View Full Version : Sketchbook: NGS616
07-28-2009, 02:01 PM
Hello, my name is Nathan. I have been 3d modeling a little over a year now. I am self taught and self motivated. i have also been creating levels for games periodically through my life. I have recently been viewing these forums, the responses here are extremely valuable.
With my most recent project I feel I have achieved a milestone in my short CG career.
I decided i would start posting on here, because the criticism is very informative.
I use Maya and Zbrush. I am a novice at them both; especially Zbrush. I have books on them both (introduction and creature creation[for both programs]) that i have recently gotten and am about to begin reading.
Anyway, my most recent project! just over 5k low poly, around 1.5 million high poly:
3d Turntable: http://www.youtube.com/watch?v=KpCQVivx-Rc
It is supposed to be around 4-6 feet tall. (average)
07-28-2009, 04:57 PM
All criticism is welcome.
08-10-2009, 05:10 PM
I made the base mesh for this yesterday and I sculpted it today
08-10-2009, 08:23 PM
Your images are very dark, it makes it hard to comment on small details. A little more light and contrast would help greatly!
08-11-2009, 12:57 PM
I reworked some things and did some more detailing. I need to texture it. I'll be making a couple of different versions of it.
08-11-2009, 01:40 PM
A little more texturing:
08-14-2009, 01:06 PM
Still working on the variations of the soldier but i've also started working on this http://i268.photobucket.com/albums/jj37/ngs616/deman.jpg
08-14-2009, 01:47 PM
I'd say that the ideal looks cool but little details like the hands look like you used the snake hook brush to pull the fingers out when they should be existing geometry before you bring it into zbrush, if they were existing geometry I'd say put some more support chamfers so when you smooth it zbrush they dont become toothpicks.
08-14-2009, 02:59 PM
Yes, it was existing geometry, It's just like you said the smoothing deformed them. But i'm planning on detaching them and making new ones. he's gonna need some pretty well sized claws and the hand on the base mesh won't do.
For the base mesh i modified the base mesh i created for the soldier above, yet didn't modify the hands. I wasn't sure what i was going to do with them. I'm gonna have to do the same for the feet.
08-19-2009, 07:19 PM
Update: The arms are going to be detached and im going to make armored ones.
08-21-2009, 03:09 PM
I made this wall panel today using Zbrush's projection master. The texture is offset a little in a few spots.
08-23-2009, 09:44 AM
10 Mins: 1k triangles
I'd like to detail and clean it up. There is a large barrel in the middle (you cant see it in this shot) that i am thinking will spray ammunition like a shotgun.
08-23-2009, 04:03 PM
EDIT: Update again
08-23-2009, 07:57 PM
Started blocking out a new concept for a weapon:
EDIT: Another one
08-24-2009, 04:26 AM
From my point of view it looks like you aren't sure what lod you are modeling at. I mean some parts on the mesh look fairly high res whilst other are significantly lower.
08-24-2009, 03:21 PM
I've been blocking them out and gradually replacing parts with more detailed parts.
I understand what you are saying; and thank you for your input i need to watch that more carefully.
A good example of that is on the last pictures of the chaingun. The 12 barrels and the handles have a lot more geometry then needed at this point.
08-27-2009, 01:24 PM
I started to work on another variation of that character model this is the helmet so far:
08-27-2009, 01:45 PM
08-29-2009, 08:34 AM
I started working on the composition of a scene i want to create using some of the models i've made lately:
It's all placeholders of course. I was just blocking it out. I'm going to need to model the cave and a few other things still.
08-29-2009, 11:19 AM
First attempt at a rock face
08-29-2009, 12:35 PM
the rock face looks like a rock texture on a lumpy sheet of rubber, try making shapes that already look like rocks before adding any rock/grit texture or brushes. Depends what kind of rock face you are going for I guess
08-29-2009, 10:47 PM
Thanks for the input. I need to define the edges a lot more.
I made this one today as well:
this one has the same problem as the ones above,
rounded topology for rocks = bad
I have a tutorial from gnomonology on creating rock faces. I'll most likely watch it a few times tomorrow and take a few more shots at it.
