View Full Version : What Are You Working On? 2010 Edition!
Prophecies
07-19-2010, 04:09 PM
The tiling texture along the walls isn't what I wanted, so I'll be changing it. The lighting is also experimental right now, there will be a hole in the ceiling where the sunlight is popping in as well :) Oh, and not all my textures are not done yet :P I know my lighting is too dark right now, but I'm experimenting with UDKs lighting system for the first time. I'll get there.
http://img844.imageshack.us/img844/8311/udkmap.jpg (http://img844.imageshack.us/i/udkmap.jpg/)
Oskmos
07-19-2010, 04:44 PM
Hello everybody! First post on the forums for me!
But enough chit chat! Here's my attempt to get some sweet forum praise :poly121:
http://www.youtube.com/watch?v=FnyMdPoJmB0
Gallows
07-19-2010, 05:14 PM
Bunny, you're off to a great start, great concept and a pretty solid design, I'd just like to see a little bit more attention to the legs. Right now they just seem plain, which is probably better, but I guarantee you can add some sort of extra function.
Pogo, as far as the actual modeling of the drapery goes, that looks excellent to me.
And Prophecies I'm stoked to see you got it in the engine, I'd like to see a lot more updates on this.
MRico
07-19-2010, 05:23 PM
Baked the high poly phone from a few pages back...
http://img.photobucket.com/albums/v486/autopsysoldier/Subway_Phone_02.jpg
I'm working on my first ever scene! It's a subway scene and this is just one of the props.
felipefrango
07-19-2010, 05:26 PM
Love the cloth PogoP, a lot.
Drew++
07-19-2010, 05:42 PM
Have been checking out the new Marmoset toolbag. I like it :)
http://img841.imageshack.us/img841/4067/akupdate.jpg
wipwipwip
MRico
07-19-2010, 05:47 PM
Agreed!!!!! :D
This is what I'm doing at the mo. Big old mean monster that collects/kills people and turns them into puppets.
http://i68.photobucket.com/albums/i37/bunnyjenjen/puppetmaster.jpg
More please!
http://i50.photobucket.com/albums/f332/PogoP/prop_cloth_box-2.jpg
This is lookin really good, but it looks a bit off and it took me a minute to realize why: the border of the cloth along the ground is waaaayyy too smooth. It should be a lot more jagged, with some hard corners where one section of cloth covers another... folds shouldn't all just smooth our near the edge like that, there should be some large overlaps and edges protruding. Take a look at THIS (http://www.cgtextures.com/texview.php?id=7920&PHPSESSID=a744805cce548340956162191159f495) and the shapes going on to see what I mean.
Firebert
07-19-2010, 07:32 PM
6000 tris. already. budget was "6-8k", have about half the lowpoly left to model. fuck my life.
http://img9.imageshack.us/img9/7370/ar15lowjul19.jpg
what did i say? did i not say "hey mark, you better watch it!"
now look at ya.
you'll figure it out dude. i'm just giving you shit because, well, i told ya so.
:)
Zipfinator
07-19-2010, 08:40 PM
For those of you that don't check the TF2 thread.
https://dl.dropbox.com/u/3360480/Zip%27s%20TF2%20Items/Demoman%20Stuntman%20Hat/stuntmanshelmet_wip3.jpg
DeathByChris
07-19-2010, 09:20 PM
@Prophecies: Wow That's so awesome, is that low poly or a sculpt I can't really tell.
Prophecies
07-19-2010, 09:27 PM
Is what a low poly or a sculpt? The Griffon? It's a low poly. With a normal map. 4500 tri's.
AlecMoody
07-19-2010, 09:30 PM
@prophecies
the lighting in that room is hiding how good that griffon looks.
Prophecies
07-19-2010, 09:40 PM
Yeah I am aware of my poor lighting. I am working on that as we speak. I'm still pretty new to lighting, so I'm learning the hard way.
Looking awesome, Neo_God! I'm pretty flattered that my old design could inspire something this sweet :D
Prophecies
07-19-2010, 10:32 PM
So I got the hang of lighting a little more than I did. I think it looks better now:
http://img829.imageshack.us/img829/4550/udk3.jpg
http://img831.imageshack.us/img831/1961/udk2.jpg
Also got a few new things textured :)
3DLam
07-19-2010, 11:30 PM
http://davidlam.files.wordpress.com/2010/07/zgrab01.jpg
An old dominiance war character I'm pulling from the vault. Working on the legs/feet currently.
Always room for more variants, but trying to get an idea.
No facial hair yet, sadly! Curly mustachios are needed.
edit: okay, here is some indiscriminate scribbling (http://clocktock.com/vrav/wip2D/dudehairs1.jpg) for facial hairs! They'd all be interchangeable, though.
http://clocktock.com/vrav/wip2D/dudehairs0.jpg
Crêpator
07-20-2010, 01:43 AM
A rest of the unearthly challenge I do not have finish.
More pics here (http://adrienthierry.free.fr/maison.html) (wire, textures etc....)
http://adrienthierry.free.fr/imagespostee/PChouse.jpg
marks
07-20-2010, 02:41 AM
what did i say? did i not say "hey mark, you better watch it!"
now look at ya.
you'll figure it out dude. i'm just giving you shit because, well, i told ya so.
:)
Yeah I know josh, I'm a failure of a modeller, etc :poly122:
Peris
07-20-2010, 02:51 AM
Crêpator that's awesome!!
Raider
07-20-2010, 04:36 AM
Some poly making thing. Still pretty WIP but kinda liking it so far
http://brettholton.net/images/shotgun_03.jpg
felipefrango
07-20-2010, 05:11 AM
I like the designs Vrav, but I got to ask, how does it feel to work on such a steep angle, IMHO it'd be better, at least for me, to conceptualize the hairs in a more eye to eye level rather from above as you did. Is there any specific reason you prefer to do it like this? Only scenario where I feel I'd be doing it would be if that was the player's point of view in the game.
marks
07-20-2010, 05:37 AM
Raider - your grip looks impossibly thin and would be very uncomfortable to hold. Also, the size of the trigger relative to the grip is way too big. I'm digging it though.
JamesArk
07-20-2010, 06:06 AM
Always room for more variants, but trying to get an idea.
No facial hair yet, sadly! Curly mustachios are needed.
edit: okay, here is some indiscriminate scribbling (http://clocktock.com/vrav/wip2D/dudehairs1.jpg) for facial hairs! They'd all be interchangeable, though.
http://clocktock.com/vrav/wip2D/dudehairs0.jpg
Sergeant's seems a little untamed for a military man. However 'Can't Be Trusted' is spot on and reminds me of every crazy I've seen in downtown Toronto.
Sectaurs
07-20-2010, 06:11 AM
http://adrienthierry.free.fr/imagespostee/PChouse.jpg
this turned out great
Raider
07-20-2010, 06:54 AM
cheers marks i knew there was something off but looking at it for ~5hrs makes it hard to kinda figure out what it was, but i've been on a roll so just kept adding different aspects to it.
digging that building crepator
Harry
07-20-2010, 07:06 AM
the trigger guard depends on who's firing it and whether theyre wearing gloves
marks
07-20-2010, 08:24 AM
Look at the render harry, nobody has fingers half the diameter of their hand - gloves or not.
