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|Buddy|
04-09-2009, 01:12 AM
Super, since you seem to start off a very simple basemesh we all hope that you won't go with the Zidane look this time around!

:)

leilei
04-09-2009, 01:15 AM
this is nothing but quick face edgeloop practice (84 mins total), attempt #14. Nose is horribly squished, and the eyes are bugged out
http://leileilol.mancubus.net/models/leilei/2009/ut3face.jpg

SHEPEIRO
04-09-2009, 05:16 AM
http://www.mentalwarp.com/~moob/show/polycount/softSelfShadow.jpg

Self soft shadowing is a biiiiitch

looking nice, is that parrelexed aswell or are all the nodules at a weird angle? ive never got parrelex to look that good on techy stuff

Wahlgren
04-09-2009, 06:07 AM
Found a helmet lurking about on my computer so i decided to do a quick texture test and use it to test out the xoliul-shader , light setups and making metal quickly. Will throw it into the environment i was working on just as filler content. Guess i put 30 min or so into it.


http://dl.getdropbox.com/u/469564/Helmet.jpg

Brice Vandemoortele
04-09-2009, 06:09 AM
Hi there :)
It's a modification of my fake brdf shader, which supports relief mapping. I think the distortion on the left side might be a bug (depth bias issue?). This kind of very regular and strong pattern might also emphasis the flaws of the technique :) here I'm only displaying an AO baking with no diffuse contribution: the light has no influence except the self shading multiplied on top.
The last released version already has shadows, but they're harsh and might display artifacts, but at the same time they look more accurate.
Here's the old version with and without. I'm using a rock pattern sculpted in mudbox and tiled, with normal and displace.

http://www.mentalwarp.com/~moob/show/polycount/shadowNoShadow_RockTile.gif

carlo_c
04-09-2009, 06:23 AM
Working on this car, first test bake straight from xnormal. Looks better than i was expecting lol only has an AO and normal map, i love xnormal!


http://blog.carlocarfora.co.uk/sketchbook/car_wip.jpg

Renaud Galand
04-09-2009, 07:00 AM
looking awesome Brice !

JasonLavoie
04-09-2009, 07:20 AM
Damn that is sick brice!

Andreas
04-09-2009, 09:10 AM
That looks great Brice.

And that bake also looks sweet Carlos!

EarthQuake
04-09-2009, 09:33 AM
Hi there :)
It's a modification of my fake brdf shader, which supports relief mapping. I think the distortion on the left side might be a bug (depth bias issue?). This kind of very regular and strong pattern might also emphasis the flaws of the technique :) here I'm only displaying an AO baking with no diffuse contribution: the light has no influence except the self shading multiplied on top.
The last released version already has shadows, but they're harsh and might display artifacts, but at the same time they look more accurate.
Here's the old version with and without. I'm using a rock pattern sculpted in mudbox and tiled, with normal and displace.

http://www.mentalwarp.com/%7Emoob/show/polycount/shadowNoShadow_RockTile.gif

This gets me *rock hard*.

morte
04-09-2009, 09:37 AM
A little redesign of mr. incredible:
http://img258.imageshack.us/img258/3455/70435955.png

xysdf
04-09-2009, 10:33 AM
Strong forms - wow, really nice morte! Its maybe just my eye but i think proportionwise the deltoid could work nicer if its a bit bigger, thinking about starting a bit earlier on the shoulder... well not sure though, looks sweet anyway, but maybe you can give it a try

Thegodzero
04-09-2009, 11:28 AM
This gets me *rock hard*.

Id like to second that!

Skizot
04-09-2009, 11:49 AM
http://i41.tinypic.com/2ezl16q.jpg
ASTEROID!

cg_xiaoqiang
04-10-2009, 12:00 AM
new sketch ,still WIP
http://img156.imageshack.us/img156/8875/msn2.jpg

rawrsie
04-10-2009, 02:54 AM
working on a game res scene from ff9, here's where it's at.

http://i58.photobucket.com/albums/g243/rawrsie/street_02.jpg
http://i58.photobucket.com/albums/g243/rawrsie/texture_01.jpg

Slainean
04-10-2009, 03:25 AM
cg_xiaoqiang - Based on the mole, I'm guessing that's Obama? Most of the caricatures I've seen give him (political cartoons) with a big toothy grin and a long face. Anyhow, looks good even at a low sculpt resolution!

rooster
04-10-2009, 03:35 AM
fantastic brice!

kodde
04-10-2009, 08:03 AM
Looking sweet Brice.

Spacey
04-10-2009, 01:26 PM
oy, it's been a while...

http://i4.photobucket.com/albums/y121/wootmonkey/Art/airman_wip03.jpg

Andreas
04-10-2009, 02:55 PM
Looking great Morte. He seems a little old though.

Rawrsie, I recognise it! Great job, really want to see this one finished! :D

ae.
04-10-2009, 04:34 PM
http://img.photobucket.com/albums/v92/armanguy/SFwip9.jpg

urgaffel
04-10-2009, 08:03 PM
A bit more modeling done... Using a lot of instancing for now, drain pipes is just one 2m segment that is copied and rotated, same thing with windows and doors (2 versions, scalled, rotated and copied around).

http://www.urgaffel.com/images/alley/alleyscene_0009.jpg

Skeptical Nate
04-10-2009, 10:17 PM
nice one urgaffel I really like the first and second render.

seforin
04-11-2009, 01:56 AM
worked on the mech some more, my goal is to finish him (atleast to the point of texturing completely) by the weekend

polyhertz helped a ton with the understanding of how the arms would work, still need to fix things with the arm socket area and figure out how the hands would fit, and finish his back and head

but progress none the less!

http://seforin.com/misc/IrMechy.jpg

(mind you this is the UNDER body of the robot still need to add his plating on top of this)

kjell
04-11-2009, 04:25 AM
wow dude, that robot looks impressive

Kaskad
04-11-2009, 01:13 PM
Tiling floor texture, 1024

http://img22.imageshack.us/img22/4532/floor2v.jpg

coop510
04-11-2009, 01:14 PM
Morte, needs more Craig T Nelson!
But really, it looks great!

Here's the finished geometry for that project for school I was working on..
On to UV mapping!
http://i5.photobucket.com/albums/y169/coop510/mickpic3.jpg
http://i5.photobucket.com/albums/y169/coop510/mickpic2.jpg
http://i5.photobucket.com/albums/y169/coop510/mickpic1.jpg

Ruz
04-11-2009, 04:15 PM
http://www.mikerusby.com/images/guard5.jpg

been working on the arms. more refining to do yet

urgaffel - nice so far

Skizot
04-11-2009, 04:37 PM
http://i39.tinypic.com/2rrks93.jpg
a unmanned drone for a yet unnamed game.
i have yet to texture it and am having fun modeling.

arlrex
04-12-2009, 12:16 AM
Update on my current project. Made it less dark as well as adding a crest to the helmet as suggested by a classmate and changed the camera angle. Next to do is do some fixes tot he pillars as well as finish the door way and make the door.

http://fc00.deviantart.com/fs43/i/2009/101/7/1/Crusader_Room_by_arlrex.jpg

morte
04-12-2009, 01:17 AM
xysdf, Blenderhead, coop510 - thanks, guys!
Ruz-Love it! The only crit- his wrist looks a bit odd.

Texture is still wip, i just putted it in toolbag for fun:
http://img529.imageshack.us/img529/4452/realtime2.png
Cheers!

seforin
04-12-2009, 01:30 AM
damn I hate to post after you morte, my work dosent seem anywhere near as cool!

Rock on Cant wait to see the next phazes of the texturing!

anyway

progress on my bot, all thats left are his hands and his armor plating and then all low poly time!

http://seforin.com/misc/tired_mech.jpg

katana
04-12-2009, 03:53 AM
Morte : That's one great rendition.

SHEPEIRO
04-12-2009, 04:39 AM
urgaffel- nice looking,
spacey- dont know what it is but i loike it

StJoris
04-12-2009, 07:01 AM
Spacey, always good to see you post some awesomeness, should do more often imo.
morte very interesting :)

hehe wip of a hammer coming up
http://dl.getdropbox.com/u/443282/progress2.jpg
having some probs with spec maps, any links to obvious basics?

Brice Vandemoortele
04-12-2009, 09:48 AM
looking good StJoris, :)
you should start with a regular ao, emphasis high frequency details of your material and be very cautious with darker tones, as specular is additive and will often kill the depth of your shape by highlighting holes. there's no real secret, i think there's a lot of good references of spec maps around. You'll need to be subtle to keep that nice stylized look tough :)
What's with the seam? is that only diffuse?


