View Full Version : What Are You Working On? 2010 Edition!
Jesse Moody
06-23-2010, 02:52 PM
Working on a little something, something to go along with the stairs from yesterday. Not much spent on these yet and still super wip but figured I would share. The surface noise is just a toggle inside of zbrush and not sculpted in detail yet. Still working out the chunkyness of the shapes and will play with those before really detailing this guy up.
http://1.bp.blogspot.com/_-bWBQuzDRkM/TCKBiYxvY8I/AAAAAAAAACk/OKd6HUCl8Mk/s1600/pillar_render_01-701290.jpg
Miche
06-23-2010, 03:03 PM
A male head study that I sculpted a couple of months ago.. Textured it this evening :) Comments/feedback is much appreciated!
http://img293.imageshack.us/img293/4901/maleheadpersp3.jpg
tacit math
06-23-2010, 03:09 PM
looking at that boss battle comp. dirty sketch from yesterday. get the generic demony stuff out of the system :
http://www.orderindebris.com/images/dirtyBoss_sketch01.png
Dracula
06-23-2010, 03:37 PM
Made a head today , wanted to share it with the community.
Hope somebody finds it helpful.
You can download it here:
http://uploading.com/files/e193e165/head46%2Bwith%2Bpolygroups.ZTL/
http://img267.imageshack.us/img267/1478/head1td.jpg
marks
06-23-2010, 04:27 PM
the amount of work that still needs doing to this scares me
http://img267.imageshack.us/img267/7633/m4thumblarge.jpg
ES_139
06-23-2010, 04:40 PM
looking good so far Mark!!
dang87
06-23-2010, 07:41 PM
Looks pretty good Marks, just keep it up! :D
meador_forest
06-23-2010, 08:59 PM
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
Your tractor is looking great. But watch the faciting on the front tires. No need to ruin a good piece with such a noticable mistake. Add some more geometry in those front tires so that they don't have such sharp edges.
Moosey_G
06-23-2010, 09:05 PM
Your tractor is looking great. But watch the faciting on the front tires. No need to ruin a good piece with such a noticable mistake. Add some more geometry in those front tires so that they don't have such sharp edges.
I think that highly depends. To be honest no one would be paying that much attention to front wheels as they would to the body if the tractor, which has an appropriate amount of geo. If it was necessary to cut that down it's fine especially after he gets a diffuse on it.
meador_forest
06-23-2010, 09:16 PM
Here is the low poly sheet for the Jewelry Boxhttps://dl.dropbox.com/u/7804856/vegito-33/box_texture_sheet.jpg https://dl.dropbox.com/u/7804856/vegito-33/box_marmoset_sheet.jpg
Moosey_G
06-23-2010, 09:28 PM
Forest, isn't that already in both your new member threads?
meador_forest
06-23-2010, 10:48 PM
I wanna know how you did the golder pieces. I've always wanted to learn that kinda modeling
If you were asking me how I did the leaves on the jewelry box; then, here is one way to accomplish it.
1. In 3D Max. Start with a 2 x 8 plane.
2. Move the verts around to get the basic shape.
3. Make a copy.
4. Move the verts in to shape.
5. Make a copy.
6. Move the verts in to shape.
7. Extrude the border of the first leaf.
8. Repeat for each leaf.
9. Add edge loops, and chamfers.
10. Add turbosmooth.https://dl.dropbox.com/u/7804856/vegito-33/l-01.jpg
https://dl.dropbox.com/u/7804856/vegito-33/l-02.jpg
meador_forest
06-23-2010, 10:52 PM
Forest, isn't that already in both your new member threads?
Yes...
But, I was told that one new member thread was posted incorrectly, so no one could see the images. I was also told that the second thread was only viewed by those members who looked at "my thread" specifically. And, I was told that posting in "my thread" and in "pimping and previews was a great way to get more people seeing and critiqueing my work. If that is an unwise strategy, then i will stop double posting. For sure...
http://timurariman.jimdo.com/s/cc_images/lightbox_1251070412.jpg
i build a lower topology for the monkey because it is needed for a good Animationrig
Froyok
06-24-2010, 12:16 AM
Concept (http://www.polycount.com/forum/showpost.php?p=1165730&postcount=5210)
Texture finished :
http://uppix.net/6/c/c/a6c92344c5e47047fe836b08ba8d1.jpg
Frump
06-24-2010, 12:25 AM
This is as good a time as ever for a cross post. Here's some items from my TF2 Polypack entry. (http://www.polycount.com/forum/showthread.php?p=1138287)
Right now things are looking pretty bland and monotone, if you have any ideas on how to breath some life into them or add colour, please advise! I could really use some crits if you guys have any. The TF2 section has its own unique community within polycount at this point and it's not nearly as constructive.
http://dl.dropbox.com/u/2184332/WIP%20Images/Pistol%20Sorta%20Final.jpg
http://dl.dropbox.com/u/2184332/WIP%20Images/PocketWatch04.jpg
@Frump, I'd pick an 2nd metal to go with the whole set, I'm thinking something like gold/bronze/brass/copper.
http://fashion-watches.watches-fashion.info/articles/pocket-watches/1.jpg
http://www.2-clicks-pocketwatches.com/images/image/Naruto%20Pocket%20Watches.jpg
http://cmtorrens.files.wordpress.com/2009/11/1426108901_dd1c6d8a53.jpg
Frump
06-24-2010, 12:54 AM
ZacD: Yeah I've been wanting to work in some golds throughout the entire process, but it's hard to make it look good without a nice shader and I haven't gotten my items into game yet to see how the finals shaders will look...
I'll try some more like Copper, that's a good idea. Thinking of the actual materials rather than just the colours. Thanks.:)
Moosey_G
06-24-2010, 01:08 AM
He's a revolver I started yesterday, need to fix some proportions and add decals (no idea how to do that) I wanted to do a speed model to "kick off" the break from school, I obviously jumped into modeling from the concept without having a good idea about revolvers and it shows, that won't happen again. I really need to start that enviornement I already began *ahem* anyway haven't posted any work in a while so here it is!
http://img404.imageshack.us/img404/5774/revolver2.png
Saiainoshi
06-24-2010, 01:47 AM
Based on http://img693.imageshack.us/img693/2891/keepontrcuking2.jpg Teehee.
http://terriedenman.com/olio.jpg
Harry
06-24-2010, 02:01 AM
a "speed" character i've been working on since 2 days ago in source engine. Rigged to a standard halflife skeleton. I need to tweak the lightwarp a bit and make him some eyes
http://harryart.files.wordpress.com/2010/06/tribal.jpg
slave_one
06-24-2010, 03:02 AM
wow this thread moves fast :)
handsandwich - thanks, and you are right, but the strap is a tiling texture, which makes this a bit more difficult. hmmmaybe i should still give it a try ..
jesse - I did Bramble before, including the drunken uncle (the handguns) never finished that though :S I do want to do the whole thing, but need a good kick in the behind. Pick everything back up. Bertie is my favorite though so yeah i prolly need to do that :) ~ Nice new stuff, I am completely confident your stuff will come out great in UDK!
rollin - thanks, appreciate it!
meador - nice box
marks - looks great so far
harry - maybe some more light? or is that just my monitor?
on request ..
some parts of the model are multi used, saves nicely on the texture space. The smaller black square (to the right of the middle) was where the strap was initially, but this didn't work with tiling on the normal map part, i was too lazy to redo the UVs and bakes (this does not nicely save on the UV space ;P ) The spec map is just as big as the diff (and so is the normal map), but i rescaled the maps a bit to fit them more nicely in this image. Just included the tiny normal maps to complete the image (and you can see some messy stuff that 3point shader nicely corrects!). Thanks guys .. all crits ever welcome.
http://dl.dropbox.com/u/1368067/polycount/WWR_RPG_01_textures.jpg
http://timurariman.jimdo.com/s/cc_images/lightbox_1251097412.jpg
a first render of the Monkey
Makkon
06-24-2010, 03:53 AM
8FtSpider: Thanks man, it's good to be back. I never finished those models (bad proportions, and sort of a lost cause). I might do some new ones, though, when I get a computer that can handle modeling and sculpting.
Miche: Fantastic, professional work!
tacit math: Just awesome and interesting as always, loving how it's turning out.
Still wip, might call him done soon. Any suggestions (besides a tail, forgot that)?
http://img.photobucket.com/albums/v671/Makkon/6-23-10_cutsieWIP2.jpg
Andreas
06-24-2010, 04:23 AM
Lovely Makkon, but watch the ear and head structure...they don't look they fit on the head at the same point/orientation. It would be well worth going back and spending more time there.
