11:17 AM
Razorb (http://boards.polycount.net/member.php?u=20540): Thanks, your little map looks beautiful btw, impressive vertex lighting.
HAL (http://boards.polycount.net/member.php?u=24674): Thanks, actually the map is for an exam this year. It's not meant to be played but I might release a deathmatch or duel version once it's done. Could be fun to play around in it with friends :)
Still searching for transparent shadows in UT3, but found nothing except the Beast plugin. Any chance to achieve transparent shadows in stock UE3 with lightmaps ?
ImSlightlyBored
04-26-2009, 02:47 PM
don't think so
transparent as in how? from masked/translucent materials/alphas or you mean just not fully black shadows?
looks really nice razorb, can't wait to see the water and stuff in there. Dont know about the new UE3 features, a while I assume to see it out of the workplace and in the home (can't wait to get my hands on it!)
jubba
04-26-2009, 04:55 PM
blocking in this character for a uni game me and my friend working on.
http://i575.photobucket.com/albums/ss191/miyamotomusachii/bbbbb.jpg
Swizzle
04-26-2009, 09:52 PM
Got some more work done on this TF2 map. If you recall, it was very orange the last time I posted. I've been doing a lot of small map-wide changes and then concentrating on detailing smaller areas. I've been slowly building out from this area to the rest of the level and then copying things to the other side as appropriate:
http://farm4.static.flickr.com/3599/3478313041_a510c2f661_o.jpg
http://farm4.static.flickr.com/3566/3479121610_8ee7ee915f_o.jpg
ParoXum
04-27-2009, 12:11 AM
ImSlightlyBored (http://boards.polycount.net/member.php?u=19528): Yeah, shadows from materials using masked alphas. I tried to turn my trees into movers and give them modulated dynamic shadows, but their own dynamic shadow does not blend into lightmaps correctly (it's darker/brighter). So I guess i'll stay with my awful poly shadows at the moment :p
Swizzle (http://boards.polycount.net/member.php?u=20210): Very nice.
kjell
04-27-2009, 12:23 AM
Started work on my high poly car model for my school assignment, been working on it for about 2 hours now, it's a jaguar e-type coupe and the hood is a bit harder than expected.
http://img4.imageshack.us/img4/9267/jaguartest1.jpgc&c appreciated!
larolaro
04-27-2009, 12:26 AM
Swizzle make sure you add the grass details, you have to load it up in a script so that it generates grass models to be where the grass textures are.
booooh robg posted and there is no image in his post boooooh
booooh robg posted and there is no image in his post boooooh
mhaha i had the same feeling when i opened up this thread, rob you bastard!
Swizzle
04-27-2009, 01:04 AM
Swizzle make sure you add the grass details, you have to load it up in a script so that it generates grass models to be where the grass textures are.
What do you mean by "load it up in a script"?
Reverenddevil
04-27-2009, 01:05 AM
Here is something quick I threw together in UE3. I was messing with materials and meshes and thought why not throw a scene together. I am using about 4 meshes. I am unsure about the mushrooms rihgt now, I just added them and still looking into how I want them to be. Any crits are welcome, thanks..
http://i111.photobucket.com/albums/n147/Reverenddevil/Cave_03.jpg
ImSlightlyBored
04-27-2009, 01:58 AM
Unsure of leaving in the inner linear detail I just added to the master PP. It works real nice in some places (like cross hatching) but then not so good in others.
http://medicinal-waste.co.uk/illustration/easynow.jpg
haha i so damn much know those issues ^^
Farfarer
04-27-2009, 02:11 AM
I think changing the sky colour might give the building a clearer silhouette. Perhaps a pale blue or a deep purple/red. Just now it's pretty much a jumbled mess of green and black, hard to see what anything is.
http://www.mikerusby.com/images/concept9.jpg
never done any concepting ever, though I used to do 2d work in the remote past.
anyhow, I don't like looking at stuff the right way up when I am working:)
Andreas
04-27-2009, 05:41 AM
anyhow, I don't like looking at stuff the right way up when I am working:)
"Oh look at me, I own a Cintiq but not photoshop." :P
Nice piece. Is it done in that old Alias sketching program?
ImSlightlyBored
04-27-2009, 05:45 AM
Neox, you ever get round them?
I found them via my outline method (take four zbuffer samples, offset in each direction, add together and multiply by .25 (ie divide by 4) then divide that result with the zbuffer, then an IF anything is not 1.0, then everything is 0, then one minus.)
Anyway that got me outlines, but of course, using the zbuffer meant any real big stretches of flat BSP flooring was also nastily done (being deeper)
I found dividing by just over 4 gave inner line details, and tweaking that value removed nasty stuff and put in just a small amount.
I only have small issues now, on selected areas, but I think it's worth offsetting that against the fact that when it works, it works amazingly well. The benefits far outweigh the negatives. This isn't how I'm doing outlines, that's a different method. I have this set up as a slightly thicker outline on my predominant stokes, fading to a lesser black.
ANYWAY
@Talon (http://boards.polycount.net/member.php?u=18726);
I won't lie to you, my uber pp was doing some of that. I've been having problems, recently, letting certain colours through (it hated blue, nearly scooped it all out) so thanks to you I have revised this PP so the colours let through are a lot less clamped and strict, it should let most colours through. But I also keep in mind that it's intended for moving images/scenes, so some depth scrolling with the moon, sky, etc, helps punch out the sillhouette.
ha ha, I have got an intuos 3, Blenderhead and it was done in photoshop.
I am pleased with so far, but it needs a bit more refinement
shugosan
04-27-2009, 01:43 PM
http://boards.polycount.net/%5BIMG%5Dhttp://i676.photobucket.com/albums/vv125/Shugosan/Kyoto-girl-finished-09.jpg%5B/IMG%5Dhttp://boards.polycount.net/%3Ca%20href=%22http://s676.photobucket.com/albums/vv125/Shugosan/?action=view¤t=Kyoto-girl-finished-09.jpg%22%20target=%22_blank%22%3E%3Cimg%20src=%22 http://i676.photobucket.com/albums/vv125/Shugosan/Kyoto-girl-finished-09.jpg%22%20border=%220%22%20alt=%22Anime,Japan,Bu st,Digital,art%22%3E%3C/a%3Ehttp://boards.polycount.net/%5BIMG%5Dhttp://i676.photobucket.com/albums/vv125/Shugosan/Kyoto-girl-finished-09.jpg%5B/IMG%5DFirst outing inphotoshop after a couple of courses but practice makes perfect i spose.
Hoping to do some 3D courses later this year plus phtoshop highers.
Could have done with a wacom but please tell me what you think.
Shugo.
EricV
04-27-2009, 02:33 PM
always lots of great work in this thread.....
havent posted anything in a while, so here are just a few transformers i made recently for fun
http://ericvanic.files.wordpress.com/2009/04/optimus_truck.jpghttp://ericvanic.files.wordpress.com/2009/04/starscream_f22_raptor.jpghttp://ericvanic.files.wordpress.com/2009/04/bumblebee_1979_camaro.jpg
katana
04-27-2009, 03:44 PM
Nice. I'm actually watching that movie right now.
