View Full Version : [P&P] - What Are You Working On? 2009 Edition!
pixelmitherer
01-14-2009, 02:28 PM
Japhir, Nick Carver, Rota, DrillerKiller.
SWEET works!
Japhir
01-14-2009, 02:46 PM
kp: ah ok :P.
neox: thanks! fixed the hair and medal band.
it's about done now, now i need to "gear him for war" with the 200 tris i have left... make some silly keyblade or something.
http://img82.imageshack.us/img82/4239/wipad8.jpg
JasonLavoie
01-14-2009, 03:38 PM
Japhir, your character models are getting better and better man, have some really nice mesh flow with this piece, and AWESOME silhouette... mmmm, I like very much!
*update lower
This piece will be done by tomorrow... and all I have to say is the biggest thing I've learned from this piece (besides some new techniques, thank you vlad... i still need to use them though) is that my time management skills are completely busted. I've been working some freelance gigs on the side, as well as school, but this piece is incredibly important to me... and I should have devoted much more time to this.
*goes to corner and cries
hawken
01-14-2009, 09:43 PM
http://farm4.static.flickr.com/3082/3196585988_83e78e32f5_o.png
http://farm4.static.flickr.com/3384/3195742313_76c84a0369_o.png
snake85027
01-14-2009, 10:44 PM
http://i93.photobucket.com/albums/l74/spawn85027/polycount03.jpg
http://i93.photobucket.com/albums/l74/spawn85027/polycount02.jpg
just working away on this scifi factory! Going to work on the ceiling tonight.
warriah
01-15-2009, 12:36 AM
hawken: may i ask what is that for? looks quite interesting.
DrillerKiller: nice concept
heres something iv worked on today.
http://www.mladenjovicic.com//i/PORTFOLIO/sketchbook/abe_004.jpg
killingpeople
01-15-2009, 12:40 AM
Keep it up snake85027 ;)
Joseph Silverman
01-15-2009, 01:28 AM
http://i43.tinypic.com/294pjzr.jpg
Trying to remember how this 3d thing goes. I hate the nose and will redo, but it's 3:30AM and i'm going to bed.
JasonLavoie
01-15-2009, 03:12 AM
Moar I say... MOAR! It is now 5 am, I still need to bring this into unreal and do some magic in there... debating on finishing the car, we'll see.
Class at 8 am... WEOP!
http://jasonlavoie.net/images/Tests/BuildingScene_9.jpg
Is it too dark? I have one monitor (where I am modeling) and it looks just fine, but on my texturing monitor... it looks darker... hmmmm.
SupRorem, really like it man, when i first saw the picture i thought it was one of Johny's heads (thats a good thing, awesome style) keep it up man.
Japhir
01-15-2009, 03:58 AM
thanks jason and pixelmitherer :D.
here's the unwrap. it took me quite long (2 hrs or so :(). and it still isn't very good.. so any ideas on how to improve it would be most welcome!
http://img164.imageshack.us/img164/8537/wipef5.jpg
LEViATHAN
01-15-2009, 04:11 AM
Looks good enough to me, nice packing, face could be mapped bigger though.
SHEPEIRO
01-15-2009, 06:30 AM
snake id suggest reducing the complexity of the lighting in there a bit, its a fairly busy peice, which isnt a problem if you use the lighting to guide the eye a little more, personnally id go for a darker ceiling with spots pointing to the floor (not too regular if you can help it, a few could be broken) and some nice general low level uplighting from light s on and in the floor.
orange lights in the ceiling and blue on the floor would look ace, with a few white lights to break it up
osman
01-15-2009, 12:55 PM
WIP,around 400 tri's texture is bit messy(forgot to turn on texture filtering in max aswell)
http://www.gameartist.nl/oz/2.png
gamedev
01-15-2009, 01:45 PM
Hey Jason,
Are we only seeing diffuse? What about some light sources, light a killer swooping light coming off the building and / or the building side alley? A car would add a lot to scene as would a small section of street w/ a nice drain butted up against the curb and some cross walk paint on the road. The sign is bit too perfect and boring. Get some more ref for it. Maybe some barred windows on the side of the building, looking into a messy mechanics office? If you want to take it a step further maybe rollup the door, put you car in there with some interesting light and two blokes smoking as if they are about to part the car. Building surface (brick) looks alright, but maybe the bottom half is different from the top? Could lose the boarded windows up top and make it a run down apt above the shop. Maybe you can see an old TV glowing through the window, watching a black and white movie or something. Just thoughts. Tons of shit.
Keep at it!
katzeimsack
01-15-2009, 01:47 PM
@JasonLavoie: bake some ao onto a second uvset and then get it into unreal! Will look a lot better :)
Some progress on mini scene, a prop...
http://i93.photobucket.com/albums/l64/GC3D/Gascanisterwip.jpg
odium
01-15-2009, 06:07 PM
Erm... 768x512...? In most engines thats gonna look quite bad, because its not power of two. I would suggest either using a 512x512 with a 256x128, or use a 1024x1024 and make use of all the space.
As for the model, the polyflow is really wasteful. all that chamfering is taking up way to many polies, and the detailed bits (the pipe, that bit inside) are very high poly. This is an issue becayse the actual number of sides to the roundness as well as the curve at the top, those really DO need more polies because they are so low detail.
It also looks like your UV map is quite bad for pixel ratio, i.e. the top part looks like it has more UV space compared to the larger bottom half, which is the wrong way around if anything. What I do, is use a checkered texture with a very small checker pattern on it, and use that as my "texture". Then I scale the UV map to make sure everything is the same size and taking up the same density. That way, the model looks more uniform.
All of these are very easy, quick fixes that can improve the model 10x over chap.
achmedthesnake
01-15-2009, 07:00 PM
hey GCMP - apart form all what odium says - i'd espically have to nitpick the texture - looks like you've applied a generic material to avoid obvious seam issues - plus i'd love to see the ref you're basing this on - as in my country(as far as i can tell) the most common are white/bone colored gas bttls (oopps looked up google and saw :) )
- also take in mind the obvious bits that would wear during use - the rust looks too predominant all over - add some scratches on the most exposed rims and near the valves which could possibly be scratched with repeated connections - annnnnddd add some of the 'warning' signs
Frozan
01-16-2009, 01:42 AM
reminds me of Day of defeat source OZ
@driller that is great!
@warriah can't wait to see where that goes
did some zbrushing tonight... warmup speedy skull dude and my first female study.... def doing more of those.
Someone else did a similar multi-mouth skull dude zbrush sculpt here recently, I cant find it and dont remember who did it, but it was awesome and was all up in my subconscious inspiration zone when I made this. Skull guy took about an hour, spent about 3 on the chick.
http://www.olypen.com/advent/Smiley/temp/sketches/shullhead.jpg
http://www.olypen.com/advent/Smiley/temp/sketches/ZBanatomy1.jpg
Japhir
01-16-2009, 03:21 AM
leviathan: thanks, but the face already has more texture space than the rest of him. (relaxed it, then scaled the face up a bit).
color blockin:
http://img61.imageshack.us/img61/1863/wipuc8.jpg
snake85027
01-16-2009, 04:12 AM
adding some ceiling pieces and messing with the lighting
http://i93.photobucket.com/albums/l74/spawn85027/ceilingfunyea.jpg
larolaro
01-16-2009, 04:19 AM
I'll just plop some 2d up on here XD
http://farm4.static.flickr.com/3132/3199381999_3b5704cc8d.jpg
Tumerboy
01-16-2009, 05:18 AM
that's pretty low poly! good job!
so much eyecandy for the new year.