@
'looking awesome Brice !'
'That looks great Brice.'
'Damn that is sick brice!'
'Id like to second that!'

Well, Thanks guys but... didn't you knew that this shader has been available in Technical Talk for about 6 months??? hehe
My advertising method might be wrong ^^
Anyway, i quickly hacked relief mapping into another multi-lamp shader (for maximum inefficiency!). It's going to be part of a package of shader that share the same lighting system (soonish)

http://www.mentalwarp.com/~moob/show/polycount/hardSelfShadowML.jpg

I've been sooo lazy, i really need to clean this up and ship it :)
cheers

Tumerboy
04-12-2009, 10:23 AM
slick.

JasonLavoie
04-12-2009, 10:36 AM
Damn Ruz... damn :P

Love your style!

orionburcham
04-12-2009, 12:02 PM
redacted.

orion
04-12-2009, 12:24 PM
http://dl.getdropbox.com/u/881566/table1_low2.jpg
first pass projection work, no texture work.

KikiAlex
04-12-2009, 12:27 PM
http://img7.imageshack.us/img7/1050/ran1.jpg (http://img7.imageshack.us/my.php?image=ran1.jpg)

Ruz
04-12-2009, 02:13 PM
cheers jason, morte - should finish it tomorrow

coming along nice morte, but the silhouette seems to have gone a little flat

arlrex - thats just waaaay too big man - takes too long to scroll to see it and the textures seem

quite low res anyway

Andreas
04-12-2009, 03:47 PM
Maybe try giving him some arm hair Ruz. Cause he's quite hairy on the face...just looks like he waxes his arms or something lol.

ae.
04-12-2009, 04:29 PM
http://img.photobucket.com/albums/v92/armanguy/SFwip10.jpg

ae.
04-12-2009, 05:18 PM
tweaked the texture and threw it ingame in ut3:

http://img.photobucket.com/albums/v92/armanguy/SFwip11.jpg

Ruz
04-12-2009, 05:36 PM
Blenderhead - yes, he has arm hair on a separate layer. still working on that along with veins

ae - seems the in game version is losing some of the strength in the normal map.

looks good still though

whats_true
04-12-2009, 05:41 PM
Why pull a Barbra Walters and make it soo...fuzzzy? Are you hiding something beneath that blurred vision? Tone it down mate.

Were does the water go btw? Does it over flow out of the fountain?

PixelMasher
04-12-2009, 05:42 PM
Morte: thats looking great man, the hands are looking like they lack a lil definition but overall it looks sweet.

AE: haha you gotta get past the bloom man :P the texture looks really monoton and lacks color variation and seems kinda blurry, how is it unwrapped? I would make a tiling section for the sides if you havent, so you get a sharper texture res as right now he trim and side have noticable different texel res.

also, the normals are not showing up really, maybe refine the r and g levels in pshop to get the most outta the range. some specular variation could help spice it up a bit too.overall it looks good but could use a few more hours work I think.

ae.
04-12-2009, 05:50 PM
I love the bloom!

ill sort those issues out thanks guys :)

Ruz
04-12-2009, 08:17 PM
http://www.mikerusby.com/images/back.jpg
working on the back now

messing with bryces shader which i really like

arlrex
04-13-2009, 12:25 AM
Wrong image path. The textures are all 512s, some have multiple models on them. Will be reworking some of them soon, but first I need to get the door for the room done since the teacher wants to see different stuff.

pior
04-13-2009, 03:57 AM
Having some paintover fun, 3D to 2D. Gotta love working that way! Dusting out the Intuos2 too, definitely the best wacom ever.

http://img.photobucket.com/albums/v242/pior_ubb/pior_aviatricerepaint001cropsmall.jpg

Jaco
04-13-2009, 04:06 AM
That's awesome pior

morte
04-13-2009, 04:48 AM
Pior- really awesome!
Been in your gallery, now i feel bad... Totaly kick ass style, on of the best galleries i ever been to!
A few poses, whichs the best?(the last one came out a bit odd, must fix it.)
http://img24.imageshack.us/img24/3739/posesstrap.jpg

Andreas
04-13-2009, 05:28 AM
Arm stance of four with leg stance of two should look nice.

Pior, thats awesome, great forms, really well done.

Renaud Galand
04-13-2009, 08:23 AM
way to go Pior :D

ScoobyDoofus
04-13-2009, 08:52 AM
Hot shit Pior. Your specular highlights always look especially awesome & candy-like.

ArtsyFartsy
04-13-2009, 08:55 AM
Brice: Dang it! just as I was getting this normal mapping thing down, now I got to deal with relief mapping and whatever other kind of nonsense you'll come up with. Oy, it never ends.

Seforin: That's a great design but the silhouette may not adapt well to normal mapping. Might need to close the shapes in a bit.

ae. It's almost there. The overall proportions are very nice. You seem to be losing a lot of the normal map detail. Is there even a normal map applied to your latest render? Texture still needs some selective detail. Places hit by water should be clean and smooth, whereas the other areas dirty and with cracks. Unless the fountain is abandoned in which case it can look however you want.

vexator
04-13-2009, 09:42 AM
I'm still pretty new at this, suggestions and advice are welcome!

http://vexator.bplaced.net/wall_01.jpg

http://vexator.bplaced.net/prop_01.jpg

Mechadus
04-13-2009, 10:36 AM
Ive been practicing like mad. There is a ton of stuff wrong with this model, but I feel like its at least worth showing. Ill probably start a thread for this once I get the textures quite a bit farther. Would love to hear any comments in the mean time tho ~8 hours so far - 9000 triangles.

-N

http://nicholaikropat.com/NIXPIX/KROPAT_SLAB_WIP1.jpg

Andreas
04-13-2009, 12:58 PM
That looks hot Nicholai, reminds me of a part of a multiplayer level in Killzone 2.

orionburcham
04-13-2009, 07:11 PM
No texture work, just a first-pass bake so far on these.
There are some stretching problems with the laptop, but I'm hoping to fix some of them post-bake.

http://dl.getdropbox.com/u/881566/table1_low2.jpg

http://dl.getdropbox.com/u/881566/lappy_low1.jpg

:)

seforin
04-13-2009, 11:13 PM
near done with the high poly finishing up the armor and the hands and then building all the bakes and then fun time with animation and shaders :)

http://seforin.com/misc/mrmechy.jpg

Valandar
04-13-2009, 11:38 PM
As noted in my thread, below, I decided to try to sculpt something from scratch in ZBrush using ZSpheres:

http://artzone.daz3d.com/azfiles/gallery/ki/ar/j46x9gd5o5difzbw3fiijaxx2ryv44-full.jpg

Still just shaping in the masses... gotta finish the hands and forearm, plus fix some of the musculature in the thigh.

mat
04-14-2009, 06:45 AM
blown away by the impressive posts by everyone in the last few pages, hopefully can add to the collection too.
little ninja turtles remake, think i started it around the same time as comicon last year but lost steam on it then however....

http://img216.imageshack.us/img216/6499/turtlepowa1.gif
normals test

Mechadus
04-14-2009, 07:20 AM
No texture work, just a first-pass bake so far on these.
There are some stretching problems with the laptop, but I'm hoping to fix some of them post-bake.
:)

Nice work man - Your hp meshes must be really sweet - Id love to see some low poly meshes too!

-N

ghost-d
04-14-2009, 07:23 AM
mat - woooow!!! you just gotta love it. how lowpoly is that? any wires?

morte
04-14-2009, 07:35 AM
mat- love it! Very cool! Scales could be more subtle, but its only a personal feel.

Ruz
04-14-2009, 07:40 AM
seforin, all the edges seem very sharp.
perhaps bevel them bigger to catch more light on the edges.

everything looks a bit thin right now

mat thats scary but good

Tumerboy
04-14-2009, 07:41 AM
LOL nice Ninja Turtle! His head and torso are great.

His arms and legs feel a little too human considering how "turtle" his body & head are. It kind of feels like you took a turtle, pulled his legs off, and shoved the legs of a human back on.

I think the scalyness seems weird too? Maybe that's simply due to the previous point, but something is off.

Rokkx
04-14-2009, 10:11 AM
That really is creepy mat, but in a good way lol :thumbup:
a LP version of it would be awsome to see

Kevin Johnstone
04-14-2009, 10:15 AM
Great work Nikolai. The thin top crust really helps sell the grout and worn away sections underneath, its also a great scene as a whole, the way it falls feel naturalistic too.

