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View Full Version : What Are You Working On? 2011 Edition!


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omnione
03-17-2011, 01:35 AM
Thanks everyone! The wire frame, tri count etc. is all in the vid! http://www.screencast.com/users/MatthiasA/folders/Jing/media/6064eaa3-8b8c-4abe-811a-edff336163b4

kingfisher
03-17-2011, 01:54 AM
hey everyone this is my 1st z brush sculpt slowly getting use to it.

http://www.flickr.com/photos/60688656@N07/5533666985/
http://http://www.flickr.com/photos/60688656@N07/5533666985/

Crylar
03-17-2011, 02:33 AM
Omni - Nice vid, love the rig ^^ and thanks for wire frame to :)

Ikuru
03-17-2011, 02:54 AM
omnione, damn nice stuff

here is my latest stuffs...
http://img121.imageshack.us/img121/787/finalsw.jpg

thanx

Rojo
03-17-2011, 03:12 AM
Thanks for the vid, cool stuff.

Got this baked out, there's some weird artifacting that I don't know how to fix since I suck at UVing and texturing.

Sorry for the software render, I know it's "cheating" but I cannot find any good SDKs on OS X, anyone know of something?

http://timdeneau.com/timdeneau.dungeon.render.20010317.jpg
http://timdeneau.com/timdeneau.dungeon.wire.20010317.png
http://timdeneau.com/timdeneau.dungeon.sculpt.01.20010317.png

Mik2121
03-17-2011, 04:09 AM
I always make other kind of props or architecture, so this is my first try at some plants. I'm not quite happy with it, but I'm posting it here anyway. Here's a video and a couple pics:

http://www.youtube.com/watch?v=a7GJ38vJ9Hs&hd=1

http://mik2121.com/wp-content/uploads/2011/03/PlantRender00.jpg

http://mik2121.com/wp-content/uploads/2011/03/PlantRender02.jpg

http://mik2121.com/wp-content/uploads/2011/03/PlantRender01.jpg

Crash
03-17-2011, 07:03 AM
omnione: awesome stuff man

Mr Smo
03-17-2011, 08:24 AM
small update on my berserk bust:
http://mrsmo3d.com/backup/gurenbeld1.jpg

poopinmymouth
03-17-2011, 08:51 AM
Niiiiiice.

Showster
03-17-2011, 10:05 AM
Thats awesome Smo!

So long long ago I thought I'd make a transforming Ork trukk.... though the robot stage is still well off I thought I'd show the Trukk forms thus far. Any opinions please so far folks?

I'd like to sculpt in the fine details and make the surfaces appear a bit rougher after the sub d version is finished. I haven't really kept consistent with the Games Workshop style I've wandered a bit, my bad.

http://i269.photobucket.com/albums/jj41/UKShowster/BRUMBRUM.jpg
http://i269.photobucket.com/albums/jj41/UKShowster/BRUMBRUM2.jpg
http://i269.photobucket.com/albums/jj41/UKShowster/BRUMBRUM3.jpg
http://i269.photobucket.com/albums/jj41/UKShowster/BRUMBRUM4.jpg

All the best

Greg

Ork Robot Concept here:- still a bit naf tho

http://i269.photobucket.com/albums/jj41/UKShowster/OrkBot.jpg

Hugh
03-17-2011, 10:23 AM
badass worthy. cant wait to see final render

StevenEgan
03-17-2011, 01:32 PM
That's looking sweet Mr Smo

Got the forearms fixed!

http://i341.photobucket.com/albums/o399/StevET3D/MinoHulk/MinoHulkRender2.jpg

dustinbrown
03-17-2011, 01:36 PM
@Mr Smo: Nice texture work! I'm jealous.

@Showster: Very cool model, lots of visual interest.

http://www.dustinbrown.com/wp-content/gallery/galleryportfolio/taaaag_swampmonster.jpg

Abe_hokage
03-17-2011, 01:45 PM
AlecMoody: using zbrush, the woman is made from a plane, and made a cube as a seperate subtool that i sculpted in.
would be hard to do that in zbrush indeed ;)

GCMP
03-17-2011, 02:01 PM
Sorry for the software render, I know it's "cheating" but I cannot find any good SDKs on OS X, anyone know of something?

http://timdeneau.com/timdeneau.dungeon.render.20010317.jpg


Maybe at one time software renders were considered 'cheating' but now high end game engines can almost match mental ray in quality, from what I have seen lately. Anyway this looks great man, the mushroom reminds me of the caves in Fallout 3 ;)

@StevenEgan great stuff, left a comment in your thread!

bit of high poly work finished today amongst some coding work;
http://i647.photobucket.com/albums/uu196/GCMax/phone-1.jpg

Dr.cube
03-17-2011, 02:54 PM
So much awesome stuff in this thread. The low poly stuff makes me want to try my hand at it.
http://img97.imageshack.us/img97/6669/neatn.jpg

daphz
03-17-2011, 03:20 PM
@SteveEgan - looking super nice!
here's a muscled loincloth brute from me haha.

https://lh3.googleusercontent.com/-IC8wHEsBPUA/TYKIzRqj-RI/AAAAAAAAADg/4vbzRR0j7fg/s1600/guardian_wippydippy.png
just got it baked, lots to fix.

disanski
03-17-2011, 03:55 PM
Small update on the statues (http://www.polycount.com/forum/showthread.php?p=1309772#post1309772) I am working on :)
http://dl.dropbox.com/u/3377334/polycount/statues%205.jpg

bgoodsell
03-17-2011, 04:32 PM
Working on texturing some assets for a bigger environment. Still have to fix the grass cards and tweak a few textures.
http://www.foreverhood.com/Offsite/Z_Propshot01.png
http://www.foreverhood.com/Offsite/Z_Propshot02.png

dannedadon
03-17-2011, 04:43 PM
working on a new char / doing some sculpt training
http://www.rashart.com/wip/gordon02.jpg

AtlusZMH
03-17-2011, 08:22 PM
http://i.min.us/ijLC1k.jpg

This was a fun gun :D

POFFINGTON
03-17-2011, 08:39 PM
https://lh5.googleusercontent.com/_COJdjsucPec/TXyF2_m5kLI/AAAAAAAABJs/zwAVFnsD96w/jstout_BC_10.jpg (http://www.polycount.com/forum/showthread.php?p=1305107#post1305107)
implemented a bunch of suggestions from helpful folks. image links to the main thread. *now* im moving on. killer work in here, as usual. :]

This is amazing! Did you get the awesome lens flare(esc) like effect with a particle?

Jackwhat
03-17-2011, 09:07 PM
http://dl.dropbox.com/u/814247/JA_AncientFinal.jpg

build.
03-18-2011, 12:56 AM
starting new character.

http://img651.imageshack.us/img651/7788/charheadwip.jpg

PDC
03-18-2011, 01:31 AM
starting new character.


Reminds me of the art style from Brink (http://features.cgsociety.org/story_custom.php?story_id=5958&page=2). Any influence there?
Loving it so far, looking forward to more!

build.
03-18-2011, 01:40 AM
yes, essentially building a brink like character. nom. :poly142:

Dylan Brady
03-18-2011, 01:54 AM
That's looking sweet Mr Smo

Got the forearms fixed!

http://i341.photobucket.com/albums/o399/StevET3D/MinoHulk/MinoHulkRender2.jpg
This is amazing!
Just had to pop out of my toll hole to say I love it.

I'm wondering about that thing popping out of his neck that looks like the clavicle.
Is it maybe the omohyoid muscle?
it doesnt quite like its going towards the right medial anchor point to be the clavicle.
Figuring out how to put a bulls head on human shoulders and make it look as believable as it does must have been a bitch, and those little inconsistencies are made all the more glaring when its in this surreal style
just my three pesos.

LMP
03-18-2011, 03:34 AM
3 hour still life study on really focused on trying to get reflection down. Used Cad Yellow, Burnt Umber, Alizarin Crimson, Ultramarine Blue, and Titanium White.
http://hphotos-snc6.fbcdn.net/193594_10150114510133509_721178508_6600397_4186007 _o.jpg

jaythurm
03-18-2011, 04:32 AM
Hey guys! I have not posted in a while. enjoy :)

American McGee's Alice Knife
1490 Tris: 1024x2048 (Diffuse, Spec, Normal)

http://www.jeremythurman.com/polycount/aliceshotsheet.jpg

http://www.jeremythurman.com/polycount/aliceknifesheet.jpg


High Poly Turntable:
http://www.youtube.com/watch?v=8EiHaBZxyag&feature=related

Low Poly Turntable

http://www.youtube.com/watch?v=LaK90ZOqIlk

jeremiah_bigley
03-18-2011, 05:09 AM
Nice Chicken Omnione! lol
And digging the character/textures Mr Smo!


Here is something from my WIP THREAD (http://www.polycount.com/forum/showthread.php?t=69791&page=4)



Here is my new project.
I am not really liking where it is right now but it is at least to a point where I am not too embarrassed to show it. I am trying something I have never done before... which is a slightly cartoony hand painted feel. The textures are FAR from done. Most are either first pass textures/ solid colors or not textured at all. No spec maps right now... Only diffuse and normals. The lighting is a rough pass too. I will tweak that when I am done texturing.

I was made with about 23 modular pieces. It is kinda a lot but it includes a bunch of the small objects that add variation. The layout isn't anything but me just viewing pieces. I placed them in such a way that I could see everything in one go. I will make it more "level-like" when I am done texturing.

Let me know what you guys think?


http://i95.photobucket.com/albums/l143/jeremiah_bigley/post_38_large.jpg

Titus
03-18-2011, 06:35 AM
Hello everyone! i finished SplashDamage env artist test task
here it is :
http://i335.photobucket.com/albums/m450/TitusLVR/Max_screens_comp_SD_TT_Titus.jpg

Fomori
03-18-2011, 07:29 AM
Oooh. So much cool.
Currently working on a presentation sheet and funky video for this prop I made. I can now join the 1940s and 50s radio club.
Considering desaturating it a bit for a more vintage look...
477 Polys 512 texture.

http://i133.photobucket.com/albums/q50/gaiasgrace/radiocapture01.jpg

SaferDan
03-18-2011, 07:33 AM
Thats awesome! I like it a lot! Was it based on any ref or just from your head?

