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View Full Version : What Are You Working On? 2010 Edition!


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an aggressive napkin
06-09-2010, 12:33 PM
Some of your verts look out of whack, mainly on the window. They dont flow very well. Have you ever used the ffd modifier? I just found out about it a while ago, but when i model my cars its saved my life a hundred times :D

Jesse Moody
06-09-2010, 12:42 PM
yep you are right about that napkin... those are some hideous verts in the windshield... gotta fix that up..thanks sir

achillesian
06-09-2010, 12:54 PM
@Ravenslayer Cactus blackjack?

http://farm3.static.flickr.com/2554/4137274551_1d12ab907d.jpg

paulsvoboda
06-09-2010, 01:22 PM
Almost done with the High Poly.
http://farm5.static.flickr.com/4021/4685684817_95fa8dd245_b.jpg

dfacto
06-09-2010, 02:09 PM
Love the guy Paul. The folds on the front of his suit and the insides of the arms are a little too parallel though; draws attention there.


http://img689.imageshack.us/img689/948/cherub.jpg
Should be studying, but... bleh

Av7xrocker97
06-09-2010, 02:13 PM
that gun would have no accuracy... but interesting idea!

Snader
06-09-2010, 02:18 PM
"Vladof! You don't need to be a better shot, you just need to shoot more bullets!"

Hawt Koffee
06-09-2010, 03:41 PM
Describe to me what Marcellus Wallace looks like...
http://img809.imageshack.us/img809/345/samuelljackson.png
Done in about an hour, Sculptris is pretty fun to work with.

an aggressive napkin
06-09-2010, 03:42 PM
Is that zbrush or mudbox right there?

Moosey_G
06-09-2010, 03:45 PM
Is that zbrush or mudbox right there?

Scultpris (http://www.sculptris.com/)

Ihazard
06-09-2010, 03:45 PM
dfacto, looks good, care if I had a go at making that in 3D? :)

Harry
06-09-2010, 04:07 PM
Love the guy Paul. The folds on the front of his suit and the insides of the arms are a little too parallel though; draws attention there.


http://img689.imageshack.us/img689/948/cherub.jpg
Should be studying, but... bleh

Fucking awesome design brat

Yamo
06-09-2010, 04:09 PM
Quick doodle

http://i759.photobucket.com/albums/xx240/heyfrosty/doomguy-1.jpg

IronHawk
06-09-2010, 04:32 PM
http://jhall3d.com/tt.jpg

started a trophy truck.

Hawt Koffee
06-09-2010, 04:34 PM
quick texture
http://img811.imageshack.us/img811/6139/samueltextured.png
the eyes look weird though

katana
06-09-2010, 04:46 PM
http://jhall3d.com/tt.jpg

started a trophy truck.


Sweet man.

r_fletch_r
06-09-2010, 05:42 PM
Im playing with idea of modeling a Quarian from Mass Effect. I'm in the process of throwing down some quick ideas.
I like the idea of doing something a bit individual with the suit
Thoughts?

http://www.robertfletcher.org/pictures/albums/userpics/quarian_alt.jpg

Lamont
06-09-2010, 05:53 PM
Stuff from the R&D type projects I do on the side. Here is a sample of the output.

http://dl.dropbox.com/u/2851501/Simpsons/BetterSimpsons.jpg


If you got anaglyph glasses (red/blue), fire them up.

maze
06-09-2010, 06:35 PM
hey paul thats awesome dude....good style, that shader makes me think about sin city fim duotones...

this is finish for today.... hope to get to the middle section tomorrow...


http://dl.dropbox.com/u/4138955/drop3d/shock1.jpg
http://media.cmcdn.net/8151939/800x616.jpeg

vcool
06-09-2010, 06:42 PM
More soldiermang doodles~

http://farm2.static.flickr.com/1269/4671453359_ffe02d7b40_b.jpg

I love the helmet Jackwhat.

Im playing with idea of modeling a Quarian from Mass Effect. I'm in the process of throwing down some quick ideas.
I like the idea of doing something a bit individual with the suit
Thoughts?

http://www.robertfletcher.org/pictures/albums/userpics/quarian_alt.jpg

Left seems more original.

The toes are a bit robotic though.

EricV
06-09-2010, 07:18 PM
alright, done the lowpoly! next up...unwrap then bake

http://dl.dropbox.com/u/5559441/Luger_lowPoly.jpg

Ferg
06-09-2010, 07:20 PM
Love the model maze, but isn't a bent shock absorber kind of physically impossible? Seems like it would snap in half before it compressed at all. Either way, solid modeling.

ENODMI
06-09-2010, 07:27 PM
Been posting this one in my sketchbook, still a wip and open for crits or ideas. :)
http://enodmi.com/posting/zdog2.jpg
http://enodmi.com/posting/zdog6.jpg

gauss
06-09-2010, 10:43 PM
Classic dfacto design, great to see one.

dfacto
06-09-2010, 11:37 PM
dfacto, looks good, care if I had a go at making that in 3D? :)


Go for it.:)

Moosey_G
06-10-2010, 12:03 AM
http://i87.photobucket.com/albums/k125/tgbayea/Robonoarms.png

Need to finish the arms and find a pelvis I'm happy with.

ZacD
06-10-2010, 12:28 AM
some very rough stuff going on, but I'm figuring out a completely new workflow for myself.

Concept in Sculptris -> 3DS to clean up, do low poly + UV -> Sculptris + final sculpting + base diffuse -> 3DS Bake normals/AO -> Finish textures -> Unity

http://i49.tinypic.com/8ydoqt.jpg

dansher
06-10-2010, 12:34 AM
did some more work on the handle and that little spike thingy at the top

http://i78.photobucket.com/albums/j116/dansher1211/axe55555.jpg

Bal
06-10-2010, 12:36 AM
Nice work on the robot ENODMI.

Here's some progress on mine, almost done.
http://born-robotic.net/stuff/kamdo_08.jpg

Swizzle
06-10-2010, 12:56 AM
I'm usually not very interested in cars, but I thought this would be fun.

http://imgur.com/3iX24.png

Andreas
06-10-2010, 02:00 AM
Stuff from the R&D type projects I do on the side. Here is a sample of the output.

http://dl.dropbox.com/u/2851501/Simpsons/BetterSimpsons.jpg


If you got anaglyph glasses (red/blue), fire them up.

Chromatic Aberration gone wild :P

Avanthera
06-10-2010, 02:40 AM
woo, a new beginning.

http://dl.dropbox.com/u/3587178/forweb/blame_1.jpg

dansher
06-10-2010, 03:07 AM
can you make a normals map for a high poly model? i want to add some detail to the side of my axe but i dont think i would be able to do it very well in 3ds max so i wanted to try make a normal map with photoshop to add some tribal swirls and stuff, i sort of know how to make normals maps but im not sure how to do it so that its in the right area if you see what i mean

3D-209
06-10-2010, 03:50 AM
Nice work on the robot ENODMI.

Here's some progress on mine, almost done.


Awesome Bal! I think the spec highlights on the edges of the legs might be a little too hot and not varied enough. Reads well on the upper cylinder part, but the I think it could be more subtle on the legs.

Looks sweet though, great job!

can you make a normals map for a high poly model? i want to add some detail to the side of my axe but i dont think i would be able to do it very well in 3ds max so i wanted to try make a normal map with photoshop to add some tribal swirls and stuff, i sort of know how to make normals maps but im not sure how to do it so that its in the right area if you see what i mean

You could unwrap the highres and add normal map detail, but it might be a better exercise to make a lowres, UV it, bake normals from the highres, then add additional normal map detail in photoshop. It's a simple enough object that it wouldn't take too long and you'd probably learn more that way. But yes, it's possible to add normal map detail to your highres if you're set on doing it that way, you'll just need to unwrap it first.

dansher
06-10-2010, 04:03 AM
Awesome Bal! I think the spec highlights on the edges of the legs might be a little too hot and not varied enough. Reads well on the upper cylinder part, but the I think it could be more subtle on the legs.

Looks sweet though, great job!



