View Full Version : [P&P] - What Are You Working On? 2009 Edition!
DrillerKiller
02-25-2009, 07:31 PM
weeeeeeee!!
http://i166.photobucket.com/albums/u87/drilllerkilller/moonster.jpg
Ryan Smith
02-25-2009, 07:40 PM
http://www.youtube.com/watch?v=nHDHxQG6VdE
Credit goes to Helixx for the inspiration and original base mesh that i retopologized for this project.
Now comes the baking.
ScoobyDoofus
02-25-2009, 09:09 PM
He wanted orange!
http://img25.imageshack.us/img25/6020/32586741.jpg
It gave him lemon-lime.
New Age Zeitgeist baby!
Here's to hoping Deus Ex 3 doesn't suck.
michi.be
02-26-2009, 12:32 AM
nice shape! Can we see the flats? I feel like the bark is twisting to be almost sideways at the base, which feels a little weird. It also seems a bit noisy, but maybe that would balance out with some real lighting?
There are just two textures. bark and leaves. its a 3dmax viewport screenshot so its looking noisy. im at work right now but will ppost ingame shots this evening. :)
nice sculpt dk! How'd you render it? I really need to get on top of these vray techniques
{scumworks}
02-26-2009, 01:09 AM
Another speedy for the ++
_edit : arms too long x'(
http://www.scumworks.com/images/3d/images/man005.jpg
drillerkiller, that is an adorable little creature
same goes for your awesome squib there, virtuosic
scum: hooray, studies
if anyone looked at my computer in the past three hours it would have been busy baking this ridiculous ambient occlusion on a bucket, a bucket I say. But I think it looks pretty delicious, and more or less ready for the final color + spec stretch:
http://clocktock.com/vrav/wip3D/bucket02.jpg
338 isn't too much, is it? because the model can be optimized, but I think I've seen heavier...
edit: quuiiiiick test, will apparently have to rebake the interior, too dark to use; goodnight!
http://clocktock.com/vrav/wip3D/bucket03.jpg
(previewed in alpha10 of Overgrowth (http://wolfire.com/))
EricV
02-26-2009, 06:37 AM
sweet bucket
Agreed, a really nice bucket.
Btw. is that environment mapping on the carrying bracket (Is that correct Oo, but I think you know what I mean^^) or just specular?
okkun
02-26-2009, 09:45 AM
Sweet bucket indeed..
Helixx
02-26-2009, 10:22 AM
Just using the basemeshes from the DW4 Mini comp to do some sketchsculpting. Here's what I churned out last night.
http://www.patpaquin.com/pictures/sculpts01.jpg
Slaught
02-26-2009, 03:25 PM
So I wuz like "holy sh*t DomWar IV".
And then I wuz like "crap I canīt sculpt shit"...so Iīm learning Mudbox now.
http://i4.photobucket.com/albums/y106/Dropkick60606/wat4.jpg
God I love this prog.
Itīs like ZBrush just without the hard, confusing and complicated.
Vitor
02-26-2009, 03:41 PM
I'm starting a new project to see if I improve my portfolio. Not much to show so far, I'll create a thread when the time feel right.
http://img183.imageshack.us/img183/3290/67030989.jpg
seforin
02-26-2009, 04:09 PM
scum: ive been watching your studys the last few days, there good but mind me to ask, why the dynamic poses? to see how muscles flow or something?
Zwebbie
02-26-2009, 04:19 PM
Thank you, |Buddy|, Hawken, konstruct, Talon, rawkstar and ScoobyDoofus. Gunther is the perfect guy to remake - iconic, no accessories, lots of detail and doesn't have any of the hard things like hair or eyes.
Update. I'll be sculpting some pants tomorrow.
http://img4.imageshack.us/img4/7792/70668466.jpg
Manderley says "Sit out this one." I am filing another protest. I don't need sitting out. A simple provision of a plasma rifle with laser sighting, and I am ready to go.
nkoste
02-26-2009, 04:22 PM
Nice work slaught, he sure is macho! Congrats on breaking mudbox in.
rooster
02-26-2009, 04:27 PM
So I wuz like "holy sh*t DomWar IV".
And then I wuz like "crap I canīt sculpt shit"...so Iīm learning Mudbox now.
thats what the challenge is for dummy ;)
nice one!
slaught check neck anatomy, it would definitely improve that piece
http://wip.global-illusions.com/UdonDStribute/DonovanWip12.jpg
mpfh
I AM THE MASTER OF ANAL BEADS!!!!
that is a pretty bold statement...
IronHawk
02-26-2009, 08:41 PM
Nice work Vahl.
Love that bucket Vrav.
Talbot
02-26-2009, 08:57 PM
I AM THE MASTER OF ANAL BEADS!!!!
I will try not to hold that against you.
greenj2
02-26-2009, 09:35 PM
http://img301.imageshack.us/img301/7865/object0305.jpg
A quick experimental model made in a couple of hours.
http://img25.imageshack.us/img25/7865/object0305.jpg
Made during a couple of quiet hours at work.
WhiteEagle, that aches to be animated. Awesome originality!
There are so many epic dudes on this page. My bucket is out of place. But there is a guy wearing it so, at least I tried. Glad you guys like the prop, serves as another portfolio piece for me... but when will I make a whole scene? :0
http://www.clocktock.com/vrav/wip3D/bucket04.jpg
http://www.clocktock.com/vrav/wip3D/bucket05.jpg
@HAL, yeah, I put it in the Phoenix engine for the cubemap shader. ^^
Ninjas
02-26-2009, 11:14 PM
nice bucket Vrav!
EricV
02-26-2009, 11:47 PM
I AM THE MASTER OF ANAL BEADS!!!!
I knew you loved that shit, you flaming homosexual
Peris
02-27-2009, 01:16 AM
thats a nice bucket, but a 1024 texture is kinda big for a small prop like that. i'd imagine it would be a 256 or 128 even, depending how it's used. The uv looks like it could be half the size aswel, if some parts are reused. It looks really good though!
PixelMasher
02-27-2009, 02:28 AM
yea 256 at the most for the bucket id say for anything practical prolly 128*256, after all it would only be like 50 pixels or so on screen.
Master_v12
02-27-2009, 02:34 AM
Good old buckets...
I make tires! they need a car...
http://www.masterv12.com/pics/crown02.jpg
http://www.masterv12.com/pics/crown01.jpg
rollin
02-27-2009, 04:16 AM
WhiteEagle: nice 1!
Mauricio Cunha: thereīs no real shading in your textures. shadows, spec, color variation, all this is missing. especially if your have unique uvīs
ParoXum: looks cool
i feel ashamed to spam you again
but hey.. thereīs something new going on in there :poly121:
## screenshot from max ( max2008 ) with slight level adjustment in photoshop nothing more
- forced AA over Nvidia Driver
- post_bloom.fx
- 3 lights
- 1 light used for realtime shadows
- model uses custom shader build with shaderFX 3.0, hardly noticeable in this pic though (super cool tool btw)
- background uses max standard material without any texture
- the model is the normalmapped version of course...
http://www.maginot.eu/space/mgto/temp/vox_low_e_shaderTest.jpg
Rollin! I want to see that bigger!
Another trick for cheap AA : in the camera settings mess around with the DOF realtime preview thing. It will wiggle the camera and blend the result.
http://img.photobucket.com/albums/v242/pior_ubb/dof_preview.jpg
(http://profile.mygamercard.net/kow360)
thats a nice bucket, but a 1024 texture is kinda big for a small prop like that. i'd imagine it would be a 256 or 128 even, depending how it's used. The uv looks like it could be half the size aswel, if some parts are reused. It looks really good though!
That's all very true, and it looks the same if not better at 256 (http://clocktock.com/vrav/wip3D/bucket06.jpg), I am just in the habit of working at higher res than final on assets like this. And I do love reusing UV space, could totally do so with a small item like this, but was doing the object space thing; thank you for mentioning it though, as I should probably do more of that for my portfolio - especially with tangent space being the main thing - so as to not leave prospective hiring managers a-wondering. /nod
rollin and pior are pimps.
rollin
02-27-2009, 06:08 AM
ahh pior.. iīve totally forgotten about that.. thx for the reminder.. iīll see if i can make it a bit bigger..
so.. anybody knows how i can "render" a screenshot in max in various sizes? :poly141:
Renaud Galand
02-27-2009, 07:06 AM
nice one vahl !! Love the head !