n88tr
07-20-2010, 10:03 AM
Raider! nice shotgun but what do you need two magazines for? Also the lowest tubular magazine looks to hold 10 gauge slugs while the barrel looks like 12 or 16 gauge...small
Also stock looks like a place holder. Maybe some flimsy metal like the AKS would look nice, just some ideas. I like the overall look of it
an aggressive napkin
07-20-2010, 11:21 AM
http://img441.imageshack.us/img441/713/wipn.jpg
Crits/comments on diffuse please, spec is just a placeholder (diffuse with no color :P
[SF]Three9
07-20-2010, 11:49 AM
http://www.solar-fissure.com/VLshare/NHhp2.jpg
Working on the high poly version of my Skywarps Head
Reference located here
http://i271.photobucket.com/albums/jj132/jaredjarboe5789/1234890648728.jpg
Sorry best shot i could find
Not really sure if this head design is going to work with the body's design, but we'll see. I'm having a lot of fun with this guy :). Obviously there are a couple errors in the smooth as you can see, but they will be fixed
**update**
Didn't want to spam this thread with posts so ill just update this one, got the eyes going :D
http://www.solar-fissure.com/VLshare/NHhpglow.jpg
http://www.solar-fissure.com/VLshare/NHhpglow2.jpg
a931bw
07-20-2010, 01:00 PM
http://img38.imageshack.us/img38/8633/sateliteunarmed.png
Crêpator
07-20-2010, 01:12 PM
@ Peris, Sectaurs and Raider : thanks for the cool comments, and the encouragments :)
rooster
07-20-2010, 01:20 PM
http://s90690880.onlinehome.us/jhiaxus/random/machinemen/mm_catalogue2_rocklords.jpg
:D
http://ui03.gamespot.com/1570/sonicknucklesimage11_2.jpg
:D
meador_forest
07-20-2010, 01:49 PM
Here is one of two self-portraits that I created this week for an Advanced Digital Imaging class this quarter. I used 2D and 3D elements composited in Photoshop for this one.
https://dl.dropbox.com/u/7804856/vegito-33/meador_forest_portrait%2001.jpg
meador_forest
07-20-2010, 01:51 PM
This is the second of two self-portraits that I built for my Advanced Digital Imaging class this quarter.https://dl.dropbox.com/u/7804856/vegito-33/meador_forest_portrait%2002.jpg
brandoom
07-20-2010, 01:51 PM
http://img441.imageshack.us/img441/713/wipn.jpg
Crits/comments on diffuse please, spec is just a placeholder (diffuse with no color :P
Correct me if I'm wrong, but this is a grenade like device?
I don't really get that idea from the diffuse. The caution strips and text are cool. I think adding in a warning logo/text would help. I'm not convinced yet with the blue either - have you tried other colours? Perhaps make the cracks dark grey, some sort of text/number on each ball, and vary the gray throughout the model.
Not bad though, keep working :)
retleks
07-20-2010, 03:09 PM
Fed up with zbrush's i/e scale problem, and the fact that they evidently only have one person on their support team. Giving mud a go, liking it so far. Is there a polygroup equivalent?
http://dl.dropbox.com/u/4113402/mud_01.jpg
http://dl.dropbox.com/u/4113402/mud_02.jpg
ceebee
07-20-2010, 03:32 PM
retleks anything over ZBrush that you like about MB? I like your ZBrush stuff on CGHub and I am also getting annoyed with zbrush's screwed up perspective and scale issues.
n88tr
07-20-2010, 03:41 PM
m16 thing
http://img844.imageshack.us/img844/1715/clipboard02.gif
temporarily abandoned tf2-styled turret do to complications. project reset is looks nicer and nicer as I think about it more and more. trying to clear my head atm
Vrav: Great styles, rude is my fave!
Crêpator: Very nice textures.
A Mental Ray refresher, I know it's not game art!
http://www.gcmax.co.uk/images/MentalRay_Catalouge_Style_Room.jpg
Rendered with daylight system.
retleks
07-20-2010, 04:59 PM
Ceebee: its a tool like anything else, but those issues you listed are enough to drive the most patient user mad. I'm looking forward to finding the shortcomings of mb as well. I should draw on paper for the rest of my life... that would save me so many headaches.
FreshDumbledore
07-20-2010, 05:18 PM
project on medieval stuff:
http://img294.imageshack.us/img294/383/einzel.jpg
http://img62.imageshack.us/img62/9506/kopies.jpg
a931bw
07-20-2010, 05:25 PM
http://img3.imageshack.us/img3/589/cokecy.png
Mstankow
07-20-2010, 05:46 PM
http://img.photobucket.com/albums/v225/DarkMeasures/3D/7-20_NewObeliskTexture.jpg
I'm planning on doing an entire scene. Also, I feel that I still have quite a bit of work left on both the tree and the obelisk. Once they are done I will work on building a town around this.
Drew++
07-20-2010, 07:12 PM
Someone modeled an AK?! WHAT?
I'm calling this done, I suppose.
http://img686.imageshack.us/img686/3410/ak74finals.jpg
Kitteh
07-20-2010, 08:22 PM
Someone modeled an AK?! WHAT?
I'm calling this done, I suppose.
http://img686.imageshack.us/img686/3410/ak74finals.jpg
Those scratches on the back of the dust cover look a bit weird and out of place... maybe move them outwards a bit so they're on the actual edge? Also the whole receiver looks a bit thin judging by the shape of the dust cover
and I think you're missing some checkering on the pistol grip
Drew++
07-20-2010, 08:59 PM
Those scratches on the back of the dust cover look a bit weird and out of place... maybe move them outwards a bit so they're on the actual edge? Also the whole receiver looks a bit thin judging by the shape of the dust cover
and I think you're missing some checkering on the pistol grip
Will fix those scratches, I thought so too.
-As for the shape of the receiver I built it with the exact specs of a real AK receiver and dust cover(personally measured an actual AK47 with a caliper) so it's definitely not thin.
Racer445
07-20-2010, 09:47 PM
AKs are thinner irl than in games. most of the time we tend to beef them up so they don't look so dinky.
achillesian
07-20-2010, 10:43 PM
what are the problems with zbrush you guys are having?
Kitteh
07-20-2010, 11:17 PM
Will fix those scratches, I thought so too.
-As for the shape of the receiver I built it with the exact specs of a real AK receiver and dust cover(personally measured an actual AK47 with a caliper) so it's definitely not thin.
must be the FOV then.
http://www.deactivated-guns.co.uk/images/uploads/AK47_wooden_new/AK47_WOOD_8.jpg
RobertHammer
07-20-2010, 11:21 PM
Drew - looks good so far ,but i noticed you got wrong stock on that ak74 - ak74's are not using stocks like ak47 , they are using akm one. You can see it on Kitteh post
http://www.rusmilitary.com/images/ak74_buttstocks.jpg
Prophecies
07-21-2010, 12:33 AM
Got a few new things done. Changed my tiling wall texture, and reduced the noisiness of my floor. Plan on getting some grass in there on the floor and in the garden. :)
http://img837.imageshack.us/img837/4897/udk8.jpg (http://img837.imageshack.us/i/udk8.jpg/)
Shaping up nicely, prophesies!
I'm just thinking that, wouldn't you attempt to not place a column in front of your griffon statue? Perhaps use wider vaulting in the "foyer" or what it is :P
It kinda breaks up the space oddly.
Prophecies
07-21-2010, 12:51 AM
Yeah I noticed that too. But the final composition of the image will be slightly different. This will also be filmed in the end, so it won't matter *as* much. But I'll find another way around it! Thanks for your concern! :)
OBlastradiusO
07-21-2010, 12:59 AM
Some brickwork I've been workin on my new 8 gig PC
http://i26.tinypic.com/10okvn9.jpg
Fed up with zbrush's i/e scale problem
just use the sphere 3d not polysphere on import and never save with parts beeing hidden ;)
Yeah I noticed that too. But the final composition of the image will be slightly different. This will also be filmed in the end, so it won't matter *as* much. But I'll find another way around it! Thanks for your concern! :)
Naw I was thinking purely in architectural planning, if you place a big focal point, you shouldn't obstruct line of sight from the other end of the corridor, or atleast do your very best to make sure the person sees it.
So what I meant was that its an odd choice layout wise, not compositionally.
Painbringer
07-21-2010, 03:51 AM
Some simple rapid design modeling i did lately (for rts-alike game view)
http://img686.imageshack.us/img686/4383/rapidconceptmodellingit.jpg
based on this sweet sketch by Vinod Rams (http://cghub.com/images/view/5732/), maybe get a better render/texture goin tomorrow... need sleep now... why is it suddenly 4am?
http://www.olypen.com/advent/Smiley/temp/sketches/faun.jpg
Thats freaking sweet ferg!
JasonLavoie
07-21-2010, 05:35 AM
Very nice Crêpator, I'm gonna save that to the inspiration folder, I'm sure I could learn some new tricks by looking at that piece.
rollin
07-21-2010, 07:19 AM
cool stuff here!