You could unwrap the highres and add normal map detail, but it might be a better exercise to make a lowres, UV it, bake normals from the highres, then add additional normal map detail in photoshop. It's a simple enough object that it wouldn't take too long and you'd probably learn more that way. But yes, it's possible to add normal map detail to your highres if you're set on doing it that way, you'll just need to unwrap it first.


yeah i guess ill wait until iv finished modeling it and then do a low poly and try and do it that way, fingers crossed.

still need to finish the handle anyway just can decide what to do with it
i might get rid of that inset handle thingy it looks wrong doesnt it

EricV
06-10-2010, 04:24 AM
Bal that robot is awesome!! I would very much like to see a little more work on the metal tho. right now there is not too much difference from the robot or the sidewalk. I think the metal would look a lot more convincing with a stronger specular, and a bit of reflection

BeatKitano
06-10-2010, 05:12 AM
Im playing with idea of modeling a Quarian from Mass Effect. I'm in the process of throwing down some quick ideas.
I like the idea of doing something a bit individual with the suit
Thoughts?

http://www.robertfletcher.org/pictures/albums/userpics/quarian_alt.jpg

Nice, but i guess (even though the quarians are not the best example), mass effect design is all about "less is more". I'm trying to find something as classy as Bioware designs and the more i search, the more I believe that classic (almost boring) designs are what is most likely to work. You have to imagine it with material variation and specular effect. So even for quarians, i would go with very simple clothing, and adding the extra customisation (like drapery and such) at the very end.

Anyway good luck, i'm looking forward to see what you do with the original design, i'm such a ME nerd these days (I may try to do quarians too)

dansher
06-10-2010, 06:04 AM
ok this is like the 50th thing iv tried to make today lol
anyway im trying to make a floor and im not sure how to unwrap this part, it has a few parts to it all up but its just this section that im not sure how to do so if anyone can help me it would be great

http://i78.photobucket.com/albums/j116/dansher1211/unwraphelp.jpg

GCMP
06-10-2010, 06:18 AM
im trying to make a floor and im not sure how to unwrap this part
http://i78.photobucket.com/albums/j116/dansher1211/unwraphelp.jpg

If this is for a floor I presume there will be quite a few of them in a scene meaning high polycount. Try baking this onto a flat plane/box that way your unwrapping is simplified and you save a ton of polys too. If you are using a normal map you shouldn't be able to tell the difference between that and geometry due to the viewing angles.

ps: it would be good to make the rest of the floor first to put on a single texture sheet.

gauss
06-10-2010, 06:18 AM
This one for EQ. he a busta

http://dl.dropbox.com/u/4726438/AM/dardick15k%2Bstock_lowpoly.jpg

first low poly for a baked asset so i'm fairly expectant to have to go back and fix shit.

felipefrango
06-10-2010, 06:19 AM
Bal, that is one awesome render, your model looks ace. Only thing that kinda bugs my eye is the lack of self shadowing, I'd expect the body to cast shadows on its rear left leg for example, it looks kinda off that it's just as lit as every other part but it's still in the shadow area. Other than that this is already a killer.

Bal
06-10-2010, 07:10 AM
Thanks guys!
EricV, yeah I definitely some more work on the spec/reflection I guess. There is reflection already, it's quite visible when I turn around the model in the viewport, maybe I'll boost it a bit.

felipefrango, weird, it is casting shadows on itself already (it's a realtime screenshot from the max viewport, with Xoliul and cast shadows), guess maybe the light position could be better, will work on that.

felipefrango
06-10-2010, 07:15 AM
Thanks guys!
felipefrango, weird, it is casting shadows on itself already (it's a realtime screenshot from the max viewport, with Xoliul and cast shadows), guess maybe the light position could be better, will work on that.

Hmm, yeah, taking a second look I can see shadows on the body I've missed before. Still feels kinda light compared to the ground but if I'm the only one who "noticed" it the issue might be in my eyes rather than on the model haha.

Bal
06-10-2010, 07:43 AM
felipefrango, no actually you're kind of right, I had the shadow multiplier alot lighter on the model, which probably explains why. Looks better a bit darker, thanks.

woogity
06-10-2010, 07:57 AM
Nice work endomi and bal! your robots are coming out awesome, great designs on both as well.

Lamont
06-10-2010, 07:59 AM
Chromatic Aberration gone wild :PIt looks photo-real now right? :D

tacit math
06-10-2010, 08:21 AM
been doing a bunch of quick simple nudes. and decimating the fuck outta them 'cause it looks better. this bat thing from today about 4 hours base to tip :

http://www.orderindebris.com/images/quickBat_01.png

http://www.orderindebris.com/images/quickBat_02.png

and an ogre type dude from a little while back :

http://www.orderindebris.com/images/lightOgre_01.png

http://www.orderindebris.com/images/lightOgre_02.png

an aggressive napkin
06-10-2010, 08:31 AM
Gauss, If thats for a baked asset, you could tone down the cylinder sides on the barrel alot actually, you should only need around 12/14 if you really want it detailed. The normal map should be able to do the rest

DOG-GY
06-10-2010, 09:59 AM
Gauss, If thats for a baked asset, you could tone down the cylinder sides on the barrel alot actually, you should only need around 12/14 if you really want it detailed. The normal map should be able to do the rest
In addition to this the trigger guard on the pistol could be halfed in polycount. You also need to get rid of the pistol's symmetry because all it's doing is adding unnecessary polygons.

E:
Those little bevels can also be taken out because it'll be handled by the normal map.

ScudzAlmighty
06-10-2010, 10:21 AM
I'm usually not very interested in cars, but I thought this would be fun.

http://imgur.com/3iX24.png


I would very much like for you to finish this yes please I would:poly121:

kite
06-10-2010, 10:26 AM
really really nice sculpts tacit

nilknarf815
06-10-2010, 10:55 AM
DONE! on to the next set of characters...
http://3.bp.blogspot.com/_9z4Z5IqYupk/TBElXOqLCXI/AAAAAAAAAP8/mYzx9Prxzsw/s1600/PAAWPRP.jpg
-Frank

chadabees
06-10-2010, 11:11 AM
Haha Kickass. Awesome!

Vitor
06-10-2010, 11:57 AM
Some more work on this one:

http://img192.imageshack.us/img192/5730/wip20.jpg

an aggressive napkin
06-10-2010, 12:09 PM
But that is only if he does the highpoly right :P

Uly
06-10-2010, 12:12 PM
dfacto that is the coolest

rollin
06-10-2010, 12:15 PM
Vitor: this guy is missing some kind of joint for the toes.. this looks all very metal and if there is no way to bend the toes his walk will look very funny

also your back is not as defined as the front .. why? esp with the noise on it it looks unfinished there. in general the noise is not doing this any favor .. it's way to low frequent and too strong and doesn't give any idea of what material the surface is made of. its everywhere on the skin and everywhere the same size and strength

other parts like the metal looks already quite good

keep it up!

crazyfool
06-10-2010, 12:41 PM
I still got to work into some bits but gonna start refining the legs soon I think.

http://i50.tinypic.com/s5gx9g.jpg

Vitor
06-10-2010, 12:54 PM
Good advise rollin, that will make me rework a couple things. I was about to take that noise out, it looks indeed odd.

Awesome model crazyfool! Now you make me feel bad about mine...

dtschultz
06-10-2010, 01:55 PM
Crazyfool is at it again. This is awesome. I love those horns.

meador_forest
06-10-2010, 02:20 PM
The next model that I completed this quarter was a Victrola.

https://dl.dropbox.com/u/7804856/vegito-33/radio_high_sheet.jpg

Pdude2K7
06-10-2010, 02:31 PM
Here's a shot of a single player prototype I am working on in Cryengine 2, kind of a horror thingy, I'll get the gameplay video once I am moderately happy with the cinematics:)

http://img64.imageshack.us/img64/8096/favelat.jpg

meador_forest
06-10-2010, 02:36 PM
To celebrate completeing all of my major projects for this quarter, I decided to draw and color a picture of one of my characters. This took about an hour, start to finish, and isn't perfect, but was fun and relaxing.
https://dl.dropbox.com/u/7804856/vegito-33/Me-Hollow.jpg

iWeReZ
06-10-2010, 03:22 PM
http://img33.imageshack.us/img33/8027/28684395540066497686641.jpg

My smoking lamp was removed from the low poly thread D: So ill put it here instead.

One on the left is the old one, then V2 was made after some crit from poeple.

Swizzle
06-10-2010, 04:16 PM
...Smoking lamp. Yeah.

I'm pretty sure that's called a bong.

Sir Gimp
06-10-2010, 04:27 PM
I thought I'd share something for once instead of just lurking and enjoying all of you guys amazing work.

Trailer of a 7 min short movie called "Julegrisen" A danish title which when translated means "The Christmas Pig". I worked as lead 3d artist. The movie is graduation short from the Danish Film School. Enjoy.

http://www.youtube.com/watch?v=Cej1avb0moY&feature=player_embedded

meador_forest
06-10-2010, 05:13 PM
This is the high poly sheet for the shotgun pistol that i built for my advanced modeling class.https://dl-web.dropbox.com/get/Photos/gogeta-33/shot_gun_high_sheet.jpg?w=9ea0396e
Can somebody plaese tell me why my images are not showing up. All I see as i scroll down the page is a big empty box?????