Dado Almeida
02-27-2009, 07:26 AM
Rollin: Nice style buddie. What about a short movie just screen-grabbing Max Viewport ? I think Iīve never see something like that.
WhiteEagle: indeed thats taste original. Nice work.
Lamp: stop procastinating!
{scumworks}
02-27-2009, 08:57 AM
Another.. slightly more buffed.
http://www.scumworks.com/images/3d/images/man006.jpg
scum: ive been watching your studys the last few days, there good but mind me to ask, why the dynamic poses? to see how muscles flow or something?
Yes, also seems like a good way of learning the different muscles vs the static t-pose. Doing both sides rather then mirroring helps nail it to whatever gray mass I have left.
@rollin - Nice character you got there.
Bryan Cavett
02-27-2009, 09:02 AM
Scumworks: You should grab this tutorial. Its very helpful with learning where muscles attach to the skeleton. http://gnomonology.com/tutorial/350
I suggest grabbing the ztl from Zack's site as well. You can turn each muscle group off one by one.
TheMadArtist
02-27-2009, 09:18 AM
Just a banged up old TV
http://img145.imageshack.us/img145/2173/tv1full.jpg
{scumworks}
02-27-2009, 09:22 AM
Very nice, thanks for the link bryan!
I got the Loomis .pdf's and Hogarth books atm., also found this site few days ago.
http://www.reybustos.com/04er/er.html
Got some really awesome paintovers and .mov turntables if anyones interrested.
Davision3D
02-27-2009, 09:52 AM
I brought Dr. Farnsworth to this space and time. ;)
http://www.vitamin3d.com/bilder/Farnsworth.jpg
Joao Sapiro
02-27-2009, 09:59 AM
that is awesome man, altho the neck is just chaotic, i think a nice old people wrinklage would look nicer than a zerg hatchery on his neck :D love it man.
Slaught
02-27-2009, 10:11 AM
I brought Dr. Farnsworth to this space and time. ;)
http://www.vitamin3d.com/bilder/Farnsworth.jpg
Holy crap.
But yeah the neck is a bit much. :)
sicsided
02-27-2009, 10:36 AM
to shreds you say?
Tumerboy
02-27-2009, 10:58 AM
HOLY FUCK DAVIDSON! THAT'S THE CREEPIEST/COOLEST SHIT I'VE SEEN IN A LONG TIME!
ArtsyFartsy
02-27-2009, 11:23 AM
I brought Dr. Farnsworth to this space and time. ;)
http://www.vitamin3d.com/bilder/Farnsworth.jpg
This is pure awesomeness. It's got such a nice stylized painterly look to it, but yet it's fully 3D and detailed, and realistic looking.
The glasses could be a little better, but it doesn't even matter. You should send this to Matt Groening.
rollin
02-27-2009, 01:50 PM
haha.. nice one Davision3D *G*
ok so hereīs the bigger version
http://www.maginot.eu/space/mgto/projects/vox/vox_low_e_shaderTest_big.jpg
doc rob
02-27-2009, 03:48 PM
Davidson - incredible. Instantly recongnizable.
Jeremy Lindstrom
02-27-2009, 03:51 PM
Just a banged up old TV, also is that some stretching on the speaker part?
http://img145.imageshack.us/img145/2173/tv1full.jpg
'
I think you meant UHF and VHF no? AC/DC is electrical current.
cool stuff davision !!!
Rollin : loving it :)
small update on Donovan
http://wip.global-illusions.com/UdonDStribute/DonovanWip13.jpg
konstruct
02-27-2009, 05:01 PM
nice vahl- I know in Dark Stalkers those balls really are about the size of his head, but they just seem to be too big and are really taking away from all the other awesome bits. I think the scale of those balls works in dark stalkers because Donovans proportions are reall exadurated so they dont seem quite as huge:
GIANT FEET (http://www.fightersgeneration.com/games/ds2-fly2.jpg)
I mean c`mon those feet are like twice the size of his head. (insert giant dick joke here) It seems like you should either push those proportions, or shrink them balls to a smaller size *snicker*
bounchfx
02-27-2009, 05:23 PM
damn vahl I could tell that was you before i even looked over and saw your username. looks good as usual. but those beads must HURT. I guess some people are into that
and how's his wife holding up?
to shreds you say?
hehe thanks guys :p
I'll make the balls smaller, for sure, actually their size differ depending on the illustrations and their state, in my final render I want them to be in detached state, hence the big size, but since I'm a lazy bum I just slapped them over without resizing them :p
I'll also look into the proportions thing like with Ibuki, I'm not really a fan of the huge feet thing, I don' tthink it really works in 3d, but I'll make sure to fix all that though !!! thanks !!
Rollin, I want your shader now haha :P
As for bigger realtime renders : In animation > preview you can 'render' realtime viewport animated segments. The image scale in pixels is set as a percentage of the scanline render settings, but it seems like you cannot go higher than 1200*900, wich isnt bad really!
You can also pan your 3DSMax viewport across multiple monitors and screengrab stuff this way.
Good luck! Looks fantastic!
seforin
02-27-2009, 06:01 PM
vahl : is that some Dark stalkers? :)
cheek bones are alot more sharp on him , but not sure if your changing him to be more modern/realistic or keeping with some of hte original character to him?
Adam : So so GHEY!
rooster
02-27-2009, 06:54 PM
whiteeagle: I like it!
fullofclovers
02-27-2009, 07:15 PM
A concrete barricade!
http://fullofclovers.com/content/Baricade_4.jpg
Davision3D
02-27-2009, 07:27 PM
thx all!
The neck has this big wrinkles going on because they are also there in the original. I think i will tweak it a bit and then put the head in a cylindrical shaped fishtank. :)
@ ArtsyFartsy
hey, thats what i wanted to archive! :)
@ vahl
Looks great, but needs some eyebrows!?
Yeah V I think you could push this one much much more. I am not familiar with the reference but still, judging from that picture you could really go BOLD!
rollin
02-28-2009, 01:46 AM
Rollin, I want your shader now haha :P
As for bigger realtime renders : In animation > preview you can 'render' realtime viewport animated segments. The image scale in pixels is set as a percentage of the scanline render settings, but it seems like you cannot go higher than 1200*900, wich isnt bad really!
You can also pan your 3DSMax viewport across multiple monitors and screengrab stuff this way.
Good luck! Looks fantastic!
thx man.. thats a good tip.. even though in this case I get the same resolution with toggling into expert mode and take a screenshot,
but then.. i canīt use the dof-preview button in expert mode ;)
so thx again !!
the shader is quite simple and iīm still working on it.. iīll post more when iīve finished this project in my thread
tadpole3159
02-28-2009, 02:31 AM
I brought Dr. Farnsworth to this space and time. ;)
http://www.vitamin3d.com/bilder/Farnsworth.jpg
lmao thats brilliant! don't change a thing. he really looks like that, the thick frosted glasses and wavy neck are awesome
Jackwhat
02-28-2009, 04:23 AM
Awesome farnsworth!
My wargeneral entry thus far, an hour or so of doodling, needs more cropping and everything :E
http://i62.photobucket.com/albums/h91/Jackwhat/0228WarGeneral.jpg
thinsoldier
02-28-2009, 04:51 AM
GUNSTAR HEROES!!!!!!!!!!!!!!!!!11
thinsoldier
02-28-2009, 04:56 AM
http://img3.imageshack.us/img3/8240/truckhipoly.jpg
It's a small truck for a scene, hopefully. In the future there are no rearview mirrors or windshield wipers, I guess.