You could probably get a lot of reuse out of the set once it is lowpolyed and processed by path deforming or bending and FFDing the thing so you could create upturned versions.

mat
04-14-2009, 10:26 AM
ghost-d - very kind of you, turtles all the way :D also you asked about the polycount. its sitting at 5.3K tris atm with a 2048^2 map will most liekly be around 6K when extra pieces are all added in but heres a wireframe for you
http://img16.imageshack.us/img16/8550/turtlepowawires.gif
morte - thanks very much. about the scales i guess they do look a tad standoutish most of the time it ends up being the opposite way for me...
ruz - thanks dude. glad i could scare someone, always a heartwarming feeling :)
tumerboy - ta for your c&c. the reason i went with quite humanistic arms and legs is primarily not to have too much distance from that of the original design and they are mutated, plus was using reference of a crazy funky turtle. cant remember what it was called but it had the scales running all down its legs and 5 meaty finger claws thought it looked cool so used it to make him.
you do make a good point though cheers for your input :)

also sorry for spamming but just like to add a little deviation aswell
this was an old bust i sculpted of emperor zombie from "the amazing screw on head" my fav character from it. this is a 3d print that i just got a picture of and i was speechless when i saw it was like <3. it was doen by the guys at www.protodemon.com they are quality +++ and great to deal with. the photo was taken with owners camera phone as he wanted to send a quick pic so thats why its lowish quality. cant wait to see this baby in person
http://img23.imageshack.us/img23/9886/emperorzombie.jpg

Mechadus
04-14-2009, 10:46 AM
@ Blenderhead - thanks! I really gotta play that game at some point, you arent the first person who has told me it looks like it comes from GOW. Ive got to finish this DeadSpace obsession of mine first :P

@ Kevin Johnstone - Thanks a ton - I really appreciate that coming from somebody of your skill level! This is my first real low poly environment piece, but I plan on doing a bunch more to get my porfolio where it needs to be if Im ever going to get a game job. Thats a great idea about recycling it with an FFD.

Thegodzero
04-14-2009, 11:30 AM
Mat i would totally buy that if it was painted!

Pope Adam
04-14-2009, 12:10 PM
Good stuffs here as always - Mechadus - I really like whaty ou have so far - anxious to see more textures :P

I'm working on an old soviet train... still hashing out the doorway.
http://i189.photobucket.com/albums/z105/williafx/trainrender01copy.jpg

MoP
04-14-2009, 03:17 PM
So, uh, I was up at my parents' house over the weekend, and dug up some really old backup CDs.

I thought most of this stuff was lost forever... this is 8 years old now.
http://www.greveson.co.uk/dump/glad.jpg

I also found SDKs for pretty much every Q3 model and thereafter:


Aerites (vahl)
Bloodseeker (can't remember who did that one, a robot thing)
Cinder (malengine and/or poopinmymouth)
Capt. Koollight (pior)
Koopid (pesti, I think?)
Mhaul (malengine, if I remember right)
Mole (Gwot/HyPer)
Da Jinga (pior)
Samjai (SkullboX)
Skater (vahl, I think)
Strik (SouL/Crash?)
Beast (nutsy/Harlequin, if I remember right)

Maybe I should make a "retro SDK" thread. I also found some really, really old projects (like from when I was 15-16) and kinda want to have a crack at re-working them, and seeing the difference.

moose
04-14-2009, 03:23 PM
oh man, mop, lol - i have all those sdks too. i found them the other day. Nearly all of them have 1/2 made skins, with the exception of Pior's kickboxer dude. I vote for an oldschool sdk thread, would bring back memories :)

and mat, that print is really freakin awesome! how big is it?

Tumerboy
04-14-2009, 04:06 PM
Hey Mat, no worries.

I think exaggerated scales on the legs and arms could be good, but there's something weird with them now. Maybe what it is, is that yours look like snake scales with the scales very merged into the flesh, whereas turtles tend to have very wrinkled, leathery skin (like elephants), with scales on top.

http://frog14.myweb.uga.edu/Gopher%20Tortoise.JPG
http://www.vivapets.com/upload/Image/tortoise.jpg

As for the appendage proportions, I think the length and articulation is fine. I just think it would look cool if you beefed them out like tortoise legs:

http://static.howstuffworks.com/gif/willow/turtle-info5.gif
http://courses.washington.edu/vertebra/452/photos/diapsids/tortoise_foot.jpg


And with less-humany hands/feet.

MoP
04-14-2009, 04:17 PM
moose, heh, one of the best finds was my model of your "Blump" concept ... I always loved that guy, but back then I didn't have the skill to do him justice. I have all the old models and textures lying around here, do you still have the concept you did? I wanted to have another crack at it once DomWar is over!

ironbearxl
04-14-2009, 06:00 PM
gyromite smick, 1818 tris, still wip:

http://i84.photobucket.com/albums/k30/ironbearxl/smick_lp_01.jpg

Pope Adam
04-14-2009, 08:48 PM
fixed my door and felt the need to update lewl
http://i189.photobucket.com/albums/z105/williafx/trainrender05copy.jpg

Tillman
04-14-2009, 09:30 PM
A little update on a character im working on, in the rigging stages....

http://i445.photobucket.com/albums/qq177/serversushi/Huh.jpg?t=1239769725

Tumerboy
04-14-2009, 10:10 PM
Hey Pope that's lookin sweet!

The cattle guard is a little weird right now though.

Pope Adam
04-14-2009, 10:51 PM
aye Nick, it's kinda janky right now. I'll be attacking it tomorrow morning using some more photo reference...

got a little pinchy and long and blobby toward he end... i just gotta redo it now. If I make it right next time it'll really sell it i hope! :P

cheers

HAL
04-15-2009, 12:53 AM
Stuff I'm working on, needs a little fixing here and there and that's it

e:/ btw the concept is from that strange first final fantasy movie

http://i193.photobucket.com/albums/z106/SoullanceHAL/almostdone.jpg

Ruz
04-15-2009, 04:58 AM
http://www.mikerusby.com/images/guardpose.jpg

http://www.mikerusby.com/images/eyes1.jpg



Getting closer to the right look now, just debating what accessories to leave out/include

Tillman - looks nice and clean. good so far

cute ironbearxl - reminds me of th maya free sample rigged bird from years ago

Wahlgren
04-15-2009, 05:25 AM
Looks good ruz but I dont know. Maybe uping the contrast/brightness a bit on the uniform? It´s a bit hard to see the details.

It´s probably just my monitor.

StJoris
04-15-2009, 05:31 AM
Good going indeed Ruz, going out on a limb by saying he's too wide. Like you stretched him horizontally. Fix that and he's good to go.

ImSlightlyBored
04-15-2009, 05:38 AM
Two props for a project I'm working on
both made within an hour, need to do diffuse and specular maps still and a little more work on their shaders. They are both large store signs, the ice cream cone is lit from inside so thats why it's yellower (done a first pass shader.)

screenshots realtime no photoshop : D

http://medicinal-waste.co.uk/props.jpg
can't wait to show off the scene properly but theres a bit more work and decorating to be done

Andreas
04-15-2009, 06:11 AM
Wow that is some nice shader work!

Mechadus
04-15-2009, 06:56 AM
@ PopeAdam-

Very nice man, and thanks for the compliment - Your stuff is getting good fast! Thats a great model of your train car - I sort of agree that the cow catcher is a little odd, but thats a tough shape to get right. Overall I love the proportions and details. That model is very much the style I want to use for the cab of that steam truck Im working on. Rock on

-N

dur23
04-15-2009, 11:28 AM
So, uh, I was up at my parents' house over the weekend, and dug up some really old backup CDs.

I thought most of this stuff was lost forever... this is 8 years old now.


I also found SDKs for pretty much every Q3 model and thereafter:


Aerites (vahl)
Bloodseeker (can't remember who did that one, a robot thing)
Cinder (malengine and/or poopinmymouth)
Capt. Koollight (pior)
Koopid (pesti, I think?)
Mhaul (malengine, if I remember right)
Mole (Gwot/HyPer)
Da Jinga (pior)
Samjai (SkullboX)
Skater (vahl, I think)
Strik (SouL/Crash?)
Beast (nutsy/Harlequin, if I remember right)

Maybe I should make a "retro SDK" thread. I also found some really, really old projects (like from when I was 15-16) and kinda want to have a crack at re-working them, and seeing the difference.

RETRO SDK YUS!PLZ!

Tillman
04-15-2009, 11:28 AM
hey Ruz are you using a mixture of handpainted and photo referance?

Mechadus
04-15-2009, 12:30 PM
@ Ruz- Thats creepy dude, I think that guy wrote me a speeding ticket last year... Looks scary much like a highway patrol guy down here in Florida!

Awesome work either way tho. My only comment would be that some sort of backpack would make him look a little more balenced IMHO. Everything you have there is top-notch, but I think adding some more packs could make the shilouette look more interesting.