Cap Hotkill
06-24-2010, 05:38 AM
Makkon I love the Style! very nice!
tacit math
06-24-2010, 06:06 AM
Makkon. that's dead cute a. sweet paints man !
Sandro
06-24-2010, 07:05 AM
Awesomo Makkon, I suggest introducing a bit more colors to get rid of sepia look =) Like, shift ambient hue a bit, or introduce some cooler tones in shadows or highlights
boyluya
06-24-2010, 09:13 AM
Hey guys I need some fresh eyes with this gun! I've been working on the diffuse(also plugged in the spec) so far.
And just overlook the bullets for now(haven't touched it) and the crappy post effect.
http://i723.photobucket.com/albums/ww233/boyluya/revolver_test.jpg
And here's my ref
http://xboxoz360.files.wordpress.com/2009/11/borderlands-oxcgn-78.jpg
Revel
06-24-2010, 09:27 AM
I'm not sure but the trigger and trigger guard looks a little bit small right now, I don't know whether because of perspective distortion or not..but anything it still a nice work there boyluya...
EDIT:
I just saw your reference and it looks small even from the reference. It doesn't look comfortable to fit your finger in the trigger guard.
_Revel
marks
06-24-2010, 09:27 AM
I think the brushed metal texture on the metal is a little too strong (high opacity) and your edging on the metal is too consistant also. Generally more scratch marks and dirt/grime in the recesses will be an improvement.
ah makkon, how did we ever survive those 2 years without you. nice as always.
TheMadArtist
06-24-2010, 11:33 AM
Hi poly flamethrower I've been messin with.
http://img713.imageshack.us/img713/7485/flamethrowerwip.jpg
man_o_mule
06-24-2010, 03:10 PM
speedsculpt turned self portrait, turned into head of full self portrait i started a loonnngg time i ago...
http://i53.photobucket.com/albums/g75/Chaosdragondz/LOLLOOKWHOITBE.png
every time i see this it instantly reminds me of tom morello but with glasses.
http://vanzguitars.files.wordpress.com/2009/01/tom-morello-audioslave-091.jpg
BigErn
06-24-2010, 04:06 PM
boyluya (http://www.polycount.com/forum/member.php?u=28409) the gun is amazing!!
I have been trying out some portrait stuff recently,.. going to try and develop this guy into a full char.
he is famous, but only if your into world cinema. :)
OH yea.... the ear needs some work :poly124:
http://img820.imageshack.us/img820/7537/vladimir.jpg
By bigern77 (http://profile.imageshack.us/user/bigern77) at 2010-06-24
cabley123
06-24-2010, 05:59 PM
http://img84.imageshack.us/img84/1410/monsterscreencap1.jpg
first sculpt and some low poly characters that i got insp from the low poly thread
http://img689.imageshack.us/img689/94/screencapheros.jpg
Skamberin
06-24-2010, 08:49 PM
@Makkon: Saved, loving it. As for suggestions, adding some whiskers would complete it imo. Just make sure there's not too many of them as he may end up looking old :) Oh! and welding goggles hanging around his neck, gotta have that!
@Boyluya: I'd say cut down a little bit on the scratches overall and up the specular value on the metal, it looks kind of strange at the moment.
The grip also needs a little more love imo, see if you can add some slight variation in the tone of the color towards the end of the grip, and the scratches on the side look kind of odd, see if lowering their spec value or possibly diffuse transparency gives you better results.
Also giving the lens of the scope a higher specular near the edges might make it look more like a lens.
Also well aware that the concept has them and that this is sci-fi but, those glowy bits just look.. wrong to me. See if you can darken the blue a little bit a turn down the emissive value. Right now they're the first thing I notice with the gun, and seeing how their placement doesn't really make you notice the overall shape of the gun, that's not so good, make em blend in more.
Anyway that's just my opinion, other than that, I've been looking forward to seeing how it came along, great stuff :)
boyluya I really dig the highpoly job you've done in translating this to 3d, and am a big fan of sci-fi revolvers.
You should remember metal is defined mostly by specularity+reflection rather than diffuse, even a dark worn metal will have a lot of specular.
It's very important for weapons, as in game the normalmapped edges and curves recieve most of the specular - which will highlight and define the quality of your weapon.
I would recommend working on the specular layer at the same time as diffuse, I usually just add a layer effect to bump the brightness and contrast for metal.
Below is a rough paintover, might have gone a bit overboard with the spec ;)
Big thumbs up !
http://www.svartberg.com/wip/boyluya_morespec.jpg
crazyfool
06-25-2010, 12:57 AM
that is awesome Boylula, Only thing I can think of is that in the concept the barrel looks a bit beefier and the spec like already said by Chai, but I still love it :D
Makkon
06-25-2010, 01:45 AM
Hey guys! Thanks for the suggestions, worked out great! Though I still forgot a tail somehow. I really appreciate your feedback
@Blenderhead: Biggest adjustment I made, I hope I took it a good direction :)
@Sandro: Did a little like you suggested, though tried not to go overboard. The sepia 1930s feel is something I want to preserve somewhat.
@Skamberin: Awesome suggestions!
The area around his shoulder is bothering me, it looks very off.
http://img.photobucket.com/albums/v671/Makkon/6-23-10_cutsieWIP3.jpg
slave_one
06-25-2010, 02:43 AM
MadArtist - great job, did you sculpt the weldings and connections or ? post update when available! are you going to bake it as well?
Boyluya - looks great to me, and the spec yeah, but you said you hadnt worked on that yet really. Also the material of the grip does not convince me really, but prolly will come with the spec and reflections.
Makkon - the only thing bothering me about it, is that i wouldnt be able to do it : )
Makkon - the only thing bothering me about it, is that i wouldnt be able to do it : )
but i wanna, i wanna, i wanna
oh please someone gimme time!
Farfarer
06-25-2010, 03:06 AM
boyluya: I think the bullet revolvey bit (whatever it's called) in that concept is actually a 2-bullet one rather than a 6 bullet one. The more powerful revolvers in Borderlands tend to be restricted to two shots before reloading.
Harry
06-25-2010, 04:46 AM
http://img683.imageshack.us/img683/4650/blepf.jpg
TheMadArtist
06-25-2010, 06:42 AM
MadArtist - great job, did you sculpt the weldings and connections or ? post update when available! are you going to bake it as well?
Thanks! The weldings and connections were actually modeled in max using renderable splines and displacement modifiers. Working on the low poly now, will post it up after I bake it.
http://timurariman.jimdo.com/s/cc_images/lightbox_1251244712.jpg
Mr Smo
06-25-2010, 07:16 AM
harry that background makes me go cross eyed :( cool stuff though!
tno- cute monkey
I've started on my first variant for a bunch of koalas im making, a pirate arg!
please excuse the sharpen filter, its late here :(
http://mrsmo3d.com/oldsite/images/wip/pirate_wip2.jpg
Harry
06-25-2010, 07:31 AM
Compañero!
the background is some ingame DOF, i felt the noise in it distracted from the details of the objects. Maybe i'm doing it wrong.
I like this koala, time somebody brought some badass to something typically australian
(mirroring + sharpen fail on the hat emblem?)
though, i like the sharpened look of the texture.
thanks Mr Smo
I also like sharp textures. Maybe you could rotate the ears or make holes into the hat?
can we see a wire of your koala?
i think that this little animation is finished^^
is 4 days for everything a good time cycle?
(Things that have been done ;Highpoly,Lowpoly,Texturing,Animation)
katana
06-25-2010, 09:19 AM
Trying out a painting style on this axe, but ended up a bit more towards what i usually do.
http://img.photobucket.com/albums/v112/katana2665/weaponcollection.jpg
EricV
06-25-2010, 10:36 AM
Hey guys I need some fresh eyes with this gun! I've been working on the diffuse(also plugged in the spec) so far.
And just overlook the bullets for now(haven't touched it) and the crappy post effect.
http://i723.photobucket.com/albums/ww233/boyluya/revolver_test.jpg
And here's my ref
http://xboxoz360.files.wordpress.com/2009/11/borderlands-oxcgn-78.jpg
looks pretty good. I would probably be a little more selective with some scratches and wear n tear, namely the handle/grip could be toned down as well the barrell and areas of the scope
ebagg
06-25-2010, 11:35 AM
http://farm2.static.flickr.com/1254/4731162847_729d8d8505_b.jpg
Razorb
06-25-2010, 02:17 PM
shiiiit nice work! that gun is awesome! and Makkon thats some real nice rendering :)!
