View Full Version : What Are You Working On? 2010 Edition!
ScudzAlmighty
08-13-2010, 01:24 PM
great sketch Ferg ^^
Myles: that looks great, interesting project!
http://www.leslievdb.com/temp/hybridpet.png
mmm mini pandapigletbaconstrips :D
is that... a finger in it's mouth???
Calabi
08-13-2010, 02:12 PM
Looks good, Beatkitano, freaking me out(dont like the legs and feet though).
ScudzAlmighty - i think he is humping the finger:)
Mark Dygert
08-13-2010, 02:24 PM
Here's that jeep again.
http://arkavision.com/share/milJeep02.jpg
http://arkavision.com/share/milJeep03.jpgI don't mean this as a dis, but this reminds me of Benny the Cab from Who Framed Roger Rabbit. (http://farm3.static.flickr.com/2071/2373410535_76a7dedf12.jpg?v=0)
What is the reference for this? A Korean war era Jeep?
What are the plans for this? In game asset or high poly detail?
BeatKitano
08-13-2010, 02:32 PM
Looks good, Beatkitano, freaking me out(dont like the legs and feet though).
Yeah I know you don't like res/avp legs. It's one variation with my own twists, there will be more, and more accurate one based on the other movies. Just wait.
Here's that jeep again.
http://arkavision.com/share/milJeep02.jpg
http://arkavision.com/share/milJeep03.jpg
I like how it looks, it's kinda cute. But I'm not feeling the Jeep, it looks like a Jeep to me in all angles... except for... the front.
Calabi
08-13-2010, 03:05 PM
Yeah I know you don't like res/avp legs. It's one variation with my own twists, there will be more, and more accurate one based on the other movies. Just wait.
Its your model, its cool.
trancerobot
08-13-2010, 04:08 PM
Haha, the front is a joke isn't it? I'll probably trash the whole front area.
I don't mean this as a dis, but this reminds me of Benny the Cab from Who Framed Roger Rabbit. (http://farm3.static.flickr.com/2071/2373410535_76a7dedf12.jpg?v=0)
What is the reference for this? A Korean war era Jeep?
What are the plans for this? In game asset or high poly detail?
I guess I shouldn't go into auto-design.:poly142: The model is for a larger project set in an alternate 1930s universe. I hesitate to say game project... but that's what it is. I want to make a single level game involving my F. Mason character killing some pseudo Nazis in a fictitious European city. I hope it's not too ambitious. If I can finish the game, I'd like to show it at the next Carolina Game Summit (http://www.carolinagamessummit.com/). I'm good friends with the web designer, and he suggested I shoot for it.
Here's the concept [link] (http://arkavision.com/share/militaryJeep.jpg) It looked good on paper :poly124:
Here's F. Mason [link] (http://arkavision.com/share/Felicia-Mason-concept-5-4.jpg)
I think what I'll do is start over and simply remake the "Blitz Buggy" (http://reviews.ebay.com/Jeep-Military-Prototypes-1940-to-1953_W0QQugidZ10000000007262770).
rooster
08-13-2010, 05:12 PM
Beatkitano: awesome so far! i do prefer the regular legs too tho (personal preference) :)
one q about the tail: this is the second model I've seen where the tail spines bulge out at the end of the tail, but this never fits with how I think an alien looks in my mind- where does it come from?
meador_forest
08-13-2010, 06:21 PM
Here is the high poly small vase I built for my Environment Design class at The Art Institute of Dallas.https://dl.dropbox.com/u/7804856/vegito-33/small-vase.jpg
meador_forest
08-13-2010, 06:23 PM
And this is the large high poly vase I built for my Environment Design class.https://dl.dropbox.com/u/7804856/vegito-33/large-vase.jpg
DoomTay
08-13-2010, 06:55 PM
I'm having a bit of a struggle with proportions. This image should explain everything
http://www.majhost.com/gallery/TaylorNuva/Otherpics/geoproblem.png
I posted this somewhere else, unaware that that was the wrong forum, and and someone else said to look into this (http://www.youtube.com/watch?v=J-Qeq0mg3h0&feature=player_embedded#%21) video I posted earlier. Sadly ,that doesn't help that much, as I still can't tell what I'm doing wrong.
Spinks
08-13-2010, 07:05 PM
crosspost from the collab section for maximum pimp factor
http://dl.dropbox.com/u/138570/pcbust_triangle_resized.JPG
BlackulaDZ
08-13-2010, 07:22 PM
@Spinks sexy!
Mike Yevin
08-13-2010, 07:38 PM
More zbrush work for the mini-environment challenge. Minor updates on what's already been there, but added in the main focal point. Still super rough.
http://i179.photobucket.com/albums/w286/tf0t/zbrushwip2.png
Nilix
08-13-2010, 08:18 PM
Been working on my Game Production project here at Full Sail. Simple alleyway, houses, etc. I need to stop soft shading everything out of habit. Solid color textures aren't representing what it'll look like later. It's supposed to be realistic. Today was just the "All Models and UVs" milestone.
Although, the jpg doesn't realy show it clearly, some of those shadows and the lights really are blocky like that for some reason. It's not the SSAO and the lightmap quality is higher than it should be... It might be negligible when I throw in new textures but the blockiness of the light is really bothering me.
http://fc07.deviantart.net/fs70/i/2010/225/1/8/GPR___Mahon_Alley_WIP_2_by_Skylink.jpg
BeatKitano
08-13-2010, 09:33 PM
Beatkitano: awesome so far! i do prefer the regular legs too tho (personal preference) :)
one q about the tail: this is the second model I've seen where the tail spines bulge out at the end of the tail, but this never fits with how I think an alien looks in my mind- where does it come from?
Its a "test" model for a project, so to speak the dog like legs are there to break the silhouette a bit, and see what's possible in term of animation (it's more complicated, and if we can pull it off with difficulty, without will be a breathe)
As for the end of teh tail, i think it started with resurrection and continued in the avp movies: http://www.sidetoys.com/im/articles/SS63271/ss63271.jpg
http://ecx.images-amazon.com/images/I/41ryyigovbL.jpg
http://www.aceshowbiz.com/images/news/00024580.jpg
SPinks: awesome character, really nice shader too.
looking really nice Spinks
AimBiZ
08-14-2010, 02:44 AM
Spinks, AWESOME!
GoSsS
08-14-2010, 03:17 AM
Tis is a top notch work Spinks !!
Famouz
08-14-2010, 03:29 AM
Here is the high poly small vase I built for my Environment Design class at The Art Institute of Dallas.https://dl.dropbox.com/u/7804856/vegito-33/small-vase.jpg
Could you please give me some advice how you've modeled the details/ornaments. I'm sitting in front om my model don't know who to model'em.
myles
08-14-2010, 04:21 AM
It's just some work I've been doing on Depth, you can check out the site in my sig.
http://i460.photobucket.com/albums/qq330/myleslambert/Fractured.jpg
Conor
08-14-2010, 05:40 AM
Recently discovered Sculptris. I like it.
Triceratops Sculpt
ohnomelon
08-14-2010, 05:54 AM
Myles, Depth looks really cool! Just my two cents, the boat seems kind of dark in that shot, I feel like all that light pouring in you would have plenty of reflected/caustic light on the boat as well.
myles
08-14-2010, 06:22 AM
Absolutely, thanks.
Great work on Cry Of Fear btw.
mystichobo
08-14-2010, 06:39 AM
http://i37.tinypic.com/5wh1za.jpg
My first character :)
Swizzle
08-14-2010, 09:38 AM
myles, that scene is looking pretty good, but you have some horrendous UV distortion on the rocks.
Nilix
08-14-2010, 09:40 AM
I'm having a bit of a struggle with proportions. This image should explain everything
http://www.majhost.com/gallery/TaylorNuva/Otherpics/geoproblem.png
I posted this somewhere else, unaware that that was the wrong forum, and and someone else said to look into this (http://www.youtube.com/watch?v=J-Qeq0mg3h0&feature=player_embedded#%21) video I posted earlier. Sadly ,that doesn't help that much, as I still can't tell what I'm doing wrong.
Well, even though he put it slightly in perspective, if you look at 0:35 of the video, he puts it to a ruler. It measures the length of the cannon and illustrates the proportions between the different sections of it. Try using that as a ref rather than the image you put there.
BeatKitano
08-14-2010, 10:34 AM
I think thats the last shot i'll show, next is some other assets.
I'm pretty happy with the result, the new shader system of zb4 is awesome.
http://img530.imageshack.us/img530/8218/1281807170017.jpg
Hey BK, its pretty awesome, my only complain is about the theets which need more love.. but again, awesome, i particulary like the torso zone!
Grums
08-14-2010, 01:07 PM
Trying to get better at metal texturing. Was inspired by steffan morrels stuff. Still have to fix the seams, and learn how to make a decent specular.
http://img265.imageshack.us/img265/6862/floortest.jpg
Valandar
08-14-2010, 05:21 PM
Three9;1196483']http://www.solar-fissure.com/VLshare/SkywarpSDPersp.jpg
http://www.solar-fissure.com/VLshare/SkywarpSDJetPersp.jpg
Blockout of the legs done, and exterior jet form pretty much constructed (small hole in the side to fill in and the engines aren't done yet)
*edit(
Bleh, i wasn't going to post this render because i think it's crap, but here you go anyway
http://www.solar-fissure.com/VLshare/SkywarpSDOrtho.jpg
Get thee to a 3D Printer NOW. I want a Voyager scaled version of this right now!