-N

Ruz
04-15-2009, 12:51 PM
Notorious P.I.G -it looks dark on my monitor, but not pitch black. i will test my gamma settings.

StJoris - thats because I stupidly rendered it from the spotlight view, he is not actually that

wide.

Tilman, that all hand painted, with a few pattern overlays, but no photos

mechadus, he was meant to look a bit nasty, pleased he turned out that way:)

I am still debating about the packs - he should have a few more, but still mulling over which

direction to take on them. Might give him a gun also

cool shader work - ImSlightlyBored

started a new head tonight

http://www.mikerusby.com/images/head2.jpg

osman
04-15-2009, 03:42 PM
I know, a small update, but this is the new window. I'm still playing around with the position of it. And yeah the moss is temp, just playing around.
http://gameartist.nl/wp-content/uploads/2009/04/261.png

Pope Adam
04-15-2009, 05:00 PM
lookin sharp OZ, i dig the way you've done the window so far :P

Tillman
04-15-2009, 05:12 PM
Tilman, that all hand painted, with a few pattern overlays, but no photos

Ruz.........very nice.

Tillman - looks nice and clean. good so far

Thanks Ruz

seforin
04-15-2009, 07:31 PM
did this for a little test , hoping to hear back *Fingers crossed*

no more then 200 tris, 1 256 sheet , all hand painted (required)

http://seforin.com/misc/final_chest.jpg

Tumerboy
04-15-2009, 08:56 PM
That's awesome Remi!

vahl
04-15-2009, 10:03 PM
Mop : aaah memories... I came across a texture I made for one of your SDK's back in the days think that was for a 24 hours skin challenge or something like that haha
Ruz :cool stuff man !
_Oz : cool, looks like there's a lot of fog going on there, or high gamma, may be my laptop's screen tho...

guess I'm pretty much done with the high, unless there's something really fishy
http://wip.artbyvahl.com/UdonDStribute/donrender.jpg

Rens
04-15-2009, 11:18 PM
Looking good Vahl!

these points really stick out atm

- the muscle structure from his elbow and down is quite extreem
- he is missing nipples
- the toes are too cylinderical

Vrav
04-15-2009, 11:36 PM
Ey seforin, I'm seeing a lot of improvements in your texturing. The chest is very cool and I remember those old cars you posted looking great as well. Do keep it up!

HellMark
04-16-2009, 12:41 AM
Small WIP update on the chaos shield from Warhammer Online that I'm using to learn high poly and Zbrush.

http://i734.photobucket.com/albums/ww341/HellMark7/WARChaosShieldWIPRender01.jpg

WIP thread - http://boards.polycount.net/showthread.php?p=931878#post931878

Tumerboy
04-16-2009, 06:58 AM
looks good Mark!

kio
04-16-2009, 03:10 PM
http://i289.photobucket.com/albums/ll213/ki_oku/tauwau.jpg

doh awsum ropes ...

Okt
04-16-2009, 03:17 PM
I would assume the single strand is tiled, however for the coiled bits, are they using a unique normal/diffuse? Did you organize out a high, build your shell and bake out to that for those parts?

Very awsum indeed.

Ruz
04-16-2009, 05:27 PM
nice vahl, looking forward to the texture

looks a bit ropey kio :)

multivac
04-16-2009, 05:42 PM
http://img18.imageshack.us/img18/6921/rocksz.jpg (http://img18.imageshack.us/my.php?image=rocksz.jpg)


My first normalmapped assets ever - a buncha rocks! (i'm proud):)
Each uses a normal map with AO in alpha slot.
They don't have unique diffuse maps,I blend moss and rock texture using AO in a shader to simulate moss growing in crevices,can be used to dynamically "grow" it too.

SHEPEIRO
04-16-2009, 06:12 PM
a little sculpting and lighting work for something im playing with, need to redo the metaly bits

http://i30.photobucket.com/albums/c346/Shepeiro/fin1.jpg

Steakhouse
04-16-2009, 06:25 PM
Sweet lava rock. Or is that wraith bone?

Mechadus
04-16-2009, 07:55 PM
@ Kio -

Nice man - did you bake that off a high-poly, or is it a clever texture? Im doing something similar and would love to know your process :)

-N

Mechadus
04-16-2009, 10:11 PM
I finally slapped some textures on my slab thingi. yay. Texturing is very difficult for me, so Id appreciate any crits!

Top two views are from max viewport, and the bottom is a quicky scanline render.. The yellow glow is from a Bum-Fire ;)

-N

http://nicholaikropat.com/NIXPIX/KROPAT_SLAB_WIP2.jpg

kio
04-17-2009, 12:27 AM
@mechadus, okt - yeah its like okt guessed, its a 512x256 with 4 unique parts and a tiling stripe for "as long as you want to" ropes. the high is basicly just a spline with a tiled rope normalmap which is then baked as a whole to the low polygon object, check out xnormal with the bake basetexture option (maybe max with a normalmap bump material works okay too, im a bit pissed at max for baking so i tried this one with xnormal) - quite easy but took way longer for me to figure out how to do it :D

Neox
04-17-2009, 12:32 AM
but now you can bake ropes as long as you want them, to beeeeeeee!!!111

jubba
04-17-2009, 10:32 AM
found i concept of urban police in internet here what i have so far tell me if my topology is correct on face plzz.
http://i621.photobucket.com/albums/tt295/jubba_2009/front.jpg

http://i621.photobucket.com/albums/tt295/jubba_2009/side.jpg

ImSlightlyBored
04-17-2009, 10:51 AM
heavy wip but whatever
needs diffuse and spec loving and more props adding as well as polish
and lighting
argh
http://medicinal-waste.co.uk/cLAND.jpg

running in UE3 no additional post

Pope Adam
04-17-2009, 11:00 AM
Ah, nice to see the ice cream cones in action! Cool shader ImSlightlyBored :P

Mechadus - iz nice! i like!

Shep - Cool! What the hell is it? (nice lighting :P )

Neox
04-17-2009, 11:15 AM
very nice and interesting imslightlybored, can you say a little more about the project? what is post and what is texture for instance?

acapulco
04-17-2009, 11:46 AM
This is really cool SlightlyBored! Keep it up!

Spacey
04-17-2009, 01:12 PM
I fucking love this thread. Nice stuff everyone <3

Mechadus: All the detail is nice, but it gets lost and turns into one big busy blob. You can alleviate this some by breaking things up. For instance (http://i4.photobucket.com/albums/y121/wootmonkey/Mechadus_heap.jpg), making the sides of the broken bits darker than the tops. Makes it more readable.

SlightlyBored: Great style, dude!



Just some progress...

http://i4.photobucket.com/albums/y121/wootmonkey/Art/bluebomber_wip02.jpg

Steakhouse
04-17-2009, 01:43 PM
I thought that was air man when you posted earlier. Very fun takes on the designs.

JasonLavoie
04-17-2009, 01:49 PM
Damn alex, you are prob one of my fav environment artists out there buddy! Awesome style, I love how the tree bark reads, would love to see some mroe breakdown shots, even how you have setup your materials etc.

Looks fun :)

Mechadus
04-17-2009, 02:09 PM
@ kio - Thanks for the breakdown! Very helpfull!

@ Spacey - I agree with you that it all blends together too much - Im definitely going to work on that for my next model.

@ ImSlightlyBored - thats amazing work - I love stylized 3d, and that image you posted is very nice. Looks like thats going to be a very fun scene to light.

-N

raiskul
04-17-2009, 03:55 PM
so after searching and not finding any reference images that I like I decided to draw some my self and here they are...use them if you like

http://i690.photobucket.com/albums/vv267/raiskul/th_human_male_reference_back.jpg (http://s690.photobucket.com/albums/vv267/raiskul/?action=view&current=human_male_reference_back.jpg)http://i690.photobucket.com/albums/vv267/raiskul/th_human_male_reference_front.jpg (http://s690.photobucket.com/albums/vv267/raiskul/?action=view&current=human_male_reference_front.jpg)http://i690.photobucket.com/albums/vv267/raiskul/th_human_male_reference_side.jpg (http://s690.photobucket.com/albums/vv267/raiskul/?action=view&current=human_male_reference_side.jpg)

Davision3D
04-17-2009, 04:39 PM
@ ImSlightlyBored
Awesome!
It really looks like it could be a inked and colorized comic panel! :) That "inky" bark structure adds a lot to it.