Grimm_Wrecking
06-10-2010, 05:26 PM
The way your db folders should look
My Dropbox ->Public ->Polycount ->[insert images]

polycount sub folder is really just an organization thing...keeps files straight :)

but yes, your file has to be public for the public to view it. You can just turn on the option for your photos folder to be public, but damned if I know how.

STRIKER
06-10-2010, 06:32 PM
I need to be more involved with polycount lol so heres what i been doing. speed sculpts around (40-1h)

http://i67.servimg.com/u/f67/13/87/85/90/post410.png
http://i67.servimg.com/u/f67/13/87/85/90/post310.jpg

r_fletch_r
06-10-2010, 06:38 PM
DONE! on to the next set of characters...
http://3.bp.blogspot.com/_9z4Z5IqYupk/TBElXOqLCXI/AAAAAAAAAP8/mYzx9Prxzsw/s1600/PAAWPRP.jpg
-Frank

awesome, the girls boobs look a bit oddly shaped but otherwise very cool

beatKitano: Good point about simplicity, I was getting a bit ahead of myself.

Medestruit
06-10-2010, 07:10 PM
http://img.photobucket.com/albums/v155/Impetual/design%20stuff/tb.jpg

an aggressive napkin
06-10-2010, 07:42 PM
Yay you took my advice :D

JFletcher
06-10-2010, 08:01 PM
Did this little sketch tonight, might take it further:

http://img816.imageshack.us/img816/8990/vadoski.jpg (http://img816.imageshack.us/i/vadoski.jpg/)

:)

edit:

Inspired by Bobinski from the 'Coraline' movie. :)

vcool
06-10-2010, 08:13 PM
woo, a new beginning.

http://dl.dropbox.com/u/3587178/forweb/blame_1.jpg

Geiger meets Japan meets Penis?

I like it, it's good in that fucked up way.

BlackulaDZ
06-10-2010, 08:36 PM
woo, a new beginning.

http://dl.dropbox.com/u/3587178/forweb/blame_1.jpg

reminds me of something from that one manga, BLAME

Snader
06-10-2010, 11:26 PM
@Medestruit:
You should focus on shapes a bit more, and less on the rendering. In this one the noseholes are really wonky, and the mouth too. Your last paint had redneck teeth and some general wonkyness, also a lack of volume in the hair.

Also, try to use as big a brush as possible, and later add in details, small brushes make things messy quick.


Did this little sketch tonight, might take it further:

http://img816.imageshack.us/img816/8990/vadoski.jpg (http://img816.imageshack.us/i/vadoski.jpg/)

:)

http://www.youtube.com/watch?v=IXN9w0rBc3c

mrmmaclean
06-10-2010, 11:29 PM
reminds me of something from that one manga, BLAME

Stole the words right out of my mouth! Awesome!

JacqueChoi
06-10-2010, 11:59 PM
Bal Vitor Crazyfool!

FANTASTIC WORK!!!!!



Here's a sculpt o mine:

http://cghub.com/files/Image/067001-068000/67307/241_realsize.jpg

s0id3
06-11-2010, 12:20 AM
a bow I'm working on

http://i11.photobucket.com/albums/a157/phantomile/PropOfS0id3/BowHPwip01.jpg

rough concept
http://i11.photobucket.com/albums/a157/phantomile/PropOfS0id3/Bow_Concept.jpg

Medestruit
06-11-2010, 01:05 AM
@Medestruit:
You should focus on shapes a bit more, and less on the rendering. In this one the noseholes are really wonky, and the mouth too. Your last paint had redneck teeth and some general wonkyness, also a lack of volume in the hair.

Well neither are finished, or even close to it, really. In the previous, I have a distortion on the teeth that no matter what I do the perspective seemed way off. Most of that was just being a little off on shading, moreso than shape. That's really the same case with the nostril holes on this one too, the shading is too hard on the inside, making it look larger than it actually is(i.e. the lower left of the left nostril hole when looking at it needs to fade more into the light, and the lower left of the right nostril hole when looking at it needs to flow into the lighter area coming from the lower right portion of the nose).

How much larger of a brush? I did the majority of the work with a brush around 40-60 in size, other than lips/tongue and the middle third portion of the nose).

And on the nose, now that I look at it after stopping for a while, there's a color mis-match on the left nostril that really makes it look ugly, haha. Woops. That along with piss-poor blending make it look extremely bad. I'm pretty terrible at digital shading, for whatever reason. Noses have always been my biggest weak point on getting the blending to correctly define shape. -.-

LoTekK
06-11-2010, 03:48 AM
Swizzle, love the car. Please do more! :D

nilknarf, JFletcher, love the characters.

Spent the work day fucking off with Sculptris and trying to get [back?] into sculpting. Kind of an interesting exercise taking a 2D character into a sculpt, especially when proportions/silhouettes are never completely consistent.

http://dl.dropbox.com/u/778345/hbsculpt2.jpg

I should retopo and clean up. Forms are a bit blobby right now.

achillesian
06-11-2010, 04:01 AM
http://i48.tinypic.com/6j29hu.jpg

1k tris, mirrored 512 map, any suggestions on next step with texture, thinking on doing amb occ pass

premium
06-11-2010, 05:08 AM
where's the head =]?

JFletcher
06-11-2010, 06:04 AM
http://www.youtube.com/watch?v=IXN9w0rBc3c

:)

Yep, forgot to mention, inspired by Bobinsky from the Coraline movie, i loved that film, such a fun character. :) Sorry if you thought i was ripping it off!

maze
06-11-2010, 06:58 AM
Love the model maze, but isn't a bent shock absorber kind of physically impossible? Seems like it would snap in half before it compressed at all. Either way, solid modeling.


hi ferg, thanks man....yeah I bend it a bit 'cause it was looking a bit boring straight..... I guess it still does even bended...haha! I'll try to post the whole thing soon...almost getting there...!!!

TNO
06-11-2010, 07:01 AM
.

maze
06-11-2010, 10:18 AM
hey Jacque ...thats an awesome sculpt you 've got there, really like the proportions, and the wings details are really nice too, how long did it tookÉ? I will like to see it textured!!

s0id3, thats a nice fantasy bow concept, 3d is coming along well!

ok....I ll post some progress...wanted to make a nicer zb render...but still missing some parts and details for the tread section, and also some stuff is Èfloating" still, so I ll finish them before doing it...

http://dl.dropbox.com/u/4138955/drop3d/wipmole.jpg

Swizzle
06-11-2010, 10:59 AM
Holy balls, that's crazy.

ironbearxl
06-11-2010, 11:43 AM
Great modeling maze!

Here's a little test I made with sculptris and octane:

http://i84.photobucket.com/albums/k30/ironbearxl/olive_01.jpg

s0id3
06-11-2010, 12:04 PM
wow maze those treads look pretty cool

conte
06-11-2010, 12:11 PM
JacqueChoi, really damn neat model!
on the crit side i'd say- folds on his wings are too wide and sharp for a thin skin.
and if you'd like to open them up- it will look strange, i'd drop them out.
Maze, what's that at all?

teaandcigarettes
06-11-2010, 12:14 PM
woo, a new beginning.

http://dl.dropbox.com/u/3587178/forweb/blame_1.jpg

Holy shit, I loved Blame.

If you're gonna bake it, then don't forget to add some spit dripping from its mouth ;)

HAL
06-11-2010, 12:59 PM
Maze thats a nice piece of tech you got there :) I like the details you put into it.

What bout the floaters you mentioned though Oo

woogity
06-11-2010, 01:36 PM
Crazyfool: nice work man, got a crit for you on this guy tho, the hands and fingernails on him seem remarkably well manicured for such a ferocious beastie, please make them fittingly brutal!

Bibendum
06-11-2010, 03:47 PM
HI!

http://img821.imageshack.us/img821/1917/bibendumpig20100611.jpg

Eventually it'll be the Duke3D pig cop, hoping to bake it down and animate it then throw it into the Polymer renderer for DN3D.