Fomori
03-18-2011, 08:20 AM
Yeah the reference is a photo I found online - google image search or flickr or sumin. Photo is in the center of this lot. (I'm thinking of making a bit of a scene if I have the time).
http://i133.photobucket.com/albums/q50/gaiasgrace/reference.jpg

ez_jamin
03-18-2011, 08:49 AM
Inspired by omnione and watching 'let me in' to do some lowishpoly stuff.
http://i89.photobucket.com/albums/k210/concep7/PER-LetMeIn-Abby-Small.jpg

Davision3D
03-18-2011, 08:55 AM
After a lot of spaghetti man mutations i finally have a realtime mocap with kinect that is showable!
http://www.youtube.com/watch?v=8citLUgu8gE

SaferDan
03-18-2011, 09:08 AM
Yeah the reference is a photo I found online - google image search or flickr or sumin. Photo is in the center of this lot. (I'm thinking of making a bit of a scene if I have the time).
http://i133.photobucket.com/albums/q50/gaiasgrace/reference.jpg

Thats awesome i have nnever seen anything like that! It looks awesome well done man!

Rojo
03-18-2011, 09:34 AM
This homemade Kinect mocap stuff is pretty interesting, cool stuff. How responsive is it? It looks like there are some latency issues or is that just because of the video framerate?

Uly
03-18-2011, 09:34 AM
Steven: Fuck that minotaur is great. Best proportions and anatomy. Also, you can't go wrong with a stogie.

POFFINGTON: Hey man, sadly that's the one bit added as a post effect in photoshop. When I finished the scene, Unreal didn't support bokeh depth-of-field. The new version does, but I can't seem to get the effect working. (I'm thinking my vid card might be too old.) There's no reason a similar, better looking effect could be done in real-time though with the stuff that Crytek and Epic have shown out of GDC.

Jaythurm: Cool knife. :] The mirroring on the top and bottom of the hilt is a little distracting though. Granted, in a game where a character is holding it all the time, it'd never be a problem. Nice work!

Jeremiah: that's looking really great. i'm no tile-layer, but the one thing that looks off to me is the corner trim on the tiles that hit the 'ceiling'. I've never seen tiles with a 90 degree concave bend in them. (thats not to say they dont exist.) Great work with the bricks where they fade off into the dirt wall.
Titus:

jaythurm
03-18-2011, 10:11 AM
Jaythurm: Cool knife. :] The mirroring on the top and bottom of the hilt is a little distracting though. Granted, in a game where a character is holding it all the time, it'd never be a problem. Nice work!



Thanks Uly. The top and bottom is a little distracting i agree but the orginal model uses symmetry.

http://www.jeremythurman.com/polycount/aliceknifehilt.jpg

felipefrango
03-18-2011, 10:17 AM
Hey guys! I have not posted in a while. enjoy :)

American McGee's Alice Knife
1490 Tris: 1024x2048 (Diffuse, Spec, Normal)

http://www.jeremythurman.com/polycount/aliceknifesheet.jpg



That's one nice knife but damn, what's going on with the topology on the handle?! Hundreds of useless edge loops and it's just messy overall. You could cut the tri count to less than half by cleaning the handle.

scotthomer
03-18-2011, 11:16 AM
felipefrango + 1, the handle topology on that knife is nuts!
Also, is there a particular reason youve baked out object space normals rather than tangent space normals jaythurm? Still, it looks lovely other than that!

Ive never used this thread, it actually escaped my notice, (im not very observant) so i thought id put some progress on my work here rather than bumping my own thread with unfinished work.
http://www4.picturepush.com/photo/a/5279787/img/showreel/g36c.jpg
VERY VERY work in progress, alot of details missing (the trigger even)

Davision3D
03-18-2011, 11:41 AM
This homemade Kinect mocap stuff is pretty interesting, cool stuff. How responsive is it? It looks like there are some latency issues or is that just because of the video framerate?
The framerate of the video recording is pretty low, there is not much latency but it gets higher the higher the damping is. There is some jittering though and it gets messy when a bone gets hidden. Also, still looking into getting it better setuped in Motion Builder, things like head and feet dont get really tracked currently. But overall its already a lot of fun acting as my own created characters! :)

thatanimator
03-18-2011, 12:07 PM
who cares about latency. you dont need a realtime feed to capture data.. especially if you're doing it in your living room!

the only problem except the skinning that I noticed was that the elbow didnt seem to have the same position a lot of times. like when reaching over your head, the skeletal feed was correct, but the data that was inputted to the character didnt get any lower arm rotation or bicep twist going.. maybe just a missmatch because of the test and what not.

also, you can only mocap in a 2d space right?
can you walk around, closer and further away from the camera and get that information as well? guess so?..

rooster
03-18-2011, 12:33 PM
fun stuff davision!

Davision3D
03-18-2011, 12:46 PM
who cares about latency. you dont need a realtime feed to capture data.. especially if you're doing it in your living room!

the only problem except the skinning that I noticed was that the elbow didnt seem to have the same position a lot of times. like when reaching over your head, the skeletal feed was correct, but the data that was inputted to the character didnt get any lower arm rotation or bicep twist going.. maybe just a missmatch because of the test and what not.

also, you can only mocap in a 2d space right?
can you walk around, closer and further away from the camera and get that information as well? guess so?..
yea, there is lot of mismatch going on, when i start the tracking i need to be in a t-pose and when in apply the character to it in Motion Builder it seems i need to have the exact same pose and position to get it match properly, that video was already one of the better matches. Capture is full 3D, that view with me rigged shows also the depth map, so i can move around aslong as im in the view of the camera. Problem is always when bones of me are not seen by the system.

fun stuff davision!
indeed, lots of fun! :)

e-freak
03-18-2011, 01:14 PM
you mind putting a tutorial for the real time mocap up? trying to do it here as well and keep failing :D

Gungriffon Geona
03-18-2011, 02:47 PM
http://i.imgur.com/VOG9J.png
first attempt at both a human head and major sub-D work. I'm not too keen on the results, so I'm robably gonna bring it over to zbrush or sculptris and play around with it.

Davision3D
03-18-2011, 02:47 PM
This was a very helpful tutorial for me:
http://area.autodesk.com/blogs/louis/3ds_max_and_motion_builder_workflow_and_a_bit_of_k inect (last video)
and for all the things you need to install first look here:
http://www.brekel.com/?page_id=170

Ninjas
03-18-2011, 05:14 PM
http://dl.dropbox.com/u/3289323/suckitdown.jpg

CJE
03-18-2011, 05:32 PM
felipefrango + 1, the handle topology on that knife is nuts!
Also, is there a particular reason youve baked out object space normals rather than tangent space normals jaythurm? Still, it looks lovely other than that!

Ive never used this thread, it actually escaped my notice, (im not very observant) so i thought id put some progress on my work here rather than bumping my own thread with unfinished work.
http://www4.picturepush.com/photo/a/5279787/img/showreel/g36c.jpg
VERY VERY work in progress, alot of details missing (the trigger even)

Looking great so far man!

daphz
03-18-2011, 06:09 PM
non digital/game art stuffs.

https://lh5.googleusercontent.com/-eGQz_nQVr9M/TYQB3sQ208I/AAAAAAAAADk/ZjbxLKsO4jw/s1600/goons_on_deck.png

I'm calling them "goons" and this camera is awful...

PDC
03-18-2011, 06:30 PM
http://dl.dropbox.com/u/3289323/suckitdown.jpg

Careful, Ninjas, first reads as "i suck it down!" instead of an upside down "!"
Unless that's what you're going for lol

Ninjas
03-18-2011, 08:05 PM
Careful, Ninjas, first reads as "i suck it down!" instead of an upside down "!"
Unless that's what you're going for lol

I was really struggling to make something more stupid and embarrassing than the original.

leilei
03-18-2011, 08:17 PM
On the other hand, "i'm gonna make me my bitch" wouldn't work as well...

jakelear
03-18-2011, 08:37 PM
I was really struggling to make something more stupid and embarrassing than the original.

http://www.3drealms.com/bio/images/legacy_romero2.jpg

Cool guyz

tristamus
03-18-2011, 09:08 PM
@Mik2121 - Nice, I love seeing nature in UDK.

However, I can tell by your material in the material editor that you wasted a TON of uv space!! You should have a 1024 by 512 or something! You coulda had so much more detail for your plant!!

Slaught
03-18-2011, 09:32 PM
http://i4.photobucket.com/albums/y106/Dropkick60606/125-1.jpg

Finished the texture.
I want to build a small diorama and pose him.

@Ninjas, Davision
Sweet.

Mik2121
03-18-2011, 11:28 PM
@Mik2121 - Nice, I love seeing nature in UDK.

However, I can tell by your material in the material editor that you wasted a TON of uv space!! You should have a 1024 by 512 or something! You coulda had so much more detail for your plant!!

Oh, no no no. Sorry, I should have been more specific. I used the left side of my texture for that, but I've been working on a couple more natural objects (a shell/mushroom thing and another plant) in the same texture. Right now it's fairly packed, with only a small space for 2 small leaves that I will make later =)

Here's how the texture is looking now:

http://i.imgur.com/3VYzC.jpg

http://i.imgur.com/s69v9.jpg

You can see another plant set on the left side, and the blue things in the middle.

I'm not done with the blue mushroom yet, though.. as right now it looks more like some sort of stone or fossil, or even a shell, than an actual mushroom.

Anyone, as soon as I get done with the whole texture (ie, probably another small plant set) I will post it here again :P

Thanks for the comments!

