View Full Version : [P&P] - What Are You Working On? 2009 Edition!
Electro
01-01-2009, 03:13 AM
So the boards don't get too crippled from such a massive single thread, I thought now would be the good time to kick things off fresh for 2009!
Happy new year everyone!
There has been SO much great work in the 2008 thread, I'm eager to see how things turn out for this year.
I'm not going to kick it off or anything besides starting the thread, I'll let someone else post pics ;)
Admin. ninja edit: Check out the What Are You Working ON? 2008 (http://boards.polycount.net/showthread.php?t=51687) thread to see all the great works-in-progress from last year. 5,143 replies & WIPs posted!
Andreas
01-01-2009, 04:58 AM
http://img401.imageshack.us/img401/8021/finishedsplashrk0.jpg
Have been working on this for the GameArtisans sackboy competition. There were some amazing entries in this comp. I am still finishing this guy up, he doesn't even have normals yet, I need to work on the contrast levels of the wool on the actual sackman, etc.
jstoner
01-01-2009, 05:21 AM
i don't post much here, but i figured i might as well start. so here is an animation i've been working on. nothing too crazy. and i'm somewhat new to animation, new as in hardly ever do it. but i'm trying to get into it more.
my current uploaded state.
http://vimeo.com/2685467
Super
01-01-2009, 05:41 AM
http://www.onlineweblibrary.com/news/headache.jpg
fearian
01-01-2009, 06:34 AM
Whoooo 2009 everybody! new thead time! :)
Havok
01-01-2009, 07:17 AM
Did some more work on this, just playing with ideas at the moment. Is it working or not?
http://img99.imageshack.us/img99/9563/mutantwip3qr8.jpg
Also, thanks to everyone who commented on this in the other thread.
CIgano
01-01-2009, 07:36 AM
looks a bit sick havok, do you have a concept of him(wich you can hopefully share ;D) or are you thinking it up as you go?
pestibug
01-01-2009, 08:03 AM
I like it havok, but I think maybe you should play around with the feet. They're so very humanoid, especially for something that dwells the desert, why not mix ém up with camel feet? Big and flattened toes etc etc? Could be interesting.
http://camelphotos.com/Graphics/feet4.jpg
anyway just an idea, but look around and see if there might be some interesting mix 'n matching you can do :)
I rather like it Havok, but I'm not sure if this is a base mesh for sculpting or the lowpoly itself - if it is the latter you might look into the toes and mid forearm, unless of course their squareness is a stylistic choice. Camel toes would be cool!
Best of luck to everyone in creating awesome art this year.
New year, new thread! This one is now the sticky.
The WAYWO 2008 thread is closed for new posts and un-stickied (but of course still exists!).
Havok
01-01-2009, 08:49 AM
CIgano - Thanks, dude, but no, I have no concept. I am just modeling whatever pops into my head.
pestibug - Thanks, I was actually thinking of splitting his feet into 2 longer toes. The reason they are humanoid is because I modeled them before I designed the head, so they definately will not stay that way.
Vrav - Yea, this is the lowpoly itself, but I like the way the forearms are, so I probably wont do more than bring the wrist loop up a bit. Thanks for your input though
butt_sahib
01-01-2009, 09:55 AM
WOoo 2009 thread :D
teh sex
TelekineticFrog
01-01-2009, 09:55 AM
New year, new thread! This one is now the sticky.
The WAYWO 2008 thread is closed for new posts and un-stickied (but of course still exists!).
Why not keep the WAYWO 2008 thread stickied so that it remains up top for easy viewing regardless of it being locked out. If it is un-stickied and goes back into the general population post it will just be pushed down into oblivion to never be seen again. It'd be nice to have it kinda in one fixed place for archiving to kind of maintain a history of the year that was. Just a thought.
Xenobond
01-01-2009, 10:44 AM
pop it into the archives and sticky it?
caseofchill
01-01-2009, 10:59 AM
Hhhmmmm....tasty new thread. Gotta leave the old one around for a little while.
Textures still WIP
http://img.photobucket.com/albums/v325/mwahaha/arrt/3d/bulbstreetlamp-04.jpg
/clueless
To clarify on what lighting detail is being lost due to crappy color and spec maps, the normals alone in action:
http://img.photobucket.com/albums/v325/mwahaha/arrt/3d/bulbstreetlamp-03.jpg
elementrix
01-01-2009, 02:35 PM
http://i307.photobucket.com/albums/nn288/el-ementrix/boat1.png
working on the poly's now.
Paul Pepera
01-01-2009, 02:42 PM
http://www.peperaart.com/images/safs03.jpg
Kaskad
01-01-2009, 03:47 PM
http://img140.imageshack.us/img140/7729/wtfcc6.png
For Crysis, only the HP for now
Microneezia
01-01-2009, 04:45 PM
@Blenderhead nice job. I think that his cut horns might look better if they were the same material as his large hand and bursting out of the sack knitting a little maybe.
Also you could perhaps cap them with metal roughed up bottlecaps? is that what you are trying to do?
Edit: also the brown hips dont read well. I think that your red backdrop is competing with the readability of your character a little as well. Especially in the brown hips i guess.
eraserhead that looks excellent!
JasonLavoie
01-01-2009, 06:25 PM
http://jasonlavoie.net/images/Tests/BuildingScene_4.jpg
yargle.
zerafian
01-01-2009, 09:43 PM
mat: looking forward to some updates on that sculpt, it looks sick.
heres a small update on my little composition. Next update should be the finished piece.
http://i42.tinypic.com/an27mh.jpg
Armonio
01-01-2009, 10:49 PM
Accidentally posted my '09 work in the '08 thread. I'm going to re-write, re-size and update my previous post.
I am currently working on a project of mine that I had a while ago that I had drawn an outline, a scene setup, dozens of models/props and a back story to the in first month I had gotten into 3D work. I was very ambitious, but inexperienced so I had dropped the project as I could hardly model anything!
Though it was on a bookshelf, It didn't mean I had completely forgotten it. Unoccupied, and needing a fun project that is challenging enough so I could grow as a modeler/texture artist/render"er"/scene compositer, I have just begin to model said models/props and have decided I shall finish the project no matter the size (which is huge, IMO), and with time to spare. The projected goal is 2-3 months.
So far I have made little progress, but I have already learned how to create an environment with a displacement map, AND how to create/apply Bump and Specular maps, and how to create Heightmaps. All in a day. :)
Environment:
http://i131.photobucket.com/albums/p316/cameronhintz/Terrain_done.jpg
http://i131.photobucket.com/albums/p316/cameronhintz/withdirt.jpg
http://i131.photobucket.com/albums/p316/cameronhintz/Terrain_done_2.jpg
(I know the lighting is unnecessary but I was just experimenting with the settings for Bump and Specular, and decided "hey, this looks cool".)
http://i131.photobucket.com/albums/p316/cameronhintz/environment.jpg
Character models:
http://i131.photobucket.com/albums/p316/cameronhintz/dinosaur_noeyes_poly.jpg
http://i131.photobucket.com/albums/p316/cameronhintz/dinosaur_armor.jpg
http://i131.photobucket.com/albums/p316/cameronhintz/space_occlusion2.jpg
Props:
http://i131.photobucket.com/albums/p316/cameronhintz/ship2.jpg
http://i131.photobucket.com/albums/p316/cameronhintz/barrel_.jpg
http://i131.photobucket.com/albums/p316/cameronhintz/pillar_done.jpg
(Although this pillar looks like it belongs in the medieval era, and my project is set in the distant future, the planet and the scene I will be rendering out is inside the ruins of an old extinct race that didn't make it past stones and swords.)
pestibug
01-02-2009, 01:14 AM
Alright, still very much wip, ignore the stuff on the chest/stomach for now, that's just trying out some ideas. I'll make a thread for this guy, but for now I'll introduce him in this lovely new 2009 thread! :D
http://img75.imageshack.us/img75/2015/gorillawip014uo5.jpg
Kizza
01-02-2009, 02:24 AM
Hey gang, one of my New Years resolutions is to post on this board, instead of just reading it every day. Hurrah 2009!