ImSlightlyBored- I like the tech aspect of it, but I think your earlier versions were not as busy and more aesthetically pleasing [more prettier].
Andreas
04-27-2009, 04:29 PM
I agree with Cody, the new images seem like a bit of a step back. Way too dark.
A scen I'm working on rendered in modo.
http://www.g0th.se/pics/temple_e_wip11.png
Matthew Blake
04-27-2009, 04:54 PM
Cool!
Me, I'm practicing walk cycles. This one's a 12 frame loop. Enjoy! (http://megaswf.com/view/00a282f68fd4583a97444670905b43f4.html)
BlackulaDZ
04-27-2009, 05:19 PM
haha i love that walk matthew, kind of jittery though
MasteroftheFork
04-27-2009, 07:33 PM
Work on a spaceship that will soon be infected by a space parasite.
http://img.photobucket.com/albums/v408/MasteroftheFork/Parasite_Ship_wip01.jpg
JordanW
04-27-2009, 10:22 PM
http://mutantspoon.com/temp/longhallshot.jpg
/part of a series
Rated Rrr
04-27-2009, 10:59 PM
Jordan, I would love to see your process when you make these awesome creatures...either way great job.
nice shot jordan, though his neutral stance kind of lowers the creepy factor. Any chance of us getting a render of that guy wearing a tux and a monocle? just a thought
Nice shot jordan, i had to check to make sure it wasn't a gif before i sat and checked it out it was so creepy. Didn't want that thing popping into my face shock.swf style :P
ImSlightlyBored
04-28-2009, 02:01 AM
Jordan, that's awesome
it'll probably be in my dreams later tonight though : (
@cody, blenderhead;
cheers guys, yeah in hindsight I'd agree, I've changed it and posted it in my sketchbook now, I think the new UberPP settings let much more colour through. Need to remove a few surface details on the building, though.
kjell
04-28-2009, 02:15 AM
http://www.mikerusby.com/images/concept9.jpg
never done any concepting ever, though I used to do 2d work in the remote past.
anyhow, I don't like looking at stuff the right way up when I am working:)
looks nice mate, but all clothes and accesoiries seem to be just sticked on atm, try putting some shadow on the skin etc. where they are to make it look like she actually wears them
cheers for the feedback kjell
its my years of doing flat textures come back to bite me. I am still working on making it look less flat
http://img99.imageshack.us/img99/6727/scout.jpg
some specvalues need to be fixed and when he is rigged i'm gonna export all variation (with or without hat, mask, arms are switchable between the two visible here, bag positions switchable) but for now it's ok
BlackulaDZ
04-28-2009, 04:42 AM
neox, all this airborne stuff is awesome! sweet diffuse and normals on that guy
morte
04-28-2009, 05:31 AM
yeah all airbone stuff is gorgeous- your ideas or you got some concepts?
look at moddb there you can see the concepts, it was developed over quite some time, but the final inputs came from Johannes, one of our conceptartists, i just changed some colours and shapes to be more military
if it is interesting for you i could make a small history of the airborn soldiers and classes and how the design developed
PixelMasher
04-28-2009, 07:24 AM
awesome neox, the shading on him loks so smooth and delicious. love the spec on the shoulder guard and neck thinger. normals seem to read really well too. cheers
dummeh
04-28-2009, 08:22 AM
Really cool picture, JordanW. The creature looks awesome. I like the ship too, Masterofthefork - interesting shaped wings :D
I've been trying to finalise animation from my game for the main enemy. Recently I've finally integrated my skeletal animation system into the game branch so I've been starting to use that. The animations are a mix of motion capture (which has been a pain to process and clean) and hand animated stuff:
Scavenger animations
We've been working on tons of art for the game too - It's actually been a while since I've posted anything in the pimpage thread so almost all assets in this video are new (I'm working on getting a new batch of promo pictures ready for that thread):
Gameplay video
It's been almost a year of development now! Finally starting to feel like a game.
AWESOME dummeh! I've been keeping an eye on this, and I'm super excited to see it done so I can play it. It looks great.
ArtsyFartsy
04-28-2009, 08:36 AM
Looks like a fun game dummeh. Hope you get to finish it soon.
konstruct
04-28-2009, 08:53 AM
Whoooo very nice neox. has a bit of a tf2 vibe.
larolaro
04-28-2009, 10:05 AM
Dummeh, just loving all of the multivader2 dev, looks great. May i ask what engine you are using?
Neox, simply badass as usual. Airborn is starting to shape up really fast.
Paul Pepera
04-28-2009, 11:04 AM
dummeh, that's so fucking awesome.
hobodactyl
04-28-2009, 01:02 PM
Dummeh, just loving all of the multivader2 dev, looks great. May i ask what engine you are using?
Dummeh is using his own pwnr-ass engine; we now have skeletal animation FTW :D
(He's a badass programmer :D)
RobG: When are you gonna show us some stuff from your super secret game?!?
This is a low poly scenario that i'm currently working for a little proyect.
I want to make like a "trailer" of an "hypothetical" DS game. A kind of Diablo DS maybe... dreaming is free hehe.
http://66.7.215.46/%7Ecarlosdc/render/scenario1prev.jpg
Youtube Link Little video here :D
Sorry about my english
Marshal Banana
04-28-2009, 07:05 PM
New eyes
http://i93.photobucket.com/albums/l43/Marshal_banana/neweyespink1.jpg
larolaro
04-29-2009, 12:16 AM
hobodactyl - Hehe, well its a really long winded process, once i have something worth showing i'll get right on showing it :> I've already spent the last 2 months modelling the same character over and over again just because i can't get it quite right XD
Snader
04-29-2009, 12:37 AM
OzMa: you might want to read up more on DS specs to get a more convincing look
for instance.. the screen resolutions are 256x192, not what you have right now.
also make sure the second screen actually shows some sort of use.. like an inventory or something
DS also doesnt have anti-aliasing so you want to turn that off
and pay attention to how big your textures are and how textures commonly look on the DS
have you searched for reference screenshots yet? if not, do so, they're very informative
rul119
04-29-2009, 01:15 AM
great dummeh!
Heart_Murmur
04-29-2009, 03:43 AM
Kinda learning how to texture as I go along:
http://www.naterogers.net/images/2009/ODST_textureprogress.jpg
Swizzle
04-29-2009, 04:30 AM
I've been working at a pretty breakneck pace trying to get as much of this thing done as quickly as possible so I can test the latest versions during scheduled CGTalk TF2 games, so things have been going rather faster than I was anticipating. There are still a lot of areas that need lovin', but it's turning out pretty well anyway, I think.
http://farm4.static.flickr.com/3400/3485171311_f26fe1993f_o.jpg
http://farm4.static.flickr.com/3637/3485171679_3394d9bdaf_o.jpg
http://farm4.static.flickr.com/3310/3485986158_51998a6253_o.jpg
t4paN
04-29-2009, 05:33 AM
Working on puting the UFC's Wanderlei Silva's head on a postapocalyptic warlord. Since I created the head from reference in zbrush I baked it to test it and then used it for the concept. The arms and cow-skull shoulderguard are also zbrushed and painted over.
http://i41.tinypic.com/ifspr8.jpg
Gonna start the high polies for the armour once I finish the concept...