Doing still coding but it's quite easy and fast and super easy to debug
atm I'm adding n-player support
- you can charge the weapon and give each weapon an unique charge effect
- you can kill purple plants and get experience
- player spawn points
- and a lot of organization and optimizing of organization
http://www.maginot.eu/space/mgto/projects/demoon/misc/demoon_ingame_03.jpg
Awesome rollin! Your Varlach character has been a long time favorite of mine so it is really cool to see him making a reappearance in a slightly different form. I look forward to seeing this in a action.
n88tr
07-21-2010, 08:52 AM
ferg, the collar bones are a bit much and her breasts are...distracting lol. So human to see those on something unhuman.
Davision3D
07-21-2010, 08:53 AM
Finsihed this animation, turned out to be lots more work then I first imagined:
http://www.youtube.com/watch?v=Ae5zCJq06VQ
some shots:
http://www.tocogames.com/images/magnifusion%20media/intro2.jpg
http://www.tocogames.com/images/magnifusion%20media/intro4.jpg
http://www.tocogames.com/images/magnifusion%20media/intro6.jpg
retleks
07-21-2010, 09:20 AM
just use the sphere 3d not polysphere on import and never save with parts beeing hidden ;)
HAHA! This sounds like every post to a problem on ZBC. Part of the fun of working with Zbrush is discovering those work arounds, it's like getting a purple drop. I'm really like MB right now though. Because I own a license of ZB, I'll def give 4 a try and see what happens.
n88tr
07-21-2010, 10:39 AM
ccc nevermind
whats_true
07-21-2010, 11:59 AM
Whats with the bloom over kill?
MattBradley
07-21-2010, 01:39 PM
F'n awesome Ferg.
bejkon
07-21-2010, 01:51 PM
Finsihed this animation, turned out to be lots more work then I first imagined:
Check your arcs man, the ik thing at 12s is pretty bad. It's a bit floaty too.
Also the jizz sipping out needs to be better timed with his thumb.
Remembered seeing this character before in waywo and it's impressive you took it all the way this far.
Orgoth02
07-21-2010, 02:55 PM
A little somethin' somethin' Im workin on.
http://i368.photobucket.com/albums/oo130/orgoth02/combined-1.jpg
n88tr
07-21-2010, 03:56 PM
Orgoth02 (http://www.polycount.com/forum/member.php?u=23304)
the crane thing looks too symmetrical but i like the similar style between all the pieces
Davision3D
07-21-2010, 04:40 PM
Whats with the bloom over kill?
Atleast i put no lens flares there! ;)
Check your arcs man, the ik thing at 12s is pretty bad. It's a bit floaty too.
Also the jizz sipping out needs to be better timed with his thumb.
Remembered seeing this character before in waywo and it's impressive you took it all the way this far.
what does "ik things at 12s" mean? Is that animator speech?
I think i know what jizz means but maybe you are talking about a different video here! :P
thx anyway! :)
retleks
07-21-2010, 07:59 PM
http://dl.dropbox.com/u/4113402/mud_03.jpg
More boring!
BlackulaDZ
07-21-2010, 08:09 PM
@retleks nice!
willy-wilson
07-21-2010, 08:13 PM
Finally got that DS model viewer working, i cant remember who did this model :/ im sorry. (ITS NOT MINE) hope you don't mind me using it, but im glad i finally got this thing working. Ill update later with something im working on. BTW the viewer can be found here (http://www.polycount.com/forum/showthread.php?t=51691)
Edit: model is by neosorcerer (http://www.polycount.com/forum/showpost.php?p=1077057&postcount=3701)
http://i159.photobucket.com/albums/t127/willy-wilson/HPIM1807-1.jpg
meador_forest
07-21-2010, 08:41 PM
Here is the high poly sheet for a chainsaw I built for class.
https://dl.dropbox.com/u/7804856/vegito-33/chainsaw_high_sheet.jpg
Spacey
07-21-2010, 08:45 PM
willy-wilson: That would be neosorcerer's (http://www.polycount.com/forum/showpost.php?p=1077057&postcount=3701) lovely model.
3DLam
07-21-2010, 08:53 PM
Painbringer: Curious about your design process.. do you mix and match pieces inorder to get the right recipe/look for the rts perspective?
Ferg: Nice work man. Why is it always monster with perfect breasts? I'd like to see monster with ugly boobs or pretty good with ugly boobs... just to mix it up :D
Retleks: Sweet! Looks like a realistic version of that Dr. on Futurama.
http://davidlam.files.wordpress.com/2010/07/zgrab02.jpg
Just doing a mockup of the final image. Still massaging some elements before i get down and dirty with the passes. Feel free to crit away before I make the dreaded final run.
willy-wilson
07-21-2010, 08:54 PM
willy-wilson: That would be neosorcerer's (http://www.polycount.com/forum/showpost.php?p=1077057&postcount=3701) lovely model.
Thank you, i will update that right away.
PolyHertz
07-21-2010, 08:57 PM
Huh, had forgotten all about that dragoon character. Just added it to the sdk thread.
ngs616
07-21-2010, 09:26 PM
http://i268.photobucket.com/albums/jj37/ngs616/LotLMM25.jpg
an aggressive napkin
07-21-2010, 10:20 PM
http://img837.imageshack.us/img837/76/wipz.jpg
Prophecies
07-21-2010, 11:24 PM
I definitely like the yellow over the blue, but now I really get the feeling that those are tennis balls =/.
rollin
07-21-2010, 11:42 PM
davion3d: "what does "ik things at 12s" mean? Is that animator speech?" no he is talking about second nr 12
thx nrek, I love this face and I had to bring him back someway.. and hopefully there will be a lot more of them running around :)
this is the current state in unity
polys are 1248
and 2 textures 256 (diffuse + spec-alpha and normalmap)
http://www.maginot.eu/space/mgto/projects/demoon/buke/buke_unity_01.jpg
moose
07-22-2010, 12:08 AM
fucking bad ass rollin! :)
Part of me wishes the whites were a little less white, but i like the effect of them popping off the clothing as much as they are.
CherryBomber
07-22-2010, 12:25 AM
http://dl.dropbox.com/u/4113402/mud_03.jpg
More boring!
Ood redesign :) ? If so, I love you !
sneakymcfox
07-22-2010, 01:42 AM
@an aggressive napkin: I agree withe Prophecies the yellow make it look like a tennis ball holder but green would give the same effect. try red?(If you haven't before)
Doing some more weapons
Some of these shots are with an older Normal map for some reason which causes some issues with the trigger and some of the detailing, going to add some text to the slide later
http://img5.imageshack.us/img5/2971/collectionb.jpg
Might be a little dark
stoofoo
07-22-2010, 02:22 AM
Ted I love you. The lighting in the front of that creeper man face is brilliant. It seems to fall apart from 3/4 and side, though. Def think you should give it another 30 minutes on a lower res making that shit pop. But seriously. I'm lovin it. Keep banging.
pixelchaot
07-22-2010, 03:17 AM
i try to do the hottest chick i ever seen...^^
still wip...
http://fc03.deviantart.net/fs70/f/2010/203/9/1/aphex_twin_wip_by_pixelchaot.jpg
HonkyPunch
07-22-2010, 03:42 AM
richard d james is the most beatiful beauty to have ever beatued
BunnyJen
07-22-2010, 05:10 AM
ngs616 MUSHROOMS! Mushrooms are always good in environments :D
rollin I love the face on your character.
sneakymcfox I want your avatar, it's far too cute!!!! :P
pixelchaot thats funny I like it, looking forward to seeing the final thing.
Here is another wip of the character I'm working on. I think his feet need a bit more work yet and his legs also.
http://jennyrathboneconceptart.files.wordpress.com/2010/06/monster_puppet_master_jr.jpg
Kewop Decam
07-22-2010, 05:59 AM
That's awesome BunnyJen
Messing with this off and on -
http://www.gavimage.com/sketch/tort_05.jpg
gold on this page :D
Like the shapes gav!