2 quick quick concepts done for a tiny small game im working on! website is the OLD style.. but its too different than the game.. so the whole thing is sorta having an overhaul soon!
http://i3.photobucket.com/albums/y69/Razorb/StealerGuy_concept2.jpg
http://i3.photobucket.com/albums/y69/Razorb/StealerGuy_concept1.jpg
Vitor
06-25-2010, 02:21 PM
Now that's something I'd love to model Razor!
mospheric
06-25-2010, 02:21 PM
One of my first normal mapped pieces...
http://img526.imageshack.us/img526/694/toolboxrender03.jpg
chadabees
06-25-2010, 03:02 PM
Cryochamber for a wip scene
http://img191.imageshack.us/img191/3402/cryowip.jpg (http://img191.imageshack.us/i/cryowip.jpg/)
polygonbutcher
06-25-2010, 04:06 PM
Hi, I am trying to activate my account with this post, Iam working on my portfolio, here is some updates. --All WIPs :poly121:
http://www.polygonbutcher.com/images/1.jpg
http://www.polygonbutcher.com/images/2.jpg
http://www.polygonbutcher.com/images/3.jpg
http://www.polygonbutcher.com/images/4.jpg
audi100
06-25-2010, 06:57 PM
Just finished compositing for a short 3d animation. Most work was done by another dude (KIIIA, not very active around here). Was responsible for Previz, the Lamborghini, Stereoscopy and Post Production.
http://www.audi-c.net/critical_speed_shot1.jpg
http://www.audi-c.net/critical_speed_shot2.jpg
http://www.audi-c.net/critical_speed_shot3.jpg
Hope i can show the video soon too.
Thegodzero
06-25-2010, 09:23 PM
One of my first normal mapped pieces...
http://img526.imageshack.us/img526/694/toolboxrender03.jpg
nice CGtextures... Nothing wrong with using them but do try and make it a little less blunt that you are in the future. Otherwise great early normal mapped piece. Something to try for next time is to make sure the hipolys edges are pretty big so they pick up better in renders.
Razorb
06-26-2010, 03:56 AM
another quickie! the windmill needs alot more character..as its someones little home and ya im still bumming chromatic abberation :(:(:(! i will stop soon i promise! heh and thanks Vitor!
http://i3.photobucket.com/albums/y69/Razorb/StealerGuy_concept3.jpg
Disco Stu
06-26-2010, 05:47 AM
http://www.abload.de/img/unbenannt-1wzjl.gif
wipping along on this dude got lazy and made a turntable!
RazorB digging the vikings style :)
Polygonbutcher: The models dont look bad but the faces definatly need improvement.
Male one is looking better, post some sideviews so we can see the forms better.
ebag, chadabees sweet work.
dansher
06-26-2010, 06:01 AM
inspired by Slave_one (asked before i started modeling :))
still wip im not really happy with the handle and im not sure about that little dial thingy on the side
http://i78.photobucket.com/albums/j116/dansher1211/rpg4.jpg
Slaught
06-26-2010, 08:18 AM
ebagg, Razorb, polygonbutcher nice work!
@Disco Stu
Uh...He seems "excited".
@Disco Stu
Uh...He seems "excited".
hahaha:poly142:
ok quick shot at baking and texturing, lets see how it looks in unity and if its needed to put more work into textures or not...
http://www.polyphobia.de/nonpublic/jobs/2010/tm/beaver_06.jpg
Disco Stu
06-26-2010, 11:41 AM
Well you know what they say about guys with long feet and big noses!
Neox bakes look good, maybe the specular at the glove to yellow suit part is a little to
similar? What will the game be about, space beaver attack force?
the spec is not the same, its pretty different actually, more of a problem is is the gloss, but so far i'm not using any gloss maps, and well we will see what will end up in the game, first port is going to be iphone so i guess i'll have to change it anyways, but i wait for my unity seat till i tweak more
as for the game: yeah pretty much :D
Froyok
06-26-2010, 12:11 PM
@audi100 : that's remind me "split second" ! :)
Nice cars and lighting, can't wait for the video !
(The background with the buildings will stay like this ?)
seth.
06-26-2010, 03:59 PM
working on textures for this ugly mug....grabed a screen from UDK.
I could do with some pointers on making the skin pop from the clever folk of the boards, I feel that I have reached the limit of my pretty limited skills.....hmmmm needs Moar practice I guess.
http://2.bp.blogspot.com/_QS6WO_XZe7Q/TCaEjps39rI/AAAAAAAABOA/UNXXcPZZ8oU/s1600/cyborgwip10.jpg
looking at that boss battle comp. dirty sketch from yesterday. get the generic demony stuff out of the system :
http://www.orderindebris.com/images/dirtyBoss_sketch01.png
late reply, but god, i love it! awsome design and proportions
Razorb, stuff looks nice!
Bit 'o exposure (spam) since it took so long to complete...
http://i647.photobucket.com/albums/uu196/GCMax/PortraitofaWoman.jpg
Jackwhat
06-26-2010, 07:27 PM
So much win on one page....
Tryin to get better with thumbnailin, gotta push the character more!
http://farm5.static.flickr.com/4096/4737471984_d181d6bd60_b.jpg
Jackwhat - Nice! I can really tell what each of the characters are from the silhouettes. My personal fav is the bottom right one--makes me think of something fun and whimsical from an anime or jrpg or the like :D
My only crit is I think the poses could be pushed further. The top two especially feel like they could be more animated in their still pose.
Been feeling something elegant and Victorian trying to make its way outta me. :P This is what I got:
http://i635.photobucket.com/albums/uu76/Mezz26662/Sketches/VictorianLady_Sketch.jpg
Wasn't near a computer, so nothing from reference (though that obviously would have been easier).
Harry
06-26-2010, 11:36 PM
Been feeling something elegant and Victorian trying to make its way outta me. :P This is what I got:
From this i feel more of a wild west showgirl kind of deal rather than elegant victorian.
For elegant victorian i'd say make the dress a bit less floral and a bit more "smart," (http://farm4.static.flickr.com/3347/3246105455_a295e60bf5.jpg) give her a hat (http://www.google.com.au/images?q=victorian+hat&btnG=Search&hl=en&safe=off&client=firefox-a&rls=org.mozilla%3Aen-GB%3Aofficial&gbv=2&tbs=isch%3A1&sa=2&start=0) on top of the hair, and replace the fan with a parasol.
The hairstyle itself looks about right to me, as long as it's a ridiculous mound on the top-rear of her head you've nailed it.
audi100
06-27-2010, 05:14 AM
@Razorb: sweet concepts especially liking the "stealer guy" has a Link vibe going on.
@seth: What you could add is some texture, meaning speckles, veines, skinfolds. Also you could increase the contrast for color (maybe consider a sunburn or try a different color now all is blueish not very interesting (skin and metal)...). A Specular Map should pop the Skin even more. Also try to define the muscles more, sharpen things up. Here is a quick Overpaint (looks real muddy but hope it helps transporting the points somewhat). Model looks great, nice proportions :).
http://www.audi-c.net/seth_op.jpg
@Froyok: Thx for the kind words. Yes the buildings will stay, there will be a gradient instead of the black background tho. We had planned to make the buildings more detailed at the beginning but then decided on that simple stylized look (Also great for render times :D)
Simmo
06-27-2010, 05:14 AM
More winging it in max.. figuring out ways to build certain shapes.
some sort of surveillance or sentry bot
http://img710.imageshack.us/img710/2300/bot1.jpg
http://img180.imageshack.us/img180/2796/bot2b.jpg
http://img257.imageshack.us/img257/9767/bot3.jpg
http://img153.imageshack.us/img153/6886/bot4.jpg
http://img651.imageshack.us/img651/5016/bot5.jpg
The_Kozmonaut
06-27-2010, 11:54 AM
Re-rendered
http://i296.photobucket.com/albums/mm191/thekozmonaut/asdfcopy.jpg
JFletcher
06-27-2010, 12:12 PM
M4 / M16's get modelled to death, but i really wanted to go all out, and i love this weapon:
http://img188.imageshack.us/img188/2592/m4vltorwip.jpg (http://img188.imageshack.us/i/m4vltorwip.jpg/)
Been doing a bit every now and then, was gonna wait until the high poly, and still a lot to do, but having fun with it. :)
I want to add one of the lasers to the front, but finding it hard to get a solid reference of a very specific model, can anyone suggest anything? (like an AN/PAQ-4 ...that's the only name of one of the things i know)
edit:
like this:
http://i21.photobucket.com/albums/b286/mannysden/IMG_7724.jpg
Anyone know any model names etc? sucks trying to find specific reference.
