View Full Version : What Are You Working On? 2011 Edition!
Hoopla!
06-08-2011, 09:36 PM
love this thread, great for inspiration. some very nice things in here, you guys never cease to amaze me.
http://i56.tinypic.com/sc6lvb.jpg
the start of an iron-man concept, based on the Prometheus armor from heroes reborn. cc always welcome.
Joshua Stubbles
06-08-2011, 11:10 PM
finished up an art test for a small studio. Built in CoD4 Radiant. I had absolutely zero experience with the editor going in, so this was all new to me. It's about a week of work & learning. Lots of issues, not where I wanted it to be, but it is what it is =\
http://dl.dropbox.com/u/2355669/lvl1.jpg
http://dl.dropbox.com/u/2355669/lvl2.jpg
http://dl.dropbox.com/u/2355669/lvl3.jpg
http://dl.dropbox.com/u/2355669/lvl4.jpg
JeremyRM
06-09-2011, 12:16 AM
Finished this bust study up, he's from London After Midnight. Hair and eyebrows are temp if I decide to take it further.
http://www.jrminor3d.com/IMAGE_PROCESS/poly_temp/london1.jpg
http://www.jrminor3d.com/IMAGE_PROCESS/poly_temp/london2.jpg
Grimm_Wrecking
06-09-2011, 12:20 AM
:poly122: those eyes...
They're beautiful.
JeremyRM: That's fucking amazing! Slab some color on this guy, asap! :D
Mind sharing how you did dem hairs?
JeremyRM
06-09-2011, 02:42 AM
Grimm I had the same thoughts haha.
Maph, thanks dude!
The hair isn't really practical but here it goes. I used a zsphere to make a strand which I brought into maya and duped into a clump which I arranged into multiple clumps. Brought that back in zbrush and used the move tool to arrange the chunks and move topo to spread the pieces around and make them random. Then I smoothed them all down to fix any stretching and used inflate to beef them back up. Took about an hour but it was the only way I could think of to get stringy hair in zbrush. I also duplicated the final twice and shook them around a bit to add more density.
Jeff Parrott
06-09-2011, 03:50 AM
Looks great Josh. Good luck man!
onelung
06-09-2011, 05:42 AM
Is this lit in Zbrush? Looks awesome, nailed the concept.
here's a sculpt and polypaint based off of a paul bonner painting.
http://www.ericspitler.com/images/3d/paulbonnersculpt_color.jpg
sergeimoroz
06-09-2011, 05:58 AM
3-4 hours studying maya and it's totally piss me off. damn, i want to draw characters, not shit like this :(
http://img684.imageshack.us/img684/4075/watcheswip.jpg (http://imageshack.us/photo/my-images/684/watcheswip.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
Harry
06-09-2011, 06:13 AM
rigging is actually kinda fun
http://gyazo.com/7ef344cd5e0bab48b77856dbcfca7b43.png
mystichobo
06-09-2011, 06:57 AM
Working on this HP gunship thing:
http://dl.dropbox.com/u/11964902/Work/RAVHP.jpg
http://dl.dropbox.com/u/11964902/Work/RAVHPTILT.jpg
trancerobot
06-09-2011, 09:49 AM
Working on a spine based on CT scans.. The picture only shows the neck area, but I have more scans to do retopping on the lower region. It's for a visualization project at my school job. Fun fun fun. (tedious, but actually interesting)
http://trancerobot.com/share/spine-progress-04.jpg
Jackwhat
06-09-2011, 10:22 AM
http://dl.dropbox.com/u/814247/0609swamptingv3.jpg
Martin Henriksson
06-09-2011, 10:47 AM
http://martinh.se/facewipo.jpg WIP!