In the future, video camera's and heads-up-displays projected on the windshield will replace rear view mirrors. And the windshield will vibrate and a high frequency thus making rainwater instantly slide off the glass... or maybe the glass gets hot and vaporizes the water while the vibrations prevent steam from forming on the glass....
killingpeople
02-28-2009, 05:09 AM
Davision3D, really dripping with style there.
marks
02-28-2009, 12:44 PM
mall prop, 512 textures
http://img25.imageshack.us/img25/2585/mallfinishedpresentatio.jpg
whats_true
02-28-2009, 02:47 PM
TV screen is glass, so, should really give that part more Spec right (ie, making it more white in the Spec map)?
marks
02-28-2009, 02:50 PM
It's one of those poster/billboards. Does it really look that much like a tv? :<
CIgano
02-28-2009, 02:57 PM
well at first glance those metal circles in the corners of the base appear to be screws, mebe remove them and put something that gives a [correct] sense of scale?
http://floatvoid.com/images/bipbot.jpg
lol... fun with biped.
Andreas
02-28-2009, 03:52 PM
I'm working on trying to find out how I can make other people's sigs viewable, and how I can set the forum posts to appear in the right order. Anyone know? :poly136:
Davison, that's just awesome :D Looks really like the original..
@blenderhead:
Go to User CP -> Settings & Options -> Edit Options -> and there under thread display options
Choose Linear - oldest first
Mauricio Cunha
02-28-2009, 05:15 PM
http://img27.imageshack.us/img27/9048/estacameras.png (http://img27.imageshack.us/my.php?image=estacameras.png)
By mcunha98 (http://profile.imageshack.us/user/mcunha98)
ha ha slum, thats cool (run for the hills!!)
http://www.mikerusby.com/images/comp1.avi
looks a lot smoother in my viewport LOL
DrillerKiller
02-28-2009, 08:39 PM
Rollin! I want to see that bigger!
Another trick for cheap AA : in the camera settings mess around with the DOF realtime preview thing. It will wiggle the camera and blend the result.
http://img.photobucket.com/albums/v242/pior_ubb/dof_preview.jpg
(http://profile.mygamercard.net/kow360)
Pior, this rocks, cant believe i didn't know about this, thanks :)
http://i166.photobucket.com/albums/u87/drilllerkilller/dofrat_dofcopy.jpg
Sweet, horrific molerats! I am going to stop making this worse and just move on to the low.
Here's the simple stencil I made for the scales (http://clocktock.com/vrav/resources/fishscales-stencil.png)... it's okay, could be better.
[hires sculpt] (http://clocktock.com/vrav/wip3D/bass04.jpg)
edit: fins still need work, but hooray~
[normal map start] (http://clocktock.com/vrav/wip3D/bass05.jpg)
editx2: spaaaam, xnormal realtime viewer -
http://clocktock.com/vrav/wip3D/bass08.jpg
http://clocktock.com/vrav/wip3D/bass07.jpg
Same angles in 3dsmax realtime (http://clocktock.com/vrav/wip3D/bass06.jpg); opacity on fins causing some of the body triangles to disappear...? What is that about? Though I don't think it's actually done... I should go and sculpt some feathering on all the spines, so they look less artificial. But they will be so small ingame... ehhh, no excuse for laziness in a portfolio piece I guess. But yeah, thanks guys.
SHEPEIRO
03-01-2009, 08:42 AM
nice fish
SHEPEIRO
03-01-2009, 08:48 AM
rollin that shader is awsomeness
elementrix
03-01-2009, 09:03 AM
realtime maya+pico viewport grab of a lantern (266 tris):
http://i307.photobucket.com/albums/nn288/el-ementrix/lantarn_realtime.jpg
onionhead_o
03-01-2009, 09:46 AM
vrav: nice fishies
oobersli
03-01-2009, 10:06 PM
I've been in a slump for inspiration for personal work, thought I'd give some old school stuff a new school look. I had hoped i could finish the high poly tonite, gonna come back with another pass and add more unique geometry detail.
http://i461.photobucket.com/albums/qq332/oobersli/boiler.jpg
whats_true
03-01-2009, 11:50 PM
@Vrav
Does it sing?
@marks
The curving of it gives it that TV look. Signs are flat so that they don't reflect as much as they would. Also, the sign part itself is going all the way to to very bottom of the thing. If it were in a mall, on the floor, it would be hard to look all the way down their. Give it at least another 2 feet to stand on so it can be eye level.
Kimono
03-02-2009, 02:11 AM
Made this in a few hours, 252 tris and a 2048^256 map.
http://img91.imageshack.us/img91/8336/wip.jpg
nice one kimono, pretty large texture though but I guess if its first person maybe that could be right?
Pope Adam
03-02-2009, 03:09 AM
http://floatvoid.com/images/bipbot.jpg
lol... fun with biped.
LOL
Kimono
03-02-2009, 03:40 AM
nice one kimono, pretty large texture though but I guess if its first person maybe that could be right?
Thank you Ged :) I usually try to be more restrictive when it comes to texture sizing but I've had horrible experiences with objects like swords in the past, I decided to make the map big purely for my own self-indulgence :poly136:
hawken
03-02-2009, 03:53 AM
just a quickie
http://farm4.static.flickr.com/3628/3321694081_6f39db5221_o.jpg
Wahlgren
03-02-2009, 03:55 AM
Domwar mini challenge out of the way im back on track on my old project. Everything is WIP. Materials aswell as you can see. Just wanted to show something. Next up is adding torches and light sources. Will refine things as i go. Taking it in baby steps.
(Trees from a crysis mod pack. Not mine in other words. Dont remember the name at the moment but they are real sexay. Will post a link later.)
http://dl.getdropbox.com/u/469564/viking/Trollheim-2009-02-19_04.jpg
Kimono
03-02-2009, 06:28 AM
Screwed up the wood but whatever :E
http://img13.imageshack.us/img13/9533/wipc.jpg
Andreas
03-02-2009, 08:28 AM
Sweet fish Vrav!
Looks like the design on the axe head is also messed up and not centred Kimono...or is that intentional?
Kimono, do you ever sleep Oo nice work btw.
Kimono
03-02-2009, 09:18 AM
Sweet fish Vrav!
Looks like the design on the axe head is also messed up and not centred Kimono...or is that intentional?
Well it was a crude war axe, so I'd like to think so :poly121:
michi.be
03-02-2009, 09:24 AM
hey pig. awesome stuff. is it for a medival mod or just for fun?
its the exodus treepack. you can try my european nature set too. they fit well together.
Wahlgren
03-02-2009, 10:15 AM
hey pig. awesome stuff. is it for a medival mod or just for fun?
its the exodus treepack. you can try my european nature set too. they fit well together.Exactly that. You made them? I likey them alot and intend to study them. Iīve always been afraid of vegetation. ;)
Itīs just for fun. Will have take a look on your nature set. :)
EDIT: Link to the treepack for other sandbox people. http://www.crymod.com/thread.php?threadid=25930
Jeremy Lindstrom
03-02-2009, 10:47 AM
mall prop, 512 textures
http://img25.imageshack.us/img25/2585/mallfinishedpresentatio.jpg
http://images.google.com/images?oe=UTF-8&sourceid=navclient&gfns=1&q=mall%20ads&um=1&ie=UTF-8&sa=N&hl=en&tab=wi
yeah most mall panels are vertical and not horizontal like a tv as well and have a larger base and thickness for lights, etc since they are light from behind, you can also simulate this with the texture
Thriller Theater
03-02-2009, 10:50 AM
Vrav: cool fishy!
WIP lady:
http://www.tpolm.com/thriller/images/lady.jpg
Domwar mini challenge out of the way im back on track on my old project. Everything is WIP. Materials aswell as you can see. Just wanted to show something. Next up is adding torches and light sources. Will refine things as i go. Taking it in baby steps.
(Trees from a crysis mod pack. Not mine in other words. Dont remember the name at the moment but they are real sexay. Will post a link later.)
http://dl.getdropbox.com/u/469564/viking/Trollheim-2009-02-19_04.jpg
Loving the atmosphere
warriah
03-02-2009, 11:27 AM
still plugging away at this guy. gotta redo some parts. but domwar is creeping up awfully fast...
http://www.mladenjovicic.com/wip/wippo_015.jpg
and a early color scheme
http://www.mladenjovicic.com/wip/wippo_016.jpg
very very cool warriah :D
http://wip.global-illusions.com/UdonDStribute/grip.jpg
http://wip.global-illusions.com/UdonDStribute/Donovan_swordhi.jpg
worked a lill' on the sword, most the detail will be made in PS anyways, but I used that little displacement thing I was talking about eariler, seems to work, the real proof of concept will be domwar IV I suppose.
