View Full Version : [P&P] - What Are You Working On? 2009 Edition!
elementrix
01-26-2009, 07:58 AM
started my new project :) molding the basic form atm, this will be a 10 week project :
http://i307.photobucket.com/albums/nn288/el-ementrix/progress.jpg
based on the sleeping beauty castle from disneyland paris, all credits for the design go to disney.
z3phon
01-26-2009, 10:32 AM
http://img216.imageshack.us/img216/6256/zbrushtorso05yf8.jpghttp://img220.imageshack.us/my.php?image=zbrushtorso05vx0.jpg
CrazyButcher
01-26-2009, 11:47 AM
preparing a workshop on shader programming for university
http://crazybutcher.planetquake.gamespy.com/wip/streamproc.jpg
quick update, still refining some parts.
http://saroulman.free.fr/wip3.jpg
@ThatDon: so cool, you stayed quite faithful to the photo
http://img.photobucket.com/albums/v332/Jacoh/WipSketch.jpg
Very early wip for the ga comp
Medestruit
01-26-2009, 01:53 PM
http://img.photobucket.com/albums/v155/Impetual/map%20stuff/brsignfinal.jpg
High poly for a sign I'm doing in a scene. I think I'm gonna call that the final high poly.
Rory_M
01-26-2009, 02:15 PM
hey ThatDon, really like what you got going there. :)
Paul Pepera
01-26-2009, 02:26 PM
http://www.peperaart.com/pz3_01.jpg
eraserhead that went straight into my references folder, are you making low polys of any of this stuff youve been working on?
Josh_Singh
01-26-2009, 03:40 PM
eraserhead, that is completely awesome
perna
01-26-2009, 03:43 PM
Hey Jaco, cool
ThatDon
01-26-2009, 03:50 PM
Very cool eraser, would you mind detailing your render setup?
rooster
01-26-2009, 03:50 PM
Eraser: yeah, ref folder saved! that's how to make a tank!
Paul Pepera
01-26-2009, 06:10 PM
Thanks guys :)
@Ged: Yea, eventually I want to make a LP version of this tank; thinking of doing Kursk, North Africa, and Kharkov variants.
@ThatDon: My render setup is very simple; Omni + Skylight with Default Scanline Renderer; put on a high spec/gloss material on the model. In photoshop I adjust the levels and play with the hue/saturation settings, and sometimes overlay a slight grunge map to add some subtle breakup.
misterboogie
01-26-2009, 07:12 PM
EraserHead = Unstoppable!!
Lovin it dude! More please. :)
DrillerKiller
01-26-2009, 07:40 PM
Eraser head, you rock my world.
PixelMasher
01-26-2009, 08:13 PM
jesus, eraser when do you sleep man! all 3 of your last pieces have been amazing. ever consider getting anything 3d printed? highpoly work like that would come out fantastic.
beautiful eraser! Moar!
been crankin' out stickers to put up around seattle... here's a handful of em, I'll start posting pics once I release them into the wild. There's an art to finding spots where they can be seen and wont get ripped down. Seattle is not a graffiti-friendly town.
http://www.olypen.com/advent/Smiley/temp/sketches/stickazzzz.jpg
IronHawk
01-27-2009, 12:08 AM
keep pumping that stuff out Eraser! =)
When I get my new Lib I could use one of those Ferg. =)
Rapante
01-27-2009, 12:19 AM
nice one EraserHead!
Ferg, i'd rip them off if i would come across them,
they are too awesome to let them stay up there.
btw you got all kinds of paint and stuff laying there, mind giving us a quick idea how it works?
or is that totaly not related..
Picked this scene up again. It'll be an exercise in mudbox and atmosphere creation. Here's a few shots of what I have so far.
First, the concept. Found online, it was done by one of the fine artists at ArenaNet:
http://dl-client.getdropbox.com/u/17188/qb_concept.jpg
The scene blocked out, no details beyond the rope bridges and basemesh for the face at the moment:
http://dl-client.getdropbox.com/u/17188/qb_wip01.jpg
Rope bridge stuff. In the end, their width will be played with and most will narrow towards one end, much like in the concept.
http://dl-client.getdropbox.com/u/17188/qb_bridgeplanks.jpg
Rock face stuff, very WIP. Would like to give it more depth as it feels a bit flat. As well, I may add more geometry around where the eyes are. I mentioned i'd like this to be an exercise in atmosphere and if what I go for calls for longer shadows, then definitely the eyes will get their geometry:
http://dl-client.getdropbox.com/u/17188/qb_face.jpg
Frozan
01-27-2009, 01:52 AM
awesome adam cant wait to see that one done! ive always looked at that concept and thought about doing it. guess u got dibs hehe
Joseph Silverman
01-27-2009, 03:10 AM
Adam bridge planks and base are awesome, i'm not digging that face at all though. Has a lot more depth and shape in the concept, this is just gonna look tacked on.
Ferg, awesome stuff, i wish we had street art of that caliber stuck around here.
Super
01-27-2009, 05:23 AM
Mudbox 09 angries up the blood. Had to start over in Mud 1.
http://www.splitpoly.com/images/work/head_study/head_002.jpg
woogity
01-27-2009, 05:53 AM
eraserhead: seriously apeshit highpoly hards man. holy hell how long do these take you?
-Woog
almighty_gir
01-27-2009, 06:09 AM
http://www.nomoreangels.com/~almightygir/wip.jpg
working on making my buildings more modable
http://www.artbytom.co.uk/junk/whitebuilding.jpg
W1r3d
01-27-2009, 08:29 AM
Working on a Warhammer scene. Final scene is set to include empire and greenskins engaged in battle.
http://img.photobucket.com/albums/v165/w1r3d/Warhammer_Tower.jpg
http://img.photobucket.com/albums/v165/w1r3d/Warhammer_Cannon.jpg
Gir, I like that base model, seems really solid.
Looks really good, Bone.
Thanks man :D
Another thing I'm working on because I can't focus on anything
http://www.artbytom.co.uk/junk/head.jpg
litl' update... Sub-d is soooo different
http://i193.photobucket.com/albums/z106/SoullanceHAL/highpoly6.jpg
uk_resistant
01-27-2009, 03:01 PM
Some nice stuff going on here guys.
Updates to my Post apoc scene, Decided to take it in the way Warby suggested but set out side.
Still have a whole list of crit/changes to get through.
A quick note: The light is sposed to be coming from inside but I havent set up the curtains properly yet. :D
http://i3.photobucket.com/albums/y98/ukresistance/Lonon_3-1.jpg
http://i3.photobucket.com/albums/y98/ukresistance/london_1-1.jpg
Emil Mujanovic
01-27-2009, 03:57 PM
DAMN, Ferg! Those stickers are fucking ace, dude! You should totally do some skateboard designs. I'd ride one of your boards :P
-caseyjones
Paul Pepera
01-27-2009, 05:45 PM
HAL, watch the bevels on that gun, some are looking pretty tight.
Thanks guys! The paints have nothing to do with the stickers (yet), my apt is just so cluttered with art shit that I don't think you could take a pic and not have something art-related show up. I've just been using various sharpies on the stickers so far, and I have a red and a blue marker for the occasional color.