Did some more work on this, just playing with ideas at the moment. Is it working or not?
...
Also, thanks to everyone who commented on this in the other thread.
Hey Havok, I really like what you're doing.
I'm not sure of your workflow so maybe you'll get to this later, but it looks like if you flip the triangulation on your forearms it'll probably shade a lot smoother. But then maybe it's deliberate and will make sense with the texture.
http://img383.imageshack.us/img383/5254/alienhavokthoughtsyb2.jpg (http://img383.imageshack.us/my.php?image=alienhavokthoughtsyb2.jpg)
(Photoshopped the arm on the right to guestimate what it'll look like flipped)
Also the toes might be higher detail than needed when compared to the lower poly forearms.
I'm really digging the look of it, nice work!
Eraserhead: That's awesome. I have a friend who has been bugging me to model one. It'd be pretty redundant now. Fully rigged and animatable?
killingpeople
01-02-2009, 03:45 AM
http://dl.getdropbox.com/u/192198/FHero_01.jpg
I couldn't finish this broad. She was turning out okay.
that broad was turning out really well! really good proportions and pose, quite alot of orange tint to her texture but if shes on a team of characters that might make sense :)
AshleyTayles
01-02-2009, 05:07 AM
Loving the gorilla pestibug (http://boards.polycount.net/member.php?u=14124)!
Andreas
01-02-2009, 05:47 AM
@Blenderhead nice job. I think that his cut horns might look better if they were the same material as his large hand and bursting out of the sack knitting a little maybe.
Also you could perhaps cap them with metal roughed up bottlecaps? is that what you are trying to do?
Edit: also the brown hips dont read well. I think that your red backdrop is competing with the readability of your character a little as well. Especially in the brown hips i guess.
Thanks! I was going for a 'patchwork' effect on the horns but I might use a bottlecap for one of them! :D Thanks! Yeah the backdrop conflicts with everything, especially the leather pants. I'll work on your crits for sure thanks!
Havok
01-02-2009, 06:58 AM
pestibug - Looking great, dude!
Thanks alot Kizza. I had that twist for a reason but I triangulated it anyways and it does smooth alot better so I may keep it like that. Thanks again.
Another update. Re-did the feet like everyone wanted and also added a blanket thing to his back and made the goggles bigger. Not really sure if I should cover his pelvis or not. Tell me what you think.
http://img377.imageshack.us/img377/9946/mutantwip4nu8.jpg
Snader
01-02-2009, 09:26 AM
Havok: it feels kind of silly to have 6 sided toes and only 4 sided fingers.. wouldnt hands be more prominent ingame? in general i feel the lower arms are a bit underdetailed
Zerafian: liking the feel of it, sort of like a snowglobe. the water could use some more love though
JasonLavoie: liking that building, nice and simple, care to post some construction/wires
EbolaV
01-02-2009, 09:40 AM
here a dumpster i created for my student game project. have some problem with baking the normal on the lp model and at the moment i cant make the texture because my photoshop is crashing always whaa :(
http://i494.photobucket.com/albums/rr303/EbolaV/dumpster.jpg
gotta get in on this 2009 action :)
http://gd3dart.com/images/necroblade_final1.jpg
fiveways
01-02-2009, 12:54 PM
That dumpster is sick Ebola. Great stuff so far guys, here's a few things I've been working on.
http://www.damn-son.com/dump/city011.jpg
Testing some modular stuff ^
http://www.damn-son.com/dump/chefhead.jpg
zbrush detail sculpt that I just did on the head of a character I modeled last semester. not liking the way the low poly looks with the normal applied, would retopologizing and making a new low poly from this mesh be the best route?
http://www.damn-son.com/shikamaru_wip.jpg
for the same comp as blenderhead's, i just forgot to submit my entry :)
None of these are shown in realtime @ the moment because DirectX shaders don't show up in my viewport on my laptop. Booooo
Happy new year everyone!! Here's my first 3D of 2009....squid kid!!
http://farm4.static.flickr.com/3253/3160297221_e7e38cf3b6_o.jpg
LEViATHAN
01-02-2009, 02:53 PM
http://i43.tinypic.com/258z5ao.jpg
nerds
AshleyTayles
01-02-2009, 03:19 PM
Lookin' good Lev. One thing I would say to improve is that the top lip needs more definition to match the bottom one.
Sectaurs
01-02-2009, 03:33 PM
Ani - I love it
JasonLavoie
01-02-2009, 04:51 PM
http://jasonlavoie.net/images/Tests/BuildingScene_5.jpg
Havok
01-02-2009, 04:59 PM
Ged - Coming along good, dude.
fiveways - Wow, I really like the look of that building, keep it up.
Ani - I really love your style, but I'm sure you here that a lot. :p
LEViATHAN - Looking great, man. What is it for?
Jason - Yet another great looking building, nice job so far.
LEViATHAN
01-02-2009, 05:05 PM
Half-Life 1 mod. :poly108:
Marine
01-02-2009, 05:12 PM
more ogre
http://www.vertedgepoly.com/wipthings/ogresaw.jpg
Slipstream
01-03-2009, 12:40 AM
@Ged: That's really cool looking :)
@Leviathan: What mod is that for? That's lookin mighty high for hl1, assuming that the face is gonna be attached to a body of similar detail . . . and not that he's a disembodied floating head. Like in power rangers, or something. I'm tired
@Marine: He reminds of cyborg, from Teen Titans. It looks nice, and the materials pretty cool too
for the future
http://img.photobucket.com/albums/v416/temetry/dairsiss_orthos_small.jpg
pestibug
01-03-2009, 02:33 AM
Very nice marine, but, why such a thick chainsawblade? You certainly have developed a very distinct style with sculpting. lovely stuff :D
FAT_CAP
01-03-2009, 02:35 AM
Still plodding on with these two fatties.
Still lots to fix- size changes to some of the objects/ chains, and detailing to the leather/ pads etc but that will be done in Photoshop as ZBRUSH is really starting to struggle with these guys on my home computer!
http://www.samchester.co.uk/wip/SamChester_BeastNRider.jpg
AshleyTayles
01-03-2009, 03:03 AM
Nice building Jason, I like how the fence isn't just 1 mesh, looks great!
seforin
01-03-2009, 03:16 AM
I guess I should toss something in on here show im not slacking in 09!
these were for the teeth I Was discussing in tech ' talk
but I havent had a chance to go into zbrush yet to touch them up (been busy with some other projects)
I should start these over the weekend if all goes well!
http://img.photobucket.com/albums/v61/seforin/nomnomnom.jpg
Snefer
01-03-2009, 04:17 AM
Fat_Cap, that is looking awesome :) Nice, clean sculpt :)
J.I. Styles
01-03-2009, 04:18 AM
awesome FAT_CAP, and not too over-detailed
J.I. Styles
01-03-2009, 04:22 AM
uhh I've really been meaning to get back into the whole community and work on my own stuff for a change. Here's one thing I've been up to:
http://www.jistyles.com/content/temp/forum%20images/ref_radiosity.jpg
It's an approximation to realtime radiosity on the vertex fragment. Proof of concept in 3dsmax, it's cheap and quick to set up, limitation is it's only lum reflection, so basically it's grayscale radiosity (no colour bleed). Still... it's realtime and cheap :D
jstoner
01-03-2009, 04:24 AM
more work on this. does anyone know of any animation specific boards besides 11second club?
http://vimeo.com/2704562
gavku
01-03-2009, 05:04 AM
jstoner:
http://www.animationforum.net/forum/
and there's a finished animation, and a wip animation section over at cgtalk...