Yea, I know it's the Animated fid in a more "normal" proportion, but STILL...
TheTrooper
08-14-2010, 06:20 PM
@Phones: Sorry for taking so long to post the wires, but I wanted to make some progress before having to wait another 15 minutes of rendering :P Anyway, here it is:
http://dl.dropbox.com/u/1064618/Render02Wires.png
And a 'wireless' render:
http://dl.dropbox.com/u/1064618/Render02.png
You might notice something weird were the trigger is supposed to go, that's because I'm having some troubles to get the shape right after applying TS. Seems I'm going to need some help from the subdiv thread. I also have to weld the grip and the forend and the grip. Might even make a thread for this...
C&C are welcomed :)
Intermission
08-14-2010, 06:24 PM
http://i458.photobucket.com/albums/qq310/MapperAndy/Glock.jpg
My first attempt at a weapon :)
Kitteh
08-14-2010, 07:30 PM
http://i458.photobucket.com/albums/qq310/MapperAndy/Glock.jpg
My first attempt at a weapon :)
Way too thin. Look at pictures.
http://www.impactguns.com/store/media/glock/glock_73215.jpg
n88tr
08-14-2010, 08:44 PM
I don't really like it so I finished it quick.
http://cahemdue.net/images/ChemicalRifle_1_th.gif
http://cahemdue.net/images/ChemicalRifle_1.gif
http://cahemdue.net/images/ChemicalRifle_2_th.gif
http://cahemdue.net/images/ChemicalRifle_2.gif
Intermission
08-14-2010, 09:57 PM
http://i458.photobucket.com/albums/qq310/MapperAndy/Glock2.jpg
@Kitteh
I had it thicker before but it looked too think, I probally should have kept it how it was. Thanks for pointing that out :)
commander_keen
08-14-2010, 10:26 PM
Heres a shot from a little game im making:
http://www.keenleveldesign.com/pimp/duckshot/duckshot_wip_02.jpg
Basically its an FPS arena shooter inspired by duckhunt.
EDIT: engine is Unity of course :)
Intermission
08-14-2010, 10:41 PM
@commander
Looks great, what engine?
seventhspine
08-15-2010, 12:46 AM
I think thats the last shot i'll show, next is some other assets.
I'm pretty happy with the result, the new shader system of zb4 is awesome.
Whoa that Alien is sick! awesome ... i hope in ZB4 they fix some of the issues like the mesh scaling while import/exporting.
seventhspine
08-15-2010, 01:05 AM
just finished retexturing low poly 1k model of Captain America. render test in marmoset
http://imgur.com/YfrXc.jpg
MightyPea
08-15-2010, 03:01 AM
Trying to get better at metal texturing. Was inspired by steffan morrels stuff. Still have to fix the seams, and learn how to make a decent specular.
http://img265.imageshack.us/img265/6862/floortest.jpg
Aside from your specular, your normalmap doesn't look right at all. Mind showing us the lowpoly with just the normalmap (and one spotlight at a fairly sharp angle to the mesh, ideally) and the highpoly?
it doesn't look right on the mesh, but it also doesn't look right in the texture. That's awfully bright for a flat surface!
Going to restart on this one :( Was fairly happy with the head and arms though.
http://dl.dropbox.com/u/9051867/WIPs/BodyWip_02.jpg
MightyPea
08-15-2010, 03:13 AM
Recently discovered Sculptris. I like it.
Triceratops Sculpt (http://www.youtube.com/watch?v=NdS4vbgfDdA)
Don't you mean infant Torosaurus? ;)
Conor
08-15-2010, 03:56 AM
Don't you mean infant Torosaurus? ;)
Ha ha, yes. In fact, it was reading that news story that inspired me to try to make a triceratops!
Raider
08-15-2010, 04:06 AM
Little tommy i'm working on atm
http://brettholton.net/images/t3.jpg
Grums
08-15-2010, 04:12 AM
Aside from your specular, your normalmap doesn't look right at all. Mind showing us the lowpoly with just the normalmap (and one spotlight at a fairly sharp angle to the mesh, ideally) and the highpoly?
it doesn't look right on the mesh, but it also doesn't look right in the texture. That's awfully bright for a flat surface!
Thanks for the crits. Heres the high poly (left) and low with just normal. The low poly is just a plane. Maybe I should have put more detail into it. If you see ways that I can improve the high poly or fix the normal let me know, thanks.
http://img529.imageshack.us/img529/3811/testyj.jpg
beastenator
08-15-2010, 04:42 AM
http://i38.tinypic.com/64kua1.jpg
A scifi jungle mission for a game project. UDK is the engine being used.
Ihazard
08-15-2010, 04:46 AM
@Raider, what immediately struck me is how huge you've made the stock, if you look here it's actually a lot thinner, especially at the larger section further away from the reciever, and at the top it goes to a very thin point not a flat surface
http://world.guns.ru/smg/tommy_m1928_m1.jpg
there's a whole gallery of references too, you can see for yourself :) http://pixagogo.com/3607894632
Little tommy i'm working on atm
http://brettholton.net/images/t3.jpg
Nice, you don't see 1928's too often :P
Theres a couple of small inaccuracies, though.
The cocking handle/top sight needs to be more round: http://www.deactivated-guns.co.uk/images/thompson_1928_a1/thompson_1928_11.jpg
The bit over the magwell on the left side also goes slanted before the narrowing.
http://www.deactivated-guns.co.uk/images/thompson_1928_a1/thompson_1928_13.jpg
http://www.deactivated-guns.co.uk/images/thompson_1928_a1/thompson_1928_15.jpg
Moar ref:
http://www.deactivated-guns.co.uk/detail/thom1928.htm
http://gunpics.net/
Raider
08-15-2010, 05:16 AM
Some good ref there cheers guys, i'm using a ref of a 1928 atm which actually doesn't have that slanted face before the narrowing, but i might actually put it in there since i think it looks better. Might just start a wip to avoid cluttering the thread with all the feedback on it :D
Sure it was a M1928, and not an M1A1 (http://www.modelguns.co.uk/images/HM1tc.jpg)?
Raider
08-15-2010, 06:32 AM
100%, will start a new WIP thread next time i post an update
http://brettholton.net/images/yep.jpg
Dado Almeida
08-15-2010, 08:29 AM
Sketching at the deviantArt Muro...
http://amonsteria.files.wordpress.com/2010/08/dadoalmeida_harmful_muro.jpg
http://amonsteria.files.wordpress.com/2010/08/dadoalmeida_puke_muro.jpg
Firebert
08-15-2010, 08:51 AM
yeah, more of these things........ still WIP... not happy with it TBH.
and can anyone please explain Mud's indecisive pixel padding? it really does a bad job IMO. every time i have to reset it in the prefs, and even then, it doesn't pad all the layers correctly. very, annoying... hence, crap texture sheets.... also noticed it pads over shells as well.... wtf mud... you pain me so! i could easily bake them in another app and increase the padding so it is all uniform, but that just feels like an extra step you shouldn't have to take if Mud is already supposed to be able to accomplish the same task.
http://dl.dropbox.com/u/1446578/arms_b1.jpg
http://dl.dropbox.com/u/1446578/arms_b2.jpg
http://dl.dropbox.com/u/1446578/arms_b3.jpg
TheDarkKnight
08-15-2010, 09:24 AM
Trying to model a gun for the first time, is supposed to end up becoming a Scar-H, this is also my first real Sub-D project, so feedback very much appreciated :)
http://img153.imageshack.us/img153/9867/screendu.jpg
http://img836.imageshack.us/img836/7597/screen1k.jpg
ScubaSteve
08-15-2010, 09:30 AM
http://img.photobucket.com/albums/v241/AntiHero6713/ssMater_32.jpg
http://img.photobucket.com/albums/v241/AntiHero6713/ssMater_33.jpg
got clean up and textures to do...any crits are welcome
Sean VanGorder
08-15-2010, 09:39 AM
@TheDarkKnight - Not too bad for your first Sub-D, but you will want to soften up those hard edges a bit, as they won't show on the normal map very well being as sharp as they are now.
MightyPea
08-15-2010, 10:24 AM
Grums, did you do anything to the normalmap in photoshop, overlay something etc?
That massive difference in colour between parts (I thought for a moment you'd left the Diffuse on) shouldn't be happening. Doesn't it look really odd when moving it around?
Here's a link to the normalmap of another scifi floor:
http://www.helderpinto.com/ssp_director/albums/album-3/lg/sci_fi_textures.jpg
That neutral blue is often the main colour in these, not the really light colour you've got.
Grums
08-15-2010, 10:51 AM
Yeah, I can see what you mean. My normal is far to light, I never overlayed anything in PS. Thats the normal generated straight from 3DS Max.
