View Full Version : What Are You Working On? 2010 Edition!
mindrot
12-22-2010, 04:59 AM
That looks great Swizzle.
willy-wilson
12-22-2010, 10:16 AM
http://i159.photobucket.com/albums/t127/willy-wilson/daft_tron.png
Zwebbie
12-22-2010, 03:31 PM
Guess who!
http://www.joeyspijkers.com/misc_img/P.jpg
gibson543
12-22-2010, 03:33 PM
I don't know who but that sir is fantastic!
zOffTy
12-22-2010, 03:53 PM
Philippe le Bon :poly108:
martynball
12-22-2010, 04:07 PM
http://img547.imageshack.us/img547/4154/rockethog4.jpg
http://img502.imageshack.us/img502/3654/rockethog5.jpg
Making the Missile Launcher turret from Halo:Reach
http://www.haloreachers.com/wp-content/uploads/2010/08/halo_reach_rocket_warthog.jpg
achillesian
12-22-2010, 06:27 PM
http://i159.photobucket.com/albums/t127/willy-wilson/daft_tron.png
daft punk for life, the movie rocked my socks
XenoKratios
12-22-2010, 06:45 PM
Just a quick render :). Going to put it in UDK now!
http://i54.tinypic.com/11rakwo.png
daphz
12-22-2010, 06:57 PM
@zwebbie - nifty!
fixed some stuff, thanks for the help dudes!
http://daphzart.files.wordpress.com/2010/12/smaller_spacebeuaty.png
also brought my crab to near completion, tossed him in one of the UDK demos.
http://daphzart.files.wordpress.com/2010/12/crab_wippy_enivi.png
sampson
12-22-2010, 07:16 PM
that crab is delightfully frightening. it'd be nice with some kind of pearly spec effect
also you'd never get near-full black shadows like that irl
jimmypopali
12-22-2010, 09:24 PM
I just laughed when I saw the crab. Don't know why i felt that it was funny. Just so awesome.
You so crazy, crab.
build.
12-22-2010, 09:28 PM
Giant enemy crab!?
Attack its weak spot for massive damage!
Agree with sampson, some nice spec on that would be killer.
good looking stuff.
almighty_gir
12-22-2010, 09:39 PM
http://www.youtube.com/watch?v=8mHKHKR8x6A
had to be done...
SuPa-
12-22-2010, 10:51 PM
~ lol at you trying to convince a community full of artists that this isn't a filter.
I've been using Illustrator nearly every day for about 8 years. This looks like Live Trace, an Illustrator filter that takes a few seconds to compute from any photo.
I understand where you're both coming from, but that's not a filter. Live Trace in Illustrator makes a compeltely different effect. Don't be so ignorant before you offend someone
As some have stated, I did trace over an image. I don't see how that should matter when it still takes a huge chunk of time and effort to make it
If you're accustomed to Illustrator, you'll know that Live Trace does not create overlapping vectors (at least from what I've seen)
http://i150.photobucket.com/albums/s107/aquauzi/Screenshot2010-12-23at10846AM.png
sampson
12-23-2010, 12:49 AM
this'd look better if i was better at sculpting :(
http://dl.dropbox.com/u/2529964/3D/smallscene1_2.jpg
http://i159.photobucket.com/albums/t127/willy-wilson/daft_tron.png
Does anyone else wonder if they shared the same fate as zeus and siren girl?
huh....
http://www.coldconcept.net/podbunker.jpg
thumb worked from (http://www.coldconcept.net/podbuild.jpg)
Gonna get my bakin and texturin boots on now.
Ikuru
12-23-2010, 06:15 AM
daphz, Like the outfit of this, good job.
Hope you dont mind, but I threw together a paintover (If u want me too just tell me and Ill take it down).
In my opinion the face is a bit too saturated, and does not reflect the surrounding bouncelight enough, also expression looks a bit stiff atm.
I also gave the bg a more colorful look, just adding some gradients in photoshop, lensflare ;) and such.
http://img820.imageshack.us/img820/9781/smallerspacebeuaty.jpg
Niwon
12-23-2010, 08:27 AM
Happy holidays people :) In between Christmas preparations I managed to finish this one off.
http://www.bjornarj.com/img/christmas/santa.jpg
Wire of Santa:
http://www.bjornarj.com/img/christmas/wire1.jpg
Zwebbie
12-23-2010, 08:40 AM
Philippe le Bon :poly108:
Neat, I hadn't actually expected anyone to guess it, let alone so quickly :D .
Mr Bear
12-23-2010, 09:05 AM
this'd look better if i was better at sculpting :(
http://dl.dropbox.com/u/2529964/3D/smallscene1_2.jpg
It looks fine, you just need a good lighting set up and to work it into a scene. We often over evaluate assets on their own but forget that they go into a scene full of assets of the same quality alongside nice lighting and post FX.
Goodwork.
StefanH
12-23-2010, 09:06 AM
looks sweet zwebbie. I think you deserve more praise :)
xvampire
12-23-2010, 02:59 PM
Guess who!
http://www.joeyspijkers.com/misc_img/P.jpg
who? who cares, this is very cool diffuse map work :) :)! need ur skillz
premium
12-23-2010, 04:24 PM
http://4.bp.blogspot.com/_faKTw5SuxJk/TRPPGsg3icI/AAAAAAAAAO8/n1eZIAoXuhM/s1600/santaklauss_EN.jpg
Merry Christmas And A happy new year!!!!!!111!11!11oneo1exclamation_markneone!!1on e!1
Jackwhat
12-23-2010, 05:30 PM
you win zwebbie
http://farm6.static.flickr.com/5007/5286304893_069b208edd_b.jpg
Swizzle
12-23-2010, 10:33 PM
Blahdy blah blah
http://i.imgur.com/s9X25.jpg
XenoKratios
12-24-2010, 12:45 AM
And so it begins, sooo happy right now, finally figured all this out. Need a specular and normal map but I just wanted to see if I could get it in the game engine with some collision detection. I have a bunch more pieces modeled so I just have to place them.
I think I got the light map correct, but it was easy for a cube...
http://i56.tinypic.com/a9wlmf.png
Swizzle
12-24-2010, 01:50 AM
Did a little more work on that bust from the last page. It's based on the concept art for the ArenaNet internship that was advertised on CGHub a while ago.
http://i.imgur.com/44TFp.jpg
Acumen
12-24-2010, 02:55 AM
Finally something truly realistic from you ! I hope you make a lowpoly and textured version out of this. Your portfolio needs this - enough of this comical nonsense :D
shotgun
12-24-2010, 03:21 AM
http://shotgun-graphics.com/postage/weed.gif
Cap Hotkill
12-24-2010, 04:23 AM
Lol Shotgun :D
telmac
12-24-2010, 05:42 AM
http://grab.by/83sR
http://grab.by/83sS
Im having trouble making him look more dumb and sad. I think it has to do with the arms/shoulders. Im new to 3d, so i sorta have no idea where to go from here. I dont know how to make a normal map/if it would even be useful here. Do i just skip that and texture him?
Jackwhat
12-24-2010, 08:23 AM
A much needed study
http://farm6.static.flickr.com/5203/5288220920_9b6d47bece_b.jpg
rollin
12-24-2010, 08:51 AM
:)
http://www.maginot.eu/space/mgto/sorrys/00_cc2010.jpg
Crash
12-24-2010, 09:20 AM
Shotgun: amazing!
katana
12-24-2010, 09:56 AM
Shotgun: can you share your workflow on that one? looks great.
Baddcog
12-24-2010, 10:56 AM
@ Shotgun, what has 6 leaves? Need refs? (or should I say reefs?)
shotgun
12-24-2010, 11:42 AM
Ummmm... ZWEBBIE is responsible for the model & texture, just look 1 page back... I only made the, um, suggestive alternation.