EDIT: I had to start on another one:
08-30-2009, 08:03 PM
I think its looking a little better.
08-30-2009, 08:34 PM
Some more wall panels using the projection master: (untextured of course)
08-31-2009, 01:48 PM
Some more rock Zbrush practice; i started sculpting a rocky ground.
And some pillars using projection master:
09-01-2009, 01:07 PM
I did a peice of a brick wall in zbrush today while i had some time:
it was real quick i need to do some more to it
EDIT:: fixed it up a little:
Edit again:: got home and made some treebark
09-01-2009, 04:48 PM
And some more tree bark!:
EDIT: And some rocky ground:
EDIT: The rocks untextured
09-01-2009, 07:28 PM
Last one for tonight:
09-02-2009, 12:35 PM
I started working on the bottom section of the same wood.
It has to have more weathering, because it's near the ground.
09-02-2009, 12:48 PM
09-02-2009, 01:21 PM
nice texture, looks a bit like its been crazybumped though. So whats the plan are you making a scene with all these?
09-02-2009, 02:58 PM
man, those looks really cool! keep going!
09-02-2009, 03:43 PM
Thank you both!
@Ged: They are just for practice. and no bump mapping; thats geometry and color
but I do want to make a few that i can put together into a scene.
09-02-2009, 04:58 PM
A root in the ground:
09-02-2009, 05:15 PM
close-up on a focal point:
09-02-2009, 08:24 PM
The root was a little too flat:
09-02-2009, 08:56 PM
Some more rocks:
This should be tileable; i haven't tested it out yet though.
Edit: It tiles well;
09-06-2009, 09:27 AM
09-06-2009, 10:32 PM
09-09-2009, 03:04 PM
I started meshing out a weapon concept. I'm not liking the barrel.
09-10-2009, 08:21 PM
09-12-2009, 10:39 AM
Base model for a Tavor AR:
A little more detail:
09-14-2009, 01:56 PM
It's been a while since i've done a character, so i made this basemesh today:
I'm about 1 hour and 6k polys into it
09-14-2009, 06:55 PM
30 Min sculpt of that base mesh:
I'm not finished with the base mesh i just wanted to do some sculpting. It was just for practice.
09-15-2009, 04:14 PM
Worked on this AR a little more:
2098 triangles so far
Made a new SMG using some of the parts from the AR:
2390 triangles so far
09-16-2009, 04:32 AM
character looks too bumpy for my taste,
09-16-2009, 05:03 PM
Thanks for the input. I'd change it but that was just a practice sculpt, i'm going in a very different direction with the actual model.
Made a pistol.. i really need to texture these:
09-17-2009, 01:52 PM
They are about 900-1400 polys and took about an hour to make.
EDIT again: few more:
They are very similar. Some you can't see differences in at these angles. Such as the double barrelled variants.
I'm going to pick out my favorites and refine them.
09-19-2009, 09:54 AM
I textured one of those models. I'm considering this one a disposable plasma rifle:
09-20-2009, 07:50 PM
09-23-2009, 06:30 PM
Edit: update of that soldier model above:
Edit: update again:
09-28-2009, 02:34 PM
a club i made today:
It's a giant fang that has been used as a club. It's not old, but its gone through a lot of abuse
09-28-2009, 07:08 PM
I made this club tonight, it took about an hour:
09-28-2009, 08:58 PM
do you use projection master to get the wraps lined up around the clubs, without doing that i find it hard to make the wraps run together around a cylinder shape
09-28-2009, 09:20 PM
For the straps I used masking and the layer tool. Then i used the clay tubes tool on them.
09-29-2009, 01:15 PM
Redid some stuff on the rockclub:
09-29-2009, 05:33 PM
09-29-2009, 08:33 PM
09-30-2009, 02:00 PM
Today I used the blade i made last night but tweaked it a little and made this sword:
09-30-2009, 03:28 PM
I'd suggest toning down the noise on your objects. Everything looks like it's made out of sandstone because of the bumpyness. I really think that will help your textures look better. But keep up the good work! Your doing good!