AimBiZ
03-02-2009, 01:30 PM
warriah: Looks awesome though I think his legs look like they are bent a tad to the sides. Either move his knees inwards or his feet outwards and I think it will look right.
There's also nothing on his pants that holds the belt.
Interesting colorscheme. Is it going to be a desert warrior?
warriah: thats awesome. like the secret lovechild of Bobo and B1ll
alexl
03-02-2009, 02:24 PM
A little bit boring this :P Looking for some feedback on how to improve this.
Image Here (http://alexluong.co.uk/blog/images/alexluong_tbrickwall_01.jpg)
tadpole3159
03-02-2009, 02:47 PM
fighting a cold and making a model. i'm surprised the plane hasn't grow tentacles between pills :poly142:
[/URL][URL="http://img126.imageshack.us/my.php?image=spitwip3.jpg"]http://img126.imageshack.us/img126/8246/spitwip3.jpg (http://img126.imageshack.us/my.php?image=spitwip3.jpg)
http://img126.imageshack.us/img126/spitwip3.jpg/1/w640.png (http://g.imageshack.us/img126/spitwip3.jpg/1/)
still got details to do like the metal panel bits but i'm going to try something new to get that effect, i'll post back if it works
Harry
03-02-2009, 04:07 PM
Screwed up the wood but whatever :E
[IMG]http://img13.imageshack.us/img13/9533/wipc.jpg[IMG]
I reckon it'd be a bit sicker if you caulked up the join between axehead and shaft (lol head and shaft) with some waxy sinewy shit
Bobbeh
03-02-2009, 04:49 PM
A little bit boring this :P Looking for some feedback on how to improve this.
http://alexluong.co.uk/blog/images/alexluong_tbrickwall_01.jpg
You could probably start with making the corner bricks not different colors so it will tile properly =]
alexl
03-02-2009, 05:00 PM
You could probably start with making the corner bricks not different colors so it will tile properly =]
Thanks for the observation, I think it tiles alright at the moment actually (I guess its hard to see since i didn't actually tile it in the image, I probably should), here take a look at this image here (http://alexluong.co.uk/blog/images/alexluong_tbrickwall_01tile.jpg) (the texture on four planes put together)
Hopefully I've not gone blind :p but that looks alright doesn't it? :s
Edit: Don't want to spam this thread up with my boring old wall but thanks for the suggestions SHEPIERO.
Updated with rotated bricks and tried to darken bits to try and suggest deeper grout.
http://alexluong.co.uk/blog/images/alexluong_tbrickwall_01a.jpg
Bobbeh
03-02-2009, 05:11 PM
haha yea I guess it does. I think the brick sorta fades from light to dark When they are together the seam isn't bad, but when its just by itself its hard to tell that it kind of gradients.
I officially withdraw my comment.
SHEPEIRO
03-02-2009, 05:59 PM
alexl- nice bricks but you could give some of the bricks subtle random rotations, and make the mortar deeper in places
Justin Meisse
03-02-2009, 06:47 PM
Vahl: that sword would be too heavy to lift, also swords don't have eyes or teeth! Didn't you do any research at all? GAAAAWWD!
Otherwise, it's looking cool
Ryan Smith
03-02-2009, 09:14 PM
Squig is finally rigged and animation ready. Now i need to get Deep UV and paint a better Color Map!.
http://www.youtube.com/watch?v=QHAibExlGnQ
nice Virtuosic. love the eyes moving
can I ask what setting you used to output that for you tube. mine are looking reeally awful in comparison.
been working hard on my hand painting techniques
http://www.mikerusby.com/images/cartoon%20gangster.jpg
fair bit still to go more detail and tweaking overall
hawken
03-02-2009, 10:13 PM
Updated with rotated bricks and tried to darken bits to try and suggest deeper grout.
http://alexluong.co.uk/blog/images/alexluong_tbrickwall_01a.jpg
looks pretty realistic to me, good job
Pope Adam
03-03-2009, 12:56 AM
i made some trash bins
http://i189.photobucket.com/albums/z105/williafx/wip02.jpg
http://i189.photobucket.com/albums/z105/williafx/wip03-1.jpg
nice old school char ruz
more stickers from me, and some ink on canvas, and some ink on woodblocks. Starting to stray pretty far from game art here... >.>
http://www.olypen.com/advent/Smiley/temp/sketches/morestickers.jpg
http://www.olypen.com/advent/Smiley/temp/sketches/antlerswhat.jpg
http://www.olypen.com/advent/Smiley/temp/sketches/woodblocks.jpg
erik!
03-03-2009, 01:37 AM
Look, a crate! For my dock WIP which needs to hurry up and finish itself. Shots in UT3.
Some very cool stuff happening on these last few pages!
http://i54.photobucket.com/albums/g86/ArdenGrey/3D%20WIP/AmmoCrate01.jpg
Once again your stickers look BOOMbaBOOM ferg!
Pedro Amorim
03-03-2009, 02:41 AM
nice looking crate you have there erik
Kimono
03-03-2009, 03:55 AM
Made this a couple of days ago, it's 16 tris and 1 512^2 there is no spec map on it yet and I'm wondering whether it would be worth it. Maybe a gloss map.
http://i41.tinypic.com/21kl1g0.jpg
e-freak
03-03-2009, 04:34 AM
Ferg - if you can scan them properly, you could offer a Decal-Package. Sure these would make great little details in some post-apocalyptic mod :)
Davision3D
03-03-2009, 05:05 AM
That is very cool Virtuosic! A lot of things going on in his face, did you used morphing for that? Can you show the skeleton?
Awesome stuff Ferg, the bird face is especially cool!
http://nonpublic.airborn-game.com/wip/neox/chars/soldiers/thin/soldat_03b.jpg currently working on some basic shapes for an airborn soldier, as the last version was to aristocratic and therefore not the right direction
caseofchill
03-03-2009, 07:17 AM
Awesome stuff ferg. You outta make a decal pack. Then you have your graffiti art in Seattle and in a few virtual worlds.
nice stickers ferg.
some cool enviro stuff too.
dig the dumpster and crate
perhaps the nose at the base should turn up a bit more neox, not just the tip
great start though
Joao Sapiro
03-03-2009, 08:45 AM
really dig the sword vahl, would LOVE to know what your displacement trick is in the grip :D
StJoris
03-03-2009, 08:50 AM
Popping in with some work-in-progress non-digitals
Love your stickers Ferg, awesome!
http://dl.getdropbox.com/u/443282/DSC_5251.jpg
Tumerboy
03-03-2009, 08:50 AM
Looks like a good bottle opener, for the after-slaughter brew.
thanks ruz, love the oldschool work, love the way you are heading in genereal it's all so smooth and clean, really nice unique, yet retro looking style
went into a little different direction with the nose
http://nonpublic.airborn-game.com/wip/neox/chars/soldiers/thin/soldat_03d.jpg
and played around with hair/beard
http://nonpublic.airborn-game.com/wip/neox/chars/soldiers/thin/soldat_03da.jpg
@ferg: those stickers are cool
Mechadus
03-03-2009, 10:01 AM
Here is my only decent wip for 2009 so far.
Piece of advice... Dont buy an old house... ever. Anyway, I know what I dont like about this, but Id love to hear what everybody else has to say. This is what Im calling a Medium Poly version - Im not planning on putting this in game (its for an animation) - once the design is where I want it, Im going to add all the high poly details.
http://nicholaikropat.com/Steam_Truck_WIP_2.jpg
Hopefully if nothing else falls off my house Ill be posting a bunch of low poly stuff soon
-Nick
cheers neox, I am trying to change direction a little these days.
New head is cool, nice pointy chin. like the angular look overall
Mechadus - the tyre tread needs to be a lot more distinctive .