FAT_CAP looks great. just wondering if the chains were a little on the thin side
FAT_CAP
01-03-2009, 09:46 AM
Thanks guys! :)
RUZ - thanks mate. Yeah I totally agree about some of the chains looking too piddly- they lost too much of there form when subdivided- I'll beef them up when I get onto the low poly version
hobodactyl
01-03-2009, 10:22 AM
Fat_cap: I really like the orc, he's sculpted very well and I like his design :)
nice fatcap!
my pc almost caught fire, it started ticking, screen went all blue and green, mouse kept clicking and it almost exploded. (thought it was the pornz that finaly got fatal)
i took a look, and the coolingribs were hot .. damn, i think if i turned off the lights, it would be glowing orange from heat.
behold! what happens if you forget... for quite some ... really
http://rensedeboer.com/temp/fire.jpg
i know it doesnt belong here, but it might save your pc from exploding.
AshleyTayles
01-03-2009, 01:52 PM
Holy shit! Not even mine gets that clogged up! How long it been since it was last cleaned out?
maybe a year or so, cant remember :D
|Buddy|
01-03-2009, 03:05 PM
I blow it with condensed air every few months but even if i forget about it it wont get that bad :O
That's not dust, that's weed smoke.
JohnnyRaptor
01-03-2009, 03:11 PM
thats a nice photo btw!
nice lighting and focus!
Slaught
01-03-2009, 03:56 PM
That's not dust, that's weed smoke.
Uh oh...gotta check mine too.
caseofchill
01-03-2009, 04:15 PM
Looks to me like some claymation character got sucked in.
nice work JIstyles, no idea how that works, can you change the bounced light intensity to be brighter?
almighty_gir
01-03-2009, 06:14 PM
http://img212.imageshack.us/img212/3910/wipcm7.jpg
wippity wip
Medestruit
01-03-2009, 06:28 PM
http://img212.imageshack.us/img212/3910/wipcm7.jpg
wippity wip
Very similar to Raziel from Soul Reaver minus a few things. I loved that game haha.
almighty_gir
01-03-2009, 06:44 PM
similar indeed...
commander_keen
01-03-2009, 06:52 PM
maybe a year or so, cant remember :D
I havent looked at mine in about 3 years... I probably should :/
Medestruit
01-03-2009, 06:55 PM
similar indeed...
Well I understand that's the point...but I see a few things that aren't really..."Raziel-like" ^.^
J.I. Styles
01-04-2009, 01:30 AM
Ged: yeah, distance and intensity all fully controllable. Hell even the reflection aperture can be changed.
some more random tech I've been working on:
Generalized translucency (correct,cheap, and can be used in a fully generalised lighting model).
http://www.jistyles.com/content/temp/forum%20images/Tran_onoff.jpg
and another "faux radiosity" technique... this one is per pixel but takes a little prepass... essentially replaces lightmaps though since it's all dynamic :)
http://www.jistyles.com/content/temp/forum%20images/radiositytech2.jpg
robomaniac
01-04-2009, 02:58 AM
http://img230.imageshack.us/img230/7206/soldiernewik7.jpg (http://imageshack.us)
By robomaniac (http://profile.imageshack.us/user/robomaniac)
my 5 cents here
almighty_gir
01-04-2009, 06:23 AM
J.I.Styles, i've always found your work to be insanely cool. the techniques you're coming out with are great, and they always bring a new flare to any work i apply them to.
BUT, i'm currently using the Shader-FX plugin for max. and because its UI is so easy to get to grips with, i'd hate to move back to max' default material editor. do you know if there's an easy way to integrate your shaders into Shader-FX?
Andreas
01-04-2009, 06:31 AM
Well I understand that's the point...but I see a few things that aren't really..."Raziel-like" ^.^
He has hands instead of claws.
Medestruit
01-04-2009, 06:51 AM
He has hands instead of claws.
I thought that at first, but if you look at Gir's model, there are only 3 "fingers"...they just look finger like, instead of fat spikey appendages like Raziel.
Couple of objects that are still being worked on, only diffuse on the house atm, plus need to grab some textures for windows etc. Comments welcome.
http://i93.photobucket.com/albums/l64/GC3D/Chair1.jpg
http://i93.photobucket.com/albums/l64/GC3D/house1.jpg
elementrix
01-04-2009, 11:28 AM
http://i307.photobucket.com/albums/nn288/el-ementrix/Finalrendertestonline1.jpg
forgot to raise the tesselation on some parts (sails..) but I didn't feel like to rerender.
perna
01-04-2009, 11:32 AM
Beautiful JI. I used your normal map shader for the longest time.
Countless people who write shaders out there, and you're one of the 2 or 3 that make stuff that's actually useful. I don't know, but it seems programmers deem it "below" them to write something that has any practical value, and would rather dabble in weirdo abstract nonsense.
Anyway, they will burn. Bless you.
First experiment with scenes. Low poly as usual.
http://farm4.static.flickr.com/3092/3167626810_edf306e98d_o.jpg
DrillerKiller
01-04-2009, 03:17 PM
love it ani!
perna
01-04-2009, 03:19 PM
I'm noodling around with a something that should turn into a new character, insha'Allah.
http://www.per128.com/pub/crap/per128_butterkup01.jpg
Havok
01-04-2009, 03:39 PM
Sweet shit, Per. Cant wait to see where this goes.
GCMP: I think your chair could be of much lighter polycount. Hard to tell without a wireframe but, the back legs in particular seem to contain an unnecessary number of loops. All the polygons spent making it a perfectly smooth curve would be better spent beveling the corners, for example, that your normal map can provide smoother shading. Also, have you considered "weathering" the house? Subtle realistic damage in the texturing, tweaking of some vertices so it isn't absolutely perfect...
elementrix: absololutely love this piece. Will be cool to see it in water, epic ship.
ani & porna: delicious! pern, your thing reminds me of the GoW2 preview.
-
Not as exciting as character work, but my lamp post is more or less being called done - another angle with some flats seen here (http://clocktock.com/vrav/wip3D/bulbstreetlamp-10.jpg) - cheers Ninjas for the crits, learned a lot workin on this. :D May build the rest of the city scene at some point. Realtime shots:
http://clocktock.com/vrav/wip3D/bulbstreetlamp-09.jpg
Nice ship elementrix! I'm currently working on a rural house for our mod (http://www.blitzkrieg-mod.com), any suggestions are welcome:
http://img79.imageshack.us/img79/4229/80503286fa8.jpg
per, it's got stuff coming out of it
flaagan
01-04-2009, 05:43 PM
I'm flaagan, and I approve of this thread. :thumbup:
:D!
Justin_Meisse
01-04-2009, 07:35 PM
penis rocks
I'm pretty sure UT3 has a desert set but I wanted to make my own
http://artbyjustin.com/wip/desert/ut3_desert01.jpg
Jesse Moody
01-04-2009, 09:21 PM
A scene I am working on in Unreal 3. Just getting started. Gonna keep updates in my sketchbook thread.
http://www.artbyjessemoody.com/felucia/felucia_01.jpg
EarthQuake
01-04-2009, 09:39 PM
http://www.jistyles.com/content/temp/forum%20images/Tran_onoff.jpg
So, new skin shader? =D Please, for this latest version, let me set a specular value higher than 1.0, soooo many max shaders have this limit and it seems pretty silly! =D <3 <3 <3
steady
01-04-2009, 11:43 PM
never have time to sit and work on her, some bullshit always pops up
http://img70.imageshack.us/img70/7539/brn1uo1.jpg
Justin - looking good man. Would like to see how you made the rocks.