When I do put these up, though, I'm going to slather matte medium over them to help seal them against weather and would-be sticker-stealers.
casey - haha, mail me a deck and I'll paint the fuck out of it :D
here's some more
http://www.olypen.com/advent/Smiley/temp/sketches/stickazszz.jpg
edit: post #1,000, bitches!
monkeyboy_garth
01-27-2009, 09:27 PM
Building looks good, Bone.
uk_resistant: The props need to cast some shadows.
http://www.mikerusby.com/BIGGUY.jpg
just messing around with a base mesh
great stuff ferg
uk_resistant - digging it so far reminds me of walthamstow station:)
demoncage
01-27-2009, 11:29 PM
Ferg, stickers=stylish. Nice drawings.
Cool stuff everyone.
I call it The Wasp. Hacking detail ideas atm.
*edit* img tags not working...? Oh well, try again later.
Asmuel
01-28-2009, 04:23 AM
Rage/Fable kid. Started doodling this for fun after playing fable. Needs longer sleeves.
http://img98.imageshack.us/img98/8453/kid2tn4.jpg (http://img98.imageshack.us/my.php?image=kid2tn4.jpg)
so much sweet work in here recently
asmuel - that is all shades of great
little something made today based on piece of art found over at cghub
http://img150.imageshack.us/img150/9209/batmanwip0zp0.jpg
Awesome work Asmuel, took me a while to spot the mut :)
Great stuff mat! That cloak needs some more lovin' though.
Davision3D
01-28-2009, 06:21 AM
Nice style Ruz!
Very cool Asmuel though his arms and hands look kinda mutated! ;)
FAT_CAP
01-28-2009, 07:16 AM
Hah - nice character Asmuel although the hand/ wrist/ general proportions could maybe do with more tweaking to get him looking more "kid-like"
indian_boy
01-28-2009, 08:08 AM
actually, i like the hand / wrist region as it is.
just my opinion on it, because it makes it look more deformed, a la "Rage"
the only thing that throws me off is the tire.
for some reason, it doesn't look like it belongs. ie: it looks like it was just added last minute. seems like its floating, and not really tight around his body / held up
thats just me though.
otherwise its pretty damned amazing
ArtsyFartsy
01-28-2009, 09:03 AM
in the future no one will have wrists
dfacto
01-28-2009, 10:21 AM
Really cool Asmuel, love the feel and detail, especially the little dog peeking out of his bag.
ThatDon
01-28-2009, 10:40 AM
fun character Asmuel!
demoncage
01-28-2009, 11:33 AM
mat, i like the stylistic direction.
A ship idea "The Wasp", working out detail ideas right now.
http://www.ent3d.com/wasp.jpg
http://www.ent3d.com/wasp_3.jpg
Ninjas
01-28-2009, 01:17 PM
http://aubreyserr.com/images/TestGirl.jpg
Practicing some basic techniques
EarthQuake
01-28-2009, 01:19 PM
hey thats a lady! not a furrie?!?!
Rumkugel
01-28-2009, 01:46 PM
guess what becomes visible once the skirt rises...
Medestruit
01-28-2009, 04:51 PM
I think you're mistaken EQ. Not only is there a tail hiding under that dress..but the front end plumbing is an extrusion as well.
NyneDown
01-28-2009, 06:42 PM
Was working on this for an art test but decided to put the brakes on it. The cost of living is too high where the studio is located...my wife apparently doesn't want to live in a shack and eat ramen noodles. Ah well..
http://img.photobucket.com/albums/v64/Tramatag/Shaded-1.jpg
Medestruit
01-28-2009, 07:03 PM
Cost of living in Atlanta too high? Man, I feel fortunate how little it costs to live here in comparison to some of the places my fiance has lived in her life >.< I was born and have lived in the Atlanta all my life, she's a world traveler, and she laughs at what we pay to live haha.
NyneDown
01-28-2009, 07:13 PM
I wish the studio was in Atlanta...that would make for a short move! :-) It's actually for a studio out in Santa Monica, CA. One of the MOST expensive places to live eVeR!...I swear you have to own a piece of Microsoft in order to live comfortably out there.
Medestruit
01-28-2009, 08:25 PM
http://img.photobucket.com/albums/v155/Impetual/map%20stuff/br.jpg
TechSmith
01-28-2009, 09:30 PM
Was playing mechwarrior with the kids and started doodling in wings. No refs just basically sketching in 3d. I haven't done anything in 3d for years. feels odd but nice to start again.
http://i566.photobucket.com/albums/ss109/davephipps/mech1-29-09.jpg
Saidin311
01-28-2009, 09:52 PM
I like this man, what's your workflow like? Are you making this wall section a tileable texture? How will you bake the unique high poly detail into it? Or will you float the window/door over top? I also like the shape on that sign but I feel those spindly braces would break under the weight of the square.
http://img.photobucket.com/albums/v155/Impetual/map%20stuff/br.jpg
jeramy79
01-28-2009, 09:57 PM
mat, i like the stylistic direction.
A ship idea "The Wasp", working out detail ideas right now.
http://www.ent3d.com/wasp.jpg
http://www.ent3d.com/wasp_3.jpg
Reminds me more of a Mosquito than a wasp.
Medestruit
01-28-2009, 10:18 PM
I like this man, what's your workflow like? Are you making this wall section a tileable texture? How will you bake the unique high poly detail into it? Or will you float the window/door over top? I also like the shape on that sign but I feel those spindly braces would break under the weight of the square.
I'm picking and choosing which details to build high-poly inside of Max, and which to bring out and sculpt. The sign, for instance, is high-poly built in Max and that will be it's final high-poly state. The pipes/fittings are also still showing the turbosmooth I had on them to make sure my edge loops were fitting for taking it out to sculpt. I'm building everything in high-poly right now then will turn around and crunch them into low-polys when I'm completely done. Here's a closer shot at the sign. I was thinking the braces were a bit small as well, but I got to thinking about the sign...and it will be hollow(the sign will be illuminated plastic and I'm going to add an IR map to the sign when I get to the texture phase) and the braces are only holding up the metal framing of the sign really. The idea is the brace actually runs all the way down the inside of the sign where it connects(the sign is actually set up to rotated 135 degrees)
As for texturing, I don't think I'll have anything that is going to tile except for the pipes, as they will run down the length of the alleyway. This is just a render scene, not a game piece or anything, just a scene for fun. There will be unique wall sections on each side of the alleyway and I had planned on texturing them per-section(think of it like a store front, so each storefront will have it's one UV...but I might possibly build 2 or 3 storefronts into 1 texture depending on how complicated the geometry turns out to be). I think I'm pretty happy with how the scene is lit or the moment, so this was really just a render to test the atmospheric lighting. All down the alley will be signs and lights to add unique ambiance throughout.
My workflow...well, I'm no professional, nor am I really any good at modeling or 3d art in general as my background is architecture and mechanical engineering...so my workflow is probably wrong, and random. I basically decided on a scene(similar to an alleyway from Blade Runner) that I wanted to model, and a futuristic art style, but with modern/contemporary feels mixed in, then began laying out what angles I needed to cover for the render I was looking for. After deciding that, I began building in the details (in this case, a somewhat oriental looking storefront) making note of which items I wanted to build as hard-body high-poly in max, and which I wanted to take out and scult the high-poly. I have different layers setup that help me distinguish what I'm doing with each piece. Other than that, just finish the scene continuing on...do the scultping that needs to be done, make my low-polys from all the high poly work, bake the high's to the low's, then on to texturing and rendering, then post production work where needed.
Closer shot of the high-poly sign:
http://img.photobucket.com/albums/v155/Impetual/map%20stuff/Untitled-2.jpg
Emil Mujanovic
01-28-2009, 11:46 PM
Slick character, Asmuel! Really digging everything about it.