Grimm_Wrecking
03-19-2011, 12:09 AM
Decided to give Titus S (http://www.polycount.com/forum/member.php?u=30588)'s gun a whirl. Friend wanted to see my sub-d workflow so I'm screen capping the whole thing. If you peeps be interested in a time lapse or something I'll take it to school's campus and edit it down.

http://dl.dropbox.com/u/2323296/Guns/titus_wip_a_1.jpg

http://dl.dropbox.com/u/2323296/Guns/titus_wip_a_2.jpg

http://dl.dropbox.com/u/2323296/Guns/titus_wip_a_3.jpg

http://dl.dropbox.com/u/2323296/Guns/titus_wip_a_4.jpg

http://dl.dropbox.com/u/2323296/Guns/titus_wip_a_5.jpg

Original Thread and concept art. (http://www.polycount.com/forum/showthread.php?t=82046)

Gingerkiwi
03-19-2011, 03:15 AM
@Grimm, A timelapse would be awesome if you could get it out? Looks great atm

Mik2121
03-19-2011, 04:44 AM
Last version of the plants and nature stuff I was doing:

http://www.youtube.com/watch?v=8DTSOz574kk&hd=1

http://mik2121.com/wp-content/uploads/2011/03/mushroom01.jpg
http://mik2121.com/wp-content/uploads/2011/03/mushroom02.jpg
http://mik2121.com/wp-content/uploads/2011/03/mushroom03.jpg

And one with some Color Grading going on
http://mik2121.com/wp-content/uploads/2011/03/mushroom04.jpg


Sorry for the image spam.

Dylan Brady
03-19-2011, 05:35 AM
I love the texturing on those leaves mik!
I've been trying to get my sculpts to look like they have skin on them, lots more work to do but its 5:35 and I need to go to bed X_X
https://dl.dropbox.com/u/7033375/BPR_Render4.jpg

Hugh
03-19-2011, 06:09 AM
@ grimm timelapse yess

Hatsya
03-19-2011, 08:51 AM
Well... I'm working on this guy, for my first 3D game, which is aimed to be played by both laptop gamers and desktop gamers, and also be an anime-styled sci-fi 3rd person shooter.

He'll be there as a rescue-able NPC actually.
http://bb.xieke.com/files/NGSxED%20Hatsuya%20WIP.jpg

NOTE: as much as I'd like to apply toon shader on this character, but doing so might disappoint me, and other laptop gamers due to the fact that Mobile Intel does not have decent GLSL support...

pixelherder
03-19-2011, 08:54 AM
finished up a pic based on a recent speedpaint topic - "Villain"

just your bog standard evil baby genius with mind control amplifier ray and hover-pram

http://img.photobucket.com/albums/v714/pixelherder/babyvillain_web.jpg

might be nice to do this as a sculpt/model at some point too

Wahlgren
03-19-2011, 09:31 AM
Pixel, you are a pretty cool guy. Keep em coming. I'd love to see more in this style. Perhaps a baby frankenstein etc. Dig the colors and overall texture/lighting.

I'm your fan now.

Free_Fall
03-19-2011, 09:42 AM
Something extra for the Halftrack I'm doing.

http://img718.imageshack.us/img718/4033/sdah51.jpg

Hatsya
03-19-2011, 09:46 AM
wow... Free_Fall, I can just imagine he'd be better off in a dirty ground, visually and imaginatively speaking.

I guess I should rather put my WIP on the mobile/low-poly thread instead...

DEElekgolo
03-19-2011, 09:54 AM
http://deelekgolo.codebrainshideout.net/Pics/2011-03-15_2116.png

Hatsya
03-19-2011, 09:55 AM
That's one 16-bit character ghost/deserter you got out there! Color-wise, it reminds me of how Another World was made.

scotthomer
03-19-2011, 09:59 AM
@Pixel Hurder, that looks amazing. Love it!

Some more progress on the G36c im working on.
http://www3.picturepush.com/photo/a/5286461/img/showreel/g36c.jpg

pixelherder
03-19-2011, 10:07 AM
@Pixel Hurder, that looks amazing. Love it!

Some more progress on the G36c im working on.

ha, small world! you again :) enjoyed meeting you on wed at uni for the "talk" i gave, see you soon at crytek (and on here too!)

pixelherder
03-19-2011, 10:09 AM
Pixel, you are a pretty cool guy. Keep em coming. I'd love to see more in this style. Perhaps a baby frankenstein etc. Dig the colors and overall texture/lighting.I'm your fan now.

Cheers, and i'm a big fan of yours too - v. disappointed when you never joined us up at crytek nottingham, but hope things are going well at rocksteady!

DEElekgolo
03-19-2011, 10:10 AM
http://deelekgolo.codebrainshideout.net/Pics/2011-03-18_2054.png
688 polys

Hatsya
03-19-2011, 10:12 AM
^ So retro, yet it gave me a Prof. Clayton-ish feel, even though I've not played that game.

EarthQuake
03-19-2011, 10:18 AM
@Pixel Hurder, that looks amazing. Love it!

Some more progress on the G36c im working on.
http://www3.picturepush.com/photo/a/5286461/img/showreel/g36c.jpg

Scott: a few things you need to work on.
A. Super small details, you have them on the pistol grip, and the flashlight, these are way too small to show up in your bake. Generally, you need to be mindful of how much texture resolution you have, you only have so many pixels to define your shapes.
B. Your edges are too hard in general, again not optimal for bakes, zoom out! Don't spend your entire time zoomed in much closer than anyone would ever view the asset.
C. Intersections, right now you have a lot of primitave shapes that simply intersect in a pretty messy fashion, many of these areas are actually solid chunks of polymer, so don't just use basic clipping, merge it together, or use some floating geometry to fake the soft edge on the intersection.

Its understandable if you dont want to merge stuff together too much, or if you'de rather wait until its almost finished to do so, but some stuff really should be solidly modeled.

Here is a quick tip for easy "fake" intersections. Notice there isn't the ugly aliasing when doing it this way, and it looks like one solid chunk without actually being solid.
http://dl.dropbox.com/u/499159/fakeintersection.jpg

scotthomer
03-19-2011, 10:19 AM
ha, small world! you again :) enjoyed meeting you on wed at uni for the "talk" i gave, see you soon at crytek (and on here too!)
Ahh i didnt put 2 and 2 together! it is a small world, Thanks for coming in, it was great to meet you too and the talk was definitely one of coolest yet, something tells me you could've spent about 3 hours answering UDK vs Cryengine based questions. I think you've sold 30 more copies of crysis 2 at least, so that was a win.

Looking forward to seeing you in May!

Snader
03-19-2011, 10:22 AM
*Layton, not Clayton.

Also - the proportions are quite off, here's some ref:
http://gamernode.com/upload/manager///News%20Images/Nintendo/layton1279116654.jpghttp://www.madpxl.com/other/layton_low.pnghttp://www.madpxl.com/other/layton_tex.png
By MadPxl (http://www.madpxl.com/other.htm)

-Em'-
03-19-2011, 10:23 AM
Sorry for big picture

http://simon-aublet.com/devblog/wp-content/uploads/2011/03/simon-aublet-make-me-a-crate-mapping-area-contest.jpg

scotthomer
03-19-2011, 10:24 AM
Ahh cheers for that, very very useful crits, the grip especially needs work. (The actual thing in real life is pretty boring, its literally just a smooth grip, so I was playing about to make it alittle more interesting. Definitely need to change that though.

Now you mention it I can see so much damn intersection. Ill post up some progress once ive sorted that out. I usually keep the areas modelling as chunks that exist as solid chunks in real life, however seeing as this is the high poly, I usually model the low poly much more attached. You're right however, it needs moulding together in places. Cheers for that Earthquake.

Scott: a few things you need to work on.
A. Super small details, you have them on the pistol grip, and the flashlight, these are way too small to show up in your bake. Generally, you need to be mindful of how much texture resolution you have, you only have so many pixels to define your shapes.
B. Your edges are too hard in general, again not optimal for bakes, zoom out! Don't spend your entire time zoomed in much closer than anyone would ever view the asset.
C. Intersections, right now you have a lot of primitave shapes that simply intersect in a pretty messy fashion, many of these areas are actually solid chunks of polymer, so don't just use basic clipping, merge it together, or use some floating geometry to fake the soft edge on the intersection.

Its understandable if you dont want to merge stuff together too much, or if you'de rather wait until its almost finished to do so, but some stuff really should be solidly modeled.

Here is a quick tip for easy "fake" intersections. Notice there isn't the ugly aliasing when doing it this way, and it looks like one solid chunk without actually being solid.
http://dl.dropbox.com/u/499159/fakeintersection.jpg

EarthQuake
03-19-2011, 10:25 AM
Oh also, the shape of the buttstock is way off.
http://www.hdps.org/htm/Bigblock-A.jpg
http://www.aresairsoft.com/for%20web%20only/accessories/stock/stock06.jpg

Pay closer attention to your ref. =D

Skillmister
03-19-2011, 11:41 AM
Here is a quick tip for easy "fake" intersections. Notice there isn't the ugly aliasing when doing it this way, and it looks like one solid chunk without actually being solid.

Awesome

Snader
03-19-2011, 12:00 PM
-Em'- you're kidding right? That lowpoly is such a huge waste of all the sculpting, and it doesn't make sense to use 1024˛ on a simple box like that either...

Vitor
03-19-2011, 12:35 PM
-Em'- something not reading well on the normal map, isn't the green channel inverted?

rollin
03-19-2011, 12:39 PM
for maaa game (http://blog.maginot.eu/null.php?p=till.8__unity_game_project)

there will be 4 level for each weapon. You get to a new level if you find the next, more powerful weapon/upgrade.

The shader is using a diffuse 512 for all 4 and a 512 spec
model uses smoothing groups to get the right shiny shiny effect

http://www.maginot.eu/space/mgto/projects/demoon/props/weapons/4_swords.jpg

Crylar
03-19-2011, 12:45 PM
http://fc04.deviantart.net/fs71/f/2011/078/0/4/bug_ship_by_crylar-d3bzulk.png
Practicing rigging, and animating my ship

[EDIT]
BAAAARHG!!! Can't find how to render a quick .mov from Mayas viewport >.<*
Would be perfect for small vids to put on youtube and 'n shit, damn it xP

Anyonw know how?

SaferDan
03-19-2011, 01:14 PM
for maaa game (http://blog.maginot.eu/null.php?p=till.8__unity_game_project)

there will be 4 level for each weapon. You get to a new level if you find the next, more powerful weapon/upgrade.

The shader is using a diffuse 512 for all 4 and a 512 spec
model uses smoothing groups to get the right shiny shiny effect

http://www.maginot.eu/space/mgto/projects/demoon/props/weapons/4_swords.jpg


This is awesome! and I checked out your game too there is some really pretty stuff there man! Are you working alone or with people?