Andreas
04-29-2009, 06:16 AM
That looks beautiful Swizzle. Great art direction. You are the Source master. :D
Swizzle
04-29-2009, 06:37 AM
I blame Valve for the art direction. I'm just stealing their ideas.
I'm also stealing, modifying and repurposing a couple of their textures for the alpine setting, but that's beside the point.
pliang
04-29-2009, 06:53 AM
http://farm4.static.flickr.com/3404/3485415507_4b6ebd879b.jpg?v=0
Fun stuff.
PixelMasher
04-29-2009, 07:34 AM
nice models Peter, any plans to texture this stuff?
morte
04-29-2009, 10:39 AM
trying to do something which would resemble the great Airborn style
a quickie:
http://img244.imageshack.us/img244/7229/31692463.png
looks like Michael Yorke - morte - pretty cool
ironbearxl
04-29-2009, 02:14 PM
good work morte, the hair is impressive
franklyn
04-29-2009, 02:34 PM
A Little gun turret
http://img99.imageshack.us/img99/601/turretrender3.jpg
I've started texturing the barrels now
http://img119.imageshack.us/img119/5831/turrettexture2.jpg
JasonLavoie
04-29-2009, 02:44 PM
Ha ha, the Airborn bug has bitten morte :P
Looks solid man, only thing that is bugging me just a bit is the hard lines around the cheeks (more so under the eye)... but pfffttt, looks sick either way.
MasteroftheFork
04-29-2009, 04:03 PM
an update
http://img.photobucket.com/albums/v408/MasteroftheFork/Parasite_Ship_wip03.jpg
arlrex
04-29-2009, 05:11 PM
Awesome ship MasteroftheFork. Lots of great stuff here being build here.
pliang
04-29-2009, 06:49 PM
http://farm4.static.flickr.com/3343/3486962713_e1747996c4.jpg?v=0
Have some pretty ugly pinching around the car doors.
Mechadus
04-29-2009, 07:00 PM
Have some pretty ugly pinching around the car doors.
Yeah, but the rest of its the bomb-digity.
-N
hobodactyl
04-29-2009, 09:34 PM
morte - Looking nice, especially for a quickie!
Lookin' mighty fine, pliang.
Finally gonna call this done:
http://i203.photobucket.com/albums/aa76/lordkhronos/darkelf.jpg
ScoobyDoofus
04-29-2009, 09:53 PM
looks like Michael Yorke - morte - pretty cool
Totally what I thought. Great sculpt. I say keep working on it and give us a finished piece.
http://farm2.static.flickr.com/1073/1447944436_2ff6c90a8f.jpg?v=0
pliang thats awesome, how do you churn this stuff out so fast?
kjell
04-30-2009, 12:59 AM
just a radio I had to make for a school assignment
http://img101.imageshack.us/img101/6536/beautyrender2copy.jpg
Totally what I thought. Great sculpt. I say keep working on it and give us a finished piece.
http://farm2.static.flickr.com/1073/1447944436_2ff6c90a8f.jpg?v=0
haha i thought about the same guy but didn't know the game, nice work morte i feel honored :)
morte
04-30-2009, 01:18 AM
Glad that you like it guys! And about Michael Yorke, hmm... i was not thinking about him i rather did some random face, but indeed he looks quite like him.
The_Kozmonaut
04-30-2009, 01:48 AM
Just a shot of MY DWIV WiP so I can get some more eyes on it
http://i296.photobucket.com/albums/mm191/thekozmonaut/waywo.jpg
Helixx
04-30-2009, 05:38 AM
Lookin' good Koz.
Here's some fun I had with my DW character.
http://img261.imageshack.us/img261/1198/ohyeahstubbs.jpg
Fliff
04-30-2009, 09:40 AM
lol
Frozan
04-30-2009, 10:04 AM
haha thats awesome!
Pavel
04-30-2009, 10:51 AM
tavor rifle
http://i258.photobucket.com/albums/hh245/P_Yudov/ljtemp/idf/tavor/low_tavor_03.jpg
Popeye9
04-30-2009, 01:00 PM
hahahahaha thats awesome Helixx
Andreas
04-30-2009, 01:32 PM
looks like Michael Yorke - morte - pretty cool
Haha I was gonna say Leon Kennedy.
alexk
04-30-2009, 03:35 PM
Trying to practice more on high poly modeling. Here's a control box thingy.. baby steps
http://img18.imageshack.us/img18/7655/controlbox1.jpg
arrangemonk
04-30-2009, 03:41 PM
http://img6.imageshack.us/img6/9872/unbenannt1kopiep.jpg (http://img6.imageshack.us/my.php?image=unbenannt1kopiep.jpg)
tried speedmodeling techniques on this ting
i think im going to finish him
Andreas
04-30-2009, 03:54 PM
Sharpen up that cross shape alex and it will look great. :)
EbolaV
04-30-2009, 05:07 PM
still working on my student game project :P here one of the newer models. dont have a render from the other side of that big part
http://i494.photobucket.com/albums/rr303/EbolaV/ventilator_01.jpg
konstruct
04-30-2009, 05:14 PM
Awesome Helix/!
pliang
04-30-2009, 06:08 PM
http://farm4.static.flickr.com/3343/3486962713_e1747996c4.jpg?v=0
Have some pretty ugly pinching around the car doors.
http://farm4.static.flickr.com/3629/3490296226_728197b946.jpg?v=0
http://farm4.static.flickr.com/3409/3495943009_ef34c1976a.jpg?v=0
Few more shots of the whole scene.
Kevin Johnstone
04-30-2009, 07:48 PM
You know, just in general... everyone's kicking some major arse these days. It's incredible how much everyone has grown.
EarthQuake
04-30-2009, 07:54 PM
Kevin, you're so sentimental.
katzeimsack
04-30-2009, 08:46 PM
dw4 spammage
test bake, i have to resculpt some stuff (the breast plate sculpt sux) and add a few polygons (only using 9000)
http://www.mvirks.com/dw4/lowpoly_wip1.jpg
paulsvoboda
04-30-2009, 10:15 PM
Wow, that is some great work katzeimsack... (http://boards.polycount.net/member.php?u=15877)
Not that great work myself but working on a sci-fi/desert region character:
http://i709.photobucket.com/albums/ww95/paulsvoboda/baked2.jpghttp://i709.photobucket.com/albums/ww95/paulsvoboda/4.jpg
Joseph Silverman
04-30-2009, 10:16 PM
http://i42.tinypic.com/300rvgj.jpg
achmedthesnake
04-30-2009, 10:49 PM
..looks like a bruce lee with down syndrome suprore....kinda weird, you need to tighten up the graphics on level 3 yeah!
but seriously - the whole nose to mouth and eye deformation meh
Quaggs
04-30-2009, 10:52 PM
Finally got Zbrush this week, been fooling around with it and just trying to get used to it.
http://www.freewebs.com/quaggs/ZBHead.jpg
my first zbrush sculpt ever, i think i may be overusing the smooth tool.