Ferg, I may just have to mail you a deck :D
-caseyjones
demoncage
01-29-2009, 12:53 AM
Reminds me more of a Mosquito than a wasp.
Well, dayum. I was more after capturing the threatening feel that a wasp gives, not necessarily a literal translation of an insect.
leilei
01-29-2009, 02:02 AM
I know this is getting way too old and has gone on for so long, but blame Quake Live for inspiring me to do it once again. This is attempt #12
http://leileilol.mancubus.net/models/leilei/2009/lq35.jpg
Japhir
01-29-2009, 02:33 AM
Filter>Artistic>KingdomHeartify :)
http://img149.imageshack.us/img149/7416/wipra2.jpg
is this good or bad? (the KH stuff, zipper, blocky thingies)
PolyHertz
01-29-2009, 02:41 AM
Something I did a few days ago for sub-d practice:
http://i216.photobucket.com/albums/cc244/PolyHertz/pab-nw.jpghttp://i216.photobucket.com/albums/cc244/PolyHertz/pab-w.jpg
hawken
01-29-2009, 03:05 AM
http://img.photobucket.com/albums/v155/Impetual/map%20stuff/br.jpg
looks like the front of my apartment!
Davision3D
01-29-2009, 03:08 AM
Awesome PolyHertz! :D
@ Japhir
Looks great but I think you should better make only a few stylized contrasty wrinkles or make no wrinkles at all because now they are going more in a realistic direction but then again I am not sure what you aiming for.
@ leilei
Looks good to me, only the blocky hard edge smoothing at the underside of the hair is strange.
LEViATHAN
01-29-2009, 03:11 AM
Filter>Artistic>KingdomHeartify :)
http://img149.imageshack.us/img149/7416/wipra2.jpg
is this good or bad? (the KH stuff, zipper, blocky thingies)
http://i42.tinypic.com/ztskjo.gif
I'm not digging the zipper tbh.
Japhir
01-29-2009, 03:49 AM
Thanks guys!
Davision: hmm i had a hard time with those wrinkles.. i kinda like them as they are now :).
Leviathan: thanks! But since it has to fit the Kingdom Hearts style highlights are kinda taboo ;). i'll add in some subtle ones though. (sneaky me).
posed! a la skin tutorial from mop. (with a biped, since his rig is a 2009 file :()
http://img261.imageshack.us/img261/4378/wipgt1.jpg
Johny
01-29-2009, 04:07 AM
hey japhir, right now the wrinkles are barely read, the model is pretty flat, you had a version with much more depth and shape to it in the texture, also the color of the skin looks very pasty and undefined :( the eye area could use alot more work cause right now you only make out the black dots of the irirs in the middle of skin color. Keep at it fool !
Carl Brannstrom
01-29-2009, 04:40 AM
Some wall textures..
http://carl.paradum.com/wall.jpg
http://carl.paradum.com/wall2.jpg
Yozora
01-29-2009, 06:26 AM
first go at making a vehicle, still plan to add a cover thing over the back trailer
http://tompoon.com/work/m925/truck3.jpg
Jalechah
01-29-2009, 07:27 AM
starting to work on the texture now
http://i57.photobucket.com/albums/g210/Jalechah/cact_text_viewport.jpg
sicsided
01-29-2009, 07:34 AM
@polyhertz
yyyYESS! NARF!
Tumerboy
01-29-2009, 08:08 AM
@polyhertz
yyyYESS! NARF!
agreed. POIT!
ArtsyFartsy
01-29-2009, 09:27 AM
Something I did a few days ago for sub-d practice:
http://i216.photobucket.com/albums/cc244/PolyHertz/pab-nw.jpghttp://i216.photobucket.com/albums/cc244/PolyHertz/pab-w.jpg
I'm always amazed at how many people never heard of these two little guys.
Sometimes i'll use the "same thing we do every night" quote on people and they'll look at me like an idiot.
We all need to get on the same page about pop culture! Anyway the characters are awesome. Excellent topology, though i don't know if this is the best stuff to practice sub-d on.
almighty_gir
01-29-2009, 10:26 AM
they're pinky, they're pinky and the brain brain brain brain brain brain brain brain....
NARF!!!
Medestruit
01-29-2009, 10:43 AM
looks like the front of my apartment!
Then that means I captured the effect I was going for in that particular area haha.
EarthQuake
01-29-2009, 12:01 PM
Something I did a few days ago for sub-d practice:
http://i216.photobucket.com/albums/cc244/PolyHertz/pab-nw.jpghttp://i216.photobucket.com/albums/cc244/PolyHertz/pab-w.jpg
oh shit yeah
Slave_zero
01-29-2009, 12:08 PM
I've started to work on some medieval weaons for my portfilio. The first asset will be an two bladed axe. The highpoly has about 450.000 tris. Handle and lether bands were sculpted in mudbox.
Now it's time for the low poly mesh.
http://aaarts.wordpress.com/files/2008/10/axe_promo_slide.jpg
snake85027
01-29-2009, 12:37 PM
pinky and the brain is definitely a cartoon that was to smart for the audience.
awesome pinky and brain!
also nice walls, corv
PolyHertz
01-29-2009, 02:02 PM
Davision3D, almighty_gir, snake85027, EarthQuake, MoP: Thanks, glad you like them :)
ArtsyFartsy: Thanks. I suppose practice might not be the correct term for what I was going for, more like a warm up for another project I'm working on atm.
Wanted to do something fun and not overly complex, and after Seeing Neox's awesome sub-d Stitch got the urge to try re-making a classic cartoon of my own. Happened to run across a nice high res pic (http://i216.photobucket.com/albums/cc244/PolyHertz/pinkyAndBrain_traced.jpg) of Pink and the Brain and just went with it after that.
My first try with zbrush...
http://s2b.directupload.net/images/090129/temp/9uxum4t4.jpg (http://s2b.directupload.net/file/d/1689/9uxum4t4_jpg.htm)
And I have to say its better then expected
Im so proud :nerd:
If you have some good basic sculptering tutorials give them to me...
tacit math
01-29-2009, 03:48 PM
inspired by a sweet concept sculpt i seen of Asmuel's. sketcheroo :
http://www.orderindebris.com/images/plumpMucka_spins.gif
uk_resistant
01-29-2009, 04:06 PM
Hmmmmmm.....Updates...
Getting close to finishing this now. Still need to sort out the curtains and Am going to add extra props on the inside of the window too. Reckon Il add some cloud work to the background and Im thinking of adding a semi destroyed moon, similar to the one in the Time machine remake.
http://i3.photobucket.com/albums/y98/ukresistance/London_wip_1.jpg
http://i3.photobucket.com/albums/y98/ukresistance/London_WIP_2.jpg
Earthquake: Nice Sub-D there!
Tacit math - Im liking those proportions!
http://wip.global-illusions.com/UdonDStribute/DonovanWipBraid.jpg
very very rough test of the displacement thingie I showed earlier, on a braid, very temporary, still loads of stuff to tweak to get the desired look on that particular character, but it shows that the technique works.
ThatDon
01-29-2009, 04:38 PM
sexy hacks vahl.
JasonLavoie
01-29-2009, 05:19 PM
Some sick topology Polyhertz... wow!
uk_resistant - Your scene is coming along nicely man, I think one of the issues right now is your floor, more so your floor normals. How it reacting to the lighting, it looks like its a circular surface instead of a flat surface.
Funky Bunnies
01-29-2009, 05:51 PM
we needs more darkstalkers up in here! Sweetness, Vahl
Polyhertz, awesome!