I am not really a techy type , but that kind of stands out for me
StJoris - nice beer bottle collection :)
Ghostscape
03-03-2009, 12:54 PM
Here is my only decent wip for 2009 so far.
Piece of advice... Dont buy an old house... ever. Anyway, I know what I dont like about this, but Id love to hear what everybody else has to say. This is what Im calling a Medium Poly version - Im not planning on putting this in game (its for an animation) - once the design is where I want it, Im going to add all the high poly details.
http://nicholaikropat.com/Steam_Truck_WIP_2.jpg
Hopefully if nothing else falls off my house Ill be posting a bunch of low poly stuff soon
-Nick
This is pretty bitchin', but you need to make larger, more interesting treads instead of your current bump-mapped treads. Get some real big knurls like construction equipment. Also the cab is really short looking - I'd raise the roof and the exhaust behind it by about 3ft and build the cockpit area so the character has to climb up.
TheMadArtist
03-03-2009, 01:13 PM
Yeah, what they said ^
The only thing that jumped out at me was the tires.
Other than that it's a great piece.
Blaizer
03-03-2009, 02:07 PM
More progress with this dude, this time for traditional texture work.. i'm like oxided lol
http://blog.whiteblaizer.com/wp-content/uploads/2009/03/fanatico_test.jpg
tacit math
03-03-2009, 03:26 PM
reckon it'd look pretty mean to drop the tread all together and have them as racing slicks. might be a nice contrast to all the other detailing
ThatDon
03-03-2009, 04:58 PM
nice one Blaizer :)
seforin
03-03-2009, 06:14 PM
got a chance to work on this some more today , gonna probably work on it tonight as well, a quick paint over idea of what im going for
http://img.photobucket.com/albums/v61/seforin/roughgoing.jpg
eric.
03-03-2009, 06:34 PM
Ghostscape: That sure is a heavy ass truck! Looking neat. And yeah, the treads are a little weak.
So heres what Ive been doing. A class assignment and DW practice. Im really looking for some critique, since I never get any critique Im getting a little desperate, so heres a link to my thread :)
http://boards.polycount.net/showthread.php?t=61281
http://i395.photobucket.com/albums/pp39/eric_eneback/5-1.jpg
rasmus
03-03-2009, 09:55 PM
Super nice, Blaizer.
Mechadus
03-03-2009, 10:05 PM
@ Ruz and Ghostscape: Its funny, the wheels / tires are the part Im least happy with so far. I had not thought of racing slicks tho.. thats an idea worth exploring.
Im still working with the cab to try and get the proportions right.. I just knocked out a rough interior for it. This beast needs a 3 man team to drive it - there are only 2 seats because the engineer is always on his feet, and he doubles as a spotter when manuvering, as you could loose a small country in this things blind spots. I kept the doors low to try and give it some sort of aircraft hatch feel, but Im still not sure it looks right... opinions?
I also finally figured out the front suspension. The front wheel is finally attached, and it actually has room to turn - wow. I cant wait to start adding details and get this thing surfaced.
http://nicholaikropat.com/Steam_Truck_WIP_4.jpg
-Nick
Frozan
03-04-2009, 01:30 AM
screwing around in zbrush. strange to do a character for a change.
http://dl.getdropbox.com/u/448179/personal4.jpg
Harry
03-04-2009, 01:44 AM
velvety
ImSlightlyBored
03-04-2009, 02:50 AM
holy confusing shader, batman!
looks nice though, from what I can make out.
Andreas
03-04-2009, 05:37 AM
Eric there is something really funny going on with the arms. Could be the rigging/posing.
SHEPEIRO
03-04-2009, 06:29 AM
@ Ruz and Ghostscape: Its funny, the wheels / tires are the part Im least happy with so far. I had not thought of racing slicks tho.. thats an idea worth exploring.
Im still working with the cab to try and get the proportions right.. I just knocked out a rough interior for it. This beast needs a 3 man team to drive it - there are only 2 seats because the engineer is always on his feet, and he doubles as a spotter when manuvering, as you could loose a small country in this things blind spots. I kept the doors low to try and give it some sort of aircraft hatch feel, but Im still not sure it looks right... opinions?
I also finally figured out the front suspension. The front wheel is finally attached, and it actually has room to turn - wow. I cant wait to start adding details and get this thing surfaced.
http://nicholaikropat.com/Steam_Truck_WIP_4.jpg
-Nick
go with the racing slick idea rather than the knobbly tyres, IMO knobs would make too much detail noise, and the nice smooth tyres would add some nice big shapes to offset what detail you already have
Snefer
03-04-2009, 07:48 AM
lunchbreak bevels! After the mini I felt like getting some bevelling out of my system ^^
http://www.torfrick.com/Art/WIP/speedy2.jpg
Mechadus
03-04-2009, 08:53 AM
lunchbreak bevels! After the mini I felt like getting some bevelling out of my system ^^
Nice model - love the details around the brackets and the driveshaft.
-Nick
Here is my only decent wip for 2009 so far.
Piece of advice... Dont buy an old house... ever. Anyway, I know what I dont like about this, but Id love to hear what everybody else has to say. This is what Im calling a Medium Poly version - Im not planning on putting this in game (its for an animation) - once the design is where I want it, Im going to add all the high poly details.
http://nicholaikropat.com/Steam_Truck_WIP_2.jpg
Hopefully if nothing else falls off my house Ill be posting a bunch of low poly stuff soon
-Nick
That thing is a monster!
qm echasud: crazy truck, but i don't know is this a real machine? i have no knowledge about trucks etc, but i looks a little like lego technics to me as everything is so big and fat that it almost feels like a toy, at least to me, but i only know trucks from over the top, you know that cheesy sly stallone movie :D
ok here we go
http://nonpublic.airborn-game.com/wip/neox/chars/soldiers/thin/soldat_04.jpg
worked a bit more on the forms and blocked his first head gear, 3 more hatvariations to come, but going to do one body first.
I love the fly-eyes look of these goggles Neox :)
Airborn is a real blast to follow :)
dur23
03-04-2009, 11:24 AM
NEox, that is grrrrrrrrrrrreat.
Neox: awesome :)
I tried some alpha map stuff.
Iīd learned alot, hope it looks fit.
Next step is to put it into ut3.
http://img17.imageshack.us/img17/4475/kabelsalatpresent2.jpg (http://img17.imageshack.us/my.php?image=kabelsalatpresent2.jpg)
http://img17.imageshack.us/img17/kabelsalatpresent2.jpg/1/w1024.png (http://g.imageshack.us/img17/kabelsalatpresent2.jpg/1/)
onionhead_o
03-04-2009, 01:02 PM
ram skull ornament for a door, still wip
http://fc52.deviantart.com/fs44/f/2009/063/1/f/ram_skull_wip_by_jujikabane.jpg
Ryan Smith
03-04-2009, 02:56 PM
That is very cool Virtuosic! A lot of things going on in his face, did you used morphing for that? Can you show the skeleton?
Awesome stuff Ferg, the bird face is especially cool!
Thanks :-)
I did not use morphing. Instead i used controll points in case i wanted to import it into a game engine down the road.
I put together a little composition of the wireframe and the control points if you want to check it out.
Youtube didn't like my export from premier so it kind of scrunched it alittle. Sorry for the quality.
Try going to the actual site and maximizing it. You can actually see the control points and such.
http://www.youtube.com/watch?v=7ZhBBGqhApk
TheMadArtist
03-04-2009, 03:54 PM
Dirty window, no spec map yet
http://img21.imageshack.us/img21/8379/windowwip.jpg
Looks nice Mike, not sure how I feel about what seems to be rust running down the glass, but the spec map might fix that.
bommel
03-04-2009, 04:36 PM
Mickey Mouse 09
http://www.phlip3.de/freiebilder/mickeymouse.jpg
I've been working on my sculpting and anatomy lately. Unfortunately I'm still stuck with blender on a 6-year old computer, so I can only work on things under 300,000 polys :(
http://img203.imageshack.us/img203/3760/headz1.jpg
Lol, that's funny bommel
I think that looks great okno, a lot of sculpting studies I do myself are only around 150k in Silo if with a decent basemesh. It's great practice to focus on form. Nice face.
erik!