Quick doodle:
http://i53.tinypic.com/65n4et.png
Feeling kinda meh about it, any suggestions to tighten it up?
katana
12-24-2010, 11:53 AM
Guess who!
http://www.joeyspijkers.com/misc_img/P.jpg
Guess I should have looked abit closer...so what was the workflow on this Zwebbie?
CactusFantastico
12-24-2010, 12:57 PM
Seperate it, make use of tiling textures at 256 and 512 then go in with the 0-1 UVW textures for props with specific details and all that jazz.
What do you mean by 0-1 UVW textures D:
morte
12-24-2010, 02:53 PM
a quickie
http://img194.imageshack.us/img194/683/panid.png
Swizzle
12-24-2010, 03:21 PM
What do you mean by 0-1 UVW textures D:
Tiling textures for stuff like terrain and unique textures for individual objects like windows or garbage cans.
CactusFantastico
12-24-2010, 04:05 PM
Oh I see thanks :D
Jackwhat
12-24-2010, 07:22 PM
some thumbnail sorta thangs
http://farm6.static.flickr.com/5010/5288801061_9d7d2ceb97_b.jpg
XenoKratios
12-24-2010, 07:34 PM
Merry Christmas :), made this in max for the occasion.
http://i55.tinypic.com/ibaw51.png
daphz
12-24-2010, 08:15 PM
..gonna get crackin on this again
http://daphzart.files.wordpress.com/2010/12/plagebearerwippydip.png
XenoKratios
12-24-2010, 09:41 PM
That character looks wicked good daphz! Love the mask.
Racer445
12-25-2010, 12:48 AM
almost entirely redid this texture. displayed using the 3 point shader.
http://dl.dropbox.com/u/1725586/garand/new/good1.jpg
Kitteh
12-25-2010, 01:21 AM
now THAT's a nice M1. A few crits: the seam at the back of the receiver looks pretty visible, both texture and normal-wise. Also some of the scrapes around the sights and stuff seem a tad too uniform. The wood looks really rough too; I think the chippy roughness is a bit too strong in the normal. Also I'm not feeling that dirt on the stock near the butt. It kinda looks like some paint got sprayed on it.
aNarchy
12-25-2010, 02:09 AM
http://img89.imageshack.us/img89/7962/normaltextsky0.jpg
pic is with skylight off. looking better than the render with it on tbh :)
more pics coming soon when i have made diff versions with glass materials / diff materials, and then put all the different 'pokeballs' on a shelf then render :)
thoughts?
finally starting to get hang of materials and rendering. and you know you are progressing when you look at renders taken 1mth ago and you go 'wtf is that shit'
Awesome character Daphz! Feels really surreal, which I love, love love:D
Spent a bit more time on this, liking it a lot better:
http://i51.tinypic.com/1ze8rhw.png
Crits/Suggestions?
I'm having a problem where some of the polygons are oriented in such a fasion that they're hard to sculpt and give a sort of saw tooth pattern on my mesh, instead of having it be real smooth and stuff. Could anyone help me in understanding why that happens and how I can fix/avoid it? I highlighted a couple example areas in red.
chien
12-25-2010, 07:23 AM
hello everyone - i am new to this forum, I think I post something here for feedback, i'm new and learning, below is a image of a old record player I modelled, sorri for my bad english
http://i596.photobucket.com/albums/tt45/chienyihtham/cg%20art/3quarterview02.jpg
http://rensedeboer.com/2011/mossberg4642shaderblend.jpg
Kitteh
12-25-2010, 08:53 AM
Lovely texture work, though the lever is too thin (widthwise)
Acumen
12-25-2010, 09:07 AM
I love the surface work, but there's some sort of cloudy pattern going through the entire model. At least very prominent on the metal parts, maybe tone that down a bit and make the surface more straight/clean/readable ?
Looks great, anyways :)
Zwebbie
12-25-2010, 09:39 AM
Shotgun: you've just got no appreciation for medieval people.
Guess I should have looked abit closer...so what was the workflow on this Zwebbie?
Nothing special at all, I'm afraid to say. I baked an AO map, then overlayed a skin colour-ish layer on Linear Burn*, then merged to have one skin layer. Then a same process, with a Multiply overlay to create layers for gold, clothing and fur. After I painted in some basic shapes, I made a Colour layer for the skin, making the lips pink, the cheeks, nose and ears a bit reddish, and a hint of blue/green around the eyes, and merged that. I only use texture paint in 3D to lay out some guides, for the cloth, but it's all Photoshop otherwise. Wouldn't know what else to say, it's all extremely basic, I think.
Oh, and if there's one thing I always find immensely helpful, it's changing the model and UVs during texturing. It's hard to get a likeness in just a couple of polygons, so going back and adjusting when you've got a basic texture is a necessity.
*I think it's Linear Burn, I use a Dutch version of Photoshop, so the names can be confusing sometimes.
Cap Hotkill
12-25-2010, 11:34 AM
almost entirely redid this texture. displayed using the 3 point shader.
http://dl.dropbox.com/u/1725586/garand/new/good1.jpg
Nice work Racer, though I don't think the wood looks good with that normal map or diffuse. It looks like if it was made out of a raw root. the normal map probably has too much small noise applied to it, the wood in that kind of rifles are often polished and oiled, so they are smooth when you touch them, they don't have pores like that.
And make the metal borders more soft, right now it looks like if it had the paint peeled, while most guns are not painted, so the effect should be more like a polish that makes the Darkening wear out a bit and exposes the white metal under it in the zones were there's more contact with hands and surfaces.
Mike Yevin
12-25-2010, 12:44 PM
I'm having a problem where some of the polygons are oriented in such a fasion that they're hard to sculpt and give a sort of saw tooth pattern on my mesh, instead of having it be real smooth and stuff. Could anyone help me in understanding why that happens and how I can fix/avoid it? I highlighted a couple example areas in red.
without being able to see exactly what is going on with your mesh, i would bet that it is your topology that is working against your sculpting. a quick fix would be to retopo the high poly mesh you have now (working from a lower sub-d level) then reproject the details onto the new topology, which would get rid of the "saw tooth" effect you are seeing.
just a guess though, and regarding the retopo, i am not sure how to go about this in mudbox because i am a zbrush user. im sure someone will chime in though with a mini tut or something. good luck
kaptainkernals
12-25-2010, 12:52 PM
I half disagree and half agree with Cap Hotkill, they were polished, but with wear the wood would receive pits in it's natural grain after a while. But 1 thing I would maybe say is that the pitting in the wood is a bit too large.
Pitting is present in the following image, but not to such an extreme. (The 357 Magnum logo is from the forum)
http://www.357magnum.dk/indhold/galleri/M1_Garand_2.jpg
without being able to see exactly what is going on with your mesh, i would bet that it is your topology that is working against your sculpting. a quick fix would be to retopo the high poly mesh you have now (working from a lower sub-d level) then reproject the details onto the new topology, which would get rid of the "saw tooth" effect you are seeing.
just a guess though, and regarding the retopo, i am not sure how to go about this in mudbox because i am a zbrush user. im sure someone will chime in though with a mini tut or something. good luck
Thanks:) Yep, it was the topology. Learned a good lesson here, never just take the topology for granted. Will keep an eye on it from now on!:D
Cap Hotkill
12-25-2010, 01:14 PM
I agree with you kaptainkernals, but in a game model Such a small grain will not be noticeable in a normal map, the only problem he has is that the normal map is showing it and it makes the wood look like made out of a rustic piece of wood. like a wood plank from a floor that doesn't need to be smooth at touch. Maybe i expressed my self wrong, I dint meant that the wood dint had to have some wood grain on it, but that it was too big like you said.