Mechadus
04-17-2009, 05:51 PM
STEREO!!!!!!!

http://nicholaikropat.com/NIXPIX/Kropat_STEREO.jpg

Got bored and this came out of my brain space

...meh

-N

Andreas
04-17-2009, 06:07 PM
http://medicinal-waste.co.uk/cLAND.jpg



Why do the games I play not look like this WAAAAAAAAAAAAAAAAAAAAHHH!

Gorgeous, amazing, etc. Please make a mod or something.

HellMark
04-17-2009, 06:36 PM
I'mSlightlyBored - Quick go work on the new Alice game! :) This style would be awesome for that.

Mechadus - Awesome! Was totally thinking Brutal Legend and the wall of amps that was briefly shown on the Jace Hall show.

Updates on my WAR shield...

http://i734.photobucket.com/albums/ww341/HellMark7/WARChaosShieldWIPRender27.jpg

Thread - http://boards.polycount.net/showthread.php?t=62503

orionburcham
04-17-2009, 09:18 PM
Really impressed by all the natural scenes on here today.

Here's my bit, still wip-

http://dl.getdropbox.com/u/881566/tacklebox_low2.jpg

http://dl.getdropbox.com/u/881566/tacklebox_low1.jpg

O

MoP
04-18-2009, 02:18 AM
orionburcham: Cool!
But you've got a lot of dodgy normal map issues on the top of that large case, and on those grey cases. Is that Max's viewport? You might want to either try a different baker (xnormal) or maybe a different shader if you're not already using a custom one. In my experience Max's baking and normalmap display is pretty weak.

ImSlightlyBored
04-18-2009, 05:58 AM
@Neox, Jason;
http://boards.polycount.net/showpost.php?p=933239&postcount=22
I have put a long post in my sketchbook to avoid clogging this thread, it has more images on the set up and sort of stuff that's gone in it, thought process etc
I have included a sample diffuse texture. Alot of it is hand-drawn, mixed with normal texturing techniques (this is because, I need the art in it to be malleable, and perhaps used outside of one style...)

@Pope Adam, Acapulco, Spacey;
Cheers guys! It is really good to get positive feedback on this, because it has been looking pretty bad for a while. Or, not good. I have been working pretty blind, not knowing if it was going to come together. The general census at work is that it's nice now (though before when I was working on it.. mixed views)

@Mechadus (http://boards.polycount.net/member.php?u=21835);
cheers man! not sure how easy it is to light, I have to keep tweaking my uber PP because there might be some colours I want to let back in. I really like the idea of spot colour here and there to draw the eye. I currently have a red/green harmony going on, because I've not seen it too frequently and thought it might be a nice scheme. But some nice pools of different colours might really help. Do you have any lighting ideas so far? I definitely need to layer the lights, to make the building pop more.

@Davision3D (http://boards.polycount.net/member.php?u=18172)
thanks man! that is mostly what I want to hear, that it could be seen as an inky 2D piece, or feel more illustrative. Also good to hear feedback on the trees, because I am a little unsure on them.

@HellMark (http://boards.polycount.net/member.php?u=13868);
again, thats great man, because I really want it to feel like a fairy tale sort of feel (it's a set up for Hansel and Gretel...) so luckily, I seem to have achieved that? My lead env artist, and another artist at work, have also said it feels like alice in wonderland/fairy tales.

@Blenderhead (http://boards.polycount.net/member.php?u=25199)
cheers man!
its quite mad to have marcus fenix running around inside this. But I built it at a massive scale, so its like 'honey I shrunk the gears'! It's not too optimised either, as it's intended for cinematic sort of purposes (no gameplay) so my package size is almost as big as my johnson. Almost.

Mechadus
04-18-2009, 07:46 AM
@ ImSlightlyBored - Love what you have going on so far. Red and green lighting is awesome when done well, but its very hard to get right imo. The problem I always have when trying to use red and green is that the colors dont blend too well if you have overlapping edges of your spot cones... It usually ends up looking mustardy yellow at best, so I try to keep the colors seporated and stick a white or light blue omni between the cones to blend the 2 spots smoothly.... If that makes any sense... I havent tried lighting in Unreal yet, so I dont know how easy that is.

If I was to play with the lighting, Id love to drop a nice soft moonlight behind the house, and stay with the nice green and reds you have going on now. The moon could be a 'rim light' that could put some soft dark blue/purple highlights on the back faces of your trees, and a big full moon behind the trees with a dark sky could help shilouette the house and up the spooOoooky factor nicely :) Some intense reds around the bottom of the house could break the middle ground away from the foreground. The green lights in your foreground are great - I think it frames out the foreground well. Since what you have is so styalized already I think you can really get away with pushing some crazy lighting!

Those are just my ideas tho... You have an awesome start on this and I cant wait to see more :)

-N

orionburcham
04-18-2009, 09:18 AM
Thanks MoP, fixed those normals up this morn. Everything's going into Unreal pretty soon, but those are lowly max shots for now. However, max '10 seems to have improved their nm rendering quite a bit.

frubes
04-18-2009, 09:35 AM
Dont get much time outside of work to do any personal stuff so i thought i would post this quick WIP. Part of a much bigger personal project i have. This should become an engine by tomorrow if i get some more time to work on it.

http://img524.imageshack.us/img524/5651/enginetest1.jpg

Cool shader imslightlybored :)

katana
04-18-2009, 01:56 PM
Mechadus : with the angle you have on the render, I'm thinking those things are 30-40 feet high! Be cool to see a scaled down rocker jamin' out in front.

orionburcham : Nice cases...

Hellmark: love that shield.

Zwebbie
04-18-2009, 05:03 PM
Looking at the guns that Earthquake supplied with the Marmoset Toolbag got me jealous, even though I never made one before. So I made this today :) .

http://img17.imageshack.us/img17/3570/thompsonrender.jpg

seantree
04-18-2009, 05:07 PM
Why do the games I play not look like this WAAAAAAAAAAAAAAAAAAAAHHH!

Gorgeous, amazing, etc. Please make a mod or something.

I would instantly buy a title that looked like that. Shit is too good.

seforin
04-18-2009, 08:58 PM
well finished up his high poly, now all time to bake it

weeeeeeeeeeeeee

http://www.seforin.com/misc/bot_armor.jpg
http://www.seforin.com/misc/bot_noarmor.jpg

kjell
04-19-2009, 01:08 AM
Looking at the guns that Earthquake supplied with the Marmoset Toolbag got me jealous, even though I never made one before. So I made this today :) .

http://img17.imageshack.us/img17/3570/thompsonrender.jpg

that looks impressive for a 1-day job mate!

Mechadus
04-19-2009, 05:11 AM
[quote=katana;933444]Mechadus : with the angle you have on the render, I'm thinking those things are 30-40 feet high! Be cool to see a scaled down rocker jamin' out in front.

I kinda used a worms eye view, but in 3d space I modeled the speakers 12' tall ;)

-N

acapulco
04-19-2009, 07:57 AM
http://simonkopp.de/Kunst/decopillar1-2.jpg

For my next ut3 map. Lil' test.

osman
04-19-2009, 09:21 AM
Playing around with some 'bridge' designs for my splashdamage scene.
http://gameartist.nl/wp-content/uploads/2009/04/32.png

SHEPEIRO
04-19-2009, 10:27 AM
_Oz looking quite sharpe, nice model but maybe too sharpe for your scene?

osman
04-19-2009, 12:29 PM
Leave that to unreal, it tends to blur everything I put in it lol.

vladino
04-19-2009, 01:52 PM
Another island, one more to go.. the jungle

http://www.roth.sk/gallery/3d/wip/game20.jpg

Marshal Banana
04-19-2009, 02:23 PM
http://i93.photobucket.com/albums/l43/Marshal_banana/knightdudeman2.jpg

Ferg
04-19-2009, 02:35 PM
lovin it vlad!

zerafian
04-19-2009, 05:21 PM
mech: I'd be afraid to walk into a club with that set uo HA!

Some close ups would be nice...the detail keeps me looking at the scene so saying that its an appealing piece to me so far :)

{scumworks}
04-19-2009, 06:35 PM
Been working on a bow mod for TES:Oblivion, finished the highpoly today.

http://www.scumworks.com/otr/polycount/bow2.jpg

Even made ortho x'S

http://www.scumworks.com/images/2d/images/bow.jpg

kio
04-20-2009, 12:25 AM
nice planet again vladino

scumworks - cool bow, what setting is the mod settled in?


i did a tank thing for airborn
http://i289.photobucket.com/albums/ll213/ki_oku/tanks.jpg

pixelchaot
04-20-2009, 01:03 AM
hey kio really nice work!
I am very curious about the last airborn update... :)
this my ruff blockout for the asian trader...much work to do. i think the back looks a little boring at the moment?!

http://fc01.deviantart.com/fs42/f/2009/109/4/c/asian_trader_wip_by_pixelchaot.jpg

konstruct
04-20-2009, 01:16 AM
daeemn that bow design is pretty slick scum-

-not a big enough update for my dom-war thread, so I`m putting this here:
http://konstruct3d.com/DUMP/DOM_WAR/DW_10.jpg

Neox
04-20-2009, 01:42 AM
konstrukt thats great, but what is that thing on his chest, is someone going to sit there? looks just like a backrest

as it seems to be airborn time, i just worked on the colours of the scout and finished the highpoly, but as i was too lazy to update the materials in zbrush i only have a coloured version of the basemesh to show \o/

http://nonpublic.airborn-game.com/wip/neox/chars/soldiers/thin/soldat_07.jpg

@beni and daniel: keep going, love the recent works :)

Super
04-20-2009, 03:31 AM
Neox, thats bad ass.