Mr_Drayton
07-22-2010, 07:55 AM
http://img507.imageshack.us/img507/9621/track4.png
http://img514.imageshack.us/img514/1826/track3.png
http://img814.imageshack.us/img814/8382/track2.png
Yee-haw, rollercoaster tracks! :D
rollin
07-22-2010, 08:56 AM
gav: the character is really cool but I would love to see a less generic armor on him.. the shoulders are better
pixelchaot: ownage :D
ok the basics of the code are working so I'm now heading to some environment work
I'm no concept artist and painting landscapes isn't what I would call my daily work but this was a nice experience
these are no style-concepts.. I'm atm more basic .. figuring out how I can cut the world into peaces I can simply handle to build it in the editor
http://www.maginot.eu/space/mgto/projects/demoon/misc/chap1_a.gif
Sandro
07-22-2010, 09:23 AM
Lovely!
BeatKitano
07-22-2010, 11:20 AM
@Gav: Mass effect meet ratchet and clank ! Nice shapes
Joao Sapiro
07-22-2010, 11:26 AM
http://img710.imageshack.us/img710/546/derpgun01.jpg
a converted paintun into a nailgun , will make thread once i make lowpoly + textures.
EDIT : rendersetup by joewilson !!
n88tr
07-22-2010, 12:11 PM
looks wicked but where's the compression chamber/gas tank?
Prophecies
07-22-2010, 12:43 PM
Small update I'm having issues with the vegetation. For some reason it is looking really bland. Maybe I need to work on the material some more? Any unreal fanatics out there? :)
http://img693.imageshack.us/img693/9829/udk16.jpg (http://img693.imageshack.us/i/udk16.jpg/)
Pedro Amorim
07-22-2010, 12:45 PM
A way to show my graphic design.
http://dl.dropbox.com/u/93793/PosterMGM2.png
http://dl.dropbox.com/u/93793/ScreenShot00081.jpg
an aggressive napkin
07-22-2010, 01:35 PM
If you wanna be mega cool, model in the thread on the string >:D
n88tr
07-22-2010, 01:49 PM
i think he did already. it's not frayed but it's still crazy poly
n88tr
07-22-2010, 01:53 PM
screwing around in Illustrator cs4 with a t-shirt design
blockout mostly done
http://img801.imageshack.us/img801/3756/bltshirt2.gif
Looking good so far n88tr. How are you going to go about getting it printed?
screwing around in Illustrator cs4 with a t-shirt design
blockout mostly done
I know some tshirts have a limited number of colors, are you figuring that in?
Pedro Amorim
07-22-2010, 02:18 PM
i used a displacement map i created in photoshop to make the rope.
http://dl.dropbox.com/u/93793/ScreenShot00083.jpg
What i did was.. i uvmapped the tube, and then rotated the uvs 45º. so that when i scale them up i get the tiled effect of the rope.
also i added a little bit of fur to the rope to simulate that strings that come off the rope :D
n88tr
07-22-2010, 02:53 PM
It's a mock t-shirt design just for shits and giggles
Asteric
07-22-2010, 03:04 PM
http://i29.tinypic.com/333z5t4.jpg
Plastic renders ftw.
n88tr
07-22-2010, 03:36 PM
g36c
==
moar
http://img43.imageshack.us/img43/3754/bltshirt3.gif
diffa
07-22-2010, 04:02 PM
http://www.youtube.com/watch?v=uADX2YTTsDI
Hi,
here's a quick gameplay video of my new game (chain3d). The game is a basically match 3 type of game, but in 3d space. You can try the game at http://bit.ly/9jlwjh
Controls : Click outside the cubes (mouse left) and move your mouse to rotate the cubes.
Click cube (mouse left) to add a new cube (match 3 or more to remove blocks, level is cleared when there is only "a base block" left. ) .
ps. The game is still very wip, so there are a couple of bugs.
Hi,
here's a quick gameplay video of my new game (chain3d). The game is a basically match 3 type of game, but in 3d space. You can try the game at http://bit.ly/9jlwjh
Nifty little game, me like :)
I have two minor nitpicks though: It was a bit too hard to rotate the cube (not sensitive enough) and the "auto rotate" was pretty annoying and made me miss my target a couple of times. I'd also prefer to use the right mouse button to rotate the cube so that I can rotate while still having the mouse inside the play area.
Just some suggestions :poly121: Looking forward to seeing it when it's finished!
AtlusZMH
07-22-2010, 06:09 PM
http://farm5.static.flickr.com/4119/4819897048_5e4770a47b_b.jpg
http://farm5.static.flickr.com/4121/4819275519_0871d8511d_b.jpg
http://farm5.static.flickr.com/4136/4819896620_3c1bff9bfb_b.jpg
http://farm5.static.flickr.com/4123/4819896814_fe0472eab2_b.jpg
Sword WIP! Concept by Blizzard, model/colors by me!
Saw this in one of the WoW art books as just a basic sketch and thought it'd be good practice for hand painting :)
Model took about 3 hours.. textures are taking me longer :x first time ive ever hand painted anything!
ps. Lovin the new toolbag!
Ravenslayer
07-22-2010, 06:34 PM
working on the diffuse
http://i29.tinypic.com/20roa6d.jpg
system404
07-22-2010, 07:30 PM
Some awesome stuff in here. Here's an environment I was working on for fun.
Prophecies
07-22-2010, 07:34 PM
Looking good ravenslayer! Keep it up!
Phew! Now this is what you call a labour of love...
For the past few weeks, I've been working on this 2-D animation. As in... all drawings. And not having any good programs for this, my insane workflow was... Photoshop. All frames done in Photoshop, and then brought into Flash, where I put my minimal knowledge of this horrible program to use in figuring out the timing, and exported from there.
This is (I really hope!) the last line drawing test before I colour it, put the table back in, (yes, he's at a table), and call it done :D (Please ignore my key numbers in the bottom right corner!)
http://www.youtube.com/watch?v=gejINpONtUo
Prophecies
07-22-2010, 10:05 PM
Wow, mad props on that one! Especially if you did it frame by frame in photoshop! That's pretty well done! I'm not familiar with 2D art very much, but I've heard Toonboom is a pretty good 2D animation program. Might want to give that a shot! ;)
prolow
07-23-2010, 12:57 AM
http://img.photobucket.com/albums/v510/palohman/SharkWIP.jpg
I'll model teeth and place them seperatly
it's top lip is rolled up in the sculpt , they will cover the teeth in the low poly until the chomp chomp ani is done
Prophecies
07-23-2010, 01:17 AM
Finally got around to adding the damaged ceiling, rubble, and spiderwebs (they are terrible right now, I know. Need to rework them), and post processing! :D
Now... perhaps that wall could use a little love.
http://a.imageshack.us/img194/6811/udkgryphon.jpg (http://img194.imageshack.us/i/udkgryphon.jpg/)
Nifty game diffa. Really cool take on a tired genre.
Just some feedback, when you clear a color it should spawn any more of those colored blocks, it breaks the flow of the game. (this is from a game designer at work)
Wahlgren
07-23-2010, 01:32 AM
I'm no concept artist and painting landscapes isn't what I would call my daily work but this was a nice experience
these are no style-concepts.. I'm atm more basic .. figuring out how I can cut the world into peaces I can simply handle to build it in the editor
Feels fable-ish. I liiiike
rollin
07-23-2010, 01:43 AM
Mezz: hehe.. nice one :)
Prophecies: starting to look great.. love the little bit of green live in there
prophecies - lookin good, latest render is a big improvement
raven - ahah fckin sweet
love the sketches rollin
joe - <3
Thanks for the comments and feedback everyone, I made a bunch of sculpt changes and did another pass on the texture today. Brought her into max tonight and started playing with renders and some photoshop tweaking in post... and discovered I need to fix the sculpted fur and some anatomy, spend a lot more time on the texture and material, and figure out how the freak you guys get those sexy radiosity beauty renders. Hoping to have a final shot up some time tomorrow...
http://www.olypen.com/advent/Smiley/temp/sketches/derp.jpg
-->concept by Vinod Rams (http://cghub.com/images/view/5732/)<--
Raider
07-23-2010, 05:26 AM
Pretty much'o dono
http://brettholton.net/images/shotgun_07.jpg
Sandro
07-23-2010, 05:31 AM
Prophecies, that scene is shaping up nicely!
woogity
07-23-2010, 06:08 AM
mezz awesome stuff, if you had a little sound on that it would really make it sing...excuse the metaphor.