{scumworks}
06-27-2010, 03:16 PM
Had an hour to kill in PS.,
http://www.scumworks.com/images/2d/hand.jpg
tacit math
06-27-2010, 04:05 PM
diggin' the design of that {scumworks}. nice glove !
speedo's from a day ago :
http://www.orderindebris.com/images/dcd.png
EricV
06-27-2010, 04:09 PM
M4 / M16's get modelled to death, but i really wanted to go all out, and i love this weapon:
http://img188.imageshack.us/img188/2592/m4vltorwip.jpg (http://img188.imageshack.us/i/m4vltorwip.jpg/)
Been doing a bit every now and then, was gonna wait until the high poly, and still a lot to do, but having fun with it. :)
I want to add one of the lasers to the front, but finding it hard to get a solid reference of a very specific model, can anyone suggest anything? (like an AN/PAQ-4 ...that's the only name of one of the things i know)
edit:
like this:
http://i21.photobucket.com/albums/b286/mannysden/IMG_7724.jpg
Anyone know any model names etc? sucks trying to find specific reference.
theres this:
http://www.pixagogo.com/8762084168
and several more Insights if you just scroll down to about the middle of the page here:
http://www.pixagogo.com/DeicideNBF
and if thats not enough, or you want to find something original you can take a quick look thru here:
http://www.ar15.com/forums/board.html?b=3
Sectaurs
06-27-2010, 04:21 PM
Sunday again. Time for more LoL
http://dl.dropbox.com/u/1466600/VolcanicVeigar.jpg
JohnnySix
06-27-2010, 04:34 PM
Saw Glynn's thread (http://www.polycount.com/forum/showthread.php?p=1101338#post1101338) about baking brick meshes to a plane to create a tillable texture, kinda worked, but can't figure why render to texture only works properly from a plane with scanline, and fails utterly with Mental Ray (for baking AO)
http://fc03.deviantart.net/fs71/f/2010/178/8/f/Brick_test_01_by_JohnnySix.jpg
Diffuse, Spec and Normal.
Piflik
06-27-2010, 04:40 PM
For some reason MRay hits the lowpoly mesh during baking...if you add an edit Poly Modifier beneath the Projection modifier and hide all polys in there, you solve that problem...I think it doesn't happen anymore in Max2011, but I am not too sure about it---
JFletcher
06-27-2010, 05:09 PM
Wow, thanks EricV, some amazing reference there! :)
BTolputt
06-27-2010, 06:17 PM
http://farm2.static.flickr.com/1254/4731162847_729d8d8505_b.jpg
This is pretty damned cool if you ask me (which you didn't :P ). It looks like you crossed a StormBoyz WH40K Ork with the Mass Effect Geth.
Moosey_G
06-27-2010, 06:40 PM
This is pretty damned cool if you ask me (which you didn't :P ). It looks like you crossed a StormBoyz WH40K Ork with the Mass Effect Geth.
No way, it looks more like a Geth with ex Tau Commander Far Sight.
ebagg
06-27-2010, 07:21 PM
No way, it looks more like a Geth with ex Tau Commander Far Sight.
Thanks for the compliments & guesses guys, it's actually fanart of Browny, one of the playable characters from Contra Hard Corps on Sega Genesis! :D
EricV
06-27-2010, 08:42 PM
np Fletch :D
and ma luger, think im finished with the texture, just went back to it today and made the grip wood, n added a few more scratches n stuff\
http://dl.dropbox.com/u/5559441/Luger_3point_03.jpg
Harry
06-27-2010, 08:43 PM
im seeing a bit of hl2 dog in it too
I be working on this homie, his name is Captain Amazo, Captain of the SS Douchebaggery.
http://img64.imageshack.us/img64/7295/spamazo.png
breakneck
06-27-2010, 11:57 PM
tractor textures slowly coming together. . . .
http://i83.photobucket.com/albums/j298/breakneck_rust/wip_02.jpg
Its coming along very nicely!
slave_one
06-28-2010, 02:52 AM
MadArtist - displacement modifiers like which? Can you post a close up and maybe a wire and or some explanation, would be great to know how you handle this. Looking forward to the bake!
dansher - I feel special now :P Keep at it!
Neox - cool little feller! Curious how he comes out in unity. and yeah .. I DO WANNA!!
JFletch - looks great, and that picture you posted sure goes all out! are you looking to add that much to it? will be interesting to see for sure!
EricV - nice references, sweet luger. I just seen your work thread .. VERY nice !! Gonna spy some more at your images!
Breakneck - starting to look great, i like the colors and the rust. You did add some geo to the front wheel right? Looks way better.
Christian Hjerpe
06-28-2010, 02:54 AM
Really nice tractor breakneck!
conte
06-28-2010, 03:59 AM
This thing rocks, Ian!
Rumkugel
06-28-2010, 04:17 AM
http://www.abload.de/thumb/19y7v.jpg (http://www.abload.de/image.php?img=19y7v.jpg)
http://www.abload.de/thumb/22bup.jpg (http://www.abload.de/image.php?img=22bup.jpg)
Slooooooooooooooooooooow progress...
dfacto
06-28-2010, 04:52 AM
Dkk, I got a kick out of the captain. :D
Just some tip I think will help to bring out the douchebag some more. Possibly moving towards Ponce territory here, but whatever.
http://img22.imageshack.us/img22/4863/critdkk.jpg
BeatKitano
06-28-2010, 05:05 AM
I be working on this homie, his name is Captain Amazo, Captain of the SS Douchebaggery.
http://img64.imageshack.us/img64/7295/spamazo.png
Some ref: http://upload.wikimedia.org/wikipedia/commons/2/2a/PHOTOS_IGOR_GRICHKA.jpg
Behold the lamighty Bogdanov brothers, Doctors in douchebaggery !
achillesian
06-28-2010, 05:09 AM
http://blogs.riverfronttimes.com/dailyrft/mike-the-situation.jpg
some more ref?
Harry
06-28-2010, 05:13 AM
http://gyazo.com/800a9b46be1d4f3f5f27bd408794f3a2.png
@ harry
I´m not so familiar with guns but i think it is similiar to the Baretta 92FS?
Stinger88
06-28-2010, 08:39 AM
http://img684.imageshack.us/img684/4673/cronkcharsheet.jpg (http://img684.imageshack.us/i/cronkcharsheet.jpg/)
fearian
06-28-2010, 10:04 AM
something's not right with that thumb! Its to long and that's not how thumbs bend!
kaptainkernals
06-28-2010, 10:32 AM
And the pinky is too short, it should end near the bottom of the last joint on the last next to the pinky
TheMadArtist
06-28-2010, 10:33 AM
MadArtist - displacement modifiers like which? Can you post a close up and maybe a wire and or some explanation, would be great to know how you handle this. Looking forward to the bake!
Not at the computer today that has that to take some screenshots, but basically what I did in Max was draw out a spline where the welding would be, convert it into an rectangular renderable spline with a lot of segments and steps, turbosmoothed it, and then added a displace modifier using a map that comes in Maxs default textures (concgray.jpg) then added a turbosmooth on that. Then just tweak it with a Push modifier if need to be to get it snug against the mesh. Would be easier to just sculpt it in Zbrush for sure, but since I haven't installed it on my computer here yet I had to be creative. Probably a million better ways to do this :P
thanks to fearian and kaptainkernals I tried to fix it
EricV
06-28-2010, 12:01 PM
http://gyazo.com/800a9b46be1d4f3f5f27bd408794f3a2.png
thats looking pretty nice Harry. Im curious...I know the grip is plastic, but what about the rest of the gun?
kaptainkernals
06-28-2010, 12:03 PM
Much better, but hold your hand out straight palm facing you, and you notice the pinky ends just below the last finger last joint, and sort of in line with the last joint on the index finger.
As it is now, it slightly too long and almost the same length as the index finger
http://cdn.picapp.com/ftp/Images/1/a/3/5/Palm_of_mans_50d1.jpg
JohnnySix
06-28-2010, 01:29 PM
For some reason MRay hits the lowpoly mesh during baking...if you add an edit Poly Modifier beneath the Projection modifier and hide all polys in there, you solve that problem...I think it doesn't happen anymore in Max2011, but I am not too sure about it---
Wow thanks! Knew something weird was happening, got Sierpinski's Gasket rendered on the diffuse, which looked awesome but wasn't what I was aiming for. :D
@ kaptainkernals
what strange hands we all have ^^
i think the pinky looks now more natural..
Kewop Decam
06-28-2010, 04:17 PM
finger size and all that depends on the person. My pinky is shorter than that. With all fingers aligned, my pinky is between first and second joint of my index finger. In a relaxed position, it almost lines up with the second joint. So it differs.
You problem isn't length I don't think. You're problem is that the pinky is shifted down on a hand. Like, look at the spacing between your fingers. If you connect it, it doesn't draw a straight line but more of a curve that gets really steep towards the pinky. Check the reference above you to see what I'm saying. You're pinky seems to be the right size, but just too high.
kaptainkernals
06-28-2010, 04:23 PM
Agree with Kewop, but as it stands now it is much better than the previous two.
