View Full Version : [P&P] - What Are You Working On? 2009 Edition!
ironbearxl
05-22-2009, 12:25 AM
Thanks MikeF :D
warriah, what are you using the right click menu for?
ScoobyDoofus
05-22-2009, 12:30 AM
I never get that in ZB. Just regular occasional freezes that don't seem tied to any phenomena besides "heavy usage".
morte
05-22-2009, 12:46 AM
Warriah- i dig the proportions! As for rightclick crash i experienced this shit plenty of times and havent found the solution... Only solution i came out with is to save often...
ericdigital
05-22-2009, 12:52 AM
I know exactly what you're talking about Warriah, it sucks. I did some research on it a while ago and there doesn't seem to be any solution. That damn bug had made me a saving maniac.
kjell
05-22-2009, 12:58 AM
a blade i started working on yesterday for a schoolproject, far from finished but getting the general idea allready:)
http://eastfront.net46.net/schoolpics/bladetest.jpg
ALSO, does anyone know a fix to the really annoying right click zbrush menu freeze? i tried searching the zbrush forums, found nothing. god damn that thing drives me nuts. lost hours of work.
anyone else experience this?
not possible and it stinks this is a bug thats reproducable on ANY machine i've tested so far, so it should be easy to find and fix, already opened a thread about this on zbc... it also happens when you open the menu via spacebar
I HATE IT i lost so much work because of this and the most frustrating is always, that your work is there, zbrush isn't crashed but you have no chance to save it GNAHHHH
FAT_CAP
05-22-2009, 01:45 AM
Thanks for the comments about the Wheelman stuff guys :)
@RUZ - Glad you liked the game - it was an interesting development process for sure! Good news about your good news aswell- it's always nice when the hard work pays off!
Renaud Galand
05-22-2009, 04:38 AM
not possible and it stinks this is a bug thats reproducable on ANY machine i've tested so far, so it should be easy to find and fix, already opened a thread about this on zbc... it also happens when you open the menu via spacebar
I HATE IT i lost so much work because of this and the most frustrating is always, that your work is there, zbrush isn't crashed but you have no chance to save it GNAHHHH
omg I thought I was the only one with bad luck on this ! (I'm using space bar to access the brush menu, all the time). I'm "Glad" to see it's a well known bug. Now please, pixologic, fix it !
exemple : http://www.youtube.com/watch?v=Ma3dH0R62dM
soo frustrating !
I hate wasting time searching through google images trying to find the right view for controller diagrams when I'm working on a design document, this will hopefully make things a little easier... plus I'll post up the file when I'm done and maybe someone else can make use of it!
I think right now there is on;y one tri and one ngon, everything else is quads. (Minus the 4 edges I forgot to remove after I used symmetry several times on the DPad, SHHH!)
http://img29.imageshack.us/img29/8840/x360.jpg
Update:
http://img36.imageshack.us/img36/172/x360update.jpg
morte
05-22-2009, 05:18 AM
hhuh i call this one finished
http://img43.imageshack.us/img43/8500/24649521.png
warby
05-22-2009, 08:18 AM
http://warby.bitproll.de/projects/0044_new_digital_paintings_batch/concept_art_asian_tower.jpg
Warby that is awesome, great colors and lines!
Tumerboy
05-22-2009, 09:22 AM
oooh, Warby, how much is rent?
BeatKitano
05-22-2009, 09:57 AM
Another resculpt of the hexen ennemies, this time the Death Wyvern. Still some personnal interpretation here, i'm eager to see it textured/animated by cainx when its finished.
http://uppix.net/8/e/3/655e345f69ce82e4f4a1e5e379fb2tt.jpg (http://uppix.net/8/e/3/655e345f69ce82e4f4a1e5e379fb2.html)
arshlevon
05-22-2009, 11:55 AM
omg I thought I was the only one with bad luck on this ! (I'm using space bar to access the brush menu, all the time). I'm "Glad" to see it's a well known bug. Now please, pixologic, fix it !
exemple : http://www.youtube.com/watch?v=Ma3dH0R62dM
soo frustrating !
\
you guys can fix it yourself, just remap your popup menu to something other than right mouse.. its creates an infinite loop and its actually a windows bug and only happens with right click. i asked pixologic about this when they were in house. he said the best fix right now is remap the shortcut and in the next release it will be gone.
EarthQuake
05-22-2009, 12:10 PM
I maked teh gun.
http://img34.imageshack.us/img34/6515/marmrender1.jpg (http://img34.imageshack.us/my.php?image=marmrender1.jpg)
http://img34.imageshack.us/img34/397/mapscompp210i.jpg (http://img34.imageshack.us/my.php?image=mapscompp210i.jpg)
Marmoset has the midas touch, It turns shit to gold.
You cant use object space with mirrored uvs in marmoset, half your gun is being lit incorrectly now.
Brice Vandemoortele
05-22-2009, 01:20 PM
I hate wasting time searching through google images trying to find the right view for controller diagrams when I'm working on a design document, this will hopefully make things a little easier... plus I'll post up the file when I'm done and maybe someone else can make use of it!
Awesome! Thx already :)
Renaud Galand
05-22-2009, 01:33 PM
you guys can fix it yourself, just remap your popup menu to something other than right mouse.. its creates an infinite loop and its actually a windows bug and only happens with right click. i asked pixologic about this when they were in house. he said the best fix right now is remap the shortcut and in the next release it will be gone.
Like I wrote in my last post (the one you quoted ;) ) I'm using space bar and still get this error. The problem seems to be well known by pixologic but they didn't really provided any REAL fix yet ( didn't see anything on zbrushcentral yet). Let's hope they will do something for this in the next realease.
alexl
05-22-2009, 02:43 PM
Wow Warby, lovely work, I really like it.
http://alexluong.co.uk/blog/images/alexluong_bathroomscene_01a.jpg
Pretty boring compared to the rest of this thread :( but I'm looking for abit of quick feedback, not too happy with it atm.
@RickFX Below: oops, totally forgot to post textures, you can find them here (http://alexluong.co.uk/blog/images/alexluong_bathroomscene_01b.jpg) , I'm not entirely sure if my texture usage was the most optimal but I think I got the texel density right, tried to go for 512x512 for around every 64x64 unreal unit.
Edit: Updated image, thanks for the feedback Turbosmooth Operator, I made the grime and dirt build up in the corners of the room more visible and added some dirt below the toilet & sink.
RickFX
05-22-2009, 02:54 PM
boring? i LOVE that, looks realistic and its some great texture work you did there...care posting the materials?
Turbosmooth Operator
05-22-2009, 03:12 PM
@alexl: Looks good, but there are certainly things to improve on, especially corners where grime would build up. A real quick paintover to illustrate..
The inner corners of the tile and where the toilet, sink and bath meet the floor are the biggest areas.
http://i42.tinypic.com/1zlr66b.jpg
dummeh
05-22-2009, 04:44 PM
Really nice, alexl. Reminds me of the abandoned apartments from the second Silent Hill game. I like the colours and the materials.
wary, I love the washing line and the little character fishing. its those little touches that bring stuff to life.
Joseph Silverman
05-22-2009, 11:31 PM
http://i40.tinypic.com/2a7y0qp.jpg bleh
kodde
05-23-2009, 12:23 AM
I hate wasting time searching through google images trying to find the right view for controller diagrams when I'm working on a design document, this will hopefully make things a little easier... plus I'll post up the file when I'm done and maybe someone else can make use of it!
I think right now there is on;y one tri and one ngon, everything else is quads. (Minus the 4 edges I forgot to remove after I used symmetry several times on the DPad, SHHH!)
http://img29.imageshack.us/img29/8840/x360.jpg
Update:
http://img36.imageshack.us/img36/172/x360update.jpg
You could try the 360 control server for Maya to link a real Xenon control to control your 3D Xenon controller :)
Have a look at these:
http://www.ryane.com/?p=165=1
http://onepartcode.com/main
If you would share it I could give it a go.
elementrix
05-23-2009, 02:01 AM
I love it alexl!
Like I wrote in my last post (the one you quoted ;) ) I'm using space bar and still get this error. The problem seems to be well known by pixologic but they didn't really provided any REAL fix yet ( didn't see anything on zbrushcentral yet). Let's hope they will do something for this in the next realease.
agree its not the rightclick it is that menu that freezes no matter how you open it up
but strangle i cannot reproduce it right now once i tested it on several machines and it happened all the time, im usually not using the space bar for this but i tested it anyways and as someone like renauld who uses the spacebar has this problem from time to time i thinks its not just that simple
the qestion about the remapping on another key is, does it have to be a keyboard shortcut or can u map it to any other mouse key?
morte
05-23-2009, 03:49 AM
I tried- you can remap the menu and bind the spacebar to it, but this won't do with mouse button... When you assigning the hotkeys in zbrush clicking mouse button means cancelling whole operation...
kodde - cool
SupRore - thats pretty cool so far. nose bridge is too flat. perhaps eyes set further back
dupikus
05-23-2009, 08:38 AM
Alexl - Looks great!
http://img188.imageshack.us/img188/1103/grzesiu6.jpg (http://img188.imageshack.us/my.php?image=grzesiu6.jpg)
kodde
05-23-2009, 09:03 AM
Wouldn't his head be a bit bigger? Even if deformed/deranged? Seems like the part where the chain goes around is thicker than the actual head. Just doesn't convince me.