09-30-2009, 06:49 PM
Thanks for the input. I definitely agree with you. I need to clean up my alphas and not go overboard with them.
A wooden beam i made tonight:
Flat color - no shader applied
Basic shader applied
09-30-2009, 07:41 PM
I was far from satisfied with that so i had to take another shot at it:
10-01-2009, 05:43 PM
Another piece of wood; damaged:
low poly in maya: 52 triangles
10-04-2009, 08:27 AM
Started on a new soldier model
10-04-2009, 02:44 PM
A good start! What kind of reference are you using to work on this? I ask because I feel like you're going for a type of wrap-Kevlar on the torso, but no shielding with it. If its a sci-fi soldier of the future - the design is up to you and I'll leave the artistic direction in your hands! However having a bunch of real-life and working physical examples go a long way in helping one to innovate an awesome new look for a soldier.
My only suggestion is to get your secondary forms in before detailing. This way you'll set up a very strong silhouette and eliminate anatomical issues before they become severe. I'm looking forward to your next post!
10-06-2009, 06:23 AM
Thanks Dan. I wasn't using any reference, and yeah its just a random sci-fi soldier of the future.
I really need to model more from reference photos, and get in more secondary forms like you said. Thanks for the advice!
I made this yesterday after work it was for fun/practice, rendered in unreal engine 3:
10-11-2009, 07:33 AM
I've been wanting to make a knight for quite some time and i started making some basic armor:
At the moment, specifically chain mail:
448 triangles on the colored parts. I need a few more polys on the elbow. And i accidentally rendered the arms with a lambert material so i they aren't shiny.
10-11-2009, 09:32 AM
This is the rest of him so far:
EDIT: helmet has too many polys in comparison to the rest of it
10-12-2009, 02:56 PM
More work on the armor:
i got it down to 1748 triangles
edit: current render:
10-13-2009, 04:24 PM
I've pretty much finished the modeling and uvs.
1644 triangless 1024 texture space
I have about half of it textured
10-13-2009, 05:46 PM
i started some work on the rest of it:
10-13-2009, 07:10 PM
Edit: Started meshing out some plate armor:
10-15-2009, 08:28 PM
Made this tonight, just a practice sculpt of ground. 30 mins, low poly = 1 k
10-19-2009, 01:06 PM
Tojo the Combat Ape:
10-19-2009, 07:46 PM
A small tree:
10-20-2009, 01:05 PM
10-20-2009, 09:06 PM
10-20-2009, 09:20 PM
10-21-2009, 02:09 PM
10-25-2009, 09:00 PM
Some stuff rendered in Unreal Engine 3:
lol what is going on with all the armoured monkeys that is legendary hahaa
The UE3 pics look fairly good, not sure the models are animating or deforming well though, looks stiff
10-26-2009, 12:01 PM
haha thanks, the little apes i just tossed together and put in there for the hell of it.
I agree with you on the stiffness, i think most of that is from me animating them poorly. I just posed them really quick and exported like that i didn't rig them onto a skeleton yet.
11-19-2009, 11:17 PM
I haven't posted anything in a while, but i have still been working on stuff.
This is what i was working on today:
11-20-2009, 01:35 AM
teaching monkeys how to use swords is irresponsible - i hope this image doesn't get into the wrong hands, you may have killed us all... you fool
11-22-2009, 09:53 PM
11-23-2009, 04:32 PM
11-28-2009, 04:53 PM
Some more updates to the forest.
I started working on some more armor i'll be posting that soon.
11-29-2009, 03:51 PM
11-30-2009, 01:46 PM
so far today i fixed up that water:
11-30-2009, 02:24 PM
12-05-2009, 09:43 AM
12-05-2009, 07:49 PM
I started making this forest in a different way then the last. Not using the UE3 terrain. It takes a little longer, but i have a lot more control over the landscape. Which is letting me have a lot more fun with the flow of the game-play.
starting to look quite nice but the shadows are almost invisible and it all looks a bit flat like theres not much colour contrast in the foreground at all
12-07-2009, 12:57 PM
this is a really cool scene you have going on here. i do agree that it looks too flat. maybe a bit more light to bring out the awesomeness going on here?