Racer445
12-25-2010, 01:32 PM
I have a ref around here somewhere that has wood with larger grain just like on my texture, but then again I've also seen M1 refs with laminate frames! Anyway it's not so pitted, and I've fixed this with just some selected pits that end up looking more like dents or the coating wearing away than anything. I've also softened up the wear which should help the spec do its job, and with a color tweak I think the metal looks considerably more awesome. This just goes to show what an extra hour can do.
I can't even describe how cool this looks in motion. I'll certainly need to add a video of this when I put together my portfolio.
http://dl.dropbox.com/u/1725586/garand/new/m8.jpg
Cap Hotkill
12-25-2010, 01:37 PM
Much better Racer! cant wait to see a video of it ;)
kaptainkernals
12-25-2010, 02:24 PM
Agreed much better, and yeah Hotkill, I know what you meant, I wasn't speaking about the grain on the rifle, was talking purely about the pitting on it. - or the Pores as you referred to them in your previous post.
Also really keen to see a vid of it.
Lazerus Reborn
12-25-2010, 02:42 PM
Havnt touched anything 3d in about 2 month's so just breaking back into bash meshing. I started adding a few new poly lines to start on the clothes and still have'nt done anything to the face. 822 polies so far'
http://i280.photobucket.com/albums/kk200/conralan/render5-6.jpg
Going for something neko methinks, bored of the usual so why not?
Hawt Koffee
12-25-2010, 03:13 PM
http://img163.imageshack.us/img163/9969/coalition.png
Is this a character from cortex command?
XenoKratios
12-25-2010, 04:58 PM
Working on a sci-fi phone, need more inspiration lol, I just blocked out the high poly right now, looking through some pictures and stuff to see what more I could add..
http://i52.tinypic.com/2re0bc1.jpg
Slaught
12-25-2010, 05:10 PM
Not to sound rude but two boxes don´t seem very "sci-fi" to me.
Mike Yevin
12-25-2010, 08:12 PM
Thanks:) Yep, it was the topology. Learned a good lesson here, never just take the topology for granted. Will keep an eye on it from now on!:D
yeah it took me a while to understand that it's way easier to just retopologize, than to try and work against the original topology of a sculpt.
i've noticed that most people will start from a generic shape or base mesh, then sculpt until they start seeing what you described as "saw tooth" looking geometry, then retopo, and continue working with the new topology. just a suggestion for workflow, but you could also just as easily start out with a more proper topolgy (from 3ds max or equivalent), and cut out the retopology step later on. good luck with future work, and with the creature :thumbup:
XenoKratios
12-25-2010, 08:21 PM
Not to sound rude but two boxes don´t seem very "sci-fi" to me.
Not rude at all, I'm just trying to box something out, all that christmas food really drained my mana, It'll get better I hope :poly122:
Hawt Koffee
12-25-2010, 09:57 PM
Is this a character from cortex command?
quite possibly
keres
12-25-2010, 10:12 PM
Not rude at all, I'm just trying to box something out, all that christmas food really drained my mana, It'll get better I hope :poly122:
I'm thinking the back part of the phone is a little thick. Most new technology seems to go for compact/sleek/thin designs.
Racer445
12-25-2010, 10:34 PM
I don't want to spam up this thread, but I changed the wood on this to a smaller grain. I'm not sure how I like it.
http://dl.dropbox.com/u/1725586/garand/new/igotwood.jpg
keres
12-25-2010, 10:48 PM
You are not spamming it up :D some of us are maybe fans of your work. The modifications look great. I'm not really one to give criticism on good work, unless I'm the first to point out something obvious ;) However, the knife looks a little strange in above pictures. Would you mind doing a close up render of it?
timwiese
12-26-2010, 01:06 AM
I don't want to spam up this thread, but I changed the wood on this to a smaller grain. I'm not sure how I like it.
I really like the wood how it was on the post before this, the current one seems too saturated.
I'm loving this gun!
Thanks Kitteh, Acumen,
I made a note of them, see if i can polish those out one of these days :)
Been messing around with this one, combined both xoliul with a bit of 3pointshading in photoshop
The posing and lighting is still weak, will try some variations to get that right
http://rensedeboer.com/2011/halogruntshaders.jpg
Tea Monster
12-26-2010, 10:03 AM
@ Racer445 - I'm kind of new here, so I can't pretend to speak for the forum, but personally, good work is always welcome here.
@ Rens - like the grunt, you can tell he has attitude.
itismario
12-26-2010, 10:46 AM
racer and rens holy smokes, those metal textures are so hot
texture flats soon! =)
maxivz
12-26-2010, 03:02 PM
Holy cow racer! That garand is awsome! really great looking texture and model. Wish i could make metal like that
When are you going to upload your portfolio again? already waiting for "something good" :P
SuPa-
12-26-2010, 03:06 PM
The TF2 1850 Edition thread is kind of... slow and I want to get some crits before I move on to the UVs, so I figured I'd post this here
1850s Medic. I still need to add in some accessories to break up the symmetry
http://i150.photobucket.com/albums/s107/aquauzi/1850MedicSS7.jpg
Acumen
12-26-2010, 03:16 PM
Splish Splash :)
This lowpoly stuff is sooo much fun.
http://www.acumen-design.de/projects/show/splish_splash_wip2.jpg
premium
12-26-2010, 03:42 PM
NERDY TOWN!!!
http://4.bp.blogspot.com/_faKTw5SuxJk/TRfDV5kMneI/AAAAAAAAAPI/N7EeHYGaByY/s320/ace+copy.jpg
^ me :]
http://2.bp.blogspot.com/_faKTw5SuxJk/TRfDXC771jI/AAAAAAAAAPM/JoWQMQK-zMM/s320/karlis.jpg
http://3.bp.blogspot.com/_faKTw5SuxJk/TRfDZPxRHLI/AAAAAAAAAPQ/bf7L31X8O5Q/s320/martins+copy.jpg
http://1.bp.blogspot.com/_faKTw5SuxJk/TRfDNqoL1mI/AAAAAAAAAPE/-XNkN_REHRM/s320/ritvars.jpg
Skamberin
12-26-2010, 04:02 PM
Racer: Thats damn hot, smaller grain looks better but it all seems a bit too blue.. that might be my monitor though or your scenes light, still damn hot.
Rens: Thats awesome, better pose/light should help immensly, as would a fuel rod cannon :D
Skillmister
12-26-2010, 05:07 PM
premium - love them !
gauss
12-26-2010, 06:54 PM
Racer: mine is a major parts matching SA M1 with a serial number dating it to 1945, and aside from the really hardcore detailing (cartouches on the stock, proof marks like 'circle P' and the like) I don't know what else you can do.
I think you've done a great job presenting a wartime example. Best compliment I can give, bravo to the attention to detail as always. I think the most recent version with the reduced wood grain looks best.
XenoKratios
12-26-2010, 09:15 PM
@Acumen, Cute scene :).
I took you advice keres and made the phone slimmer, but I do want it to have some body thickness to portray that it has mass technology in it. I also want to add some type of holographic display projecting from the top, thats what the flip part will made of.
Here's a small update, I added some buttons, some on the top, some on the base. I also added a base screen, battery shield, and made the sides more smooth. I just noticed that the bottom part still has very sharp edge, so I will smooth that and add more stuff on my next update!
http://i55.tinypic.com/2lm8bdj.jpg
keres
12-26-2010, 09:55 PM
Today I slopped together some ultra low-resolution crates :D
http://keres.satgnu.net/gallery/crate02_preview.jpg
This collection took about twenty or so minutes to make. Eh?