Kaskad
05-23-2009, 12:37 PM
http://img35.imageshack.us/img35/4999/wtfdqo.jpg
There is no way it's that expensive. Nice model though, kaskad.
Kaskad
05-23-2009, 01:50 PM
Yeah I just made them prices up
Looking it up just now, however, one bomb costs $4,650,000 total, so it was only off by like two million
ericdigital
05-23-2009, 02:23 PM
Nice metal Kaskad! Has a nice sharp ping to it.
kickzombies
05-23-2009, 02:48 PM
that looks great Kaskad!
EbolaV
05-23-2009, 02:54 PM
Kaskad thats a pretty cool model :thumbup: bomb the camels
Frozan
05-23-2009, 03:11 PM
Kaskad (http://boards.polycount.net/member.php?u=20329) that looks awesome. it could go a long way if you were to add a extrusion of the three metal rings near the center of ur piece. all together though very nice work on the texture. feels like metal to me :)
arshlevon
05-23-2009, 05:57 PM
LOL!
30 min duke doodle..
come get some!
http://img34.imageshack.us/img34/241/72202295.jpg
Slaught
05-23-2009, 09:28 PM
Good night, sweet prince.
JohnnyRaptor
05-24-2009, 05:59 AM
im here to kick ass and chew bubble gum...and im all out of gum! sweet 30 min doodle.
leilei
05-24-2009, 06:39 AM
needs the trademark cigar sneer then it's really duke nukem
Joao Sapiro
05-24-2009, 07:14 AM
arsh now thats a duke .
perna
05-24-2009, 08:12 AM
AlexL - Brilliant
StefanH
05-24-2009, 12:12 PM
update on the troll. basemesh was a cube, trapezoid shaped, if that makes any sense :)
http://www.stefanheinrich.com/temp/troll10.jpg
sebas
05-24-2009, 01:01 PM
I was looking for the overall but, probably I'll develop it further...
http://sebasmartin.es/Artfolio/SavageAlien0.jpg
{scumworks}
05-24-2009, 02:26 PM
People kicking Azz in this thread.
Nothin' special, but I've finished my submachinegun x')
http://www.scumworks.com/images/3d/images/submachinegun_1.jpg
Edit: Aaaaand the wires'n'shit
http://www.scumworks.com/images/3d/images/submachinegun_2.jpg
Razorb
05-24-2009, 03:28 PM
hmmm the handle seems like it may be very awkward to hold... its really square and fat ;o and my other issue is with the wood.. it is very flat and you have some pretty intense wear and tear on the metal but hardly anything on the wood, just seems a little unfinished ;o
but sayin that.. its still nice.. i like the concept apart from handle ;D oh yea and the metal sections are nice also.
{scumworks}
05-24-2009, 04:42 PM
Was pretty much done with the concept when I noticed the "uncomfortable" handle, I should have changed it, but for some reason I like how it looks (screw ergonomics x'P¨)
I thought having both wood, rubber (handle area) and metal was too much, so I just went with rubber/metal. I should probably change the color tho to avoid confusion.
hobodactyl
05-24-2009, 05:20 PM
Cool stuff everyone! Here's a space pirate chick I'm starting on:
http://i203.photobucket.com/albums/aa76/lordkhronos/spacepiratewip2.jpg
Yeah, sweet stuff in this thread as usual. Hobo, space pirate? That's awesome.
Hmm, first basic go at baking on this prop - just normal and ao - was thinking I might get a crit on the lowpoly mesh. Is this way too many tris for a simple detail object, a wall decoration? Can cut a bunch off the maxilla, and put a few back in to model out those bolt shapes. They look pretty crap flat, but at the same time who's going to notice when it's mounted on a wall...
http://clocktock.com/vrav/wip3D/q3dm5-decor-01.jpg
Snader
05-24-2009, 06:17 PM
hey all.
im working on some stuff for school (we have to make some stuff in UED) and i was wondering if what i have in mind actually works.
I've read something in the technical forums about not trying to optimize too much, and that UV cuts/material cuts/smoothing groups etc will mess with performance.. something about drawcalls? ..its been a while since i read it
im thinking of doing this to save a load of textures: http://pixelsnader.nl/stuff/____%203D%20____/Modular%20Texture%20Optimization.jpg
big question: will the performance suffer or improve or stay the same by doing this?
http://www.mikerusby.com/images/redguy.jpg
This was a real pain. it just wouldn't come right then bingo, it started to look ok.
It was slightly odd topology to start with, at least thats my excuse:)
MikeF
05-24-2009, 08:28 PM
First current gen anything non-environment. Needed to do something from start to finish in one sitting, so i decided a bread knife would be alright.
http://img.photobucket.com/albums/v338/Lexen/MacBreadKnife.jpg
The spec on the serations isnt quite popping rite now, gonna work it a bit more before i go to bread.
The spec isn't really popping anywhere right now. If it's clean stainless steel, why not put specular through the roof? Beyond that, pretty cool, I always like to see normal things. Bread and knife, don't forget the crumbs.
mLichy
05-24-2009, 08:59 PM
Something I found on conceptart.org I believe. Nothing special or very complex... Been doing the highpoly in max for about 8 hours or a little more off and on. Just trying to get back into the swing of things before my contract starts up again. Been slacking a little lately on the modelings....
http://img32.imageshack.us/img32/4245/semi.jpg
Peris
05-25-2009, 12:24 AM
hey all.
im working on some stuff for school (we have to make some stuff in UED) and i was wondering if what i have in mind actually works.
I've read something in the technical forums about not trying to optimize too much, and that UV cuts/material cuts/smoothing groups etc will mess with performance.. something about drawcalls? ..its been a while since i read it
im thinking of doing this to save a load of textures: http://pixelsnader.nl/stuff/____%203D%20____/Modular%20Texture%20Optimization.jpg
big question: will the performance suffer or improve or stay the same by doing this?
yeah that's a good way of optimising performance. Less materials on a mesh = less drawcalls = better performance! Depends on the engine though, but I think pretty much every modern engine today works this way. You could lay out your uv in such a way that every material tiles horizontally as well, makes it easier to work with =)
ocarian
05-25-2009, 01:04 AM
Hi all
Excelent your Troll StefanH Keep up :)
Cool mesh hobodactyl, I like the Profile
For me a Rugbyman :D
Base mesh for Zbrush
http://img39.imageshack.us/img39/34/rugbyman.jpg
did some deinterlacing, works great! :D
its a 2mb divx, so the quality is low,
will add a screenshot from both non edited and deinterlaced vid so its compareable, right now you just have to take my word for it since there are no visable lines ;)
http://www.youtube.com/watch?v=CkN-AXz8zmc
Marine
05-25-2009, 04:22 AM
you've got a lot of triangles in there, ocarian
arlrex
05-25-2009, 05:48 AM
Trying to make it a morning/evening scene again so it makes sense why the candle is lit. Still a few more texture to redo or modify, teacher likes where its going though. Gonna need to replace the nib of the pen sooner than I though at this rate, hehe.
http://fc06.deviantart.com/fs43/i/2009/145/1/2/Crusader_Room_by_arlrex.jpg
http://fc02.deviantart.com/fs42/i/2009/145/7/b/WIP_Door_by_arlrex.jpghttp://fc05.deviantart.com/fs45/i/2009/145/a/7/Shelfs_V3_by_arlrex.jpg
arlrex - looks a bit muddy overall. textures would look better hand painted imho
Everything has a slightly low res, blurred look about it
arlrex
05-25-2009, 07:26 AM
arlrex - looks a bit muddy overall. textures would look better hand painted imho
Everything has a slightly low res, blurred look about it
Ruz - Everything is hand painted now, used to have some with base from photos but I got around painting those ^^; Will look at res, since some textures were made a while back and on different computers.
Sweet, I'm trying for a slightly blurry feel like I do 2D stuff now. Used to be sharp highly saturated before. Been changing from different feedback but mostly from my teacher.
Thanks for the input Ruz
el Grune
05-25-2009, 09:23 AM
I did me al little tripod creature thingy. At the moment i am wondering how to present it. On top it gets thinner and the picture less filled / less interesting.
http://img8.imageshack.us/img8/4476/post1w.jpg (http://img8.imageshack.us/my.php?image=post1w.jpg)http://img8.imageshack.us/img8/6919/post2i.jpg (http://img8.imageshack.us/my.php?image=post2i.jpg)
For a moment i wanted to put it on a bomb, but that would take the attention away fron the creature.
http://img8.imageshack.us/img8/3331/postabomb.jpg (http://img8.imageshack.us/my.php?image=postabomb.jpg)
Slash
05-25-2009, 09:53 AM
Here's a lady inspired by the new CA.org download by Zhanglu/Manley. About 3 hours of work, no ref:
http://i16.photobucket.com/albums/b21/slashesc/warmupchic2_finalcopy.jpg
If you're interested in the tutorial download, check it out here (http://conceptart.org/forums/showthread.php?t=158646)! It comes highly recommended!