Mr.Wednesday
06-09-2011, 11:12 AM
Working on a spine based on CT scans.. The picture only shows the neck area, but I have more scans to do retopping on the lower region. It's for a visualization project at my school job. Fun fun fun. (tedious, but actually interesting)
http://trancerobot.com/share/spine-progress-04.jpg
Really nice spine you got there. Is that Silo? :) If it is, Im a Silo user too! :P
I updated my monsters head. I found out that the UV distortion I saw was just a weird Silo display error or something because when I opened the file on my schools computer everything was fine.
http://i.imgur.com/fI9Xs.jpg
http://i.imgur.com/0zToP.png
What do you guys think? Any suggestions or critiques? I would love to hear some! I am starting on the body and hopefully I am done by Monday. Cheers!
makoa
06-09-2011, 01:24 PM
been a long time, but wanted to share:
http://www.kensofresh.com/images/92.jpg
venom!
trancerobot
06-09-2011, 01:26 PM
Really nice spine you got there. Is that Silo? If it is, Im a Silo user too! :P
Yep! Hello fellow Silo user.
My only crit is that your monster head appears to be a little too dense in the flat areas of the forehead. As for the display error... that's not too surprising. Silo 2 obliterates Windows's Aero shadows for some reason too - very strange. I just hope Nevercenter updates it before the program becomes unusable on increasingly modern hardware.
Working on a spine based on CT scans.. The picture only shows the neck area, but I have more scans to do retopping on the lower region. It's for a visualization project at my school job. Fun fun fun. (tedious, but actually interesting)http://trancerobot.com/share/spine-progress-04.jpgAtlas and Axis, my 2 favorite vertebrae! are you duplicating the existing vertebrea and just tweaking them for each one?
teaandcigarettes
06-09-2011, 01:46 PM
Tea: is that all zbrush? Looks great, was just the style of TV I was considering throwing in my environment hah.
Thanks! The modelling was all done in Max. I simply threw it into Zbrush because I was too lazy to do a proper lighting/material setup :poly142:
Brytryne
06-09-2011, 02:00 PM
You got that right! So you know her uh? ehehe
Think I've seen her face once (once!) on the internet... :P
Mr.Wednesday
06-09-2011, 02:11 PM
Yep! Hello fellow Silo user.
My only crit is that your monster head appears to be a little too dense in the flat areas of the forehead. As for the display error... that's not too surprising. Silo 2 obliterates Windows's Aero shadows for some reason too - very strange. I just hope Nevercenter updates it before the program becomes unusable on increasingly modern hardware.
I really hope Nevercenter steps up with the updates because I really love working in Silo. I think it was money well spent.
As for the monsters head, maybe I should try and optimize the topology a bit more. You have any tips on how I should do it? I have a bit of a hard time actually knowing which areas I should give more love than not. :poly136: I might have to tweak the topology in Maya using the "preserve UVs" function since I dont think Silo has that feature. Ill post some updates later.
JeremyRM
06-09-2011, 03:17 PM
http://dl.dropbox.com/u/814247/0609swamptingv3.jpg
Jack this is looking great, love the colors and textures.
Jeremy-S
06-09-2011, 03:28 PM
Cause I haven't done any character work in ages, and I don't think I've posted any work in longer than that. Did a bust today, trying to get back into the swing of sculpting. It's been way too long...
http://img30.imageshack.us/img30/9163/randomguy01.jpg (http://imageshack.us/photo/my-images/30/randomguy01.jpg/)
http://dl.dropbox.com/u/7460156/Polycount/DeadwoodAl/AlRealtime.jpg
Baked 'n shit. And trying to find my way around in Max... :D
Now it's time to slab a rig on him, send him over to UDK and get on with the texturing/shading.
Jackwhat
06-09-2011, 03:33 PM
cheers jeremy but i think im goin to start over as theres somethin about it thats really pissing me off haha.
pimp style, makoa
doodles~
http://dl.dropbox.com/u/814247/0609rakugaki.jpg
Here is my high detail practice, started from the plane, simply mirrored most of it, I'm not happy with it, because I wanted to do something else and I've come up with something else.
http://dl.dropbox.com/u/30693265/Floor_Panel_001.jpg
JeremyRM
06-09-2011, 03:59 PM
cheers jeremy but i think im goin to start over as theres somethin about it thats really pissing me off haha.