Bryan Cavett
01-29-2009, 08:50 PM
Been wanting to make this guy since quake 4 came out and everyone started re-making quake 3 characters. Might start a thread later if I get the model to a decent place.
Lots of crappy parts to the concept too so i might refine it a bit more.
http://www.bryancavett.com/wip/anarki_concept.jpg
flow3d
01-30-2009, 03:47 AM
you need to do Anarki .. Anarki and Slash are sooo cool ..
his face kinda looks a bit zombie-ish right now?
I'd say Anarki is more of a teenager .. but then again, could be your own take on the character eh! :)
lets see some hoverboard!
dont want to make a post without showing some of mine ..
youtube.com/watch?v=4tYVNuopauI
http://jp.youtube.com/flow3d :)
quick turntable
http://www.mikerusby.com/mikesfolio/bigguy.mov
some cool stuff - love that polyhertz very clean looking
uk_resistant - nice tomato plants
Super
01-30-2009, 06:58 AM
http://www.splitpoly.com/images/work/head_study/head_003.jpg
DemonPrincess
01-30-2009, 06:58 AM
you need to do Anarki .. Anarki and Slash are sooo cool ..
his face kinda looks a bit zombie-ish right now?
I'd say Anarki is more of a teenager .. but then again, could be your own take on the character eh! :)
lets see some hoverboard!
http://jp.youtube.com/flow3d :)
Anarki was always pretty zombie-ish though, look here if you don't remember: http://data.earthli.com/quake/images/warriors/p_anarki.jpg
flow3d
01-30-2009, 08:15 AM
Anarki was always pretty zombie-ish though, look here if you don't remember: http://data.earthli.com/quake/images/warriors/p_anarki.jpg
I used Anarki for about 3 years until switching to Slash ..
but yeah, he's a zombie .. but also a teen :)
but still, love the concept and hope to see more of it :)
Tumerboy
01-30-2009, 08:21 AM
Ruz, his lower body seems kind of out of proportion with his upper? Was that intentional?
Havok
01-30-2009, 09:25 AM
Yea Bryan, do that shit. I know you'll make it fantastic.
ironbearxl
01-30-2009, 09:51 AM
I'm remaking a smick from gyromite, no smooth groups setup yet.
http://i84.photobucket.com/albums/k30/ironbearxl/smick_01.jpg
Tumerboy, yeah that was my intention, make him a bit freakish looking.
perhaps I should exaggerate it more?
ironbearxl - looks cute
Tumerboy
01-30-2009, 10:50 AM
ya Ruz, I'd make it more noticeable. Right now it was just confusing to me.
kwakkie
01-30-2009, 12:52 PM
Does anybody know this guy?
http://www.decentdesign.nl/portfolio/oro_wip.jpg
Eyes and hair are quickly photoshopped, still have about 2 subdivisions to go with this guy. Still need to add his eyes, hair and rope. I wish Mudbox2009 would work at home(I get a white screen when I start it :(). Let the crits roar!
alexl
01-30-2009, 01:29 PM
Hey Kwakkie I know that guy, Oro :) (I love 3rd strike), Can't really crit since I know nothing about characters but he's looking kind of odd to me, can't put my finger on it, sorry.
http://alexluong.co.uk/blog/images/alexluong_aiawsniper_wip1.jpg
Learning Sub-d, making a "Accuracy International Arctic Warfare" Sniper Rifle. (massive thanks to the people who contribute to the "How u model dem shapes?" thread in tech talk, made my life so much easier :))
Ref: http://www.impactguns.com/store/media/aw.jpg
rooster
01-30-2009, 03:13 PM
proportions look kinda weird kwakkie, the arm and legs seem real short to me
Paul Pepera
01-30-2009, 05:12 PM
alexl, nice sub-d work. :)
http://www.peperaart.com/images/engine01.jpg
Big thanks to K Johnstone for giving me some great tips while making this engine.
Razorb
01-30-2009, 05:33 PM
ow wow Eraserhead ;o thats so badass.. i reaaaaaaally wanna learn high poly sexyness when i see stuff like this :D thank you!
Filbot
01-30-2009, 05:37 PM
Props on that engine Eraserhead. Looking good.
alexl
01-30-2009, 05:40 PM
Same to you Eraserhead, thats engine looks really good. Might have to try something similar one day, looks like an interesting object.
caseofchill
01-30-2009, 06:06 PM
Way to detail the living crap out of something Eraser.
kudos to you again eraserhead for another hot piece
Helixx
01-30-2009, 06:27 PM
Practice before DW4. Working on rigging and beauty shots atm.
http://www.patpaquin.com/gordo1.jpg
demoncage
01-30-2009, 06:29 PM
some more details added:
http://www.ent3d.com/wasp_01.jpg
http://www.ent3d.com/wasp_02.jpg
Tumerboy
01-30-2009, 07:04 PM
Dear Eraserhead,
Please stop doing so much awesome shit. I cannot keep up, and while it is inspiring to a degree, it is also largely depressing.
Thank you.
-Nick
warriah
01-30-2009, 11:36 PM
Eraserhead:damn, that looks nice. what are you using to render it, it looks really good(sorry if it has been asked before)
sculpt done for the GA bond villain comp. very fun.
http://www.mladenjovicic.com/dorfman/dorfman_008.jpg
removed that nazi logo in the final version tho, looked silly.
seforin
01-31-2009, 12:04 AM
kwakkie
he has a 2nd arm its tied behind his back because he believes that if he uses both arms at the same time its a unfair challenge.
also even though hes skinny muscle, you got like bone representing muscle volume on the side of the rib cage touch up that area alot, also even though hes old , he isnt short, just hunched over, so dont be afraid to extend him out a bit especially the rib/ stomach area feet are look very Street fighter ish, hands somewhat as well , keep it up!
Saidin311
01-31-2009, 01:21 AM
Nice eraser. Go Go KJ engine inspiration (I'm making that one metalman did).
What did you render that in? It's obviously been zbrushed but I didn't think zbrush rendered like that.
snake85027
01-31-2009, 03:15 AM
http://i93.photobucket.com/albums/l74/spawn85027/skullfun.jpg
zbrush fun! Does anyone know how to lock the model in when your using the different brushes in zbrush. I was trying to use the move brush and I kept on rotating around the model instead of adjusting the model. Its annoying.
Awesome anarki concept Bryan. I was kinda thinking of doing a remake of him too, but never got round to it. Maybe I'll have to switch character :)
Nice engine block, Eraserhead!
EbolaV
01-31-2009, 03:58 AM
Eraser: looks really cool man. i should put some of my highpoly into zbrush too. cool cool :thumbup:
here a piece i just finished. i have modelled this from a gears of war screen i took. had posted the high poly in the past in another thread and now i found the time to make the lp with texture. maybe need some bit more work on texture.
http://i494.photobucket.com/albums/rr303/EbolaV/connectionbox_01_ini-1.jpg
Asmuel
01-31-2009, 04:48 AM
Nice concept bryan. I've been trying to figure which one I want to remake for years.
Good shit tactic, you'll have to give me an update/closeup later. I like.
snake85027, you don't really need to lock the model (never done that), you just need to make sure you actually "touch" the model with your move brush. Providing you're making a human skull, it looks like it has a few too many teeth. Even with wisdom teeth you won't total 38 teeth :)
==
Next personal project, the Teenage Mutant Ninja Turtles. Planning on creating all four of them, and possibly Rocksteady and Bebop.
http://www.davidostman.se/blog/wp-content/uploads/2009/01/www_davidostman_com_tmnt_002.jpg
PixelGoat
01-31-2009, 05:09 AM
Heroes in a hard shell! turtle power!