For the position of the pinky, look at the ref i posted, see how the knuckles for the first 3 fingers are roughly on the same line, yet the pinky is a little further down.
And follows a curve. The joints on the fingers don't line up in a straight line, the make a slight arc as Kewop mentioned, with the arc curving more towards the pinky
Harry
06-28-2010, 04:42 PM
thats looking pretty nice Harry. Im curious...I know the grip is plastic, but what about the rest of the gun?
spec is source episode 1 engine. No coloured spec and no combination specular/env map. Told the guy to move to orange box. Wont.
So yeah it's gunna look a little like plastic even when finished. :(
Razorb
06-28-2010, 04:52 PM
Harry the normal map came out so damn well real nice work! oh and Sectaurs... mighty fine texture work i must say!
Another quick character concept i did!
http://i3.photobucket.com/albums/y69/Razorb/StealerGuy_concept4.jpg
oh and i did a lil tiny step by step without any useful text ;( woops!
http://i3.photobucket.com/albums/y69/Razorb/StealerGuy_GhoulStep.jpg
Swizzle
06-28-2010, 04:58 PM
Orange Box doesn't have colored spec and they updated Ep. 1 to use the same version of the engine as Ep. 2.
Are they using an outdated version of Source?
Haha dfacto! Awesome suggestions, I took them, and the other refs to heart, and added another hour or so sculpting, Didn't give him an expression though, because I want to make this into a finished Game res bust, so If I pose it I'll do that later.
http://img153.imageshack.us/img153/5636/douchenozzle.png
Papa_Austin
06-28-2010, 05:35 PM
http://dl.dropbox.com/u/6251104/harbor_render_sheet.jpg
SHEPEIRO
06-28-2010, 06:30 PM
decided i needed to learn udk finally...
got this far tonight... a static mesh, some lighting a fairly fancy material and some rendering pipeline exploration... tomorow post effects and lenzzzzzflares
http://dl.dropbox.com/u/1324504/unreeeeeels.jpg
cholden
06-28-2010, 06:33 PM
Papa_Austin, can you post more? :)
JasonLavoie
06-28-2010, 06:42 PM
tractor textures slowly coming together. . . .
http://i83.photobucket.com/albums/j298/breakneck_rust/wip_02.jpg
Is there any chance could we see your process of getting your rust to look like that, maybe the brushes you use etc.
Right now I'm in a slump with making rust look like rust... and I'd love to try and nail some sort of technique down to get somewhat believable rust from painting instead of using icky photorefs (when I can).
Great work as well!
Harry
06-28-2010, 07:26 PM
Orange Box doesn't have colored spec and they updated Ep. 1 to use the same version of the engine as Ep. 2.
Are they using an outdated version of Source?
Afaik the SDK is split into ep1 and orangebox, theyre using ep1. Ep2 is orange box engine afaik.
But yeah while there's no coloured spec, if they were using ob i could have mixed in an envmap as well as potentially use a lightwarp to fake it. That's what I meant.
Papa_Austin
06-28-2010, 07:29 PM
Papa_Austin, can you post more? :)
here ya go this is another scene i did, i think in a couple of weeks i will start a new one fresh and post it on here
http://dl.dropbox.com/u/6251104/render_final_sheet.jpg
Bibendum
06-28-2010, 08:18 PM
@SHEPEIRO: Nice work man, reminds me a lot of Lost Odyssey. They loved the vertical objects hard in that game.
@Papa_Austin: Any particular reason why you seem to be upressing a low res image for that? It's sexy but looks pretty pixelated at full resolution.
Papa_Austin
06-28-2010, 09:05 PM
@SHEPEIRO: Nice work man, reminds me a lot of Lost Odyssey. They loved the vertical objects hard in that game.
@Papa_Austin: Any particular reason why you seem to be upressing a low res image for that? It's sexy but looks pretty pixelated at full resolution.
i just haven't gotten around to taking a high res image in udk, I will soon though i will make a nice thread in the main form and post some nice shots
breakneck
06-28-2010, 09:11 PM
Is there any chance could we see your process of getting your rust to look like that, maybe the brushes you use etc.
sorry to let you down mate, but i couldn't for the life of me get rust to look believable like this without using photosource. Yes, there was a lot of tweeking in photoshop, but the rust is a result of around 5 - 10 photo sourced textures used as overlays and other various layer styles . . .etc. etc.
pixelchaot
06-28-2010, 11:38 PM
boring...but...i have to do it :P
http://fc02.deviantart.net/fs71/f/2010/179/2/2/wii_sticks_by_pixelchaot.jpg
hawken
06-29-2010, 12:09 AM
looking pretty solid and a good exercise in sub-d
plus and minus buttons look a little off, and the analogue stick nub seems a bit too small. You might want to think about making some SSS shaders for the different types of plastic too, as some of it is too thin to get the lighting effect you have here.
Oh and my wii controllers are covered in years of ground in potato chip artificial flavouring, go for realism! ;)
Millenia
06-29-2010, 02:25 AM
Care to show a wire of your control mesh for those controllers, pixelchaot?
@Kewop Decam & kaptainkernals
thanks for your advices :-)
I looked far to long on this reference ^^
hopefully it is so good that i can now move on on the big project where the hand will be used
pixelchaot
06-29-2010, 05:27 AM
sure! millenia... :)
but its a fast and dirty mesh dont look to closely ^^
thank you hawken!
if i had some freetime i will change that stuff!
it must be done in a short time...no renderingexperimentation time :P
thx for the advise...:thumbup:
http://img249.imageshack.us/img249/882/wiiwire.jpg
http://www.mikerusby.com/zombiehill/zombie4.jpg
little update on my unity project
StefanH
06-29-2010, 06:15 AM
I might be totally missing something here but why is the zombie looking so palettized?
kaptainkernals
06-29-2010, 06:27 AM
Was wondering the same thing, looks like the upper body only has 8 colours or so
I was just messing with the texture and sharpened it to much. Easy fixed, though I actually quite like it:)
Joel Fällbom
06-29-2010, 06:52 AM
This is a WIP of a sci-fi turret i been working on for some 8 hours or so total, its my first own design and i just started playing around with maya, adding things, nothing is from reference or concept.
http://i45.tinypic.com/2aakbaw.png
Stinger88
06-29-2010, 07:01 AM
http://img684.imageshack.us/img684/2504/cronkcharsheetcol.jpg (http://img684.imageshack.us/i/cronkcharsheetcol.jpg/)
kaptainkernals
06-29-2010, 07:12 AM
I'm liking that concept stinger, just can't help imagining the pants up over his stomach, so the front of the pants are higher than the back.
The goblin dude looks more pregnant than fat, bellies hang.
http://i46.tinypic.com/vuxwx.jpg
@pixelchaot I love that Wii remote! They're so real. Really good job man :)
----
Quick sculpt from basemesh:
http://173.45.73.121/%7Ecarlosde/blog/wip/mitadcuerpotest.jpg
SpeCter
06-29-2010, 08:41 AM
@Kewop Decam & kaptainkernals
thanks for your advices :-)
I looked far to long on this reference ^^
hopefully it is so good that i can now move on on the big project where the hand will be used
http://timurariman.jimdo.com/s/cc_images/lightbox_1252053112.jpg
The finger positions don´t seem right to me, made some guidelines in red(i rushed them, middlefinger and thumb look ok to me, the lines are just there to have them all) to show what i mean(the green one shows how unnaturaly the finger bends)
http://img709.imageshack.us/img709/149/lightbox1252053112.jpg
THE 5
06-29-2010, 11:39 AM
The metal gear solid rising trailer inspired me to do this
(Click the image for 6000x1000)
http://fc08.deviantart.net/fs70/i/2010/180/9/9/Hightech_Sword_by_The_5.jpg (http://www.deviantart.com/download/169452564/Hightech_Sword_by_The_5.jpg)
Not as realistic as the Render in the Trailer, especialy the materials, but I like the result. Any tips on how to improve the material are welcome ;)
Also tried to create such a cammera fly.
cholden
06-29-2010, 12:08 PM
Tested the UDK Proc buildings last night. Love it.
http://chrisholden.net/udkproc01.jpg
@ SpeCter
changed it
on the right you can see the new one
and im now retopologising a motorbike
harry that background makes me go cross eyed :( cool stuff though!
tno- cute monkey
I've started on my first variant for a bunch of koalas im making, a pirate arg!
please excuse the sharpen filter, its late here :(
http://mrsmo3d.com/oldsite/images/wip/pirate_wip2.jpg
Haha Yes! damned drop bears. Sharpen her up me matey's
Stinger88
06-29-2010, 01:34 PM
The goblin dude looks more pregnant than fat, bellies hang.
http://i46.tinypic.com/vuxwx.jpg
Not all fat man bellies hang. This is a Pot belly.... Bit like mine actually.
http://iciesworld.files.wordpress.com/2009/12/clarksondm2603_228x468.jpg
Kewop Decam
06-29-2010, 02:17 PM
it's like he's hiding a tumor in there.