RobG - <3 soldier sketch
heres another something... hellboy basics
http://img104.imageshack.us/img104/4128/wip2vx1.jpg
Paul Pepera
01-16-2009, 08:04 AM
mat, that hellboy is looking sweet.
http://www.peperaart.com/zedtruckf_01.jpg
Kovac
01-16-2009, 08:21 AM
Mother of hell Eraserhead... that's fantastic!
woah didnt expect to see something like that, thats some incredibly detailed high poly work eraserhead
notman
01-16-2009, 08:50 AM
Looks DAMN nice eraserhead.... one comment though, how do you open the door to get in? ;)
Jalechah
01-16-2009, 09:01 AM
http://i57.photobucket.com/albums/g210/Jalechah/cactuar_start.jpg
Super
01-16-2009, 09:04 AM
I for one think eraserhead should not post that kind of stuff here. It makes my penis feel small.
caseofchill
01-16-2009, 09:35 AM
Nice pimpage eraser.
Popeye9
01-16-2009, 10:01 AM
Nice one Eraser!
osman
01-16-2009, 11:20 AM
reminds me of Day of defeat source OZ
It's for a similar type of game :).
Almost finished, that logo wont be there in the final ofcourse :P. Just testing around.
http://www.gameartist.nl/oz/polybag.png
Jeremy Wright
01-16-2009, 12:44 PM
That is beautiful, Eraserhead.
gauss
01-16-2009, 02:28 PM
http://i3.photobucket.com/albums/y95/oishiiniku/omarwip1.jpg
.
Oh, INDEED
LOL @ Super! Awesome stuff, Ehead!
Rob, that's so good! killer!
Eraser = Cool
OZ = Looking good, but the pixel density between UV islands is pretty noticeable when the threads of the material are larger on different sections. It'd be more excusable if they were breaks it material, but as it's the same, it's a small, but noticeable nitpick. Good folds! Also, the carrying strap would likely be made out of a different material, they usually spend a bit more money on that part to make sure its comfortable to have resting on your shoulder.
snake85027
01-16-2009, 03:02 PM
eraserhead, holy crap , thats badass!
Thanks for the advice odium and achmedthesnake
http://i93.photobucket.com/albums/l64/GC3D/3d/Gascanister.jpg
Flat...
http://i93.photobucket.com/albums/l64/GC3D/3d/Gascanisterdiffuseflat.jpg
EDIT - The reference.. (just for shape mostly)
http://i93.photobucket.com/albums/l64/GC3D/Gascanister2.jpg
Eraserhead - the model is sweet, I love the detail going on in the wheels, inspirational stuff - saved :)
EarthQuake
01-16-2009, 03:43 PM
gcmp: you can save some polys by killing off every other edge at the top there
http://i451.photobucket.com/albums/qq234/earthquakeblah/edges.jpg
misterboogie
01-16-2009, 04:17 PM
EraserHead: That's some sweeeet modeling dude!!
Kevin Johnstone
01-16-2009, 06:02 PM
Eraser: Best vehicle I've seen here, great work.
You know, the handrails are doing all the work to convey scale though?
Might be good to consider more small scale touches like that, such as military apparel and labour tools.
awesome work eraser head!!!
sweet mother truck eraserhead, fantastic
J.I. Styles
01-16-2009, 08:51 PM
playing around more with the "faux realtime radiosity" - this time with colour contribution.
http://www.jistyles.com/content/temp/forum%20images/ref_radiosity2.jpg
some details:
- uses pre-baked custom data to gather a vague idea of contributing indirect light from a set radius. This is in static geometry to create a dodgey hack that approximates a faux realtime radiosity
- dynamic light sources on static geometry, direct light is per pixel, indirect is per vert which directionally modulates the direct light (to get normal map detail in indirect areas)
- consumes 2 vertex channels as a grayscale
- consumes 3 vertex channels as a coloured result
Paul Pepera
01-16-2009, 09:52 PM
Wow, thanks guys :)
@Kevin; You're right about the scale reinforcement. I was thinking of adding some more ladders/catwalks but I didn't really think they added anything good to the design. Labour tools sound like a good idea.
Nice one Eraserhead. How long did it take you? (hours)
Lee3dee
01-16-2009, 10:27 PM
looks awesome Eraserhead! My computer would die with the amount of subdivisions you have on there.
Paul Pepera
01-17-2009, 12:20 AM
Nice one Eraserhead. How long did it take you? (hours)
I would say about 25-30 hours, didn't really keep track.
Cheers.
Frozan
01-17-2009, 01:00 AM
eraser if its not to much to ask could we see wires or parts exploded?
Paul Pepera
01-17-2009, 07:42 AM
eraser if its not to much to ask could we see wires or parts exploded?
Sure; wires (http://www.peperaart.com/images/zedtruckwires.jpg)
Japhir
01-17-2009, 07:49 AM
yeah, that has quite a couple of polygons :). great stuff eraserhead!
baked some ao and started on the head:
http://img220.imageshack.us/img220/7895/wipbs6.jpg
Joao Sapiro
01-17-2009, 07:53 AM
dont make the AO black , give it some color according to the materials :)
Japhir
01-17-2009, 07:59 AM
any tricks for that? what layer type to use etc? i was struggling with it already...
i set it to multiply, then copied it and set the second one to overlay.. seemed better than multiply only but it still sucks :(.
use a hue/saturation layer with a mask above your AO, set it to color mode
Sure; wires (http://www.peperaart.com/images/zedtruckwires.jpg)
Would it have been too much to ask for an isoline view? :p
Basically can't see anything when the mesh is that dense.
Nice model though!
EarthQuake
01-17-2009, 09:59 AM
Yeah i just use an adjustment layer above the ao, as a child of the AO map (alt+ctrl+g) to make a clipping mask, so that it doesnt' apply to the entire image, just the AO. Just click the
colorize bit in the hue/sat layer.
And then mask off the areas you want red, make another one for the stuff you want blue, etc etc etc
Paul Pepera
01-17-2009, 10:16 AM
Would it have been too much to ask for an isoline view? :p
Basically can't see anything when the mesh is that dense.
Nice model though!
Yea sry bout that, here is the updated image; wires (http://www.peperaart.com/images/zedtruckwires.jpg)
Japhir
01-17-2009, 10:44 AM
ah smart :D. thank you very much, both of you.
I have no idea whether this is good as it is, but here is an update. IMO it's already better than before. (i had to repaint the entire head because i merged the ao down :().
http://img136.imageshack.us/img136/5621/wipbt9.jpg
Here is the setup: http://img113.imageshack.us/img113/5919/aocolorsth8.jpg is that what you guys meant?