Some scifi suit stuff O_o
Inspired by everything with a suit, mainly slipgate's dom war entry, crysis n masseffect.
Dunno where to go with it I'll see ^^
http://i193.photobucket.com/albums/z106/SoullanceHAL/wip3-2.jpg
Joseph Silverman
05-25-2009, 12:17 PM
http://i39.tinypic.com/168743l.jpg chipping away, thanks for the input ruz, still trying to get that right
NyneDown
05-25-2009, 12:35 PM
omg I thought I was the only one with bad luck on this ! (I'm using space bar to access the brush menu, all the time). I'm "Glad" to see it's a well known bug. Now please, pixologic, fix it !
exemple : http://www.youtube.com/watch?v=Ma3dH0R62dM
soo frustrating !
Totally late on seeing and responding to this...but that drives me straight bananas! I thought I was one of the only users who had this problem. I've lost soo much work from this...and the most frustrating part is there's nothing that can be done about it from a user stand point. And it mostly happens RIGHT when I'm in my little "groove" of things...it totally kills my mojo.
Vitor
05-25-2009, 03:44 PM
Got a little bit tired of my current project to re-started this one. My aim is to finish the sculp, texture it and render it realisticaly. Never done this kind of thing before...
http://img41.imageshack.us/img41/4159/28459839.jpg
So tonight, I was thinking it'd be cool to do a quick diffuse-only, old-school texture for Gwot/HyPer's old "Mole" character.
So I dug out the SDK, popped it open in Max, and... maybe it's my nostalgia playing tricks on me, but I remember the model looking way better than this!
I mean for back in the day, it was pretty damn good, but nowadays all I see are 101 ways to improve it and make it cooler (not least the tubular arms & hands, bow-leggedness, formless pants and tiny shoulder-device)... so maybe before texturing I will do some quick tweaks to the proportions and re-lay out the UVs, and see if we can't get something rolling again :)
http://www.greveson.co.uk/dump/mole_shot.jpg
Disclaimer: While this is the "what are you working on" thread, this is not my model! But most of you knew this already.
warriah
05-25-2009, 06:06 PM
guess that bug cant be solved till next update. oh well.
some more of this guy.just worked on the upper body some more
http://www.mladenjovicic.com/wip/brute_005.jpg
Snader
05-25-2009, 06:39 PM
Vitor: is that some sort of vampire werewolf thing? the teeth and feet are a bit unusual, where did you base them on?
Peris: hurray! thinking actually did some good!
i see where you're coming from with the tileability, but wouldnt that mean having either
-a nonsquare map
-having 4 different materials
-or having long narrow texture strips?
it's not like im gonna be using this stuff on BSP or anything, just modular assets like that wall so im wondering if it'll matter a lot to have it tileable
Dado Almeida
05-25-2009, 08:15 PM
My own Rock Lobster!
http://amonsteria.files.wordpress.com/2009/05/cow142_earthlobstereng.jpg
pliang
05-25-2009, 09:35 PM
http://farm4.static.flickr.com/3392/3565845248_b9e64e1f93.jpg?v=0
Model wip.
Hey Lampoly, I like it. Creature concepts ftw.
Swizzle
05-26-2009, 12:59 AM
Today I decided I haven't done enough sexy sub-d stuff, so I started blocking out a diving helmet based on the one in this picture (http://www.flickr.com/photos/gentleman_rook/2712634818/).
And I just now realized the threads on that bolt are the wrong way around. Must fix that.
http://farm4.static.flickr.com/3578/3565467467_41e556a0aa_o.jpg
http://farm4.static.flickr.com/3094/3565467113_1fcc9cb2b4_o.jpg
OBlastradiusO
05-26-2009, 01:04 AM
Here's an minor update on my town hall interior piece.
http://img33.imageshack.us/img33/3314/thsap.jpg
ericdigital
05-26-2009, 03:37 AM
http://ericdigital.com/personal/brawler_003.jpg
Whole lot to work on still but figured I would toss her up for good measure!
eric,
her torso looks weird, it looks too short, specialy in the lower part of the torso
have a look at how the side of the breast flows back to the upper part of the torso, and not as much into the deltoid muscle itself, wich you also need t o look at, its way too flat/ shapeless around that area (also on the backside)
http://www.daviddarling.info/images/deltoid_muscle.png
the elbow area lacks some shape, ..
see if you can find some good anatomy pics, and walk through all different areas, compare those and see how you can improve those spots
rasmus
05-26-2009, 04:50 AM
Swizzle: Get a website already so I can bookmark your ass! ;)
Razorb
05-26-2009, 05:20 AM
Did a quick concept for the new scene i am going to try and do in about 4 days ;o! .. i designed it with a pattern system in mind so it is alot quicker to make... i was working on this other scene but i wasnt thinking about it in a smart way and if i continued making it, i wouldnt of finished it for a month :( also the thing about this scene is that it will let me practice high poly work as thats one thing people say i am lacking :(
but yea here is ma concept (mass effect/dead space inspired)
http://i3.photobucket.com/albums/y69/Razorb/EScene_aaronfoster.jpg
oh yea this is for my new portfolio that i plan to have finished in 2/3 weeks!
nice stuff razorb, i like all your work so far =)
el Grune
05-26-2009, 05:47 AM
That Lobster looks like a job calling for Zbrush.
very organic, like it
damn razor! dont make me do it!
RickFX
05-26-2009, 05:54 AM
little pillar i am working on for my portfolio, crits are welcome!
http://img34.imageshack.us/img34/5190/pillar.jpg
texture so far:
http://img38.imageshack.us/img38/5761/pillarsbasetexbaked.jpg
http://img14.imageshack.us/img14/678/pillarsnormals.jpg
- Rick.
OBlastradiusO
05-26-2009, 06:20 AM
Razorb thats a awesome concept. Is that all photoshop?
butt_sahib
05-26-2009, 06:32 AM
Excellent stuff guys....love the pillar :D
RAZ:-Yeah you know im a fan ;)
got marmoset to work (YAYY). textures are just around 1% done.The skin was polypainted and transfered,but i still havent touched it in PS.I hate posing :( Absolutely hate it
http://i55.photobucket.com/albums/g145/butt_sahib911/screenshot.jpg
For those of you who didnt know,its at 5700 trissss
dang...forget the sexy logo...hmmmm
renderhjs
05-26-2009, 08:38 AM
little pillar i am working on for my portfolio, crits are welcome!
http://img34.imageshack.us/img34/5190/pillar.jpg
- Rick.
rather nitpicking but to make things more natural or interesting. The column belongs as I believe in the Ionic order column category:
http://en.wikipedia.org/wiki/Ionic_order
and even those usually have far more intersection loops and other decorations on the capital and the base.
http://img29.imageshack.us/img29/7118/romancolumn.png
the base and capital could almost be from this time design wise since they are just blocks - like they were made in the bauhaus century. But back then almost everything was decorated with loops, later flowers and other ornaments. So I think it needs something on those 2 spots.
as for alternative suggestions: (if you want to change things or go into different directions)
- regarding the Gears of War mimic, maybe go slightly for a different direction like a little bit more warm & soft light combined with long and fine AO ramps like in this picture:
http://upload.wikimedia.org/wikipedia/commons/5/5c/Cincinnati-life-insurance-building-detail.jpg
where in each slot the dark ramp is very soft and not so strong as in yours.
- maybe some old washed paint jobs of some ornaments just like the egyptians did would be interesting- probably with some earth tones like brown, red, white, green and a bit blue.
Zwebbie
05-26-2009, 08:49 AM
rather nitpicking but to make things more natural or interesting. The column belongs as I believe in the Ionic order column category.It's Doric (http://en.wikipedia.org/wiki/Doric_order), as far as I can tell, and those are actually pretty boring compared to Ionic and Corinthian ones. This (http://upload.wikimedia.org/wikipedia/commons/c/c2/Parthenon-2008.jpg) ain't Bauhaus.
/critpick ;) .
RickFX
05-26-2009, 08:51 AM
the pillar i was aiming for in this was not ment to be part of a house, it rather is something where a statue is standing on, i seen this in a museum and loved it, its like a really small, short column with a golden "thing" (in this case one was a gold-made book and the other one was a raven) ontop. thats why i actually mapped the top and didnt cut it out.
but i like the idea of giving the bottom a bit more shape.
i didnt know i aimed towards the gears of war mimic :)
thanks for the tipps, i have to rebake it anyways so i think im going to work on it some more.
but i am really sure this will be going into my new portfolio.
- Rick.