JFletcher
06-29-2010, 02:44 PM
Loving the little goblin dude Stinger88. :)
Talking about bellies here is beautiful :P
--------------
I'm a bit lazy but I have to finish that creepy guy...
http://173.45.73.121/%7Ecarlosde/blog/wip/mitadcuerpotest2.jpg
JFletcher
06-29-2010, 04:30 PM
http://img62.imageshack.us/img62/8960/sillysausage1.jpg
Eh... don't ask.
He is pretty silly for forgetting an umbrella though.
Fucking awesome wiener you got there Fletcher, got it in a higher rez? I wanna make it my wallpaper.
Dude, I don't know how to describe how that image makes me feel. It's something like; both vivaciously giddy, and depressed at the same time.
Sectaurs
06-29-2010, 04:53 PM
haha!
awesome stuff, jfletcher
meador_forest
06-29-2010, 04:55 PM
During summer break from school (three weeks off), I decided to model a samurai helmet. Here is my progress so far after a couple of days of working on it. Probably 75 percent done with the high poly at this point. Should be able to finish it up tomorrow, and start the low poly. https://dl.dropbox.com/u/7804856/vegito-33/75-polycount.jpg
zakhar2
06-29-2010, 05:15 PM
bleh
http://img4.imageshack.us/img4/4065/skullrz.jpg
chadabees
06-29-2010, 07:58 PM
@Fletcher Haha classic. I was having a crappy day but that just made me laugh like hell. You never fail to amaze me.
Autocon
06-29-2010, 08:57 PM
HA that is so awesome Fletcher :)
Tested the UDK Proc buildings last night. Love it.
http://chrisholden.net/udkproc01.jpg
Hey, show us the pieces for this!
cholden
06-29-2010, 11:18 PM
Hey Adam,
I actually posted that scene in Divine Rage's thread, which can be downloaded here:
http://chrisholden.net/procbuildtest.zip
If you look at it, you will notice I followed the documentation damn near exactly, so just looking at the docs will show you about the same thing.
http://udn.epicgames.com/Three/ProceduralBuildingsTutorial.html
It's a lot of fun to scale the buildings around and watch them randomly update with new floors and windows.
Blaizer
06-29-2010, 11:36 PM
It's evil...
http://blog.whiteblaizer.com/wp-content/uploads/2010/06/scarab.jpg
Thegodzero
06-30-2010, 12:33 AM
Looks like something from Blue Gender, i like!
EDIT: never mind Blue Gender would require it to have a vagina or anus on its face.
HonkyPunch
06-30-2010, 12:57 AM
Very nice bug, and GodZero is very much correct.
woogity
06-30-2010, 05:10 AM
Looks like something from Blue Gender, i like!
EDIT: never mind Blue Gender would require it to have a vagina or anus on its face.
wouldn't blue gender require both a vagina and an anus on the face?
anyways solid modeling blaizer, the mouth parts took a ton of work im sure. looks very mean...in a good way!
Stinger88
06-30-2010, 07:49 AM
Loving the little goblin dude Stinger88. :)
Cheers. Love your little sausage also :D
Falling down?
Here's a rough sculpt on the Goblin.
http://img31.imageshack.us/img31/5107/cronksculpt01.jpg (http://img31.imageshack.us/i/cronksculpt01.jpg/)
love the atmosphere in that piece cholden.good stuff
I have toyed with the idea recently of turning to environment art and these kind of pieces inspire me to have a go.
I had heard that environmental artists have more fun/are better looking and are generally treated better than character artists:)
doc rob
06-30-2010, 10:27 AM
http://lucas.hardi.org/images/HazSuitRender1_web.jpg
I have some more images in the thread (http://www.polycount.com/forum/showthread.php?t=74610) but I rarely check the main section of P&P anymore myself, so I thought it was worth a post in here.
MephistonX
06-30-2010, 10:43 AM
Doc rob - thats frikin awesome
decided to have a go at some hard surface high poly modelling,
http://i7.photobucket.com/albums/y290/mephistonx/randoms/render1.jpg
i think next time ill try something a bit more complex :P
Snight
06-30-2010, 10:55 AM
Jfletcher: your weener is now my desktop background, so I can look at it all day. Awesome stuff man!
achillesian
06-30-2010, 12:57 PM
@mephistonx you forgot the yellow tinge in the screen and no reception bars
HandSandwich
06-30-2010, 01:36 PM
Zing!
JohnnySix
06-30-2010, 04:19 PM
Wow, nice Doc Rob! Is this for film or is this next-next-next-next-gen? :D
My Old-Gen-Low-Poly-Crap - missing faces on the bottom of static meshes always bugs me, especially on PowerCores, made a mesh to sit under, may just continue building more and more modular pieces until I get something interesting.
http://fc03.deviantart.net/fs70/i/2010/181/c/9/ONS_WIP_01_by_JohnnySix.jpg
oobersli
06-30-2010, 07:25 PM
well now that I'm finished with my tf2 theme I can take my time to make some other stuff. Ever since we released ghostbusters I've been wanting to get some gb love into tf2. Although, Spetch beat me to it with the ze goggles.
ghost trap.. eh.. "heal trap"?
just a base diffuse layed down with some AO.
http://i461.photobucket.com/albums/qq332/oobersli/lt01.jpg
meador_forest
06-30-2010, 09:45 PM
Finished the high poly helmet. Time to start the low poly.https://dl.dropbox.com/u/7804856/vegito-33/1-high-poly-sheet.jpg
Tumerboy
06-30-2010, 09:45 PM
Hell no! That's a trap that reveals hidden spies in the area and roots them for a second or two!
Papa_Austin
06-30-2010, 09:53 PM
finally got the tiledshot to work the way i wanted and now for my nice high res final render
http://dl.dropbox.com/u/1916709/Highres_Screenshot_seniorsheet.jpg
Geledonutt
06-30-2010, 10:14 PM
Messing around with Udk.
http://www.pointofexistence.com/GeleDonutt/UDKrender001.jpg
http://www.pointofexistence.com/GeleDonutt/UDKrender003.jpg
http://www.pointofexistence.com/GeleDonutt/UDKrender004.jpg
http://www.pointofexistence.com/GeleDonutt/UDKrender005.jpg
papa austin: honestly that giant screenshot doesn't do you a favor, first of all, is this a specular or is your texture resolution higher then the texture you put in? there are those suepr fine lines on it here and there. Also you should definitely get rid of those ugly texture seams, you've got some grasspatches obviously floating around etc. a lot of mistakes no one would have noticed when the screenshot was smaller or the player would be moving around in your level
an aggressive napkin
07-01-2010, 12:09 AM
Hell no! That's a trap that reveals hidden spies in the area and roots them for a second or two!
http://www.acsu.buffalo.edu/~dpadgett/ackbar.jpg
I know its not game-art, nor is it really just mine as my colleague also worked on it, but we started this 24 hours ago, hope you like it.
http://www.youtube.com/watch?v=tg6U4mSE9LE
Growgor
07-01-2010, 02:03 AM
Its decent, unless your colleagues last name is kvorning..
Haha, yeah. He did the modelling of everything except the board itself, while I did that, the materials, lights animation and compositing..
felipefrango
07-01-2010, 05:31 AM
@papa austin: I agree with neox, there's no need to show your work this big. I really dig your scene, but at this resolution people start to notice flaws that would've been invisible otherwise. Also, are you using black background on your leaves diffuse texture? There are black borders around all of them, if you're using black try paiting the background with a green that matches the leaves color more or less.
http://i49.tinypic.com/2eatc2r.jpg
Harry
07-01-2010, 06:20 AM
http://img408.imageshack.us/img408/893/doneg.jpg
n88tr
07-01-2010, 06:26 AM
Other than it looking like it's made out of soft clay, it looks good Harry.