I could maybe download X-normal and give that a try instead, but have never used it before. Might be worth a shot though.
scubasteve: add some lighting, gi only doesn't help sell the form that much
an aggressive napkin
08-15-2010, 11:11 AM
Use alot of reference images on your weapon models, there are way to many horrible models that are inaccurate as anything that just look terrible. I'm not really a gun nut, so dont even start that convo, but if you are going to do an asset, do it right and accurate. Guns are assets too ya know :P
Anyways, Heres a good site to get all your reference images from: http://www.pixagogo.com/deicidenbf
You should find some scar images and alot of other weapons.
Gruby11
08-15-2010, 11:40 AM
http://img844.imageshack.us/img844/792/mongolrender2.jpg (http://img844.imageshack.us/i/mongolrender2.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
My first time using specular and normal maps.
reworking my oldest but still online character :X
http://nonpublic.airborn-game.com/wip/neox/chars/Pino/pino4a.png
first draft, definitely needs more work, mouth sucks and well looks overall to standard, the problem the current version also has - lets see what our concepters come up with :D
Ravenslayer
08-15-2010, 12:33 PM
awesome dado ,firebert , neox
gruby11: try to do some anatomy studies, the proportions are way off and the muscle definition isn't what it should be
http://www.leslievdb.com/temp/pigletpanda.png
n88tr
08-15-2010, 01:31 PM
panda pig?//
Froyok
08-15-2010, 01:38 PM
http://uppix.net/e/e/8/82147858099a4788d43d3879c6e9a.jpg
Underwater drawing.
http://uppix.net/a/8/6/a8e1eb95b4e988af5a6227695c5c2.jpg
WIP for Monster/Machine concept for my game, a flying golem.
TheDarkKnight
08-15-2010, 01:38 PM
http://img822.imageshack.us/img822/9849/screen2f.jpg
Update on my Scar, blocked out some more parts,going pretty good so far IMO
Again feedback very much appreciated, as this is my first gun :)
Ravenslayer
08-15-2010, 01:38 PM
panda pig?//
yup and it loves bacon :poly142:
is that... a finger in it's mouth???
didn't notice your reply untill now , but yes it is :)
Slaught
08-15-2010, 02:54 PM
pandapig
Daaaaaaw I want one!
Pedro Amorim
08-15-2010, 03:52 PM
http://img822.imageshack.us/img822/9849/screen2f.jpg
Update on my Scar, blocked out some more parts,going pretty good so far IMO
Again feedback very much appreciated, as this is my first gun :)
sir sir
you shouldnt start adding control edges at this point.
What i would do is blockout everything first, and then add the control edges.
for example.. the grip.. is all blocky. needs to be round. just block it shape and then add the control edges on the end. so that all the model is homogeneous.
also, right now the creases are looking really tight. loseen then up.
naturon
08-15-2010, 03:57 PM
@ Neox I love your art style with that dude
@ Ravenslayer I really want a tiny pig panda now :(
heres just a little prop I was working on yesterday, I realised I don't have any real everyday props in my portfolio and thought I should get on that. Anyway textures still WIP but crits very welcome :)
http://i869.photobucket.com/albums/ab252/saxondixon/hydrant_01_WIP.png
http://i869.photobucket.com/albums/ab252/saxondixon/hydrant_01_WIP2.png
Dado Almeida
08-15-2010, 06:00 PM
reworking my oldest but still online character :X
first draft, definitely needs more work, mouth sucks and well looks overall to standard, the problem the current version also has - lets see what our concepters come up with :D
Neox, my bad english can't say if you're being ironic or not, but since you look a cool guy and I simply admire your stuff as a Character Artist, I c give it a try, certainly you wouldn't mind.
Don't know much about this particular character of you, so, I'm just suggesting the things that pop in my eyes right I see it.
http://dl.dropbox.com/u/107023/OverNeox.jpg
Just let me know what you think. k?
@Ravenslayer: thanks man, your pigPanda is extra-cute. Looks like you're improving your paint skills dude. At first, I can say I like your satured colors, but every new piece they look very "integrated" with your style - which is cool.
CactusFantastico
08-15-2010, 07:25 PM
I'm remaking heavy into charles bronson ( the famous prisoner )
http://i269.photobucket.com/albums/jj79/vonshambles/Screenshot2010-08-16at023644.png?t=1281923913
threads over here if y'all wanna take a gander (http://www.polycount.com/forum/showthread.php?t=75863)
tacit math
08-15-2010, 07:30 PM
haha. awesome Cactus. look forward to it
another speedy kitMushed concept :
http://www.orderindebris.com/images/BHzX_SPINS.gif
ScudzAlmighty
08-15-2010, 11:15 PM
yup and it loves bacon :poly142:
didn't notice your reply untill now , but yes it is :)
but now he's hugging it? like the old House Hippo comercial?
ACES!!!
Medestruit
08-16-2010, 12:02 AM
Alright, so....this is the final logo design they settled on. A tad bit of sloppiness around the blood parts, but overall I'm fairly happy with it. Met my color quota without going over. When I take it to print, I will half-tone the tans to drop a color, and also save a shitton of money on the prints by color separating it myself and having the .PSD ready to print as soon as it lands in the printers' hands.
http://img.photobucket.com/albums/v155/Impetual/design%20stuff/ExcusetheBlood.jpg
trancerobot
08-16-2010, 12:17 AM
Jeeze Medestruit, there's no way I can crit that, it's far too awesome.
--
Here's the beginning of a new jeep. Rather than make up something, I chose the Willys Jeep as a reference. It's the most recognizable vehicle of WW2 so there were no shortage of images online.
http://trancerobot.com/share/willysjeep01.jpg
Neox, my bad english can't say if you're being ironic or not, but since you look a cool guy and I simply admire your stuff as a Character Artist, I c give it a try, certainly you wouldn't mind.
Don't know much about this particular character of you, so, I'm just suggesting the things that pop in my eyes right I see it.
http://dl.dropbox.com/u/107023/OverNeox.jpg
Just let me know what you think. k?
thats totally fine and there are some very valid points :)
especially if you see it as a painting not as preparations for a 3d model -
so let me answer the points you did.
First of all, the mouth is way better - though i'm not a fan of the overall shape it integrates way better than my attempt, i repainted and repainted everything looked suckier - so i decided to keep that for the 3d part. And there is no doubt, there will be some changes when it comes to the sculpting, maybe a mix of both attempts would work, i'll test that.
That said, tangents are definitely something i should have adressed more in the painting - only problem is, that you can never avoid them in 3d from any possible angle, so i guess thats why i didn't care too much, your changes are definitely helpful to tie it better together as a standalone piece.
Totally agree on the nose, thanks :)
But totally disagree on the collar - this would fit into a universe such as "Shades of Violet" a somewhat classical steampunkish setting, with a lot of fine curves- victorian based. Airborn, is opposed to that, totally not based on victorian times. Its a more industrial, heavy metal (not that 80ies rock crap :P), rougher shapes, less fancy design - lets say preindustrial to late first world war. Something like that, the manmade sweatty industry not the fancy pants fine design of the upper classes in these times. But it is also a more eco universe, it playes in times long after the earth collapsed from over exploitation - so at least in the upper regions (where our story starts) metal and glas are somewhat rare things - you have them but not in large number - thats why ships and buildings are made from reproducable ressources, such as wood, or for buildings reusing stones that already have been used. Something like that, but i'm drifting away - has not that much to do with the collar :poly142:
Also of course you could not know he is wearing an old vest of his dad (not from his adult times, but its a bit too big for Piño) , he was a pilot, thats why it has this fur collar thingie going on, to keep him warm on flights
Bigger + more Silhouette defining: totally agree on that
so thanks for the input :)
Medestruit
08-16-2010, 12:27 AM
Jeeze Medestruit, there's no way I can crit that, it's far too awesome.
Thanks, even though I'm ready to shoot myself right now. /sigh
I was saving out a .jpg and had changed the image size down to something reasonable, and...apparently even though I'm 100% sure I didn't save over the file(I still have the .PSD in tact) it saved as the 500x500. Not a HUGE deal because I can throw it in Illustrator and fix it, but I'll have to repaint the color most likely just because of the linework. This is gonna be frustrating, but thanks for enjoying it =D
Swizzle
08-16-2010, 12:36 AM
I decided that previous incarnations of my fledgling website were basically crap, so I've started over. This isn't finished, but I'm significantly happier with it than I was with older versions.
http://imgur.com/fSg7D.png
achmedthesnake
08-16-2010, 12:52 AM
hey swiz - just wondering, what will you do about the 'brand' icon on the right when you get multiple entries in the highpoly (the overlap)
...not sure about the pale white background, maybe just cause i'm looking at pc's forums @the moment :D
Swizzle
08-16-2010, 12:56 AM
The image on the right is actually a CSS background element that's stuck to the middle right of the page, so it follows as you scroll down or resize the page. It's also a low-opacity PNG, so I don't need to worry about it looking weird if I change the background color.
And yes, I still need to tweak that background color. I'm not satisfied with it, though part of the crazy brightness is definitely coming from viewing it on the oh-so-dark Polycount. I'm probably going to use a slightly darker warm gray color, I think.