EricV
01-31-2009, 06:24 AM
alexl, nice sub-d work. :)
http://www.peperaart.com/images/engine01.jpg
Big thanks to K Johnstone for giving me some great tips while making this engine.
Dayuuum. Ive always wondered what your render settings/setup is like to achieve such a look....really great work by the way
PolyHertz
01-31-2009, 06:31 AM
Eraserhead: Great work as always. I'd say keep it up, but your making everyone feel bad :p
kodde
01-31-2009, 07:32 AM
Toying around with animating my medieval crossbow. Gotta love what some simple rigging can do for you. The whole mechanism is triggered by keyframing lever(which controls the revolving nut), 1 master joint (which controls the stave and string) and the bolt.
http://www.youtube.com/watch?v=BpH5ir2zlRI
EbolaV: I don't think mirroring the front of that was the best option for that particular model. The caution-type sticker on the front, the letters are obviously backwards on one side. I'd like to see it with a unique texture on what is the most attention-getting side.
kite212
01-31-2009, 12:10 PM
Does anybody know this guy?
http://www.decentdesign.nl/portfolio/oro_wip.jpg
Eyes and hair are quickly photoshopped, still have about 2 subdivisions to go with this guy. Still need to add his eyes, hair and rope. I wish Mudbox2009 would work at home(I get a white screen when I start it :(). Let the crits roar!
oro form sf3 third strike
EbolaV
01-31-2009, 01:45 PM
hmm something new. I dont know how to render nice with ZBrush :poly122:
http://i494.photobucket.com/albums/rr303/EbolaV/waschbecken.jpg
SplatPixel
01-31-2009, 08:55 PM
trying to model this female ninja character right now. I'm still pretty bad at 3d modeling, i would really appreciate some feedback on this. I'm having trouble with the shoulder area. i don't fully understand how deformation works so i don't know the best way to model that area.
heres the character concept and a 3d turn
http://img443.imageshack.us/img443/7440/randomfemaleninjabyspladt6.jpg
http://img231.imageshack.us/img231/6928/3dturnlg4.png
AimBiZ
02-01-2009, 06:26 AM
trying to model this female ninja character right now. I'm still pretty bad at 3d modeling, i would really appreciate some feedback on this. I'm having trouble with the shoulder area. i don't fully understand how deformation works so i don't know the best way to model that area.
heres the character concept and a 3d turn
http://img443.imageshack.us/img443/7440/randomfemaleninjabyspladt6.jpg
http://img231.imageshack.us/img231/6928/3dturnlg4.png
Nice blueprints!
The upper part of the arm needs to be a tad wider since it compared to the forearm looks pretty skinny.
Also the breasts seem to have a different shape than the concept. The concept seem to have smaller ones and the muscles underneath more defined.
Hope it helps, rest of it looks good.
Zwebbie
02-01-2009, 08:03 AM
http://img125.imageshack.us/img125/415/render2jj1.jpg
Japhir
02-01-2009, 09:30 AM
johny: thanks, i hope this is better?
Here's my final :D. Thanks again everyone that offered feedback!
http://www.gameartisans.org/contests/minis/uploaded_images/KingdomHeartsWAR-3D-mini3d-KingdomHeartsWAR-52-img_06a27c7a1.jpg
killingpeople
02-01-2009, 09:40 AM
Eraserhead, that engine block is rainbow vaseline in my eyes!
Jesse Moody
02-01-2009, 11:33 AM
Eraserhead, that engine block is rainbow vaseline in my eyes!
qft
Frogfish
02-01-2009, 12:24 PM
I just can't seem to get her face to look more realistic rather than all cartoonish/animeish...I just don't know what changes to make.
http://img300.imageshack.us/img300/6383/ffffffru0.jpg
Jackwhat
02-01-2009, 01:47 PM
He looks pretty sweet, japh!
A quickish doodle from me, should finish it.. maybe D:
http://i62.photobucket.com/albums/h91/Jackwhat/0201Oekaki.jpg
greenj2
02-01-2009, 02:20 PM
SplatPixel> Wicked style man, she looks really cool.
Jackwhat> Nice work dude, I'm always interested on seeing what you're painting up. :D
'Finished' this over the weekend... Some of the face's major structural lines were drawn in off a photo to begin with (cheating, I know. :P), then my weird stencil-shape-shading method took over.
Throughout the process of painting the facial expression was changed (I'm not entirely happy with it yet). Also, the techy blue/white stuff is meant to look like water ripples, not sure if I pulled that off.
http://users.tpg.com.au/greenj75/%21finals/%212d/justin_greenaway_punkneogeisha_1000res.jpg
This is just a small test I did today. The diffuse it's just an image I slapped on for tests sake. It's quite high poly atm (7k) but it could probably be optimized down to 2-3k.
http://www.g0th.se/pics/stone_wall_test.png
http://http://www.g0th.se/pics/stone_wall_test.pnghttp://http://www.g0th.se/pics/stone_wall_test.png
Tumerboy
02-01-2009, 05:38 PM
jackwhat, I like him! He looks like he needs a hug though. :P
G0th, cool shapes. My only issue is that I can't tell if it's assembled? poured? natural formation? or what. If it's assembled, some grout, or at least more definite definition to the pieces would be useful.
Bit of progress today, likely won't show again until she's in unreal and all sexy-life:
http://dl-client.getdropbox.com/u/17188/qb_wip02.jpg
ThatDon
02-01-2009, 10:17 PM
That's really sweet adam
Medestruit
02-01-2009, 10:44 PM
http://img.photobucket.com/albums/v155/Impetual/map%20stuff/pillarwipa1.jpg
Working on a hi-poly pillar for the scene I'm working on. Obviously this is only a portion of it(seeing as how I don't have the symmetry on), and the turbosmooth is just on for show right now, making sure my loops are right before I take it into Mudbox for some dirtying up. The metal plates at top and bottom are floating objects, as are the wires and the inset the wires are in.
hawken
02-02-2009, 12:43 AM
trying to model this female ninja character right now. I'm still pretty bad at 3d modeling, i would really appreciate some feedback on this. I'm having trouble with the shoulder area. i don't fully understand how deformation works so i don't know the best way to model that area.
heres the character concept and a 3d turn
http://img443.imageshack.us/img443/7440/randomfemaleninjabyspladt6.jpg
http://img231.imageshack.us/img231/6928/3dturnlg4.png
nice flow
Jalechah
02-02-2009, 12:57 AM
Nice work Jackwhat!
early WIP:
http://i57.photobucket.com/albums/g210/Jalechah/WIP_ironmoderer.jpg
update.
http://www.artbytom.co.uk/junk/buildingagain.jpg
Chunkey
02-02-2009, 05:17 AM
http://img230.imageshack.us/img230/8867/playerbase2ex7.th.jpg (http://img230.imageshack.us/my.php?image=playerbase2ex7.jpg)
about 2-3 hrs in- finding my feet again with modelling :)
guess the character ;) old school ftw!