12-07-2009, 09:11 PM
Thanks for the c&c, Ged and Tinokun. I really appreciate it!
I worked on it some more today. This is what its looking like now:
still very dull and flat which is a shame as the models and textures dont look bad, check this out http://boards.polycount.net/showthread.php?t=68046 it has shine coming off the water a bit of shine coming off some of the rocks etc, really the atmosphere is dull right now even if its a night scene or cloudy you can still kick out some cool stuff in unreal check out the lighting and atmosphere in this http://boards.polycount.net/showthread.php?t=66330&page=5 get some interesting lighting in there!
12-08-2009, 07:25 AM
Thanks Ged. I'll work on the lighting and atmosphere some more today.
I seen those two environments before and i really liked them. Thanks for posting them, they are great UE3 references for my scene.
I really need to make some spec maps. Right now they don't have any ! :X !
I think thats contributing a lot to the dullness.
I don't know if i'll be able to get good shadows in this environment on here, because i'm using models for the ground. I heard theres some problems with getting shadows that way.
I'm glad you like the models and textures because i'm not really pleased with them.
Spec maps, lighting, fog, rain, build tower on hill.. are what i want to work on today after work.
12-08-2009, 08:03 PM
A little more: i took out the rain for this shot so you could see the island better.
12-08-2009, 08:03 PM
This island is riddled with secret passages; inside out and under.
This rain looks shitty, but in this shot i put up a spiral wooden walkway around the tower.
Edit: still way too dark. update soon
12-09-2009, 02:10 PM
12-09-2009, 02:33 PM
12-10-2009, 09:29 PM
12-10-2009, 09:29 PM
This one is going to take a lot of experimenting to get right
12-10-2009, 10:02 PM
Very early stages for this environment:
12-10-2009, 10:12 PM
And some new lighting for the old large forest:
12-13-2009, 09:59 PM
I didn't get to work much on any of this stuff over the weekend:
12-16-2009, 06:25 PM
Some base models for some weapons i'm going to be working on:
12-17-2009, 05:23 PM
12-18-2009, 04:07 PM
They all use the same texture file. I'm gonna have to take another couple shots at this and get more details in.
12-18-2009, 09:46 PM
quickly imported into UE3, i need to make a spec map:
12-20-2009, 08:19 AM
Sculpting the infant:
12-20-2009, 02:55 PM
Heya NGS616, you got some neat things here! I like your arsenal of weapons, so much variety! I wouldn't know which one to choose if I were to fight in some arena haha On your environments that have rocks in them, I've noticed about all your rocks are round. And this makes it look a bit odd. Try changing some of those into more hard edged rock formations to balance it out. Or maybe make the archway rock formation all hard edges and have majority of the ground rocks be rounded. But keep at it! It's lookin' better and better.
12-20-2009, 10:05 PM
Thanks geeshin! I appreciate your comments and criticism.
I definitely agree with you about the rocks. Thats always been my biggest problem with them; too smooth. I've been meaning to make some hard edged ones, but i was putting it off until i rehash my forest environment. You'll get to see some new ones soon :)
And speaking of arenas, i just wipped this up; it looks shoddy, but it was just for fun:
It reminds me of the quake symbol... turning into a 6
the wood is so shiny because its from a rainy scene.
12-21-2009, 02:21 PM
This is some quick shitty sculpting for fun on that infant i'm working on.
12-21-2009, 04:39 PM
Some armor... i didn't spend a lot of time on it at all, i don't like it:
12-22-2009, 04:18 PM
Made this today, it's not looking too good, but i don't have much time put into it.
12-22-2009, 06:29 PM
a little tweaking:
12-22-2009, 07:38 PM
12-29-2009, 02:59 PM
WIP (of course)
12-29-2009, 03:30 PM
12-29-2009, 05:35 PM
12-29-2009, 05:39 PM
I know my hands are smashed/broken :(
12-29-2009, 07:36 PM
Your stuff's looking pretty good but a lot of your environment shots could use a lot more contrast. They're really washed out right now.