Frozan
08-16-2010, 01:35 AM
zerg rush! first real character attempt. just kind of blockin it in. :) cheers!
PS lots of amazing work in the last few pages nice guys! keep em comin!
http://dl.dropbox.com/u/448179/sculpt_003.jpg
Raider
08-16-2010, 02:48 AM
Getting thar.
Liking the webby swizz cept ditch the white, throw some grey / maybe a desaturated colour but white backgrounds make me cry :/
http://brettholton.net/images/t4.jpg
Cap Hotkill
08-16-2010, 04:54 AM
Medestruit: my only crit is the colour of the Flesh, her face is dry and skeleton like, her flesh should be brown/grey to fit more with her state of decomposition.
reworking my oldest but still online character :X
http://nonpublic.airborn-game.com/wip/neox/chars/Pino/pino4a.png
first draft, definitely needs more work, mouth sucks and well looks overall to standard, the problem the current version also has - lets see what our concepters come up with :D
I'm not a concepter but I think it's usually a good idea to conventionalise your hero a bit, especially in the kind of world that airborne strikes me as - intrepid kid vs a cast of exaggerated adults. Maybe make him more disney/anime heroic and pick just one element to caricature? big nose or bushy eyebrows or give him a slightly crooked jaw like king kong, wonky tooth/ scratches on his cheek from an albatross fight.
scratched out a paintover -
http://www.adventuresincommuting.com/airborndoodle.jpg
roB0T
08-16-2010, 07:02 AM
http://up.ecchi-squad.net/uploads/1282035642.jpg
I'm not a concepter but I think it's usually a good idea to conventionalise your hero a bit, especially in the kind of world that airborne strikes me as - intrepid kid vs a cast of exaggerated adults. Maybe make him more disney/anime heroic and pick just one element to caricature? big nose or bushy eyebrows or give him a slightly crooked jaw like king kong, wonky tooth/ scratches on his cheek from an albatross fight.
scratched out a paintover -
http://www.adventuresincommuting.com/airborndoodle.jpg
hey kite, thank you!
also some valid points in there, but he is definitely getting too young - i already feared my version is too young, but i really like your mouth and especially the cheek
Ravenslayer
08-16-2010, 07:29 AM
tnx dado :)
haha yeah scudz, it's more like a kitten replacement ^^
Swizzle: clean design
heres something ive been working on last week
it's for a gameproject Alite and the design is made by xander clerckx
(still has some baking poop but i'm working on it :))
http://www.leslievdb.com/temp/alitelowpoly_wip.png
http://www.leslievdb.com/temp/alitelowpoly_wip.gif
sculpt (http://www.leslievdb.com/temp/alitewip4.png)
Sean VanGorder
08-16-2010, 07:37 AM
Swizzle - I love the clean design, but something about the background brand icon feels a bit off. I feel like it should be more towards the bottom of the page and maybe slightly smaller. That way when people are looking at the meat of the page, there is nothing to distract them from the artwork. Just my opinion.
EDIT: I like the light colored background, but I agree it may be a little TOO bright.
rollin
08-16-2010, 07:40 AM
lol Ravenslayer, nice !! :thumbup:
ScubaSteve
08-16-2010, 08:44 AM
http://img.photobucket.com/albums/v241/AntiHero6713/ssMater_34.jpg
added a couple of lights and minor details and started to unwrap the model
catstyle
08-16-2010, 09:36 AM
awesome job ravenslayer!
Mike Yevin
08-16-2010, 11:52 AM
Ravenslayer - Woah, I love the design of that guy, and it looks to me like the bake came out pretty well. Can't wait to see that fella textured :)
trancerobot
08-16-2010, 12:33 PM
Thanks, even though I'm ready to shoot myself right now. /sigh
I was saving out a .jpg and had changed the image size down to something reasonable, and...apparently even though I'm 100% sure I didn't save over the file(I still have the .PSD in tact) it saved as the 500x500. Not a HUGE deal because I can throw it in Illustrator and fix it, but I'll have to repaint the color most likely just because of the linework. This is gonna be frustrating, but thanks for enjoying it =D
Oy, I've had to do that before. Illustrator's trace will be mostly accurate but you might have to do some cleaning up after it...
Good luck, art is an insufferable passion.
Cap Hotkill
08-16-2010, 12:40 PM
Awesome Design for that dude Ravenslayer!
sltrOlsson
08-16-2010, 12:58 PM
Just started on a tavern, first beam out!
http://i33.tinypic.com/3096b68.jpg
Working on an illustration for job application (WIP)
http://www.gcmax.co.uk/images/Agreement.jpg
Cap Hotkill
08-16-2010, 01:04 PM
Nice wood sltrOlsson, are you using Mudbox right?
I made Domo Kun! in Zbrush xD
http://img10.imageshack.us/img10/4894/domokunb.png
Stinger88
08-16-2010, 01:10 PM
Sweet character Ravenslayer. Could easily be an MDK character...which = Awesome!
http://img217.imageshack.us/img217/8916/assaulttrooper03.jpg (http://img217.imageshack.us/i/assaulttrooper03.jpg/)
Jackwhat
08-16-2010, 02:18 PM
study study study
http://farm5.static.flickr.com/4123/4898697939_c86f856fc4_z.jpg
Medestruit
08-16-2010, 02:38 PM
Oy, I've had to do that before. Illustrator's trace will be mostly accurate but you might have to do some cleaning up after it...
Good luck, art is an insufferable passion.
Yeah, generally live trace does a pretty good job if you know the right settings. When I turn a vexel Illustration into vector normally(image sizes are 2500x2500 and up at 300 DPI) I can throw it in Illustrator and do a high fidelity photo pass with live trace, drop the minimal pixel density to 0 and color to 64. At those settings it renders out every detail fairly cleanly, sans maybe some very small and minuscule illustrative marks).
Unfortunately in this case, that isn't working. I stayed up all night trying to fudge it, to no avail. So alas, I am re-drawing the design by essentially tracing over the finished version with the color layers disabled. It will take some time, but at least I don't have to try and imagine details and where to place them, just re-render the lines. I'm about halfway done re-doing it at the moment.
On the plus side, I got a phone call last night in regards to my friends' band who this is for, and they're putting it in a magazine article they're getting run by a magazine, so should get some exposure on the work at least =D.
Indeed, art is a sick thirst, thanks.
woogity
08-16-2010, 02:55 PM
hehe awesome ravenslayer! man you have been getting so much better this year d00d!
willy-wilson
08-16-2010, 03:09 PM
Starting to love unity, but i hate programming so much.
// Variables.
var playerspeed: int;
function Update () {
// Amount of players horizontal movement.
amtToMove = (playerspeed * Input.GetAxis("Horizontal")) * Time.deltaTime;
// Translate player.
transform.Translate(Vector3.right * amtToMove);
// Amount of players vertical movement.
amtToMove = (playerspeed * Input.GetAxis("Vertical")) * Time.deltaTime;
// Translate player.
transform.Translate(Vector3.up * amtToMove);
}
Swizzle
08-16-2010, 03:20 PM
I need to redo the stitches and actually put some work into the hair, but eh. I'm probably going to make this into a full character; I haven't done anything that was normal mapped head-to-toe in a while and I'm out of practice.
http://imgur.com/qGhNZ.jpg
paulsvoboda
08-16-2010, 03:48 PM
I love it Swizzle! Maybe soften the transition from the clavicle. Otherwise looks great.
evillair
08-16-2010, 03:56 PM
Finally finished my Chatterer bust. No textures, only polypainting in Zbrush.
http://evillair.net/v3/media/.gallery/image67.jpg
http://evillair.net/v3/media/.gallery/image66.jpg
Sukotto
08-16-2010, 04:10 PM
I'm currently modeling/texturing this Oni character for a video game I am helping on called Kung Fu Kingdom
http://i32.photobucket.com/albums/d37/whitey5944/Screenshot2010-08-14at14810PM.png
Call Me Snoopy
08-16-2010, 04:15 PM
Here's what I'm working atm. I saw some concepts on autodestruct and decided to make this
http://a.imageshack.us/img237/1456/liftwip02.png
http://http://a.imageshack.us/img237/1456/liftwip02.pnghttp://a.imageshack.us/img46/1677/liftwip02b.png
There's not a lot of detail right now.
I'd like some crits and comments on it. :D
fearian
08-16-2010, 06:22 PM
those edges need to be way tighter! I know the concept your working from and the soft edges you have now and the flat surfaces really mess up the scale - It looks way way to small.
Aran Anderson
08-16-2010, 06:25 PM
I recently started using Maya more often instead of 3DS Max, my current project in Maya is a WW2 Colt 1911, I have just started creating the normals in Photoshop... (Screenshot of WIP below) any criticism would be helpful thanks!
http://img818.imageshack.us/img818/4210/colt1911normals4.png
Ravenslayer
08-16-2010, 06:26 PM
tnx for the kind words guys :)
evillair: thats awesome :D, maybe add some more bordeaux red tints on the edges of the mouth?
swizzle: clean sculpt, some suggestions to pump up the attitude :poly121:
http://www.leslievdb.com/temp/swizzle.jpg
stinger: nice design, do try to get some more depth in there by adding darker shadows on the suit, also maybe increase the weapon size
scudz, cap Hotkill : looking good ^^
Started this up again:
http://www.aelevel.net/Render01.jpg
jimmypopali
08-16-2010, 07:09 PM
Mid 1800's european building. Blocking out and trying to put the parts together.