Creamy_Goodness
03-19-2011, 02:26 PM
Ooh, wow, those look nice!

http://fc07.deviantart.net/fs70/i/2011/073/d/5/jungle_project_concept_by_amanitazest-d3bmk76.png

Concept art for a 3D animation class project. Hoping I can make an environment that looks close enough to this.

> Neat, reminds me of Pikmin a little.

sltrOlsson
03-19-2011, 02:37 PM
http://fc04.deviantart.net/fs71/f/2011/078/0/4/bug_ship_by_crylar-d3bzulk.png
Practicing rigging, and animating my ship

[EDIT]
BAAAARHG!!! Can't find how to render a quick .mov from Mayas viewport >.<*
Would be perfect for small vids to put on youtube and 'n shit, damn it xP

Anyonw know how?

It's called playblast my friend. It's takes screen shots of all you frames and puts them together. Simple as that.

Crylar
03-19-2011, 04:35 PM
http://www.youtube.com/watch?v=t_CWtUH5mmY
Pracicing rigging and animation on my bug ship :)

Lazerus Reborn
03-19-2011, 04:38 PM
Working under CG-Hub for dominance war, i did knick a PC'ers idea on the logo though ;D

http://i280.photobucket.com/albums/kk200/conralan/Ceros.jpg

mainly doing this for shits and giggles so ;D

StevenEgan
03-19-2011, 05:23 PM
Thanks for the comments and feedback everyone! Much appreciated!

This is amazing!
Just had to pop out of my toll hole to say I love it.

I'm wondering about that thing popping out of his neck that looks like the clavicle.
Is it maybe the omohyoid muscle?
it doesnt quite like its going towards the right medial anchor point to be the clavicle.
Figuring out how to put a bulls head on human shoulders and make it look as believable as it does must have been a bitch, and those little inconsistencies are made all the more glaring when its in this surreal style
just my three pesos.

Yes, this is a feature carried over from the concept, but it isn't entirely random. As a bull's head is generally heavier and protrudes out further from the body, you can't rely on the trapezius and sternocleidomastoid to do all the 'visual' supporting. Cows have a broad sheath of muscle which runs from the bottom of the head down to the shoulders. So that's what I'm going to say it is, although it was just a feature of the concept I liked :)

Thanks for the feedback, I'll have a play with a dew things.

jeremiah_bigley
03-19-2011, 05:38 PM
Uly - Not sure which "corner trim you were talking about. You mean specifically the corner piece at the top? Or some other corner? :/ Sorry man.

Well I worked on lighting and such. It is hard to get marmosets lights to falloff without leaving a noticeable circle of light. And my other complaint is omnis not being able to cast shadows. :/ Kinda a pain in the ass. So I am using 2 lights... A spotlight with the cone at around 160 (because that is when shadows disappear) and then I am using an omni light to fill what the spotlight is not catching. So it was getting a bit light heavy to get the shadows casting from the torches on the wall...

Let me know what you guys think.

http://i95.photobucket.com/albums/l143/jeremiah_bigley/post_39_large.jpg

Screwonhed
03-19-2011, 05:46 PM
HP mostly done. just a few more details left! c&c always welcome.
http://i740.photobucket.com/albums/xx44/screwonhed/fountain3_render2-1.jpg

Y_M
03-19-2011, 06:54 PM
Thought I'd try something low poly. My mind was blank so I put a face on my DS

http://dl.dropbox.com/u/2126504/LP-DS.jpg

Fomori
03-19-2011, 07:54 PM
HP mostly done. just a few more details left! c&c always welcome.


Have you got any reference? All I would say is that your detail modelling seems to lack the right sort of scale. Looks like there's some decent modelling there, just probably needs to be smaller and have a more "detailed" feel.

Rayph
03-19-2011, 08:36 PM
Lots of awesome stuff in here :)

A little scribble I've been piecing together, started out something completely different and now I am just laying everything out...such a mess :/

http://i16.photobucket.com/albums/b27/beisnerart/deathhelmwip2.jpg

ironbearxl
03-20-2011, 02:21 AM
jeremiah, that's looking goood.
Rayph, friggin awesome.

I'm making an elf girl, concepting up some armor:
http://i84.photobucket.com/albums/k30/ironbearxl/elf_05.jpg

Brendan
03-20-2011, 02:23 AM
jeremiah, that's looking goood.
Rayph, friggin awesome.

I'm making an elf girl, concepting up some armor:
http://i84.photobucket.com/albums/k30/ironbearxl/elf_05.jpg

Going for the Final Fantasy style armour I see...Toss that into FFX IV as a mod and you're golden.

Xendance
03-20-2011, 02:51 AM
Remember, the less armor there is, the better the armor class is ;)

ChrisWright
03-20-2011, 09:34 AM
First post! Hello Everybody.
I've been looking in here and then but never had anything to contribute.
Here is a my first character 3d sculpt. Tons of poly's but I really don't know what I'm doing yet.

http://chriswright.com/wordy/wp-content/uploads/2011/03/chicken-lady20112.jpg

Cheers!

Colditz
03-20-2011, 11:42 AM
Need some more details, but I'm happy so far.

http://img.xrmb2.net/images/778955.jpeg

Mik2121
03-20-2011, 12:12 PM
An sketch for a prop for my level. Done in Photoshop. Not the best thing ever, but enough to get an idea of what I wanted to make in 3D (the scale is a bit off, forgot to fix it, sorry).

http://i.imgur.com/KxFHs.png

And the current state of the 3D model:

http://i.imgur.com/TMZO2.png

It's still missing the handles and a lot of normal details here and there, but the basic shape is pretty much done and the very basic normal bake for the rounder corners too.
After that I will start working on the diffuse and specular maps, then get it into UDK :). I would love to make it roll around when you hit it, but alas.. I have no much clue about how to do that, other than knowing I need to make it a dynamic object. But don't know how to make pretty much the rest..

tadpole3159
03-20-2011, 01:06 PM
http://img854.imageshack.us/img854/7849/17buzz.jpg


this is my latest sculpture, she's the trolley troll lady. I see this lady everyday on the bus to work and decided to model her for funzies. I plan to texture her using the mari free trial :P also for funzies

9skulls
03-20-2011, 01:19 PM
http://white-isle.net/000/turntable2.gif

Working on a wooden toy -like thing, inspired by Nakagawa Takeji.

And no, those dark grey parts are not going to be in the final. They're merely placeholders for the actual parts.

Free_Fall
03-20-2011, 01:37 PM
http://img215.imageshack.us/img215/5131/lowpolyk.jpg

Ohman did I overdo it? it's a first person mesh btw.

sltrOlsson
03-20-2011, 01:53 PM
Ohman did I overdo it? it's a first person mesh btw.

A first person mesh? Is it a big ogre that's gonna use it as a mele weapon or what?

I think 6k is a bit over the top. You got allot of details that's super dense. Try to keep it more evenly detailed through out the model.

Free_Fall
03-20-2011, 01:56 PM
A first person mesh? Is it a big ogre that's gonna use it as a mele weapon or what?

I think 6k is a bit over the top. You got allot of details that's super dense. Try to keep it more evenly detailed through out the model.

Noh, its for a battlefield kinda game but yeh, I got scared by the count myself as well :p

I guess the wheels and the cylinder parts need to have some reducing?

sltrOlsson
03-20-2011, 02:10 PM
http://dl.dropbox.com/u/1415501/PolycountPictures/Paintover.jpg

Monolith
03-20-2011, 03:52 PM
Lots of interesting things have been posted sice the last time I paid this Thread a Visit, always a joy to return ^__^

Here's my personal contribution to it, a Weekly Update on my Cain W.I.P.:
http://www.deviantart.com/download/201709450/robocop2_cain_2k11_12_by_war_of_art-d3c3c0a.png
http://www.deviantart.com/download/201714558/robocop2_cain_2k11_13_by_war_of_art-d3c3fy6.png
Really love that particular Render with the new Pose :3

ocarian
03-20-2011, 03:58 PM
Hi all !

Current character's Wip

Maskemane, character designed by Ankama

Ref :

http://www.gamehope.com/dossiers/57/771.jpg

http://ocarian1981.free.fr/IMGpagesite/galerie3D/WIP_Maskemane/Wip_Maskemane01.jpg

Romediggity
03-20-2011, 04:01 PM
http://i196.photobucket.com/albums/aa205/RomeDog_2007/SnowLevelCompolationBLOGPOST.jpg Hey everyone! I've been working on a final level for my demo reel. Here is a comp of my major assets in the scene and what the level currently looks like :)

StevenEgan
03-20-2011, 05:45 PM
So much win, Monolith!

JR
03-20-2011, 06:29 PM
Some caricatures I'm doing for my Brawl entry.
http://i1197.photobucket.com/albums/aa426/jramauri/Fernandez_11.jpg

PS: Sorry for spam, but I like to post my caricatures on this thread.

Veko
03-20-2011, 06:53 PM
loving the chuck norris :D

gibson543
03-20-2011, 08:14 PM
jramauri: that norris is hilarious man, theyre all really awesome.

monolith: fucking shit up much?

alright so here's a high poly I just finished (almost), and I then im gonna istance around blah blah, but it was really hard to do and I learned tons about really studying ref and how splines are fucking life savers :)

http://img861.imageshack.us/img861/2469/fencehighpolyrender.jpg (http://img861.imageshack.us/i/fencehighpolyrender.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

joevansickle
03-20-2011, 08:48 PM
Behold!
http://www.youtube.com/watch?v=gK8ARwV5Tz8
You can "play" it too; by visiting this (http://vansicklegames.com) link.

Dan!
03-20-2011, 09:22 PM
@ocarion- love that style and proportions!

itismario
03-20-2011, 10:34 PM
Wips since last week. Crusader diffuse only and still need to add more armor to orc and ogre guys.

Nice scene rome, cool caricatures jramauri.

http://img710.imageshack.us/img710/6589/tdwips.png

Snader
03-20-2011, 10:53 PM
Those rings are far too large.
http://www.weaponsemporium.com/WE-Chain%20Mail%20Shirt%20&%20Coif.jpg

itismario
03-20-2011, 10:58 PM
They were smaller, but for the texture resolution and the size he will be on screen it read noisy. Should I switch it back to smaller anyways? Texture still a wip, chainmail look like poop.