LoTekK
01-17-2009, 11:13 AM
japhir, I typically use a gradient map on the ao, so you get a nice warm->cool transition.
For the AO, I prefer extracting the non-white from the map (ctrl-click on a color channel, not the rgb one, inverse selection, new layer, fill with black), just lock the transparent pixels on the layer, then just paint on it with whatever colour you want, depending on the zones.
It's nice cause it keeps it all on one layer, for all the colours, no need to mess with adjustement layers which can slow down photoshop quite a bit depending on the texture sizes.
Awesome work on that vehicle Eraser, all those super-tech wheels we see everywhere these days still seem strange to me, I can't see how they'd be more useful than good'ol tires, but they sure look cool. =)
LEViATHAN
01-17-2009, 01:33 PM
<wrong thread>
diZzyWalnut
01-17-2009, 04:26 PM
http://wip.global-illusions.com/sketch/tiretest.jpg
just a very quick and dirty proof of concept, all in Zbrush
Hi Vahl ,
Do You know the tuto "GREEBLE TRICK" from Wayne Robson under Mudbox projection the disp.map ?
Can gives You some idea for ZBrush.
http://www.dashdotslash.net/images/tutthumbs/MudboxGreble.jpg
here's the link -
http://www.dashdotslash.net/VideoTutorials/Mudbox-Greebletrick.mov
Another prop, don't sit on this one!
http://i93.photobucket.com/albums/l64/GC3D/3d/Cactus.jpg
Might reduce the smaller ones in the scene with texture down to 256 or 128 and tri's too, will have to see how it goes.
osman
01-17-2009, 05:11 PM
Actualy they look quite comfortable hehe. Why dont you make the spikes from alpha quads?
onionhead_o
01-17-2009, 05:13 PM
one of the props for my wip church level
http://farm4.static.flickr.com/3348/3204309527_cea9c10955_o.jpg
Joseph Silverman
01-17-2009, 05:22 PM
i work slow, whatever.
http://i42.tinypic.com/smye10.jpg
Actualy they look quite comfortable hehe. Why dont you make the spikes from alpha quads?
Damn, that was not the intention :poly122: fail! Did ponder this but wanted to keep the count down as much as possible, it was kind of an experiment with normals to see how spikey it could look without actual geometry.
PixelMasher
01-17-2009, 06:03 PM
GCMP: yea man I would agree about the alpha planes for the spikes, they are pretty key for a cactus silhouette. right now it looks like a ball with zig zags all over it.
Hi Vahl ,
Do You know the tuto "GREEBLE TRICK" from Wayne Robson under Mudbox projection the disp.map ?
Can gives You some idea for ZBrush.
http://www.dashdotslash.net/images/tutthumbs/MudboxGreble.jpg
here's the link -
http://www.dashdotslash.net/VideoTutorials/Mudbox-Greebletrick.mov
Yeah actually that's the same method, just used a tad differently, by only applying displacement to very specific parts, etc, but overall it's the exact same thing.
http://www.polyphobia.de/public/pictures/3d/speedies/stitch02.jpg
3hrs more guess this makes it not a speedie anymore, whatever ^^
Swizzle
01-17-2009, 08:20 PM
I might be mistaken, Neox, but I'm pretty sure the proper way to refer to that is "Frickin' RAD!"
snake85027
01-17-2009, 08:38 PM
haha neox i want one!
Joseph Silverman
01-17-2009, 09:10 PM
Neox that's outstanding
BeatKitano
01-17-2009, 10:09 PM
Yep awesome neox. Wonder what it would look like if disney did it that way. Could have been nice too.
ThatDon
01-17-2009, 10:43 PM
http://www.polyphobia.de/public/pictures/3d/speedies/stitch02.jpg
3hrs more guess this makes it not a speedie anymore, whatever ^^
Love the wireframe shots :thumbs:
Slipstream
01-17-2009, 11:41 PM
That's amazing Neox
Great stuff Neox, tons of character!
http://img.photobucket.com/albums/v92/armanguy/falloutassets.jpg
Saidin311
01-18-2009, 02:51 AM
Damn, that was not the intention :poly122: fail! Did ponder this but wanted to keep the count down as much as possible, it was kind of an experiment with normals to see how spikey it could look without actual geometry.
It seems that you may not be putting the polys where they are needed the most. The top loop that condeses the vertical rows is barely doing anything to the silohuette. Probably at least 1/4 of the vertical rows could be eliminated without losing a lot of roundness. For this tiny little prop, do you really want to devote this many tri's/polys to it? Heck, even if you redistribute polys to spikey-alpha-planes you can probably get away without such a detailed normal, and thus probably only need a 256 for something like this. Depending on how big you want your Cacti to be. Just my thoughts though.
Also, neox that some amazing stuff. I'm always blown away by the stuff you post around here.
I posted this in my sketchbook. It's just a wall-light-deco piece. Going for some organic/tech style. Working on sub-d modeling. Lots of pinching errors to be fixed and hard edges to be made. I'm trying to get some interesting shapes and improve my curvature flow when sub-ding things.
http://i7.photobucket.com/albums/y255/Saidin311/progress2-3.jpg
Jalechah
01-18-2009, 02:56 AM
my entry 4 GA mini comp
KH cactuar as a keyblade knight
..slow start..
http://i57.photobucket.com/albums/g210/Jalechah/cact_render_startsmall.jpg
rollin
01-18-2009, 03:28 AM
mat: nice approach on the hb-theme
Eraserhead: awesome.. pls finish it.. (lowpoly´n textures)
neox: shiny quality work! :)#
just a quicky..
(very)lowpoly as-good-as done
atm i´m playing jediknight.. :D
http://www.rollin.homepage.t-online.de/vox/vox_verylow_b.jpg
jediknight 1? o.O
crazy
lookin cool
thanks guys :)
changed some forms, i wasn't happy with the balance of his arms (upper arm too thin, lower arm a bit too thick) and some shapes weren't exact enough and wobbly in some angles.
@beat kitano: i'm not quite sure what you are referring too :)
hm so another disneychar, lilo to support him? hmmm not sure
rollin
01-18-2009, 07:39 AM
ohh noo.. jk 2 and 3
(but jk1 is realy cool too :) )
Slaught
01-18-2009, 07:45 AM
Rig his face and get him ingame as a Jaden replacement.
I´d totally install JK3 for this again...awesome stuff Rollin! :)
@Suprore
Looks very cute.
Really digging the meshflow and the way the smoothshading looks.
Personally I´d put another cut in the bottom of her chin to make the transition from chin to neck less abrupt.
But that´s just me nitpicking. :)
elementrix
01-18-2009, 07:52 AM
Awesome Neox!
a phoenician house.
http://i307.photobucket.com/albums/nn288/el-ementrix/house_final-1.jpg
AshleyTayles
01-18-2009, 08:58 AM
Nice Elementrix, Makes me want to make it, but I don't have time. It's not too detailed, yet, not too simple. You got anymore of these style pictures? I could do with a few!
elementrix
01-18-2009, 09:25 AM
nope sorry only this picture.