To-Do List:
-Make bottom story
-Make roof+windows
-Footpath+road
-texture whole thing
-UDK+Speedtree
http://3.bp.blogspot.com/_ntA6F_RAP7w/TGlPD4WMNgI/AAAAAAAAACs/gbJnf8lQtwA/s1600/building2.jpg
This is a model for a level im working, bout 2 days work... still a few things to do yet.
http://4.bp.blogspot.com/_FPAPcjyVDvs/TGn68DF00YI/AAAAAAAAAj8/wp6S_utfMTY/s1600/13.jpg
http://sphotos.ak.fbcdn.net/hphotos-ak-ash2/hs128.ash2/39730_1415363101214_1146660211_31294520_5728829_n. jpg
http://sphotos.ak.fbcdn.net/hphotos-ak-ash2/hs128.ash2/39730_1415363141215_1146660211_31294521_3660594_n. jpg
(Mental Ray)
Based on James' Cameron's Viperwolf concepts for Avatar.
The full project can be viewed here (http://www.polycount.com/forum/showthread.php?t=75730)
Jackwhat
08-16-2010, 08:15 PM
moar studies~
http://farm5.static.flickr.com/4142/4900241878_2aab26aaac_z.jpg
jimmypopali
08-16-2010, 08:57 PM
BCos, I recognised it straight away! Looks good.
Rumkugel
08-16-2010, 11:29 PM
http://www.abload.de/img/jhgfdks5b.jpg
pleh.....
Rum, thats hot :O!
Needs longer legs though!
[SF]Three9
08-17-2010, 05:25 AM
Started this up again:
http://www.aelevel.net/Render01.jpg
I'd recognize this anywhere Mr D9 scene replicator! I wondered what happened to the progress on your scene...the mothership is looking fantastic! Sigh, this reminds me I really need to pick back up on working on my Prawn, bleh
out of curiosity how did you go about all those details? Did you hand-craft everything or did you use some method to replicate sections of it (it appears to be done like that)?
Pedro Amorim
08-17-2010, 05:29 AM
Time for texturing.
5368 tris / 2048*1024
Ah, i need to bake a new AO with the unexploded mesh.
http://dl.dropbox.com/u/93793/FinalBakePaintgunAO.jpg
http://dl.dropbox.com/u/93793/FinalBakePaintgunAO2.jpg
Raider
08-17-2010, 06:24 AM
Bake came out nice Pedro, i see a little bit of wave-eeee-nesssss @ the barrel area but nothing that smudge can't fix in PS :D
Lpoly done, time to UVW and all the other goodness, my main want for the lpoly was to be able to keep all the ridges on the barrel instead of using a normal map and losing a lot of the geo whilst keeping it under 5k, mission complete :p
http://brettholton.net/images/thompson1928_lpoly.jpg
Cap Hotkill
08-17-2010, 06:43 AM
Im not very found of how you made the Muzzle Break, It should be a Cylinder with flat cap, instead of a Conic like cap.
SyaPed
08-17-2010, 07:06 AM
Got a new Junkers update over on the blog :)
PS. Is it possible to embed vimeo videos here?
http://junkersgame.blogspot.com/
Spacey
08-17-2010, 07:43 AM
Because Jackwhat and so many others are kicking my ass...
(from ref)
http://tomtallian.com/Images/girl_01.jpg
roB0T
08-17-2010, 08:50 AM
http://www.vimeo.com/14208807
Jackwhat
08-17-2010, 11:55 AM
<3 spacey 2d powah
some doodles to try and apply studied stuff to
http://farm5.static.flickr.com/4101/4902197926_11a4645f07_b.jpg
c0ldhands
08-17-2010, 12:06 PM
Nice doodling Chris, love the randomness.
Stinger88
08-17-2010, 01:17 PM
http://img23.imageshack.us/img23/5246/assaulttrooper04.jpg (http://img23.imageshack.us/i/assaulttrooper04.jpg/)
Prophecies
08-17-2010, 01:21 PM
Stinger, that looks real good, but watch the proportions! Those hands are way too small.
woogity
08-17-2010, 02:01 PM
Rum: Great work very fresh design, love the feet.
naturon
08-17-2010, 02:07 PM
Nice Stinger! The guns really detailed but the guys hand feel a little small to me, I'm not sure if thats just the perspective though.
Anyway I think I'm just about done with this guy ... any crits before I sign off on it?
http://1.bp.blogspot.com/_BQl1nMBfYr4/TGrzuhyaHGI/AAAAAAAAAHQ/S0shfDkQMog/s1600/hydrant.png
Checko
08-17-2010, 02:28 PM
Jackwhat! great studies look forward to seeing more
Kitteh
08-17-2010, 02:31 PM
Rum: Great work very fresh design, love the feet.
A bit too late for it now, but make your cylinders rounder! Every cylinder looks like it's 8 sided and it's really hurting it.
WOLFREIM
08-17-2010, 02:50 PM
Some new stuff (Chronicles of Farkoth: Blastann Zeimer):
http://uppix.net/4/9/c/1847f5d4f7c6dbbda340559536509.jpg
http://uppix.net/c/1/8/82a448c0df0bef48c684adb9a23ab.jpg
http://uppix.net/e/b/0/ed393c4efedc4375a0e8760530e30.jpg
http://uppix.net/b/1/4/e55e907b85c5ed6759eab70130ef8.jpg
I've always loved the clones, they're fantastic.
It's a little inacurate but oh well.
http://dl.dropbox.com/u/2126504/keeps/Clone-phase-II-Helmet.jpg
rawkstar
08-17-2010, 04:22 PM
hey meshiah that Zangief looks awesome, just add a bit more white showing just above his iris that'll probably make him look a little crazier!
Three9;1198020']I'd recognize this anywhere Mr D9 scene replicator! I wondered what happened to the progress on your scene...the mothership is looking fantastic! Sigh, this reminds me I really need to pick back up on working on my Prawn, bleh
out of curiosity how did you go about all those details? Did you hand-craft everything or did you use some method to replicate sections of it (it appears to be done like that)?
Most of the high-poly is modular so i can re-use it over and over again, some of it is not so modular and because of it have hindered me a bit.
Gonna try to knock this out of my system asap! :P
gauss
08-17-2010, 06:08 PM
We paint from reference too in the concept tag thread--it's more fun when you have to factor in some piece of clothing, hair color, or palette from a previous image though :)
my latest, about 4 hours:
http://dl.dropbox.com/u/4726438/concept%20tag%202010/waketag3a.jpg
keizza
08-17-2010, 06:26 PM
hell....since you guys postin' some 2d, here's a concept for a friend in L.A.
zombie kid
@jackwhat....your last is stunning!
http://a.imageshack.us/img807/4472/zombikid.jpg
Shot at 2010-06-28
Swizzle
08-17-2010, 08:39 PM
Some really hot shit in here, guys.
http://imgur.com/sO9IF.jpg
_CAD_
08-17-2010, 11:05 PM
couldnt help myself :) bit of starcraft marineness, im slowly progressing through this in between projects, im just using this for high poly practice any c&c is appreciated
http://i394.photobucket.com/albums/pp26/__CAD__/Marine02.jpg
Rumkugel
08-17-2010, 11:30 PM
A bit too late for it now, but make your cylinders rounder! Every cylinder looks like it's 8 sided and it's really hurting it.
what cylinders?
nice painting gauss!
only the feet/legs bother me a bit oO
i think in that position the pelvis should be poking out a bit more.
unless she´s got her knees broken ^^
miller0918
08-17-2010, 11:58 PM
So the concept is pretty straight forward. a toilet powered by steam.
this was done in max and was my first high to low poly bake
this was done about 6 months ago
just looking for any feedback at all
i do need to add a few more edges to smooth out the seat and bowl a bit
http://sphotos.ak.fbcdn.net/hphotos-ak-snc3/hs512.snc3/26889_374805659173_845964173_3497307_426090_n.jpg
Rumkugel
08-18-2010, 05:21 AM
http://www.abload.de/img/1copy9ag7.jpg
blargh...
needs details and color..
aww, cool render... from zbrush?
POFFINGTON
08-18-2010, 10:17 AM
nice work gauss, but I feel like the legs are a little off. Lighting is spot on though.
Renaud Galand
08-18-2010, 11:06 AM
Rumkugel : I would credit your source, it's quite obvious on this one... Also, I think you could go a little bit more subtle with the skin folds, it looks a bit busy atm. Cool sculpt, though !