For me I think it's the top right corner that makes it feel a little crowded and because of the high contrast is becoming sort of a focal point, you did a good job though with the main focal point but my eye eventually gets stuck in that corner.
Skull study this time. :)
http://img148.imageshack.us/img148/8140/discoskull.jpg (http://imageshack.us/photo/my-images/148/discoskull.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
passerby
06-09-2011, 04:24 PM
Yep! Hello fellow Silo user.
My only crit is that your monster head appears to be a little too dense in the flat areas of the forehead. As for the display error... that's not too surprising. Silo 2 obliterates Windows's Aero shadows for some reason too - very strange. I just hope Nevercenter updates it before the program becomes unusable on increasingly modern hardware.
dam i never noticed that till you mentioned it with the shadows and now it's really bothering me.
raiskul
06-09-2011, 07:23 PM
What iv'e been spending the past couple nights on:
http://i690.photobucket.com/albums/vv267/raiskul/Alkia_young.jpg
Had fun making the facial rig for this guy, learned a bunch of new techniques.
Still deciding on clothing colors, opinions are welcome :)
Fozwroth
06-09-2011, 07:50 PM
Just finnished baking Normal and AO maps on my terran marine( yey )
got some basic color, spec and reflect going. going to continue adding
detail in the Spec and Color maps, adding stickers, mechanics, damage etc..
also his exhaust pipes only has a yellow color atm xD
http://img825.imageshack.us/img825/1125/dominionmarine.jpg (http://imageshack.us/photo/my-images/825/dominionmarine.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
Swizzle
06-09-2011, 09:21 PM
Working on an old Hammerite guard based on stuff from the Thief series. Still extremely WIP.
http://i.imgur.com/FvAhE.jpg
ceebee
06-09-2011, 09:21 PM
Totally digging it Swizzle!
Allan-p
06-09-2011, 10:24 PM
Love the proportions Swizzle!
More photoshop madness. I wouldn't mind doing little fantasy portraits for an RTS hah.
http://dl.dropbox.com/u/21811201/faceportraitfantasy.jpg
Sandro
06-09-2011, 11:27 PM
Ahh, Hammer from Thief! Looking forward to updates :)
tacit math
06-10-2011, 01:22 AM
some mushings :
http://dl.dropbox.com/u/3436831/cans.png
http://dl.dropbox.com/u/3436831/domaq.png
http://dl.dropbox.com/u/3436831/CSs.gif
Kitteh
06-10-2011, 01:26 AM
Skull study this time. :)
http://img148.imageshack.us/img148/8140/discoskull.jpg (http://imageshack.us/photo/my-images/148/discoskull.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
first thing I thought of when I saw that was the robot skeleton Geoff Peterson + Craig Ferguson's glittery ball
Allan-p
06-10-2011, 02:01 AM
Sculptris didn't crash on me this time! I pooted this out. Such a wonderful tool.
http://dl.dropbox.com/u/21811201/sculpt.png
thatanimator
06-10-2011, 02:40 AM
tacit math
love the shading on the fat gif guy! not only the flat shading, but the shitty gif compression gives the piece some sweet dots all over, which I would love to see a shader of in a game full of flat shaded characters! ;D he kinda looks like a reaper from infamous anyways :P
tacit math you are my hero.
conte
06-10-2011, 04:49 AM
Tacit, luv your stuff mate!