Mind Traveler
12-26-2010, 10:35 PM
Some Progression on this Mudbox Warrior challenge over at CGHUB. Cheers. -ABT
http://3.bp.blogspot.com/_ryTl4m9nB-I/TRgb6qlu_DI/AAAAAAAAADw/Q5amaEXHA2Y/s1600/KZ_Wip9.jpg
SuPa-
12-26-2010, 11:46 PM
Not meaning to spam
I think I'm done with the modeling portion?
http://i150.photobucket.com/albums/s107/aquauzi/1850MedicSS8.jpg
Mind Traveler, that's looking really sweet!
XenoKratios
12-27-2010, 12:00 AM
@Mind Traveler, that looks like an awesome character! His deltoids seem weird, but who knows, he is a crazy alien character after all.
Medestruit
12-27-2010, 01:10 AM
http://img.photobucket.com/albums/v155/Impetual/design%20stuff/parlowip.jpg
Little somethin' somethin' I'm whipping up. Kinda hard to tell what's going on since I've basically just blocked in shapes, but yeah. I'll cut out the detail for color when I get done with the basic stuff.
Free_Fall
12-27-2010, 04:01 AM
Gave a character sketch of a classmate a try :P I'm pretty new to character modeling btw so sorry for bad topology at some places, trying to keep it as clean as possible.
http://d.imagehost.org/0984/character.jpg
StevenEgan
12-27-2010, 05:04 AM
Mind Traveler, that's awesome!
StefanH
12-27-2010, 05:16 AM
@racer
too much contrast. I liked the old renders better. I bet it looks good in motion though.
Spent a whole day figuring out mental ray and HDRI renders ... only to realize that after all, Mudbox just gives a more satisfying look with a mere realtime screengrab :D
Therefore, alien doodle head! hehe
http://img.photobucket.com/albums/v242/pior_ubb/headlump_alien_004_small.jpg
Racer, Pior, Mind Traveler, SuPa:
Nice work, really like that stuff
Rens:
I really like the sculpt you posted and the textures for the hard surface parts but like mightyPea and AlecMoody mentioned in your thread its your texture on the organic parts that doesnt really fit. Its too noisy (and a bit blurry perhaps?) That aside its looking nice!
Medestruit:
How exactly are you doing those shapes? are that vectors?
Anyway
Started detailing the helmet and blocked out another backpack here
(that head/face is a placeholder and my first atempt at a head so if anybody sees anything that doesnt look right
( alot of stuff atm I gues Oo) feel free to mention it :\
http://i193.photobucket.com/albums/z106/SoullanceHAL/helmet.jpg
http://i193.photobucket.com/albums/z106/SoullanceHAL/helmetback2.jpg
PixelGoat
12-27-2010, 08:31 AM
9500tris, total texture usage 2x 1024 @ 512px/3m
http://cdn.eat3d.com/files/imagecache/forum/wip11_0.jpg
StefanH
12-27-2010, 11:11 AM
@pior
I spent months figuring out mental ray only to switch to vray for the better lookz.
try vray! :)
ScoobyDoofus
12-27-2010, 11:23 AM
Spent a whole day figuring out mental ray and HDRI renders ... only to realize that after all, Mudbox just gives a more satisfying look with a mere realtime screengrab :D
Therefore, alien doodle head! hehe
I say you post the MR shots anyway, for comparison. Let us all see WHYYYYY the Mudbox render is better, as all 3 of those look real-time (Lack of AA).
Neato head tho! I'm getting a Carlos Huente vibe for some reason (I think the mouth reminds me of Pans Labyrinth stuff)
Jackwhat
12-27-2010, 11:28 AM
study study study
http://farm6.static.flickr.com/5121/5297537044_235dced258_b.jpg
keres
12-27-2010, 11:35 AM
PixelGoat: that is amazing. Rendered in UDK or something?
Jackwhat: Nice! I wish I could draw landscapes. I like the mix of colors, it adds plenty of large scale variation to the scene.
Andreas
12-27-2010, 12:57 PM
http://rensedeboer.com/2011/halogruntshaders.jpg
Will someone just get rens a job at Bungie/whatever MS studio is remaking Halo: CE before he explodes please :)
PixelGoat
12-27-2010, 12:57 PM
@keres Actually it is rendered in our own new BitSquid Engine (http://www.bitsquid.se/) :) Ill take the engine being misstaken for UDK as a compliment ;)
Medestruit
12-27-2010, 01:26 PM
Medestruit:
How exactly are you doing those shapes? are that vectors?
Nah, they're just hand drawn. I'm working in Manga Studio, and drawing everything by hand, blocking out my shapes then cutting out the lit areas(since there will be a lot of stuff in the dark due to it being lit by the moon, it's easier to cut out the detail than to draw it in). At the scale I'm working at, they're essentially vectors, though. It's at 1200DPI.
Nah, they're just hand drawn. I'm working in Manga Studio, and drawing everything by hand, blocking out my shapes then cutting out the lit areas(since there will be a lot of stuff in the dark due to it being lit by the moon, it's easier to cut out the detail than to draw it in). At the scale I'm working at, they're essentially vectors, though. It's at 1200DPI.
Ah now I see! thanks for the insight :)
Scoob : Yeah I can live with a lack of AA - a very tiny drawback. Realtime results in a 3d painting program are 100x more productive than having to wait for a render and reload edited textures, I think.
Stefan : Ive been trying Vray too. I can do nice architectural materials just fine in Vray and MR, but when it comes to fleshy stuff I couldnt get the results I was after.
I would love to get that kind of look :
http://www.mikeanash.com/p/gallery.html
But as usual, the guy basically just says : "Oh yeah no big deal, its just an image based lighting" hehe. Theres much more to it than that, but so far I kinda gave up trying to figure it out! If someone knows how to achieve that great waxy material he has with soft shading, I'd love to hear about it!
Hawt Koffee
12-27-2010, 06:33 PM
http://img829.imageshack.us/img829/9969/coalition.png
Much progress on the coalition soldier
Hawt Koffee
12-27-2010, 07:55 PM
http://img257.imageshack.us/img257/8373/coalitionq.png
Quick update
completely finished now
Pedro Amorim
12-27-2010, 09:17 PM
just wanted to say that as the year draws to an end.. this thread delivered much win.
and with that in mind i hope that 2011 will be the same in terms of awesome (if not more :=) :D
XenoKratios
12-27-2010, 09:21 PM
just wanted to say that as the year draws to an end.. this thread delivered much win.
and with that in mind i hope that 2011 will be the same in terms of awesome (if not more :=) :D
+1 sir, +1
VanDeMouvre
12-27-2010, 09:32 PM
Hi all, my modelling tool has hit release. Now working on tutorial videos, doco, etc.
I've decided to make it shareware, where it's free to try out for up to 30 days.
http://www.modelsmith3d.com/media/images/shots/FemaleBody/FemaleBody_Side_20101205.jpg
http://www.modelsmith3d.com/media/images/shots/FemaleBody/FemaleBody_UVWUnwrap_20101205.jpg
Also working on a game as proof-of-concept. At this point, I'm thinking I'll give the source + data away for free sampling. Not sure yet.
http://www.modelsmith3d.com/media/images/shots/Hunter/Hunter_20101224_Unwrapping.jpg
Making videos of progress as I go along. Feel free to check out my site, www.modelsmith3d.com for more details.
It's been a long eight years, but it's starting to look pretty cool. Everyone I've wrangled to give it a good try has been positive.
just wanted to say that as the year draws to an end.. this thread delivered much win.
and with that in mind i hope that 2011 will be the same in terms of awesome (if not more :=) :D
Here here!!!