Stinger88
08-18-2010, 11:34 AM
Thanks for the crits on the hands guys. Maybe I should have just started a WIP thread. Will for next character. Still need to add futuristic light armour but i'll move on to the next character for now.
http://img268.imageshack.us/img268/8382/assaulttrooper05.jpg (http://img268.imageshack.us/i/assaulttrooper05.jpg/)
this ones are one of the first things that i drawed with a tablet...still warming up to the tablet but i simply loved it...
http://i38.tinypic.com/282m5vo.jpg
http://i34.tinypic.com/b4cefd.jpg
Rumkugel
08-18-2010, 11:50 AM
@Renaud
Well who do you have in mind?
My recent sculpts are a bit kenneth scott inspired indeed, but i didnt really use any concept or such, simple lunchtime doodling...
yea its bit busy in some areas indeed, will rework it eventually, if i have the motivation. atm i just focus on practice and speed :)
@holi
nah just 3dsmax with bit post in chop
woogity
08-18-2010, 02:32 PM
Wolfreim: woah wicked stuff man, really dig the top guy, very nasty
but i'll move on to the next character for now.
No.
If you want my view on it, THIS is the most important part of learning.
If you walk away from it now you will miss out on knowing whats going on.
So you can start over, but not improve much, or you can sit down, grab a beer and bite through.
Most people let go too fast imo.
So what you need to look at to improve?
I grabbed your pic and shook it around in photoshop for a few minutes.
Played with the liquify brush and tried to find out what was going on.
All the elements of the face are there, but the arrows roughly show you that they are all doing other things, they are not flowing in the same directions.
Oh and i beat the lamp like haircut to make it a bit more interesting.
http://rensedeboer.com/junk/whereyougoingmister.jpg
So what you should do is stare at it, and follow the directions things flow at, his cheeks are sakey, his eye lids for instance, have a big surface at the edge, indicating you look ontop of it, but.. im looking right at him? so that can only indicate his face is melting and it is bending forwards.
See where im going ? :D
Same thing is happening with the gun, and some other parts.
Dont mean to be harsh but you need some asswhoopin so you can improve fast! :D
Kickass work jackwhat and rumkugel.
Still messing with funky proportions. Obviously chris sanders and gueuzav inspired.
http://i42.photobucket.com/albums/e305/muzzoid/funky.jpg
Stinger88
08-18-2010, 03:19 PM
No.
If you want my view on it, THIS is the most important part of learning.
If you walk away from it now you will miss out on knowing whats going on.
So you can start over, but not improve much, or you can sit down, grab a beer and bite through.
Most people let go too fast imo.
So what you need to look at to improve?
I grabbed your pic and shook it around in photoshop for a few minutes.
Played with the liquify brush and tried to find out what was going on.
All the elements of the face are there, but the arrows roughly show you that they are all doing other things, they are not flowing in the same directions.
Oh and i beat the lamp like haircut to make it a bit more interesting.
http://rensedeboer.com/junk/whereyougoingmister.jpg
So what you should do is stare at it, and follow the directions things flow at, his cheeks are sakey, his eye lids for instance, have a big surface at the edge, indicating you look ontop of it, but.. im looking right at him? so that can only indicate his face is melting and it is bending forwards.
See where im going ? :D
Same thing is happening with the gun, and some other parts.
Dont mean to be harsh but you need some asswhoopin so you can improve fast! :D
Awesome. Thanks Rens. :)
I totally get what your saying and the paintover is really helpful. The face does need a bit of a shuffle to add some character. I will look at how to improve him. I know there is a few other things need attention.
I'm definitely not abandoning him though. The next character i'm starting is for the same project. I just thought if I start the next I can rest my eyes from this one and i'll see more faults with it later. Whilst maintaining the same style in the next character.
Ok...you've persuaded me. I'll have another blast at this one tomorrow before I move on. Cheers man.
Kitteh
08-18-2010, 03:20 PM
No.
If you want my view on it, THIS is the most important part of learning.
If you walk away from it now you will miss out on knowing whats going on.
So you can start over, but not improve much, or you can sit down, grab a beer and bite through.
Most people let go too fast imo.
So what you need to look at to improve?
I grabbed your pic and shook it around in photoshop for a few minutes.
Played with the liquify brush and tried to find out what was going on.
All the elements of the face are there, but the arrows roughly show you that they are all doing other things, they are not flowing in the same directions.
Oh and i beat the lamp like haircut to make it a bit more interesting.
http://rensedeboer.com/junk/whereyougoingmister.jpg
So what you should do is stare at it, and follow the directions things flow at, his cheeks are sakey, his eye lids for instance, have a big surface at the edge, indicating you look ontop of it, but.. im looking right at him? so that can only indicate his face is melting and it is bending forwards.
See where im going ? :D
Same thing is happening with the gun, and some other parts.
Dont mean to be harsh but you need some asswhoopin so you can improve fast! :D
I think the guy looked a lot more unique and full of character without your modifications :/
Crêpator
08-18-2010, 03:37 PM
A rock I made for a future scene in UDK
http://adrienthierry.free.fr/imagespostee/rock02.jpg
759 tri, 1024 textures, screenshot from max with the Xoliul shader
Avanthera
08-18-2010, 03:38 PM
Crosspost from the mini challenge thread:
http://dl.dropbox.com/u/3587178/forweb/Portfolio/Challenges/enviro_comp_Breakdown.jpg
I think the guy looked a lot more unique and full of character without your modifications :/
Totaly agree, but it made it easier to see if i bounched it back to a generic type of face.
ScubaSteve
08-18-2010, 09:09 PM
http://img.photobucket.com/albums/v241/AntiHero6713/ssMater_42.jpg
still got some texturing to clean up
Jackwhat
08-18-2010, 10:08 PM
Goblin dude!
http://farm5.static.flickr.com/4136/4906780832_c480b38596_b.jpg
trancerobot
08-18-2010, 10:59 PM
ScubaSteve, nice texture on the Pixar character - about how long did it take you to make that?
The jeep continues..
http://trancerobot.com/share/willysjeep02.jpg
Medestruit
08-18-2010, 11:48 PM
More illustration work -.-
http://img.photobucket.com/albums/v155/Impetual/design%20stuff/blind.jpg
[SF]Three9
08-19-2010, 12:22 AM
Think this will be my last post of my Skywarp in here before I give him his own thread.
@Valandar: Hah thanks so much man, that's the coolest compliment I've ever got on anything :). I really don't think even when finished he's going to be in any position to be printed in 3D based primarily on the fact of how many cavities he currently has (plus I don't even know how he should be properly setup; never printed anything in 3D). Rest assured I'll look into it and see what I can do though :D
http://www.solar-fissure.com/VLshare/SkywarpSD23.jpg
http://www.solar-fissure.com/VLshare/SkywarpSD24.jpg
Man I'm not sure if it's the JPG's or the Maya Glow messing up the quality of these renders (I'm sure both), but it makes me want to punch a wall with my fistttttttt
MightyPea
08-19-2010, 12:35 AM
I'd just do screengrabs anyway. I haven't been able to properly comment on this because of the awful renders, they're blurry, on a black background, with glow. A far better way to show it off for advice is to post him on a neutral background, with the blurry filter, with simple lighting that shows off the forms well and another picture with wires if applicable.
Ooghijmiqtxxa
08-19-2010, 12:47 AM
Trying to figure out how to display the characters abilities and equipment without it looking like ass:
http://img3.imageshack.us/img3/2024/characterscreen2.jpg
And bug hunting :(
http://img831.imageshack.us/img831/6200/100670813.gif
[SF]Three9
08-19-2010, 12:50 AM
yea no worries MightyPea, when i make the actual thread for him the lighting and renders are going to be perfectly clear, and I'll include the wires :P. I personally just liked how it looked on the black background and was posting it in here for my own satisfaction :D. I'll definitely keep all of that in mind when i make the thread...I realize that even if I'm just posting it for kicks and giggles, it still kinda portrays on a possible work ethic and if I really care about my work, so I'll keep that in mind for the future.
Medestruit
08-19-2010, 12:50 AM
Trying to figure out how to display the characters abilities and equipment without it looking like ass:
http://img3.imageshack.us/img3/2024/characterscreen2.jpg
Attack on the last ability is mis-spelled.
As far as making it look better, it's not terrible at the moment. It seems what might give it more "pazzaz" is making the icons beside the abilities a little more 3 dimensional and defined. They're kinda flat and lacking in depth at the moment.
Only other spot that would really add anything to what is otherwise a pretty good character screen, might be the background. A very subtle overlay with a screen from the game, or a "faction" symbol(random symbol, really), or whatever along those lines might tie it all together.
conte
08-19-2010, 02:53 AM
shrew81, i think speculars are too intensive, should be much more darker, imho.
achmedthesnake
08-19-2010, 02:59 AM
ugh still going...
https://dl.dropbox.com/u/4704618/wikus_06.jpg
fooooooookk.
odium
08-19-2010, 04:06 AM
Fookin untucked shirt is the new shit bru. Love it :p
Screwonhed
08-19-2010, 04:40 AM
texturin'
http://jseamanart.files.wordpress.com/2010/08/10.jpg
Looks good screwonhed but don't screen's with massive holes in the front generally stop working?
Jackwhat
08-19-2010, 06:30 AM
Y_M >
http://www.youtube.com/watch?v=8YvJwFQnA3o
Well, you learn something new every day.