12-30-2009, 02:00 PM
Thanks uneditablepoly, I've been getting that a lot about the contrast in the environments, i'm gonna have to work on that.
Decimated this to about 8500 tris
12-31-2009, 10:19 AM
Decimation is an ugly business, that wireframe is extremely painful to look at, haha. Then renders look pretty decent though, the structure is just really messy after breaking it down like that.
01-01-2010, 05:47 PM
It happens to everyone.
Just keep in mind, armor isn't blobby normally, and try to sharpen some edges. The planar, pinch, and flatten tools are your friends.
01-01-2010, 08:04 PM
Yeah i agree. It's going to give me some experience in cleaning and retopo.
Some structural stuff for some of my environments.
01-02-2010, 07:53 PM
Sry joopson i didnt see your post; but its supposed to be flexible, not a hard surface.
01-02-2010, 08:06 PM
01-04-2010, 03:33 PM
Some treasure i started working on today, shot taken from viewport
01-04-2010, 03:52 PM
01-05-2010, 02:31 PM
01-05-2010, 05:03 PM
01-05-2010, 06:56 PM
not really diggint the rainbow jems. looks like the dropped out of a cell phone game or something, some rich reds, and deep greens might be better suited. (http://www.family-vacation-getaways-at-los-angeles-theme-parks.com/images/PiratesCaveTreasure.gif)
01-05-2010, 09:36 PM
I started making them as gems and i couldn't get the translucency working because they are on the same texture sheet as the other treasure and the opacity mask won't work very well. But i did set them up on a separate material, they look a little better translucent.. but i like how the solid ones look so i'm gonna have to have them both; they'll be colored stone relics.
This is the translucent gems
01-07-2010, 03:19 PM
I started another forest, i'm going to be adding and tweaking a lot of things with this one:
01-07-2010, 09:21 PM
01-09-2010, 10:49 PM
Didn't get as much time to work on this as i wanted to. I'll get a lot done on it this week though.
01-10-2010, 04:41 AM
you should look into speedtree. also, find another way to render. it really isnt pretty that way.
01-10-2010, 09:38 AM
It's not exactly rendered yet, its preview lighting in UE3.
Didn't get as much time to work on this as i had wanted, some more tweaking and updates though.
01-11-2010, 03:47 PM
Soon im going to do some ground plants, add in some structures, and more work on the rocks, and the sky.
EDIT: these rocks are garbage.
01-12-2010, 05:45 PM
01-13-2010, 03:25 PM
Started sculpting a knightly figure.
edit: and a little more:
edit2: and a little more:
01-17-2010, 04:58 PM
made some ground props, ignore the random shoddy placement.
01-19-2010, 03:34 PM
I've been tweakin some things and detailing different areas of this forest, i've also been working on some caves.
01-24-2010, 09:55 AM
I made some basic base meshes; i'm going to sculpt them and learn how to use the re topology tools in zbrush.
some of your work is progressing well, Id ditch the colourful borders on some pics tho - they are horribly distracting
01-24-2010, 11:06 PM
Thanks Ged! I'll try to blend the borders better, and not use them so often.
I started sculpting the horse and giant centipede a little.
01-25-2010, 03:04 PM
Some quick dragon base meshes:
01-27-2010, 03:57 PM
45 min sculpt of one of those base meshes:
01-27-2010, 06:05 PM
with your sculpts try to focus on the structure of the thing you want to sculpt and leave the details out.
for example this last dragon had potential and the overall shape looks good but you really cant see much of the underlying structure going one because of the huge bumps.
what really helps me is bij taking the claytubes brush with a hardedge square alpha and just try to define the basic shapes first before even smoothing or anything. It keeps you focused on the entire creature and not just some little details.
also try to use as much reference as you can, look at anatomy books of animals to see how they work.
keep it up
01-27-2010, 07:22 PM
Thanks Raven, that is very valuable criticism.
I actually have a version (checkpointed 15mins before this version) that i plan on ending in the unreal engine. It won't have the tentacle/horns and is gonna be more black then purple. This is what it looks like so far:
This is a small female i'm going to sculpt.