I think i ran into some problems here, the main part of the magazin looks good but why does that upper part at the bullet holding thingy look like it's goint into the mesh and doesn't create a nice edge :(
http://i193.photobucket.com/albums/z106/SoullanceHAL/bakintest.jpg
Anyways thanks so far for the tips with the tight edges.
mLichy
02-02-2009, 07:04 AM
Just started on this.... need to fix turbosmooth errors.... X |
http://www.matthewlichy.com/Turret.jpg
Dado Almeida
02-02-2009, 07:06 AM
CouldnŽt resist to try sculpt this guy. My musical discovery of the last year. :-p
http://amonsteria.files.wordpress.com/2009/02/wip_bowiestardust_bylamp.jpg?w=300&h=224 (http://amonsteria.files.wordpress.com/2009/02/wip_bowiestardust_bylamp.jpg)
The sculpt, 3D part itself is done now IŽll turn this in something cool to look at...I hope. :-)
killingpeople
02-02-2009, 11:26 AM
HAL, just have to point out you should have considered making room for the entire bullet. I'm sure it doesn't apply to your current personal goal, I just wanted to suggest that knowing to keep an eye out for that stuff would be a good habit to make so you can get more out of your work ;) The thought is what really counts, eh?
killingpeople, do you mean my uv layout or the entire mesh?
I thought of modeling the entire bullet into the magazin but on the other hand, nobody could see it there.
Although it wouldn't be hard to do the entire bullet... it's just the lowpoly thats "half".
Correct me if I missunderstood something^^
killingpeople
02-02-2009, 11:55 AM
All I'm saying is, you have 3/4ths a bullet, with an extra few flicks of your fingers you'd be able to throw some bullets and shells around if you ever needed to.
odium
02-02-2009, 12:50 PM
Good work all (Y)
Today I got 'er in Unreal and got the blends setup and working.
Still lots to do:
More overgrowth
Creeping upward and over marble trim, hiding some of its noticeable tiling
Center piece
Possibly a bonzai tree
Create highpoly detail mesh of the mound the platform rests on and see if the details are noticeable
Render on second UV channel in Unreal
Background mountains
Tile textures on UV channel 1 + highres details on UV channel 2
Lighting
Atmosphere
Post
Here's a shot from unreal viewport with 2 simple lights and no shadows. My lunch is over :(
http://dl-client.getdropbox.com/u/17188/qb_wip03.jpg
quick doodle
http://www.mikerusby.com/samples2009/kryten.jpg
tacit math
02-02-2009, 01:45 PM
it's cold outside
quick doodle
Kryten? :D
Trying to do a basemesh for a sculpt for a character model. Never done any of those things before. Any suggestions?
http://img98.imageshack.us/img98/651/quads5mu8.jpg
JasonLavoie
02-02-2009, 02:49 PM
Adam - Interested in seeing where this is going, is it just going to be the base platform? Are you planning on making any background etc.?
Ruz - mmmm, moar!
Lee3dee
02-02-2009, 03:25 PM
Watching Horde Gibs is so satisfying when you finally get the kismet working for exploding gas tanks
http://www.3dwasabi.com/sketchbook/gibb.jpg
JasonLavoie (http://boards.polycount.net/member.php?u=14536) - nah, complete set. Main scene + background + skybox + atmos + lighting, etc.
Jackwhat
02-02-2009, 05:42 PM
Ruz thats awesome haha!
- Turning my previous picture into a modelsheet so its er, more portfolio worthy?
http://i62.photobucket.com/albums/h91/Jackwhat/0203ForestKing.jpg
Jalechah
02-02-2009, 05:43 PM
final entry for the GA kingdom hearts war comp
http://i57.photobucket.com/albums/g210/Jalechah/cact_beauty.jpg
mLichy
02-02-2009, 09:07 PM
http://img165.imageshack.us/img165/5884/turretjc6.jpg
Jackwhat....your such a badass, great work
Ruz, I love the hard edges, give him a whole lot of character
Because radishes are cool.
http://farm4.static.flickr.com/3441/3244395515_6b292f24de_o.jpg
Super
02-03-2009, 12:57 AM
http://www.splitpoly.com/images/work/head_study/head_05.jpg
Peris
02-03-2009, 12:58 AM
Today I got 'er in Unreal and got the blends setup and working.
Still lots to do:
More overgrowth
Creeping upward and over marble trim, hiding some of its noticeable tiling
Center piece
Possibly a bonzai tree
Create highpoly detail mesh of the mound the platform rests on and see if the details are noticeable
Render on second UV channel in Unreal
Background mountains
Tile textures on UV channel 1 + highres details on UV channel 2
Lighting
Atmosphere
Post
Here's a shot from unreal viewport with 2 simple lights and no shadows. My lunch is over :(
http://dl-client.getdropbox.com/u/17188/qb_wip03.jpg
Thats cool adam =), just finding the scale and materials a bit hard to read from that pic. The leaves seem really big and i think the stone materials don't really tie together, they could probably use some work.
Thanks Peris :D
The overall style has differed from the concept; I'm going for something a bit more cartoony or 'paintery' than whats presented in the concept. Large leaves, fat planks and painted textures, etc. There's nothing else in the scene at the moment to suggest scale now that the player box is removed but there's planned artwork for that which will come down the pipe a little later.
As for the stone, it's actually meant to be marble that's slowly being overgrown (mossy, dirty, losing its gloss, etc). I'm working on the look of the marble periodically and right now its pretty blown out as I increased the contrast in the specular quite a bit to assess the effect it has then switched over to adding more vines. I'll go back to the marble later on.
Here, though, is a quickie screengrab of my UE3 viewport. You worked in Unreal and had a lot of foliage in your UC entry so I am hoping you know the solution to my problem (stated after the picture):
http://dl-client.getdropbox.com/u/17188/qb_wip04b.jpg
Besides some smaller issues, like the marble to dirt blend not lining up properly ad creating a seem down the entire base, directly under the face I'm having an issue with lighting.
Right now when I do a quick build of the lighting (no lightmaps at the moment) I'm getting the dark shadows casted (top image). I reckon its because its using the geometry of the vine artwork rather than ray-tracing the opacity (does Unreal even do that????). Is there anyway around this?
Bottom picture shows the scene without lighting built, for comparison.
EDIT: Oh ya, for the center of this platform I was thinking of going one of two ways: Either a bonzai tree with its leaves blowing off in the wind, something to suggest a state of solace or the exact opposite and make it a place of human or animal sacrifice, with blood and chunky-meaty bits splattered about.
With the bonzai tree, I'll get more exercise in Mudbox and in-depth atmosphere creation in Unreal. However, I think the blood route would have some interesting contrast to the rest of the colours of the platform.
The background will be Macchu Pichu style mountains and I'm hoping to do a sky with lots of oranges, pinks and tans..
hawken
02-03-2009, 02:06 AM
Ani thats really cool. would be nice to see him animated!
Rota626
02-03-2009, 02:27 AM
Another head
http://img8.imageshack.us/img8/5431/fbifejbz7.jpg (http://img8.imageshack.us/my.php?image=fbifejbz7.jpg)
Rota
Marine
02-03-2009, 02:48 AM
EDIT: Oh ya, for the center of this platform I was thinking of going one of two ways: Either a bonzai tree with its leaves blowing off in the wind, something to suggest a state of solace or the exact opposite and make it a place of human or animal sacrifice, with blood and chunky-meaty bits splattered about.
tree with gibs hanging from it maybe? you could have the leaves at the bottom near the bloody chunks dyed red from the blood
re kryten cheers guys, it was fun to do something fun for a change
Lee3dee - looks cool in a gross way
Super and Rota626, your heads are really coming along good
TH98 - thats coming along ok, it's mainly quads.