That guy's pretty funny too, lol
ScubaSteve
08-19-2010, 07:10 AM
@trancerobot, maters texture took me 10 hrs yesterday give or take,model it self 1 1/2 days for the model
Super
08-19-2010, 07:17 AM
Trying to go for a creepy surgeon vibe. How to model the mask straps though..
Andreas
08-19-2010, 07:17 AM
Totaly agree, but it made it easier to see if i bounched it back to a generic type of face.
I disagree with you on this Rens, his version, the head has real dimension. It looks really flat in yours. I think he should just scale up the hands and keep going, the head is fine.
Noors
08-19-2010, 07:23 AM
Y_M >
http://www.youtube.com/watch?v=8YvJwFQnA3o
haha i did the same with my fist once raging on tf2
a 22' wide screen :(
I've learned to calm down since.
I disagree with you on this Rens, his version, the head has real dimension. It looks really flat in yours. I think he should just scale up the hands and keep going, the head is fine.
Well, remind me to spend more time an a pointover or not to include it to get a point across.
The idea was to point out that things are not flowing in harmony,
but yeah.. carry on.
Jackwhat
08-19-2010, 10:29 AM
Less trollin, more goblin!
http://farm5.static.flickr.com/4140/4908103798_7c254b8cb9_b.jpg
Spinks
08-19-2010, 11:25 AM
I like your style jackwhat!
Working on getting my first gun baked. I have newfound respect for you hardsurface guys after trying to iron out all the little shading errors and kinks. theres still some left but getting there
http://dl.dropbox.com/u/138570/rhinobake003.PNG
Stinger88
08-19-2010, 01:09 PM
Thanks again Ren and the others that commented. I've left the head alone for now. Just wanted to get the bodywork done. Still a few tweaks needed. But I think i'm nearly finished on this one.
http://img204.imageshack.us/img204/9805/assaulttrooper06.jpg (http://img204.imageshack.us/i/assaulttrooper06.jpg/)
falling into bed now...
http://nonpublic.airborn-game.com/wip/neox/chars/Pino/pino5.png
better but still not there
nice soldier stinger, could do with some colour variation eg subtle purpleish gray for armour straps and under metal, pouches could be a more browny green than the rest etc same with the skin, more subtle variation would be cool its all a bit pink.
neox, is that the airborn dude? I like him as he is in the mod. Or is this another project? good painting anyway
Mstankow
08-19-2010, 05:21 PM
Texturing the building in this scene. I have more pics on stankowicz.blogspot.com
http://3.bp.blogspot.com/_J9AyYTWsZaY/TG3AGlm5noI/AAAAAAAAAI0/zvq-F4YkNww/s1600/8-19_WireframeBuilding.jpg
trancerobot
08-19-2010, 09:03 PM
Jeep update
I found a buttload of references from a guy restoring a later model army jeep. I'm not copying it exactly though - since the underside will be hard to see I'm taking a bit of creative license. http://www.flmvpa.org/articles/armymotors_gill.htm
http://trancerobot.com/share/willysjeep03.jpg
http://trancerobot.com/share/willysjeep04.jpg
felipefrango
08-19-2010, 09:12 PM
Did a crappy skull study with some clay that was lying around. Couldn't define the teeth on such a small scale though, it's like 1,5 inches tall.
http://felipefrango.files.wordpress.com/2010/06/skull.jpg
Mike Yevin
08-19-2010, 09:55 PM
felipefrango - Gah, I miss working with clay so much :( Maybe I'll invest in some this weekend. Nice traditional work though :)
Medestruit
08-19-2010, 10:40 PM
http://img.photobucket.com/albums/v155/Impetual/design%20stuff/blind2.jpg
neox, is that the airborn dude? I like him as he is in the mod. Or is this another project? good painting anyway
well he was the first character for Airborn, and is way weaker than all the other characters, and well he is more than 3 years old now, we keep what we liked about him and change the parts we dislike the most - i have no doubt i will change stuff in 3d and maybe one of our concepters (on airborn that is) comes with some better ideas before i start sculpting - but i was in the mood to paint, which i am usually not, so i had to paint something :D
gauss
08-20-2010, 07:03 AM
Hey good stuff Spinks, I've modeled a Chiappa Rhino too and I think your model is definitely better in a few places at least. The only thing that sticks out is that the screw on the swing-out arm is maybe a little too small/tight of a detail to read on a gamescale normal map? Could just be me though. Anyway I've spent a lot of time staring at that gun and yours definitely checks out :)
achillesian
08-20-2010, 08:25 AM
funny stepmania video, i punched a hole in my wall due to everquest :(
Spinks
08-20-2010, 08:41 AM
thanks gauss. I'll be sure to beef up the screw to make sure they read properly and not just become a grainy mess, good call. I actually have your model in my ref folder :)
MephistonX
08-20-2010, 08:52 AM
almost finished the sculpting on my judge joker character, just need to do that badge
though what do people think of the jacket pocket, im tempted to just remove it
http://i7.photobucket.com/albums/y290/mephistonx/randoms/wip15.jpg
TheDarkKnight
08-20-2010, 09:53 AM
had some more time to work on my Scar-H redid the handle as suggested, looks better now
http://img375.imageshack.us/img375/6373/45840832.jpg
PhattyEwok
08-20-2010, 10:02 AM
http://img341.imageshack.us/img341/5571/wireswip1.png (http://img341.imageshack.us/i/wireswip1.png/)
Working On Updating Folio with Hand painted work. Is the tri-count a tad to high for this type of style? Gonna Start the texturing today.:)
Concept's WoW Gilneas Building
HandSandwich
08-20-2010, 11:00 AM
Hey PhattyEwok. A lot of the minor details that would be too far from the players camera can be taken out of the geo and just painted in. A lot of the things in WoW are done this way. If you want, you can change the geo to something more like this:
http://i24.photobucket.com/albums/c44/deadxiii/Scrap/painty.jpg
and then just texture in whatever that was in the middle. That should help you reduce a lot of tris.
Saman
08-20-2010, 12:37 PM
Here is some stuff I'm working on;
http://goraaz.se/alienscientistsandbox_100820.jpg
One of the characters I'm working on on my spare time. Shots taken from sandbox2.
Thegodzero
08-20-2010, 01:09 PM
^NICE!!!
ScudzAlmighty
08-20-2010, 03:06 PM
makin some headway....
http://i20.photobucket.com/albums/b236/mrsunfish/KEDHeads.jpg
MattQ86
08-20-2010, 03:54 PM
Still making progress on that Grasshopper Manufacture tribute...
http://i485.photobucket.com/albums/rr213/Pwnan_Obrien/grasshopperprogress.jpg
Footwear is an interesting challenge to model.
http://i485.photobucket.com/albums/rr213/Pwnan_Obrien/fuckingfootwear.jpg
Ok Polycount, bring the harshest of criticisms.
SyedS
08-20-2010, 03:54 PM
@Goraaz
that looks amazing! i can totally see this in mass effect
i was just thinking if you could push the skin texture a bit further; it seems very "generic alien" skin to me. maybe you can throw in some different color along with some patterns?
Gruby11
08-20-2010, 04:10 PM
http://img823.imageshack.us/img823/1742/contraguypost.jpg (http://img823.imageshack.us/i/contraguypost.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
All crits welcome.
Ravenslayer
08-20-2010, 05:27 PM
http://www.leslievdb.com/temp/grannyshark.jpg
started working on this ol lady
2 hours in so far ^^
ScudzAlmighty
08-20-2010, 08:02 PM
i'd hit that ;)
try using some more of the planar brushes along with flatten and HPolish on the outfit parts, I think you could get a good mix of hard and soft surfaces going.
chadabees
08-20-2010, 09:22 PM
@Gorazz -- That looks awesome man. Keep it up. As someone else said, looks like it would blend right in with Mass Effect.
MRico
08-20-2010, 09:51 PM
Up till a few days ago I've been using the April UDK build, so I decided to update it to the August one...and it completely changed how the scene was being rendered, so after all my "tweaks' this is how it looks...is this working for it, or not?...I'm having a hard time deciding.
http://img.photobucket.com/albums/v486/autopsysoldier/SubwayRender_31.jpg
PhattyEwok
08-21-2010, 02:34 AM
Small WIP sorry if I'm cluttering up WAYWO but I don't want to make full blown thread till I have more to show. Not to happy with that stone texture but was able to shave 1500 tri's by making the outside molding floaters.
http://img826.imageshack.us/img826/5203/wipgilneas1.png (http://img826.imageshack.us/i/wipgilneas1.png/)
nilknarf815
08-21-2010, 02:35 AM
I needs to paint moar.
http://1.bp.blogspot.com/_9z4Z5IqYupk/TG-dPZrCeMI/AAAAAAAAAQ8/eJkOcQNdJoQ/s1600/hunch.jpg
-Frank
ohnomelon
08-21-2010, 03:01 AM
Autopsy- I think it's turning into a nice scene! It seems like you could move the lights down into the scene to take all the focus off the ceiling, which seems kind of bare to me. The AO is a little strong, especially at the base of those columns, and maybe under the seating. I'd also consider adjusting the yellow border, the bumps are so small they barely register. The pipe directly above is really dark and could be better used to break up the ceiling I think. Finally, you have a few harsh borders like the upper left that grab my eye. Hope some of that helps :O
/edit also, looking very yellow in general, i think more blue would be sick
myles- oh thanks! If I get some spare time I'd like to do more than just the MP9, CoF is looking amazing.