A good year of sweet sweet loving for my eyes in here!
Andreas -- lol!!! I second that motion :D
SuPa-
12-28-2010, 12:14 AM
I believe I'm about done texturing the face
Diffuse only
http://i150.photobucket.com/albums/s107/aquauzi/1850MedicSS9.jpg
I'll probably add some subtle shading to the beard/mustache though
Micah
12-28-2010, 01:27 AM
http://img192.imageshack.us/img192/3373/20485686.png
XenoKratios
12-28-2010, 02:06 AM
Weird shadows under the buttons! No time for another render! MANA RUNNING LOW!
http://i52.tinypic.com/34javeo.jpg
Acumen
12-28-2010, 02:18 AM
I'm not too sure whether the buttons actual order are that practical ? The way the display pops up, these would be placed in a weird up,down,up,down order. I'd say they should be rotated 90° ? Also I think you could make the edges not razorsharp :)
XenoKratios
12-28-2010, 02:30 AM
Thanks for the suggestions acumen, they will be suitably noted! I know what you mean about the buttons eh, gonna flip em and make the edges more smoother, I thought it would be enough but you're right, they're still toooo sharp.
StefanH
12-28-2010, 02:31 AM
@pior
heh, actually this guy is one of my references for rendering too :) thats funny :)
I got sth I kinda like working in vray. I can pm you if you are interested. I dont want to make it public yet since its all wip.
XenoKratios
12-28-2010, 03:39 AM
What do you think Acumen? I drank some mango milk and worked on it a bit, sorry if it's too dark :(. Seems like the keys are floating, will fix that next time cause it's time for bed.
http://i54.tinypic.com/2nrdbfd.jpg
Acumen
12-28-2010, 04:11 AM
Edges are better, most definitely, but the buttons are too big, imo. Not very elegant and I think we'll still have the normal keyboard on future devices, don't you think so too ?
Also shouldn't the display stuff actually go inward and not be on top of the device ?
Maybe just check some similar devices from tech expos and see how they do stuff.
catstyle
12-28-2010, 07:18 AM
racer great job on that rifle, looks sick
practising some female anatomy here, which I might end up turning into a full character one day
suggestions welcome
http://i155.photobucket.com/albums/s295/Dryn87/changes.jpg
Cap Hotkill
12-28-2010, 07:30 AM
The shapes looks great! but my only complain is that she looks a bit anorexic, or that she has the body of a thin 12 years old girl, it looks like she has not developed the natural curves that a woman gets when she grows up totally.
catstyle
12-28-2010, 08:23 AM
thanks! she is actually meant to look slim and quite young. her theme/story will be something set in the underworld
xvampire
12-28-2010, 09:16 AM
http://i3.photobucket.com/albums/y90/arriev/rhino_rendertest.jpg
stuff that ( hopefully ) will be test a facial mocap with my model here
PixelGoat
12-28-2010, 10:41 AM
Testing out some camera angles:
http://www.youtube.com/watch?v=7Rf1oN8sd0U
mistersneak
12-28-2010, 12:03 PM
Working on my portfolio for the first time in like 3 years since I'm recently out of a job. Here are shots from my most recent projects.
I've been lacking qualified critique, so a friend referred me to Polycount. I can already tell the community here is cool, I should be spending a lot of time here.
Sci-fi room. Going for something other than the standard blue and white clean-room we're seeing a lot of these days.
http://aokcreations.com/wp-content/uploads/2010/12/13.jpg
http://aokcreations.com/wp-content/uploads/2010/12/13b.jpg
http://www.youtube.com/watch?v=P9vA9qOo77Y
Beast man. Going for a lithe looking character. I've only done a few other Mudbox sculpts, so I'm looking to learn.
http://aokcreations.com/wp-content/uploads/2010/12/CuerpeleanSculpt1.jpg
XenoKratios
12-28-2010, 12:26 PM
PixelGoat that looks wicked dude! Engine looks very promising!
I on the other hand trying some studio lighting tests, trying to get a feel of like a product placement rig for the phone I'm working on. Doesn't look half bad, very fast render too!
http://i53.tinypic.com/mrb43.jpg
SuPa-
12-28-2010, 02:07 PM
Base colors + AO
Just a little more work to do
http://i150.photobucket.com/albums/s107/aquauzi/1850MedicSS10.jpg
Thanks for the reactions on the grunt guys,
HAL, I tried some variations in skin, and also simplified it ect, but i'm not yet pleased. It also got worse with less detail, so it is hard to find a good balance.. to work!
Hahahaha Andreas! you made my days :D
Were it so easy.
Mezz, thanks! ;)
Made an easy photo, ends up that more then half the details are lost.
A few more weeks and it should be about done.
The cloudy bits on the left/right, still need a few layers, so it will be darker ect.
http://rensedeboer.com/2011/connected2011.jpg
woogity
12-28-2010, 02:31 PM
catstyle: really nice forms man, strange to see such well developed forms in a character so thin, read what you are going for interesting. i still think she could benefit from having a little more meat on her arms at least.
-woog
Sukotto
12-28-2010, 03:09 PM
@SuPa - coming along nicely but I think his forehead is too high. Most of the TF2 characters actually have their eyes above the halfway point of their heads, so you could either move his eyes up or pull the top of his head down
Great composition Rens!!!
keres
12-28-2010, 03:24 PM
PixelGoat: The skybox is a bit bright compared to the rest of the scene. It demonstrates good HDR and blooming quite well, but I suggest throwing an evening skybox on there to demonstrate darker scenes. It still looks great! :D
SuPa-
12-28-2010, 03:32 PM
Sukotto, thanks!
Does this look better?
http://i150.photobucket.com/albums/s107/aquauzi/1850MedicSS12.jpg
crazyfool
12-28-2010, 05:24 PM
Been working on a female as my folio needs one :) so much harder than bearded fellas haha, I put a bit of polypaint on her to give me a better idea of the forms, wanna fix up the corners of her mouth and then start working into her. Thinking of doing some crazy armour and maybe medium to short hair?
http://tomparkersartdump.files.wordpress.com/2010/12/female_sculpt_002.jpg
and a bit of fun on the side :)
http://tomparkersartdump.files.wordpress.com/2010/12/grim_fandango_001.jpg
mistersneak
12-28-2010, 05:30 PM
I love that you're working on Manny, crazyfool. I've often wondered how I'd up-rez Grim Fandango. The route you picked has the potential to lose out on some of that "dia de los muertos" inspired charm, as it's quite a unique art style, but going straight realism with it is always popular! Excited to see it finished.
ScudzAlmighty
12-28-2010, 06:18 PM
Catstyle and Crazyfool, some nice ladies there :)
In my ongoing attempts to actually finish soemthing outside a contest I'm bringing this guy back again. I don't know if he's the longest running wip on the internetz but I bet he's pretty close Started (http://s20.photobucket.com/albums/b236/mrsunfish/?action=view¤t=Prince_nsc_001.jpg) back in '08 and gone through a few revisions, and even a few forums to get here:
http://i20.photobucket.com/albums/b236/mrsunfish/Prince_004.jpg
http://i20.photobucket.com/albums/b236/mrsunfish/Prince_001.jpg
Cap Hotkill
12-28-2010, 06:22 PM
and a bit of fun on the side :)
http://tomparkersartdump.files.wordpress.com/2010/12/grim_fandango_001.jpg
God! i love it! i started a low poly copy of him, but you went over the top!, please finish him! :D
Ravenslayer
12-28-2010, 07:49 PM
awesome sauce all around but this page is in need of more boobs ("photostudy")
http://leslievdb.com/temp/pcpaint.png
must...wash..eyes...with..gasoline.
katana
12-28-2010, 08:32 PM
That painting rocks.