Jesse - nice start! An effective block-in.
Here's my progress. Hopefully its obvious whats still block-in and whats had its high-poly pass begun. Still lots to do.
Feels like I'm moving at a snails pace.
http://dl-client.getdropbox.com/u/17188/beholder_010409_01.jpg
http://dl-client.getdropbox.com/u/17188/beholder_010409_02.jpg
FAT_CAP
01-05-2009, 02:30 AM
Great start on that caharacter Per! I can see an evil Yoda head at the top of that long neck but that might just be me!
EbolaV
01-05-2009, 04:57 AM
elementrix thats a cooool ship dude where are the pirates man ^^
but adams megatank will crush it i think ;) hehe
after i cant texture my lp models i make some high poly stuff ^^
i dont want to post to much pics so only one for now
near finished
http://i494.photobucket.com/albums/rr303/EbolaV/monitor_02-1.jpg
Wahlgren
01-05-2009, 06:03 AM
Justin - looking good man. Would like to see how you made the rocks.
Jesse - nice start! An effective block-in.
Here's my progress. Hopefully its obvious whats still block-in and whats had its high-poly pass begun. Still lots to do.
Feels like I'm moving at a snails pace.
Looks nice. Lots of love going into the wheels I can see you wheel-fetishist you! ;)
Looking forward to seeing some more love being put at the top.
Styles: You make me wanna do some fleshy shit :o
Davision3D
01-05-2009, 08:58 AM
Im currently finishing the 1.0 version of my egypt char/faction, these are the headshots for the character selection:
http://www.vitamin3d.com/bilder/egyptheadshots.jpg
There are 7 effects to choose from now. :)
GCMP: I think your chair could be of much lighter polycount. Hard to tell without a wireframe but, the back legs in particular seem to contain an unnecessary number of loops. All the polygons spent making it a perfectly smooth curve would be better spent beveling the corners, for example, that your normal map can provide smoother shading. Also, have you considered "weathering" the house? Subtle realistic damage in the texturing, tweaking of some vertices so it isn't absolutely perfect..
Funny you should say that about the chair, it was reduced by checking the outline up to the point where if anything else was removed the silhouette altered. Going to reduce the texture to a 512 and make it a bit lighter that way, will repost with updates on that soon and a wireframe (keep forgetting)! Thanks.
House V2...
http://i93.photobucket.com/albums/l64/GC3D/housev1.jpg
Pending overlays...
http://i93.photobucket.com/albums/l64/GC3D/Overlays.jpg
ps: This thread is filling up nicely already, looking forward to a great year :)
Looks nice. Lots of love going into the wheels I can see you wheel-fetishist you! ;)
Looking forward to seeing some more love being put at the top.
Styles: You make me wanna do some fleshy shit :o
Actually, the design of this vehicle is as such. Lots of detail in some places (the wheels) while other areas its sparse (hull).
Tumerboy
01-05-2009, 09:39 AM
Damn, you guys are starting 2009 off right! Good job guys, keep it up. . . now I just need to get back into the groove myself :(
Justin_Meisse
01-05-2009, 12:02 PM
Justin - looking good man. Would like to see how you made the rocks.
Thanks, Nothing too spectacular, just using 2 repeating rock textures with vertex blending. I'll see about documenting the process a little more in my sketchbook once I get a look I'm happy with.
seforin
01-05-2009, 12:23 PM
http://img.photobucket.com/albums/v61/seforin/nomnomnomnom.jpg
nom nom nom
adamBrome, really nice work on that tank, can't wait to see more.
Japhir
01-05-2009, 02:49 PM
bit of an overbite seforin. other than that it looks cool. for teeth that is.
arshlevon
01-05-2009, 04:42 PM
some more random tech I've been working on:
Generalized translucency (correct,cheap, and can be used in a fully generalised lighting model).
http://www.jistyles.com/content/temp/forum%20images/Tran_onoff.jpg
this is rad, can you go into a bit of detail of how your doing this?
carlo_c
01-05-2009, 04:56 PM
Wow, awesome stuff everyone and it's not even a week into 2009!
Here's something I've worked on past couple days from all the info I soaked up in my last thread, another modular building *yawn* hehe :)
http://blog.carlocarfora.co.uk/sketchbook/modular.jpg
Quaggs
01-05-2009, 05:46 PM
WAYWO 2009 looks to be starting of with 4 pages of awesome art.
Here's what ive been up to, I'm working on making a mock up of of super smash bros fro the Nintendo DS. started with doing the mushroom kingdom stage, going to be doing some lowpoly characters next and pose em for a couple fake screenshots, maybe even a short video. all the textures are 16x16 or smaller excluding the mushrooms, all made in ms paint to get that 8 bit goodness.
http://www.freewebs.com/quaggs/ViewCap1.jpg
http://www.freewebs.com/quaggs/SSBDs.jpg
BrodyB
01-05-2009, 09:50 PM
http://www.brodybrooks.com/img/models/helix_color.jpg
My Iron Helix homage with texture/spec/bump.
Jackwhat
01-05-2009, 11:37 PM
Awesome start to the new year - ive been slacking so hard over the holiday season, gotta get back into the swing of things D:
rusty as fuck
http://i62.photobucket.com/albums/h91/Jackwhat/0106rakugaki.jpg
my mod just released there new years update i worked on the nod artillary tank :)
http://ca.youtube.com/watch?v=R8g4txL-Jps (http://ca.youtube.com/watch?v=R8g4txL-Jps&eurl=http://www.moddb.com/mods/renegade-x/news/renegade-x-new-years-update)
id suggest pressing the high quality button looks alot better
warrior doodle, in the name of study, no intentions of finishing it, but who knoez
http://rensedeboer.com/sc/thor01.jpg
EbolaV
01-06-2009, 08:08 AM
Rens: reminds me on some headcrabmonster :D
onionhead_o
01-06-2009, 09:33 AM
http://farm2.static.flickr.com/1367/3173572971_5f85835d57_o.jpg
http://farm2.static.flickr.com/1159/3173584823_6e8b92fe5b_o.jpg
Funky Bunnies
01-06-2009, 02:44 PM
I definitely hunger for more info on that madness too, J.I. Styles
somehow I've never made a generic-ass head study from a sphere in zbrush
...so I just made a generic-ass head study from a sphere in zbrush
http://www.funkybunnies3d.com/3d/generichead.jpg
http://www.mikerusby.com/face4.jpg
http://www.mikerusby.com/face.jpg
been practising a bit for the new year ahead.
This is a max render with normal map + basic diffuse. no spec map yet
tacit math
01-06-2009, 08:37 PM
that's good head
Jackwhat
01-06-2009, 09:02 PM
Its good head indeed!
Quick 45minute study, trying to get back into the swing of things!
http://i62.photobucket.com/albums/h91/Jackwhat/0107Study.jpg
DrillerKiller
01-06-2009, 09:10 PM
nice head ruz, like the shader.
http://i166.photobucket.com/albums/u87/drilllerkilller/emptyeyes.jpg
Szark
01-07-2009, 12:07 AM
http://img352.imageshack.us/img352/825/simonburfordother03an8.jpg
Thompson I was working on a little while ago, C&C welcome
renderhjs
01-07-2009, 01:11 AM
worked on layouts for my portfolio, to be used booth as a print book and in my 3d engine, here are some pages (still in progress)
http://www.renderhjs.net/portfolio2k9/5pack_01.jpg
http://www.renderhjs.net/portfolio2k9/5pack_02.jpg
http://www.renderhjs.net/portfolio2k9/5pack_03.jpg
http://www.renderhjs.net/portfolio2k9/5pack_04.jpg
DrillerKiller: very cool!