Japhir
01-18-2009, 09:43 AM
is that 2d or 3d with awesome painterly effects?
great stuff as always neox!
i'd say it's a simple 3d object overpainted? I'd add some more details, maybe amphoras and such things?
ok thats it i'm done with him, enough for my portfolio
http://www.polyphobia.de/public/pictures/3d/speedies/stitch03.jpg
elementrix
01-18-2009, 10:11 AM
it is indeed a simple 3D object overpainted.
caseofchill
01-18-2009, 11:11 AM
Great stuff Neox
Millenia
01-18-2009, 11:58 AM
http://sleekupload.com/uploads/wut_6.jpg
Model by Darkstorn
Frogfish
01-18-2009, 11:58 AM
Wip....
http://img297.imageshack.us/img297/49/ninjabunnywiredb6.jpg
like the torso from shoulders to knee, arms and legs could definitely get a nicer flow, i like the basic shapes of the arms, legs are looking a bit straight
IronHawk
01-18-2009, 12:02 PM
nice work Nick, Eraser and Neox!
Japhir
01-18-2009, 03:13 PM
still far from done but here's an update :).
http://img292.imageshack.us/img292/555/wipgc5.jpg
awesome japhir! and neox too!
http://www.floatvoid.com/images/snowspeeder/05copy.jpg
just getting started here. I watched ESB saturday, I got inspired.
Japhir that looks great, especially the creases on the trousers. You probably haven't got round to it yet, but I don't like how the coat is tight against his pectorals, I'd put some folds going down off that part.
Slum that is cool so far, I used to have the Lego version of that ship :)
http://clocktock.com/vrav/wip3D/hss-08.gif
Generimans McHeadsculpt
http://clocktock.com/vrav/wip2D/shadiya-02.jpg
Aasimar chick with... a long way to go, ff.
Joseph Silverman
01-18-2009, 06:02 PM
Vray, slum, cool stuff.
http://i42.tinypic.com/2hqsbqg.jpg
this is a frustrating experience.
JasonLavoie
01-18-2009, 06:15 PM
Awesome awesome sketch Varv... for some reason i really love the elbow / forearm, how you painted the shadows in with such a hard edge is really cool (I like that kinda style).
http://jasonlavoie.net/images/Tests/BuildingScene_13.jpg
Paul Pepera
01-18-2009, 06:15 PM
Slum, that snowspeeder is looking nice; you got good reference for all the greebles?
Quick environment I did today; just to practice some lighting in UE3, nothing special:
http://www.peperaart.com/images/corridor_01f.jpg
JordanW
01-18-2009, 06:21 PM
very nice eraserhead
IronHawk
01-18-2009, 06:34 PM
nice work Eraser!
hawken
01-18-2009, 06:41 PM
Vray, slum, cool stuff.
http://i42.tinypic.com/2hqsbqg.jpg
this is a frustrating experience.
works well "as is"!!
hawken
01-18-2009, 06:45 PM
http://www.polyphobia.de/public/pictures/3d/speedies/stitch02.jpg
3hrs more guess this makes it not a speedie anymore, whatever ^^
I think this is really great.
You might want to make the cuts in the ears actual cuts though, at the moment they have a kind of trim around them making them look like an intentional shape and not like his ears got cut.
this pose FTW (http://www.jeffpidgeon.com/uploaded_images/stitch-791879.JPG)
Eraserhead, that is looking really atmospheric. Something like a cross between a sewer, and an asylum :thumbup:
--
This one is pretty lame, I have to admit that much. Game character I'm working on at the moment. Was posing him in Maya and got a bit bored, and then a bit carried away. Meet John Cosmos, a guy who flies in space. Posting it here since the character is still WIP :poly124:
Background blatantly stolen from NASA.
http://www.davidostman.com/art/davidostman_com_johncosmos.jpg
Andreas
01-18-2009, 09:18 PM
http://www.polyphobia.de/public/pictures/3d/speedies/stitch03.jpg
AHMAGAWD! This just made my WEEK! :D Amazing modelling!
tutorials package that im working on 1 out of 10 done :P
http://vimeo.com/2875902
commander_keen
01-18-2009, 10:05 PM
Made a "1 click" cheap LOD (render-to-texture) tool for work. It will put textures in the Texture Library based on the Geo file location in the directory structure, and also makes a Cryptic Engine material file in the proper place. So all you have to do is build and unwrap the low res model and click a few buttons and you get the LOD in game in seconds :)
Video (http://www.keenleveldesign.com/pimp/texturebaker/texturebaker_video_01.avi)
http://www.keenleveldesign.com/pimp/texturebaker/texturebaker_01.jpg
Im also expanding it to work in a more general pipeline with non-LOD render-to-texture features like lightmaps and stuff.
Racer445
01-18-2009, 10:43 PM
commander_keen: that looks cool and useful!
been working on this for 2 days now and my brain is starting to hurt. when i finish the high poly i'll make a new thread. most of the big detail is in. need to add in all the rivets, screws, etc. as well as do the other side which isn't hard
http://i44.tinypic.com/n5rhgw.jpg
bounchfx
01-18-2009, 10:51 PM
looking good racer, and damn neox that is awesome - how are you rendering that if I might ask? what's your lighting/rendering setup?
Racer, that is awesome and I have no idea what it is.
Funky Bunnies
01-19-2009, 12:01 AM
commander keen, that sounds rad!
and looking hawt, racer
Harry
01-19-2009, 12:05 AM
racer if youre gunna model rear sights you should model front sights (and make sure the sight picture isnt obstructed - wtf???)
http://img172.imageshack.us/img172/2201/zenitwip7fh8.jpg
http://img292.imageshack.us/img292/2544/zenitwip6fs2.jpg
Racer445
01-19-2009, 12:06 AM
Racer, that is awesome and I have no idea what it is.
man its a death gun of death and lazer beamz
Harry
01-19-2009, 12:08 AM
Laser? then the sights needn't be adjustable for elevation at all
dickhole
looking good jason!
http://img.photobucket.com/albums/v92/armanguy/falloutassets-1.jpg
CrazyMatt
01-19-2009, 01:15 AM
Really nice work Neox! :)
--
Okay apparently Zbrush ate my previous sculpt file and i've been forced by me to recreate it asap. So far my time is an hour /half, doing pretty good, and am following more proper anatomy with this one than to go right off the actual movie shots. Legs still need alot of work as is, but will soon finish those in the next 10 minutes or so, hope you enjoy.
I'll keep everyone posted as soon as I finish it, just gotta get my work with Insurgency done first :)
-
http://i186.photobucket.com/albums/x117/311CrazyMatt/WIP_Work%20In%20General/dr2.jpg
Swizzle
01-19-2009, 03:10 AM
Doing some doodly poop for a GameArtisans sculpting comp. Still very WIP:
http://farm4.static.flickr.com/3438/3208660223_cf6656b4a3_o.jpg
@hawken yep you are right i would have done this when texturing him, but i only colorized the given polies and the next loop doesn't work all the way around so i only colorized the working one :)
@crazymat: way better
@east: thats cool
Harry
01-19-2009, 03:55 AM
i think its slowly becoming a sick one
http://img172.imageshack.us/img172/2946/zenitwip7fe3.jpg
frubes
01-19-2009, 04:16 AM
Really like how the building is coming along Jason, maybe it needs some drain pipes on the front in order to break up the large silohuette of the buildings itself. The surrounds are top though. Good stuff.