BeatKitano
05-26-2009, 09:22 AM
http://uppix.net/1/9/5/738bd31207580ba3f001ce2c2d351tt.jpg (http://uppix.net/1/9/5/738bd31207580ba3f001ce2c2d351.html)
LEViATHAN
05-26-2009, 09:46 AM
http://i42.tinypic.com/9b8wow.jpg
Crits pretty please :V
morte
05-26-2009, 10:00 AM
Little doodle: Can you tell who is he?
http://img17.imageshack.us/img17/1577/67288682.png
arrangemonk
05-26-2009, 10:06 AM
its harrison ford!
|Buddy|
05-26-2009, 10:10 AM
http://uppix.net/1/9/5/738bd31207580ba3f001ce2c2d351tt.jpg (http://uppix.net/1/9/5/738bd31207580ba3f001ce2c2d351.html)
Cartoonish Arnold ftw
Klash120
05-26-2009, 11:01 AM
Just a sci-fi wall piece I did over the weekend~
http://farm4.static.flickr.com/3568/3564534969_393ecb8659_b.jpg
Marmoset!
http://farm4.static.flickr.com/3106/3566574041_98488ef662_o.jpg
Unreal! Model seems fine from straught on..
http://farm4.static.flickr.com/3590/3566573993_d4fa4cd013_o.jpg
http://farm3.static.flickr.com/2452/3566574071_f4e9fbfd99_o.jpg
Not so well from an angle... I've mirrored half of it, Maya & Marmoset views/renders it fine,
am having problems in Unreal though...
Anyone has any idea on why this may be happening?
Super
05-26-2009, 11:47 AM
Roar.
http://www.splitpoly.com/images/work/misc/raptor.jpg
ericdigital
05-26-2009, 11:51 AM
Thanks Rens! Will definitely re-hit those areas.
Quaggs
05-26-2009, 12:38 PM
just started this model earlier today, still have lots of work to do on it. but can you tell who it is?
http://www.freewebs.com/quaggs/Left4ED.jpg
Swizzle
05-26-2009, 12:44 PM
Swizzle: Get a website already so I can bookmark your ass! ;)Yeah, yeah, I've been meaning to. I'll probably put stuff up on a Wordpress blog or something. I'm thinking of doing an art dump thread soon too.
Anyway, I got a bit more work done on this thing. The light parts are placeholder geometry and the dark parts are done or almost done.
http://farm4.static.flickr.com/3370/3567000145_8bc61f206e_o.jpg
http://farm4.static.flickr.com/3314/3567813836_00a563dba5_o.jpg
skullsplitter
05-26-2009, 01:41 PM
Got a little bit tired of my current project to re-started this one. My aim is to finish the sculp, texture it and render it realisticaly. Never done this kind of thing before...
[url=http://img41.imageshack.us/img41/4159/28459839.jpg]image[url]
Likeness is spot on IMO :)
ericdigital
05-26-2009, 02:04 PM
http://i42.tinypic.com/9b8wow.jpg
Crits pretty please :V
Looks cool! Maybe you could add something on the wall for a bit more interest, like there was some graffiti, or a rune etc that he was having a "moment" with. Plus it'll help break up the wall texture since its somewhat the same all over.
edit:oops I didn't see the blood at first! Maybe have the blood streak start in frame, so you can kind of make it look like a hand, where he initially placed it on the wall and then smear out?
ocarian
05-26-2009, 02:13 PM
Excelent swizzle very clean model
good luck for the rest :D
New step on my rugbyman sculting
Wip
http://img16.imageshack.us/img16/6903/rman02.jpg
voilà :)
el Grune
05-26-2009, 02:25 PM
maybe some bait to make it more interesting,
http://img37.imageshack.us/img37/5263/post4pose.jpg (http://img37.imageshack.us/my.php?image=post4pose.jpg)
Snader
05-26-2009, 03:37 PM
razorb - beatkitano: awesome
klash120: it might have something to do with unreal not working well with mirrored normals. but im not certain since im just starting in UED myself
http://img16.imageshack.us/img16/6903/rman02.jpg
http://4.bp.blogspot.com/_Fq3mb9ICXe8/STmOLvaOE5I/AAAAAAAABBE/lAd9nXLcdzQ/S210/Paul+Teutul.jpg
StJoris
05-26-2009, 03:49 PM
Ohhh nice stuff!
Movie Time :)
http://www.youtube.com/watch?v=Rde9CXvIkvw
RickFX
05-26-2009, 04:12 PM
a little update on the shape..dont care for the fresh, new boxes right now.
http://img14.imageshack.us/img14/1525/wip29.jpg
- Rick.
RickFX, do you mind a crit? The pillar itself looks new - fresh off the plastic mould - like it's just been caked with grime and broken into chunks. Then pieced back together. It might benefit from a more uniform erosion - for example, how can it suffer such fractures, yet the vertical grooves and cylindrical lathes remain perfectly sharp and uneroded?... In all, the breakage is too exaggerated to sustain disbelief in comparison.
RickFX
05-26-2009, 04:42 PM
yes! i might sound snippish when i answer to critics but secretly, i love it :)
you got any examples of what youre talking about?
- Rick.
ScoobyDoofus
05-26-2009, 06:54 PM
Rick: I think you need micro details in your normal. Try taking your diffuse texture details and running them through crazybump and then, delicately, adding that to your existing normal.
Matthew Blake
05-26-2009, 07:21 PM
Working on concept art for a new game I'm collaborating on. It's a strategy game based on Commedia Dell'arte, the ancient Italian improvisational theatre and birthplace of slapstick.
These two are the Innamorati, AKA the Lovers. They are, quite simply, deeply and madly in love with each other, but things always tend to get in the way of true love...
http://i211.photobucket.com/albums/bb310/Otaku42/InnamoratiConceptArtcopy.jpg
This here is Il Dottore, AKA The Doctor. He's a brilliant man (at least in his own mind) who can talk about anything for hours on end. Sadly, he's unable to hold a decent conversation with a single woman, but that hasn't stopped him from trying yet...
http://i211.photobucket.com/albums/bb310/Otaku42/IlDottoreConcept.jpg
yes! i might sound snippish when i answer to critics but secretly, i love it :)
you got any examples of what youre talking about?
- Rick.
Scoob's right about the normal details, but a basic example of what I was saying would be the Parthenon - http://en.wikipedia.org/wiki/Parthenon - thousands of years old, many of the details are still sharp, with but chipping and hairline fractures; pillars with the amount of breakage as there is in yours have simply fallen down.
The green grunge on your pillar looks like algae to me, though; is this intentional? I like it, but if that's the case, there become countless other avenues you could expand upon in terms of the erosion and aging of the prop... barnacles, corals, silt and the like. As for the present state of cracking in your pillar, it just feels unnatural... looking at these photos of the Parthenon, it looks like the pillars were actually constructed in blocks, which have split to show their seams over time. In general I guess it depends on the scale of your pillar, too, and what exactly damaged it, to determine what it should look like.
EDIT: Wow, I completely missed page 114. So my crits are sort of misplaced - nevermind them - but it's definitely coming along... :)
fullofclovers
05-26-2009, 07:45 PM
Still tweaking. Need to dirty it up a bit more to show some of that pirate wear and tear. Arrrrrg!
http://img41.imageshack.us/img41/1172/ship1n.th.jpg (http://img41.imageshack.us/my.php?image=ship1n.jpg)
http://img14.imageshack.us/img14/9482/ship2n.th.jpg (http://img14.imageshack.us/my.php?image=ship2n.jpg)
http://img40.imageshack.us/img40/189/ship3.th.jpg (http://img40.imageshack.us/my.php?image=ship3.jpg)
second sketch on my new tablet pc :D (first is my new avatar)
http://www.olypen.com/advent/Smiley/temp/sketches/secondguy.jpg
rasmus
05-26-2009, 11:17 PM
Swizzle: I feel like the edges of your finished dark pieces could do with a tiny bit broader beveling to catch hilites better - right now they look a bit flat. Otherwise, keep it up.
Frozan
05-27-2009, 12:11 AM
rickfx i love the colors ur using in it. my only crit is that the cracks look like they were just overlayed in the texture. maybe make some cuts in the geometry where those cracks are and add some geometry and actually make them cracks real. doesnt have to be crazy poly counts but maybe 100-150 more tris just to that. think it would make a lot more of an inpact to it.. get it! inpact! :P keep it up. pretty cool so far.
D3 Love!
http://dl.getdropbox.com/u/448179/GA/GA%20other/D3FUN5.jpg
thought id pick up a pencil
http://rensedeboer.com/2d/chief.jpg
ocarian
05-27-2009, 01:39 AM
Excelent Snader. O_O
I never see this Guy.
A friend just say me who is man :D
dummeh
05-27-2009, 04:32 AM
looking really nice swizzle. cool sketch too, rens.
spent last night putting together and lighting another room. much quicker now with flatiron. the days of having to bake lightmap after lightmap and stitch it all together are over :D
http://i41.tinypic.com/2ptxjsn.jpg
also has corv's awesome new barrier props in there since it's a combat-zone. i'm not happy with how i modelled the wall details yet, but i'll keep tweaking it.
Razorb
05-27-2009, 05:20 AM
oh god so much good stuff : D
frozan thats v nice dude!