Hawt Koffee
12-28-2010, 09:02 PM
http://img704.imageshack.us/img704/9969/coalition.png
More on that cortex command player model
Sukotto
12-28-2010, 09:26 PM
Sukotto, thanks!
Does this look better?
http://i150.photobucket.com/albums/s107/aquauzi/1850MedicSS12.jpg
Much better. But his eyes are way too far apart, they should be about one eye apart
Can we see a profile of his head? I remember Swizzle posting something about TF2 head silhouettes in the TF2 1800s thread:
Their noses tend to line up with their foreheads.
Their jawlines, at least in profile, seem quite square (but their chins are all different).
Their brow ridges are pronounced.
They tend to have underbites or pronounced lower lips.
Bishop
12-28-2010, 10:04 PM
I'd hit that.
Just don't let it use its mouth.
SuPa-
12-28-2010, 10:40 PM
Just need to make some normals for the clothes and then I think I'm all set
http://i150.photobucket.com/albums/s107/aquauzi/1850MedicSS13.jpg
Also, I raised the eyes
Don Karnage
12-28-2010, 11:26 PM
Sukotto, thanks!
Does this look better?
http://i150.photobucket.com/albums/s107/aquauzi/1850MedicSS12.jpg
http://images3.wikia.nocookie.net/__cb20100528005909/reddeadredemption/images/thumb/f/fe/DERP-megaman.jpg/304px-DERP-megaman.jpg
First thing that sprang to mind when I saw those eyes :D
SuPa-
12-28-2010, 11:36 PM
Haha yeah he is a little wall-eyed. Fixed it :poly136: (the eyes are just place holders anyway)
sick stuff guys o_O
http://dl.dropbox.com/u/9033730/web/testtex.jpg
Swizzle
12-29-2010, 12:02 AM
SuPa-, what's going on with his chin? Where is it? It kinda looks like you broke James Cameron's face.
Be more daring. TF2 characters lead with their chins and noses. The angle of the chin usually matches or mirrors the angle of the forehead and nose. The nose itself usually follows the same angle as the forehead. Lower lips are prominent and chins are large. The lower lip is farther forward than the brow ridge when the character is looking straight ahead. Eyes are above the center of the head to further exaggerate the size of the nose, mouth and chin. Shapes repeat constantly; the forehead looks like the nose, the nose looks like the chin.
http://i.imgur.com/gZKHk.jpg
Suggestion for possible improvement:
http://i.imgur.com/kV6fL.jpg
And an animation to explain things:
http://i.imgur.com/CACPr.gif
Awesome critique there Swizzle :)
SuPa-
12-29-2010, 12:31 AM
Yeah thanks a lot Swizzle! Looking better?
I'll try to add some hair as well
http://i150.photobucket.com/albums/s107/aquauzi/TF21850MedicHead2.jpg
seforin
12-29-2010, 01:49 AM
http://seforin.com/misc/teplin_screenshot_10.jpeg
Spiral energy...
Cap Hotkill
12-29-2010, 02:54 AM
SuPa-, what's going on with his chin? Where is it? It kinda looks like you broke James Cameron's face.
Swizzle, that's going to my Signature XD
http://floatvoid.com/lgn/mockup/boss01.jpg
insert giant squid monster on right.
(actually I made him, but he sucks, so you can use your imagination for now).
catstyle
12-29-2010, 08:12 AM
haha that's amazing slum!
raiskul
12-29-2010, 08:42 AM
@seforin - is that a gurran lagann tribute i see?
Sectaurs
12-29-2010, 08:51 AM
slum - love it
Bryan Cavett
12-29-2010, 09:14 AM
That's awesome Slum
StefanH
12-29-2010, 10:16 AM
great post swizzle. You really know your tf2 stuff :)
keres
12-29-2010, 10:24 AM
Quick cartoony large pipe ending meant to jut out from a brick wall or something
http://i55.tinypic.com/34g1s3p.jpg
praetus
12-29-2010, 11:01 AM
@Seforin Believe in the me who believes in you, that is pretty awesome.
catstyle
12-29-2010, 11:44 AM
bulked her up a bit and pushed for some more womanly curves! she definitely did look a bit too child like before
i've attached the concept i did for her aswell so you can see roughly what I'm aiming for
http://i155.photobucket.com/albums/s295/Dryn87/rarrrarwra.jpg
i imagine her anatomy will change slightly and develop more to fit the overall design as clothes and gear get added on, but let me know if you have some more crits for her so far!
not really sure what the thing is on her eye yet.. a scar or a tatoo, who knows :P
Skillmister
12-29-2010, 12:01 PM
Mint concept
Dunno
http://i193.photobucket.com/albums/z106/SoullanceHAL/headfull.jpg
PogoP
12-29-2010, 12:51 PM
Catstyle that concept is amazing! Did you do much 2d concepting work at Staffs or is that only really afterwards, since you've been working? Keep it man!
disanski
12-29-2010, 01:16 PM
Man, catsyle this is fantastic :)
Love the concept and the sculpt. The face is gorgeous!! Come on show us more :)
Cap Hotkill
12-29-2010, 01:45 PM
Dunno
http://i193.photobucket.com/albums/z106/SoullanceHAL/headfull.jpg
HAL, that looks a bit like Billy Corgan :P
Question is, is that bad for my female head model or bad for mr corgan :D
Cap Hotkill
12-29-2010, 01:50 PM
I guess he looks more like Mr Corgan than any female I could think of :P
Just finish him off, you are already half way xD
dejawolf
12-29-2010, 02:12 PM
drew this.
http://www.dejawolf.com/vikhall.jpg
heh, thanks dudes. i'm making a little mockup of a game. pixel art is fun :)
catstyle: that concept and model are so great, especially the face. Reminds me a bit of the girl from Mirror's Edge.
dejawolf: I love the mod and lighting. It looks like a frame from an intro for an oldschool 90's PC rpg, so I approve!
telmac
12-29-2010, 02:34 PM
http://grab.by/87mv
I think my understanding of value is getting better, though i keep hiding behind high contrasted strokes, and i dont know how to get out...
By the way, the village is supposed to be on fire.
daphz
12-29-2010, 02:38 PM
*attached image cuz of crappy upload*
gonna start a thread for this soon...
woogity
12-29-2010, 02:41 PM
zombie lemur...far out man!...
Ravenslayer
12-29-2010, 03:37 PM
great work slum love the pixelated look and color choices
catstyle: now that i see the concept next to the sculpt i like the proportions better, can't wait to see those clothes on her (not that i don't appreciate female nudity :p)
dejawolf: i like the composition and colors, personally i would have gonna a little brighter with the highlights on the character in the front to make the contrast pop
something new i'm working on
http://leslievdb.com/temp/miniupdate1.png
an aggressive napkin
12-29-2010, 05:37 PM
Nice detail Ravenslayer!
http://img411.imageshack.us/img411/9834/highpoly.jpg
Cap Hotkill
12-29-2010, 05:44 PM
Are you following proportions correctly? it looks like some parts are too big and some others too small. what are you using as a concept/blueprint?
EarthQuake
12-29-2010, 06:00 PM
bulked her up a bit and pushed for some more womanly curves! she definitely did look a bit too child like before
i've attached the concept i did for her aswell so you can see roughly what I'm aiming for
http://i155.photobucket.com/albums/s295/Dryn87/rarrrarwra.jpg
i imagine her anatomy will change slightly and develop more to fit the overall design as clothes and gear get added on, but let me know if you have some more crits for her so far!
not really sure what the thing is on her eye yet.. a scar or a tatoo, who knows :P
Try not to pay toooo much attention to the "too skinny" stuff, you've got a very clean, concise and confident style going on here so it works very well.