Thanks Snader.

Rogue One
03-21-2011, 12:31 AM
Monolith - This is awesome
ocarian - Great stuff looking forward to more!
jramauri - Love them all :P

Question for you if you have the time. Polycount for this guys should it be lower or you think am on the mark? Also join deformation loops any tips would be great :P

Cheers!

http://img695.imageshack.us/img695/5951/tricount.jpg (http://img695.imageshack.us/i/tricount.jpg/)

rollin
03-21-2011, 01:07 AM
This is awesome! and I checked out your game too there is some really pretty stuff there man! Are you working alone or with people?


Alone, for the moment. This is more of a side project

ceebee
03-21-2011, 01:49 AM
http://www.curtbinder.com/girl_WIP.jpg

Diffuse unfinished and no spec yet. But this is my first model I successfully got into marmoset so I'm proud :D

Cap Hotkill
03-21-2011, 04:04 AM
Monolith - This is awesome
ocarian - Great stuff looking forward to more!
jramauri - Love them all :P

Question for you if you have the time. Polycount for this guys should it be lower or you think am on the mark? Also join deformation loops any tips would be great :P

Cheers!


You could use a Quad Ball for the eyes and that would reduce some Polys.

Brendan
03-21-2011, 04:41 AM
http://www.curtbinder.com/girl_WIP.jpg

Diffuse unfinished and no spec yet. But this is my first model I successfully got into marmoset so I'm proud :D

Has she got prosthetic legs? It looks like her shins/ankles are moulded plastic I think. And they sorta...disappear at the shoes.

Hugh
03-21-2011, 04:56 AM
Hi all !

Current character's Wip

Maskemane, character design by Ankama

Ref :

http://www.gamehope.com/dossiers/57/771.jpg

http://ocarian1981.free.fr/IMGpagesite/galerie3D/WIP_Maskemane/Wip_Maskemane01.jpg

reminds me of something I'm working on. Concept is kinda similar

gwad
03-21-2011, 07:44 AM
Hey Oca !
Nice to see you here
Hi all !

Current character's Wip

Maskemane, character design by Ankama

Ref :

http://www.gamehope.com/dossiers/57/771.jpg

http://ocarian1981.free.fr/IMGpagesite/galerie3D/WIP_Maskemane/Wip_Maskemane01.jpg

loving concept and your 3d skill too , good shape and textures
nice job , hope to see more ^^

(maybe just in back here , we can see wire i think it s a bug because is not in other view and is a wip ^^ )

Kudagras
03-21-2011, 09:52 AM
http://telisawarren.com/images/TeLisaWarren_GasOLean_768x576.jpg

The inspirational image is not mine but can be found http://www.oirm.org (http://www.oirm.org/)

http://www.oirm.org/gasstation.jpg

This is one piece I am putting into my portfolio. I am in the process of fixing the stretching issues and the ground texture. Any other feedback on this piece would be most helpful.

This is another piece that I am putting into my portfolio.
Things that I am fixing :

The floor texture - as the tiles appear too high up.
Textures on the the dryer and washer models to give them a bit more or a grunge look as the scene is not "Too Clean"

The lighting as it looks way too blown out in some parts of the image.

Any other suggestions are most welcomed on this piece as well.

http://telisawarren.com/images/TeLisaWarren_Laundromat_768x576.jpg

The inspiration image is not mine and can be found http://the4onerun.blogspot.com/2010_12_01_archive.html and it was Posted by Michael Valliant.
http://3.bp.blogspot.com/_3pL8tpYM1Xc/TPzIK6K5DiI/AAAAAAAAA-g/reVhkFlky-Q/s320/jp8cyk6c.jpg

Thank you all in advance for you suggestions and help.

gilesruscoe
03-21-2011, 11:14 AM
Practising hand painted textures, starting with a stone wall/floor:

http://i1114.photobucket.com/albums/k535/gilesr/HandPaintedtilingstones.png

It tiles!:
http://i1114.photobucket.com/albums/k535/gilesr/exampleoftilingstones.jpg

Cap Hotkill
03-21-2011, 11:16 AM
@Kudagras:

You have some bad UV stretching there, and your textures are low res and quite poor, I recommend you to polish those 2 things to begin with ;)

Snader
03-21-2011, 11:51 AM
Kudagras - you've got some glaring proportion issues. Most notably the window not nearly being tall enough. And I really hope those textures are all just stand-in, on both images. Why don't you make a thread for these things, so we can give extensive critique on them?
http://dl.dropbox.com/u/448525/keep/Polycount/uhohproportions.jpg

Gilesruscoe - the shapes look nice (though obviously some repetition issues), but the texture feels very off. Very soft, like foam padding.

Ocarian - too bad the eyes and such are painted angular, makes it feel lower poly than it actually is.

Rogue One - polycount is okay I guess, but at this number the eyes feel too blocky. Have you tried something more like geospheres? And perhaps an extra couple polies on the elbows.

Itismario - I reckon if you made a pattern on powers of two (8 pixels, which would map to 4,2 and then 1 pixel[flat grey, likely]) you could make a nice mail.

aeryis
03-21-2011, 12:59 PM
Wow! Didn't expect so much good feedback! :)
I have a few more poses to demonstrate how flexible the rig is

http://dl.dropbox.com/u/4928183/aleysha_low02.jpg
http://dl.dropbox.com/u/4928183/aleysha_low03.jpg
http://dl.dropbox.com/u/4928183/aleysha_low04.jpg

I just hate how meshes loose volume in extreme poses. I always wanted to make a fighting game character but my rigging skills are insufficient. This rig works for most moves, but there are still plenty of instances where the weighting just does not cut it.

Gonna be making some armor and accessories soon! This is just the base mesh so to say.

Hey! Do you mind showing us what the rig looks like?

rollin
03-21-2011, 01:30 PM
sorry for the big image!


http://www.maginot.eu/space/mgto/projects/demoon/misc/bukeAndSword_roundWorld.jpg

chadabees
03-21-2011, 01:36 PM
http://img857.imageshack.us/img857/643/walllight.jpg (http://img857.imageshack.us/i/walllight.jpg/)

Baked LP for my cryogenic bay environment.

Y_M
03-21-2011, 01:42 PM
Animated pixels!
http://dl.dropbox.com/u/2126504/flag-runner.gif

ivars
03-21-2011, 03:09 PM
Working on the hair for my character, but Maya alpha sorting is being a bitch. Anyone know of any alternatives? I'd be happy with 1-bit as long as it sorts properly....

http://www.igorbazooka.com/3d/Thug_wip_13.jpg

poopinmymouth
03-21-2011, 04:07 PM
Dang that's sexy Ivars.

Farfarer
03-21-2011, 04:25 PM
Bit more work on my Unity game character. Got the low poly almost done.

Need to tackle her hair next, eek!

Normals are a bit weak in places, think it's something to do with modo's viewport.

http://www.farfarer.com/temp/exploration_character_02.jpg

elementrix
03-21-2011, 04:30 PM
Working on the hair for my character, but Maya alpha sorting is being a bitch. Anyone know of any alternatives? I'd be happy with 1-bit as long as it sorts properly....


Under shading, do you have both polygon transparency sorting and object transparency sorting turned on?

Skillmister
03-21-2011, 04:46 PM
Working on the hair for my character, but Maya alpha sorting is being a bitch. Anyone know of any alternatives? I'd be happy with 1-bit as long as it sorts properly....

Thats awesome hair so far. Working on some for my char atm and its a bitch!

Geledonutt
03-21-2011, 05:03 PM
I wouldn't say this needs to be realistic in so many aspects. However I raised the water line a bit, reduced the number of guns, placed them differently.. I'm starting on the lowpoly as you can see sort of still flushing out idea's in one part while I'm starting the other.

http://www.pointofexistence.com/GeleDonutt/01.jpg

Slipstream
03-21-2011, 05:13 PM
Working on the hair for my character, but Maya alpha sorting is being a bitch. Anyone know of any alternatives? I'd be happy with 1-bit as long as it sorts properly....
]

Is it weird that my first thought on seeing that was of Marty McFly? Looks awesome! :)

krisCrash
03-21-2011, 05:28 PM
practising some metal painting (totally winging it though) and putting some design details into my sketches so that they may make more interesting textures - especially for normal mapping.
http://kriscrash.dk/art/2011/mar/szordz2.png

PogoP
03-21-2011, 06:15 PM
Worked a little more on this street environment. The French Awnings and lamp post have been made, as well as the alpha'd fencing on the top of the spire. Lemme know what you think!

http://dl.dropbox.com/u/7557268/Brick%20Building/Shots/building_wip7.jpg

Minos
03-21-2011, 06:28 PM
Made this small HL2DM map for a contest @ Mapcore. The playable area should be inside a 1024x1024x1024 cube.

I worked 2 days on this but I plan to spend another day polishing it, so if you have any feedback let me know!

I recycled some textures from my Zest Foundation UDK scene if you wondering!

Download (http://dl.dropbox.com/u/7813264/filezz/dm_zest.rar)

http://www.thiagoklafke.com/misc/temp/dm_zest01.jpg
http://www.thiagoklafke.com/misc/temp/dm_zest03.jpg
http://www.thiagoklafke.com/misc/temp/dm_zest02.jpg

omnione
03-21-2011, 07:42 PM
WOW, so much great stuff went up since I last checked!

StevenEgan, I love the taurus/buffalo dude! I wish you could help me with some muscle definition and detailing work for a project.

Showster, that truck is awesome. I love the style and proportions!

ocarian, those characters look cool! They would be great in a zelda type game, interesting silhouettes too.

aeryis, its sorta in the video: http://www.screencast.com/users/MatthiasA/folders/Jing/media/6064eaa3-8b8c-4abe-811a-edff336163b4 its the human Ik rig that comes with maya 2011

Had time to add my next bullet animal to my series

http://dl.dropbox.com/u/4928183/micro_cow.jpg

elitewolverine
03-21-2011, 08:05 PM
well just playing around with the sculpting in blender to produce this simple 'low' poly rock face. everything was baked from a higher poly single rock.

i suck at photoshop and was to lazy at the time to 'search' for a rock texture, so i did the texture, procedurally in blender. Not the greatest feat, but it works so so for now.