Ruz: head looks good, but also looks like pretty much every other head i've seen you do - ever tried something non-generic average male? Do a monster head or an ugly old man or something!
renderhjs: Very nice work, that's a good skillset you have there, pretty much everything a company could want :)
fullofclovers
01-07-2009, 05:00 AM
A zombie. Head just for now:
http://fullofclovers.com/zombie_1.jpg (http://fullofclovers.com/zombie_1.jpg)
BeatKitano
01-07-2009, 06:04 AM
Hellboy's 2 tooth fairy. Gotta give some mud love to this little creature.
http://www.beatkitano.com/up/tooth-014727_07-01-09.jpg
http://www.beatkitano.com/up/proceed-024122_07-01-09_m.jpg (http://www.beatkitano.com/up/proceed-024122_07-01-09.jpg)
Talon
01-07-2009, 06:32 AM
Haha, neat stuff, BeatKitano. I love those little dudes.
cheers tacit math, Jackwhat,DrillerKiller - its always good to have head:)
Jackwhat,DrillerKiller - good stuff guys
MOP, it's true that I do a lot of generic stuff when practicing, boring to look at possibly, but I
have improved it from previous versions I feel.
Here is a 10 minute mekon like character based on the same head
http://www.mikerusby.com/mekon.jpg
BeatKitano, that looks awesome! Really cool base mesh. What did you model it in?
Ruz, that is also very cool. The proportions are indeed mekon.
BeatKitano
01-07-2009, 08:50 AM
@Ruz: im so jealous of your texturing skill, simple diffuse and yet it looks pretty realistic.
@Talon:My favorite character from the movie, so cute and so deadly :')
@Vrav: It's silo 2.1 the wondermarbelous modeler.
Started the sculpt
http://www.beatkitano.com/up/Screenshot45-043549_07-01-09.jpg
Ha! I knew it. Wondermarbelous indeed. Mud looks nice and shiny so far.
CrazyMatt
01-07-2009, 12:24 PM
I havn't posted much work around here, but thought i'd join in the gang.
My melted face :) (WIP)
-
http://i186.photobucket.com/albums/x117/311CrazyMatt/WIP_Work%20In%20General/MF3.jpg
Razorb
01-07-2009, 12:30 PM
hahaha beatkitano thats ace
snake85027
01-07-2009, 01:07 PM
I am still hammering away at this.
http://i93.photobucket.com/albums/l74/spawn85027/smallupdate.jpg
BeatKitano - looks good and scary/disturbing at the same time head looks a liittle flat in places though. perhaps the eyes could stick out a little
CrazyMatt - looks cool - more 'tumorish' than melted though
misterboogie
01-07-2009, 04:23 PM
@ BeatKitano. Awesome! The toothfairy is coming out great!
Frozan
01-08-2009, 12:35 AM
Recent art test for a studio; 2k tris, Fingers crossed
http://dl.getdropbox.com/u/448179/Render.jpg
Saidin311
01-08-2009, 12:41 AM
Thats a wicked pillar Frozan, did you sculpt it or model the HP?
Been working a bit on a fountain to get myself back into sub-d modeling. The original concept is from Gears of War. But since I don't own the game I can't compare the model. My mudbox trial expired too so I can't sculpt the stone detail. :(
http://i7.photobucket.com/albums/y255/Saidin311/progress2-2.jpg
PixelMasher
01-08-2009, 12:55 AM
frozan: ace work man, looks great, i second saidin, lets see the highpoly! which studio is it for? good luck dude.
saidin: lookin good so far man
Frozan
01-08-2009, 02:03 AM
here ya go. I modeled it and then Zbrushed it up. a lot of the details are zbrushed.
http://dl.getdropbox.com/u/448179/HP.jpg
elementrix
01-08-2009, 02:18 AM
very nice pillar Frozan! I love it.
Microneezia
01-08-2009, 02:19 AM
Frozan, that looks amazing. One of the best environment pieces ive seen in a while. Great job! and good luck!
ebagg
01-08-2009, 02:25 AM
http://farm4.static.flickr.com/3339/3178653425_60bef7a0bd_o.jpg
Decided to do a quick touchup of an old piece...
Spence da Tutor
01-08-2009, 05:51 AM
Struggling with inspiration, i started doing 3D models of whatever was randomly stuck on my desk:
http://www.mikespence.co.uk/images/deskobjects2.jpg
onionhead_o
01-08-2009, 09:22 AM
http://farm4.static.flickr.com/3450/3180129674_226aeeea41_o.jpg
Wahlgren
01-08-2009, 09:59 AM
Not as fancy as some of the cool things in here but I decided to keep plugging away on it yesterday. I felt like doing some glowy techy stuff :)
Diffuse coming up. Wear and tear normals and the like I´ll do with the photoshop filter..
http://dl.getdropbox.com/u/469564/hev2.jpg
AshleyTayles
01-08-2009, 10:17 AM
Lol P.I.G, the normal mapped one looks better than the high poly one!
Frozan
01-08-2009, 12:36 PM
haha its true. i think cus its got AA going on in the actual normal map and also has Ambient occlusion
PS PIG ; its for sure fancy :) i like it. u got any references for it? also what is the color style ur going for. like what game would it match u think with the texture direction your going with it?
|Buddy|
01-08-2009, 12:47 PM
It's HEV so i guess HL2?
Wahlgren
01-08-2009, 01:17 PM
HEV´s aren´t in HL2 outside of the easter egg one (But yeah. Half life "current gen" more or less.) ;)
Anyway. Cheers guys. I´m still playing around with the texturing and actual layout and just because there´s three posts in a row about it I´ll throw in what I have now.
Stripes on the wall will be self illuminated and the HEV itself will cast warm lovely light on it.
http://dl.getdropbox.com/u/469564/nev4.jpg
EDIT:
Ref: http://www.eeggs.com/images/items/87.full.jpg
and this small ass one. http://tbn0.google.com/images?q=tbn:zxq0Kkpo2PPoqM:http://images.wikia.com/half-life/en/images/4/49/HEV_Charger.png
rooster
01-08-2009, 02:16 PM
not sure why they made it yellow in the easter egg.. not really as instantly recognisable as those orange boxes we were used to seeing. maybe the european labs used yellow. Still, I'd go orange, if I were making it..
Frozan
01-08-2009, 02:45 PM
ahh i didnt catch the little writing at the bottom. awesome. it looks flatter then the first wip you showed us
Wahlgren
01-08-2009, 02:57 PM
Rooster. Probably will do just that. Although i was thinking red for a little while. Artistic freedom and what not.
Frozan: Yeah. That one had specular. This one has specular off so i could see the diffuse better. (Specular is on on the wall. Not on the HEV).
I intend to have this finished this weekend. Hopefully saturday. It´s just a box after all. I intend to put it into Unreal so i can get some knowledge about the shading networks and what not. Also. Can anyone out there recommend a good shader for max? The one i´m using now doesn´t have support for self illumination and this is something i totally want and need.
ArtsyFartsy
01-08-2009, 03:40 PM
I'm not even sure what this is anymore
http://www.wallsandstalls.com/images/boiler_screen_composite.jpg
An early version of the high poly
http://www.wallsandstalls.com/images/boiler_screen_hghply.jpg
DrillerKiller
01-08-2009, 04:36 PM
ArtsyFartsy,
i like, but it looks like it could do with some better diffuse work, and an ao map.
High poly looks good, now just get it to work in your low.
Jackwhat
01-08-2009, 11:17 PM
More of da same from me!
http://i62.photobucket.com/albums/h91/Jackwhat/0109Study.jpg
FAT_CAP
01-09-2009, 05:00 AM
MAX screengrabs so there's no gloss map support :( or any other shader-gubbins yet.
http://www.samchester.co.uk/wip/SamChester_Rider_MAX.jpg
Wahlgren
01-09-2009, 05:18 AM
I found a max shader that has support for gloss maps if you´re interested. Other than that. Looks sweet. Although i´d like a fuller. rounder shape on the butt. Thats just me though. hehe ;)
I like big butts!