03-04-2009, 08:30 PM
Pelican case! Not entirely based on one case, therefore not 100% accurate, but I'm not worried about that. Weighs in at a whopping 1598 tris! Screens from Unreal.
http://i54.photobucket.com/albums/g86/ArdenGrey/3D%20WIP/Case01.jpg
warriah
03-04-2009, 09:16 PM
AimBiZ: yeah i'l work more on the legs area. i added something to hold the belt up. im gona stick with the color for his body, but im totally lost on what kind of colors to go with the gear n shtuff
vahl:thanks, cool sword by the way. i could never get clean results for details on the handle like that.
slum: thanks, its getting there very slowly.
ruz: sweet texture work so far.
erik:i dig it
neox:those characters your pumping out look great. nice and clean.
small update. didnt touch the pants yet or the backpack.
http://www.mladenjovicic.com/wip/wippo_017.jpg
http://www.mladenjovicic.com/wip/wippo_018.jpg
not sure what to go with for the gear, color wize, so any input would be much appreciated.
also will i be able to bake this down somehow to a lowpoly including color? i seen so many ppl get nice and clean results baking down multiple objects onto 1 mesh but i cant seem to make it work.
cheers
konstruct
03-04-2009, 09:22 PM
damn warriah that character is getting Soooo awesome. his metal helmet leaves me wanting more though- i understand your going for simple chunk of metal type vibe, but maybe its too simple? some edging and a bolt or two could go a looooong way.
that skin tone is freash tho-
bommel: <3
hawken
03-05-2009, 03:34 AM
Here is my only decent wip for 2009 so far.
Piece of advice... Dont buy an old house... ever. Anyway, I know what I dont like about this, but Id love to hear what everybody else has to say. This is what Im calling a Medium Poly version - Im not planning on putting this in game (its for an animation) - once the design is where I want it, Im going to add all the high poly details.
http://nicholaikropat.com/Steam_Truck_WIP_2.jpg
Hopefully if nothing else falls off my house Ill be posting a bunch of low poly stuff soon
-Nick
Where does the fuel go?
SHEPEIRO
03-05-2009, 06:17 AM
^ under the cab ??
@warriah: waiting for more :)
@bommel: haha cool mickey, your concept?
@okno: for anatomy you won't need more then 300k, 300k is enough to establish some great forms :)
ok did some blocking, there is plenty of more stuff to block, but right now i think it's enough to work with
http://nonpublic.airborn-game.com/wip/neox/chars/soldiers/thin/soldat_05.jpg
StefanH
03-05-2009, 07:10 AM
looks great neox. i dig everything but the shoulder pads. i think they are a bit out of place.
Davision3D
03-05-2009, 07:11 AM
thx Virtuosic, that is cool to see.
@ warriah
looks great
Some green or cyan could be nice to break it up from all that very warm tones.
@ neox
very nice, there should be a lot of interresting wrinkles.
nice design neox. look forward to the details
thats ace warriah
onionhead_o
03-05-2009, 07:52 AM
warriah: ur chr lookin good
another wip prop for my cathedral level
http://fc64.deviantart.com/fs42/f/2009/064/a/5/cabinet_wip_by_jujikabane.jpg
jayoplus
03-05-2009, 08:27 AM
Good stuff Neox.
StJoris
03-05-2009, 08:45 AM
Neox, nice! I dig.
@ Ruz, thanks! I'm starting to run out of space :)
Progression!
http://dl.getdropbox.com/u/443282/DSC_5294.jpg
http://dl.getdropbox.com/u/443282/DSC_5307.jpg
fearian
03-05-2009, 09:40 AM
http://www.pixlode.com/upload/54e7_DSCF1885.JPG
Why am I drawing all over myself like a gibbering mental patient?
http://www.pixlode.com/upload/cfba_DSCF1887.JPG
Hands! You might not see the relation in polys... but I've been concentrating on it all day and my head hurts :P
Helixx
03-05-2009, 09:54 AM
Hilarious fearian.
Super
03-05-2009, 10:54 AM
Why am I drawing all over myself like a gibbering mental patient?
Hands! You might not see the relation in polys... but I've been concentrating on it all day and my head hurts :P
You need to sort yourself out, son. That ain't right.
fearian
03-05-2009, 11:14 AM
Hilarious fearian.
Its not even a joke :(
I might make a thread out of it because I'm gonna be going whole hog on this;- zbrush, rigging, animating; I've tried to go for my own topology to get a nice balance between polycount / animation/ smooth loops
moose
03-05-2009, 11:17 AM
Its not even a joke :(
I might make a thread out of it because I'm gonna be going whole hog on this;- zbrush, rigging, animating; I've tried to go for my own topology to get a nice balance between polycount / animation/ smooth loops
i did that in college when i was trying to figure out better ways to model stuff. Worked in my favor, since some chicks thought it was a real tattoo and later wanted me to draw on them. horray for studying how to make proper boob loops on a "model."
:)
was a pretty useful study, only need to do a few though!
Joseph Silverman
03-05-2009, 11:19 AM
I'm trying to figure out why everything i sculpt comes out formless and under-developed, even if i seriously overwork it.
this (http://i40.tinypic.com/35jdp9l.jpg)is from a week or so ago.
http://i42.tinypic.com/1253wk4.jpg
is moving with a slightly different workflow from an earlier subd level of the model above. I didn't put anywhere near as much time or polish into it, but it seems to be moving away from the 'drawn on' look a lot of my sculpting has. Slightly.
Target_Renegade
03-05-2009, 11:43 AM
Working on a mini cooper for the movie scene challenge over at game-artist.
http://dominicgutridge.files.wordpress.com/2009/03/nearly.jpg
Showster
03-05-2009, 11:53 AM
http://i269.photobucket.com/albums/jj41/UKShowster/WarBoss-1.jpg
wip jeff snippy choppa
Harry
03-05-2009, 03:47 PM
Neox, that pin in his hat looks suspisciously French... I hope you're not going soft on your German heritage...
look i just can't put all my nazi juices into the first simple soldier that is going to appear in Airborn, he is just a low rank
Harry
03-05-2009, 04:44 PM
Well that's acceptable, as long as we see some strong-lined grey uniforms with black, white and red trims very soon, puffy pants and high polished boots >: D
achmedthesnake
03-05-2009, 04:50 PM
http://www.achmedthesnake.com/images/cyclops_neardone04.jpg
changed up the skin to look more realistic/natural tone change - did the spec, and all i've
got left is the stickers to do :) anyone have any crits before i finalize this dude?
SHEPEIRO
03-05-2009, 05:31 PM
sommit fishy going on here but not enough for its own thread....yet
http://i30.photobucket.com/albums/c346/Shepeiro/scales.jpg
achmedthesnake
03-05-2009, 06:06 PM
giant mechanical behemoth cloud fish?
Harry
03-05-2009, 06:17 PM
[img]http://www.achmedthesnake.com/images/cyclops_neardone04.jpg[img]
changed up the skin to look more realistic/natural tone change - did the spec, and all i've
got left is the stickers to do :) anyone have any crits before i finalize this dude?
Maybe a little more spec on the forearms? Though that might be contrary to the look youre going for, idk.
fearian
03-05-2009, 06:21 PM
http://www.achmedthesnake.com/images/cyclops_neardone04.jpg
changed up the skin to look more realistic/natural tone change - did the spec, and all i've
got left is the stickers to do :) anyone have any crits before i finalize this dude?
heheh - flower nipples! :poly136:
Dado Almeida
03-05-2009, 07:02 PM
Iīve asked a 8/16-bit advice to try sculpt and TheMadArtist suggest some of DoubleDragon, so I tried.
Ruz: great quality in that old painted texture. Sorry to donīt post in time.
Neox: very cool character. I like that.
http://amonsteria.files.wordpress.com/2009/03/lamp_abobotribute.jpg
ps.: that study makes me remember the first "game art" that I see in Pcount. It was a Fat-badass character made by a french gui called ZDead. Does anybody knows about this pal? He helps me a lot when I was starting to drawing and modelling stuff. Kind curious about his latest works.