Wahlgren
05-01-2009, 02:51 AM
dw4 spammage
test bake, i have to resculpt some stuff (the breast plate sculpt sux) and add a few polygons (only using 9000)
http://www.mvirks.com/dw4/lowpoly_wip1.jpg
I donīt usually do renders (Just straight print screens from viewport) but iīm curious. What are your settings? :)
Also. Way wicked model man. :)
SHEPEIRO
05-01-2009, 03:22 AM
katzeimsack- that came out just awsome, id like to see yours and snowflys (i think) cat in a fight
katzeimsack - looks great so far
SupRore - your work never seems to get beyond a certain look
What I mean by that is has that roughed out look as if you had sculpted it on the higher levels, rather than getting the shapes spot on at the lower levels
Perhaps it would be be better if you tried to get a really nice base mesh going on max, build a lot of the details on and then refine it in zbrush.
for example looking at the eye sockets there is no form or detail there, they just kind of blend in to the eyeballs. no tear ducts?
the nose is too soft looking, no hard edges on the nostrils
perhaps use the pinch tool or flatten in places.
just a few suggestions really , because you look as though you could do a lot better with the skill you have.
t4paN
05-01-2009, 04:37 AM
dw4 spammage
test bake, i have to resculpt some stuff (the breast plate sculpt sux) and add a few polygons (only using 9000)
http://www.mvirks.com/dw4/lowpoly_wip1.jpg
:O
I love the style that you used on these! Wow!
Slaught
05-01-2009, 09:43 AM
http://i42.tinypic.com/300rvgj.jpg
What the hell?
This isnīt the head youīre usually sculpting. :p
penrod
05-01-2009, 09:51 AM
katzeimsack - That owl is all kinds of awesome.
Joseph Silverman
05-01-2009, 11:14 AM
Katze, how did i miss that, that's awesome!
Thanks everyone for the crits, that's a lot of awesome advice concentrated onto one page. This model had a host of problems, including (youguessedit!) losing my lower subd levels when i had to export and reimport the mesh to fix some bizarre errors. I'll try and do better maintaining my overall forms next time.
http://i40.tinypic.com/29qdr29.jpg
Swizzle
05-01-2009, 12:48 PM
Working on a sign for the TF2 level I'm building:
http://farm4.static.flickr.com/3630/3492328886_ef755798b2_o.jpg
Snader
05-01-2009, 03:52 PM
Swizzle: is that a reference to ACDC?
katze: damn nice modeling and detailing. i like his gentlemanly looks, totally can see him wobbling to the battlefield
Pavel: is that the diffuse mapping or just a really really wiggey shader?
Pavel
05-01-2009, 03:58 PM
2 Snader
hahah..no, that is just occlusion map and some fun...diffuse in work )
Baddcog
05-01-2009, 04:04 PM
katzeimsack
Great character. The cat's expression is priceless, obviously he doesn't enjoy the grunt work.
LOL Swizzle, that's awesome. I have to make a blue sign for my map since the blue electric is skybox only. Thinking something like 'blu bottle brewery' or blu barrel??? not sure at the moment.
trevor87
05-01-2009, 11:40 PM
Some stuff for school.
http://img15.imageshack.us/img15/8012/swordyzr.jpg
http://img354.imageshack.us/img354/9831/vaultrender.jpg
http://img397.imageshack.us/img397/5517/spaceman1.jpg
http://img398.imageshack.us/img398/7599/spaceman2.jpg
Swizzle
05-02-2009, 12:27 AM
Swizzle: is that a reference to ACDC?
Nah, not really. Somebody said "Hell's Bells!" with a pretty thick southern accent and my brother said that'd be a great name for a feed store. Thus...
http://farm4.static.flickr.com/3559/3493617802_e74b15053f_o.jpg
mattblack
05-02-2009, 12:38 AM
First go in Zbrush
http://i549.photobucket.com/albums/ii367/mcarless/oldman_zbrush.jpg
little bit of zbrush with some photoshop on top off it.. some sort of experiment i guess.
http://i289.photobucket.com/albums/ll213/ki_oku/wus.jpg
Lookin' good Koz.
Here's some fun I had with my DW character.
IMG
Haha very funny! :D
larolaro
05-02-2009, 11:08 AM
Just a doodle in SBP :>
http://farm4.static.flickr.com/3654/3493996489_bc3cd99fc9_o.jpg
onionhead_o
05-02-2009, 01:24 PM
pillar scuplt
http://farm4.static.flickr.com/3346/3495155304_e0df15287f_o.jpg
ironbearxl
05-02-2009, 03:09 PM
Cool sketch laro!
Nice sculpting onionhead_o
DrillerKiller
05-02-2009, 03:15 PM
nice sketch Rob. needed to get some low poly stuff out of my system.
http://i166.photobucket.com/albums/u87/drilllerkilller/wrath.jpg
JasonLavoie
05-02-2009, 03:26 PM
Really sick style Rob, sorry for the dumb question, but what is SBP?
Ha ha, really cool bust Daniel, is it from anything?
Pedro Amorim
05-02-2009, 04:18 PM
i think its sketch book pro
DrillerKiller
05-02-2009, 05:20 PM
thanks jason, yeah he's from "aguirre wrath of god" an awesome movie if you haven't seen it.
00Zero
05-02-2009, 06:43 PM
lol. drillerkiller that monkey on the head is hilarious.
this is a self portrait sketch i did in photoshop. an hour maybe a little more. i dont know.
proportions could be off. i dont know. but it looks almost exaclty like me, which im proud of because every other self portrait ive done hasnt. i havent drawn since forever.
http://threedyzero.com/Upload%20Pictures/selfportrait.jpg
Thegodzero
05-02-2009, 06:55 PM
hey you were on BSG! Kill that cylon! IE you look a bit like Michael Trucco.
00Zero
05-02-2009, 07:19 PM
LOL. i look nothing like him. hes dreeeeeaaamy
achmedthesnake
05-02-2009, 08:48 PM
nice sketch Rob. needed to get some low poly stuff out of my system.
http://i166.photobucket.com/albums/u87/drilllerkilller/wrath.jpg
bloody aweosme drillerkiller - ahha i remember tht movie
Microneezia
05-03-2009, 12:34 AM
holy shit Aquirre Wrath of God, my love is for you now!
hobodactyl
05-03-2009, 01:19 AM
DrillerKiller: Really nice, I've been wanting to watch that :D
Fart fart fart:
http://i203.photobucket.com/albums/aa76/lordkhronos/fartfartfart.jpg
leilei
05-03-2009, 02:28 AM
some metally new sound effects (http://openarena.ws/crap/oanewnoise.avi) WHAT SOUND EFFECTS?! OH NO
Razorb
05-03-2009, 03:22 AM
oooo nice lovely stuff driller! and robg slick ! :D i love this thread first thing in the morning hah really wakes me up! :D
Peris
05-03-2009, 04:49 AM
haa reeally cool hobodactyl =). I always like the look of flat colored polygons, people need to make more games looking like this!