Following through with my idea of a skateboarder kid, just about done with blocking in.

http://www.splitpoly.com/images/work/skater/skaterguy.jpg

Johny
04-20-2009, 04:35 AM
jesus neox im so in lov with that style man , clean and awesome , do you have a website for airborn ?

Andreas
04-20-2009, 05:04 AM
Scumworks that is an awesome bow! I'd love to play around with it, but unfortunately I get about 5 fps while playing oblivion on my laptop so I have it on my PS3 :D

Damn cool entry Konstruct.

Airborn is going to be the most beautiful mod ever; I don't care how long it takes to come out! :D

vladino
04-20-2009, 05:14 AM
Amazing stuff on this page guys!!

Love the model Konstruct! ;)

obson
04-20-2009, 06:59 AM
http://joekeller.net/forums/farm_bg.jpg

started working on something in Construct.

Neox
04-20-2009, 06:59 AM
thank you guys, we are pushing fast forward now

@super: maybe his hands are a bit too small?

@blenderhead: we need to publish something before may 15th to join MSUC so i guess there will be something (with emphasis on something, like nothing finished ;) ) by then
so if anyone is interested in walking around on the harbour, get yourself a xbox controller and UT3 as we didn't implement any good keyboard/mouse controls fior the first demo ;)

@johny: no only the moddb page, a website takes time we don't have or don't want to put into something that is not directly connected to the mod, right now, of course :)

:edit: obson absolutely lovely :)

Tumerboy
04-20-2009, 07:08 AM
damn, there's some slick shit being posted lately. Keep it up you magnificent bastards!

Andreas
04-20-2009, 07:36 AM
Yeah I was gonna say; this is a great page.

Neox, what kind of gameplay are we going to see in Airborn?

Neox
04-20-2009, 07:41 AM
in the first demo, i'm happy that we have walking around, jumping and looking around working :P
it is really not going to be much, more like a graphics demo with very very lowlevel mechanics

konstruct
04-20-2009, 08:29 AM
@ neox: exactly (http://konstruct3d.com/DUMP/DOM_WAR/DW_05.jpg)- although I think I bit off a bit too much :(
also good luck with the MSUC. Airborn looks amazing and it would be cool to make something that gives death ball (or whatever the crap its called) a run for their money.

onionhead_o
04-20-2009, 08:32 AM
Neox: ur chr looks awesome as always.

work in progress torch:

http://farm4.static.flickr.com/3586/3459014311_857d776587_o.jpg
http://farm4.static.flickr.com/3657/3459829924_71aa61cb5b_o.jpg

its a activation device of that opens a lock door once its lit on fire.

Neox
04-20-2009, 08:41 AM
@ neox: exactly (http://konstruct3d.com/DUMP/DOM_WAR/DW_05.jpg)- although I think I bit off a bit too much :(
also good luck with the MSUC. Airborn looks amazing and it would be cool to make something that gives death ball (or whatever the crap its called) a run for their money.

Is it that bad? Isn't it the mod by Hourences? haven't played due to the limited time i have.
We owe Hourences a lot, his tutorials tought me a lot about the unreal engine, he is in the airborn credits ;)

ArtsyFartsy
04-20-2009, 08:56 AM
heavy wip but whatever
needs diffuse and spec loving and more props adding as well as polish
and lighting
argh
http://medicinal-waste.co.uk/cLAND.jpg

running in UE3 no additional post

This has forever changed my ideas about what game art can be. You will show texture flats NOW!

The rest of your portfolio is great stuff too, and you're barely out of school. I hate you all.

ImSlightlyBored
04-20-2009, 10:44 AM
This has forever changed my ideas about what game art can be. You will show texture flats NOW!

The rest of your portfolio is great stuff too, and you're barely out of school. I hate you all.
oh man thanks! thats immense words
Will not show texture flats >: O
ok maybe one
http://www.medicinal-waste.co.uk/illustration/bricks_diffuse2.JPG
This changes dependant on distance, so far-out texture uses much more broad lines. I also keep in mind a grayscaled/blurred version when drawing, so width of line is varied accordingly to create a basis for normals/bumpoffset map (all I have to do is gaussian blur it slightly and bam)

I have made a few edits since
added foliage, started (not finished!) lighting (I think its lighting I need most help with tbh) added a moon and placeholder candycanes
I have made an edit to the tree mats so they also stream detail dependant on z position, as well as have a stronger normal map which carries alot of the dark fills

http://medicinal-waste.co.uk/illustration/screengrab.JPG

I think the sky should be darker?
Sorry for quality apparently photoshop is broken here : ?

Tumerboy
04-20-2009, 11:03 AM
crazy awesome shit bored. nice work.

konstruct
04-20-2009, 11:26 AM
AH- yeah not to diss on Hourances- for some reason I thought death ball was still kicking ass in MSU, which was mind blowing because they`ve been around foooreeever.. It would be nice to have something fresh and new in the top ranks. ( i thought I saw something on the modDB about it) looked it up- last update was for ut2004. sooooo nevermind :P

Bored- that texture is nuts, Im guessing thats all done by hand? also the sky in that image is a bit muddy,, Id keep the sky light- but silouette the building more. theres a blurry mass behind the bricks above the doughnuts that make it a bit confusing to look at. Amazing work though man, I`d love to play a game in this style.

Justin_Meisse
04-20-2009, 11:54 AM
Hourences mod is The Ball (http://www.moddb.com/mods/the-ball), not to be confused with Deathball (http://www.moddb.com/mods/deathball1)

Davision3D
04-20-2009, 12:32 PM
oh noo, ImSlightlyBored what have you done!? :D
Looked so much better before! What did you do to the lighting/material setup, didnt you had a material that kept the inky looking details on the bark black? Please bring that back, i loved the whole ink style. :) Right now its looks very washed out on the lighted areas on the bark! That bloom makes it also looks a bit washed out which i think doesnt fit to the inky style. Also what is that green blurred thingy in the background? I think a sharp big white moon along with some illuminated clouds could be nice.

Mechadus
04-20-2009, 01:00 PM
@ Imslightlybored - I just took 5 mins while my boss was on the phone and did a super nasty paintover of your original post - Id like to see the lighting more something like this...

http://nicholaikropat.com/NIXPIX/paintover.jpg

Just my 2 cents tho...

-N

KikiAlex
04-20-2009, 02:36 PM
http://img9.imageshack.us/img9/8676/ran3k.jpg (http://img9.imageshack.us/my.php?image=ran3k.jpg)
WIP

{scumworks}
04-20-2009, 03:09 PM
kio - Nice, but wth is airborn? ^^. Oblivion is medieval settings... guess the bloke who crafted the was seriously ahead of hes time. Thought of doing a weapon pack with both new and old weapons, should atleast be good practice.

pixelchaot - The high cut of hes jacket gave me chills before I realized he acually have pants on. Sweaty nutsacks ftw.

konstruct - Thats pretty awesome. I like the idear with the seat infront, but im guessing its gonna have a serious impact on hes golf swing xS-

Neox - Tight!, me lubs it.


Super - Hands seem a tad small, but otherwise gut!


Blenderhead - Hehe ye, im surpriced how crappy it runs even after I bought a new pc. Too many textures, acorns and shit I guess.


obson - Makes me wanna play monkey island again. Miss the oldschool adventure genre *sniff*.

onionhead_o - Looking forward.


ArtsyFartsy - Thats pretty hot. Ink line feel is super sexah.