TheMadArtist
07-23-2010, 07:27 AM
Prophecies, that scene has come a long way, lookin great now. The plants add a lot, maybe some moss along the stones as well?
http://www.istockphoto.com/file_thumbview_approve/10862670/2/istockphoto_10862670-moss-and-lichen-cover-large-stones-in-a-rock-wall.jpg
Either way though, looking good.
butt_sahib
07-23-2010, 08:00 AM
Yusss
http://i32.tinypic.com/24ll98w.jpg
Btw i might turn it into a gameres bust by turning him into a general or something...
wondering if i should do photoref or handpaint (probaby going to choose the latter!! yayyy)
Jackwhat
07-23-2010, 08:14 AM
weird doodles inbound?
http://farm5.static.flickr.com/4081/4820745129_a0288d3347_b.jpg
Slipstream
07-23-2010, 08:40 AM
Looks cool, Jackwhat. And mildly reminiscent of Francis Bacon
Asteric
07-23-2010, 09:27 AM
Yeah i know, nothing special, but its fun :)
http://i30.tinypic.com/2n7qrtt.jpg
ScudzAlmighty
07-23-2010, 09:53 AM
http://img.photobucket.com/albums/v510/palohman/SharkWIP.jpg
I'll model teeth and place them seperatly
it's top lip is rolled up in the sculpt , they will cover the teeth in the low poly until the chomp chomp ani is done
dhaaa-na dhaaaaa-na
good start prolow, now leeme see them chompers!
BlackulaDZ
07-23-2010, 10:34 AM
zspheres a cube and two spheres.
http://i53.photobucket.com/albums/g75/Chaosdragondz/gorilaroah.png
still stuff to add...
achillesian
07-23-2010, 11:39 AM
monkey pharoh! coming this fall.
Marshal Banana
07-23-2010, 11:47 AM
The Mummy: Tomb of the Monkey Pharoh?
DOG-GY
07-23-2010, 12:23 PM
I'll model teeth and place them seperatly
it's top lip is rolled up in the sculpt , they will cover the teeth in the low poly until the chomp chomp ani is done
Grampy Shark's dentures fell out I presume. :v
moose
07-23-2010, 02:29 PM
love it ferg!
obeyurnapster
07-23-2010, 03:05 PM
Worked on a TF2 girl concept !:)
http://nsa16.casimages.com/img/2010/07/24/100724120537942499.jpg
3DLam
07-23-2010, 03:13 PM
Obeyurnapster: Awesome! I like the crazy/afraid psycho expression on her face.
Getting there.. I'm gonna tune down the blue light on her body as it's a bit overwhelming everything. Add some post hair strands and add some stuff into the bg.
Again any feedback is welcome.
http://davidlam.files.wordpress.com/2010/07/comp_wip2.jpg
ScudzAlmighty
07-23-2010, 03:14 PM
10th class is a slutty ninja?
Screwonhed
07-23-2010, 03:24 PM
heres a little somethin somethin im working on:
http://i740.photobucket.com/albums/xx44/screwonhed/alittlesomethingsomething.jpg
concept by feng zhu:
http://i740.photobucket.com/albums/xx44/screwonhed/extreme_image07.jpg
marks
07-23-2010, 04:11 PM
stone study:
http://img835.imageshack.us/img835/6982/rocksketch01.jpghttp://img844.imageshack.us/img844/2668/rocksketch02.jpg
Prophecies - Thanks a lot!! Yup, I've heard good things about ToonBoom. I'll definitely look into getting it in the future.
Loving how your scene is looking as well!
rollin - Thanks! :)
woogity - Thanks, yeah, I think sound could definitely add to it, especially when he slaps the table. Probably an annoying fly buzzing sound would be good too... either way, next step is colouring!
Will post next version with colour hopefully soon :D
Oskmos
07-23-2010, 05:34 PM
A humpback im working on, normalmap baked from highpoly, diffuse is still wip. model is at 7k tris.. texture and normals are 4096x4096. cheers!
http://www.youtube.com/watch?v=NK3RsVNDkBc
prolow
07-23-2010, 05:41 PM
Oskmos : nice!
http://img.photobucket.com/albums/v510/palohman/SharkWIP2.jpg
2.4k tris, but still need teeth
Prophecies
07-23-2010, 07:55 PM
Lol, it is super weird to see a shark without teeth. I wouldn't mind being attacked by one of those while surfing!
blah, rendering is hard
zbrush shots + compositing in photoshop.... one on the left is me agonizing over a million layers, render on the right my boss did in 5 minutes (sadly we didnt have the right textures and subtools loaded)
---> based off this sketch by Vinod Rams (http://cghub.com/images/view/5732/) <---
http://www.olypen.com/advent/Smiley/temp/sketches/derprenders1.jpg
http://www.http://www.olypen.com/advent/Smiley/temp/sketches/derprenders1.jpg
Prophecies
07-23-2010, 08:16 PM
That looks great ferg. I actually prefer the one on the left. It has a slightly more cartoony vibe to it. Which is a good thing IMO.
Maybe it's just me, but it almost looks like a really nice digital painting. Super good thing btw.
Simmo
07-23-2010, 08:28 PM
nowhere near finished
http://imgur.com/kvS6B.jpg
Going to be an experiement in vertex painting, after getting that 3D Motive tutorial made me want to try out some advanced stuff. My first environment :)
[SF]Three9
07-23-2010, 10:01 PM
more to dump :P
Little bit more progress on my new Skywarp...getting the high poly moving and starting to understand SubD a bit more, just gotta work on clearing out the edge loops that don't matter, everything in this render comes out to 2 million tris :(...got a lot of cleaning up to do, bleh
http://www.solar-fissure.com/VLshare/SkywarpSD1.jpg
http://www.solar-fissure.com/VLshare/SkywarpSD2.jpg
http://www.solar-fissure.com/VLshare/SkywarpSDlol.jpg
To show that you can see his head and shoulder pieces there :P, so he does transform.
off-topic, if anyone happens to know this artist and a way to contact him I'd appreciate it. I'd love to let him know his work is inspiring me on this piece
http://www.tfw2005.com/boards/transformers-fan-art/255605-thundercracker-concept-art.html
Simmo
07-23-2010, 10:19 PM
That's some really nice hard surface work.. Can't wait to see him finished!
bejkon
07-24-2010, 02:55 AM
what does "ik things at 12s" mean? Is that animator speech?
I think i know what jizz means but maybe you are talking about a different video here! :P
thx anyway! :)
Arcs is one of the 12 principle of animation and the hand holding the bottle has a straight trajectory which looks a bit unnatural.
http://en.wikipedia.org/wiki/12_basic_principles_of_animation
Mezz: Cool stuff! Look up Digicel FlipBook:thumbup:
Edit: I browsed 11secondclubs forum and stumbled on this. Seems good and it's FREE:poly142: http://www.plasticanimationpaper.dk/
Simmo
07-24-2010, 09:04 AM
WIP sci-fi pistol, winging it in Max
http://imgur.com/kwYuL.jpg
http://imgur.com/BMYe6.jpg
TheTrooper
07-24-2010, 10:04 AM
I need a bit of critique on this tree. It was initially a test to see if I could manage to get something that looked like a tree. Should I keep working on it? (currently retopologizing it). The remaining detail (the bark, etc) will be added in the normal map, as I can't sculpt it.
http://dl.dropbox.com/u/1064618/arbol1.PNG
http://dl.dropbox.com/u/1064618/arbol2.PNG
mheyman
07-24-2010, 10:28 AM
Honestly it looks like you took a standard brush and just drew lines around the cylinder shape and called them roots. There is no definition and it's fairly blobby. For all I know this could be a block in for a cloth study or something.