LEViATHAN is that for cry of fear ? :o
dummeh i really love that big time.. a while ago i had a go at making something similar.. mine looks like a childrens play thing compared to urs : D hot stuff!
yo rens you workin on a new folio aswell ? : D nice nice lookin forward to it dude!
dummeh
05-27-2009, 05:35 AM
just been back through the last couple pages i missed. really awesome concept piece, razorb.
Decided to finally start on my own kindof nemesis model, been pushing her back since ages ...
http://img.photobucket.com/albums/v242/pior_ubb/pior_fighter_wip003.jpg
I want to give her a SF4 kind of bulk, ala chunli/cammy legs. Hopefully the PC version will be hackable somehow ....
Bit of 2D too ... actually a mashup on top of a mud sketch.
http://img.photobucket.com/albums/v242/pior_ubb/2009-05-05AIdemo02.jpg
Thanks dummeh!
your stuff is looking good too!
Razorb, yeah man!
im done with my study in a few weeks, so im going to lock myself up and push myself harder as ever before :D
Pior! this is what ive been waiting for,
the shapes, the style, everything really, its so.. pior, its you, and you stand for sexyness
oeh oeh oeh!!
NEW CLAY! ODST TIME ONCE AGAIN!
RickFX
05-27-2009, 07:48 AM
rickfx i love the colors ur using in it. my only crit is that the cracks look like they were just overlayed in the texture. maybe make some cuts in the geometry where those cracks are and add some geometry and actually make them cracks real. doesnt have to be crazy poly counts but maybe 100-150 more tris just to that. think it would make a lot more of an inpact to it.. get it! inpact! :P keep it up. pretty cool so far.
D3 Love!
http://dl.getdropbox.com/u/448179/GA/GA%20other/D3FUN5.jpg
looking at the stones of your D3 thing already showed me the direction you want me to go :)
pixelchaot
05-27-2009, 08:38 AM
had no idea?!
just scribbling...
http://fc05.deviantart.com/fs44/f/2009/144/0/7/empty_head_by_pixelchaot.jpg
a lil blobby here and there but great overall
Slaught
05-27-2009, 09:59 AM
@pior
Fukken saved into inspiration folder.
@pixelchaot
Haha love the expression :)
http://i4.photobucket.com/albums/y106/Dropkick60606/diesel.jpg
Mechadus
05-27-2009, 10:02 AM
@Pior - Really awesome, love the colors. Sorta reminds me of the suit from the old MDK games
-N
arshlevon
05-27-2009, 10:36 AM
pior mekkin artz! nice!
had a little time to F around with this last night..
http://img16.imageshack.us/img16/4324/dn2z.jpg
RickFX
05-27-2009, 11:59 AM
last tweaks now, then i will call this finished, any last crits? :)
http://img41.imageshack.us/img41/2329/allmaps.jpg
- Rick.
TheMadArtist
05-27-2009, 12:11 PM
@fullofclovers
I'm surprised no one has commented on your ship, it looks ace. How many different textures/sizes is that?
Joseph Silverman
05-27-2009, 12:50 PM
okay i wasted a LITTLE more time on this because decimate is awesome and i wanted to test it out.
his forehead is made out of putty, it's a medical condition, don't judge
http://i42.tinypic.com/352451z.jpg
moving on now!
pior looks nice so far,but feel her face is a little too masculine. perhaps thats the intention.
anyhoo, good stuff
conte
05-27-2009, 01:48 PM
nice paintover, pior.
Yeah I was still at that stage were I keep the bone structure showing through. But it's true I always tend to do masculine female faces - found out I just need to let it rest for a few then come back at it and it's all obvious :P
moose
05-27-2009, 04:07 PM
Klash, how are your UVs laid out on the mesh?
Also, is that a static mesh, or interp actor? May have something to do with lightmaps as a static mesh!
cool stuff pior!
rick: id suggest less blacks in your diffuse. Let the specular & normal define that. Instead of blacks try colors that "would have gotten caught in there" like dirt, moss, dust, etc. Plus, those cracks are f'in deep from the looks of it, yet in the normal they're just surface bump detail. Try going apeshit with the depth, and instead of blending the layers, mask it out so the cracks actually change the shape of the normal.
RickFX
05-27-2009, 04:34 PM
thank you moose, thats some good ideas you pointed out there.
and here the reason why i actually had so much space in the map:
http://img36.imageshack.us/img36/6928/wip37.jpg
Edit: moose, this better? i did what you said to the normal map:
http://img32.imageshack.us/img32/817/wip39.jpg
i would love to make the book golden but i didnt find a nice gold ressource map :/
- Rick.
dummeh
05-27-2009, 05:47 PM
looking good, rickfx.
almost finished the first building for this map:
http://i43.tinypic.com/iqj5gy.jpg
the cargo room still needs blocking out, i want to sort out the 'hollow' space between rooms, the lighting still needs a little work and I've yet to lay out the obstacles/cover around the place.
the more i play, the more i don't like the transparent walls solution i currently have in-game. i'm trying to think of a better way to reduce walls obscuring the player's view - anyone else know of any interesting/unique ways any recent games have used?
http://i43.tinypic.com/21llv29.jpg
still looks great dummeh. Have you thought about doing the colored outline thing, a la age of empires?
You could also fade in a cut down version of the walls (90cms high)
seforin
05-27-2009, 09:05 PM
doing a study , ignore the place holder hands , and I know his abs' need work, but please let me know how this is looking otherwise :)
http://seforin.com/misc/study1.jpg
Joseph Silverman
05-27-2009, 09:59 PM
...
dummeh, i'm really excited for your game. : ) as for a solution to your problem, try and think about what other isometric games have had this problem, which titles had a good solution, and go from there. (though most just did the transparent walls haha)
I'd have to go with what pior said, personally. you could give it a fun cap so you could see any interior gimble on the shorter wall, then fade in the taller model if the angle changes.
willy-wilson
05-27-2009, 11:30 PM
would it be at all possible to do something like in fallout 2?
hawken
05-28-2009, 02:18 AM
doing a study , ignore the place holder hands , and I know his abs' need work, but please let me know how this is looking otherwise :)
http://seforin.com/misc/study1.jpg
you might want to check out some ref of how the abdomen connects to the groin, because it's not really working right now. All it's doing now is drawing attention to it's self for being anatomically incorrect.
Sef, try to get your hands on some Kevin Chen material. This man is a walking anatomy reference. Not a muscle atlas reference kind of thing, more like a true Bridgman person. I am taking his 10 weeks anatomy class, and it's all about structure. It all becomes remarkably easy once you get the correct blocks memorized...
http://www.conceptart.org/forums/showthread.php?t=1432&page=2
I can tell from you sculpt that you started from a 'balloon man' kindof basemesh, which is fine, but you need to really settle the body planes before doing the smooth stuff.
What you can do aswell (this is my favorite technique) is to lay down a quick mannequin in Max or Maya, with cylinders, spheres and boxes that intersect but dont connect (not welded). Later you can take that broken down mannequin to mud or Z where you can stress the necessary edges, wedge stuff together, without loosing the strong overlap. Then you can accurately retopo this, and the sculpting will be VERY fast and painless.
(I can't wait for voxel conversion tech to make the retopo step a thing of the past btw :P)
Good luck!
oeh awesome link pior! :D
it looks kinda weird to me,
i dont know what refs you are using,
make sure you have some good stuff, because there are so much weird anatomy refs going round.
if you dont have it allready, maybe get anatomy for the artist by sarah simblet, its full of great illustrations
what also makes this model look weird, is the placement of his goodz, it seems to be hanging quite high/ too much forward
dont spend too much time on getting those stroke texture in, go for shapes and sizes,
have a look at proportions,
try to aim for a consistancy,
are you going for just anatomy on an average person, or do a bodybuilder muscle defenition version, make sure to keep those seperate,
maybe also cut back a bit on the defenition, some muscles form a huge gab wich make it look unrealistic
i can call out all spots that look weird to me, but its better if you go over all the areas yourself, and dont compare it to just one illustration, make sure to check it with 10 others.
CrazyButcher
05-28-2009, 03:39 AM
(I can't wait for voxel conversion tech to make the retopo step a thing of the past btw :P)
http://geom.mi.fu-berlin.de/publications/db/KNP07-QuadCover.pdf
http://alice.loria.fr/index.php/publications.html?redirect=1&Paper=SGP_Splines@2006
ftp://ftp-sop.inria.fr/geometrica/alliez/tacd06.pdf
just a matter of time someone puts stuff like that into tools (its not trivial and the facny stuff takes quite long)
This kind of stuff makes me want to be a coder ... not the creative kind, just good enough to copy paste code and maths from papers and bam make cool little apps.
Crazy to think it's all there already, even taunting us in that 3dsMax screenshot. Is there any way to get our hands on such things by nicely asking the researchers involved?
little update
http://rensedeboer.com/2d/chief2.jpg
CrazyButcher
05-28-2009, 05:23 AM
pior, when I saw it, I was also hooked on the idea of porting stuff like that to max or whatever (as you can see I searched for related work). But after looking into the math involved on the first one, and the fact that most research on this topic is done by mathematicians and not classic computer scientists, and the fact that some of the computations take several hours... my "wow must do this" feeling faded quickly again ;) I asked around for support on our research groups here, but the tenor was that if you cant compete with the top groups, who have lots of experience in the field, it is not worth the effort to get "freshly" into such topics.