Mefix
05-03-2009, 10:56 AM
http://img2.pict.com/1a/b9/9c/b7419ebb138636168ace88add5/UXxnW/tntpreview1.jpg
http://img2.pict.com/09/32/2d/3b977d82c8ead1651e52f1b3e7/BbQRr/tntpreview2.jpg
http://img2.pict.com/af/65/57/a314feb537542f8f51e1357712/St1h4/tntpreview3.jpg
Dynamite pack, yey.
Swizzle
05-03-2009, 12:21 PM
Moar signage! I'm not sure if I should put a couple more cuts in the neon tubes yet. On the one hand, they do look pretty chunky, but on the other, the sign's going to be well above the player's eyeline on top of a building.
http://farm4.static.flickr.com/3334/3497399735_a0d2c7082a_o.jpg
MightyPea
05-03-2009, 12:53 PM
Mefix: If you can't add Ambient Occlusion to your diffuse, you should at least add some vertex-lighting. It would make the whole thing look a lot better
ImSlightlyBored
05-03-2009, 01:55 PM
swizzle, that looks good, yeah it'll probably be fine from a decent distance, but inquiring minds want to know;
any reason other than texture space, that it wasn't baked in to the texture sheet instead?
snake85027
05-03-2009, 02:55 PM
still working on this jet for a client
http://i93.photobucket.com/albums/l74/spawn85027/fun-4.jpg
Swizzle
05-03-2009, 04:36 PM
swizzle, that looks good, yeah it'll probably be fine from a decent distance, but inquiring minds want to know;
any reason other than texture space, that it wasn't baked in to the texture sheet instead?
I was going to do a plane that intersected the letters and was transparent except where the neon should be, but it's currently not possible to do self-illumination and transparency on the same model in Source since they both use the alpha channel of the diffuse texture. I suppose I could just paint the neon onto the inside forward-facing parts of the letters, but that doesn't look as cool.
Baddcog
05-03-2009, 04:57 PM
I'd stick to the polys you have Swizzle. During game no one will notice and if it's aways away the glow will take care of the sharper edges I think.
More work on my forklift. 3 skins now, modelling is done, tex has a little to go. Smoothing groups done, etc..
http://i277.photobucket.com/albums/kk59/Schwaa1147/forks_skins.jpg
EricV
05-03-2009, 06:18 PM
still working on this jet for a client
http://i93.photobucket.com/albums/l74/spawn85027/fun-4.jpg
looks great, real nice
trevor87
05-03-2009, 08:52 PM
done modeling time to unwrap...
http://img129.imageshack.us/img129/5030/spaceman3.jpg
http://img391.imageshack.us/img391/3944/spaceman4.jpg
seforin
05-03-2009, 11:39 PM
EDIT::
Fak it, Im starting a thread for this project
erik!
05-04-2009, 01:35 AM
Experiments. With slight Normals on left, just Diffuse on right.
http://i54.photobucket.com/albums/g86/ArdenGrey/3D%20WIP/erikstyletest01.jpg
oh yeah:
http://i54.photobucket.com/albums/g86/ArdenGrey/3D%20WIP/Stylized_Brick_D02.jpg
arlrex
05-04-2009, 01:42 AM
Experiments. With slight Normals on left, just Diffuse on right.
http://i54.photobucket.com/albums/g86/ArdenGrey/3D%20WIP/erikstyletest01.jpg
oh yeah:
http://i54.photobucket.com/albums/g86/ArdenGrey/3D%20WIP/Stylized_Brick_D02.jpg
Sweet texture you got here erik. :thumbup:
Surfa
05-04-2009, 06:32 AM
Making a model for use in a xna game just finished the high poly (may put it into source as well)
http://www.cubeupload.com/files/bfc200mac11shaded.png
Warning large image.
Helixx
05-04-2009, 07:03 AM
Well I finished my Norman Rockwell Redos this weekend. Had a blast doing it and I'll probably do something like this again after I get another batch of characters done. Here's one of my favorite ones. The rest are up in my digital sketbook HERE (http://boards.polycount.net/showthread.php?p=905203#post905203).
Cheers!
Freedom To Want
http://img6.imageshack.us/img6/7567/freedomtowant.jpg
butt_sahib
05-04-2009, 08:06 AM
Snake, that is awesome! ^_^
still working on that tutorial model:-
http://img300.imageshack.us/img300/5520/margazya.jpg
Vitor
05-04-2009, 08:28 AM
Looking good Butt, very good muscle work there.
This is something I've working for too long now:
http://img237.imageshack.us/img237/3074/52743201.jpg
larolaro
05-04-2009, 08:44 AM
Helixx - Nice work man. However, i'm sorry, this is one of my pet peeves of mine. When placing an object into some place not of origin, it creates a much better convincing illusion when the black and white levels match up. Say your rock guy on the dinner plate, his blacks are much much darker than the illo. I see this kinda thing happening alot in 80's movies and music videos.
Heres a little quick example of what im saying.
http://farm4.static.flickr.com/3659/3501426284_6c92bdc3e1_o.jpg
Anyway, just my two cents :>
butt_sahib: Is that the Simutronics art test guy from years ago? Sky giant or something, right?
ocarian
05-04-2009, 09:09 AM
Nice your character butt_sahib
I show a Next gen Face make with maya and Zbrush (Real time render On Shiva)
http://ocarian1981.free.fr/IMGpagesite/galerie3D/lowpoly/3Dlow37.jpg
Razorb
05-04-2009, 09:15 AM
\o/ butt good stuff! more more more oh and vitor nice stuff i remember the concept was sexy.
OzMa: you might want to read up more on DS specs to get a more convincing look
for instance.. the screen resolutions are 256x192, not what you have right now.
also make sure the second screen actually shows some sort of use.. like an inventory or something
DS also doesnt have anti-aliasing so you want to turn that off
and pay attention to how big your textures are and how textures commonly look on the DS
have you searched for reference screenshots yet? if not, do so, they're very informative
Thanks for the advices. I made the video a little more big than the DS resolution just for the preview. For the final result i will make it in his exactly resolution :)
By the way, anyone know how to completely disable anti aliasing in maya? I try with low quality edge anti aliasing and " Nearest (Unfiltered) " texture filtering in the texture node and i still get it.
Time ago I see a thread that contains a little script to disable it but i don't know where it can be...