Slipstream
01-09-2009, 08:37 AM
@Jackwhat: Nice shading; I love the expression :)
@Fat_Cap: Dunno what shader you're using, but you could try this one from over on GameArtisans:
http://www.gameartisans.org/forums/showthread.php?t=5896
Gloss, emissivity, and fresnel falloff. It's amazing.
that's looking awesome fatty. I love the drool.
FAT_CAP
01-09-2009, 09:31 AM
Cheers guys - thanks for the link to that shader Slipstream - looks really nice. I'll test it out in a bit.
P.I.G - if you could throw that shader my way that would be great :) I am just using my own .fx MAX shader made from a DirectX material at the minute so it's pretty basic.
I plan to pop this guy and the boar he is riding on into UE3 in the end anyway but it's always nice to have a choice of shaders and rendering options.
Spent the last 3 weeks making dozens of little spritesheet animations like these
http://www.subreal.net/media/tank_fire.swf
http://www.subreal.net/media/tank_explode.swf
Tumerboy
01-09-2009, 12:13 PM
Nice Ass Fat Cap!
Ajax, that's ace. What's it for?
Wahlgren
01-09-2009, 01:06 PM
Spent the last 3 weeks making dozens of little spritesheet animations like these
http://www.subreal.net/media/tank_fire.swf
http://www.subreal.net/media/tank_explode.swf
Real nice. What´s it for. I´ve missed out!
Fat cap. PM´d you. Tried the other shader but i think im a retard. Didn´t get it to work well. Will try it out some more. :(
FAT_CAP , looks great man
Jackwhat. Is that a young kirk douglas? also looks a little like lee evans:)
nice looking though.
Just a little flash game I'm working on with some folk here :)
Wahlgren
01-09-2009, 04:35 PM
Mostly been playing around with shaders and stuff like that and Frozan. See, Specular (a quicky but still). Is it still flat? :)
So yeah. Still design issues on the whole thing but yeah. Not much left now i guess. Will wrap this up tomorrow. (Also i´ll have self illumination working on the stripes and HEV-box if everything goes as intended).
There. Now you won´t see it until it´s done or pretty much 95% done. I feel like i´m spamming you.
EDIT: woops. Fucked up on the wall at the top. Should be a bit more transparent and... well. go fully to the top xD
http://dl.getdropbox.com/u/469564/hev6.jpg
LEViATHAN
01-09-2009, 04:41 PM
The wall is not convincing nor fitting I think. I didn't see that muddy surfaces in the labs?
Wahlgren
01-09-2009, 04:53 PM
The wall is not convincing nor fitting I think. I didn't see that muddy surfaces in the labs?Nah i was never doing a straight copy and was trying a darker grittier more "fuck style" kind of tone but I guess I kinda failed then. Could try a fancy nice looking one aswell just for the giggles. :)
or something in between. Heeey. I got an idea.*hurries off*
I'm not even sure what this is anymore
http://www.wallsandstalls.com/images/boiler_screen_composite.jpg
An early version of the high poly
http://www.wallsandstalls.com/images/boiler_screen_hghply.jpg
This reminds me of a fancy pizza cooker!
Popeye9
01-09-2009, 08:07 PM
Here is a mountain I sketched and rendered during lunch today in zbrush. Not the greatest would still need to add some boulders and other vegetation. May revisit it later on.
http://img80.imageshack.us/img80/2496/mountainpsmallkd6.jpg (http://imageshack.us)
http://img80.imageshack.us/img80/mountainpsmallkd6.jpg/1/w800.png (http://g.imageshack.us/img80/mountainpsmallkd6.jpg/1/)
http://img405.imageshack.us/img405/2487/mountainplainsmallnx7.jpg (http://imageshack.us)
http://img405.imageshack.us/img405/mountainplainsmallnx7.jpg/1/w865.png (http://g.imageshack.us/img405/mountainplainsmallnx7.jpg/1/)
timwiese
01-09-2009, 08:20 PM
Mostly been playing around with shaders and stuff like that and Frozan. See, Specular (a quicky but still). Is it still flat? :)
So yeah. Still design issues on the whole thing but yeah. Not much left now i guess. Will wrap this up tomorrow. (Also i´ll have self illumination working on the stripes and HEV-box if everything goes as intended).
There. Now you won´t see it until it´s done or pretty much 95% done. I feel like i´m spamming you.
EDIT: woops. Fucked up on the wall at the top. Should be a bit more transparent and... well. go fully to the top xD
http://dl.getdropbox.com/u/469564/hev6.jpg
I really like this, I think the wall is a cool texture but not working in this case. Since to me it doesn't make much sense for there to be a nice paint job on a wall that is that uneven. looks more like something that would be in a carved out cave rather then a lab wall.
Thegodzero
01-10-2009, 01:03 AM
Yeah if you were to make it look like the paint was really applied to the wall with a roller or a brush. Basically using a height map as your alpha for the paint then adding in some extra love to get it all the way. That would help a lot, another thing that is REALLY bugging me is that your light source is green... what color is it casting? Why would a green light cast a orange light?
Any crits are welcome.
http://www.youtube.com/watch?v=qGf19C2_ET8
(http://www.youtube.com/watch?v=MwpyapRZ364&feature=channel)
FAT_CAP: looking really nice, oh and the hairy buttcrack is great ;)
gavku
01-10-2009, 03:52 AM
Cody: there's quite of bit of stuff that could be done to that walk...if you're really looking to improve it you should start a thread like Stephan did he seemed to get a lot of helpful feedback. Overall, its very stiff and snappy...not much rotation in his body.
rul119
01-10-2009, 07:09 AM
great work fat_cap!
Levus
01-10-2009, 08:58 AM
FAT_CAP - nice work, I like your style! Can you show it with full feature shading now?:)
Slipstream - thank you very much for the info 'bout this fx shader, appreciate!
zerafian
01-10-2009, 11:39 AM
fat cap: Looks greats, nice touch with the drool and body hair, it really compliments the whole character.
On a side note though,I'd think about giving him some back fat near his lower lats. Thats seems to be where fat likes to gather when your around that dudes size. Other then that I dont think his butt cheeks wouldnt be spread like that.
http://i167.photobucket.com/albums/u131/detoxinabox/fat_back.jpg
Wahlgren
01-10-2009, 01:03 PM
Pig-spam again.
Old wall: http://dl.getdropbox.com/u/469564/hev7.jpg
Progress on the new wall. Trying to keep it clean and more true to the source. So. Am i heading the right way now? :)
EDIT: I´ve changed the top two "strap" things on the light (Not in picture). They were bugging me to no end.
http://dl.getdropbox.com/u/469564/hev8.jpg
PIG, I think you're wall texture is much too busy, I'd go with something much more simple, cleaner, will make the HEV pop out more. Just look at all the nice simple concrete walls the Half-Life universe has, yours looks too rugged, almost liked it's a cave or something. Maybe it's a bit too black too.
Wahlgren
01-10-2009, 01:55 PM
Alright bal. Cheers. I´m doing a nice and tidy one. Let´s see if it works ;)
edit: just changed the pic above.
gamedev
01-10-2009, 05:54 PM
Hey Pig,
My only crits would be the saturation levels. Its alright to use color, and saturated color at that, but because its used all over the asset and on the wall stripes its bit overwhelming.