I suggest getting it in to zbrush or whatever and do a test sculpt, to see if you are happy with it.
If any of the tris are causing problems then get rid of them.
yay sweet as always ani - quite refreshing
Tumerboy
02-03-2009, 07:39 AM
Ani, awesome radish!
Adam, I like the tree idea personally, something that looks like it was nice at one point but has been forgotten about since. Nice work so far. What are you doing for the vines? (looks like alpha planes with vine/a couple leaves?)
PolyHertz
02-03-2009, 09:07 AM
Gave shaderFX a go yesterday, having alot of fun though don't really have any clue what I'm doing yet :p
I made this shader with a few goals in mind: Shadows, Rim lighting, glowing pieces that ignore any self shadowing, and be able to give the rim light a soft glow. The rim can be changed to any color and the falloff brought down to create outlines for a semi cell shaded appearance.
Unfortunatly self shadowing doesn't seem to work in all export formats, and neither does glow, and none seem to support both, so I'm a little stumped on that...I've also found that for some reason anything I make in shaderFX degrades the applied textures quality, something I'm going to look into today.
Anyhow, here's a pic of the nodes and how they look applied to some models I made for Stratogon Entertainment early last year (also on my site which I just threw up on the first):
http://i216.photobucket.com/albums/cc244/PolyHertz/shaderv1nodes.jpg
http://i216.photobucket.com/albums/cc244/PolyHertz/shadertest.jpg
Heres (http://www.polyhertz3d.com/grs_v1.fx) a copy of the .fx if anyone wants it.
eric.
02-03-2009, 09:16 AM
Hey, Im new here :) I have to say that you guys got some really neat stuff going on.
Heres what Im working on atm, and a sculpture I made today.
http://i395.photobucket.com/albums/pp39/eric_eneback/pump_2.jpg
http://i395.photobucket.com/albums/pp39/eric_eneback/guy_2.jpg
Quite awesome eric, loving the clean sculpture.
kodde
02-03-2009, 12:00 PM
That looks mighty interesting PolyHertz. Can you export to .cgfx shaders? Did you by any chance try them in Maya?
Renaud Galand
02-03-2009, 01:48 PM
Decided to come back on my old DWIII model and swith her to a postapoc/cyber chick. Still very rough/layout-ish. But hey, didn't make any female character for ages.
http://i133.photobucket.com/albums/q48/Guntharf/DWIII_3.jpg
AimBiZ
02-03-2009, 02:32 PM
Renaud - Looks promising. Aren't the thumbs too short?
gavku
02-03-2009, 02:44 PM
Renaud looks great so far...although i thought her legs were on backwards as the creasing in her leg armour look a bit like bum curves...( unless thats meant to be the top of some tights or something )
speshlboy
02-03-2009, 03:04 PM
There's a lot of very talented folk in this thread and a nice quite variety of styles, most of which I cant even begin to fully understand the process of creation. I recently started to learn Zbrush, so still early days, but its a fun learning curve.
Here's what I've been working on. (http://boards.polycount.net/showthread.php?t=60721)
Fairly quick sculpt for the GA mini-comp. Grossly under-detailed and rushed, I've been learning C++ on the weekends recently so that's my excuse for now.
http://www.greveson.co.uk/dump/xenia_final_sm.jpg
Bryan Cavett
02-03-2009, 04:30 PM
Renaud: Thats looking cool!
Mop: Stop being modest that's awesome. :)
almighty_gir
02-03-2009, 04:43 PM
http://i395.photobucket.com/albums/pp39/eric_eneback/guy_2.jpg
hahaha that's so awesome, the side view reminds me of Jasper Carrot.
Renaud Galand
02-03-2009, 05:03 PM
totally badass MoP !
_Shimmer
02-03-2009, 06:10 PM
agreed!
Really cool mop
NyneDown
02-03-2009, 06:49 PM
Really nice work everyone...really diggin' these chicks :-)
Here's a hi-poly version of what I posted earlier...sucks I had to add this to my "unfinished" work. Might go back and add some textures for the hell of it.
http://img.photobucket.com/albums/v64/Tramatag/naughty.jpg
Jackwhat
02-03-2009, 06:59 PM
Fucking hell, too much modeling goodness on this page... shit! - Update on my ForestKing dude! trying to sort values/colours/sillouette.
http://i62.photobucket.com/albums/h91/Jackwhat/0203ForestKing3.jpg
aniceto
02-03-2009, 08:04 PM
nice MoP. Is it anyone?
Jackablade
02-04-2009, 12:19 AM
My fence is fancier than your fence.
http://img291.imageshack.us/img291/8871/normaltestsg3.th.jpg (http://img291.imageshack.us/my.php?image=normaltestsg3.jpg)
Japhir
02-04-2009, 01:33 AM
Great stuff Renaud and Mop!
Jackwhat: wow! very cool! it looks extremely inviting (screaming "model me! model me!") :).
charger
02-04-2009, 01:49 AM
very cool render mop. She looks like Famke Janssen (Jean from X-men)
charger: Whew, I must have got at least a little of the likeness in then, hehe.
very cool render mop. She looks like Famke Janssen (Jean from X-men)
now that you mention it!
damn all this art makes me wanna ... wanna ...
charger: Whew, I must have got at least a little of the likeness in then, hehe.
hrhr :D
nice work
perna
02-04-2009, 04:30 AM
damn, that's a nice render MoP
FAT_CAP
02-04-2009, 06:34 AM
damn, that's a nice render MoP
Yep - sure is some awesomeness right there MOP.
eric.
02-04-2009, 08:27 AM
Ey, made another one today.
Third sculpt Ive ever made :)
http://i395.photobucket.com/albums/pp39/eric_eneback/oldman_1.jpg
Tumerboy
02-04-2009, 09:29 AM
serious style Eric, nice going!
eric.
02-04-2009, 09:49 AM
Thanks man :)
Which one is better? Going for a slightly chavy look.
concept.jpg
AshleyTayles
02-04-2009, 12:26 PM
OKNO, The black trousers with the blue hoody if you want to mix and match ;)
I'm looking for ways to improve, due to the nature of the project everything has to be diffuse only. Still WIP. Keeping in mind it has to be diffuse only, ANY crit would be welcome.
http://i230.photobucket.com/albums/ee84/duplexCreations/LargeBusiness1.jpg
http://i230.photobucket.com/albums/ee84/duplexCreations/StreetScene5.jpg
(The obvious tiling on the building to the right has been fixed)
Sa74n
02-04-2009, 12:50 PM
ashley: i think you could improve your textures a lot by adding direct lighting to your textures. some photosourcing also wouldnt hurt.
AshleyTayles
02-04-2009, 12:57 PM
Most of it is derived from photos, do you mean a particular texture of just generally? What do you mean by adding direct lighting to the textures? Do you mean adding lightings in the scene? I'm only 14 and am very open to learning what I can. Thanks.
diZzyWalnut
02-04-2009, 01:57 PM
Reanaud - that's very clean style, nice one.
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Here's mine ... a some kind of "orc" ?! -
http://img300.imageshack.us/img300/4203/dizzyorcyxb0.jpg (http://imageshack.us)
kodde
02-04-2009, 02:12 PM
I was just about to say, looks like that girl from X-Men. Looking good MoP.
ashley, the scene is realy bright and globably lit, turn that down and put some omni's here and there to create interresting spots.
i understand you want to show off the diffuse? but maybe create a scene with interresting light setups and post the texture with it,
the 1 hour photo text is with dirt& scratches.. why? i mean, its got to be up there for 10 years to become like that.
the bricks are realy clean,
the tile on the pavement is realy visable,
you can get some more out of texture by using render filters, for instance in max
render settings - > renderer -> filters -> cat mul rom? or try out some others.
oh and renders on a white background dont work well in alot of cases.
bounchfx
02-04-2009, 02:48 PM
damn mop, how did you render that?