NyneDown
03-05-2009, 07:15 PM
haha...that's great man, awesome proportions
Harry
03-05-2009, 07:23 PM
lampoly that's amazing. Please do a full set or organise a group of people to. It's seriously one of the sickest things ive seen in this thread.
Pope Adam
03-05-2009, 09:58 PM
LOL IT'S F*CKIN ABOBO!!! nice!
I'm working on a scene... robot tank assembly line thing.
http://i189.photobucket.com/albums/z105/williafx/wip01-1.jpg
BradMyers82
03-05-2009, 10:55 PM
Adam: Looking really cool dude. I think you should start adding some general things that give a sense of scale. Maybe light fixtures, windows, trash bins etc. You have developed some nice modeling skills man.
commador
03-06-2009, 02:25 AM
Part of a larger scene for a demo in a graphics programming class.
http://img.photobucket.com/albums/v336/commador/hat1.jpg
shotgun
03-06-2009, 02:28 AM
double dragon roxxx!!! (but only the first, the sequels sucked)
http://www.planetquake.com/skingun/postage/abobo.gif
even low poly abobo needs hips yesktnxbye
alexk
03-06-2009, 02:43 AM
love the abobo!
Harry
03-06-2009, 06:34 AM
i rebaked this cause i finally know what im doing properly
http://img9.imageshack.us/img9/5551/colt.jpg
The line at the top of the barrel isnt actually a seam, it's a 1px line i put on the bottom of my brdf to get rid of the weird dark dot due to the brdf not being clamped
I dont know if anyone knows what i mean. It just annoyed the fuck out of me.
TheMadArtist
03-06-2009, 07:30 AM
Iīve asked a 8/16-bit advice to try sculpt and TheMadArtist suggest some of DoubleDragon, so I tried.
Ruz: great quality in that old painted texture. Sorry to donīt post in time.
Neox: very cool character. I like that.
http://amonsteria.files.wordpress.com/2009/03/lamp_abobotribute.jpg
ps.: that study makes me remember the first "game art" that I see in Pcount. It was a Fat-badass character made by a french gui called ZDead. Does anybody knows about this pal? He helps me a lot when I was starting to drawing and modelling stuff. Kind curious about his latest works.
THAT is awesome. :)
Mechadus
03-06-2009, 09:12 AM
I'm working on a scene... robot tank assembly line thing.
Dude, wicked. I really like your style, and Im amazed how fast you can crank out work. This looks like it will be really awesome when your done!
-Nick
Mechadus
03-06-2009, 09:16 AM
Where does the fuel go?
I had thought about that while placing various elements.. In the end I decided to cheap-out and design in some sort of futuristic fusion reactor :P I know its lame, but like this thing would ever really be able to work anyway XD
-Nick
PolyHertz
03-06-2009, 10:34 AM
Picking up a a piece I'd put to the side for a while. Still need to refine most of the body and add some more accessories (+maybe some more cloth). Inspired by Tak and the Power of Juju characters.
http://polyhertz3d.com/forumjunk/juju-m1_low.jpg
High res version (http://www.polyhertz3d.com/juju/juju-m1.jpg)
Tumerboy
03-06-2009, 10:38 AM
Mechadus, I have to admit, since you started posting, you've been confusing the fuck out of me. I see "-Nick" at the bottom of a post and think, I TOTALLY don't remember posting that!
ghost-d
03-06-2009, 11:34 AM
Good job on this one so far!
parasite7
03-06-2009, 11:58 AM
Wow Greg. You have been pumping out some cool stuff lately.
Mechadus
03-06-2009, 12:12 PM
Mechadus, I have to admit, since you started posting, you've been confusing the fuck out of me. I see "-Nick" at the bottom of a post and think, I TOTALLY don't remember posting that!
Ha! Sorry bout that :P Ill stick to the more mysterious signatures :)
-N
Tumerboy
03-06-2009, 12:43 PM
HA! You didn't have to actually change it, I just thought it was funny that I guess I don't look at people's names on the left, just their sigs to identify them (or their avatar, so when people change it, I don't know who they are anymore!)
Dado Almeida
03-06-2009, 02:17 PM
Hey, nice you like pals. I hope TheMadArtist like it too. :-p
Since Iīm a 360š fan I made a gif to share, hope you donīt mind the Aboboīs flood. :-p
shotgun: thx for the advice man. Iīve tried to "enlarge his pelvis" a little more. :\
http://amonsteria.files.wordpress.com/2009/03/lamp_abobo_360.gif
Jackwhat
03-06-2009, 02:38 PM
Hah awesome poly!
Same shit different day (again) from me. Finally! getting around to finishing off the front view... ugh, few more things left to tinker with then i can add to mah portfololio.
http://i62.photobucket.com/albums/h91/Jackwhat/0203ForestKing12.jpg
Rubber ducky, you're the ooooone! You make bath time LOTS of fun!!
Rubber ducky I'm really fond of you... !
I have FINALLY gotten myself to model something again (After dragging myself out of photoshop/off the couch) Just gonna try to do some really small things for now. (Until Dom War anyway)
I'm taking baby steps with this stuff, since I'm so rusty and neglectful to modeling...
Done the model, just slapped on placeholder colours and an AO. (I see the seems, don't mind them for now. :P They will be fixed.)
http://www.mskinrys.com/art/Screengrab_01.jpg
I took it into ZBrush to try to use ZMapper... but it keeps giving me a weird error message when I go to ZMapper, followed by another weird error message and then won't get out of the errors so I gotta close it from task manager. Anyone know what I'm talking about/what's wrong with it?
Any other comments welcome ^.^
@polyhertz: great, totally cool but the foot looks strange, somehow like a extra joint in the middle section o.o
@lampoly: some really cool shapes in that guy
@jackwhat: the sideview is cool but the front looks totally undynamic and way too straight
ok here we go, enough for today
http://nonpublic.airborn-game.com/wip/neox/chars/soldiers/thin/soldat_06.jpg
roughed in some shapes, still aaaa lot to do
middle section needs more red and metal, will ad some buckles and stuff to the bags later
MartinH
03-06-2009, 05:13 PM
I dig it Neox, very nice
JasonLavoie
03-06-2009, 06:14 PM
Man neox, your shit belongs in an animated flick or something man, looks soooo good.
Hows airborn coming anyways?
Jackwhat
03-06-2009, 06:44 PM
Totally agree Neox - But is that acceptable for a model sheet? If not any suggestions on sorting that out?
- Awesome fucking model btw.
kodde
03-07-2009, 12:39 AM
Nice character Neox, like it a lot.
rollin
03-07-2009, 03:31 AM
nice stuff indeed, neox!
Davision3D
03-07-2009, 05:15 AM
Great neox!
Right now there is some very heavy contrasts going on, replaceing the white with a red tone should make it better.
Zwebbie
03-07-2009, 05:29 AM
Neox: I'm still not sure if I like the proportions; from the head, I was expecting someone with long and slender limbs, but his legs are actually rather short, even if you take into account that the crotch of the trousers can be a lot lower than his actual crotch. For someone who looks so slick and fast, I imagine that he'd run in a bit of a clumsy manner.
Chugging along on this:
http://img3.imageshack.us/img3/9905/93530141.jpg
<3 Marmoset.
thanks :)
@davision: not gonna happen, red gaiters, seriously how gay is that? :D the colorscheme is shades of black, red, white, metal. I think the balancing problem is because of the missing red and metal parts in the middle section
@zwebbie: you are right, gonna need to make the legs a bit longer, right now he's 7,5heads high, 8 would work better, let's see how good transpose master handles all those subtools >_<
ok it crashes all the time :( sucks, totally sucks and found a reproducable bug in transposemaster, yay good first try
:edit: made it, with exports over max, zbrush just didn't like me to change it
http://nonpublic.airborn-game.com/wip/neox/chars/soldiers/thin/rescale.jpg
PolyHertz
03-07-2009, 05:59 AM
Ghost-d, Kenny: Thanks :)
Neox: Thanks. As for the feet, I was actually going for a cartoony shape I'd seen before where the front widens significantly to accomidate the toes. Guess it's not looking natural enough yet though, will see what I can do about that.