Very obviously stylized skinny, not Auschwitz skinny.
Hawt Koffee
12-29-2010, 06:33 PM
http://img441.imageshack.us/img441/5166/coalitiontexed.png
texture needs a bit of cleaning up but it's working so far
it's about time I got a new avatar
*rhyme unintentional
an aggressive napkin
12-29-2010, 06:40 PM
Are you following proportions correctly? it looks like some parts are too big and some others too small. what are you using as a concept/blueprint?
Using Blueprints Which came in my brother's Field manual, some proportions could be off though, Its freelance work and I have to work fast because time is money
mistersneak
12-29-2010, 07:44 PM
Very convincing anatomy, daphz. Rarely do I see such a quality female with a more "classic" figure from the 3D art community.
She's obviously a soft sort of woman, so it seems odd that her forearms are so bulky. Thicker womens' arms tend to be a little heavier up top and slimmer on the forearm.
That's my only gripe though. Props for not playing it "safe" with some super hot hollywood figure (not that I have anything against the super-sexy).
First thing ive done in weeks.
Pretty bad but ill warm up again soon.
http://i42.photobucket.com/albums/e305/muzzoid/look.jpg
SuPa-
12-29-2010, 10:07 PM
Guess who?
I tried to incorporate aspects of the side profile of the pyro a bit
http://i150.photobucket.com/albums/s107/aquauzi/TF21850PyroSS1.jpg
great stuff catstyle. did you do the concept too? looks ace
love that too Ravenslayer - my first car was a mini
been totally reworking this over christmas
Is the likeness ok now? been staring at it too long
http://www.mikerusby.com/images/bruce1.jpg
hawken
12-29-2010, 10:51 PM
The shapes looks great! but my only complain is that she looks a bit anorexic, or that she has the body of a thin 12 years old girl, it looks like she has not developed the natural curves that a woman gets when she grows up totally.
I dunno man, I've seen quite a few women like that in my time.
Congrats to catstyle for making a model that isn't a cookie cutter super heroine anyway. Not everything has to be average.
prolow
12-30-2010, 12:04 AM
@ daphz, agreed, you should start a thread cause i wants to watch:)
Makkon
12-30-2010, 12:26 AM
WOW! I love this thread! daphz, catstyle, Ravenslayer, just amazing work. Inspiring!
We need the old speedpaint thread back for weird stuff that doesn't make sense again.
http://img.photobucket.com/albums/v671/Makkon/12-30-2010_knight.jpg
Cap Hotkill
12-30-2010, 04:27 AM
Try not to pay toooo much attention to the "too skinny" stuff, you've got a very clean, concise and confident style going on here so it works very well.
Very obviously stylized skinny, not Auschwitz skinny.
I dunno man, I've seen quite a few women like that in my time.
Congrats to catstyle for making a model that isn't a cookie cutter super heroine anyway. Not everything has to be average.
I agree with you guys, he made some little changes, mostly on the tights and waist and now she looks great, I was only trying to point out some basic shapes on the female body that changes when a girl goes from child to adult. maybe I used the wrong words, Now that I saw the concept and I know what its about I agree that the skinny concept fits her well ^^
Using Blueprints Which came in my brother's Field manual, some proportions could be off though, Its freelance work and I have to work fast because time is money
I agree, but always try to check out those things with more references because you could get the model send back to fix it and that's mess when the model is already finished and textured. ;)
catstyle
12-30-2010, 05:26 AM
Muzz - great sketch!
Pogo - thanks! yeah started doing it more and more over the last few months, really enjoying it. think it helped that i'd been doing lots of hand painted/baked lighting textures and design paintovers
Ruz - yeah its one i did, and thanks! nice job with bruce! he definitely looks like him. the spec on the clothes looks strange though
glad people like the design for the girl!
cheers catstyle - yeah the clothes have no spec or diffuse as yet, gotta finish off the sculpt first
Skillmister
12-30-2010, 07:32 AM
Loving it Ruz!
an aggressive napkin
12-30-2010, 09:55 AM
http://img145.imageshack.us/img145/9834/highpoly.jpg
Posted it at another forum and got some proportion crits they gave me done, hows it look?
Cap Hotkill
12-30-2010, 10:47 AM
I marked the zones that are way too small, this should be bigger or better proportioned. :)
http://img41.imageshack.us/img41/7332/highpolyi.jpg
http://www.investmentgradefirearms.com/images/M16.jpg
[iWi]
12-30-2010, 11:12 AM
Ruz - yep , I see Bruce .... , from far away. Good job !
( if You want to talk about a likeness , make some snap of head a little bit closer )
Ravenslayer
12-30-2010, 11:57 AM
tnx AAN
tnx Ruz, he does look like bruce
the smirkey laugh is great :D
another update (gonna have fun converting this into a lowpoly model )
http://leslievdb.com/temp/miniupdate2.png
SuPa-
12-30-2010, 12:15 PM
Almost done modeling... I got lazy and ripped the hands and legs from the medic I made
http://i150.photobucket.com/albums/s107/aquauzi/TF21850PyroSS2.jpg
kaptainkernals
12-30-2010, 01:41 PM
@ravenslayer, what are those two pipes coming out of the bottom rear of the engine and connecting to the rear axle?
Ravenslayer
12-30-2010, 01:58 PM
badly placed detail! they are going to go underneath it
kaptainkernals
12-30-2010, 02:03 PM
Underneath the axel or underneath the body but above the axel? It's looking awesome, it's just that piece and it's purpose confuses me.
jam-i-am
12-30-2010, 02:23 PM
Spent a whole day figuring out mental ray and HDRI renders ... only to realize that after all, Mudbox just gives a more satisfying look with a mere realtime screengrab :D
Therefore, alien doodle head! hehe
http://img.photobucket.com/albums/v242/pior_ubb/headlump_alien_004_small.jpg
hey pior. a bit late to this one you may also already be aware of this and i apologize if u do, but try playing with the reflective strenth of the shader to get some really cool effects, if you have a bump map on him with some nice details in playing with the reflective strent will pick up those details and it you can get some nice results. i could see that guys cranium thingy feeling more bumpy and wet..ish. also if your using image based lights you can also get some nice effects.
heres a test i did a while back, this is a direct viewport capture, i also agree you can get some really cool results directly in the viewport then send to PS for more post.
edit: almost forgot, you can paint and incadesence map also to mimic sss, if your interested..
http://i392.photobucket.com/albums/pp5/jam-i-am/BF8-2.jpg
Ravenslayer
12-30-2010, 03:34 PM
kaptainkernals: i added them to make it look like they added support to the engine but they kind of look like exhaust pipes now
konstruct
12-30-2010, 05:35 PM
Slum sucks at art.
islipaway
12-30-2010, 06:02 PM
kaptainkernals: i added them to make it look like they added support to the engine but they kind of look like exhaust pipes now
Here's something that might help?
http://img571.imageshack.us/img571/6457/bajawatercooled.jpg
edit: might help even more if I actually include the image..
JordanW
12-30-2010, 07:31 PM
just doing some sketchy sculpting
http://dl.dropbox.com/u/2332694/Tumblr/styleHead.jpg
Ravenslayer
12-30-2010, 07:53 PM
oh thats great slipaway tnx
love the render jordan or is that a photo? :P i can't tell
xvampire
12-30-2010, 08:45 PM
Rhino head guy UDK envelope test and Face animation
http://www.vimeo.com/18315273
lol
I made him talk in UDK ....