Hopefully next i can start to add details to the rocks texture for a better result, loving blenders scuplting tools.

http://bpsl4a.blu.livefilestore.com/y1pYNsu_uVhT4KVLiq-R-1Hik34PgsyxDWmK0PBVXGyO8HxRgt-2GpoZ4roc9-Pa4bdZ_nxXWwbEZt6TsBG2BgpVO_l3BxpfSyP/rocks2.png?psid=1

TerraBite
03-21-2011, 08:47 PM
Hi all !

Current character's Wip

Maskemane, character designed by Ankama

Ref :

http://www.gamehope.com/dossiers/57/771.jpg

http://ocarian1981.free.fr/IMGpagesite/galerie3D/WIP_Maskemane/Wip_Maskemane01.jpg

Whenever I see a character from Ankama, I get butterflies in my stomach and goosepimples. This is looking awesome.

hawken
03-21-2011, 10:14 PM
Working on the hair for my character, but Maya alpha sorting is being a bitch. Anyone know of any alternatives? I'd be happy with 1-bit as long as it sorts properly....

http://www.igorbazooka.com/3d/Thug_wip_13.jpg

hair looks amazing, nice job

Dylan Brady
03-21-2011, 11:02 PM
that guys looking so noice Ivars, the clothes are really well done.

Its taken me like four days to go up one sub-d level on this guy :P
I always get to that point at around 5-6 where im like.... hokay its time to start thinking details, but... the big forms are still off. then I fuck with it forever and finally get it feeling good.
https://dl.dropbox.com/u/7033375/BPR_Render4.jpghttps://dl.dropbox.com/u/7033375/BPR_Render5.jpg

kodde
03-22-2011, 03:41 AM
ivars> Looking good. I'm guessing you are still working on your materials. I'd differentiate that hoodie's material from the vest. Right now they both read as some kind of plastic material. The hoodie could be more cloth like for instance.

Hair is looking good. I sadly don't know of any good alternatives to handling alpha sorting in Maya. :( Also want to know a better way.

thrillkill
03-22-2011, 05:47 AM
http://i875.photobucket.com/albums/ab312/addesadde/conanFull.jpg

"He is Conan... Cimmerian... he won't cry. So I cry for him."

beancube
03-22-2011, 07:10 AM
Good looking hair ivars!


Fleshing out the lounge room in the apartment im working on.
Time for cushions!
http://www.beancubeoflove.com/WIP/couch_hi_or_01.jpg

Kevin Johnstone
03-22-2011, 07:22 AM
Thats really nice PogoP. A lot more character than the usual red brick tenement corners that are posted. The little touched of deco, the clay tones being close the the red bricks, the soft curves that date of construction all work well to create character. Your choice of awnings, the colors are really fighting the rest, perhaps a little more reference and experimentation there?

As you get further on, it might be worth your looking at some Manhattan in the 1900's shopfronts to get reference of those old world signage on window advertisements, Once upon a time in America, Millers Crossing and Godfather 2 would all be good points of reference for that turn of the centry style stuff. I think that would really suit the scene.

Although America no longer pushes that kind of window engraving so much, plenty of places in Europe still do and it makes a scene look distinctive as a result... distinctive is good.

PogoP
03-22-2011, 07:40 AM
Hey Kevin, that's really great feedback, just the sort of stuff I was looking for.

It was heavily inspired by this (http://upload.wikimedia.org/wikipedia/commons/2/2a/Russell_Lee_street_corner_Dillon_Montana.jpg) photograph from place called Dillon in Montana, which has that 'ye-olde' look. I took some liberties with the architecture to allow it to be a little more game friendly (modularity mostly).

As you can see in the photo, the awnings are very similar in my piece. However, I believe the yellow awning is a little too saturated and is perhaps drawing the eye a little too much.

I'll take a look at those films you mentioned, I remember seeing Godfather years ago but I should take another look.

Cheers Kevin, really appreciate the crits.

Kevin Johnstone
03-22-2011, 07:50 AM
Yeah I think the colors suck in your ref !
Green goes really well with red / clay tones if you want to get the olde world flavor. My feeling toward reference is that it is vital, but its not a blueprint any more than a concept is, its often useful to mix and match a little. I added a couple pics to show what I mean about the dark greens and the red bricks.

Also re the red bricks, it would be good to variant the tones slightly so its not so matte over all of them, get some subtle streaks of dirt running down from the overhangs. Subtle.

http://www.cinemovies.fr/images/data/photos/5681/miller-s-crossing-1991-5681-1132145579.jpg

http://27.media.tumblr.com/tumblr_lhjs2oOTP81qbtpzvo1_500.jpg

http://www.rowthree.com/wp-content/uploads/2010/06/godfatherII-vito.jpg

Sectaurs
03-22-2011, 08:24 AM
Animated pixels!
http://dl.dropbox.com/u/2126504/flag-runner.gif

ha. love it

daemoria
03-22-2011, 08:38 AM
Got this little project i'm working on. AO and Normals (not pictured) baked after a day of learning xnormal and max render-to-texture.

http://i102.photobucket.com/albums/m110/Daezanartist/3d%20misc/dwf_texturstart.jpg

sltrOlsson
03-22-2011, 09:25 AM
ivars @ Check out lcUberShader (http://blog.leocov.com/p/downloads.html) it got some good settings for alpha sorting.

hobodactyl
03-22-2011, 10:40 AM
@ rollin: I'm really watching your project closely, something about it really clicks with me :D More updates!

Davision3D
03-22-2011, 10:47 AM
Skeleton High Poly:
http://www.vitamin3d.com/bilder/skeleton.jpg
I will have to get the low poly for it very low so that i might also need to optimize the high for it more. The fingers will have to stick together and for the ribcage im thinking about either using alpha or making it just darken to black between the rips.

S_ource
03-22-2011, 01:00 PM
Skeleton High Poly:
http://www.vitamin3d.com/bilder/skeleton.jpg
I will have to get the low poly for it very low so that i might also need to optimize the high for it more. The fingers will have to stick together and for the ribcage im thinking about either using alpha or making it just darken to black between the rips.

I think you should use alpha. Is it for iphone game?

pantsyuu
03-22-2011, 01:13 PM
wip for a while, still tweaking this skin shader. Threw a tweaked ao overtop.http://img8.imageshack.us/img8/2001/progress19f.jpg

Davision3D
03-22-2011, 02:10 PM
I think you should use alpha. Is it for iphone game?
Yea, will see how it looks with alpha. Its for a UDK mobile project.

arshlevon
03-22-2011, 02:35 PM
Working on the hair for my character, but Maya alpha sorting is being a bitch. Anyone know of any alternatives? I'd be happy with 1-bit as long as it sorts properly....

http://www.igorbazooka.com/3d/Thug_wip_13.jpg


this looks like the old naughty dog character test. nice work.

Marshal Banana
03-22-2011, 03:58 PM
http://i93.photobucket.com/albums/l43/Marshal_banana/gilaxe.png

Colditz
03-22-2011, 04:05 PM
Just a few updates and enhancements of my G11 K2

http://img.xrmb2.net/images/454050.jpeg

pixelherder
03-22-2011, 04:48 PM
i've made a little progress in blocking out a 3d version of my floating baby thingy - might be a while till i get to do any more on it though, taking a 4 day break soon so there might be a few cobwebs by the time i get back to it...

http://img.photobucket.com/albums/v714/pixelherder/render_wip01.jpg

brandoom
03-22-2011, 05:33 PM
http://img19.imageshack.us/img19/9199/75012679.jpg

Just playing a-round with some ideas.

(hhhhhhhaha)

Dave Dind
03-22-2011, 06:17 PM
Hey all!

I've started a new environment project and wanted to pimp it in these regions at least once before I dig in over in the thread I created for it (http://www.polycount.com/forum/showthread.php?p=1313951#post1313951). I'll only post major updates in here infrequently so that I'm not stomping on everyone's toes.

I'm relatively new to posting work on forums (I've never had the nerve until recently!), so please bear with me while I make lots of mistakes, both in posting and with this project :poly124:

I'll be using a concept from the Dofus 2.0 artbook from Ankama studios. Ocarian and I already have something in common and it's only my 2nd post! Ha ha!

So, here's the concept I'm working from:

https://dl.dropbox.com/u/1419840/Dofus_Polycount_Images/Bonta_Concept.jpg

And a shot of my current progress in max:

https://dl.dropbox.com/u/1419840/Dofus_Polycount_Images/Progress_2.jpg

Cheers!

wasabi
03-23-2011, 01:21 AM
sd60m~~~~~~
Almost done with highpoly....

http://i591.photobucket.com/albums/ss354/tigertp/rt2.jpg

http://i591.photobucket.com/albums/ss354/tigertp/rt3.jpg

http://i591.photobucket.com/albums/ss354/tigertp/rt1.jpg

StefanH
03-23-2011, 03:23 AM
@pantsyuu
that looks great. I think you should try to loose some of the yellow in the shadows also the mouth would benefit from some more defined shapes.

Remmers
03-23-2011, 05:08 AM
Last nights sculpting practice based on the (pixelart) logo of a dutch game company called Vlambeer (Flamebear obviously ;))

http://i55.tinypic.com/2ezo0zk.jpg

rooster
03-23-2011, 07:57 AM
http://www.richmakegame.com/wp-content/uploads/2011/03/wide_02.jpg
more in me game thread

thrillkill
03-23-2011, 09:34 AM
http://i875.photobucket.com/albums/ab312/addesadde/boot.jpg
Started a new charachter model today. Got a boot done.

Acid.
03-23-2011, 03:10 PM
This was so hard :(

http://i51.tinypic.com/2wdtzpc.jpg

http://i54.tinypic.com/2gwaxl1.jpg

WOLFREIM
03-23-2011, 03:42 PM
http://uppix.net/a/f/0/5b23e0de6e1a6ea5cadf1056dec06.jpg
http://uppix.net/c/b/e/7e600037916557c624de092856b3f.jpg

Kurry
03-23-2011, 03:42 PM
Hey everybody,

Time to get out of my shell and contribute.
There is so much awesome in this thread it makes me shy to post my stuff ;p

Here's something Ive been working on in my free time for the past few weeks.
Here is WIP screengrab from UDK. Feedback is very welcome :poly121:

http://img838.imageshack.us/img838/7137/templewip.jpg (http://img838.imageshack.us/i/templewip.jpg/)

SaferDan
03-23-2011, 07:06 PM
Kurry thats a really nice scene! Those tiles look awesome!