JordanW
07-01-2010, 08:48 AM
yeah the rim effect is a bit much
dansher
07-01-2010, 08:50 AM
small update
added a bracket for holding the sight.
still need to work out how to make the bolt on grip section
http://i78.photobucket.com/albums/j116/dansher1211/rpg5.jpg
cholden
07-01-2010, 09:55 AM
yea, and when I said I wanted to see more I meant that dope ass harbor level, not whatever that is. ;)
Papa_Austin
07-01-2010, 10:59 AM
papa austin: honestly that giant screenshot doesn't do you a favor, first of all, is this a specular or is your texture resolution higher then the texture you put in? there are those suepr fine lines on it here and there. Also you should definitely get rid of those ugly texture seams, you've got some grasspatches obviously floating around etc. a lot of mistakes no one would have noticed when the screenshot was smaller or the player would be moving around in your level
alright! that's what I'm talking about....that's what i needed to here thanks neox (also big fan of airborn looks great), so i was trying to get some of those seems out with a detail normal because i didn't run into those problems in diffuse so I'm pretty sure it is my normal map, grass patches should be easy to fix I'll add some more patches to fill those spots in...
@ felipefrango (http://www.polycount.com/forum/member.php?u=31832) for my alphas i use a copy of the leaves on top and us a gaussian blur a few times to act as a buffer, i guess i could put a power node on my alpha to squeeze it in a bit so it doesn't show then.
anything else you guys see would be helpful, i have been a little to involved in this project some fresh eyes definitely help
Papa_Austin
07-01-2010, 11:07 AM
yea, and when I said I wanted to see more I meant that dope ass harbor level, not whatever that is. ;)
haha, i see you are liking my shitty seagull my friend....yeah i was just going to post a now semi large post of that and play Who Can Find some errors for me to fix lol
man_o_mule
07-01-2010, 03:21 PM
Sunday again. Time for more LoL
http://dl.dropbox.com/u/1466600/VolcanicVeigar.jpg
looks like some kind of midevil pimp....
Daaark
07-01-2010, 04:06 PM
@papa austin: I agree with neox, there's no need to show your work this big. I really dig your scene, but at this resolution people start to notice flaws that would've been invisible otherwise. Also, are you using black background on your leaves diffuse texture? There are black borders around all of them, if you're using black try paiting the background with a green that matches the leaves color more or less.
http://i49.tinypic.com/2eatc2r.jpgUsing PRE-MULTIPLIED alpha and a better filtering mode will usually solve that nicely. Using a near color is just masking the problem, not actually eliminating it.
felipefrango
07-01-2010, 04:37 PM
Hmm, interesting. What is pre-multiplied alpha?
Papa_Austin
07-01-2010, 05:09 PM
yes i agree
Daaark
07-01-2010, 06:17 PM
Hmm, interesting. What is pre-multiplied alpha?The proper way to do what you are doing, but it gets ignored in 99% of the time. You are better off googling it for a full proper explanation. But basically it means you premulitply the color values by the alpha scalar when your file is being saved, instead of while it's being rendered. You get much better results.
http://blogs.msdn.com/b/shawnhar/archive/2009/11/06/premultiplied-alpha.aspx
an aggressive napkin
07-01-2010, 08:22 PM
http://www.langdavis.com/dump/Cluster-Grenade-Highpoly.jpg
I just recieved a mail with the now official certicifate that i can place an ® behind Airborn® (see xD) wie should change it to Airbone® maybe- however, the president of the office of harmonization has the most awesome name i ever read, i had to make a tribute to this name inside Airborn, here we go, the certificate
http://media.moddb.com/images/mods/1/11/10979/wubbo.jpg
and Wubbo - the cat
http://nonpublic.airborn-game.com/wip/neox/chars/animals/wubbo/wubbo_thecat_01.jpg
well its only a basemesh, but who cares ^^
an aggressive napkin
07-02-2010, 12:17 AM
Finished the normal map also,
http://www.langdavis.com/dump/Nade%20with%20normal%20maps.jpg
@neox
i like the basemesh of Wubbo (and I want to play with it^^)
@ aggressive napkin
nice tranfer from highpoly to lowpoly :-)
Harry
07-02-2010, 02:22 AM
yeah the rim effect is a bit much
rim effect can not be masked in source, and if i tone it down too much there's no blue tones coming in from the environment anymore (source cant do coloured spec)
so, it's a tradeoff that i think works
@neox
i like the basemesh of Wubbo (and I want to play with it^^)
nah he is a lazy cat he will only be lying around
CheeseOnToast
07-02-2010, 03:31 AM
rim effect can not be masked in source, and if i tone it down too much there's no blue tones coming in from the environment anymore (source cant do coloured spec)
so, it's a tradeoff that i think works
Source CAN do coloured spec, but not in the usual way. It's been a while, but if I remember right the green channel of your spec map controls the saturation of the specular highlight, which is based on the diffuse colour. It's not great and you usually have to really ramp up the brightness of the spec map to see it, but it's there.
Dado Almeida
07-02-2010, 05:47 AM
Paint for a friend's blog:
http://amonsteria.files.wordpress.com/2010/07/dadoalmeida_medusa1.jpg
Zack Fowler
07-02-2010, 08:20 AM
Using PRE-MULTIPLIED alpha and a better filtering mode will usually solve that nicely. Using a near color is just masking the problem, not actually eliminating it.
Seeing as that alpha is 1-bit, not alpha blend, you are wrong. There is no blending algorithm to fix -- either a pixel of this material is rendered or a pixel of that material is rendered. His problem is he has dark edges around the leaves in the diffuse. He may be using the diffuse directly as the opacity mask by considering pure black to be the masked portion, but that is a bad practice. Standard practice is to store either a separate alpha texture or include the masking as an alpha channel in the diffuse and import it as DXT5 instead of DXT1 -- this way you can ensure there is no diffuse transition along masked portions of the material.
Harry
07-02-2010, 08:58 AM
Source CAN do coloured spec, but not in the usual way. It's been a while, but if I remember right the green channel of your spec map controls the saturation of the specular highlight, which is based on the diffuse colour. It's not great and you usually have to really ramp up the brightness of the spec map to see it, but it's there.
You're talking about albedotint, which is, according to valve, a "work in progress feature" which is "unsupported."
I thought "unsupported" might have just meant they dont offer any help on using it, so i tried it out anyway, but it didn't seem to work.
Did you ever actually manage to get it to work?
felipefrango
07-02-2010, 09:25 AM
Interesting talk about pre-multiplied alpha. Now, another noob question: this is all done in shader code, right? There isn't much difference to the images themselves other than the black background on a texture built for pre-multiplied alpha purposes, right?
n88tr
07-02-2010, 01:15 PM
Gun with ammo backpack thingy... almost ready for show
Hey Harry, good weapons there (previous page) :).
Well... I'm going to texturize this "half body creature" after retopology. I made a test in toolbag and the result is awesome, I tested some softwares to bake the normals and I definitively choose Topogun :) The model haves 1296 tris.
http://173.45.73.121/%7Ecarlosde/blog/wip/retopologyhalfbody.jpg
And this is a previous test of how the model looks with displacement map and rendered in maya:
http://173.45.73.121/%7Ecarlosde/blog/wip/rendertiff.jpg
The displacement is a bit low contrasted but well... it's my first attempt. I hope that this summer I will improve my normal map/displacement map skills! :)
Messing around at work today..
Max, displacements and noise modifiers.
Alien and cartoony rocks. Hizzah. I may do the cartoony technique on my rocks in my evil genius environment instead of what I've currently got (read: shit)
http://dl.dropbox.com/u/17188/proceduralrocks.jpg
And here is the 'cartoon' approach I did above, applied to my ingame mesh for my Evil Genius scene.
I'm definitely going to be going this route for them. Bake this to a normal map then Add a tiling normal for some higher frequency bumpage.
http://dl.dropbox.com/u/17188/proceduralrocks2.jpg
Oh ya. It's bubbly in some spots because of my mesh I applied this technique to - my original ingame mesh, turbosmoothed. I definitely wouldn't do that when I go to 'officially' update my ingame rocks, I'd start with a clean and properly divided mesh then do this. I may even take it in to mud to flatten some shapes out a bit more.
Any, form is good.
felipefrango
07-02-2010, 02:41 PM
Looks very good! What did you use for the displacement?
Displacement modifier and cellular maps.
felipefrango
07-02-2010, 02:46 PM
Oh, awesome, simple as that. It looked like a cellular map but I thought it couldn't be that easy hahah. Thanks for sharing adam.
Of course :)
It could be taken further I reckon with noise displacements etc. etc. but for more elaborate shapes to fit a cartoon approach I'd rather do that in Mud.