No teeth yet, makin them seperate :O

empeck
06-11-2010, 04:34 PM
Piece of tiled railway track. Normalmap + constant in diffuse channel.

http://dl.dropbox.com/u/202612/czyde/track_loft1.jpg

s0id3
06-11-2010, 05:57 PM
pretty happy with the HP

http://i11.photobucket.com/albums/a157/phantomile/PropOfS0id3/BowHPwip02.jpg

Simmo
06-11-2010, 07:45 PM
Awesome work here, best thread ever

WIP of a steam powered flying thing from the "Steamboy" animated film:

http://img811.imageshack.us/img811/4103/44927698.png (http://img811.imageshack.us/i/44927698.png/)

one of the screengrabs for ref :

http://img810.imageshack.us/img810/1481/steam3.th.jpg (http://img810.imageshack.us/i/steam3.jpg/)

I don't know how it works but it looks cool heh

Avanthera
06-11-2010, 07:48 PM
haha, glad people could recognize it. :D
The plan is to make the silicon creature birthing room as too.
and maybe a small section outside as well.

anyways, some more progress:
http://dl.dropbox.com/u/3587178/forweb/blame_2.jpg
lots to do, I'll bake this and def. add some spit


s0id3: I'd be pretty happy too, looks good!

empeck: that looks great at first, but the more I look, the more I can tell its all normal map for the ground, especially with the bent wood beams.

prolow
06-11-2010, 07:59 PM
WIP
http://img.photobucket.com/albums/v510/palohman/fishbowlsymbolsWIP.jpg
sometimes my day job it's too bad

s0id3
06-11-2010, 08:20 PM
prolow those look great! I love the little castle!

Kitteh
06-11-2010, 08:54 PM
Piece of tiled railway track. Normalmap + constant in diffuse channel.

http://dl.dropbox.com/u/202612/czyde/track_loft1.jpg

This is awesome. Would you mind telling how you went about doing the high poly model?

AaronF3D
06-11-2010, 09:32 PM
Hey guys and gals! This is my first post in the WAYWO thread, I've been working on become a better digital sculpting. Here is a sculpt I just finished based on a concept by Paul Richards.


http://img823.imageshack.us/img823/4742/elfn.jpg (http://img823.imageshack.us/i/elfn.jpg/)




http://img811.imageshack.us/img811/9186/elves.jpg (http://img811.imageshack.us/i/elves.jpg/)

meador_forest
06-11-2010, 09:52 PM
Here is a Lamborghini Reventon that I built for as class about 6 months ago. It's now an active WIP. I would like to go back in (with the knowledge that i have now), and rework it. This is the preliminary high poly sheet, which is where I will begin the rework.
So, any critiques would be very helpful.
https://dl.dropbox.com/u/7804856/vegito-33/A-Lambo_High_Sheet.jpg

Moosey_G
06-11-2010, 09:55 PM
Goshdarnet meador, we can't see any of your stuff.

meador_forest
06-11-2010, 09:56 PM
The way your db folders should look
My Dropbox ->Public ->Polycount ->[insert images]

polycount sub folder is really just an organization thing...keeps files straight :)

but yes, your file has to be public for the public to view it. You can just turn on the option for your photos folder to be public, but damned if I know how.

Thanks for the advice, I tried that, and today they seem to be showing up just fine. Thanks.

Grimm_Wrecking
06-11-2010, 10:10 PM
Thanks for the advice, I tried that, and today they seem to be showing up just fine. Thanks.

It seems like your trying to be a smart-ass about it, but you didn't follow my advice.

your url:

https://dl-web.dropbox.com/get/Photos/gogeta-33/A-Lambo_High_Sheet.jpg?w=be2b0c9d

mine:
http://dl.dropbox.com/u/2323296/PC%20Folder/wtf_udk.jpg

notice how mine doesn't have /photos/ anywhere in the shit?

now heres a photo from my "photos" folder
https://dl-web.dropbox.com/get/Photos/Sample%20Album/Boston%20City%20Flow.jpg?w=43238322

notice how the url follows the exact same setup as yours and doesn't work.


your still trying to link from your photos folder.

it goes

dropbox -> public -> pictures

or if you want an organized folder system

dropbox -> public -> sub folder -> pictures


more importantly your trying to link from a "secure" folder.

https vs http

(adam sorry to gank an image, but your the only one I knew for sure that used db)

the easiest way to tell if its going to work at all is if you right click on the image link thats inside your dropbox folder it should drop down a list and if one of them isn't copy link address, your in the wrong folder.

:thumbup: thanks :thumbup:

or use the attachment system ^.^


--no worries, bad day, but its good you got it working, and the thunder-5 you did is pretty pimp looking.

--------

Edit:

So this is more constructive to waywo/p*p:

Empeck (http://www.polycount.com/forum/showpost.php?p=1156702&postcount=4846)
Your gravel is awesome, but the railroad ties are wonky, those things are tougher than **** and don't really warp. I get its all baked down to the ground plane but the actual rails, but I'd consider the extra 60-70 tris for the railroad ties to actually have depth, and not be wavy. Then again it all depends on how much realestate they take up right? *shrug*

meador_forest
06-11-2010, 10:32 PM
I am super sorry that you feel like I am being a smart ass. I assure you that is the farthest thing from my intentions. I thought that I had copied over all of my files from my pictures folder on dropbox, to my public folder. Then, I was still posting images from the wrong folder. It was simply a mistake on my part. I am certain that it has been resolved now, and won't happen again in the future. So, with that said I am going to repost my sheets for my shotgun pistol model. Have patience with me, this is very new to me (aside from being quite frustrating), but I am sure that I've figured it out now.https://dl.dropbox.com/u/7804856/vegito-33/shot_gun_high_sheet.jpg

meador_forest
06-11-2010, 10:42 PM
Goshdarnet meador, we can't see any of your stuff.

Sorry Moosey_G. It should be fixed now. ^_^

TerraBite
06-11-2010, 11:24 PM
Working on some head sculpts for practice in my digital sketchbook thread :D

http://i66.servimg.com/u/f66/13/86/37/21/mehz10.jpg

felipefrango
06-11-2010, 11:43 PM
Sweet bow s0id3.

dansher
06-12-2010, 12:55 AM
hey guys this might be a really dumb question but how do i render a pic of a model with wires? i did it the other day and now cant remember how i did it lol

Grimm_Wrecking
06-12-2010, 01:03 AM
I am super sorry that you feel like I am being a smart ass. I assure you that is the farthest thing from my intention.
meador's thunder 5 (https://dl.dropbox.com/u/7804856/vegito-33/shot_gun_high_sheet.jpg)

No worries man, like I edited in my other post, bad day, didn't mean to take it out on you.:poly141:
The thunder-5 is pretty pimp, now you should really pimp it out in the texture :D!!
http://dl.dropbox.com/u/2323296/PC%20Folder/pimptastic_thunder_5.jpg

As for your reventon model theres a few here on the boards you should check out if your thinking about re-doing it, and over at cg-cars (www.cg-cars.com) (if they ever come back up).


hey guys this might be a really dumb question but how do i render a pic of a model with wires? i did it the other day and now cant remember how i did it lol

you can do it with vector render in maya, I know theres another way, but its been so long I've forgotten.
Max I think its just the "wire" checkbox in the mat-editor.

or just turn on your wires in viewport and screencap :) not the best for presentation, but if your just wanting wire crits meh.

dansher
06-12-2010, 01:40 AM
No worries man, like I edited in my other post, bad day, didn't mean to take it out on you.:poly141:
The thunder-5 is pretty pimp, now you should really pimp it out in the texture :D!!
http://dl.dropbox.com/u/2323296/PC%20Folder/pimptastic_thunder_5.jpg

As for your reventon model theres a few here on the boards you should check out if your thinking about re-doing it, and over at cg-cars (www.cg-cars.com) (if they ever come back up).




you can do it with vector render in maya, I know theres another way, but its been so long I've forgotten.
Max I think its just the "wire" checkbox in the mat-editor.

or just turn on your wires in viewport and screencap :) not the best for presentation, but if your just wanting wire crits meh.

cool thanks, yeah im sure theres a "force wires" button somewhere just cant remember where lol

empeck
06-12-2010, 01:56 AM
This is awesome. Would you mind telling how you went about doing the high poly model?

Sure. I've modeled seven different pebbles, uv mapped them, textured (I'll be baking diffuse too) and placed around by hand (hehe). It's over two thousand individual pebbes over there :)

http://dl.dropbox.com/u/202612/polycount/track_comparison.jpg

Snader
06-12-2010, 02:03 AM
Well at least you colored them, otherwise you'd have a long job ahead with the diffuse map... looks really nice btw.

@meador:
That thing actually shoots shotgun shells? What about the blowback?

Rens
06-12-2010, 02:56 AM
since my 3d is almost done, i dusted off my pencils yesterday, been a long time since i used them, hmmm

http://dl.dropbox.com/u/1559778/pencilwarmup.jpg

MoP
06-12-2010, 03:10 AM
Sure. I've modeled seven different pebbles, uv mapped them, textured (I'll be baking diffuse too) and placed around by hand (hehe). It's over two thousand individual pebbes over there :)


I hope you're joking about placing them by hand...

sampson
06-12-2010, 03:17 AM
i spose if u manually arrayed them so that you get a nice grid. then ran a script to rotate each thing randomly it would be alot easier?