I'm working on a japanese scene, im just cranking out some high poly stuff atm

http://i158.photobucket.com/albums/t92/ddexter2/jap.jpg

luke
03-23-2011, 09:21 PM
hey kurry thats looking cool, really like the big stone floor, the leaves are lacking depth tho, with most shading looking the same through out, maybe these links will give you a few ideas :) [1] (http://wiki.polycount.com/VertexNormal) [2] (http://wiki.polycount.com/NormalMap#Back_Lighting_Example)

A prop I'm working on for my scene, needs some papers in there now
http://lukeadwick.co.uk/site_uploads/filing_cabinet.jpg

mat
03-23-2011, 09:27 PM
an hour brain pewt because of all the brawling...
http://matmakin.com/WIP/Blankeh.JPG

bbob
03-24-2011, 12:49 AM
Herp:

http://dl.dropbox.com/u/3880925/Gentlemen.jpg

itismario
03-24-2011, 01:06 AM
3391 tris. The cards are gonna be torn leather, didn't want to normal map them, they'd be too noisy for the specs. Just noticed the gloves need to be scaled up and to fix the deltoid area for better silhouette, will fix later.

http://img857.imageshack.us/img857/9923/orcyorc.png

Kurry
03-24-2011, 02:04 AM
@ Luke, Thank alot for those links. Ill get to it straight tonight after work

Maph
03-24-2011, 05:49 AM
Herp:

http://dl.dropbox.com/u/3880925/Gentlemen.jpg

Ha! That is awesome. Cool style you've got going on there. :)

Zelenkov
03-24-2011, 06:37 AM
After a year away from zbrush.....heres a little refresher.

http://i714.photobucket.com/albums/ww147/tango5001/zangief_final.jpg

Lazerus Reborn
03-24-2011, 06:48 AM
Throwing this up here,

http://i280.photobucket.com/albums/kk200/conralan/Ceros.jpg
http://i280.photobucket.com/albums/kk200/conralan/Cerosupclose-1.jpg
http://i280.photobucket.com/albums/kk200/conralan/Wbrender4closed.jpg
http://i280.photobucket.com/albums/kk200/conralan/Worldbreakerhigh.jpg
http://i280.photobucket.com/albums/kk200/conralan/ceroschest.jpg

Boobs definatly need more work!

gettet
03-24-2011, 07:36 AM
First time poster, my first real object in Mudbox. All feedback appreciated :)
http://db.tt/HAHmugS

Jbird
03-24-2011, 10:34 AM
So this is my first post here on polycount, I'm currently working on the texture for the lo-poly version of this guy.
Cheers!


http://www.deviantart.com/download/202136101/field_laptop_hi_poly_2_by_jbird556-d3cch7p.jpg

deadpixl
03-24-2011, 10:45 AM
Getting some more texture work done on my Cerberus Hallway.
https://lh5.googleusercontent.com/-7qYKgfX4xog/TYuCQ-bOS2I/AAAAAAAAAaU/vdYLoIyP47A/s1600/dd.jpg

almighty_gir
03-24-2011, 11:00 AM
http://crazyferretstudios.com/portfolio/wp-content/uploads/wip/malak/malak_wip_2.jpg

eY3lEs5
03-24-2011, 11:28 AM
ivars - Solid character model, I feel you nailed the jacket material spot on!
wasabi - Nice hi-poly, sweet train!
Kurry - Beautiful scene so far, love the stone work! My only crit is that the shadows seem dark, like too close to black. It could be my monitor (crappy work monitors).
SaferDan - Keep going, you're onto a good track with your wip. Watch your scale, seems like the celing tiles are gigantor compared to some images I pulled up on google.
deadpixl - I love me some sci fi!

Need to throw something together real quick for my portfolio. Going to post this in my digital sketchbook. Hi Poly modeling commencing today after work :)

http://1.bp.blogspot.com/-JHdBXqFj3pg/TYuCoxqkDrI/AAAAAAAAAN4/tm7Ig1HT9NY/s1600/wip01.jpg

SaferDan
03-24-2011, 12:11 PM
Hey eY3IEs5, yeah i DO have some ref where they are that big but they arent all that common so I am currently desizing them! Thanks very much :)

Mladen Jovicic
03-24-2011, 12:42 PM
@mat, that's just lovely:)

pantsyuu
03-24-2011, 01:35 PM
new renders of the SSS with diff hdri's, going to lower the eyebrows and add lashes. Still looks really cg though, because of the eyes? I can't figure it out...
http://img813.imageshack.us/img813/5189/progress21.jpg

trancerobot
03-24-2011, 01:44 PM
Hey everybody,

Time to get out of my shell and contribute.
There is so much awesome in this thread it makes me shy to post my stuff ;p

Here's something Ive been working on in my free time for the past few weeks.
Here is WIP screengrab from UDK. Feedback is very welcome :poly121:

http://img838.imageshack.us/img838/7137/templewip.jpg (http://img838.imageshack.us/i/templewip.jpg/)

Good work so far!, that reminds me of a level in Unreal 1. Specifically the area right outside the Nali temple with an empty pool that you have to flood with water.

krisCrash
03-24-2011, 02:12 PM
@pantsyuu: yeah, I think your model is part of the problem, proportions wise. Eyelashes will help. Maybe your skin is too saturated, the right is a bit yellow. Left is too glossy.

Colditz
03-24-2011, 03:10 PM
I need more pictures, hot damn.

http://img.xrmb2.net/images/424138.jpeg

http://img.xrmb2.net/images/223963.jpeg

Cronotic
03-24-2011, 03:16 PM
Because the BRAWL contest isn't complete without Dudley ;)
http://art.ngfiles.com/images/125/cronotic_dudley-doodle.jpg

wasker
03-24-2011, 03:24 PM
Bumping this oldie because I love it. GJ on the environment and grats on getting featured on cghub :)


Done in UDK. Calling this done for now. Going to move on to something else. I may come back to it in the future.

http://thejuno.net/todd/day.jpg

http://thejuno.net/todd/night.jpg

homes44
03-24-2011, 04:30 PM
my brother made me a website, in exchange I made him this: http://dl.dropbox.com/u/9623391/robohamster_small.jpg

truedeja
03-24-2011, 05:55 PM
awesome work as always urrybudy.

i did a painting of viggo, cuz i was bored and he is rad.

http://img196.imageshack.us/img196/7798/viggoweb.jpg

Prophecies
03-24-2011, 06:08 PM
I finished this early last week. Forgot to post it here for crits though!

http://img43.imageshack.us/img43/1651/choppadone2.png (http://img43.imageshack.us/i/choppadone2.png/)

Dave Dind
03-24-2011, 07:15 PM
Holy crap, spot on with the concept!

I've got no crits for this...any chance of a wireframe?

Oh, and who or what is going to be wielding that bad boy? ;)

ceebee
03-24-2011, 07:46 PM
http://www.curtbinder.com/gobby_sss.jpg

beepbeep, going to give him a loincloth or something and two wooden swords mebe? :D

Prophecies
03-24-2011, 08:13 PM
Holy crap, spot on with the concept!

I've got no crits for this...any chance of a wireframe?

Oh, and who or what is going to be wielding that bad boy? ;)

Thanks man! And sure! Here it is! It is intended for use in Oblivion and I plan on importing it into Skyrim as a first person weapon. That is why my wireframe is pretty dense. I probably could have optimized it a little more, but as a first person weapons, I don't want those cylinders having rough edges. Polycount is 4.9k tri's. Both sides of the sword are modelled.

http://img864.imageshack.us/img864/768/choppawireframe.jpg (http://img864.imageshack.us/i/choppawireframe.jpg/)

Z3D
03-24-2011, 08:51 PM
My favorites

http://thejuno.net/todd/night.jpg

Getting some more texture work done on my Cerberus Hallway.
https://lh5.googleusercontent.com/-7qYKgfX4xog/TYuCQ-bOS2I/AAAAAAAAAaU/vdYLoIyP47A/s1600/dd.jpg


[1] (http://wiki.polycount.com/VertexNormal) [2] (http://wiki.polycount.com/NormalMap#Back_Lighting_Example)

A prop I'm working on for my scene, needs some papers in there now
http://lukeadwick.co.uk/site_uploads/filing_cabinet.jpg
:)

KyleJoe
03-24-2011, 11:45 PM
Just working on a self portrait, no I eyes yet I'm still working on the texture in Zbrush.
Texture was created using zproject with a photo.
http://img833.imageshack.us/img833/8094/facewip3.jpg
http://img541.imageshack.us/img541/2255/facewip4.jpg

Free_Fall
03-25-2011, 02:38 AM
Lessons dropped at school, so I made this. I will use it for a scene made in unity which I'm gonna work on at school :p

http://img830.imageshack.us/img830/6679/ohmanyes.jpg

JR
03-25-2011, 05:24 AM
homes44 and trudeja: Excellent work, guys!

gaganjain
03-25-2011, 05:30 AM
Nothing much just retopologize head
http://www.gaganjain.in/Images/nickfury/retopohead.jpg
http://www.gaganjain.in/Images/nickfury/nickfurywip4.jpg

truedeja
03-25-2011, 05:47 AM
thanks jramauri!

barnesy
03-25-2011, 07:18 AM
Here is my 'Lightspeed' transformer that I have been working on lately.

http://www.youtube.com/watch?v=iHVkPJV9ZDo

Rayph
03-25-2011, 08:53 AM
Great work everyone :)

lil update...

http://i16.photobucket.com/albums/b27/beisnerart/deathhelmwip2-1.jpg

searinox
03-25-2011, 10:42 AM
I finished this early last week. Forgot to post it here for crits though!

http://img43.imageshack.us/img43/1651/choppadone2.png (http://img43.imageshack.us/i/choppadone2.png/)

Man, that´s a kickass version of that sword!
I kind of attepmted to do it not so long ago, but I still have it unfinished... and seeing yours, I´ll probably make another different one.

http://dl.dropbox.com/u/9250233/ork_sword.jpg

Here´s my version, but I like your´s way more than the version I did. Awesome job mate!