Love Stich neox, nice one.
odium
01-19-2009, 06:32 AM
Here are a few misc low detail map objects for the levels in OverDose:
http://www.teamblurgames.com/overdose/media/miscscreenshots/mapobjects_large.jpg
konstruct
01-19-2009, 08:23 AM
Nice objects man, I`d say the only thing i`d defiantly go back and tweak is the emissive look on some of your light fixtures. Right now there pretty much 100% white and will be tough to get looking good in a scene because of how stark white they are. If you give them more of a subtle and warm gradation, with maybe even some visible gunk, you`ll make your level designer much happier.
odium
01-19-2009, 08:27 AM
Well these pics were taken ingame under lit conditions with all our programs on, bloom colour correction and everything... I think I agree with you. The laptops fine as you are able to give it a custom GUI, so it can look however you want it to look, even like the main menu all animted if you want. As for the lights... Yes, I think I may try tweaking those. Thanks chap.
renderhjs
01-19-2009, 09:54 AM
@: odium: the perspective is very irritating in each thumbnail because of the extreme FOV, personally I would change it as it kind of distracts alot.
odium
01-19-2009, 10:06 AM
They are taken from ingame, not from an editor. I'm not using the pic as a portfolio piece, so it stays.
JasonLavoie
01-19-2009, 10:18 AM
Ha ha odium, there is nothing like seeing some tasty prop pieces to get the fluids going :) Nice work man, they have a bit of "Fear" vibe to them.
odium
01-19-2009, 10:38 AM
Ha ha odium, there is nothing like seeing some tasty prop pieces to get the fluids going :) Nice work man, they have a bit of "Fear" vibe to them.
Yeah I guess they do have a slight FEAR vibe... Thanks man :p
I actually spent a little time figuring out the rotation speeds in relation to the timing of our engine with our coder, so that the clock model is perfect. By perfect I mean the second hand takes 60 seconds to do 360 degrees, and jumps to the next second, like a real clock, rather than just rotating constantly. I also got the mins and the hours hands exactly right too.
Its annoying that it only lasts until you restart the video, because of how our materials are set up in the renderer, but still if you load a map, it keeps perfect time with you playing, quite funny actually :p You can look at the clock rather than the scoreboard to see how long you have been playing for lol :p
Its also possible to do a digital clock this way too, I just cant be arsed :p
CrazyMatt
01-19-2009, 11:21 AM
Nice work Odium, I must say that overdose project is turning out great visually on many levels! :) Keep it up.
Frozan
01-19-2009, 07:20 PM
nice odium! i also have to agree overdose is turning out some really nice stuff.
thatnumpty
01-19-2009, 08:11 PM
Here are a few misc low detail map objects for the levels in OverDose:
http://www.teamblurgames.com/overdose/media/miscscreenshots/mapobjects_large.jpg
http://upload.wikimedia.org/wikipedia/en/0/06/Boca_Juniors_logo.png
;)
snake85027
01-19-2009, 10:34 PM
just an update, going to finish up the trailer door and then start building the computer room thats behind this view.
http://i93.photobucket.com/albums/l74/spawn85027/coloringadjustment.jpg
Swizzle
01-19-2009, 11:59 PM
So much glowy...
Squirrely Jones
01-20-2009, 12:22 AM
this one is for rendering fur for low poly artwork:
http://www.squirrelyjones.com/public/fur_sample.jpg
www.squirrelyjones.com/public/fur.pdf
2 down 1 to go
squirrely jones you are aces :D informative and funny
thanks very much for sharing
odium
01-20-2009, 01:46 AM
http://upload.wikimedia.org/wikipedia/en/0/06/Boca_Juniors_logo.png
;)
Its actually based on that because Bersek is our coders name, and he loves Boca... I've had the whole "Its not got the correct Number of stars!" chat many times loooooool.
Japhir
01-20-2009, 02:20 AM
Squirrely Jones (http://boards.polycount.net/member.php?u=14409): hah great tutorial! thanks! wouldn't this method be great in combination with Slideknit (http://slidelondon.com/iv)? then you could lay out your model in the shape of your uv's in a second, select by element the parts that don't need fur and delete them, than have the convenience of shaping the fur flat and you can render it all with a regular camera. I'm currently trying it out for commercial work, so i can't show it, but so far it seems great!
ThatDon
01-20-2009, 07:04 AM
Haven't pimped here in awhile, here's a wip for the Bond sculpting comp over at GA
Max Zorin
http://i189.photobucket.com/albums/z64/artbydon/wip_3-2.jpg
perna
01-20-2009, 08:21 AM
Beautiful, Donovan
oobersli
01-20-2009, 08:50 AM
partial wheel component of a wheel droid I'm doing. Using a concept from Tj frame as a base to work from and put my own spin on it. no pun intended. :P
http://img222.imageshack.us/img222/5948/droidfd0.jpg
peppi
01-20-2009, 09:35 AM
Awesome model Neox!
seforin
01-20-2009, 09:40 AM
was forced to make a character in like 1 day and texture and then was already scrapped because he looked to much like a little kid versus a big headed retard doll
http://img.photobucket.com/albums/v61/seforin/fathead.jpg
Eh might finish him on my own , after I move to washington
@Snake: Digging the colored lighting!
ThatDon
01-20-2009, 01:48 PM
Thanks for the kind words Per and Andy. I'll be sure to post the final in here once I finish....hopefully soon got another dom war trophy to make :P
MagicSugar
01-20-2009, 01:57 PM
routine stuff in progress
http://img292.imageshack.us/img292/4128/gloveretopouo0.jpg
PixelMasher
01-20-2009, 02:18 PM
hmmmm whats this supposed to be? a hand of some sort?a description of what it is and where its going could help.
HandSandwich
01-20-2009, 03:05 PM
hmmmm whats this supposed to be? a hand of some sort?a description of what it is and where its going could help.
It's obviously the Hamburger Helper Hand:
http://www.mascotfactory.com/uploads/images/Custom/Characters/HHStuffedHand-lg.jpg
ivars
01-20-2009, 03:08 PM
ThatDon: Awesome work!
Started on a new character.... sorta practicing.
Sculpting atm.
http://www.igorbazooka.com/3d/BigGuy_01.jpg
zerafian
01-20-2009, 03:14 PM
Here is a test I completed 2 weeks ago for a game company. I didnt end up getting the position but it was great to get outside my normal setting or work. It has color, spec, normal, and incandescent maps(1024x1024' s)
If you would like to see wires, texture maps and such visit my flickr portfolio :).
http://i44.tinypic.com/n6zuba.jpg
snake85027
01-20-2009, 03:34 PM
zerafian, that looks real good, I am sure you were close in getting that job. Maybe grating at the bottom is oddly stretch but that could be just the look you were going for.