Wahlgren
06-12-2010, 04:00 AM
Zbrush + Good alpha map = Much easier.

achillesian
06-12-2010, 05:03 AM
http://i49.tinypic.com/sb4sug.jpg

empeck
06-12-2010, 07:21 AM
I made a pebbles cluster, copied and rotated it few times, then selected another cluster, etc. Softimage doesn't have a nice scatter like 3dsMAX does. Making it this way helped me to make a base diffuse texture. It wasn't that time consuming after all, and I'm very pleased how normalmap looks in UDK.

Andreas
06-12-2010, 07:25 AM
How did you get it to tile though?

empeck
06-12-2010, 07:32 AM
Track length is exactly 4m. I've placed pebbles on one side of the track segment, merged them together, copied and moved by 4 meters to the other side. I've left a small overlap on highpoly model. Then baked a normalmap That's all.

I'd like to export it to Railworks game, tracks pieces over there are 4m long. It will allow to make a procedural loft with curves etc. I have to wrap my head around docs though.

Frogfish
06-12-2010, 08:02 AM
Commission work and sub-d modelling/texturing practise. Not done yet though, still a few details I need to create/fix.

http://h.imagehost.org/0722/stopitg19.jpg

THE 5
06-12-2010, 10:03 AM
Practicing this "organic curved" Hardsurface style, still lots of pinching in there but I like it so far :)
http://i296.photobucket.com/albums/mm198/Nightterror5/Modeling%202/mechwip04.jpghttp://i296.photobucket.com/albums/mm198/Nightterror5/Modeling%202/mechwip05.jpg
http://i296.photobucket.com/albums/mm198/Nightterror5/Modeling%202/mechwip07.jpg

Vitor
06-12-2010, 10:09 AM
While there is still a lot of stuff missing, i'm getting bored with this model, so I'm calling it finished for now:

http://img96.imageshack.us/img96/548/wip24.jpg

Asteric
06-12-2010, 10:27 AM
So yeah i suck at sculpting so ignore the noobyness this attempt to get better :)

http://i48.tinypic.com/15q52dv.jpg

ZacD
06-12-2010, 10:35 AM
Sure. I've modeled seven different pebbles, uv mapped them, textured (I'll be baking diffuse too) and placed around by hand (hehe). It's over two thousand individual pebbes over there :)



Why didn't you just do a simulation to place them all?

maze
06-12-2010, 10:56 AM
hey thanks for the comments guys, really appreciate, yeah I want to finish this thing soon...

conte: it is part of a character....even if doesn't look like..haha, I'll try to put stuff together for the next time

hal: thanks man, by floaters, didnèt meant stuff to bake, but some geometry that need to be connected to the main piece (meaning I am still missing some parts), like the suspension.

the5: really like those lines man, really smooth curves you've got there, I think it' lll be kickass if u keep that style all along the character...

vitor, thats awesome dude, seriously lots of detail on your dude, specially like the skull faces! good work bro.

Asteric: thats ok man, we ve all got to start somewhere, hey is it a plastic cone in stone? I am not sure what it is. Also I ve got the impression, you are needing more resolution (sub-d) for those cracks.

Calabi
06-12-2010, 11:45 AM
Trying to learn the skull anatomy form.

http://img171.imageshack.us/img171/3734/skullvf1wip.jpg (http://img171.imageshack.us/i/skullvf1wip.jpg/)

empeck
06-12-2010, 12:14 PM
Why didn't you just do a simulation to place them all?

I'll have to try next time.

MR_Verkerk
06-12-2010, 12:19 PM
Today I tried to make something thats a tad more realistic than my previous work.

http://www.markverkerk.nl/wp-content/uploads/Arch.jpg

Critz and comments would be really appreciated as its my first real try at a realistic piece and my first real attempt at using photos for the texturing. Diffuse and normals are 1024x512, the specular is 512x256. The model is presented to you in 3dsmax using Xoliuls shader version 1.5

Asteric
06-12-2010, 12:25 PM
@Maze thanks for the comment, it is actually a concrete bollard, so all of that stuff at the bottom is the support that goes into the ground, and that soily bit is some ground that has been lifted up. As for the resolution, i agree, but i simply cant go any higher, im at 2 mil now, and at the moment i am only running 2gb of ram, so i think an upgrade is in order.

felipefrango
06-12-2010, 01:41 PM
@MR_Verkerk : Looks like a good start but those tiles that get bent around the corners look very very weird, they'd be sliced at the edge. Take a look at reference and try to apply these subtle details to your textures, especially when using photos.

MR_Verkerk
06-12-2010, 03:32 PM
@MR_Verkerk : Looks like a good start but those tiles that get bent around the corners look very very weird, they'd be sliced at the edge. Take a look at reference and try to apply these subtle details to your textures, especially when using photos.

Thanks for the feedback, I'd think im done with this one:)

I straightened out the edges, replaced the concrete with a less contrasted version, removed the seam through the middle of the columns, removed a lot of noise from the normals map and made the difference between the 2 tile orders a bit more separated. Hope you guys like it:)

http://www.markverkerk.nl/wp-content/uploads/Arch3.jpg

felipefrango
06-12-2010, 04:51 PM
Actually that's not what I meant, you now have a whole line of tiles bending over the corner, tiles don't bend like that, they're made of porcelain and would break before even beginning to look like this. Check how tile filled walls and columns behave on corners:

http://www.selectinteriors.com/gallery/Bathroom2_1197475764.JPG

http://effenesstile.net/images/project1_bathroom_tile.jpg

Tiles have to be cut accordingly to fit, you can't have tiles simultaneously on two different planes. Maybe you're confused by brick corners which don't have a seam between planes, but that happens because the brick has more volume and are placed on the very corner so two different sides are being shown.

http://www.generalsteelexteriors.com/images/brick_deep_corner.jpg

empeck
06-12-2010, 04:57 PM
Almost there.

http://dl.dropbox.com/u/202612/polycount/ScreenShot00011.jpg

Diffuse texture:

http://dl.dropbox.com/u/202612/polycount/tracks_d.jpg

I have to finish diffuse texture and make a specular. I'm thinking about mixing some normalmap details in Crazybump too.

ZacD
06-12-2010, 06:49 PM
I dont like how the wood doesn't look straight and appears bent, but the diffuse + normal looks awesome so far.

Medestruit
06-12-2010, 07:25 PM
Well, not entirely about the corner tiles. There are round-cut tiles that mold to rounded surfaces. The only difference being that they usually aren't full tile size, generally more quarter-tile sized at most.

Brick can be rounded too, :p

http://www.salvo.co.uk/images/userimgs/39040/Red-bricks-with-rounded-corner-for-pillar_50264_3.jpg

meador_forest
06-12-2010, 08:31 PM
Okay, so here is the low poly sheet for the shotgun pistol I built for class this quarter.https://dl.dropbox.com/u/7804856/vegito-33/shot_gun_low_sheet.jpg

meador_forest
06-12-2010, 08:37 PM
hey guys this might be a really dumb question but how do i render a pic of a model with wires? i did it the other day and now cant remember how i did it lol

The way that I do it is to make a copy of your model, and apply a material with wires turned on. Turn the diffuse color of that material to black, and turn down the size to something like .5. Then, apply a push modifier on the copy, push it to .1-.25, and viola... Your render will now show wires over the model.

Prophecies
06-12-2010, 10:08 PM
Fantasy Dungeon/castle I started recently. It's still mostly in blockout phase, although I've started the base High-poly meshes.
http://img143.imageshack.us/img143/7464/blockout1.jpg
http://img121.imageshack.us/img121/6650/blockout2.jpg

Jeremy Wright
06-12-2010, 10:22 PM
...you now have a whole line of tiles bending over the corner, tiles don't bend like that...

It could easily be an outside rounded corner tile:

http://www.biofireinc.com/images/Rounded-Corner.jpg
http://lh5.ggpht.com/_Dpo1Ylcj1QE/R8Nvk3mS5bI/AAAAAAAADkA/cFsf8uODkjc/IMG_4125.jpg

Medestruit
06-12-2010, 10:58 PM
Sketchy sketch.

http://img.photobucket.com/albums/v155/Impetual/design%20stuff/walkingdead.jpg

Sandro
06-12-2010, 11:26 PM
Phropecies, that scene reminds me of some Morrowind interiors =) good old times :)

ironbearxl
06-13-2010, 12:03 AM
aw yeah:

http://i84.photobucket.com/albums/k30/ironbearxl/olive_03.jpg

IronHawk
06-13-2010, 12:43 AM
http://jhall3d.com/tire.jpg

wheel for a my truck.