Stinger88
06-10-2011, 04:54 AM
Tacit math. Awesome awesomeness!
http://dl.dropbox.com/u/21811201/faceportraitfantasy.jpg
Nice portrait Allen. But I think adding the fuzziness/blur was a mistake. He looks like he has extremely hairy shoulders.....Maybe he does :?
g2000
06-10-2011, 04:58 AM
Jeremy-S : Nice one reminds me a bit on Kratos,though there's something odd with his cheekbones
Swizzle : Great concept,i wold love to see it in 3d:)
tacit math : Wow ,big guy in armor is my favorite,love your stuff mate keep them comi'n:poly142:
Firebert
06-10-2011, 06:41 AM
released today.
http://www.monochrome-games.com/Media/06-10-2011/zombie_marcus_1920x1080.jpg
additional credits to Andrea Bruschi for first pass cloth and prop modeling on the survivor model.
http://www.monochrome-games.com/forums/showthread.php?t=191
Endzeit
06-10-2011, 07:21 AM
Working on a propaganda poster..
Person on the picture is myself^^
http://i.imgur.com/X2PuM.png
Im not really happy with it, so i need some crits :)
Mr.Wednesday
06-10-2011, 08:59 AM
I wanted to continue working on my monster but I had to do this instead. Oh well, First time doing a Palm tree. Boring, but interesting.
http://i.imgur.com/R47EY.jpg
Jeremy Tabor
06-10-2011, 09:05 AM
http://dl.dropbox.com/u/3436831/domaq.png
Rock On!
wasker
06-10-2011, 09:56 AM
Awesome sketches Tactic Math!
Allan-p
06-10-2011, 11:12 AM
Stinger88 : He's a manly man, gone are the ages of barebacks. I see what you mean, I was heading towards a more furry coat type thing, but I got really lazy near the end and set sleep as priority. Will fix it up later! Cheers for the comment
Ok..sculptris is my new favourite tool.
So to celebrate here is Bald John Smith Protagonist (he's good since he's smiling in a protagonistic way)
http://dl.dropbox.com/u/21811201/sculptface.jpg
Swizzle
06-10-2011, 11:33 AM
Little update on this thing. Added some colors and refined some details.
http://i.imgur.com/dmkr5.jpg
Un_Delincuente
06-10-2011, 11:47 AM
some mushings :
http://dl.dropbox.com/u/3436831/CSs.gif
THIS!!!:thumbup::thumbup::thumbup::thumbup::thumbu p::thumbup::thumbup:
:poly142:
benji
06-10-2011, 11:52 AM
Awesome work everyone, especially tacit. I love that look.
mr.Wednesday, that's a fine tree. thanks for reminding me that I've been meaning to add some organics to my portfolio :)
endzeit, what exactly are you aiming for here? It looks like you're trying to appropriate historical styles, find some Nazi/Soviet inspiration to steal ideas from!
blitz
06-10-2011, 12:53 PM
some mushings :
sweet stuff you got there. Awesome work on the design part. love it!!
Empty
06-10-2011, 01:48 PM
Learning my way around zbrush... this is one backwards program.
Heres my first zbrush sculpt in a lonng time. It is still a work in progress. I'm wasting a lot of time exploring zbrush's ui but I think I am slowly getting the hang of it.
http://www.emptyworks.com/Misc/ZbrushHeadWip.jpg
=( missing mudbox
Kimono
06-10-2011, 02:17 PM
3Point studios are pimping some artwork completed for the recent release Brink (http://www.brinkthegame.com) Here's a small taste but make sure to head on over to the master thread HERE (http://www.polycount.com/forum/showthread.php?p=1367405) to see the rest.
http://www.3pointstudios.com/pub/brink/3PointStudios_Brink_00164.jpg
http://www.3pointstudios.com/pub/brink/3PointStudios_Brink_00166.jpg
dreadsnipa
06-10-2011, 02:53 PM
Hey, never really tested out nDo when it was released, so I decided to do one now that my summer break has started and I have more time!
http://img62.imageshack.us/img62/9375/screenshot3copy.png (http://imageshack.us/photo/my-images/62/screenshot3copy.png/)
Allan-p
06-10-2011, 06:15 PM
More Sculptris... I really love this tool.