Help apreciated :thumbup:
almighty_gir
05-04-2009, 03:58 PM
http://www.nomoreangels.com/~almightygir/snake_wip6.jpg
http://www.nomoreangels.com/~almightygir/pred_wip2.jpg
wipwipwip
HellMark
05-04-2009, 06:08 PM
AO and Normal Maps made in xNormal. Shot taken from Max's viewport. Poly count sitting at 668. Going to optimize a bit more, clean up the UVs than on to the diffuse and spec maps.
http://i734.photobucket.com/albums/ww341/HellMark7/ShieldViewportRenderNew.jpg
mbah_arto
05-04-2009, 06:53 PM
Nice works going on here everyone. Shotgun I have been working on, still tweaking the color and spec, 1024 maps. The Marmoset Engine is awesome!
http://img.photobucket.com/albums/v207/andyarto/RemingtonTestRender2-1.jpg
http://img.photobucket.com/albums/v207/andyarto/RemingtonWire-1.jpg
Blaizer
05-04-2009, 07:45 PM
Almost done with this old school character
http://blog.whiteblaizer.com/wp-content/uploads/2009/05/fanatico_01.jpg
Art-Machine
05-04-2009, 09:06 PM
That lance is very nice. I checked your site before and love your hand painted stuff, imagine what you could do with normals and stuff :O
ScoobyDoofus
05-04-2009, 09:36 PM
Yeah, I think Blaizer won a lifetime supply of AwesomeSauce and just dips all his models in it.
ironbearxl
05-04-2009, 09:45 PM
awesome blazier, very clean.
hobodactyl
05-04-2009, 10:03 PM
Blaizer... holy shiiii :D
BlackulaDZ
05-04-2009, 10:14 PM
holy fffffff blaizer, your diffuse kicks ASS
arlrex
05-04-2009, 10:42 PM
Working on a door for my scene, textures are WIP still but it looks like I learned a thing or two from my last pieces of this project.
http://www.deviantart.com/download/121502771/WIP_Door_by_arlrex.jpg
rawrsie
05-04-2009, 11:40 PM
beautiful texturing blaizer!
i'm doing a couple scene a day (model/texture/light) personal tests, here's the first. mental ray render, only postwork on this was adding the depth blur.
http://i58.photobucket.com/albums/g243/rawrsie/concreteplaygroundweb1.jpg
kjell
05-05-2009, 02:30 AM
update on my care, gonna start finishing the hood and connect it to the window
http://img12.imageshack.us/img12/4670/jaguar1st.jpg
Blaizer
05-05-2009, 02:37 AM
thanks a lot guys :D, now is time to a create a thread for it :), i finished more poses and i tweaked a lot of minor things.
Renaud Galand
05-05-2009, 04:05 AM
Blaizer : Looking awesome !!
tiny update on my pirate. Hopefully, I'll finish him this month.
http://i133.photobucket.com/albums/q48/Guntharf/test_shoulderpad02.jpg
Razorb
05-05-2009, 10:57 AM
Blaizer whats that model for? its pretty damn sick :D
ArtsyFartsy
05-05-2009, 11:17 AM
This thread is getting so' hot my computer is bout to catch on fayah!
zenarion
05-05-2009, 12:57 PM
Big fan of those sculpts Renaud!
Any chance of you sharing your workflow?
I try sculpting again. Results are meh:
http://img.photobucket.com/albums/v216/zenarion/that_guy003.jpg
my first real post on polycount :)
wip sceenshot of a model for a game i'm making for one of my exams. (860 tris at the moment)
http://users.telenet.be/decoy/Portfolio/3D/gsp_main02.jpg
arrangemonk
05-05-2009, 03:06 PM
http://img4.imageshack.us/img4/4521/57546886.jpg (http://img4.imageshack.us/my.php?image=57546886.jpg)
still only quads, im proud of myself
Andreas
05-05-2009, 04:04 PM
I see a triangle!!
Just kidding. Is this for a base mesh? If it is, is the nipple/belly button really neccesary? Hand also look a bit small, and pecs should sag more. Also the anatomy around the knee could give you issues.
PixelMasher
05-05-2009, 04:08 PM
looks good Arrangemonk, I think the "user" view is making the proportions look screwy, either that or the arms need a bit of tweaking as they look kinda stumpy. pecs look a little short too but im no character artist so take these with a grain of salt :P
also, if this is a base mesh maybe might wanna take the twist out of the shins so the poly flow is more straight up and down the legs, otherwise you might get those jaggy diagonals when sculpting on a lower sub d level. nice work on the all quads man, blastin out the tris can sometimes be a head scratcher.
Blaizer, that texture is awesome! I love the colours, and the highlights are really sharp and well done.
However I have to say the proportions of the model are not really doing it justice, his waist looks really high (making the torso look too short) and the arms and legs look quite tubular, there isn't much interesting silhouette there... I think it could be a lot more dynamic, and I think a texture this good deserves a model which is equally good.
Blaizer
05-05-2009, 05:42 PM
Thanks a lot Mop!
The design has a large belt with a skull, above the navel, like some gladiators and wrestlers. For that reason, the waist is so high, i know the high trousers are not very cool, but i didn't know another way to put the armor parts. Maybe a weak point in the design hehe. Also, i should have used more polygons to avoid the tubular look. The model has too many pieces and i ended giving more detail to hands and face.
Razorb, the model was something personal i started long time ago when i was playing a mmo hehe. The idea i had, was to make something mmo style, with symmetrical textures and a bit of customization.
Hey Renaud, thanks dude :)
Now i'm with Zbrush and i wish i had your skills haha (i haven't got enough practice). Your pirate looks very original, i like it! :)
michi.be
05-06-2009, 12:33 AM
Swizzle i really like the signs as it is. The "R" neon tube could be a little bit bigger.
TheWinterLord
05-06-2009, 07:53 AM
Nice stuff!
Ive been seeing so much of warhammer so I felt like starting to draw a painting on my own.
http://img512.imageshack.us/img512/5862/terminatorwip.jpg
Jackwhat
05-06-2009, 10:37 AM
Startin to expand my portfolio, still needs some work!
- Renaud, awesome as always!
http://i62.photobucket.com/albums/h91/Jackwhat/0505HutTestv5.jpg
bounchfx
05-06-2009, 10:48 AM
beautiful, jack
Jackwhat, that gnome-like house is so cute. Wanna see who lives in :)
Tumerboy
05-06-2009, 01:41 PM
Jackwhat, if and/when I have kids, I'm going to commission you to paint their room.
Can you post a 1680x1050 version? :P
Jackwhat
05-06-2009, 02:26 PM
Haha thanks people! It's only at ~1200x1000 at the moment D: i'll follow these up with some other assorted environments when its done!
Tumerboy
05-06-2009, 04:42 PM
gah! always paint desktop res at least!
That goes for ALL of you!
SHEPEIRO
05-06-2009, 05:40 PM
http://i30.photobucket.com/albums/c346/Shepeiro/corridor.jpg
JordanW
05-06-2009, 06:01 PM
more photos in the series.... http://mutantspoon.com/temp/outline2.jpg
Jackwhat
05-06-2009, 08:18 PM
Annnnnnnd something else im trying to tidy up! Spending too long on her face at the moment though but will probably finish it tomorow or something. Will be doing more with her design later on tooooo~
http://i62.photobucket.com/albums/h91/Jackwhat/0506ArtPG6.jpg
BlackulaDZ
05-06-2009, 09:39 PM
jordanW, that is horrifying keep it up!
great stuff from you lately jackwhat, even inspired me to get off my duff and do a nude study (which showed me I need to do far more of these)
http://www.olypen.com/advent/Smiley/temp/sketches/nude8.jpg
e-freak
05-07-2009, 05:36 AM
shepeiro - is that by any chance the corridor from 2001 space oddysey? recreated a simmiliar thing as texture for arena_space (http://www.abload.de/image.php?img=screenshot10yyj.jpg)
SHEPEIRO
05-07-2009, 06:05 AM
shepeiro - is that by any chance the corridor from 2001 space oddysey? recreated a simmiliar thing as texture for arena_space (http://www.abload.de/image.php?img=screenshot10yyj.jpg)
yes well im building an env. based in the universe, it wont be the Discovery but a similar ship, so im taking pointers from the original rather than trying to copy
gonna model a HAL 9500 soon, will probably take me weeks
Conor
05-07-2009, 08:35 AM
More naked people...
http://www.unmakeablelove.org/images/uml_preview.jpg
Jackwhat
05-07-2009, 09:45 AM
Haha, Highfive ferg! - kindgirls.com is great for references :E
The full version of my girly, whos almost finished! yay.