There is a project here on the horizon on reconstructing models + proper shading/texture details for a virtual pathology database
http://patho.med.uni-magdeburg.de/Virtuelle_Pathologie/sammlung.shtml
Stuff like that basically from CT scans
while not made for classic 3d viewing (shading and all stuff was intended for endoscopic views purely) it worked for a first browsing.
http://crazybutcher.planetquake.gamespy.com/wip/bonereconstruct/20090528110703_00006.jpg
http://crazybutcher.planetquake.gamespy.com/wip/bonereconstruct/20090528110703_00000.jpg
a bit too rough, but one can see the gummy bears on which the bone was placed (so that it can be cropped easier later)
btw that CT scan has probably more megs in VRAM than most games you guys work on.
It's 512x512x1400 single channel 8-bit uncompressed , ie 350 Megs for the 3d texture alone.
rens, lovely!
butt_sahib
05-28-2009, 08:31 AM
Looks excellent CB :D
DONE DONE DONE
http://i55.photobucket.com/albums/g145/butt_sahib911/STORMGIANTDONE.jpg
Good work Butt, the specular isn't doing much though. Try increasing the spec on the leather especially, it would add some much needed material definition (i.e at the moment the leather around his waist looks like brown cloth)
Looking good Rens!
Narodnik
05-28-2009, 10:27 AM
@ butt_sahib
Lessen the spongy leather material's consistency throughout the dark leather bits. Maybe concentrate it towards the edges and/or other areas you seem fit.
I agree with Jaco too btw
moose
05-28-2009, 11:00 AM
lookin better rick :) Lighting is still pretty dark so its hard to tell, but that crack on the lip of the top bit looks better :) post the normal!
PixelGoat
05-28-2009, 11:39 AM
pior mekkin artz! nice!
had a little time to F around with this last night..
http://img16.imageshack.us/img16/4324/dn2z.jpg
Omg Duke <3!
Awesome
Joseph Silverman
05-28-2009, 01:58 PM
Videogaming's best antihero! Just starting on this...
http://i43.tinypic.com/2dt5ie.jpg
almighty_gir
05-28-2009, 02:28 PM
Kain!!!
Defiance ending made me sad =[
Razorb
05-28-2009, 03:22 PM
hah yea defiance was an ace game ! anyone know if they are doing to make another one ? :O
nice work everyone! lookin real sexy \o/
Pedro Amorim
05-28-2009, 04:10 PM
look it's a hammer
http://dl.getdropbox.com/u/93793/Sledgehammer.jpg
i did the model and rendering
and fr0gg1e did the textures.
Narodnik
05-28-2009, 04:43 PM
The bump maps on the wood really isn't working out for you guys. If you're doing a raw wood handle, ai unvarnished or uncoated, I think you'd get further with a gloss map varying the wood fibres/knots.
In any case, the bump maps should only have rather shallow and thin identations. ATM i kinda looks like it's going up and down and all around.
The material definition on the metal is nice.
a subsurface scattering addition to the airbornshading with a faked inside of his stomach
http://nonpublic.airborn-game.com/wip/neox/shaders/sss_fake_03.jpg
everything but his belly will be masked out for sure
Andreas
05-28-2009, 05:14 PM
Give us another view Neox; I'm just having a little difficulty seeing whats going on...SSS in game though, sweet! :D
downarmy
05-28-2009, 10:05 PM
Here is my first Helicopter still very very WIP
http://i697.photobucket.com/albums/vv339/downarmy/renducobras1.jpg
http://i697.photobucket.com/albums/vv339/downarmy/renudecobra2.jpg
MALicivs
05-28-2009, 11:55 PM
(...)
metal looks goodie!
SupRore- do it! Legacy of Kain = love.
Swizzle
05-29-2009, 01:08 AM
I posted these in my thread, but what the hell, now they're in here too. The normals and AO are around 50% done and still need to shave off a few hundred tris before I'm happy. Those nuts around the rim are in for a beatin'.
http://farm4.static.flickr.com/3309/3574835157_54ec9d66ee_o.jpg
http://farm3.static.flickr.com/2427/3575643558_87ae7e5237_o.jpg
Nyuk nyuk. I said "nuts" and "beatin" in the same sentence.
worked a bit more on it
the mesh is just a zbrush model with that new optimization thingie put on it, highly unoptimized, no uvs, no normalmaps no nothing just a crappy model and the new shader additions, also i didn't add a thickness map so this might change a bit once i have a real mask :)
http://nonpublic.airborn-game.com/wip/neox/shaders/sss_fake_04.jpg
the idea is, that this guy is eating stuff (sometimes planes, shit happens :P ) to lower his mass point, so he doesn't turn upside down once he blows himself up by producing gases to float around instead of having to put big energies into flying
zbrush +photoshop
http://nonpublic.airborn-game.com/wip/neox/chars/animals/airwhale_05.jpg
@swizzle: nice work on that helmet
Flewda
05-29-2009, 04:45 AM
Neox: The art style you guys are going with on that mod is amazing! I've been following your posts on it for a while, just simply awesome!
Slaught
05-29-2009, 05:00 AM
Awesome Neox! :)
http://i4.photobucket.com/albums/y106/Dropkick60606/poool.jpg
Having some issues with Mudbox right now.
Everytime I go into the "higher" sub-d levels these white pixels show up on my mesh.
Also for some reason my painting stopped working altogether.
Can somebody help me with that?
Andreas
05-29-2009, 05:58 AM
Now I see it Neox. That is beautiful man. :)
butt_sahib
05-29-2009, 05:58 AM
breathtaking shit neox <3
jaco(HAI!) and narodnik:-
Thanks for the comment.
Between you and me though....i never actually got around doing a specular :( am i fking lazy or WHAT haha
will get around it soonish i HOPE :D
OBlastradiusO
05-29-2009, 06:52 AM
After taking a look at Seb's great Zbrush tutorials. I decided to screw around.
http://img43.imageshack.us/img43/2988/celticsam.jpg
Baddcog
05-29-2009, 09:30 AM
Cool stuff as usual guys (I'm starting to feel like a broken record :) )
Some pics of my current tf2 map. Sorry if the pics are big, only ones I have uplaoded right now.
Gonna be adding some more models, paper lamps and whatnot.
Basically I'm going for a 'the red and blu teams set up bases in the orient...' theme.
I don't want it to be overly oriental, I don't want it to seem out of place like red and blu took over existing buildings but more like they went there and built undercover buildings.
cp_japan was an inspiration but it seems more like you are just in japan, rather than what I'm shooting for. It's a thin line of difference but I think there is a line.
Currently I believe the layout is about 90% set in stone, gonna have a test tommorrow. The detailing has got a ways to go. I think 2 of the waterfalls (by caves) are gonna be ditched and the buildings there will be on stilts over a cliff section. Kindof going for a mountain village, japanese garden thing.
Am using the new just released alpine storm sky and probably rain effects.
http://image.fpsbanana.com/ss/maps/95668a.jpg
http://www.fpsbanana.com/maps/95668 (http://forums.tf2maps.net/showthread.php?t=5956)
http://i277.photobucket.com/albums/kk59/Schwaa1147/yin_yang_test_120002.jpg
fr0gg1e
05-29-2009, 11:39 AM
The bump maps on the wood really isn't working out for you guys. If you're doing a raw wood handle, ai unvarnished or uncoated, I think you'd get further with a gloss map varying the wood fibres/knots.
In any case, the bump maps should only have rather shallow and thin identations. ATM i kinda looks like it's going up and down and all around.
The material definition on the metal is nice.
No time to do a proper bump map... the bump on the metal suck ass as well... =D
Davision3D
05-29-2009, 12:50 PM
Im finally calling this one finished:
http://www.vitamin3d.com/bilder/creaturecannonball.jpg
Tumerboy
05-29-2009, 01:01 PM
looks great davision!
Swizzle
05-29-2009, 01:12 PM
Neox:
I'm liking the design, but I'm not really feeling the shader yet. The details inside look a bit too sharp. Might I suggest getting an opaque white balloon, putting a few small objects in it, blowing it up and shining a light through it? It might help you get a better idea for how you can do the SSS masking.
jackzhang
05-29-2009, 02:26 PM
Im finally calling this one finished:
http://www.vitamin3d.com/bilder/creaturecannonball.jpg
i don't call this one finished. I call this one fantastic.
Vitor
05-29-2009, 02:30 PM
Almost done with the modeling (I hope so anyway...is it?) getting some trouble rendering it on Max as I can get that fast skin shader to work good.
http://img40.imageshack.us/img40/9957/61969061.jpg
aaayy vitor , looking good. much more 'finished' in terms of technique
vitor thats sexy, very well done!