LEViATHAN
02-04-2009, 02:57 PM
http://i39.tinypic.com/jgqo1f.jpg
heh, loops are not that clean, but not planning to sculpt anyway
HenFre
02-04-2009, 03:48 PM
Hello there..
The model is the first that I am making in 3ds Max and it is taking forever because I have to learn the tools of this program at the same time.
It has a face/polygon limit of 4500 and is currently at about 2300. The texture for it is going to be one 1024*1024. No specular.
And here it is:
http://img101.imageshack.us/img101/5306/update10ht1.jpg (http://img101.imageshack.us/my.php?image=update10ht1.jpg)
Henrik
NyneDown
02-04-2009, 04:07 PM
Not too shabby so far, Hen. Looks like a perfect piece to learn Max. Post those texture updates man :-)
ashley take those textures and run them through the smart sharpen tool in photoshop it will make them less blurry :)
HenFre
02-04-2009, 06:28 PM
Thanks and Roger Wilco NyneDown.. Just have to use another month or so to finish up the geometry first :-)
zerafian
02-04-2009, 07:00 PM
.
hawken
02-04-2009, 08:14 PM
http://i39.tinypic.com/jgqo1f.jpg
heh, loops are not that clean, but not planning to sculpt anyway
LEViATHAN you appear to have the same disease as me of optimising as you go. Generally it takes longer, it's far better to optimise once the basic modelling is done.
AshleyTayles
02-05-2009, 12:28 AM
Ok guys, thanks for the tips.
ae., thanks for that, looks much better!
Rens, the scene is just a placement of models that I am making. I'm not the level designer, I just create the buildings, but I know what you mean, a little lighting would make it better to look at I suppose, I'll see what I can do.
Should I create a new thread for this?
Not nessecery, unless you feel like your going to be posting alot and realy want feedback.
well if you'r not going for a scene, but just to display your models, it may be better to render each model alone, gives us a much better look at it. right now it all blends into one big picture.
i think that way you get the feedback you are looking for, (this doesnt mean every render should be 800x800 filled with a pallet for intstance)
its not about being a leveldesigner, its more that global illumination kills the mood you want your texture to show off.
textures work together with presentation, so you need to work on that aswell to get the best out of your textures.
PolyHertz
02-05-2009, 01:09 AM
kodde: Yep, can export to cgfx. Tried in maya but doesn't seem to work correctly.
Wasn't sure If I should throw this in the speed sketch thread or this one, but at about 2:30-3 hours don't think it really constitutes a speed sketch anymore.
http://i216.photobucket.com/albums/cc244/PolyHertz/nonose_sketch.jpg
http://i216.photobucket.com/albums/cc244/PolyHertz/nonose_sketch2.jpg
Hey PolyH, looks like a nice guy. Those sort of horns on humanoids always amuse me, because without being very light and solely decorative they would probably cave in and crush some brains. Unless of course the skull is very thick and well supported, right? But this guy has a certain intelligence to his expression, such that I imagine he is sensitive and the horns are, actually, very fragile, if not soft, squishy and sensitive themselves. I am also a fan of the neck.
LEViATHAN
02-05-2009, 04:09 AM
LEViATHAN you appear to have the same disease as me of optimising as you go. Generally it takes longer, it's far better to optimise once the basic modelling is done.
Heh, yeah I guess so. :poly122:
Super
02-05-2009, 07:06 AM
Bleh. First ever texture attempt.
http://www.splitpoly.com/images/work/head_study/head_07.jpg
Helixx
02-05-2009, 10:03 AM
Quick update
Needing a bit of help with presentation. Have a 3 light setup but I'm still not getting as much normal info showing as I'd like. Any suggestions?
http://www.patpaquin.com/pictures/gordo.jpg
eric.
02-05-2009, 10:38 AM
Class assignment. Done :)
http://i395.photobucket.com/albums/pp39/eric_eneback/oldmanyo.jpg
That came out nice eric, nice work.
http://www.mikerusby.com/mikesfolio/hairtest.jpg
been working on my detailing a little. I am quite pleased with the stubble so far.
I probably won't finish the hair , it was just a test really.
LEViATHAN those pinched corners of the mouth might cause shading errors.
Super - his lips are a quite small
nice stuff eric,PolyHertz,Helixx
Blaizer
02-05-2009, 08:00 PM
Ruz, that's a nice test :D
been working on this dude for some time, i'm now optimizing and tweaking some proportions. This won't be a normal map model as all you see nowadays, i'm planning to paint again XD, old school heh
http://blog.whiteblaizer.com/wp-content/uploads/2009/02/fanatico_001.jpg
demoncage
02-05-2009, 08:19 PM
Looks ace Blaizer. Wish the feet were a bit bigger, but a matter of taste.
shotgun
02-05-2009, 08:54 PM
blazier: put some stylish curve on them clavicles, they're so flat and boring. Let them push shoulder (blades) back a little. love your work.
Japhir
02-06-2009, 12:18 AM
looks great blaizer!
working on a protoss head :D
http://saroulman.free.fr/protosskegossskifftro.jpg
Pierate
02-06-2009, 08:52 AM
Eh a little something to get me back into 3d modeling :)
http://img212.imageshack.us/img212/3784/wip04dh7.jpg
Concept: http://img212.imageshack.us/img212/690/smgconceptnl1.jpg
It's based on an H&K UMP except somewhat semi-futuristic or something, figure i should get some crits before starting the lowpoly
Tumerboy
02-06-2009, 09:24 AM
good, one of the most functional designs I've seen for a "futuristic gun" in a while. Though, as you admitted, it's largely just a UMP. I'd change up the stock, selector, and front sight a bit to lose the similarities.
Mefix
02-06-2009, 11:17 AM
http://xs136.xs.to/xs136/09065/oldwipwip539.jpg
Old wip is a new wip.
Frozan
02-06-2009, 11:21 AM
orb thats pretty cool. what shader is that!?
mefix thats pretty cool also but the little spick things at the top dont really seem to fit the style of the rest of your prop
Medestruit
02-06-2009, 12:19 PM
http://img.photobucket.com/albums/v155/Impetual/map%20stuff/hppillar.jpg
thx Frozan, i used the custom matcap, RS winstonclay (gnomon pack), with some modifications, to increase the specular.
Still have lots I'd like to do. I'm off today and plan on getting a lot done.
http://dl-client.getdropbox.com/u/17188/qb_wip5a.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip5b.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip5c.jpg
Josh_Singh
02-06-2009, 03:49 PM
Looking a lot better Adam. The green is working much better than the Brown imo.
Ya, keeping it true to the concept was a great recommendation.
i don't really like the head, looks weird compared to the concept if i were you id work on that more.
lol, critique of the decade.
Looks good Adam. A lot of improvement from the earlier ut3 screen you posted.
NyneDown
02-06-2009, 06:25 PM
I think you should scratch it and start all over Adam...haha/jk. Looks really great man. I didnt see the previous shots, but the green hues are nice a vibrant.
Tumerboy
02-06-2009, 06:37 PM
Needs more bloom Adam. I think I can still make out some of your actual art work in there.
Sick work man, keep it up.
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