EarthQuake
05-07-2009, 10:57 AM
Fun stuff jack, the shoes seem a bit square in the toes tho?
kjell
05-07-2009, 01:11 PM
Looks good mate, although I'm not a big fan of your legs, try to make them have more volume etc.:)
ScoobyDoofus
05-07-2009, 06:14 PM
http://i30.photobucket.com/albums/c346/Shepeiro/corridor.jpg
"Open the Pod Bay Doors please Hal...."
Looking neat! I love "the Sci-Fi" corridor as an exercise. Everybody makes something so different, yet often so similar.
Jackwhat
05-07-2009, 08:40 PM
Cheers people! (last time i'll spam this here, soz)
Earth - probably right, but what it really needs is MORE grass to solve the issue, haha!
Kjell - not the only person to say that, been trying to resolve it and repainted the legs like twice thanks to some people pointin out my flaws... i hate knees.
I'll paint up that arm later and probably tweak some other shit along the way!
http://i62.photobucket.com/albums/h91/Jackwhat/0506ArtPG10.jpg
I think their weird thing about the legs is the perspective below the waist vs the perspective above. Seems like there's very little perspective on the top half, but quite a bit on the lower. Unify!
also... yes... kindgirls is very good for "reference"... (those pictures are for anatomy studies baby, honest)
HellMark
05-07-2009, 09:20 PM
Some stuff is broken but I did some quick work on the diffuse and spec maps while I figure out a normal map issue with the shield sides and trim.
http://i734.photobucket.com/albums/ww341/HellMark7/WIP05.jpg
Helixx
05-07-2009, 11:32 PM
Starting sculpting a staff for my DW summoner. Won't have enough polys/uv space to give it to him for the contest but it'll be for the character as a portfolio piece. Still up in the air with the sphere, might do something else there, smoke or whatever else. Also going to do another pass with finer details tomorrow.
http://img4.imageshack.us/img4/4496/staffsculpt.jpg
killingpeople
05-07-2009, 11:47 PM
dw4 spammage
test bake, i have to resculpt some stuff (the breast plate sculpt sux) and add a few polygons (only using 9000)
http://www.mvirks.com/dw4/lowpoly_wip1.jpg
*slow claps*
also... yes... kindgirls is very good for "reference"... (those pictures are for anatomy studies baby, honest)
hehe, damn i totaly forgot about that site, guess ill have to do some major img saving when i get back home
i also agree on the perspective
Jack i think she needs some cool highlights,
id love to see you take this a step further and add some insane details :D
nice work man
Jackwhat to me it looks like her left foot is slightly twisted like shes standing on a small mound with her right foot and her left didnt fit onto the mound
rawrsie
05-08-2009, 08:40 AM
JordanW, really loving the series but i find the overlays on that last one lose too much of the contrast and impact of the image
Ferg, nice study man!
here's what i'm working on right now. a ground plane test for my final fantasy 9 scene.
the scene so far -
http://i58.photobucket.com/albums/g243/rawrsie/texture_wip01.jpg
the ground plane tests so far, next up is the street tile.
http://i58.photobucket.com/albums/g243/rawrsie/groundtest.jpg
I've got a question about grass planes. I haven't brought it into a game engine yet, but since the planes aren't facing the light at the same angle as the ground they look terrible. Is this accounted for in game engines? and is there a workaround for a mental ray render?
kjell
05-08-2009, 09:04 AM
Cheers people! (last time i'll spam this here, soz)
Earth - probably right, but what it really needs is MORE grass to solve the issue, haha!
Kjell - not the only person to say that, been trying to resolve it and repainted the legs like twice thanks to some people pointin out my flaws... i hate knees.
I'll paint up that arm later and probably tweak some other shit along the way!
Forgot to edit the ass as well, she's a woman! give her an ass pls:D
http://i62.photobucket.com/albums/h91/Jackwhat/0506ArtPG10.jpg
made a quick overpaint of your drawing mate, try giving the back a bit more volume like I showed, that should help.
http://img17.imageshack.us/img17/5100/overpaint.jpg
Jet_Pilot
05-08-2009, 11:43 AM
http://i44.photobucket.com/albums/f36/Jet2pilot/test.jpg
Trying some complex hard surface modeling. Gears inspired
Frozan
05-08-2009, 12:38 PM
Helixx (http://boards.polycount.net/member.php?u=20331) thats pretty cool!!! it looks like you have your large and medium details in. are you planning on getting your small details also? like wood grain?
Aranoth
05-08-2009, 12:44 PM
Today I reworked on an old model to improve it :
http://www.planet-dev.com/Forum/download/file.php?id=74
http://www.planet-dev.com/Forum/download/file.php?id=75
arrangemonk
05-08-2009, 12:54 PM
headless the 2nd
this time its more like a mexican desperados guy
http://img14.imageshack.us/img14/3267/cowboysim.jpg (http://img14.imageshack.us/my.php?image=cowboysim.jpg)
Yeah, it's one of those. I have some time now to work on this finally, been doing art tests for what seems like forever. I need more realistic and recent work in my portfolio, so why not. Planning on making this one a more complete scene. Just a quick block-out.
http://www.angelfire.com/wa3/emilyogle/sdtest_blockout.jpg
ScoobyDoofus
05-08-2009, 06:12 PM
http://www.ryan-jackson.net/enterprise-tcw/romulan/romulan_agent_update05.png
More Star Trek stuff. I still haven't seen the movie.
Popeye9
05-08-2009, 07:16 PM
Screwing around with demo head from Zbrush in photoshop. I am not much of a character artist was more just an exercise in rapid prototyping some different textures. I have a better base mesh that I am going to sculpt into a better bust in the future.
http://img7.imageshack.us/img7/8819/funheadcomp.jpg (http://img7.imageshack.us/my.php?image=funheadcomp.jpg)
Slaught
05-08-2009, 10:09 PM
Looking awesome Scooby.
http://i4.photobucket.com/albums/y106/Dropkick60606/64155.jpg
Swizzle
05-08-2009, 10:28 PM
More Star Trek stuff. I still haven't seen the movie.