@david: your getting better in your style everytime yiou post a new piece, everytime you make a big leap. i'm not totally a fan of that style but thats just personal taste, it doesn't have to be something for everyone. It is very well done and has a really nice painterly feeling, the forms are also nice.
vitor: looks like daniel craig with an enormous skull!
nice details tho :)
Narodnik
05-29-2009, 04:07 PM
http://img39.imageshack.us/img39/8558/sup.gif
All info is from the original texture in the first frame, the rest is a rebuilt "macro shape" using that texture. I did a shitty job on quick macro so at the end you'll see a very unvaried texture with too defined light spots.
MikeF
05-29-2009, 05:23 PM
workin' on a mean loaf to go with my knife.
http://img.photobucket.com/albums/v338/Lexen/Bread2.jpg
http://img.photobucket.com/albums/v338/Lexen/bread1.jpg
Carrot still very wip, just threw down the normals and a quick overlay of color
bommel
05-29-2009, 05:55 PM
A kind of cartoony head I'm workin on for my portfolio:
http://www.phlip3.de/bilder/caesar2.jpg
I'm thinking about some clothes for him, maybe an antique style, maybe some french louix X!V clothes.. what do you think?
cheers
philipp
NyneDown
05-29-2009, 06:47 PM
I say a straight jacket rockin some whitie tighties!
renderhjs
05-29-2009, 06:49 PM
work in progress:
http://www.renderhjs.net/bbs/polycount/submissions/bachelor_project_01.jpg
dummeh
05-29-2009, 08:27 PM
looking cool, renderhjs. nice detail.
http://i42.tinypic.com/2pq2as2.jpg
i've been sick the past couple days, so not done much. today i've been adding more detail/character to the rooms.
also playing with maxscript and flatiron to simplify the lighting/baking process. the reason flatiron rocks:
Single action CTRL+SHIFT+L to light
hobodactyl
05-29-2009, 09:24 PM
renderhjs, looking cool!
dummeh, get some sleep! :P
http://i203.photobucket.com/albums/aa76/lordkhronos/listen.jpg
Davision3D
05-30-2009, 03:47 AM
thx all
I have made some more renders and could not resist to experiment with some heavy PS post effects. :) This will also be a part of my big website update, that im currently working, which is long overdue:
more high res pics
http://www.vitamin3d.com/fimages/creature/CLight-s.jpg ( http://www.vitamin3d.com/fimages/cannoneer.html)
unfortunately i could not use the highest Sdiv in all the subtools because it allways crashed Zbrush.
morte
05-30-2009, 04:19 AM
bommel- i tottaly dig it! What kind of mat cap did you use?
rawrsie
05-30-2009, 04:59 AM
Davision3D - looking pretty good, but your touched up version loses a lot of the detail when you crushed the levels in ps. and it's such pretty detail too :D
fruit stand i did for an environment i'm working on.
http://i58.photobucket.com/albums/g243/rawrsie/fruitstand.jpg
jubba
05-30-2009, 06:26 AM
i am working on this baby dragon i need help on wings.
http://i575.photobucket.com/albums/ss191/miyamotomusachii/dgiig.jpg
Josh_Singh
05-30-2009, 10:27 AM
Sculpt for a Buddy of mine still some stuff to work out, but pretty much done:
http://img.photobucket.com/albums/v139/nurbs_801/chucksculpt_wip_3.jpg
onionhead_o
05-30-2009, 12:50 PM
a wall section of the dungeon scene im working on.
http://farm3.static.flickr.com/2441/3579526966_59bcfec382_o.jpg
I need help deciding on whether i should keep the pillers seperate from the wall as one modular piece or keep it as one.
any suggestion would be great.
el Grune
05-30-2009, 01:17 PM
I made my creature some bait, bur came acros a problem (3ds max):
the insect has wings with alpha transparent texture at the edges
and i want to use the volumetric light
http://img193.imageshack.us/img193/9279/post6h.jpg (http://img193.imageshack.us/my.php?image=post6h.jpg)
could it be that volume light turns of alphas, shadow type does not seem to matter
http://img193.imageshack.us/img193/9590/post7.jpg (http://img193.imageshack.us/my.php?image=post7.jpg)
with the normal light the edge of the wing is transparent
if anyone knows a workaround or solver, thanks alot.
Vitor
05-30-2009, 02:39 PM
Thanks Ruz, Neox , MoP and Rens!
Just testing some stuff...
http://img193.imageshack.us/img193/2024/49760074.jpg
Sexy stuf there Josh!
Andreas
05-30-2009, 03:21 PM
Daniel Craig? Widen his jaw a little bit...the way it is now makes his cheeks stick out too much. Kickass job though.
i dunno if the jaw needs to be widened, but his skull should definitely be smaller :p
the back of the head looks especially weird... which is a shame since the features themselves are pretty recognisable, it just seems like since you were concentrating on the face you forgot about the rest of the head!
rooster
05-30-2009, 03:42 PM
mops on the money btw, features look great but is this a case of zbrush perspectivitis maybe?
Joshua Stubbles
05-30-2009, 03:42 PM
Lol josh, that's awesome. Still don't know how you guys get such smooth results in zbrush. Hehe. Every time I try working in that damn app the end result looks like a turd.
StJoris
05-30-2009, 04:41 PM
MOAR movie making, starting to like this :)
If your in the neighborhood of Rotterdam, check out the city media screens, this movie with our project is to be exhibited there.
http://www.youtube.com/watch?v=A-dPcf7C9AY
Dummeh - loving it moar as you post moar, you have a wicked game man!
renderhjs - really nice colours and feeling of depth there:)
Davision3D - sweet sweet work :thumbup:
rawrsie looks nice :)
http://i647.photobucket.com/albums/uu196/GCMax/Temporary/edit.jpg
Tried changing Becky and sort of given up on her, actually just salvaged it from the recycle bin hah so decided to get some real human references and change the pose/details a bit, crits would be nice.
jerry
05-30-2009, 06:05 PM
MOAR movie making, starting to like this :)
If your in the neighborhood of Rotterdam, check out the city media screens, this movie with our project is to be exhibited there.
http://www.youtube.com/watch?v=A-dPcf7C9AY
Is the batcave actually built there, or what's the deal coz i'm back in Rotterdam in 3 weeks or so. Looks cool:thumbup:
PixelMasher
05-30-2009, 09:30 PM
vitor: wicked work on the craig sculpt. i agree with the skull being too large. the side profile is spot on, and the general eye area is amazing. the jaw could be a tad wider, right now he looks kinda emaciated. cant wait to see the final result this is one of the best reditions ive seen done of him.
almighty_gir
05-30-2009, 10:08 PM
Dummeh - loving it moar as you post moar, you have a wicked game man!
renderhjs - really nice colours and feeling of depth there:)
Davision3D - sweet sweet work :thumbup:
rawrsie looks nice :)
http://i647.photobucket.com/albums/uu196/GCMax/Temporary/edit.jpg
Tried changing Becky and sort of given up on her, actually just salvaged it from the recycle bin hah so decided to get some real human references and change the pose/details a bit, crits would be nice.
you should do some life sketches, fruitbowls, cups, etc. work less with hard lines, and more with messy sketching of basic forms and shapes, once you've got your flow down for big masses, then start learning to sketch the details.
fearian
05-30-2009, 11:51 PM
http://forums.cgsociety.org/showthread.php?f=199&t=269026
Check out this book from your local library, and check out this thread; along with others at CGSociety. Your drawing could do with alot of improvement, starting with drawing closer to life and reference. That doesnt mean it has to be lifelike, but you should pay careful attention to scale, proportion, perspective etc.
Andreas
05-31-2009, 03:27 AM
i dunno if the jaw needs to be widened
Look at the persp view though...there is something definitely odd looking about the cheeks...too prominent, maybe pull those back a little?
ImSlightlyBored
05-31-2009, 03:59 AM
http://medicinal-waste.co.uk/cack.jpg
bit of practice
alot of mistakes still (holes when subdiv in zbrush) and I got a bit lazy on the surface details but hopefully will just paint some corrections in the bake no worries
FAT_CAP
05-31-2009, 05:49 AM
Josh - that is totally awesome! Really nice character and great sense of personality. Is that your own character or the friend you are making it for?
Josh_Singh
05-31-2009, 06:22 AM
Thanks Guys, Fatcap, It is a friends Character. It's from his Comic called "Chuck Chance (http://chuckchance.blogspot.com/)"
almighty_gir, fearian, thanks for the tips :) Going to start something alot simpler and see how it goes :thumbup:
Lamoot
05-31-2009, 12:29 PM
http://img13.imageshack.us/img13/1332/akstuff.png
Wip stuff, things to model, proportions to fix, details to add.
renderhjs
05-31-2009, 01:17 PM
little update:
http://renderhjs.net/bbs/polycount/submissions/bachelor_09_03.jpg
@GCMP: just what almighty_gir said, be more raw and try to draw more basic stuff like little objects (e.g bottles, mp3 player, computer mouse, apple,..).
If you take for example comic art even though you see those perfect clean lines they are all based on a very rough pencil sketch where the artists try to find the flow, shape and composition of each panel and the characters.