MR_Verkerk
06-13-2010, 01:15 AM
Actually that's not what I meant, you now have a whole line of tiles bending over the corner, tiles don't bend like that, they're made of porcelain and would break before even beginning to look like this. Check how tile filled walls and columns behave on corners:

\

\

Tiles have to be cut accordingly to fit, you can't have tiles simultaneously on two different planes. Maybe you're confused by brick corners which don't have a seam between planes, but that happens because the brick has more volume and are placed on the very corner so two different sides are being shown.

\

Well actually as it is now it fits my reference. apparently there are tiles specially shaped to fit such corner pieces. These days there are always exceptions to these sort of things:)

dfacto
06-13-2010, 01:15 AM
I dont like how the wood doesn't look straight and appears bent, but the diffuse + normal looks awesome so far.

Actually they're supposed to be concrete ties. They use them in Europe.
http://en.wikipedia.org/wiki/File:08_tory_railtrack_ubt.jpeg

empeck
06-13-2010, 01:44 AM
Exactly, these are concrete sleepers. Thanks :)

EricV
06-13-2010, 02:15 AM
http://dl.dropbox.com/u/5559441/Luger_3point.jpg

Mouldtooth
06-13-2010, 02:22 AM
http://i46.tinypic.com/9r3dq1.jpg

Here are my tiling rails. I pretty happy with the rails but the wood-texture needs more work.

dansher
06-13-2010, 02:27 AM
The way that I do it is to make a copy of your model, and apply a material with wires turned on. Turn the diffuse color of that material to black, and turn down the size to something like .5. Then, apply a push modifier on the copy, push it to .1-.25, and viola... Your render will now show wires over the model.

when you say turn down the size to .5 what do you mean?

*edit* never mind think i found it thanks :)

Andreas
06-13-2010, 03:32 AM
Not feeling that diamond pattern Eric, it's very noisy.

Target_Renegade
06-13-2010, 03:41 AM
trying my hand at texture painting from scratch.

http://dominicgutridge.files.wordpress.com/2008/08/rock_and_grass.jpg

Neox
06-13-2010, 04:34 AM
something for a small indi project

http://www.polyphobia.de/nonpublic/jobs/2010/tm/beaver_04.jpg

Davision3D
06-13-2010, 04:43 AM
very cool neox!
I like the size of the teeth compared to the size of the eyes a lot! :D

katana
06-13-2010, 05:30 AM
"In space...there are no Dams......"

nice Neox...you win the day!

Piflik
06-13-2010, 05:34 AM
The way that I do it is to make a copy of your model, and apply a material with wires turned on. Turn the diffuse color of that material to black, and turn down the size to something like .5. Then, apply a push modifier on the copy, push it to .1-.25, and viola... Your render will now show wires over the model.

Thats actually the worst way of doing shaded wireframe shots...considering this is a game-artist board, the best way might be doing a screenshot with a realtime shader or from an engine...if you insist on rendering it, use a composite material (3ds Max) with a wire Material in the second slot...no need for a copy of the model and the wires will be accurate, too...

ocarian
06-13-2010, 09:19 AM
Excelent design Neox

I really love this character :)

Finish model

http://ocarian1981.free.fr/IMGpagesite/galerie3D/WIP_IOP/WIPIOP06.jpg

http://ocarian1981.free.fr/IMGpagesite/galerie3D/WIP_IOP/WIPIOP04.jpg

http://ocarian1981.free.fr/IMGpagesite/galerie3D/WIP_IOP/WIPIOP05.jpg

Keep up all :D

IronHawk
06-13-2010, 09:56 AM
nice work everyone. go go go!

almighty_gir
06-13-2010, 10:23 AM
http://img411.imageshack.us/img411/1948/womanz.jpg

chadabees
06-13-2010, 11:19 AM
Nice design Neox! Love the teeth.

rollin
06-13-2010, 11:42 AM
hehe nice one neox!

ocarian: is there a reason why you don't have any brightness variations in there? painted in shadows? the only thing I can clearly see are the folds on the shirt

Ravenslayer
06-13-2010, 12:11 PM
Neox : looking good ^^
ocarian: really like the silhouet and colors

been painting some more, trying to come up with some fun designs :)

http://i49.tinypic.com/295ehdl.jpg

MR_Verkerk
06-13-2010, 02:45 PM
Got a small update on my scene,

Going to add trash, posters, lights and a trashcan. Also going to remove the grate on the right. and Have a staircase on the end of the corridor going either up or down, not sure which one yet.

http://www.markverkerk.nl/wp-content/uploads/Arch4.jpg

Ihazard
06-13-2010, 03:00 PM
Mercenary for a HL2 mod, I'm quite new to texturing, any tips would be greatly appreciated :)

http://i711.photobucket.com/albums/ww115/IIHazard/lolhole.png

crazyfool
06-13-2010, 03:00 PM
something for a small indi project

http://www.polyphobia.de/nonpublic/jobs/2010/tm/beaver_04.jpg

this is so cool :) I want one!!!!!!

Asteric
06-13-2010, 03:04 PM
I want at least 200 to make an army of space beavers, i could conquer the world.

JohnnySix
06-13-2010, 03:23 PM
something for a small indi project



Awesome, what Davidson said about the teeth, great proportions! :D


Failed at getting anything into torchlight so went back to what I know, and started playing around with some banal sci-fi chunks for another 2k4 w00t map.

http://fc09.deviantart.net/fs70/f/2010/164/4/7/UT2004_Meshes_by_JohnnySix.jpg

Anyone else noticed random black faces on meshes? They were pretty much vertex edited cubes, and yet some of the faces when rendered to texture came out black. Mighty odd.

Wish I'd have know about creating collision primitives in max a few years ago, SO cool to choose where you want the collision to be via your own convex hulls. :D

Medestruit
06-13-2010, 04:05 PM
http://img.photobucket.com/albums/v155/Impetual/design%20stuff/walkingdead2.jpg

I dunno, this one is kinda fun.

Funky Bunnies
06-13-2010, 04:25 PM
nice result on that, empeck!

I had to do a lot of train track stuff some time ago and I really struggled with the ballast, but yours looks great! it's very brown though

Revel
06-13-2010, 04:26 PM
Here you go..My abandoned skate ramp~

http://img143.imageshack.us/img143/9528/wipnq.jpg

Its a part of my character Pandaboi where he gonna do some move.
Gonna complete the texture set soon (Spec, Normal, Gloss, etc).

_Revel

IronHawk
06-13-2010, 04:52 PM
those transitions are scary steep. how much vert on that ramp?

seforin
06-13-2010, 06:20 PM
heh Amazing stuff as always people

ocarian: Nice Wakfu Iop Character , just finished the series yesterday, it ended very sadly in my opinion (poor grovy)

Neox: Hot as always

Rest of you : Awesome!

Here's proof I still do stuff! For reals!

http://seforin.com/misc/ToeDetails1.jpg

Whats it for I wont say :) Thats a S-E-C-R-E-T :)

ScoobyDoofus
06-13-2010, 06:22 PM
WIP of a Jeep I'm working on. Don't have any/many vehicles in my folio, so I decided to do something up over the next day or so. Got a long ways to go yet before the HP is done, and then begins the low...http://dl.dropbox.com/u/44379/jeep_wip/willys_jeep_001.jpg

Squirrely Jones
06-13-2010, 06:25 PM
Song selection for an Iphone rhythm game I'm thinking about. I had all the mechanics working in flash and was planning on using that but I scrapped that idea in light of apple's attitude towards flash. Going with the less dangerous option of unity which gives me 3d support for neat stuff like this 3d menu. This was rendered in max but isn't using any features outside the scope of unity. The album covers are just some random ones I found on google.

http://www.squirrelyjones.com/public/songselect_01.jpg

http://www.squirrelyjones.com/public/songselect_02.jpg

Moosey_G
06-13-2010, 06:34 PM
heh Amazing stuff as always people

ocarian: Nice Wakfu Iop Character , just finished the series yesterday, it ended very sadly in my opinion (poor grovy)

Neox: Hot as always

Rest of you : Awesome!

Here's proof I still do stuff! For reals!

http://seforin.com/misc/ToeDetails1.jpg

Whats it for I wont say :) Thats a S-E-C-R-E-T :)

That looks great, I've been seeing a lot of good wear and tear battle damaged stuff recently which looks like it's been done in zbrush, any tutorials or tips on how to get that look?

chadabees
06-13-2010, 07:30 PM
Scene with cryogenic chambers incoming!

http://img256.imageshack.us/img256/9009/ifreezeyou.jpg (http://img256.imageshack.us/i/ifreezeyou.jpg/)

BlackulaDZ
06-13-2010, 08:26 PM
Tapir!
http://i53.photobucket.com/albums/g75/Chaosdragondz/merc.png
i want to turn this into a full character

s0id3
06-13-2010, 08:32 PM
heh Amazing stuff as always people

ocarian: Nice Wakfu Iop Character , just finished the series yesterday, it ended very sadly in my opinion (poor grovy)

Neox: Hot as always

Rest of you : Awesome!