You should probably actually look at some reference of bark and roots before sculpting. Retopo at this stage is kinda pointless cause it doesn't really read as tree.
felipefrango
07-24-2010, 10:36 AM
Agree with skayne. The blobbiness probably comes from trying to get too much detail too soon, starting on a subdivision level higher than you need. Get to the lowest possible level and get as much detail as you can, block the shape out step by step just as you'd do with a real sculpture or painting. Just like you'd first block out the overall shape of a head, then add more subtle features to only then think about wrinkles and pores, you should first block the main overall shape then think about the roots more specific detail and then do some bark texturing, ALWAYS with a shitload of reference at hand.
TheDarkKnight
07-24-2010, 11:16 AM
Made my first steps into environment modelling today, started with some basic stairs.
I don't really know that much about the whole process just yet so basically discovering as I go.
Was hoping if someone could tell me if this looked "ok" for a low-poly stairs, and if it's a good base to start unwrapping and texturing.
The idea is to build an enviroment and learn UDK at the same time
http://a.yfrog.com/img411/7699/qb8.jpg
BlackulaDZ
07-24-2010, 11:19 AM
@thetrooper - i suggest adding some more definition with a flatten brush of some sort, then building ontop of it again, as I agree it looks kind of blobby at this point.
http://i53.photobucket.com/albums/g75/Chaosdragondz/latestmonkehkang.png
i think im gonna retopo + texture this dude once i finish sculpting.
Abe_hokage
07-24-2010, 12:01 PM
quick sculpt testing the cool Sculptris...
http://i139.photobucket.com/albums/q305/abe_hokage/test%20stuff/sculptris_abe_test.jpg
Wahlgren
07-24-2010, 02:17 PM
Playing with sculptris. Pretty basic stuff so far since i'm not much of an organics guy :)
http://dl.dropbox.com/u/469564/illgiveyouhead.jpg
woogity
07-24-2010, 02:35 PM
great work ferg!
larolaro
07-24-2010, 03:31 PM
A doodle,
http://farm5.static.flickr.com/4081/4825158910_fbd874f293_b.jpg
bluekangaroo
07-24-2010, 06:01 PM
Finally got around to adding the damaged ceiling, rubble, and spiderwebs (they are terrible right now, I know. Need to rework them), and post processing! :D
Now... perhaps that wall could use a little love.
http://a.imageshack.us/img194/6811/udkgryphon.jpg (http://img194.imageshack.us/i/udkgryphon.jpg/)
awesome :)
Swizzle
07-24-2010, 06:10 PM
Throwing together some TF2 props:
http://imgur.com/nIAc8.jpg
The textures still need the trademark brushy stuff, but eh.
Looking good swizzle, those tanks though, they look a little bit shiny. I'd say they're in need of a good envmap mask.
Don't forget the detail textures you can overlay ontop of materials, in the materials/overlays folder.
What's the scale of them? person sized? twice person sized? building sized??
Swizzle
07-24-2010, 06:39 PM
Yeah, I definitely need to work on the spec/envmap mask a bit more; I want them to fit with the tanks from Gorge, so they still need work. I'd forgotten about detail textures, so I'm glad you mentioned that.
As for size, they're over 800 Hammer units tall. They're based on tanks from refineries, so they're pretty huge.
nowhere near finished
http://imgur.com/kvS6B.jpg
Going to be an experiement in vertex painting, after getting that 3D Motive tutorial made me want to try out some advanced stuff. My first environment :)
LV-426 hallway from Aliens?
Simmo
07-24-2010, 07:13 PM
Yamo: actually main inspiration is from this Dr. Who concept art
http://imgur.com/JJcEB.jpg
I'm not even really big into Dr. Who, but the newer series has some awesome concept art, and lots of it. Cool sci-fi gadgets and guns and environments done by this dude: http://www.petermckinstry.com/
BunnyJen
07-24-2010, 07:31 PM
I'm finding teeth are insanely hard to draw. :P (Her hand is missing atm too.)
http://i68.photobucket.com/albums/i37/bunnyjenjen/jennyrathbonepainting2.jpg
http://i68.photobucket.com/albums/i37/bunnyjenjen/jennyrathbonepainting.jpg
sampson
07-24-2010, 07:32 PM
still chugging along. i dont know how to finish this scene
http://i32.tinypic.com/2ivy4u9.jpg
Simmo
07-24-2010, 08:22 PM
I'm finding teeth are insanely hard to draw. :P (Her hand is missing atm too.)
Space pirate? Looks cool, I like it.. but yeah the teeth need some fixing
Sampson: That scene is coming along nice. Some good lighting will really make it shine
BeatKitano
07-24-2010, 10:23 PM
I'm finding teeth are insanely hard to draw. :P (Her hand is missing atm too.)
Tip: don't draw'em, suggest them. Drawn teeth: monster, suggested teeth: normal teeth.
http://www.beatkitano.com/up/poteeth-1280036535733.jpg
Slipstream
07-24-2010, 10:27 PM
@sampson: It looks great. Like Simmo said, maybe a certain lighting mood could help decide how you want it to end up. Spooky, happy, that kinda thing.
http://img.photobucket.com/albums/v416/temetry/raelZ001.jpg
http://img.photobucket.com/albums/v416/temetry/daleD13.jpg
Also cloth still kicks my butt.
I_R_Hopo
07-24-2010, 10:40 PM
A small modified knife I made. Everything is better with nails!
Might use it to learn how to import things into TF2. I still haven't learned things like that.
http://img827.imageshack.us/img827/534/knifehighside.jpg (http://img827.imageshack.us/i/knifehighside.jpg/)
shotgun
07-24-2010, 10:55 PM
@sampson: I'm not sure what do you want to achieve, so I'll just throw out a few things:
- There's no atmospheric lighting, it's very uniformly lit. Create fore- and background light sources, reduce the global "sky" lighting and thus pop out those little glowy bits more locally. This will create more interest and depth in the scene and will reveal the normal-maps, which are muted right now due to the high ambiance.
- Considering how wear-n-teared everything is, it's very clean. Add some scattered elements, prop or via textures, that will dirty-up the place, break-up the consistency and draw the viewer into the scene, compositionally.
- Grey and dull browns will always look grey. Toss some paint in there, don't be afraid. The way the left vertical "beams" are fully brown would work better across the scene, rather then the massive greys. And the darker shapes = deeper, more saturated brown.
trancerobot
07-24-2010, 11:22 PM
@sampson, what I would do, is more or less what you've done. You have a corridor leading to a bottomless sky. Make the outside really bright, and the corridor really dim save for the blade of light from the sun penetrating the corridor. Even if you don't take the bottomless sky idea, I think the corridor would really benefit from moody or dim lighting.
And here's something from me.. a simple head modeled in Max, and a bird named "Big Beak". It's supposed to be a giant vulture, but there's nothing else in the picture for scale. Big Beak was done for an indie film maker named Dylon Kiker and I used Blender and 3D Coat. Unfortunately he canceled his project indefinitely.
I know this is a game art forum, so I hope you'all don't mind me posting non-game related stuff.
http://arkavision.com/share/aheadshot01.jpg
http://arkavision.com/wp-content/uploads/2010/07/bigbeakwip-38.jpg
Prophecies
07-25-2010, 12:24 AM
Fresh out of UDK :)
http://a.imageshack.us/img27/9536/udk19.jpg (http://img27.imageshack.us/i/udk19.jpg/)
fearian
07-25-2010, 01:49 AM
Nice! That wall looks a little bare to me btw :)
BunnyJen
07-25-2010, 02:55 AM
Tip: don't draw'em, suggest them. Drawn teeth: monster, suggested teeth: normal teeth.
http://www.beatkitano.com/up/poteeth-1280036535733.jpg
Yeah that looks way better! I see what you mean. Thank you I'll have another go at working on them today. :)
SaferDan
07-25-2010, 07:02 AM
Working a Mopetta a microcar from the 50's!