http://dl.dropbox.com/u/21811201/gasmas.jpg
Bwample1
06-10-2011, 07:13 PM
http://i.imgur.com/m0u4M.jpg
*not my concept*
Torchlight 2 by Runic Games
concept art by Mike Franchina
http://cghub.com/images/view/125325/
http://i.imgur.com/9qQ7P.jpg
update on this WIP.
check out my other stuff too here.
http://bwample1.cghub.com/
weisheng
06-10-2011, 09:11 PM
some unity failings
http://wei-sheng.net/adventuretime!/adventuretime/fail2.0/failshot.jpg
and a very unoptimised web version here (http://wei-sheng.net/adventuretime!/adventuretime/fail2.0/WebPlayer.html) (7mb sorry T_T)
Racer445
06-10-2011, 10:26 PM
no idea if i posted this before
http://dl.dropbox.com/u/1725586/shebroughtmeanar/w.jpg
like a billion texture maps diffuse lit all 2003 style
Sukotto
06-10-2011, 10:33 PM
some mushings :
http://dl.dropbox.com/u/3436831/CSs.gif
How'd you make this shader? Maya/Max or is it built-in in some engine?
dreadsnipa
06-11-2011, 12:30 AM
Keep the paint or no?
http://img818.imageshack.us/img818/7237/screenshot1copy.png (http://imageshack.us/photo/my-images/818/screenshot1copy.png/)
gilesruscoe
06-11-2011, 01:37 AM
Racer, you the man.
tacit: You be rocking!
EQ: You guys did a great job on Brink!
Anyway, a developer I really wanna work at is hiring, so I'm busting my ass off right now to my sweagen finished. Start last night on the head texture, nearly finished. UDK shots with tasty SSS will follow soon.
http://dl.dropbox.com/u/7460156/Polycount/DeadwoodAl/TexturingWIP001.jpg
http://dl.dropbox.com/u/7460156/Polycount/DeadwoodAl/HeadTexture001.jpg
ceebee
06-11-2011, 05:06 AM
Maph that SWOYJIN is coming along awesomely. I'm a huuuge deadwood fan.
Massbot
06-11-2011, 05:20 AM
sweet texture Maph!
gilesruscoe
06-11-2011, 05:50 AM
Maph thats lookin' badass, however, the inside of the ears is scaring me, might wanna lighting it up a bit and only have a small black area
sergeimoroz
06-11-2011, 05:56 AM
gonna make him in 3d, but totally can't draw. who'll be my aacademical draw instructor? fot now, the 3/4 view looks like a trollface =(
http://img29.imageshack.us/img29/9315/creaturetopolycount.jpg (http://imageshack.us/photo/my-images/29/creaturetopolycount.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
Daven
06-11-2011, 06:08 AM
@Dreadsnipa: Paint looks great. I'd keep it.
@Maph: Looking awesome man. I might keep that around as ref.
brandoom
06-11-2011, 06:10 AM
http://img6.imageshack.us/img6/9392/garbageshow.jpg
its garbage.. i know.
Daven
06-11-2011, 06:18 AM
Why post such trash?
woogity
06-11-2011, 06:56 AM
maph thats freain ace so far man! did you use zbrush to projection paint that?
ceebee: Who doesn't like Deadwood? Next to The Mighty Boosh, it's the best show on the freaking planet! :D
And thanks!
Massbot: Cheers mate!
gilesruscoe: Fuck, it does look creepy! Consider it fixed. :) Cheers for the heads up and thanks!
suburbbum: Thanks! :)
woogity: Nope, 100% photoshop with hand painted base textures with a photoreffed texture on there and minor influence from the baked cavity/AO maps. I find that too much cav and AO fucks up your shading in a next gen pipeline.
And personally, I don't like zApplink at all...
pedroluchini
06-11-2011, 07:42 AM
and a very unoptimised web version here (http://wei-sheng.net/adventuretime!/adventuretime/fail2.0/WebPlayer.html) (7mb sorry T_T)
Oh, man, that looks awesome! I'm trying to learn Unity myself, and would love to read some pointers on how to achieve that cartoony look. The sunbeams filtering in through the tree's canopy are totally badass too.