Here's proof I still do stuff! For reals!

http://seforin.com/misc/ToeDetails1.jpg

Whats it for I wont say :) Thats a S-E-C-R-E-T :)
is it for something 40K?

ironbearxl
06-13-2010, 09:10 PM
Trying to get ahead
http://i84.photobucket.com/albums/k30/ironbearxl/olive_04.jpg

seforin
06-13-2010, 09:14 PM
Moosey_G: Yes well in order to achieve something like this this is a number of combinations and techniques I am currently using to utilize the full use of zbrush hard surface sculpting past the usual Alpha overlay work , or blobby look most people get out of there rocky/stoney based environments (no hate to any of you!)

I am currently working on this project as a test to utilize a totally new work flow that will be base mesh modeling>>zbrush sculpting>>3ds Max Multi sub object based baking. This will increase the possibities for hard edge modeling/sculpting for all next genny based props/envrionments

so to answer your question I will have a tutorial up soon when I am more further along in my project

s0id3: Maybe...but I will never tell :)

Kitteh
06-13-2010, 09:29 PM
Khyber Pass Martini-Henry pistol. Fires .577/450 Martini-Henry. It's for Source, so no colored spec is possible as far as I know

http://gabefink.com/khyber.png

Moosey_G
06-13-2010, 09:30 PM
so to answer your question I will have a tutorial up soon when I am more further along in my project

Sounds great!

Harry
06-13-2010, 09:53 PM
Tapir!
http://i53.photobucket.com/albums/g75/Chaosdragondz/merc.png
i want to turn this into a full character

YES

Andreas
06-13-2010, 11:21 PM
Tapir!
http://i53.photobucket.com/albums/g75/Chaosdragondz/merc.png
i want to turn this into a full character

Have you seen Splash Damage's April Fools characters? Turn him into one of them :D

Snader
06-13-2010, 11:43 PM
@Kitteh: Bullet does not fit in the gun barrel.

@Squirrely Jones: Why so many info around level? "3 Beginner AA"? Also, why 3,4,7,10?

@JohnnySix: Possibly some (accidentally) flipped normals on those polies?

@MR Verkerk: Up (to surface) should give you a nice opportunity to play with sunlight.

@Ihazard: Two quick things: 1 don't use a general dirt map. skin attracts/holds dirt differently than fabric. 2 specular should also vary, fabric rather matte, (sweaty) skin more specular.

Kitteh
06-14-2010, 12:25 AM
@Kitteh: Bullet does not fit in the gun barrel.

Whoops. Barrel was made .303 but bullet is .450. Easy fix.

EDIT: Fixed and updated image.

ScoobyDoofus
06-14-2010, 12:31 AM
Baby steps...soon it'll get its own thread.
http://dl.dropbox.com/u/44379/jeep_wip/willys_jeep_002.jpg

Harry
06-14-2010, 01:32 AM
http://gyazo.com/c5004d2707a4d757a0cf185c16cf5005.png

Revel
06-14-2010, 01:52 AM
those transitions are scary steep. how much vert on that ramp?

You got it dude, I do more research and notice it way too extreme, I'll fix that.
Btw by "vert" u mean the vertex count?..it display on the screenshot, its at 1.316 verts, 702 polys.

_Revel

pixelchaot
06-14-2010, 02:41 AM
http://fc08.deviantart.net/fs71/f/2010/162/e/5/goblin_wip_by_pixelchaot.jpg

Millenia
06-14-2010, 04:14 AM
http://up.millenia3d.net/up/balihp.jpg

SpeCter
06-14-2010, 05:09 AM
@Millenia: how are you supposed to close this butterfly if there aren´t any holes for the blade to fit in?
And the perspective let it look like that the handle is smaller than the blade...

TheDarkKnight
06-14-2010, 05:11 AM
Head I'm working on, looking on how to do some hair, tried the Varga hair tutorial, but don't get that good results with it

http://img35.imageshack.us/img35/7228/headtexturefinal.jpg

meador_forest
06-14-2010, 08:10 AM
Here is the model sheet for the low poly shotgun pistol with textures.https://dl.dropbox.com/u/7804856/vegito-33/shot_gun_texture_sheet.jpg

gauss
06-14-2010, 08:39 AM
still working on my bake--might cut out to just do some simple props before fully baking this pistol, just to cement basics. in the meantime i did a painting for kicks--extended in-jokes and fan service basically, but i'm happy the way it came out. about 5 hours, from reference

http://dl.dropbox.com/u/4726438/ycs/ycs-doomtactics.jpg

Simmo
06-14-2010, 08:42 AM
An evil looking stove/furnace. No normal map, hand painted, first time painting textures! Not done yet though..

Shots from UE3 static mesh browser, the fire and emissive animates, will have to post a video when I'm finished it :) 986 tris, 1024 maps

http://img10.imageshack.us/img10/9953/13658844.png (http://img10.imageshack.us/i/13658844.png/)
http://img580.imageshack.us/img580/4136/85586680.png (http://img580.imageshack.us/i/85586680.png/)

felipefrango
06-14-2010, 08:44 AM
Bewbs <3

Simmo
06-14-2010, 08:47 AM
Bewbs AND Doom

yessum

Awesome work :)

Y_M
06-14-2010, 08:54 AM
Starting to learn sub-d instead of sticking to low poly stuff.
Picked an all time favourite of mine to start with:
http://dl.dropbox.com/u/2126504/chompchomp.jpg

meador_forest
06-14-2010, 09:36 AM
Here is the low poly shotgun pistol sheet, rendered in Marmoset. **This is the first model that I every plugged in to the Marmoset engine. It was a little tricky that first time.https://dl.dropbox.com/u/7804856/vegito-33/shot_gun_marmoset_sheet.jpg

n88tr
06-14-2010, 09:59 AM
Finished up some guns, could use more detail maybe or fixing

http://cahemdue.net/images/ConSMGType3_1.gif
http://cahemdue.net/images/RailGunRifle_2.gif
http://cahemdue.net/images/CheyTac_1.gif

I couldn't get the boolean stuff to work on the cheytac where the stock rods would fit into beyond the mag but it looks a lot better than my previous. Oh yeah and I didn't add a bolt channel to the cheytac, it needs that too.

katana
06-14-2010, 11:52 AM
Working on this tileable texture...my first effort.

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

Medestruit
06-14-2010, 12:36 PM
http://img.photobucket.com/albums/v155/Impetual/design%20stuff/walkingdead3.jpg

As shitty as it continues to look, I am having quite a bit of fun screwing around with the decrepit and saggy skin. Get some interesting detail by just scribbling around and adding some highlights here and there.

EricV
06-14-2010, 03:51 PM
http://up.millenia3d.net/up/balihp.jpg


very cool butterfly knife. Nice modeling but I am not a fan of the brightly colored models. I think they would look a little better with a shade of gray and maybe a hint of of some other color

Mr. Brightside
06-14-2010, 05:09 PM
Finished up some guns, could use more detail maybe or fixing

[IMG]http://cahemdue.net/images/ConSMGType3_1.gif[IG]
[IMG]http://cahemdue.net/images/RailGunRifle_2.gif[IG]
[IMG]http://cahemdue.net/images/CheyTac_1.gif[IG]

I couldn't get the boolean stuff to work on the cheytac where the stock rods would fit into beyond the mag but it looks a lot better than my previous. Oh yeah and I didn't add a bolt channel to the cheytac, it needs that too.
Your rails are all wrong, but everything else looks pretty good. My other complaint though is the tiny bullets on the pistol :l

n88tr
06-14-2010, 05:25 PM
Thanks brightside. I just redid the rails, looking at my refs. The bullets are small, I didn't see that till now, thanks again.

Mr Smo
06-14-2010, 05:42 PM
working on some koalas.. strangley coloured ones cos ive been to lazy to make another face
http://mrsmo3d.com/oldsite/images/wip/koalawip6.jpg
i plan on making them into pirates n knights n stuff!

meador_forest
06-14-2010, 07:13 PM
The next model that I did was a jewelry box. Here is the high poly sheet.
https://dl.dropbox.com/u/7804856/vegito-33/box_high_sheet.jpg

an aggressive napkin
06-14-2010, 08:30 PM
I wanna know how you did the golder pieces. I've always wanted to learn that kinda modeling

{scumworks}
06-14-2010, 09:34 PM
...

http://www.scumworks.com/images/3d/bristlen_vip.jpg

Kitteh
06-14-2010, 10:03 PM
...