Marshal Banana
04-20-2009, 05:44 PM
En Garde!
http://i93.photobucket.com/albums/l43/Marshal_banana/knightdudemanpose.jpg

JordanW
04-20-2009, 06:06 PM
pose is super WIP
http://mutantspoon.com/temp/tmon5.jpg

Slum
04-20-2009, 06:38 PM
DAMN jordan. just... damn.

carlo_c
04-20-2009, 06:56 PM
Wow, i'm stunned lol that is killer presentation

bounchfx
04-20-2009, 07:08 PM
obson I love it

PolyHertz
04-20-2009, 07:09 PM
Wow Jordan. I saw this as your avatar just a few minutes ago and wondered when you did that, no here you posted the full thing. Very impressive :)

Can you share a little about it? Like wires, soft used, lighting setup, etc.

Jeremy Lindstrom
04-20-2009, 07:09 PM
Awesome a futuristic beer salesman!

daeemn that bow design is pretty slick scum-

-not a big enough update for my dom-war thread, so I`m putting this here:
http://konstruct3d.com/DUMP/DOM_WAR/DW_10.jpg

konstruct
04-20-2009, 09:31 PM
getcha COORS HEEEERE!!!

might give him a baseball cap with a flag in it. LOL-

HAL
04-21-2009, 09:46 AM
Konstruct, I really like the highpoly on that one.

I got bored and started an eotech...

http://i193.photobucket.com/albums/z106/SoullanceHAL/wip-7.jpg

rooster
04-21-2009, 11:12 AM
jordan: amazing! so cool!
bored: very nice style!

katana
04-21-2009, 01:36 PM
Neox : your project is incredibly inspirational.

Mark Dygert
04-21-2009, 01:56 PM
http://www.vigville.com/wip/Church17.jpg
Almost finished this off over the weekend, 1x1024 100% self Illum.
Now back to DW4 for a little while...

urgaffel
04-21-2009, 03:28 PM
The texturing, it begins!

http://www.urgaffel.com/images/alley/alleyscene_0015.jpg

konstruct
04-21-2009, 03:37 PM
URGAFFEL??!? good to see you around man! I remember you from back in the days of cgtalk. whatever happened to that blade runner alleyway scene you were working on?

Frozan
04-21-2009, 04:04 PM
vig i dig the style. maybe get some more lights and darks in there? unless its part of your style ur going for.

Jackwhat
04-21-2009, 05:09 PM
Super quick unwind doodle from me! Vig and jordon, those are fucking tight... Niceeee~


http://i62.photobucket.com/albums/h91/Jackwhat/0422rakugaki.jpg

onionhead_o
04-21-2009, 07:19 PM
jackwhat: that sketch look so badass.

Jeremy Lindstrom
04-21-2009, 07:38 PM
Is that a bad vert on the lower right hand doors top left corner I see a line going from the top left of the door to the bottom right of the window.

The texturing, it begins!

http://www.urgaffel.com/images/alley/alleyscene_0015.jpg

ironbearxl
04-22-2009, 12:05 AM
jackwhat: is that done in painter?

working on polymodeling her:

http://i84.photobucket.com/albums/k30/ironbearxl/mynx_02.jpg

Blaizer
04-22-2009, 12:47 AM
That's really well done JordanW

How did you do the chromatic aberration? any plugin? the effect looks very nice.

Valandar
04-22-2009, 01:28 AM
IronbearXl: Looks good from here, though the back of her waist area looks a little odd, like she's wearing a short low corset almost. Is it a superheroine of some sort?

Swizzle
04-22-2009, 01:37 AM
I threw together the basic layout for a small King of the Hill map for TF2. Some of the people who play on the CGTalk server were getting kind of antsy for some new maps, so I'm obliging.

This whole thing's super early, which is why it still has the dev textures, but the CGTalk guys don't usually care as long as it's fun to play. I hope it'll be fun to play; we're testing...

/looks at clock

...it later today.

http://farm4.static.flickr.com/3575/3465212936_47ae9ef393_o.jpg
http://farm4.static.flickr.com/3582/3465212938_07dc51c9fc_o.jpg

Now I need to get back to working on my Dominance War entry.

urgaffel
04-22-2009, 03:17 AM
Is that a bad vert on the lower right hand doors top left corner I see a line going from the top left of the door to the bottom right of the window.

I think that it might just be a reflection but I'm not sure I'm looking at the right spot. Feel free to do a paintover :)

URGAFFEL??!? good to see you around man! I remember you from back in the days of cgtalk. whatever happened to that blade runner alleyway scene you were working on?

Lost in the mists of timeme, like tears in the rain. I might have the scene lying around somewhere but I don't think I'll be going back to it. I'm pretty sure I can do a better job now (if I could just get around to it :D)

Neox
04-22-2009, 03:27 AM
kio - Nice, but wth is airborn? ^^. Oblivion is medieval settings... guess the bloke who crafted the was seriously ahead of hes time. Thought of doing a weapon pack with both new and old weapons, should atleast be good practice.

pixelchaot - The high cut of hes jacket gave me chills before I realized he acually have pants on. Sweaty nutsacks ftw.

airborn is a mod for ut3, how do you come to oblivion o.O

as for the trader, he will have such sumo diapers and you are defintely going to see them if he bends down to get you stuff :P

Mark Dygert
04-22-2009, 05:35 AM
vig i dig the style. maybe get some more lights and darks in there? unless its part of your style ur going for.
I totally agree, but it's going in a game and I'm not sure what the lighting will be like yet so it has to stay mostly blank for now. There's also some crazy kind of shader that's going to do some funky things to it too. But yea one more pass, probably have to repaint the reflection too.

sicsided
04-22-2009, 06:05 AM
@Swizzle

Looks awesome man, can really see the paths even without a really indepth view of it all.
Only thing I can see being a problem would be sentries could cover a lot of that area, and make the map into a Engy Camp fest.

Justin_Meisse
04-22-2009, 07:50 AM
That's pretty cool Vig, is that something from the Warmachine universe?

JordanW
04-22-2009, 07:51 AM
Poly:
Software is started in Max09, Zbrushed, brought back into max, used mental ray for rendering (fastSSSskin), lighting is just 3 point(i think) with some additional in their direction to boost rims, but all lights use inverse sq. falloff, I also used FG and GI.

Blazier:
ChromeAbb. is done in photoshop with their camera distortion filter. I did different levels of abberration for the different Z and blur depths, kinda how a lensbaby looks or old cameras with single glass (i think)

ironbearxl
04-22-2009, 08:21 AM
Valendar: thanks, i'll take another look at the back/waist area, (yup) i'm aiming for superhero proportions.

Zwebbie
04-22-2009, 09:44 AM
http://img135.imageshack.us/img135/9514/thompsonrender2.jpg

2703 triangles and a 1024x2048 texture. Yeah, that's a big texture for such a low polygon count, but there isn't a whole lot of detail on the gun to put triangles into.

onionhead_o
04-22-2009, 11:18 AM
zwebbie: nice thomy gun. i love old school weapons so much after playin COD WAW.

Tumerboy
04-22-2009, 11:57 AM
nice one Zwebbie

katana
04-22-2009, 01:26 PM
Ironbearxl : nice and shapely...good stuff

Zwebbie : Sweet gun...nice color.

morte
04-22-2009, 01:50 PM
argh sorry wrong threat
Zwebie- is that marmonset-loooks very cool!

katana
04-22-2009, 04:44 PM
Up to today, I mainly just concentrated on modeling, it's not technically a first, but I'm happy that I finally understand what all these programs do, even if I haven't mastered them yet...normal and color applied to a 300+ count poly. I rushed the color for the test, and the setup is just default lighting...no post process to sharpen...

http://img.photobucket.com/albums/v112/katana2665/wood.jpg

EarthQuake
04-22-2009, 07:22 PM
http://img135.imageshack.us/img135/9514/thompsonrender2.jpg

2703 triangles and a 1024x2048 texture. Yeah, that's a big texture for such a low polygon count, but there isn't a whole lot of detail on the gun to put triangles into.

Try a bit of blueish tint in your spec on the wood(very subtle blue, almost grey). Right now the wood has that sort of yellowy highlight too it.

ironbearxl
04-22-2009, 09:41 PM
thanks katana :)

Im going to throw a zbrush pass on her next:

http://i84.photobucket.com/albums/k30/ironbearxl/mynx_03.jpg

carlo_c
04-23-2009, 05:39 AM
http://blog.carlocarfora.co.uk/dump/truck.jpg

Just over 3500 tri's at the moment, it'll be going in UE3 when I'm done.

So much awesome work in this thread from you guys! :)

Zwebbie
04-23-2009, 06:55 AM
onionhead_o, Tumerboy, katana - Thanks!

morte - I wouldn't render anything outside of Marmoset anymore . It's the closest thing to a Make Pretty-button that I have come across :D .