I need to get working on some wings.
01-27-2010, 07:56 PM
Two more just roughing some stuff out. Conceptualizing.
I need to use more reference photos like raven suggested.
Quick paint of the last one.
01-27-2010, 10:14 PM
The legs are looking a little weird.
02-04-2010, 03:04 PM
giant grass and flowers? nice colours though
02-04-2010, 09:39 PM
Thanks Ged ;D. It's supposed to take place on mars billions of years ago, so stuff won't be 100% accurate, But i'm still trying to learn about vegetation and make it appear realistic.
As i get better with these environments i'll gradually be making ones that are less earthly.
02-05-2010, 04:37 PM
i made two new types of grass today and some trees.
All this environment stuff is preview lighting in UE3
02-07-2010, 01:38 PM
About an hour and a half of some mental spew to burn off some steam and practice:
02-07-2010, 03:23 PM
02-08-2010, 03:31 PM
02-10-2010, 04:42 PM
Fiddling with the lighting.
02-10-2010, 09:06 PM
One of three metal panel textures i made today:
02-12-2010, 03:18 PM
Just under 2 hours:
02-13-2010, 11:59 AM
1 more hour, different part of level:
02-14-2010, 07:27 PM
A little more:
02-15-2010, 10:28 PM
Some mini-game graphics, unrendered in maya viewport:
02-16-2010, 02:38 PM
02-16-2010, 07:49 PM
In the unreal engine:
02-16-2010, 08:46 PM
The environment is looking cool, keep up the updates!
02-17-2010, 03:33 PM
Today i made some graphics for what i want to be a dynamic weather cloud, i need to fix up the lightning.
02-17-2010, 08:33 PM
Some work on the clouds and lightning
02-19-2010, 01:58 PM
Tornado! and new trees:
An updated shot of the other angle:
02-20-2010, 11:13 AM
Somethin quick i made today:
02-20-2010, 10:22 PM
02-21-2010, 09:50 PM
02-21-2010, 11:17 PM
02-22-2010, 04:01 PM
02-22-2010, 10:04 PM
02-24-2010, 05:21 PM
02-24-2010, 06:59 PM
Yesterday i retopologized a sculpt of a knight. Today i layed out the uv map, and started sculpting and texturing it.
It's not finished, but this is what it looks like so far: 2190 tris
02-24-2010, 07:45 PM
02-24-2010, 10:30 PM
I'm gonna work on the texture and sculpt tomorrow.
02-25-2010, 10:00 PM
Didn't do much today, but i did work on this knight a little:
02-26-2010, 04:21 PM
Made a rig for it.. I still need to tweak the weight maps a little and i still need to work on the normal/texture/spec.
02-27-2010, 08:40 AM
02-27-2010, 07:58 PM
Added some more geometry to this mesh:
02-28-2010, 09:52 AM
More geometry to it:
02-28-2010, 11:37 AM
02-28-2010, 12:07 PM
03-01-2010, 02:54 PM
03-01-2010, 07:59 PM
Some new weights:
03-02-2010, 03:15 PM
A little work with some materials:
03-02-2010, 09:46 PM
03-03-2010, 03:55 PM
03-03-2010, 06:02 PM
03-03-2010, 08:32 PM
I started work on some modular building pieces. This is the early stages of it so its lacking a lot of details, and things like windows and doors.
03-04-2010, 03:20 PM
A little more work on it. http://i268.photobucket.com/albums/jj37/ngs616/buildings03.jpg
03-04-2010, 10:11 PM
03-09-2010, 03:21 PM
I've been working on some character rigging and animations and working with getting the animations in the unreal engine.
On Friday or so i started putting together a small set of modular geometry i want to be a secret area in the level i've been posting recently. It's far from finished, but this is what it looks like at the moment:
Today i started working on some new base meshes for clothing/armor for some new characters i'm going to be making:
03-09-2010, 10:00 PM
03-10-2010, 03:08 PM
Still far from finished:
03-11-2010, 04:06 PM
I wanted to do some random environmental work. I'll probably take this one further.
Total time so far is 2 hours.