I couldnt find actual blueprints so i think the shape is probably going to be a bit off but yeah!
http://i158.photobucket.com/albums/t92/ddexter2/mopetta1.jpg
http://i158.photobucket.com/albums/t92/ddexter2/mopetta2.jpg
http://i158.photobucket.com/albums/t92/ddexter2/mopetta3.jpg
@sampson: I'm not sure what do you want to achieve, so I'll just throw out a few things:
- There's no atmospheric lighting, it's very uniformly lit. Create fore- and background light sources, reduce the global "sky" lighting and thus pop out those little glowy bits more locally. This will create more interest and depth in the scene and will reveal the normal-maps, which are muted right now due to the high ambiance.
- Considering how wear-n-teared everything is, it's very clean. Add some scattered elements, prop or via textures, that will dirty-up the place, break-up the consistency and draw the viewer into the scene, compositionally.
- Grey and dull browns will always look grey. Toss some paint in there, don't be afraid. The way the left vertical "beams" are fully brown would work better across the scene, rather then the massive greys. And the darker shapes = deeper, more saturated brown.
I agree on the lighting, I think because it is so bright at the same level, there is no contrast in your piece. Also changing some color values in some lights might give it a richer feeling.
Simmo
07-25-2010, 08:04 AM
A small modified knife I made. Everything is better with nails!
Might use it to learn how to import things into TF2. I still haven't learned things like that.
http://img827.imageshack.us/img827/534/knifehighside.jpg (http://img827.imageshack.us/i/knifehighside.jpg/)
I like this, great idea :) How did you do the tape/tie bits?
More big pistol.. I don't know what it shoots now haha:
http://imgur.com/3hNTE.jpg
http://imgur.com/lrFr3.jpg
I'm aiming to do a first person weapon with this, my first one, and most complex and detailed model (for games) I've taken on.. Do you think this warrants a thread? I wouldn't mind crits and feedback before I get too far along with it. Things like silhouette and proportions I'm not sure about.
diffa
07-25-2010, 11:30 AM
New version of my little match3 game is now online.
It has lot of new features and it should be less buggy.
You can now use right or left mouse button to rotate blocks.
Play the game at http://bit.ly/bfd57r or
download the windows desktop version at http://bit.ly/co34Lr
http://www.youtube.com/watch?v=p7qS4AY4OBI
[SF]Three9
07-25-2010, 12:03 PM
trucking alongggggg
sorry it's hard to see (for me it isn't but for you it might be?)
http://www.solar-fissure.com/VLshare/SkywarpSD3.jpg
http://www.solar-fissure.com/VLshare/SkywarpSD4.jpg
also if this helps
http://www.youtube.com/watch?v=ycwPGGZFVKU
SHEPEIRO
07-25-2010, 01:26 PM
EDIT-whoops pressed the wrong quote button
@ diffa
first crit "sounds" has an N in it
diffa
07-25-2010, 01:58 PM
lol, nice typo.
SHEPEIRO
07-25-2010, 02:03 PM
other than that a pretty solid experience and nice style
got quite far through quite a few levels
wasnt sure if this is a bug or some gameplay i didnt know about but i got down to one red block left and had a blue next but when i put it down it had a weird (debug?) = texture and every block after that was the same until i failed
I_R_Hopo
07-25-2010, 02:05 PM
I like this, great idea :) How did you do the tape/tie bits?
Thanks!
I made the rubber bands by making a circle and resizing it so it roughly went around the parts I wanted it to, then enabled it in viewport/render as rectangluar, and resized it so it was really thin. Then I just manually moved verts around to make the shape I wanted.
Splines are great for making pipes, tape, rope, etc. Great time-saver :)
diffa
07-25-2010, 02:13 PM
other than that a pretty solid experience and nice style
got quite far through quite a few levels
wasnt sure if this is a bug or some gameplay i didnt know about but i got down to one red block left and had a blue next but when i put it down it had a weird (debug?) = texture and every block after that was the same until i failed
That's a bug ( never had that one before ). I'll have to fix it.
catstyle
07-25-2010, 02:21 PM
working on a forest minotaur (inspired by paul bonner). he helps keep out the evil forces, and is going to have a little bird sidekick who perches on him and makes sqauwking noises :P
still lots of sculpting work to go! gonna aim for about 7,000 tris and a 1024 texture
http://i155.photobucket.com/albums/s295/Dryn87/minotaurwip.jpg
Wahlgren
07-25-2010, 02:35 PM
http://dl.dropbox.com/u/469564/GameMockup4.jpg
BunnyJen
07-25-2010, 02:37 PM
working on a forest minotaur (inspired by paul bonner). he helps keep out the evil forces, and is going to have a little bird sidekick who perches on him and makes sqauwking noises :P
still lots of sculpting work to go! gonna aim for about 7,000 tris and a 1024 texture
http://i155.photobucket.com/albums/s295/Dryn87/minotaurwip.jpg
Yummy! Looking forward to seeing the sidekick. :D
Jackwhat
07-25-2010, 02:57 PM
dats a pimp lookin cow.
Lassooooo studies~
http://farm5.static.flickr.com/4082/4827871879_07578e4ed8_b.jpg
mifflefish
07-25-2010, 03:14 PM
Started working on a sculpt of solid snake, Just blocking in the basic shapes at the moment.
http://img839.imageshack.us/img839/5946/snakea.jpg
I'm basing it mostly off of the portrait used in Codec in MGS1
http://img820.imageshack.us/img820/7050/metalgearsolidscreen015.jpg
fearian
07-25-2010, 03:37 PM
Cross postin' from my thread (http://www.polycount.com/forum/showthread.php?p=1187332#post1187332). I need help with lighting problems and texture suggestions!
http://imgur.com/HaKzn.png
dats a pimp lookin cow.
Lassooooo studies~
http://farm5.static.flickr.com/4082/4827871879_07578e4ed8_b.jpg
Dude, those are awesome..
bluekangaroo
07-25-2010, 04:15 PM
Nice work Catstyle and Wahlgren!
iWeReZ
07-25-2010, 04:33 PM
A doodle,
http://farm5.static.flickr.com/4081/4825158910_fbd874f293_b.jpg
Oh i do say ol' chap.
http://img43.imageshack.us/img43/844/questionmarktile.jpg
mario square :D
Swizzle
07-25-2010, 04:37 PM
Needs more dirt, rust and glowy bits. Greebles couldn't hurt. And don't be afraid to go completely overboard with Zbrush.
Follow the Epic Games mantra: "It's not detailed enough."
iWeReZ
07-25-2010, 04:43 PM
All of the detail is completely done in 3DS, i was thinking of going overboard, But i thought id stay simple. But now youve said that, i may give it a go, thanks.
HonkyPunch
07-25-2010, 04:46 PM
Started working on a sculpt of solid snake, Just blocking in the basic shapes at the moment.
http://img839.imageshack.us/img839/5946/snakea.jpg
I'm basing it mostly off of the portrait used in Codec in MGS1
http://img820.imageshack.us/img820/7050/metalgearsolidscreen015.jpg
My favorite snake.
In mgs2 he just didn't really look the same, mgs4 he was old, and mgs3 wasn't him.
(Though I love Big Boss.)
Nice work!
Quicky sculpt for the collab project here:
http://www.gavimage.com/sketch/number5_wip01.jpg
Jackwhat
07-25-2010, 05:31 PM
Cheers bbob <3
Gav thats looking fucking cool!
moar studies~
http://farm5.static.flickr.com/4100/4828991340_09815b94c3_b.jpg
katana
07-25-2010, 05:40 PM
Quicky sculpt for the collab project here:
http://www.gavimage.com/sketch/number5_wip01.jpg
So much character
Cheers guys, should have mentioned - it's based on jouste's concepts here:
http://i249.photobucket.com/albums/gg219/1_jouste/02_roughs.jpg
Gavin thats fucking Glorious.
Yo gav, Nice work there man, I like it
Jouste's and Gav's awesome sexy mega powers unite!
dejawolf
07-25-2010, 09:43 PM
quick dracula
http://www.dejawolf.com/polycount/drac.jpg
Joshua Stubbles
07-25-2010, 10:52 PM
redid our ModDB page (html, css, overlays, etc) and added new media. Working on additional content for the mod right now.
http://www.moddb.com/mods/nexus-battlestar-galactica
@Vassago
Everything looks good, but this picture looks horrible http://dl.dropbox.com/u/2355669/bottom.jpg quality wise.