@Felipe: Sascha Henricks (http://saschahenrichs.blogspot.com/) made a tutorial on good procedural displacement rocks, if you're interested:
http://vimeo.com/10887320
Moosey_G
07-02-2010, 03:15 PM
Thanks bbob, that's very, very cool! I really need to try that out later.
meador_forest
07-02-2010, 03:32 PM
After my professor provided some critiques about my samurai helmet not matching proportions exactly with the reference pictures. So, I made the adjustemenst he asked, and here is a quick render of the adjusted helmet.https://dl.dropbox.com/u/7804856/vegito-33/high-poly-shot.jpg
n88tr
07-02-2010, 04:48 PM
My thang
http://cahemdue.net/images/PulseRifleBP_Ref.png
http://cahemdue.net/images/PulseRifle_BackPackToo_1.gif
http://cahemdue.net/images/PulseRifle_BackPackToo_2.gif
http://cahemdue.net/images/PulseRifle_BackPackToo_3.gif
http://cahemdue.net/images/PulseRifle_BackPackToo_4.gif
http://cahemdue.net/images/PulseRifle_BackPackToo_5.gif
http://cahemdue.net/images/PulseRifle_BackPackToo_6.gif
http://cahemdue.net/images/PulseRifle_BackPackToo_7.gif
One more for shits & giggles:
http://dl.dropbox.com/u/17188/proceduralrocks3.jpg
cholden
07-02-2010, 05:05 PM
looks like you found the decay slider
A prime target for pareidolia (http://en.wikipedia.org/wiki/Pareidolia)!
OzMa - can you paint or otherwise blend in some less blurry detail in the diffuse? Seems a cool character to create a mechanical lower end for. Maybe a hover ball or spiderlegs or something.
Daaark
07-02-2010, 09:28 PM
Standard practice is to store either a separate alpha texture or include the masking as an alpha channel in the diffuse and import it as DXT5 instead of DXT1 -- this way you can ensure there is no diffuse transition along masked portions of the material.Storing the alpha in as a separate texture or not makes no difference. It creates the same result. Only difference is when the alpha data is being used in the main texture to represent something else. (the alpha value actually doesn't mean anything, it's just an extra number, and can represent anything, usually it's for transparency).
When a texel gets rendered, it's an interpolated sample((tri/bi)linear, anicotropic, etc..) from one of the texture's mipmaps. This causes the alpha values to bleed because the values of the texel are sampled from several pixels. Alpha testing is susceptible to the same problem. The working data will be promoted to the the proper depth, and there is a threshold at the api level for which texels pass or fail.
So you get extra pixels rendered around the edges.
Pre-multiplied alpha solves all that by multiplying the texture data's pixels by it's alpha value, and then a different blending mode is used when rendering out the texels. Because of this, the edges will stay nice and smooth, and CORRECT.
ironbearxl
07-02-2010, 09:47 PM
Adam, that rocks!
Dino-Emergency:
http://i84.photobucket.com/albums/k30/ironbearxl/robo_04.jpg
achmedthesnake
07-02-2010, 11:48 PM
adam_nice rocks!, but you've got to finish the secret base level before you start making an asteroid level for those rocks....
still going, needs eyebrows... (face is reminding me of liam neeson).
https://dl.dropbox.com/u/4704618/fook02.jpg
catstyle
07-03-2010, 01:18 AM
fantastic job on the face so far achmed!
if it was me though, I would break off some of the detail and enlarge their UVs, such as the Tie/Collar region, the MNU logo, and the belt buckle. and then down scale the trouser UV space to make room for them. i'm sure you will make it look good either way though
butt_sahib
07-03-2010, 01:37 AM
achmed:
YEZZZZZ OL'SKOOL
I want to see alot of asymmetry in the face so uv space isnt wasted
adam:
Sweetness!! i would definitely would like seeing you flatten some surfaces out in your cartoony rocks
Finished my lowres luchadore!!
1070triz
http://i50.tinypic.com/2u712q1.jpg
and something lame :P
http://i47.tinypic.com/13yusm.jpg
achmedthesnake
07-03-2010, 04:21 AM
cheers for the comments catstyle and sahib; lovley luchadore - wouldn't mind seeing the wires an tex :poly121:
-catstyle, i'm afraid i'm gonna have to keep it one mesh and cope with the distortion
and loss of detail, my aim is to emulate the specs of 700tris/ 256x256 form the lowpoly comp#2 (which it is spot on).
updated and edited - changed the face up case it was starting to look weird: my problem is spending too much time in pshop and making the flat
uv painting look good, and then it looks crapola when viewed on the mesh ugh...
https://dl.dropbox.com/u/4704618/fook04.jpg
MattBradley
07-03-2010, 06:04 AM
I think it looks pretty good on the mesh achmed. You could do with giving the vest some more UV space, though, as it way more detailed than the trousers, for example.
Skillmister
07-03-2010, 06:07 AM
Just watching D9 at the moment :P Looks pretty good so far
Slaught
07-03-2010, 06:24 AM
Very nice work achmed and butt_sahib!
dudealan2001
07-03-2010, 07:28 AM
http://i546.photobucket.com/albums/hh428/Uppity_Sticks2/Diff_base.jpg
http://i546.photobucket.com/albums/hh428/Uppity_Sticks2/behold_02.jpg
larolaro
07-03-2010, 08:11 AM
Christ, how on earth do you get something like that to tile??
Swizzle
07-03-2010, 08:13 AM
I decided that sleep was optional last night, so I started this around 9:00 and I'm now posting 11 hours later whilst knee-deep in UVing.
It's (very) loosely based on the engineer from the group shot here (http://www.teamfortress.com/loosecanon/05.html) who is, in turn, loosely based on Nikola Tesla.
So yeah.
It's sittin' pretty at 6484 tris. I'm planning on texturing it the same way the TF2 characters are.
http://i2.photobucket.com/albums/y29/xkostolny/engineer_screen_001-1.jpg
ScudzAlmighty
07-03-2010, 08:20 AM
i love you.
dudealan2001
07-03-2010, 08:28 AM
@larolaro (http://www.polycount.com/forum/member.php?u=17787) Z Brush and a lot of patience. lols
^^
Swizzle
07-03-2010, 08:42 AM
i love you.
Aw, I love you too, Scudzywudzy.
felipefrango
07-03-2010, 09:12 AM
@Swizzle: Did you even use ZBrush as a base first to retopologize later on or is it all true box modeling?
Swizzle
07-03-2010, 09:21 AM
I used Mudbox to get a very rough head shape, but it was mostly just plain ol' poly modeling. I did steal a couple of small pieces from TF2 models, like the hands and ears since all the hands and ears are pretty much identical and I didn't want to recreate them from scratch, but I modeled everything else.
I also deviated significantly from the Mudbox head rough once I had all the topology I wanted because the proportions were ugly as fuck.
felipefrango
07-03-2010, 09:36 AM
Oh cool, thanks for sharing. Kudos for the modeling, looks straight out of TF2 and I don't mean just the style, but also poly count and density, the way you do the little details. You've captured the way they do their models 100%.
Swizzle
07-03-2010, 10:51 AM
Thanks. I tried to make the details have the same chunkiness and weight that the other character models seem to. Good to know I got it looking decent.
Got a bit of color laid down. Now I think I'm going to take a nap; passing out at the computer is probably unhealthy.
http://i2.photobucket.com/albums/y29/xkostolny/engineer_screen_002.jpg
<3 swizzle, thats way awesome!
Hi guys, haven't posted work here in a very long time. :)
Some leather armor im making for a Mount & Blade mod:
http://www.kimag.es/share/15731857.png
http://www.kimag.es/share/15629009.png
HonkyPunch
07-03-2010, 11:27 AM
swizzle can I touch your daddy parts?
ScudzAlmighty
07-03-2010, 12:46 PM
Thanks. I tried to make the details have the same chunkiness and weight that the other character models seem to. Good to know I got it looking decent.
Got a bit of color laid down. Now I think I'm going to take a nap; passing out at the computer is probably unhealthy.
http://i2.photobucket.com/albums/y29/xkostolny/engineer_screen_002.jpg
might be cool if he had some kinda old-timey goggles or something, just too add a little oomph to the already excellent head.
MystiqueX
07-03-2010, 12:59 PM
Hello everybody! I'm new around here as well as pretty new to CG as well, so any help on your part would be greatly appreciated. Very impressed so far by a ton of works posted here.
I'm sure there's an explanation on how to show an image instead of a link somewhere... I'll do my best to find it for my next post :\
http://fc06.deviantart.net/fs71/i/2010/181/b/e/Hiding_in_plain_sight_by_MystiqueX.jpg
Zack Fowler
07-03-2010, 01:05 PM
That's awesome! He reminds me quite a bit of Vinny from Atlantis:
http://img.photobucket.com/albums/v688/Dinogaby/favecartoons/vinny01.jpg
A quietly hilarious character in an otherwise pretty bad film. ;)
might be cool if he had some kinda old-timey goggles or something, just too add a little oomph to the already excellent head.
Goggles loose around the neck I'd go for, why would you want to cover up that fantastic face more than that lovely tash does already?
Love love love it, swizzle please do others once you finish this one :D
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