What did the company say?
zerafian
01-20-2009, 03:37 PM
They actually excepted the art test and did a phone interview with me...god only knows what I may have said that scared them off:poly127:..Im initail impression is it went well though.
Im hoping someone else was just more qualified and I didnt say anything that scared them.
greenj2
01-20-2009, 03:59 PM
Something I'm scribbling at during quieter moments at work.
http://img530.imageshack.us/img530/8618/weirdface04ix2.jpg
Rapante
01-20-2009, 04:02 PM
@neox, thatdon: wicked stuff you two!
I'm doing something non 3d atm. a new icon set I named iSO for obvious reasons :) a lot of work but really fun. 100% illustrator :poly142:
http://www.multivitamin-graphics.de/i/iSO_showcase.png
ivars - thats looking sweet so far
indian_boy
01-20-2009, 05:56 PM
Rapante, thats reallllll sick
alexk
01-20-2009, 06:06 PM
some kind of stone with a cross on it. zbrush practice. not sure how to do a render yet
http://members.shaw.ca/alexkam/wip/stone1.jpg
Emil Mujanovic
01-20-2009, 06:14 PM
Hey, Eagle. Good seeing some work from you, dude. Looks like you're stuff has improved since I last saw it, keep pimping!
-caseyjones
SHEPEIRO
01-20-2009, 06:28 PM
havent mad e a vehicle for a while--------------------------------------------------->just blocking it out so far, may make some changes to slickify, doesnt look fast enough
http://i30.photobucket.com/albums/c346/Shepeiro/1-5.jpg
Getting started on some alien baby sculpts for my level since I ran into a mental block for the scene layout.
Experiment 001
http://img49.imageshack.us/img49/6025/alienbabehgc9.jpg
Pavel
01-20-2009, 10:10 PM
http://i258.photobucket.com/albums/hh245/P_Yudov/zuzia/9e0018ad.gif
some mud fun....
pinch tools was doesn't works correct in my mudbox2009....and i can't use it
and this happens every time when i export model from 3dsmax...
any idea?
Japhir
01-21-2009, 12:35 AM
rapante: if you'd remove the "web 2.0" mirror beneath it i'd really dig those icons :D.
WhackZero
01-21-2009, 01:53 AM
[/lurk]
http://hongmanleung.com/images/3d/chun_li_wippy.jpg
deform leg test.mov (http://hongmanleung.com/movies/chunli_deformTest_leg.mov)
[lurk]
Master_v12
01-21-2009, 06:11 AM
Hallway! :)
http://www.masterv12.com/mv12artblog/images/h06.jpg
Josh_Singh
01-21-2009, 08:27 AM
Nrek, Alien babies is a fun idea! and yours has some gross potential, just get a better shader. Red Wax makes alien babies cry.
WhackZero, she's looking cute. I like how you are handling the hair.
MagicSugar
01-21-2009, 09:48 AM
hmmmm whats this supposed to be? a hand of some sort?a description of what it is and where its going could help.
yup, it's going to be a grunged up glove
-----
Today's crap-to-finesse to start the day:
http://img239.imageshack.us/img239/4853/crapjg1.jpg
PixelMasher
01-21-2009, 01:51 PM
what method are you using for creating your highpolys man, they all seem super lumpy bumpy, , makes it actually look low res with no smooth to sharp transitions.
In the above pic, whats going on it looks like a bunch of mesh errors are creating holes in the mesh and is that chipped looking stuff texture or intersections with another mesh.
I really hope im not coming off as an ass, i really dont mean to be but some explanation of what you are trying to get as the final result would make it easier to crit.
perna
01-21-2009, 02:24 PM
PIxelmasher, 3d scans you know? :)
MagicSugar
01-21-2009, 02:41 PM
PIxelmasher, 3d scans you know? :)
It's the truth!
In the above pic, whats going on it looks like a bunch of mesh errors are creating holes in the mesh and is that chipped looking stuff texture or intersections with another mesh.Semi cleaned raw data. No point filling in the holes when it's just going to be retopoed. 2nd image with a zapplink pass.
http://img300.imageshack.us/img300/6835/crap2vq4.jpg
http://img300.imageshack.us/img300/8801/crap3xg3.jpg
killingpeople
01-21-2009, 03:23 PM
cool Master_v12
alexk
01-21-2009, 05:58 PM
http://members.shaw.ca/alexkam/wip/stone3.jpg
BradMyers82
01-21-2009, 06:07 PM
Master_v12: That hallway looks great!
Figured I would pimp this hand sculpt I was working on, it's the first time I made a hand with this much detail in it.
http://www.icantbelieveitsnothighpoly.com/images/Sculpting_Anatoomy%20%20Studies/HighPolyHand.jpg
Wow, awesome icons Rapante
commander_keen
01-21-2009, 09:51 PM
interesting specular alexk. I would double the specular brightness on the gold trim and saturate it more. it looks kind of plastic now.
ThatDon
01-21-2009, 09:51 PM
Brad the finger nails are the only thing i'm not totally sold on. keep it up though man!
erik!
01-22-2009, 02:04 AM
http://i54.photobucket.com/albums/g86/ArdenGrey/3D%20WIP/erikmudsketch01.jpg
I am soo rusty
Japhir
01-22-2009, 04:21 AM
coming together.. slowly :P. At this point i don't really know what to do to push it further (except obviously the sword).
http://img153.imageshack.us/img153/5598/wiplb1.jpg
so critiques are most welcome at this stage!!!
EDIT: oh crap, the AO is turned off in this image :(
with ao:
http://img110.imageshack.us/img110/2571/wipxr4.jpg
LEViATHAN
01-22-2009, 06:07 AM
IMO the folds/creases are too soft, making it look wet. You could make those 'sharper'. Also push the highlights some more.
I think it looks better without AO tbh, looks better defined and more cartoony. :poly141:
SHEPEIRO
01-22-2009, 06:10 AM
interesting specular alexk. I would double the specular brightness on the gold trim and saturate it more. it looks kind of plastic now.
id second that and add darken it in the diffuse aswell and perhaps ad a touch more orange
i think it's overall a bit too noisy if you compare it to the kingdom hearts characters, too many details, if it's your own appraoch than thats fine, i'd prefer the cleaner stuff ^^
EbolaV
01-22-2009, 11:41 AM
here a piece i working on. it wil be later a frame for laserfencestuff :)
http://i494.photobucket.com/albums/rr303/EbolaV/frame_02.jpg
michi.be
01-22-2009, 02:02 PM
Hey guys. Worked in the background on the poster for my son.
The city area needs work other sections are getting done.
more details can be seen with the native 6k rendering size.
still no characters in it so far. grr
http://michi.be.hosted.dasprids.de/michibe/WIP/Felix_progress.jpg
alexk
01-22-2009, 02:39 PM
commander_keen, shep, thanks for the tips! Hopefully this is better
http://members.shaw.ca/alexkam/wip/stone5.jpg
sicsided
01-22-2009, 04:42 PM
@michi.be
I love that sub. Everything has great character to it, although the texture on the balloon seems a bit off compared to everything else. Nice work.