Star Trek? No no no, that is clearly Namor the Sub-Mariner.
what ive been working on.. yeah well.. besides the odst, and me waiting for some new supplies, i started working on building real models.
now i tried out things, and at this stage, i learned so much that i want to start over, change the work flow a bit, get out the mistakes and get better resolds. (first time that i attempt something like this, though i have quite alot of exp with materials)
the model has a foam base, with a layer of plaster ontop.
this layer was too thick wich gave me too much room while sanding it, that way i ended up get a slightly curved surface / edges. (keep in mind that i did this all by eye, and not fancy messure equipment)
the way i want to do this is, to depend on the foam base much more.
cut that out to a perfect fit, glue cardboard pieces ontop of it, cut out shapes and stack them up to create edges in the model. use some plaster here and there as a thin layer to sand up, and get the shapes in. after that ill fiberglass the sonofabitch. (i need a plaster or cardboard layer so the epoxy resin doesnt melt away the foam, though i need to run a test to see the real effect)
right now, i think ill use this as a practice, put some layers of fiberglass on it to toy around and see what properties it has, what is best so i dont mess up my next model.
will start sculpting a new base later on today.
if this goes well, wich it will eventualy, ill start building alot of equipment and what ever type of models i can come up with :)
this is life size btw, a bit over a meter long i think..
http://rensedeboer.com/srs99d/srs99d05.jpg
Dado Almeida
05-09-2009, 07:33 AM
First COW attempt:
http://amonsteria.files.wordpress.com/2009/05/cow142_intellectusparasitos.jpg
EbolaV
05-09-2009, 11:26 AM
a lantern for my new scene in my student game.
http://i494.photobucket.com/albums/rr303/EbolaV/lamppost_01-1.jpg
seantree
05-09-2009, 01:32 PM
what ive been working on.. yeah well.. besides the odst, and me waiting for some new supplies, i started working on building real models.
now i tried out things, and at this stage, i learned so much that i want to start over, change the work flow a bit, get out the mistakes and get better resolds. (first time that i attempt something like this, though i have quite alot of exp with materials)
the model has a foam base, with a layer of plaster ontop.
this layer was too thick wich gave me too much room while sanding it, that way i ended up get a slightly curved surface / edges. (keep in mind that i did this all by eye, and not fancy messure equipment)
the way i want to do this is, to depend on the foam base much more.
cut that out to a perfect fit, glue cardboard pieces ontop of it, cut out shapes and stack them up to create edges in the model. use some plaster here and there as a thin layer to sand up, and get the shapes in. after that ill fiberglass the sonofabitch. (i need a plaster or cardboard layer so the epoxy resin doesnt melt away the foam, though i need to run a test to see the real effect)
right now, i think ill use this as a practice, put some layers of fiberglass on it to toy around and see what properties it has, what is best so i dont mess up my next model.
will start sculpting a new base later on today.
if this goes well, wich it will eventualy, ill start building alot of equipment and what ever type of models i can come up with :)
this is life size btw, a bit over a meter long i think..
I take it that is some sort of weapon? Looks and sounds very cool. I'd like to move on from sculpey to work on larger scale stuff but just don't have the room. Keep posting this stuff up. I'm interested in seeing how it turns out.
dummeh
05-10-2009, 05:49 AM
That's really cool Lampoly, I like the colours. killingpeople - that's awesome! I really like the armour.
I've been using my engine's cutscene director to prototype some cinematics for the game. It's really addictive - I can't stop playing with it. I built the sets in the locale editor and then jumped into the director and recorded it, one character at a time. I have heard that Valve use a similar method with their cinematics and it seems to work well. The system I've written for my engine lets you do this on your own, or have friends help out as characters or extras. I also created some lip sync animation in the character animator and dropped that into one of the scenes. These are just prototypes to play with camera angles and actions so they look a little rough:
Vanguard Cutscene
Bastion Cutscene
Making the stuffs
Flynny
05-10-2009, 07:26 AM
Dumeh I love this game youve got coming, got real character ..
dummeh, that's ultra-cool
e-freak
05-10-2009, 08:34 AM
awesome - the editor video is the win!
seantree, Im working on a sniper rifle :)
you dont need much more room for this then sculpey, though some processes need to be done outside,
its really fun, try it and experience the awesomeness of different materials :D
had some fun, had some troubles, fiberglass is a bitch.
i think the resin didnt got mixed too well, it stays quite soft wich should not be happening,
i had some real trouble getting these fibers around the edges.
since its all small details and they didnt bend well
they started to bubble up the layers so i used a sheet of foil and wraped it around.
this way i could mold it better into what i wanted by pulling the corner parts down with foil
best would be to vacum it but i wasnt prepared for this ...
so we learn,
maybe i can still save it, do hope so.
http://rensedeboer.com/srs99d/silencer.jpg
* i just cut off the exces part from down the line i drew, i did leave more on the front since that was fine.
might be that i used too much resin,
that might cause it to dry slower then i expected
i bet i can still save it
and like predicted, the foam bubbled away in minutes
http://rensedeboer.com/srs99d/foamtest.jpg
Marshal Banana
05-10-2009, 09:21 AM
Working on some tileable assets
http://i93.photobucket.com/albums/l43/Marshal_banana/assetts.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/assetts2.jpg
JasonLavoie
05-10-2009, 11:24 AM
Dummeh... SOOOOO awesome man!
ScoobyDoofus
05-10-2009, 12:28 PM
Dummeh. Heyyyyyy I recognize one or two of those faces! :P Although it looks like I never got you my bearded scientist and you had another one made up. woops.
Freidenker
05-10-2009, 12:59 PM
Hi there.
This is my first post here (but a long time visitor ;-) ) and I want to show of my first serious zbrush "work".
I decided to redo an old model of mine for my first project and to get familiar with zbrush.
So this is the old one:
http://www.lunatic-labs.com/bilder/digital/mente/arachno2.jpg
And this is my new redone - zrush - version:
http://www.lunatic-labs.com/bilder/unofficial/arachno_ft.jpg http://www.lunatic-labs.com/bilder/unofficial/arachno_rt.jpg
http://www.lunatic-labs.com/bilder/unofficial/arachno_persp.jpg
Target_Renegade
05-10-2009, 01:25 PM
That is awesome dummeh! Whats the track on the last video? Is that an in-house production?
Kimono
05-10-2009, 01:25 PM
RAIL TURRET 4000
I wanted to do something (quickly) so I started this at midday and had it finished in just over 3 hours, I'm pretty pleased with it. The concept is by the extremely talented Kazzantip from http://www.concept-art.org. Granted I didn't stay 100% true to the original <_<
http://img149.imageshack.us/img149/1293/wipk.jpg
http://img149.imageshack.us/img149/4798/imagepqn.jpg
e: Something must be wrong with the scene, it looks as though I have jitter enabled but it definitely isn't, oh well :)
Razorb
05-10-2009, 01:54 PM
dummeh! real real nice :D
kimono lookin good!
dummeh
05-10-2009, 05:39 PM
that looks really nice, kimono - really did the concept justice.
target_renegade, the track is in-house. it's on my website (http://dummyworld.net) in the music section if you want to grab the mp3 (called vwb)
Kimono
05-10-2009, 05:43 PM
Thanks guys, got it UV'd tonight, hope to bake + texture tomorrow :) :
http://img14.imageshack.us/img14/2540/wip2c.jpg
Paul Pepera
05-10-2009, 06:29 PM
Bleh, first personal art I've managed to do in about 3 months...
http://www.peperaart.com/images/iosef_finalrender.jpg
Kimono
05-10-2009, 06:48 PM
Wow, stunning work Eraserhead. Is it your own concept?
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