Joshua Stubbles
07-26-2010, 12:06 AM
Yeah, I didn't have much of a choice :(
The modified CSS needs to be approved and implemented by a ModDB moderator and they told me I needed to have all of the images used be no larger than 100KB total, for load-speed purposes. The best I could do for all of them (about 7) was about 155KB, which was with (obviously) very heavy compression on some of them. I might try to squeeze some more data back into that one image, since it does in fact, bother me a lot.
SyaPed
07-26-2010, 12:10 AM
Hey guys! Got a pretty cool update on the game I'm working on, Junkers. Jump over to the blog and check it out :) - http://junkersgame.blogspot.com/
http://img.photobucket.com/albums/v138/Syama/Junkers/run.gifhttp://img.photobucket.com/albums/v138/Syama/Junkers/cover.gifhttp://img.photobucket.com/albums/v138/Syama/Junkers/corner.gifhttp://img.photobucket.com/albums/v138/Syama/Junkers/fire.gif
achillesian
07-26-2010, 12:16 AM
junkers looks cool! compy or mobile game?
SyaPed
07-26-2010, 12:20 AM
Compy! For starters anyway.
3DLam
07-26-2010, 01:50 AM
Mifflefish: A guy going after my own heart. Good luck with Snake. He's fun to build!
Gav: Nice execution!
SyaPed: Really like your animations for those little guys. Nice work! Not a big fan of the old school music tho... :(
Well... I'm gonna say this puppy is done, unless anyone sees anything glaring...
http://davidlam.files.wordpress.com/2010/07/comp_wip6.jpg
willy-wilson
07-26-2010, 02:03 AM
Cheers bbob <3
Gav thats looking fucking cool!
moar studies~
http://farm5.static.flickr.com/4100/4828991340_09815b94c3_b.jpg
Would it be possible to get an updated brush set from you? i know you released some a while back but im sure you have more now.
GoSsS
07-26-2010, 02:28 AM
Gav and Jackwhat ......... Love it !!!
Mladen Jovicic
07-26-2010, 02:52 AM
@gav, nice one
reworking an older model, warming up before school (will be attending think tank this year)
http://mladenjovicic.com/v12.jpg
http://mladenjovicic.com/v9.jpg
http://mladenjovicic.com/v13.jpg
catstyle
07-26-2010, 03:01 AM
awesome mladen!
slave_one
07-26-2010, 03:05 AM
Cool Stuff Catstyle!! (I've been a paul bonner fan for a long time now) Looking forward to more of this!
Spatz
07-26-2010, 03:20 AM
very cool work guys...
gav - can´t wait to see more ...
catstyle - very cool as usual...
mladen - man you are soo good ... great work everybody...
Hatred
07-26-2010, 03:56 AM
Guys Check it out:
http://www.youtube.com/watch?v=izMXn4aLNX0
Trailer of project I attended more to see in Warsaw Uprising Museum --> Warsaw, Poland
http://www.miastoruin.pl/ <------- here you got downlodable version, and stills to download [POBIERZ KARDY <-]
all hail das Platige Image!
Slipstream
07-26-2010, 04:14 AM
@Mladen: That's beautiful work dude. I want to see this guy finished :)
larolaro
07-26-2010, 05:18 AM
nutha doodle,
http://farm5.static.flickr.com/4078/4830579956_6d15e3c889_b.jpg
http://content.screencast.com/users/divi/folders/Jing/media/9558f737-85e8-4109-99d8-0ce72097f1d3/2010-07-26_1554.png
deposit shader
StevenEgan
07-26-2010, 07:14 AM
Nice sculpt Mladen. I like the way the anatomy is shaping up.
woogity
07-26-2010, 07:51 AM
catstyle, great work the leg and foot anatomy on your minotaur is fantastic, great work as per usual.:thumbup::thumbup:
Jackwhat
07-26-2010, 08:01 AM
Heh willy... honestly for those pictures theres nothing new really being used that hasn't been uploaded already - I do use my own in conjunction with the ones down V and theyre just an amalgamation of different peoples more than my own... i should upload at some point!
Weird ass late night doodles from me.
http://farm5.static.flickr.com/4114/4829223290_91ed704d13_b.jpg
hobodactyl
07-26-2010, 08:05 AM
SyaPed, that project looks so awesome, I love every update :) Nice site for it, too, I love the feeling!
vcool
07-26-2010, 09:10 AM
Hey guys! Got a pretty cool update on the game I'm working on, Junkers. Jump over to the blog and check it out :) - http://junkersgame.blogspot.com/
http://img.photobucket.com/albums/v138/Syama/Junkers/run.gifhttp://img.photobucket.com/albums/v138/Syama/Junkers/cover.gifhttp://img.photobucket.com/albums/v138/Syama/Junkers/corner.gifhttp://img.photobucket.com/albums/v138/Syama/Junkers/fire.gif
Awesome.
gellison
07-26-2010, 09:50 AM
Although I'm pretty experienced in Maya, this is my first attempt at Max. I'm still looking for a few knobs!
http://www.polycount.com/forum/[IMG]http://i239.photobucket.com/albums/ff49/jcuervo_2007/Max%20Models/BinoculareWireframe.jpghttp://i239.photobucket.com/albums/ff49/jcuervo_2007/Max%20Models/Binoculars_01.jpg
http://i239.photobucket.com/albums/ff49/jcuervo_2007/Max%20Models/BinoculareWireframe.jpg
ghost-d
07-26-2010, 10:17 AM
Mladen Jovicic - Great model. I love the proportions and posture. You can really feel the weight of that character.
deadpixl
07-26-2010, 11:05 AM
I was looking over the new 3dmotive videos and got inspired to make a scifish floor panel during lunch.
http://1.bp.blogspot.com/_shQmEEgj3z4/TE3EpHqRtPI/AAAAAAAAAU0/flURFHCmhMc/s1600/Render01HighpolyDone.jpg
Been working on this the last two evenings, might take it further.
http://dl.dropbox.com/u/9051867/WIPs/BustS.jpg
Mladen Jovicic
07-26-2010, 01:58 PM
catstyle:cheers man, gotta say, your gunslinger model totally kicked my ass into gear. pure inspiration
spatz: haha yeah right, maybe one day
Slipstream:im working on it heh
StevenEgan, ghost-d: cheers, yeah going for more subtle than overly ripped which i had before
PogoP
07-26-2010, 02:04 PM
Been working on a generic wooden chest for my environment scene. Still lacks a spec map, but it's wip!
http://i50.photobucket.com/albums/f332/PogoP/chest2.jpg
Ooghijmiqtxxa
07-26-2010, 02:25 PM
Hey PogoP!
That's one of the more impressive looking boxes I've seen. Once you get that spec on there, it'll look ace.
Damn so much awesome stuff in here. Now that tesselation is just around the corner I thought I'd start playing with displacement maps etc.
http://dl.dropbox.com/u/3040251/Experimental/ground_displace5.jpg
sampson
07-26-2010, 03:06 PM
yeah guys these last few pages have been pretty dam awesome
pogop one thing i'd say is the metal doesnt look quite right (maybe its just lack of spec atm) although the wood is fantastic
gamedev
07-26-2010, 04:37 PM
@Fang - material is looking sweet. My only gripe would be the the uniform placement of the rocks though. Try and scatter them a bit differently so they look more natural.
Ninjai
07-26-2010, 04:51 PM
I was looking over the new 3dmotive videos and got inspired to make a scifish floor panel during lunch.
http://1.bp.blogspot.com/_shQmEEgj3z4/TE3EpHqRtPI/AAAAAAAAAU0/flURFHCmhMc/s1600/Render01HighpolyDone.jpg
Looks good, but how's it going to tessellate; take the top section off the bits that stick out?
Also, maybe more detail to add a bit more oomph? The the big panels in the middle seem a bit bland. Though I guess it depends on where the floor is being used and what it actually needs to have - aesthetics or strength etc.
I appreciate that theres only so much that can be done in one lunch time, so keep going, as I say, looks good so far :D
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