@michi.be
I love that sub. Everything has great character to it, although the texture on the balloon seems a bit off compared to everything else. Nice work.
I'd agree, considering how brightly colored the rest of the scene is, it would be cool to have the air balloon have bright lively colors.
Paul Pepera
01-22-2009, 10:01 PM
http://www.peperaart.com/images/vaultf_01.jpg
alexk
01-22-2009, 11:49 PM
eraserhead.. that is sick!
Bryan Cavett
01-22-2009, 11:58 PM
Crappy paintover of a model to see where I need to take it and what a texture might look like on it.
http://bryancavett.com/wip/merc_head_paintover.jpg
Wahlgren
01-23-2009, 12:30 AM
I came. Although i don´t know if i like the long hair bit in the front. ;)
Still. Sexay.
Rapante
01-23-2009, 02:18 AM
thanks guys, ill post more if there is actually more to see :)
@Japhir: hmmm, I might make the set both with and without the reflection, just for you :D
Master_v12
01-23-2009, 03:39 AM
Eraser you're insane! looks pretty solid
Tweaked the lighting and post processing a bit :)
http://www.masterv12.com/pics/h09.jpg
@Nick: looks just like his toupee is blown away by the wind ;D
uk_resistant
01-23-2009, 09:16 AM
A post apoc London underground/house scene.
Still much to do and not sure about the bloom style effect that I did in photoshop yet.
http://i3.photobucket.com/albums/y98/ukresistance/2012_forum.jpg
ThatDon
01-23-2009, 12:18 PM
Awesome Bryan. I Love
Medestruit
01-23-2009, 12:56 PM
http://img.photobucket.com/albums/v155/Impetual/map%20stuff/BRscenewip.jpg
Seburo mn-23 from ghost in the shell.
This is my first attempt at sub-d modeling.
http://i193.photobucket.com/albums/z106/SoullanceHAL/highpoly3.jpg
EarthQuake
01-23-2009, 01:20 PM
Watch your edge hardness dude, some of those edges seem to be extraaaaa tight there.
Trying out some forms "outside the box", going more for character then realism, or what i might try each time..
http://rensedeboer.com/3d/wipoldrider.jpg
Medestruit
01-23-2009, 02:46 PM
The goggles make him look like Hellboy kinda since they are just a base shape so far, haha.
Rens : I do that when i quickly concept stuff, just throw ideas on a sphere or a basemesh and add dirty stuff all over the place, I found out that duplicating the basemesh and sculpting on it using subtools makes it easier to try out different things, mix them together,etc.
it's so easy to then retopo and project the detail :)
can't wait to see more man :)
gavku
01-23-2009, 05:07 PM
wip
http://img262.imageshack.us/img262/6553/iketag01hf2.jpg (http://imageshack.us)
EbolaV
01-23-2009, 08:07 PM
gavku: looks nice :) want to see this with colors
ok after a lot of crashed programs (photoshop again -.- and my game editor dont works, cry) so i put my model into ue3 to show you a bit progress :)
http://i494.photobucket.com/albums/rr303/EbolaV/frame_01_ini.jpg
perna
01-23-2009, 08:48 PM
Yeah there's been a bit of this lately
http://www.per128.com/pub/crap/per128_pissoff_01.jpg
killingpeople
01-24-2009, 12:09 AM
and i'm spent...
ImSlightlyBored
01-24-2009, 03:52 AM
A post apoc London underground/house scene.
Still much to do and not sure about the bloom style effect that I did in photoshop yet.
http://i3.photobucket.com/albums/y98/ukresistance/2012_forum.jpg
this is awesome!
warby
01-24-2009, 05:13 AM
i like the fallout esque london tube scene a lot but i have also a ton of criticism for it:
1 ) the lighting implies that it is above ground in brought day light your background shoudl be dark and the general ambiance should be much lower to show you are in a tunnel system in a world without electricity.
2 ) i figured this is kind of a cozy place where the hero would return to after a hard day in the wasteland scavenging for food and weapons and god knows what so some warm color preferably emitted by fire was needed in my eyes.
3 ) the sign at the bottom left has one of those round concrete weights at the bottom which implies mobility to me i don't think you ever see anything like that in a subway station all signs are steadily mounted into floors and walls and angle wise would align with the flow of the tracks ...also proportion wise i think its too wide.
4 ) the barrels have a top piece that has like no structure make it have a structure and an opening where liquids can be poured in/out of or make it all black implying that the top is missing and it continues all the way down.
5 ) the dark splotches on the ground and on the door don't seam natural its not the kind of effect prolonged use would have on these surfaces if you want to break up tiling break out some tiles and make it real 3d.
6 ) the tile texture is too high frequency/noisy.
7 ) the porch /balcony thing doesn't seam to have a purpose since its neither protection this home form rain nor sun but it adds coziness so it shoudl stay but ts not looking like it can hold up by itself it needs some support beams below if you ask me.
8 ) same goes for the ivy i don't think it would grow in a place like this but it adds coziness so it gets my blessing ^^
9 ) those ply wood sheets blocking the door /window on the right have absolutely no 3d definition and also have a way too noisy texture you can hardly tell where one sheet ends and another one begins ... would be nice if the top one would cast some shadow/ao on the bottom one to better define its shape.
since images speak louder than words i think this is the direction you should be taking this in:
quick paint over:
http://warby.bitproll.de/misc/uk_resistant_quick_paint_over.jpg
ImSlightlyBored
01-24-2009, 05:37 AM
I really like that paintover too, but in response (though I dont want to speak for uk_resistant...)
you do get outdoor tube stations here, and those round based concrete signs would/could be there, although tube stations are always a little more permanent so maybe that stands... I think its a small issue though and they could exist. I'm sure theres probably one or two at a tube station if anyone wanted to go round every one...
uk_resistant
01-24-2009, 05:48 AM
Wow, that is a awesome paint over. I partic like the idea about the fire inside, really adds to the idea of this being someone's home. Got some responses to your feedback
1)The scene is actually meant to be above ground, thought after your paint over Im thinking about making it a night time scene.
2)It wasn't meant neccessrily for a hero character but I love this interpretation. I imagined a more colder/desaturated scene but again the paintover is getting me thinking.
3) The idea behind the sign is that it was broken off and then placed somewhere else to be used as a sign (design wise its there to give further signalling of being in a tube station). The concrete bucket was a way of mounting it. Proportions do look off however.
4)The plan for the barrels is to have them containing water. I wanted them open air so i could put a couple of leaves in for a autumn feel. Perhaps I could included a variation with a lid.
5)Those splotches are the grass giving off shadows and wont be in the final image.
6)The texture is too noisy, need to turn it down.
7)Still playing with the idea of the porch. The problem is that the doors slide open (in theory) so i couldn't have struts there. Its not apparent but they are actually built from the back and above. Obviously this isn't reading well and will have to be changed.