Hardly any artist I know draws lines perfectly right away - instead they always make a rough sketch. kind of like this here:
http://hynavian.com/?p=8761
Super
05-31-2009, 02:24 PM
http://www.splitpoly.com/images/work/misc/raptor_render.jpg
StJoris
05-31-2009, 02:44 PM
Is the batcave actually built there, or what's the deal coz i'm back in Rotterdam in 3 weeks or so. Looks cool:thumbup:
Thanks man! So far, there has been no incentive to build it yet, but who knows. This is mainly the outcome of a week of indesem '09 http://www.indesem.nl/ by my group. I don't know exactly where it will be shown yet, will find out, but apparently there are screens set up in the city where this video of our project will be broadcasted for a while (they said a year...but that would be strange).
dummeh
05-31-2009, 03:28 PM
really nice, renderhjs. looking good.
nice raptor too, Super.
been working on environments again - medbay post-battle:
http://i40.tinypic.com/29eoy7b.jpg
i'm torn between staying reserved with the bodies/gore, and going all out robocop/starship troopers style. on the up-side it minimises the chance the game will be seen as toony and cute, on the down-side it might seem overdone, overused, cliché.
ScoobyDoofus
05-31-2009, 05:14 PM
Nah. I say go for the splatterhouse gore. Its an interesting dichotomy, the fun & light art style, and the heavy bloody combat. Just make sure the blood particles/pools/splashes have environment mapping/high spec and arent just dark crimson stains.
renderhjs
05-31-2009, 06:37 PM
max2010 viewport capture:
http://img199.imageshack.us/img199/9270/screenshot17d.png
Snader
05-31-2009, 06:43 PM
wow thats a warbly mess.. some old fountain thing? the 3 things in the middle look a bit like chairs
what is it?
also shouldnt you be sleeping right now? i know i should =/
Kevin Johnstone
05-31-2009, 07:12 PM
Render: I dont think ive seen anyone push the foliage overgrowth motif so far, it works REALLY well and you ought to give yourself a pat on the back for that.
Combined with those smooth alien metal forms its an incredibly striking scene, it fairly reeks of age and mystery which is a great direction to go in, one my favourites.
The changes you;ve made to those smooth curved metallic steps are brilliant, i really am looking forward to seein this one completed, I looks like it needs subtle worn autumnal colors , but it could be amazing if you can maintain restraint and control like you have as you continued to flesh it out.
i'm torn between staying reserved with the bodies/gore, and going all out robocop/starship troopers style. on the up-side it minimises the chance the game will be seen as toony and cute, on the down-side it might seem overdone, overused, cliché.
i'm sure you can find a comfortable in-between. there's no need to go all out if you think it'll damage the feel of the game, but it definitely adds another layer of feedback to an enemy kill, or stumbling upon an interesting scene involving some dead fool
: ) do gore!
Unleashed
05-31-2009, 09:16 PM
http://www.wip.thelebaron.com/nolf/catenxtg4.JPG
revisiting an older model, folds are killing me
made a funny vid with some clips i recorded, it is quick and dirty, still need to get alot more material together for a better one
there is a moment at 0:20 that some programmers might be able to explain, ive seen it once but never again.
this embedded version is smaller then the youtube version, so click on it twice to get linked to the youtube page
a killer video with all my sick moments is still on its way
http://www.youtube.com/watch?v=fnSiYfJoZ4U
ScoobyDoofus
06-01-2009, 12:05 AM
http://www.ryan-jackson.net/enterprise-tcw/realtime_archer.png
Finally got around to re-baking the normals & diffuse on this guy. Spec map, hair & polish to come.
renderhjs
06-01-2009, 12:48 AM
what is it?
also shouldnt you be sleeping right now? i know i should =/its my semester project with the headline 'visual storytelling'. Its my way of doing for once something almost design driven (not coding or animating). And no, been awake the whole night - got stuff todo :)
...it works REALLY well and you ought to give yourself a pat on the back for that.
Combined with those smooth alien metal forms its an incredibly striking scene, it fairly reeks of age and mystery which is a great direction to go in, one my favorites.thanks its exactly what I am after, a contrast of the past and the present in switched roles (because those futuristic pods have also something dated jugenstil on them).
Scene and composition is the key in this project - I want to add another scene but will see how it goes after all I need to deliver a story at the end presented in a comic/ graphic novel.
color and panel impression test:
http://www.renderhjs.net/bbs/polycount/submissions/web_preview_04.jpg
Surfa
06-01-2009, 03:52 AM
Start something new still trying to get used to a high poly to low poly work flow.
Only just started but maybe you guys can spot some errors I haven't.
http://www.cubeupload.com/files/48e00render1smallish.png
leilei
06-01-2009, 04:03 AM
hair & polish to come.
oh boy
ok i've made the crappiest SCARY GREEN BATHROOM and car15 ever.
i'm a total nub when it comes to modeling of conventional weaponry.
http://leileilol.mancubus.net/dxd/s/davexd000101.jpg
eq raping welcome
Davision3D
06-01-2009, 04:27 AM
@ Unleashed
Nice character!
For the most part, the folds placement looks good to me but i think you should make less and instead thicker and more developed folds. Also why is her shirt not hanging at her hips? That would give you another starting point for folds because right now the folds there look strange to me.
@ renderhjs
looks very cool! I wonder how you have made all this crazy ivy stuff? Looks like a crapload of work to me but it really adds a lot to it.
I have my website finally updated :)
http://www.vitamin3d.com/bilder/update.jpg
(http://www.vitamin3d.com/)
Harry
06-01-2009, 04:28 AM
Something for school... Idk it's a wip
http://img269.imageshack.us/img269/3535/faceinsuit.jpg
z3phon
06-01-2009, 06:56 AM
A character i'm working on these days.
http://i444.photobucket.com/albums/qq166/x3phon/Gallery/3D/WIP/048534.jpg
Proxzee
06-01-2009, 09:23 AM
Hey everyone, back from a long time ago. Been working on this for weeks for a class.
I'm feeling really slow. Does speed improve over time?
http://i45.photobucket.com/albums/f80/proxzee/prog_1.jpg
http://i45.photobucket.com/albums/f80/proxzee/prog_2.jpg
Also still working on the floor.
almighty_gir
06-01-2009, 09:50 AM
http://img269.imageshack.us/img269/4886/bodyshotg.jpg
Klash120
06-01-2009, 10:18 AM
I'm totally digging his hair! :D & Not to mention his uber hammer. Awesome workl~
Jeremy Lindstrom
06-01-2009, 10:28 AM
Can't quote great tutorials and not link them... gimme..
After taking a look at Seb's great Zbrush tutorials. I decided to screw around.
http://img43.imageshack.us/img43/2988/celticsam.jpg
pixelchaot
06-01-2009, 11:34 AM
a little collaboration between a friend (nils cartens - concept) & and me.
i try the new decimation master from zbrush to create the low poly and optimize the high poly...i like that plugin it saving so much time...
i`m curious about the next zbrush version...whenever?! :)
picture is a viewport screenshot from max with the cool agusturinn shader
5800 tris
cheers!
http://fc00.deviantart.com/fs49/f/2009/152/b/0/spongebug_by_pixelchaot.jpg
a little bit to colourful?!
almighty_gir
06-01-2009, 11:45 AM
i love the colours on that, but the FoV on the camera is a little TOO much, i think maybe because they're all in a line. it'd work better if they were staggered to the background maybe?
pixelchaot
06-01-2009, 12:05 PM
thx almighty
jeah you are right i want the dof too much... :)
i think i must build a little scene around for a better presentation...
almighty_gir
06-01-2009, 12:08 PM
try making the glowy parts a bit more glowy, also, try mixing some blues into the colours. right now you've got like... dark dark dark, yellow, dark dark dark, PINK!!!
Surfa
06-01-2009, 12:51 PM
Small updated as I didn't get to work on this as much as I would have liked today
http://www.cubeupload.com/files/c41e00render2smallish.png
Andreas
06-01-2009, 01:04 PM
Can't quote great tutorials and not link them... gimme..
I think he is talking about ones available on 3dtotal.
rooster
06-01-2009, 01:04 PM
looks ace pixel- agree with gir about the DoF, but I like the colours
Popeye9
06-01-2009, 02:19 PM
I think he is talking about ones available on 3dtotal.
the ones here are by sebecisor under the projection master section
http://www.pixologic.com/zclassroom/homeroom/
Harry
06-01-2009, 02:23 PM
a little collaboration between a friend (nils cartens - concept) & and me.
i try the new decimation master from zbrush to create the low poly and optimize the high poly...i like that plugin it saving so much time...
i`m curious about the next zbrush version...whenever?! :)
picture is a viewport screenshot from max with the cool agusturinn shader
5800 tris
cheers!
[IMG]http://fc00.deviantart.com/fs49/f/2009/152/b/0/spongebug_by_pixelchaot.jpg[IMG]
a little bit to colourful?!
Is this a deep sea thing? if so, really sick.
EDIT: quick little test texture thingy... no ao yet
http://img183.imageshack.us/img183/9472/suitywuity.jpg
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