EarthQuake - That does look better. Also, thanks for your FPS weapon writeup, back when the contest was; that was very useful and I never would have considered World Space normal mapping otherwise (and it's great!).

vladino
04-23-2009, 09:27 AM
carlo_c: sweet! Like it a lot! :)

osman
04-23-2009, 09:37 AM
Carl_c: Nice texture, I'd love to see it with some specular on it in Unreal.

movento
04-23-2009, 11:28 AM
I'm going to make a few more clothing/accesoires models for this guy
http://img10.imageshack.us/img10/9462/78936365.jpg

Ro-Sham-Bo
04-23-2009, 01:45 PM
Here is a little something i just start 2 days ago, havent been working alot on it, plan on finishing it next week some time. C&C is always welcome, always trying to improve !!! lol

http://fc02.deviantart.com/fs44/f/2009/113/9/3/F_15_eagle_C_WIP_by_Bit_Winchester.jpg

coop510
04-23-2009, 02:20 PM
I was wondering what the advantages of standing with her feet like that... I havent really noticed much others modeling with that, maybe Ive just missed it before..
thanks katana :)

Im going to throw a zbrush pass on her next:

http://i84.photobucket.com/albums/k30/ironbearxl/mynx_03.jpg

HAL
04-23-2009, 02:28 PM
Looking quite nice Ro-Sham-Bo

Mark Dygert
04-23-2009, 02:59 PM
That's pretty cool Vig, is that something from the Warmachine universe?Ah, nope, not directly but I see where it would fit. Its for a indy game, a few other PC'ers are working on it too, should be pretty fun if not, meh practice.

ironbearxl
04-23-2009, 08:41 PM
coop510: she'll be wearing boots, I modeled her legs in a different pose though, just adjusted them to that.
Makes it easier for me to model the boots.

http://i84.photobucket.com/albums/k30/ironbearxl/mynx_04.jpg

raiskul
04-23-2009, 09:41 PM
ironbearxl- im thinking angelina jolie from beowulf when i see that golden skin great work ... angelina jolie meets wonderwoman for some reason >.>

Andreas
04-23-2009, 10:38 PM
coop510: she'll be wearing boots

Don't cover up that great anatomy you have going on there! I thought the leg was really nicely done, I'd like to see wires. Give her heels or something instead! :D

obson
04-23-2009, 11:41 PM
Got some more work done on this thing. Lots still to do, and the UI stuff is completely place holder.

http://joekeller.net/forums/farm_bg_all02.jpg

Zach Griffin
04-24-2009, 12:12 AM
A crowd character for KartSim that NPC's and spectators will use as their avatar. Used baseman to begin. Crits Welcome.
http://img.photobucket.com/albums/v118/ZachG/crowd.jpg

vladino
04-24-2009, 03:00 AM
Got some more work done on this thing. Lots still to do, and the UI stuff is completely place holder.

http://joekeller.net/forums/farm_bg_all02.jpg

AMAZING!! :poly124: I admire your attention to detail. Looks like you're having fun ;) Great inspiration and motivation for me ;) Cant wait to play this..

MacTom27
04-24-2009, 05:26 AM
A character for ut3...

http://images2host.co.uk/images/657_xeltanmk2.jpg
http://images2host.co.uk/images/734_xeltanmk202.jpg

penrod
04-24-2009, 06:56 AM
That's awesome obson! I love the creepy part at the end.

bounchfx
04-24-2009, 07:40 AM
obson you best finish that and make it into a real game. OR ELSEEEEE (I will be sad)

looks great!

Ryan Smith
04-24-2009, 10:33 AM
Finally getting back to work on my environment, making a corner piece. very much a WIP

http://www.virtuosicstudios.com/newart/shot2.jpg

jerry
04-24-2009, 11:47 AM
Got some more work done on this thing. Lots still to do, and the UI stuff is completely place holder.

http://joekeller.net/forums/farm_bg_all02.jpg

Is this a mockup or is it an actual game?

Just asking because it want to play this :poly142: stunning work.

hobodactyl
04-24-2009, 11:57 AM
I've gotta jump on the bandwagon: Obson, that is AWESOME :D

ironbearxl
04-24-2009, 12:18 PM
Don't cover up that great anatomy you have going on there! I thought the leg was really nicely done, I'd like to see wires. Give her heels or something instead! :D

Hehe, well it's going to be Mynx from Quake 3, so I'm trying to stick to the original design. I can always reuse the model for another female character though :)

Here's a wire:

http://i84.photobucket.com/albums/k30/ironbearxl/mynx_wire_01.jpg

pliang
04-24-2009, 12:22 PM
http://farm4.static.flickr.com/3646/3468572204_fb0b16df45.jpg?v=0

A little something I made while on Dominance War.

obson
04-24-2009, 12:35 PM
thanks guys!

I plan on it eventually being playable. It sort of is right now, all you can do is walk around though.

I'm using construct to put it together which is a pretty easy to use game maker.

http://scirra.com/

Pope Adam
04-24-2009, 01:07 PM
Got some more work done on this thing. Lots still to do, and the UI stuff is completely place holder.

http://joekeller.net/forums/farm_bg_all02.jpg

this is really cool :P

http://farm4.static.flickr.com/3646/3468572204_fb0b16df45.jpg?v=0

A little something I made while on Dominance War.

awwww Pilang's is way cooler and has less shitty pinching errors than mine :(

http://i189.photobucket.com/albums/z105/williafx/screenie01-1.jpg

Ro-Sham-Bo
04-24-2009, 01:39 PM
Here is a small update from the other day, got the wings started with the flaps in the wings, a ton more fine stuff before i start welding the meshes togther. All C&C is welcome. :)

http://fc02.deviantart.com/fs44/f/2009/114/4/0/f_15_c_Wip2_by_Bit_Winchester.jpg

Mechadus
04-24-2009, 09:52 PM
@ Virtuosic (http://boards.polycount.net/member.php?u=19674) - very nice - love the cracks

I made a lame little test piece today - I spent about 4 hours on it so far, mostly just trying to figure out the best way to do a detail like this. Textures need work, but Id appreciate any C&C as Im still horribly noobish. 630 triangles 1x 1024 diff and norm

http://nicholaikropat.com/NIXPIX/kropat_wall2_wip1.jpg

-N

ae.
04-25-2009, 01:17 AM
Need to add a little more detail to the back, this is a third person weapon :) for my mod mod cover.


http://img.photobucket.com/albums/v92/armanguy/3dcombatshotgunmodel.jpg

TNO
04-25-2009, 02:33 AM
this is what I´m working on
the goal is that it is easy to move the fingers into another position
http://timurariman.jimdo.com/cc_images/cache_1142162512.jpg
the left version is mine the right version is the original scanned hand

Neox
04-25-2009, 02:50 AM
how did you scan the hand? is it a cast or live scanned, if so with which scanrig?

osman
04-25-2009, 03:42 AM
@ Virtuosic (http://boards.polycount.net/member.php?u=19674) - very nice - love the cracks

I made a lame little test piece today - I spent about 4 hours on it so far, mostly just trying to figure out the best way to do a detail like this. Textures need work, but Id appreciate any C&C as Im still horribly noobish. 630 triangles 1x 1024 diff and norm

http://nicholaikropat.com/NIXPIX/kropat_wall2_wip1.jpg

-N

On the concrete, you could try to tone down the darker/burned areas a bit. And perhaps paint some edge wearin in the crack's. So with a lighter(white-ish) colour.

iiimage
04-25-2009, 10:35 AM
http://img402.imageshack.us/img402/7164/screen003.png (http://img402.imageshack.us/my.php?image=screen003.png)

1169 vertices


http://img527.imageshack.us/img527/7013/screen004c.png (http://img527.imageshack.us/my.php?image=screen004c.png)

136 vertices

They do fit together its just I put them separate... I don't know how to use any map but the diffuse map... plus im farely new to the modeling thing or any kind of art really

Blaizer
04-25-2009, 10:55 AM
Still working with this dude, "the Zealot" or better said "El Fanático". I'm now making some fancy shaders for the metallic parts and a simple rig for a quick pose.

This could be my last "old school" model, it's very hard to get things done, normal maps and all the "next gen" work is easier than paint the whole model by hand.

http://blog.whiteblaizer.com/wp-content/uploads/2009/04/fanatico_prueba2.jpg

BeatKitano
04-25-2009, 10:58 AM
hmmmm... awesome ? yeah I think thats the word.

Ruz
04-25-2009, 11:10 AM
I know what you mean Blaizer. you would think it would be faster to do the old school stuff, but

thats not always the case.

Looks great anyhow

Ryan Smith
04-25-2009, 11:15 AM
finished the head, now onto the rest of the model, including stand, and horns and shit.

http://www.virtuosicstudios.com/newart/shot4.jpg