HitmonInfinity
03-25-2011, 11:09 AM
"Calling this done."

I'm super tired of this phrase.

konstruct
03-25-2011, 12:23 PM
Nice one Holmes, I dig your hover,robo-bear. You should post that in the concept tag thread. I sure the guys in there would have a blast with that one.

Ive been working on an album cover for my guy ManMantis (http://manmantis.bandcamp.com/#):

http://konstruct3d.com/DUMP/freelance/CWH_wip05.jpg

TheDarkKnight
03-25-2011, 01:05 PM
Been awhile since I posted some actual work in here.

Working on this for the Katon Callaway course over at CGSociety :

http://dl.dropbox.com/u/15082459/highupdate.jpg

STRIKER
03-25-2011, 01:18 PM
Been awhile since I posted some actual work in here.

Working on this for the Katon Callaway course over at CGSociety :

http://dl.dropbox.com/u/15082459/highupdate.jpg

dude your improving fast! nice work!

crazyfool
03-25-2011, 02:04 PM
looking really good DarKnight, you have improved loads :D I think watch your muscle transitions, like from bicep to forearm and maybe tighten up a few of the details, like the belt buckle looks a bit too big and make sure everything is attached by something so its not just floating. really awesome though man, you've improved alot :)

Davision3D
03-25-2011, 02:07 PM
Got my Skeleton rigged and i couldnt resist getting it into Motion Builder. After a lot of try and error i got physics for the jaw and head working along with the Kinect Motion Capture. And then i had to play with some ragdolls :)
http://www.youtube.com/watch?v=ieEW0MR08w8

TheDarkKnight
03-25-2011, 03:02 PM
dude your improving fast! nice work!

looking really good DarKnight, you have improved loads :D I think watch your muscle transitions, like from bicep to forearm and maybe tighten up a few of the details, like the belt buckle looks a bit too big and make sure everything is attached by something so its not just floating. really awesome though man, you've improved alot :)

Thanks to the both of you, means alot to me :)

Crazy, about the belt buckle, yea it's kinda big, following the concept I have for that one.
Tip about the floating parts I'll definitely work on, adding some straps to the armor, around the arms so they're attached some more.

Also adjusted the forarm muscle somewhat.

Thanks again!

FirstKeeper
03-25-2011, 04:25 PM
Another drawing practice.
http://www.ljplus.ru/img4/f/i/first_keeper/frog_color.jpg
http://www.ljplus.ru/img4/f/i/first_keeper/CyberWoo_concept.jpg

luke
03-25-2011, 07:58 PM
sexy stuff firstkeeper, love seeing your drawings :)

update on this!
http://lukeadwick.co.uk/site_uploads/filing_cabinet2.jpg

jmiles
03-25-2011, 08:52 PM
Here's what I've been working on for the past week.. Apologies if the image is a bit large

http://img638.imageshack.us/img638/4699/mileswadsworthhotrodcon.jpg (http://img638.imageshack.us/i/mileswadsworthhotrodcon.jpg/)

ScoobyDoofus
03-25-2011, 09:02 PM
A little paintover of a speedsculpt I did after work today. About 1.5 hrs for the sculpt, 30-45 mins for PS.

http://dl.dropbox.com/u/44379/the_clown_prince.jpg

jmiles
03-25-2011, 09:20 PM
killer Scooby

Okan
03-26-2011, 12:22 AM
jmile your car is verry great

scooby you are a fucking best, I love that

JR
03-26-2011, 03:52 AM
Great work everyone :)

lil update...

http://i16.photobucket.com/albums/b27/beisnerart/deathhelmwip2-1.jpg

Quoting to bring to another page and to say that this is turning out beautifully. Great work, Sir!

Jbird
03-26-2011, 06:04 AM
here's the lo-poly model of the laptop for my assets scene I'm working on


http://www.deviantart.com/download/202374075/field_laptop_wip3_by_jbird556-d3chku3.jpg

Growgor
03-26-2011, 07:43 AM
Silhouette spinaround of my character Olcadan for BRAWL 2011.
Feedback is much appreciated.
For more info and pictures, feel free to visit my thread.
http://www.polycount.com/forum/showthread.php?t=82264&highlight=growgor


http://zebedee.dk/up/up/Silhouette_spinaround_02.gif

Lachtan
03-26-2011, 11:12 AM
Art test day 1/15 task #1
Still heavy wip, going to work on doors and fenders next day
http://img861.imageshack.us/img861/332/d01.jpg

POFFINGTON
03-26-2011, 12:07 PM
Ok guys here is a quick update, still a bit aways to go to get this thing ready for graduation. I had to bust out this pocket area in a week essentially. Needs tons of love on the chair and couch. Deff a WIP

http://i190.photobucket.com/albums/z302/PAULisPOSTED/newtek2.jpg
http://i190.photobucket.com/albums/z302/PAULisPOSTED/newtek1.jpg

Crit it as you will!

Dylan Brady
03-26-2011, 12:08 PM
Art test day 1/15 task #1
Still heavy wip, going to work on doors and fenders next day
http://img861.imageshack.us/img861/332/d01.jpg
Pretty nice, i suspect some topologdy needs improving judging by the surfaces, could we get a wire?
also, whos art test?

Lachtan
03-26-2011, 02:17 PM
Pretty nice, i suspect some topologdy needs improving judging by the surfaces, could we get a wire?
also, whos art test?

Yep, I'm gonna clean that mesh later, when I got whole body done.
Nothing worth showing, but you can have a look, sure!

I hope it's not a secret or something, it's 2K Czech 3D Art test. I might share that test later in a appropriate topic, when I'm done.

http://img856.imageshack.us/img856/4500/d01w.jpg

Lachtan
03-26-2011, 02:23 PM
Ok guys here is a quick update, still a bit aways to go to get this thing ready for graduation. I had to bust out this pocket area in a week essentially. Needs tons of love on the chair and couch. Deff a WIP

Crit it as you will!

Damn, I'm modeling VW Beetle aswell, haha
Liking it so far, decals/stickers on that beetle are pretty nice. Couch texture definitely need some more love.
Some textures seems to be a little bit too low res, is that on purpose?

HonkyPunch
03-26-2011, 02:40 PM
Ok guys here is a quick update, still a bit aways to go to get this thing ready for graduation. I had to bust out this pocket area in a week essentially. Needs tons of love on the chair and couch. Deff a WIP

http://i190.photobucket.com/albums/z302/PAULisPOSTED/newtek2.jpg
http://i190.photobucket.com/albums/z302/PAULisPOSTED/newtek1.jpg

Crit it as you will!
Tekkon Kinkreet?

polygunz
03-26-2011, 03:12 PM
http://www.polygunz.com/files/gimgs/11_alqaida.jpg

Finally started realizing one of my ideas into 3d-space, not sure about the textures yet, maybe I will add directional lightning into my textures or maybe I will just add normal and perhaps a specular map.

Amsterdam Hilton Hotel
03-26-2011, 03:18 PM
Liking that scene a lot, Poffington.

http://i.imgur.com/lYp3c.jpg

thatanimator
03-26-2011, 06:47 PM
did two more animations on my lara character.. did the roll kinda one yesterday and the jump today.. also have the old cartwheel with a little improvement on the arms at the end..

the secondary motion is fairly lazy on all of them, but beliveable enough I figure :poly142:

thinking of adding these animations to my upcoming reel..
thinking of presenting them this way as well (but not as persistently as here..), a side by side with some perspective shots and one with a camera shot..


the video is 4:46.. yeah I know, awfully long and it hurts to sit still for more than 10seconds. but hopefully people with at least a BIT of interest in animation will find it entertaining to see me step through keyframes rather than just play a loop :) I know I'd love to see animations presented that way!:poly136:

http://www.youtube.com/watch?v=UJi-EmGNamk

might have a sdk up if its of any interest when this is all said and done, as I am somewhat happy with the model and the animations..:poly136:

Hugh
03-26-2011, 06:52 PM
a animation sdk would be great for studying cant wait?

GCMP
03-26-2011, 07:13 PM
new renders of the SSS with diff hdri's, going to lower the eyebrows and add lashes. Still looks really cg though, because of the eyes? I can't figure it out...
http://img813.imageshack.us/img813/5189/progress21.jpg

Nice model, took the liberty to adjust some colours/lighting and alter some features. This may be too extremely feminine if she's the army type?

http://i647.photobucket.com/albums/uu196/GCMax/Temporary/progress21.gif

ScoobyDoofus Joker is awesome, great job!!

ceebee
03-26-2011, 07:50 PM
The eyes look upside down D:

Hugh
03-26-2011, 10:12 PM
http://i152.photobucket.com/albums/s183/hboybowen/IRBOTY-1.jpg
http://i152.photobucket.com/albums/s183/hboybowen/IrishPubBartenderoftheYear.jpg
http://i152.photobucket.com/albums/s183/hboybowen/IRBOTY.jpg
Looked at a old headbust to see how far I came and played with it again and said said he this looks like a irish pub bartender. Well the ones Ive seen yea. Anyways might do a portait always wanted to do one.
I can see it now Gilligans Irish Pub's Bartender of the Year:
http://files.sharenator.com/fuck_Nipple_Hair_Mustache_WOW-s445x669-10309-580.jpg
lol naw but more like this:
http://www.beauty-and-the-bath.com/image-files/mustache-styles-mikaelstrauss.jpg

Rojo
03-27-2011, 12:51 AM
I hope that guy refused to stop wearing shirts altogether. So awesome.

BeatKitano
03-27-2011, 02:07 AM
We shall call him HairDick !
http://images1.wikia.nocookie.net/__cb20100609123543/desencyclopedie/images/archive/3/38/20100714184000%21Sparta.jpg

- Livewire -
03-27-2011, 07:45 AM
Can you guys suggest me any tutorials for ZBrush? I'm a beginner, really wanna get into as the stuff I've seen people make with it is insane!

Wahlgren
03-27-2011, 08:27 AM
Finished up the loader more or less for mine and xoliul's brawl entry.
http://dl.dropbox.com/u/469564/BRAWL/HP/Brawl_Loader_HP_01.jpg

http://www.polycount.com/forum/showthread.php?t=82234