Wesley
08-21-2010, 07:53 AM
http://img163.imageshack.us/img163/6111/cookerwip2.jpg
http://img682.imageshack.us/img682/3731/rocketwip.jpg
Growgor
08-21-2010, 09:17 AM
Hey guys.
Needed some texturing practise, so made a hero weapon (offhand)
Programs used:
3ds Max
Photoshop
-700'ish tris
-1 x 256x256 diffuse
MRico
08-21-2010, 11:08 AM
@ ohnomelon Thanks man! Really appreciate the crits, will fix what you pointed out for next update!
Super
08-21-2010, 11:43 AM
http://i38.tinypic.com/21bozk4.jpg
seth.
08-21-2010, 12:17 PM
crossposted with the polycount colab project....sorry in advance :D
I need to work a lot on the cloth definition.
http://4.bp.blogspot.com/_QS6WO_XZe7Q/THAkNDe14cI/AAAAAAAABTA/saZxIiKvQqk/s1600/concept+3d.jpg
http://j.imagehost.org/0719/dra4.jpg
raptorex :/
BlackulaDZ
08-21-2010, 12:40 PM
look nice seth, is that in the udk?
seth.
08-21-2010, 12:58 PM
Ta much Blackula :)
yarp, july build...I haven't had an update since Feb, and we were using Nov at Uni so I have a few new and shiney things to explore.
Stoned wall , C&C are always welcome :)
http://j.imagehost.org/0725/wall.jpg
Ravenslayer
08-21-2010, 03:11 PM
nice work guys !
lol scudz, i'm going to try them out ! never really used a lot of them so it's fun to experiment with :)
http://www.leslievdb.com/temp/grannyshark.png
Froyok
08-21-2010, 04:14 PM
http://uppix.net/f/4/4/0ab150e2a3e4604399b4d810cd067tt.jpg (http://uppix.net/f/4/4/0ab150e2a3e4604399b4d810cd067.html)
First test.
My uv and my low poly need work...
Marine
08-21-2010, 04:17 PM
Oleg, you really need to put more polys in to that, the flat bits sitting flat on top of a very uneven surface looks weird
ScudzAlmighty
08-21-2010, 04:40 PM
the "hPolish" in particular can do some really nice edge-work.
-and she's lookin a little manly now
Spinks
08-21-2010, 05:27 PM
a start on the texture. gonna have to loosen up the bevels on the bolts i think
http://dl.dropbox.com/u/138570/rhinotex003.PNG
back from holidays, its time for texturing the demon dude!
hp finished, first baking test some things to fix x) (like the missing eyes -_o)
http://saroulman.free.fr/demon.jpg
http://saroulman.free.fr/baking%20test.jpg
Sukotto
08-21-2010, 05:37 PM
An Oni character I am currently texturing for a game, Kung Fu Kingdom
http://i32.photobucket.com/albums/d37/whitey5944/oni.jpg
Thanks Marine , I have added few polys and I think it does look better .
http://j.imagehost.org/0005/wall.jpg
here is also a tree stomp.
http://j.imagehost.org/0606/tree_stomp.png
Valandar
08-21-2010, 06:31 PM
a start on the texture. gonna have to loosen up the bevels on the bolts i think
http://dl.dropbox.com/u/138570/rhinotex003.PNG
Nice looking gun... but one thing confuses me a bit.
The barrel, and thus the round being fired, is on the bottom of the drum. But the hammer looks like it strikes the top bullet. How would this fire without blowing the hand off the person using it?
gauss
08-21-2010, 06:43 PM
Nice looking gun... but one thing confuses me a bit.
The barrel, and thus the round being fired, is on the bottom of the drum. But the hammer looks like it strikes the top bullet. How would this fire without blowing the hand off the person using it?
The short version: the "hammer" is not a hammer. There's some clockwork shit going on inside that gun.
http://i36.tinypic.com/29fbg5z.jpg
Spinks you're killing me, I should have had a skinned version a century ago but there you go :) and yeah looks like you should loosen up on the bolts. Also, the text should be white, unless it's the light that's doing that. Looking good so far.
Dongo
08-21-2010, 06:44 PM
An alien head I'm working on to try out sculpting in Zbrush. Anyone got any tips on giving it more character/detail, and where it needs more work?
http://img413.imageshack.us/img413/5747/alienhead.png
Sean VanGorder
08-21-2010, 06:56 PM
Orb - That is sick man. The bake came out great.
Lt. Kif Kroker
http://dl.dropbox.com/u/832936/my%20work/kif_progress.png
I always have a hard time with proportions, so any input would be great while I'm still in the blocking phase.
Lonewolf
08-21-2010, 07:11 PM
http://a.imageshack.us/img714/7933/smgtexttemp.jpg
felipefrango
08-21-2010, 09:26 PM
@Orb: I think the horns could use a few more poly, you could probably squeeze in a few more loops without adding much to the poly count.
Firebert
08-21-2010, 09:38 PM
Lonewolf.......... you just melted my existence.
fucker.
not so sure about the texture on the bottom left portion of the gun (based off image orientation since my terminology is awful)... doesn't mesh well with everything else because it gives it a rusting feel. just MPO, but looks amazing as usual man. absolutely top notch!
Also, the text should be white, unless it's the light that's doing that. Looking good so far.
gauss: i personally like the yellow tint on the branding. again, just MPO, but i think it adds character to what is otherwise a typically bland area of branding in the world of firearms which is usually all black and white. depends on how accurate you wanna punch someone in the junk for, but i wouldn't consider the yellow color to be demerit by any means.
looks awesome Spinks! keep working on that spec... you're heading in the right direction for sure.
Ninjas
08-21-2010, 10:26 PM
An Oni character I am currently texturing for a game, Kung Fu Kingdom
http://i32.photobucket.com/albums/d37/whitey5944/oni.jpg
This matches the concept well, but the render is really bad. You probably want to show this model with a viewport grab, and 80-100% self illumination.
Sukotto
08-21-2010, 10:51 PM
This matches the concept well, but the render is really bad. You probably want to show this model with a viewport grab, and 80-100% self illumination.
This is by no means the final render, just what I had set up in Maya. But I guess it would be better if you could see the texture a lot better :D The way the models will be rendered for the game will be with no lighting information. Though yeah, I probably just should have done a viewport grab but whatever. For other things in the future I will keep this in mind though
HntrLuc
08-21-2010, 10:56 PM
orb: nice work! looking forward to texures
High poly for a character i'm working on. concept from Joy Ang
going for a clean look to match the concept http://cghub.com/images/view/5964/
http://dl.dropbox.com/u/1427110/joy_ang_character.jpg
HntrLuc - Wow... beautiful concept, beautiful execution!! I really like this piece a lot, great job, can't wait to see the finished version!!! :)
started somehing new based on this concept from my friend Miro aka Soulsurvivor:)
http://img.photobucket.com/albums/v256/luparata/MechWIP.jpg
rough block for now going for the details and low rez version soon
http://img.photobucket.com/albums/v256/luparata/stage5b.jpg
:poly142:
acapulco
08-22-2010, 12:35 AM
Sweet one Lupi!
Medestruit
08-22-2010, 12:43 AM
http://img.photobucket.com/albums/v155/Impetual/design%20stuff/blindfaithfull.jpg
I think I'm pretty much calling this one done. Might tweak something here or there. Text is just filler/placeholder, hoping to have the design sold sometime soon.
Andreas
08-22-2010, 02:17 AM
The guns on the concept have more shape to them Lupi, maybe work on those? Nice otherwise.
sampson
08-22-2010, 03:27 AM
nice medestruit love the style. reminds me of stuff done by aaron turner (although he doesnt do people for the most part) http://3.bp.blogspot.com/_zpB9ZEe8p8k/S7rFjsYwHaI/AAAAAAAAAxE/ruaXdmCULYI/s1600/PLANET_isis.jpg
seforin
08-22-2010, 03:44 AM
worked on this in the sculpting thread, but im continuing along on this guy
http://seforin.com/misc/woodman2.jpg
I plan on doing a composite test with this guy, and probably will do a series of the megaman 2 robot masters in this style.
@Orb: I think the horns could use a few more poly, you could probably squeeze in a few more loops without adding much to the poly count.
well, i dont want to change the polycount of the bobo's demon no penis sdk! this the sdk rule i guess :P
@Lonewolf: great gun!
dfacto
08-22-2010, 04:54 AM
Lonewolf: Sweet job! Totally different feel to it than the original, you really put your touch on it.
The short version: the "hammer" is not a hammer.
Can't help it: http://www.youtube.com/watch?v=t7bdr6fjg-k
REKLAS
08-22-2010, 05:29 AM
Made a random wall texture for fun/practice
http://a.imageshack.us/img507/1999/concreteblocks.jpg
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