Cheers
CrazyMatt
01-10-2009, 06:34 PM
Currently now working on "Dr. Manhattan" from The Watchmen :)
- First bit of progress started today
--
http://i186.photobucket.com/albums/x117/311CrazyMatt/WIP_Work%20In%20General/Drmanhattan1.jpg
Rated Rrr
01-10-2009, 07:59 PM
@PIG: liking the changes you made, works much better. also like the use of the old wall behind.
jmiles
01-10-2009, 10:42 PM
did this for fun today this after noon.. worked on it all day long til what it is now.. bout 9 hours
http://img520.imageshack.us/img520/8289/modelsheetvo4.gif (http://imageshack.us)
Woohoo more digital painting! :) My mom comissioned me to paint her friend's kids for her b-day present :P Hey, work is work! lol
http://www.mskinrys.com/images/Traditional/Portrait_ZamisKids.jpg
The friend liked it, btw :P
CrazyMatt
01-11-2009, 12:21 AM
Nice work Mezz :)
Good stuff Mezz!
Im curious to see what some highlight spots would do to it, keep it up!
CrazyMatt
01-11-2009, 03:30 AM
little update
-
http://i186.photobucket.com/albums/x117/311CrazyMatt/WIP_Work%20In%20General/Drmanhattan2.jpg
my first baked volumetric sculpt, I made no basemesh for this. around 4000 tris
good work on dr manhattan, why did he dislike clothing I cant remember what the comic said?
http://gd3dart.com/images/ragaradon1.jpg
http://wip.global-illusions.com/sketch/tiretest.jpg
just a very quick and dirty proof of concept, all in Zbrush
Radial Symmetry, vahl? :)
done
http://gd3dart.com/images/ragara_presentation2.jpg
Chunkey
01-11-2009, 07:21 AM
I knows I knows! :p
cheers for the tip Vincent, was muchly appreciated, will work a treat for my zombie's elasticated jog bottoms hehe :)
onionhead_o
01-11-2009, 08:50 AM
Mezz: ur so good at digital painting now. oh yeh i added u as a friend on psn.
Renaud Galand
01-11-2009, 09:14 AM
Radial Symmetry, vahl? :)
had the same thought but NO ! Vahl still need to explain me (us), though :p
killingpeople
01-11-2009, 11:47 AM
jmiles, what's with the double post holmes? Don't be that guy ;)
arshlevon
01-11-2009, 12:45 PM
Radial Symmetry, vahl? :)
i think he is using wrap mode, not sure though..
KikiAlex
01-11-2009, 01:35 PM
http://img88.imageshack.us/img88/3866/11866491wa5.jpg (http://imageshack.us)
Sub-d Cuda W.I.P.
Mop, Arsh, Renaud : I'm still experimenting with that, but it's basically trying to use the uvs and displacement maps at their best, the example here is pretty simple and could have been done with radial symmetry, but I'm trying to find a way to extend this to much more complex shapes, like armors (for ornaments) buildings (complex brick walls, repeating sculpted details), natural assets like cliffs, tree trunks, and characters (scales, fur, cloth patterns). the idea being to build some kind of bank/database of tiling displacement maps that can be used easily combined with dragrect alphas and projection master to quickly add a base of repeating details on any kind of shape which can then be easily altered in zbrush or toned down using layers/masks, etc, once I had the displacement map done and the basemesh unwrapped, this tire took 30 seconds to make (of course the displacement map itself takes something like 10-ish minutes to be built off a small tiling straight portion of tire).
you can also only unwrap the parts you want so that only them will get the detail, use local subdivisions to avoid wasting polygons, etc...
as I said, that was just a quick test, nothing to be thrilled about, once I'll be sure of the correct workflow, I'll make a minitut thing if people are interested :)
SHEPEIRO
01-11-2009, 05:46 PM
vahl- yeah id be, i used displacement maps in my env. wor all the time and would deffinatly be interested to see others workflows,
Pedro Amorim
01-11-2009, 05:47 PM
yes please :)
EbolaV
01-11-2009, 06:23 PM
Kiki: nice car man
for that displacement, projectionmasterstuff you need to uv the model? dont really know how that works. would be realy nice if you make a little tutorial vahl :thumbup: cant wait for it
Virtuosic
01-12-2009, 12:01 AM
My first time doing a facial rig with control points instead of morph targets... WIP,
http://www.virtuosicstudios.com/junk/render4.jpg
http://www.virtuosicstudios.com/junk/render5.jpg
Zwebbie
01-12-2009, 07:43 AM
I figured I'd try this sculpting thing that you're all on about, even though it's probably just a fad that will be forgotten two months from now.
http://img57.imageshack.us/img57/4241/sculptytestke2.jpg
You may now tell me not to move up subdivisions that quickly, to get reference, to spend less time on making a fancy render and to stop using Blender and switch over to a manly application like ZBrush.
ElysiumGX
01-12-2009, 01:02 PM
even though it's probably just a fad that will be forgotten two months from now.
I bet you were saying that two years ago. Five years ago I was saying how great it would be to finally see some nice game art come out of Blender. I'm still saying it.
Anyway, your sculpt isn't terrible. But, you could follow your own advice if you want to progress.
Psyk0
01-12-2009, 02:53 PM
little update
-
http://i186.photobucket.com/albums/x117/311CrazyMatt/WIP_Work%20In%20General/Drmanhattan2.jpg
Some quick fixes:
-Curve the clavical bone upwards.
-Fix the trapezius muscle, it's V shaped in the back
http://www.yogananta.com/images/insight/shoulderx_vert_vw.jpg
Starting to work on environment stuff for the 2D game from earlier in the thread (pixarish style). Some cliffs:
http://www.subreal.net/media/rock1.png
http://www.subreal.net/media/rock2.png
Yes, some slight bleeding of the shadow outside the alpha mask as these aren't cleaned up yet (tomorrow have a whole bunch to do!)
Racer445
01-12-2009, 10:49 PM
probably gonna be ignored since its not a character but i need critique on this so i figure i should post it
just another generic container prop
http://i44.tinypic.com/2zhnx35.jpg
gamedev
01-12-2009, 11:14 PM
Hey Racer,
Container is coming along nicely. I'm an environment art fan more than a character art fan ;).
Crits
- indents on the end face look really artificial. Colors are too strong (blue and black) and contrasted and read like faked normal details rather than true indents (though I'm sure they are).
- Warning signs, and other stickers / text on end are not worn in a consistent manner to the rest of the container, they look too clean.
- The sides could use a large logo and / or company name. Some nice detail to break things up.
- The very base of the object should be darkened and dirtied up a bit so that there is not a harsh transition to the ground.
- The end silver rods and locking mechanics need some more texture love and well placed detail. Pipe intersections need to be called out more, bolts need more contrast etc.
- Consider some stronger lighting and a more effective spec map.
-Tyler
Japhir
01-13-2009, 02:54 AM
yay first post in 2009 thread :D.
i'm working on governor ratcliffe, the evil guy from pocahontas:
http://img243.imageshack.us/img243/8418/wipbk4.jpg
it doesn't really catch the dynamic and flow of ratcliffe, while he is a pretty heavy dude he has some really nice flowy lines in his original design, try to capture these first.
Japhir
01-13-2009, 03:40 AM
thanks a lot neox! (for the paintover too :D).
elementrix
01-13-2009, 06:52 AM
Nurbs:
http://i307.photobucket.com/albums/nn288/el-ementrix/Nurb.png
Poly's
http://i307.photobucket.com/albums/nn288/el-ementrix/Poly.png
handed it in yesterday, will work on it more in a few months.
doc rob
01-13-2009, 07:39 AM
NURBS
!
Japhir
01-13-2009, 11:34 AM
update: thanks again for the paintover neox!
http://img98.imageshack.us/img98/5333/wipay6.jpg
Sectaurs
01-13-2009, 12:04 PM
probably gonna be ignored since its not a character but i need critique on this so i figure i should post it
c'mon, don't be that guy
looks like your stencils aren't effected by the indents/extrudes on the side. particularly noticeable on the bottom right '87' dealie
what texture size? whats the polycount? can we see wires?