8)Cheers :)
9) yeah the ply texture needs work. That needs to be redone anyway, and the lighting still needs work so that will help.
cheers for that great feedback, very much appreciated, Def given me a lot to think about!
Japhir
01-24-2009, 08:24 AM
per: great stuff! i have no idea what i'm looking at, but i really enjoy doing so :D.
I decided to ditch all of the ao stuff and turn this into a painting exercise, so basically i turned everything but the head back to basic colors and started over. I also worked on the head some more. I wasn't really enjoying working on this anymore, but doing it this way certainly brings the fun of it right back. so if any of you can come up with some crits to help improve this piece it'd be great!
http://img166.imageshack.us/img166/7873/wipxu6.jpg
LEViATHAN
01-24-2009, 11:12 AM
Push the highlights on the cloth. :poly134:
Bryan Cavett
01-24-2009, 11:13 AM
Thanks guys! The hair does look a little weird.
Master_v12:You can push the lighting and post process of that scene a whole lot more. Try to create pools of light to lead the player or viewer down the hall way and harmonize the colors in post. I moved the lit column on the right further down as well to help the composition and placement of lights. I may of over worked the image and it may be a bit bright but the original was very saturated and hard to work with.
http://www.bryancavett.com/wip/hallway_paintover.jpg
my first ever sculpt:
head1wip.jpg
havent started on the ear yet.
Freestone39
01-24-2009, 05:21 PM
Awesome. Everything looks great
Master_v12
01-24-2009, 07:02 PM
Hey Bryan thanks much for the paintover man it looks sick, this is my first time messing around with post proccessing effects. Thanks for the great ideas!
gamedev
01-24-2009, 07:45 PM
Master_v12: You have some nice areas on the sides that could be used for some sort of glass chambers / cryo chambers, machinery etc. Fill up those empty holes!
EbolaV
01-24-2009, 09:11 PM
Bryan that paintover is nice. Master try to get this look :)
whew its damn late but here something new. Can post the zbrush screen too if someone wants. Need some more work on the textures but zzzz....
http://i494.photobucket.com/albums/rr303/EbolaV/stair_01.jpg
ThatDon
01-25-2009, 02:10 AM
awesome PO Mr. Cavett
Bryan that paintover is nice. Master try to get this look :)
whew its damn late but here something new. Can post the zbrush screen too if someone wants. Need some more work on the textures but zzzz....
http://i494.photobucket.com/albums/rr303/EbolaV/stair_01.jpg
How do you add those hard surface details in zbrush?
Looking good btw
working on a badass guy lol, and a few other things at once
http://saroulman.free.fr/wip1.jpg
Im currently busy on the retopo of my battle ready pooh bear
http://www.gd3dart.com/images/pooh_armour1.jpg
Massbot
01-25-2009, 05:55 AM
cool ged :D
ThatDon
01-25-2009, 10:41 AM
As promised, had to rush him a tad due to other commitments but I'm still happy!
http://i189.photobucket.com/albums/z64/artbydon/c_walken_final.jpg
almighty_gir
01-25-2009, 11:16 AM
needs more cowbell.
rollin
01-25-2009, 11:20 AM
nice one!!
Joshua Stubbles
01-25-2009, 12:08 PM
needs more cowbell.
LOL! I've got a fever..
Frozan
01-25-2009, 01:02 PM
looks great don
Medestruit
01-25-2009, 01:21 PM
needs more cowbell.
I was thinking more of a Barry Pepper than Mr. Walken.
http://www.hawaiifilmandvideo.com/blog/wp-admin/images/Barry%20Pepper.jpg
I was thinking more of a Barry Pepper than Mr. Walken.
http://www.hawaiifilmandvideo.com/blog/wp-admin/images/Barry%20Pepper.jpg
That is exactly what I thought. Looks good nevertheless Don
JasonLavoie
01-25-2009, 01:43 PM
Whoa... whoa... you just blew my mind.
ThatDon
01-25-2009, 04:32 PM
suppose to be a young C.Walken playing Max Zorin in a bond film
http://i189.photobucket.com/albums/z64/artbydon/dangereusement_votre_max_zorin_2.jpg
Orb looks great can we see a 3/4 view
ThatDon, looks nice. The creases are not totally convincing, but overall it cool
Ged, great idea. should have ee aw as a sidekick
uk_resistant
01-25-2009, 04:51 PM
Looks great Don, but compared to the reference image he looks very pale and almost ghostly, which I think is throwing people. But like i said, looking good!
Paul Pepera
01-25-2009, 04:57 PM
Great Bond villain in a mediocre Bond film... great model Don.
Orb looks great can we see a 3/4 view
ThatDon, looks nice. The creases are not totally convincing, but overall it cool
Ged, great idea. should have ee aw as a sidekick
thanks Ruz and massbot, haha ee aw would be cool to do as well :) I will get pooh finished then I think its about time I finish editing my portfolio website and show it off.
Great work Don, I reckon youve got a good chance of winning that comp. Also there are quite a lot of new sculptors on that sculpting mini comp and they arent nailing the proportions/forms I want to help but there is sooo much to say :/
ThatDon
01-25-2009, 06:30 PM
Thanks for comments guys, here's the image I'm submitting for the actual comp (No color allowed)
http://i189.photobucket.com/albums/z64/artbydon/c_walken_final_comp_dirty.jpg
IronHawk
01-25-2009, 06:51 PM
Nice one Don!
Per is that a door or gate concept? Pretty tight.
trevor87
01-25-2009, 06:57 PM
something i am working on for class...
http://img209.imageshack.us/img209/7120/render02ya8.jpg
hawken
01-25-2009, 08:34 PM
Thanks for comments guys, here's the image I'm submitting for the actual comp (No color allowed)
http://i189.photobucket.com/albums/z64/artbydon/c_walken_final_comp_dirty.jpg
how about some nice carved pupils?
like this:
http://philippefaraut.com/images/tools/eyes.jpg
EbolaV
01-25-2009, 08:54 PM
ThatDon that looks awesome. Some pupils like hawken says would be good.
ThatDon
01-25-2009, 08:57 PM
Awesome ref images hawken, Thanks!
edit: image(s) should be updated now with new pupils.
EbolaV
01-25-2009, 09:36 PM
ok folks again something new.
http://i494.photobucket.com/albums/rr303/EbolaV/door_massive_01_ini.jpg
almighty_gir
01-25-2009, 11:10 PM
http://img297.imageshack.us/img297/8118/wipma0.jpg
a wip of mine =]
Japhir
01-26-2009, 03:37 AM
nice work don!
update on my part: subtle wrinkles + dagger details. still wip so crits are welcome!
http://img186.imageshack.us/img186/4362/wippv6.jpg
dfacto
01-26-2009, 05:26 AM
Sweet ThatDon, but I think his jawline is too strong, the chin is too big, and his upper eyelids are too curved. Walken has a sort of menacing look, but you lose that in the eyes. If you drop the upper eyelids down a bit, push in the lower curvature of the eyelids a tad and shrink his chin you'll get a lot closer.
Super
01-26-2009, 08:07 AM
http://www.splitpoly.com/images/work/head_study/head_001.jpg
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