03-11-2010, 07:25 PM
03-13-2010, 07:06 PM
03-14-2010, 09:24 PM
03-15-2010, 02:02 PM
03-15-2010, 02:59 PM
03-15-2010, 03:03 PM
03-16-2010, 07:53 PM
Cleaned up this mesh. It's at 11890 triangles. I still have some more i can clean up. I have a lot to remove in the middle.
I think i'm going to redo his texture. I poly-painted it in Zbrush last time. I'll probably do some more of that, but i'll start it off with a photoshopped texture.
03-16-2010, 08:15 PM
This is with current diffuse texture.
03-20-2010, 10:27 AM
I made this centipede creature in about 2 hours today. It's sort of a rough draft.
03-21-2010, 05:56 PM
03-21-2010, 08:06 PM
I'm not finished with it, but this is what the sculpts looking like so far on the low poly.
03-22-2010, 01:18 PM
03-22-2010, 02:19 PM
03-22-2010, 02:56 PM
03-23-2010, 08:02 PM
03-23-2010, 08:21 PM
03-24-2010, 03:03 PM
03-24-2010, 05:44 PM
Some heavy armor. The pickups are broken up by arms, legs, boots, gauntlets, waist, chest, shoulders, helm.
And in the case of the golden one the crown is a separate piece.
03-25-2010, 02:51 PM
Started making some food:
03-27-2010, 03:16 PM
03-28-2010, 09:00 AM
03-28-2010, 12:35 PM
I really like your enthusiasm!
About the characters: I suggest you to spend more time on the actual design. There's a lot that you can put into it. It's he same problem with the textures - they're just a noisy cloud texture smacked on the model. Just by adding some shape, details and material variation will make a huge diffirence.
03-28-2010, 02:23 PM
Thanks for the comments. :D
I know exactly what you're saying. Part of this is because i don't work from reference. I just make it up out of my head, as i go along. But it is no excuse, i still need to work those things into it. I need to start drawing things before modeling them.
Texturing definitely is one of my worst areas. After i UV map some of this stuff i'll get working on their textures.
I'm going to redo the texture on the unarmored model.
03-30-2010, 04:50 PM
I UVed these two armor sets and one of the weapons so i made them some quick textures. The textures need a lot of work.
03-30-2010, 08:38 PM
Put it in UE3, its lookin pretty crummy. The texture needs a lot of work.
04-01-2010, 06:19 PM
I've started reading about unity a little bit. I put some stuff into it.
I want to make a level in it. I'm thinking a tropical island with heavy volcanic activity on one side.
04-02-2010, 05:02 PM
04-02-2010, 09:24 PM
04-03-2010, 07:56 PM
04-05-2010, 02:47 PM
04-06-2010, 09:29 PM
Some practice, trying to get used to the controls in blender:
04-08-2010, 08:18 PM
04-09-2010, 02:54 PM
04-09-2010, 04:48 PM
04-10-2010, 09:29 AM
Put an old weapon set in. They all use the same texture. Theres also an older armor in the back. i'm going to have to take it apart and reform it to the shape of the player model.
04-11-2010, 03:08 PM
04-11-2010, 04:10 PM
04-11-2010, 07:52 PM
04-13-2010, 03:43 PM
a little practice
04-13-2010, 05:17 PM
nice man you took the scythe idea right out of my head:)
04-13-2010, 07:22 PM
Thanks. Scythes are cool weapons :D
04-14-2010, 03:28 PM
Some vegetative practice
i made this in under 30 mins, but i wasn't particularly trying to go fast
no concept (as usual :/)
04-14-2010, 03:55 PM
MSSpeedPaint, 10mins.. i need to draw more
just some more of the average randomness
My tablets been going out every 30 seconds for the past few months, i need to get around to getting a new one.
04-15-2010, 07:53 PM
Speed model of master shake from Aqua Teen Hunger Force on adult swim.
04-16-2010, 02:23 PM
Frylocks a little weird, i need to fix the nose.
i forgot shakes hands when i took that image, i've got them made now though..
I want to make the house and carl as well.
Edit: quick update
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