Oh and keep it up with the AirBorn stuff, it never fails to impress :)
rul119
03-07-2009, 06:02 AM
great work Neox
movento
03-07-2009, 06:24 AM
Nice work everyone.I have the strange habbit to always make new versions of the same models ;p
http://i39.tinypic.com/2lsfjgz.jpg
Zwebbie: could you tell me how you fixed the missing Tooluser.cfg problem with Marmoset?
Zwebbie
03-07-2009, 06:42 AM
Zwebbie: could you tell me how you fixed the missing Tooluser.cfg problem with Marmoset?
I didn't :( . I still have to guess where the actual UI buttons are, but as long as that's the only problem, it's totally worth it for me.
Jackwhat
03-07-2009, 09:35 AM
Didn't finish my dominance war entry in time so I thought id still try and make something of it! Quick update~
http://i62.photobucket.com/albums/h91/Jackwhat/0703WarGeneral.jpg
rollin
03-07-2009, 10:53 AM
haa.. iīve stumbled across some old work and couldnīt resist to update it
http://www.rollin.homepage.t-online.de/snowM/snowM_02n_1.jpg
Marshal Banana
03-07-2009, 11:00 AM
Rawrgviking
http://i93.photobucket.com/albums/l43/Marshal_banana/pike.jpg
EarthQuake
03-07-2009, 02:19 PM
i rebaked this cause i finally know what im doing properly
http://img9.imageshack.us/img9/5551/colt.jpg
The line at the top of the barrel isnt actually a seam, it's a 1px line i put on the bottom of my brdf to get rid of the weird dark dot due to the brdf not being clamped
I dont know if anyone knows what i mean. It just annoyed the fuck out of me.
Looks like you're still having some trouble on your hard edges? Seems like you're losing detail there. Hammer, end of cylinder, etc.
ScoobyDoofus
03-07-2009, 04:58 PM
http://www.ryan-jackson.net/images/detective/woman_wip.jpg (http://www.ryan-jackson.net/images/detective/woman_wip_nudity.jpg)
**click for bigger nekkid version**
obviously many areas have gotten nearly zero attention. WIP WIP blah blah.
almighty_gir
03-07-2009, 05:24 PM
i wanna saaaay... make the neck shorter, along with her arms, and upper body. neck by about 2/3. and upper body/arms by about 1/3.
good stuff though scoob :) i like the face!
Joseph Silverman
03-07-2009, 06:15 PM
Scoob, i dig the face, but anatomy is way off in just about everywhere else. Pelvis feels stretched vertically, ribs don't look angled right, pectoral seems unnaturally log, breasts look flat from 23rds and squished from the front... Shoulders are really inconsistent with her muscular level everywhere else, and that neck, she seems to have serious spinal problems.
ScoobyDoofus
03-07-2009, 09:08 PM
http://www.ryan-jackson.net/images/detective/woman_charstrip.png (http://www.ryan-jackson.net/images/detective/woman_charstrip_hirez.png)
Arms/hands remain untouched...
Marshal Banana
03-07-2009, 09:18 PM
One thing I notice is that her arms seem pretty shapeless and tubular. Maybe define them some more.
Ryan Smith
03-07-2009, 09:21 PM
Some more animation goodness. Attack this time.
http://www.youtube.com/watch?v=nr-MngzsOyw
Showster
03-08-2009, 01:30 AM
love that squig Virtuosic
seforin
03-08-2009, 02:27 AM
gonna be able to finally sculpt the dwarf character for this soon!
sculpted base snow for now, going to probably use our game engine to recreate it in game
well heres the rough , and the low poly at the moment (still much clean up to do and baking of the maps soon :p)
http://img.photobucket.com/albums/v61/seforin/dalow.jpg
http://img.photobucket.com/albums/v61/seforin/dahigh.jpg
First test for a realtime Rorshach shader. Model is super crappy 10min job... please ignore. That weird pop is just in the video, not the real thing.
http://vimeo.com/3524138
Davision3D
03-08-2009, 05:11 AM
That is awesome Slum! Maybe it could be also used to generate simple black and white concept thumbs for DW! ;)
Cool ani Virtuosic
@ ScoobyDoofus
Her Spine must give her huge pain! The upper body is bend much too extreme to the back and the neck too much to the front. Also the neck is still too long and connects too sharp to the head. Get some real side reference to get you back on track!
onionhead_o
03-08-2009, 07:13 AM
vintage oil heater
http://fc18.deviantart.com/fs45/f/2009/066/e/2/Oil_heater_01_by_jujikabane.jpg
Medestruit
03-08-2009, 09:49 AM
http://img.photobucket.com/albums/v155/Impetual/map%20stuff/maybe.jpg
floor I'm working on. Based loosely off of Stefan Morrell's floor work. I wanted to ty my hand at baking a high poly object down to a simple plane. That's my plane with, with normal, some specularity, and a diffuse with ao(the colors aren't set, I was just looking at how the scratched/chipped paint look was coming along). Still a long way to go, but here's the high poly I made for it:
http://img.photobucket.com/albums/v155/Impetual/map%20stuff/floorhp.jpg
Not great, but meh. I'm learning
Dude Slum that Rorshach shader is freaking sweet!
osman
03-08-2009, 02:23 PM
http://gameartist.nl/wp-content/uploads/2009/03/screenshot_lowpoly.pnghttp://gameartist.nl/wp-content/uploads/2009/03/mailbox_finished.png
http://gameartist.nl/wp-content/uploads/2009/03/screenshot_highpoly.png
doing these in less than 2 hours each, so really messy as you can see. Want to get faster so it's nice practice.
Love the rim lighting on the post. Missing the best part though, it adds just enough character to matter.
osman
03-08-2009, 04:09 PM
woops, forgot to export it lol, thanks for pointing it out.
Marshal Banana
03-08-2009, 08:10 PM
Braids aren't that good. Anyone have any methods?
http://i93.photobucket.com/albums/l43/Marshal_banana/vikepike2.jpg
warriah
03-08-2009, 10:33 PM
Medestruit: nice floor
small update. changed some accessories. im gona try to do a vehicle for this guy this week.
http://www.mladenjovicic.com/wip/wippo_019.jpg
tadpole3159
03-09-2009, 01:58 AM
man i love that monster your making, his skin texture is brilliant
well i finished my spitfire this is a render from unreal 3
http://img291.imageshack.us/img291/3823/spitfire2.th.jpg (http://img291.imageshack.us/my.php?image=spitfire2.jpg)
making a star wars scene for a friend next
Harry
03-09-2009, 02:18 AM
Looks like you're still having some trouble on your hard edges? Seems like you're losing detail there. Hammer, end of cylinder, etc.
Like i said, I can only assume its 'cause of my BRDF or something, because,
http://img7.imageshack.us/img7/8479/weirdg.jpg
as you can see the issue isn't apparent up close :/
Super
03-09-2009, 05:58 AM
Jus practicing
http://www.splitpoly.com/images/work/shitface.jpg
TheMadArtist
03-09-2009, 07:26 AM
Hey, nice you like pals. I hope TheMadArtist like it too. :-p
Since Iīm a 360š fan I made a gif to share, hope you donīt mind the Aboboīs flood. :-p
shotgun: thx for the advice man. Iīve tried to "enlarge his pelvis" a little more. :
http://amonsteria.files.wordpress.com/2009/03/lamp_abobo_360.gif
I do indeed like it! Such a cool style.
Pope Adam
03-09-2009, 12:10 PM
lots of cool stuff on this page today!
a bit more work on my robot tank factory :P
http://i189.photobucket.com/albums/z105/williafx/wip03-2.jpg
Rory_M
03-09-2009, 02:11 PM
Hey Adam, that's a great assembly line you got going there.
I'd almost like to see the camera more positioned more to the right. Where the tank would be more coming at me for more of a dramatic effect but that might cover up some of the nice details u got going in the backround.
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