...and listen to gamedev
timwiese
01-13-2009, 12:50 PM
A door
http://i64.photobucket.com/albums/h167/opiate4kils/GardenDoor2.jpg
Still have a bit of work to do, thought I'd post it to get a little feedback
There is no handle yet.
Edit: Updated Picture
LEViATHAN
01-13-2009, 12:53 PM
Ornaments/hinges look flat compared to the rest, adding shadows would probably help, as well as a stronger normal.
Japhir
01-13-2009, 03:45 PM
damn i'm having a hard time getting the face to look like the fat governor caucasian. he looks more like a native american now :( (which is rather ironic). i took some liberties with the topology, but it's all there for the fat tissue and shape. don't know if this is good or bad though :/.
http://www.freeimagehosting.net/uploads/9a07b7f2a4.jpg
_Shimmer
01-13-2009, 06:52 PM
yehaa a new WIP thread
http://stephko.viranyi.de/folio07/personal/001_recent/0001_G_Zangief.jpg
alexl
01-13-2009, 07:03 PM
Damn that looks awesome shimmer, don't know if you've begun on the legs yet (probably not) but I'll say this anyway, the legs seem too small, at least when comparing with the Zangief art from Capcom, he seems to have alot more thickness in his legs especially in his latest form from SF4 (pic (http://i236.photobucket.com/albums/ff214/RaphaelWrestlingBrazil/Games/Street%20Fighter%204/SF4ZangiefFamitsu.jpg)).
Ignore this observation if your reinventing him in your own vision of course or if you already had plans for the legs :)
Nice door! I kind of like the hinges as you have them, but the middle piece could use a little more volume to give it another level of pop and get rid of that flat texture feeling.
BradMyers82
01-13-2009, 07:12 PM
Shimmer that is looking awesome! I actually like the legs with smaller proportions. I also like the rough sculpty feel this has. How did you do the hair anyways?
JordanW
01-13-2009, 08:04 PM
figure i can start postin' this.
http://mutantspoon.com/temp/orc_render01.jpg
rendered using MentalRay
gonna start on his orcish armor soon :)
killingpeople
01-13-2009, 08:19 PM
Racer445: This thread typically isn't for critiques. This thread has always been more of a galley of types as if we were all in the same lab and were just walking around peeking over one anothers shoulder. This format makes it pretty cluttered and getting a good back and forth going isn't really ideal, it's basically disruptive. If you are looking for critique, I'd suggest making a thread of your own and simply asking for it. Give a little background about your piece, your tools, and intentions, etc. it will create an opening for good feedback... blagablagalbalf
Japhir: is that my fathed sdk mesh?
First level is starting to come together now. I just pulled animation frames/stills from the animations posted earlier in the week and just photoshopped them over the background. Still WIP, got some more polishing and tweaking/fixing to do. Want to darken/brown up the back cliffs to add more contrast (and push them back a bit for more play area). I need to work some more color in here somewhere too to break up the tan overload a bit.
http://www.subreal.net/media/g_skirmish_alpha1.png
nice ajax! inspired by General Chaos (http://images.google.com/images?hl=en&q=general%20chaos&um=1&ie=UTF-8&sa=N&tab=wi) at all? One of my all time favorite genesis games.
Holy crap, that games look remarkably similiar, but I've never seen it before. Very cool! Will need to find a ROM of it. :)
Richard Kain
01-13-2009, 09:50 PM
General Chaos is a great Genesis game. It was a kind of console-centric real time strategy game. And the over-the-top characters and animations made it all the more entertaining.
Your game is looking really good. You've got a good style working for it. I had noticed some of your practice sculpts for the cliffs earlier, I think that approach is working well. It would be nice to see a more up-close shot of the characters. Are you using sprites or 3D models at the moment?
No real closeups, they are just super simple shapes actually, proportioned to look readable at that angle. Here are some animation samples though: http://subreal.net/media/animation_sample.html
They are modeled and animated in 3D, but rendered out and turned into spritesheets (it is being built in Flash after all). I actually contracted out the models to a friend of mine (Todd Pickens) to speed up the process. :)
The best closeup I have is this really crappy render I had to rush for a coworker:
http://www.subreal.net/media/duhduhduh.jpg
Japhir
01-14-2009, 01:07 AM
Japhir: is that my fathed sdk mesh?
uhhh... no. i built it from scratch from a ten sided cylinder. i'll take it as a compliment :).
edit: update!
http://img235.imageshack.us/img235/3176/wiphl6.jpg
his medal thingie is coming from the shoudlers not his neck
http://www.vnn.vn/vnn4/pic_story/story6-pocahontas/picture/p2.jpg
http://www.geocities.com/TheTropics/Resort/4986/govrat.gif
i think a little more flow (more loops) in his hair wouldn't hurt it's pretty edgy compared to his face
killingpeople
01-14-2009, 05:19 AM
Japhir, wouldn't care if it was, just ask'n ;)
Racer445
01-14-2009, 07:39 AM
Gamedev and Sectaurs, thanks!
Killingpeople, I understand, but this was just some random prop I made and I didn't think it deserved its own thread.
Slipstream
01-14-2009, 09:08 AM
@JordanW: Really thought that was clay. Nice rendering and sculpting :)
Nick Carver
01-14-2009, 09:20 AM
Hey everybody - great work going on as always.
I've not done anything realistic for a while so I thought I better have a go at a likeness to keep my eye in with this stuff. It's another character from the Wire - everyone's favourite stick-up guy, Omar Little. I'm still working on it and I'm planning to do a textured, game-res version as well. Excuse the crappy alpha masks - they're just there to help me visualise the hair etc.
http://i3.photobucket.com/albums/y95/oishiiniku/omarwip1.jpg
And something from a while back that I never posted:
http://i3.photobucket.com/albums/y95/oishiiniku/knightmodel1.jpg
I'm going to do an evil knight as well, I think.
Cheers, Nick.
Ballo
01-14-2009, 09:33 AM
Hi everybody. I see a lot of fantastic works here.
I´m busy finishing a realtime heads.
http://www.josemlazaro.com/3d_files/beauty.jpg
Popeye9
01-14-2009, 09:39 AM
Quick Sketch up of shack I am working on.
http://img155.imageshack.us/img155/265/zbrushmainwj8.jpg (http://imageshack.us)
http://img155.imageshack.us/img155/zbrushmainwj8.jpg/1/w800.png (http://g.imageshack.us/img155/zbrushmainwj8.jpg/1/)
TheMadArtist
01-14-2009, 09:40 AM
Elephantness..
http://img440.imageshack.us/img440/2517/elephantnesswipks1.jpg
DrillerKiller
01-14-2009, 09:45 AM
Nice work Nick!
did this last night
http://i166.photobucket.com/albums/u87/drilllerkilller/stone_Demon.jpg
Rota626
01-14-2009, 10:11 AM
Cool stuff Nick, and DrillerKiller!
http://www.rota-art.com/picorealtime.jpg
Rota
Ajax, that is some killer stuff!
thanks gac!
nick: love the knight and the king! great design.
rota/drill: awesome stuff dudes :D
really cool stuff.
driller that is so awesome : )
perna
01-14-2009, 12:32 PM
Very nice Omar Nick
FAT_CAP
01-14-2009, 12:35 PM
Nick, DrillerKiller and Rota - VERY nice stuff you guys have there :)
dur23
01-14-2009, 01:15 PM
OH SHIT!
It's omar.
Seriously awesome.
Frozan
01-14-2009, 01:35 PM
@DrillerKiller (http://boards.polycount.net/member.php?u=19794)- is that under water? pretty cool!
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