[img]http://www.scumworks.com/images/3d/bristlen_vip.jpg[img]

Awesome.

ZacD
06-14-2010, 10:07 PM
...

http://www.scumworks.com/images/3d/bristlen_vip.jpg

Looks nice, I really dig the design of the gun, and its nice to see an XSI user.

ironbearxl
06-14-2010, 10:36 PM
http://i84.photobucket.com/albums/k30/ironbearxl/olive_05.jpg

breakneck
06-15-2010, 12:37 AM
test bake down of a tractor i'm working on.
sittin at 18k tris,
http://i83.photobucket.com/albums/j298/breakneck_rust/bakedown_tractor_01.jpg

Uly
06-15-2010, 03:24 AM
neox: sweet design, and killer helmet shader : )
choat: love the style, man. keep it up!

StefanH
06-15-2010, 04:28 AM
@breakneck
really sweet. If you are using 18k i would expect the frontwheels to be a bit rounder though...

Millenia
06-15-2010, 05:17 AM
http://up.millenia3d.net/up/bali_baked.jpg

Quick bake

EricV
06-15-2010, 05:46 AM
better ^

and very nice tractor breakneck

boyluya
06-15-2010, 06:00 AM
http://up.millenia3d.net/up/bali_baked.jpg

Quick bake

Nice. That's native here in our country. :)

I actually own one, but different design.

Raider
06-15-2010, 07:54 AM
badass tractor breakneck, gogo texture :D

that knife is coming along really nicely as well millenia

Anyway here's the latest of my gun, prob 80% done, need to tweak things like the tape etc

http://brettholton.net/images/texture02.jpg

an aggressive napkin
06-15-2010, 07:55 AM
Great work mil, can't wait to see your texturing skills put to work >:D

dansher
06-15-2010, 08:08 AM
test bake down of a tractor i'm working on.
sittin at 18k tris,
http://i83.photobucket.com/albums/j298/breakneck_rust/bakedown_tractor_01.jpg

it has to be bright red when you texture it :D

Andreas
06-15-2010, 09:22 AM
Are those smoothing errors you are getting around the rings Mill?

Millenia
06-15-2010, 09:35 AM
Pinching on the high poly I guess, will try to fix em with PS when I can be arsed

n88tr
06-15-2010, 09:50 AM
Haha Raider, now the hammer looks too fat. Whatever, it's still a great-looking gun.

Nice butterfly, Mil, the red light casts a strange shadow but it's looking tight. Ever consider a wooden handle instead of plastic, try something new, maybe with gold rivets?

dansher
06-15-2010, 09:53 AM
Haha Raider, now the hammer looks too fat. Whatever, it's still a great-looking gun.

Nice butterfly, Mil, the red light casts a strange shadow but it's looking tight. Ever consider a wooden handle instead of plastic, try something new, maybe with gold rivets?

pimp my butterfly knife i like it lol

STRIKER
06-15-2010, 11:06 AM
realistic study i believe

http://i67.servimg.com/u/f67/13/87/85/90/redone10.jpg

Papa_Austin
06-15-2010, 11:13 AM
http://dl.dropbox.com/u/1916709/jungle_scene_new.jpg

acapulco
06-15-2010, 01:01 PM
This is awesome! What it really lacks is some kind of Subsurface scattering in the plants. They look darn dead. I dont know how to achieve, but it would really help the scene to get some more life!

Papa_Austin
06-15-2010, 01:21 PM
thanks acapulco (http://www.polycount.com/forum/member.php?u=26983), I love your work on air borne by the way

yeah, i have a bit on it now...i will have to try and bump it up, and now that i now the whole thing with the color look up tables in udk may ( hopefully it will fix a lot )

Asteric
06-15-2010, 02:46 PM
http://i49.tinypic.com/2enmemf.jpg

And no, i didnt copy the other mech arm on the boards :)

Medestruit
06-15-2010, 02:53 PM
http://img.photobucket.com/albums/v155/Impetual/design%20stuff/walkingdeadfull.jpg

Done maybe. I dunno, I'm kinda happy with it.

Kewop Decam
06-15-2010, 03:21 PM
looks like he's trying to swim on the grass and has his head up for some air.

MR_Verkerk
06-15-2010, 03:45 PM
Small update:)

http://www.markverkerk.nl/wp-content/uploads/Update.jpg

LeoJr
06-15-2010, 08:55 PM
Max and Mudbox (for texturing, didn't sculpt), supposed to look like it belongs with UT3's Ronin. Took about two weeks to this point.http://i5.photobucket.com/albums/y175/LeoThunderJr/RedMiria_MB_01p.jpg

boyluya
06-15-2010, 09:07 PM
Another gun for my portfolio. Based on a concept art from the Borderlands game. High poly is almost done. I'll post other views later (my comp renders so slow).

http://i723.photobucket.com/albums/ww233/boyluya/revolver.jpg

Martin Henriksson
06-15-2010, 09:39 PM
Great looking gun Boyluya!

Some zsphere doodle i did today:

http://martinh.se/fnt.jpg

Also needed some advice, i originaly planned on making him into some goblin type character but after playing abit with polypaint before ending this session i felt like testing a different direction, some sort of sickly albino demon type thing... This is only like a 5min paint test but would like som input. Anyone think it would be a cool direction to take it in?

http://martinh.se/fnt_test.jpg

prolow
06-15-2010, 09:49 PM
finished texture work, now anim WIP
http://img.photobucket.com/albums/v510/palohman/fishbowlsymbolsWIP-1.jpg

yoyomon
06-15-2010, 11:44 PM
Nice stuff!

LeoJr: It's looking pretty good. You should probably rethink the hair banes though. At first I thought she was wearing a hat.

Nice assets prolow. Goldfish are my fav.

Snader
06-16-2010, 12:20 AM
@Prolow
You sure you're finished texturing? The skeleton is rather flat...


Max and Mudbox (for texturing, didn't sculpt), supposed to look like it belongs with UT3's Ronin. Took about two weeks to this point.
You've got the team style looking pretty ace, little to comment on that. The only thing I'd suggest is giving the mesh a less red gray, instead using more yellow or blue even.
Currently, the whole has a warm feel to it, and it needs some cooler colors to contrast.

Also, the texture still feels too painterly for UT with the creases painted in black and in general looking a bit fuzzy and showing brush strokes, but I assume that's because it's still WIP.

@ Verkerk
Make sure to give the sun a warm feeling, this should look nice in contrast with a cooler color in the tunnels. Not sure about the concrete ceiling. What state is the tunnel in, is it being built, in use, or abandoned?
The ceiling suggests they still need to tile it, place a trashcan in the removed tile, hang up a sign in the back etc. There's also no trash but that's due to WIP
On the other hand, most of the surfaces appear finished and there's a bit of dirt on them, so it looks somewhat used, though as of yet lacking trash, clutter, props.
On the third hand, that one tile looks like it's supposed to be broken. But none of the other floortiles show any damage.
Lastly, that one yellow cornertile is a bit repetetive.

@Papa Austin:
Looks really nice, though it feels a bit too yellow/orange. There's also some really blue plants in the bottom right. Perhaps unify the plant colours a bit more to a medium green? Also, translucency would be a huge boon to this scene indeed.

@breakneck:
Like it a lot. Love that you modeled in the rear tracks, makes it a lot more real. Though some parts (seat, front wheels, hood). If you're not willing to go for a higher polycount, you could save some tris by making the wheel hubs with alpha planes (if you're not already), those holes look like they cost a bunch of polies.

Revel
06-16-2010, 12:26 AM
@prolow
That's cute lol :)
Well yea I agree with Snader for now it looks flat, probably bake in some AO map and multiply it onto your texture will improve on your "flatness" issue.

_Revel

Peris
06-16-2010, 12:41 AM
that's fantastic prolow!

achmedthesnake
06-16-2010, 03:00 AM
trying to get sum of my mojo and motivation back:
redux on this dude (under 700tris)
http://i56.photobucket.com/albums/g192/achmedthesnake/fook01.jpg

Andreas
06-16-2010, 03:02 AM
Pinching on the high poly I guess, will try to fix em with PS when I can be arsed

Have you got a link to that FFVII retexturing project?

slave_one
06-16-2010, 05:09 AM
Desert Rat Bertie's RPG (concept Ashley Wood)

Normals, AO, 3 point shader <3 !

http://dl.dropbox.com/u/1368067/polycount/WWR_rpg_NAO3p.jpg

Millenia
06-16-2010, 05:30 AM
http://up.millenia3d.net/up/mittari_w1.jpg


Have you got a link to that FFVII retexturing project?

http://forums.qhimm.com

Lots of FF modding over there