Warheart
12-30-2010, 10:27 PM
bulked her up a bit and pushed for some more womanly curves! she definitely did look a bit too child like before
i've attached the concept i did for her aswell so you can see roughly what I'm aiming for
http://i155.photobucket.com/albums/s295/Dryn87/rarrrarwra.jpg
i imagine her anatomy will change slightly and develop more to fit the overall design as clothes and gear get added on, but let me know if you have some more crits for her so far!
not really sure what the thing is on her eye yet.. a scar or a tatoo, who knows :P
If I were you I would do my best to believe in that concept because it's fantastic. I would love to see the concept realised in 3D just the way it is. I'd also like to second EarthQuake's comment about not worrying too much about some of the previous criticisms and I'd suggest that you try not to allow it to be pushed too far in a photoreal direction as you work through the details. You really have something great going on in that concept and I'd hate to see it watered down into just another realistic model.
The only bit of the body that really looks a bit off to me in the render is that the bit of the pectoral muscle visible between the breast and deltoid. I think it looks a bit too thick to me in comparison to the deltoid or something. That's just a stupidly picky comment though, I'm sure that sort of thing will be ironed out as you go on through the stages of adding clothing/posing etc.
I also think that the face is starting to look a bit more western than in the concept. I think it's mostly to do with the jaw line/chin area (although that might just be the lighting/camera angle).
I'll end my ramble here :)
Keep up the good work. I can't wait to see it finished.
SuPa-
12-31-2010, 01:56 AM
Base colors + AO on the body. Face is fully textured
http://i150.photobucket.com/albums/s107/aquauzi/TF21850PyroSS3.jpg
Ugh I'm looking at this again and I feel like I could've done a lot more with the suit :(
kaptainkernals
12-31-2010, 02:27 AM
Yeah agree with islipaway with that image, an engine would be bolted to a framework that the body is bolted to. Wouldn't make much sense to bolt something that must remain stationary to something that moves a lot (like the axle)
Millenia
12-31-2010, 04:12 AM
http://img191.imageshack.us/img191/7435/oildrumm.jpg
trying to branch into env stuff, doing the clichés first
Hey Jam! thanks for the tips :D
True, I didnt try working with the bump yet! Those pores look awesome, I am definitely going to try that next. As for SSS yeah I'm doing the same thing - painting faint strokes in the self illum channel to achieve it. Super useful stuff!
P
marks
12-31-2010, 04:50 AM
Millennia - needs moar rust ;)
Davision3D
12-31-2010, 08:23 AM
My attempt at programming something with the new UDK mobile editor and Kismet:
http://www.vitamin3d.com/bilder/kismetprogramming.jpg
Its based on the jazz Tutorial, thats there just different controls with 2 special moves, it has severals bugs already. :( And of course it looks horrible and might be much too much for a IOS game to calculate.
jaalto
12-31-2010, 08:43 AM
Davision: Looks confusing! Hope you make it work :)
Painbringer
12-31-2010, 12:05 PM
@Davision3D
Term "guerrilla programming" feels strangely accurate here ;)
Ravenslayer
12-31-2010, 12:46 PM
0_0 kinda beats the purpose of nodes imo
i'd rather code classes in c++ then having to figure out that mess :P
daphz
12-31-2010, 01:07 PM
lot of good stuff up in here
http://daphzart.files.wordpress.com/2010/12/untitled-1.png
take me to your leader
seforin
12-31-2010, 08:11 PM
I guess I will end this year with adding something that I have been working on privately for a while
http://www.youtube.com/watch?v=GEhEpfU8w3I
I will be finishing this full scene and uploading HD videos with more additional effects of the exploding moon, building unfolding/opening, and the city (when that is built) turning from day to night)
so LOOK OUT 2011!
MattLichy
12-31-2010, 08:44 PM
Jordan, that render is sweet. How are you going about that? Alot of post work, or no?
SuPa-
12-31-2010, 09:04 PM
Happy New Year everybody! Just some fun
Ignore the really crappy pose
http://i150.photobucket.com/albums/s107/aquauzi/TF21850PyroZombieSS4.jpg
katana
12-31-2010, 10:04 PM
Time for a new thread...lol.
Conor
12-31-2010, 11:44 PM
Just finished animating my TRON Low Polygon challenge entry:
http://www.youtube.com/watch?v=diX_iY6wgPE
Crank up the volume and watch it on fullscreen for maximum ray-traced bling.
achillesian
01-01-2011, 03:20 AM
greetings programs, check out my shitty 1hour warcraft axe
http://i.imgur.com/FRTgx.jpg
Acumen
01-01-2011, 03:35 AM
If you find it shitty yourself, why don't you invest another hour and make it good ?
I loved your progress up till now, because it came totally unexpected, but that piece feels kinda blunt :/
seth.
01-01-2011, 04:26 AM
bye waywo MMX, you were the bestest of threads.
Free_Fall
01-01-2011, 04:42 AM
This
http://b.imagehost.org/0762/opala_Especial.jpg
limesimme
01-01-2011, 04:43 AM
Posting in epic thread!
On to the WAYO 2011!
sneakymcfox
01-01-2011, 04:56 AM
Yay, 2011 wayo we go
Free_fall: if you're not going to make the windows transparent maybe pump up the specularity on them so they don't look just like black sheets EG hummer (http://media.moddb.com/images/games/1/13/12566/hummer.jpg)
Free_Fall
01-01-2011, 05:20 AM
Yay, 2011 wayo we go
Free_fall: if you're not going to make the windows transparent maybe pump up the specularity on them so they don't look just like black sheets EG hummer (http://media.moddb.com/images/games/1/13/12566/hummer.jpg)
Still need to do a interior sometime, no worrys :3
Cap Hotkill
01-01-2011, 05:20 AM
bye waywo MMX, you were the bestest of threads.
Amen to that, Bye good old friend, we will miss you ;)
katana
01-01-2011, 06:06 AM
Conor : You did a great job.
sltrOlsson
01-01-2011, 08:38 AM
And the page number stops at? Score!
the meaning of life the universe and everything x10 awesome :)
krisCrash
01-01-2011, 05:09 PM
So - should anyone make a new one ;D
SuPa-
01-01-2011, 05:33 PM
A new one's already been made, it just hasn't been stickied
krisCrash
01-01-2011, 07:26 PM
Oh! Right you are, it was bumped off the page, I'll just put a link at the end of this thread for everyone else too :)
What Are You Working On - 2011 Edition! (http://www.polycount.com/forum/showthread.php?t=79625)
Happy new year, every one!
Ikuru
01-02-2011, 02:13 PM
My first, modular build. :) Still maps and details to go, but the base is pretty much done. Thanx
http://img87.imageshack.us/img87/1567/ikuruhouse.jpg
Bishop
01-02-2011, 04:02 PM
Dude, go to the 2011 thread now :D
Ikuru
01-02-2011, 05:21 PM
Dude, go to the 2011 thread now :D
woops, Thanx ;)
Kot_Leopold
07-11-2011, 06:11 PM
Great job everyone! It took me a couple days to go through this entire thread. But it was so worth it, my inspiration folder just got bigger - mission accomplished :)
riddlaz
08-29-2011, 01:16 PM
My attempt at programming something with the new UDK mobile editor and Kismet:
http://www.vitamin3d.com/bilder/kismetprogramming.jpg
Its based on the jazz Tutorial, thats there just different controls with 2 special moves, it has severals bugs already. :( And of course it looks horrible and might be much too much for a IOS game to calculate.
Maybe its just a pet peeve, but it would look cleaner if you add wireless connections, remote events, and sequences.
rooster
09-03-2011, 05:00 AM
I imagine now, 8 months later, he probably does :P
Stoop_Kid
09-04-2011, 07:56 PM
.
FML i posted on wrong threaadd
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