Free_Fall
06-11-2011, 08:18 AM
http://img6.imageshack.us/img6/9392/garbageshow.jpg
its garbage.. i know.
I really like the texture :3 Also, you could shave off that top row of polycons just below the chamfered thingy
woogity
06-11-2011, 08:26 AM
Nope, 100% photoshop with hand painted base textures with a photoreffed texture on there and minor influence from the baked cavity/AO maps. I find that too much cav and AO fucks up your shading in a next gen pipeline.
awesome man:thumbup: lovin it
brandoom
06-11-2011, 08:34 AM
I really like the texture :3 Also, you could shave off that top row of polycons just below the chamfered thingy
Ha, thanks for pointing that out! I didn't even notice :P Glad you like it. :)
Free_Fall
06-11-2011, 09:29 AM
Ha, thanks for pointing that out! I didn't even notice :P Glad you like it. :)
Glad to help out a fellow artist :p
gilesruscoe
06-11-2011, 09:50 AM
I suck at painting :D
http://dl.dropbox.com/u/14324914/hex.jpg
Allan-p
06-11-2011, 10:41 AM
Giles: Throw on a multiply layer with a burnt umber colour. After that use a soft edge brush with the eraser and slowly take away bits for the highlights. Increase the hardness sharper edges on the plane of the face :D It will look sweet with added contrast ;)
dreadsnipa
06-11-2011, 11:02 AM
Okay, which version looks best, I can't really tell.
Just chipped away:
http://img708.imageshack.us/img708/3839/metalq.png (http://imageshack.us/photo/my-images/708/metalq.png/)
Or primer underneath:
http://img836.imageshack.us/img836/1255/metalprimer.png (http://imageshack.us/photo/my-images/836/metalprimer.png/)
Or neither of them?
gilesruscoe
06-11-2011, 11:06 AM
@Allan, Cheers man! Nice little trick that one, seems to have helped alot:
http://dl.dropbox.com/u/14324914/hex2.jpg
@Dreadsnipa: I'd go with the primer, although i think your paint chipping is a little too exessive
dreadsnipa
06-11-2011, 11:21 AM
Okay, well I made a basic fill layer for the primer underneath the paint that has a mask, so I still need to go back and erase some of the primer. Or do you mean the paint chipping in general?
gilesruscoe
06-11-2011, 11:38 AM
in general
dreadsnipa
06-11-2011, 12:15 PM
Is this a little better?
http://img708.imageshack.us/img708/2340/screenshot4vb.png
trancerobot
06-11-2011, 12:48 PM
Atlas and Axis, my 2 favorite vertebrae! are you duplicating the existing vertebrea and just tweaking them for each one?
A little of both. The one directly under the top-most vertebrae even shares a few polys. This is more noticeable in the back (unseen)
I really hope Nevercenter steps up with the updates because I really love working in Silo. I think it was money well spent.
As for the monsters head, maybe I should try and optimize the topology a bit more. You have any tips on how I should do it? I have a bit of a hard time actually knowing which areas I should give more love than not. I might have to tweak the topology in Maya using the "preserve UVs" function since I dont think Silo has that feature. Ill post some updates later.
I'm not 100% sure, but I generally expect the flatter an area is, the fewer polygons it needs. Conversely, look at your model's silhouette, if you can clearly see polygon angles and you have plenty of room in your polygon budget, smooth it out with more divisions.
As for Silo, I'm afraid that it's dead... but every time I try to change my workflow in order to stop using it I eventually come running back. I'm never going to be able to afford Modo, Blender is too weird, Max isn't as specialized, Wings is too slow, etc etc etc.
I used to want to sculpt in it - I was always complaining about the lack of 64bit, but then I got 3DCoat and later zBrush... so I don't care about that now. So long as Silo keeps running I'll keep using it.
Skull study this time. :)
http://img148.imageshack.us/img148/8140/discoskull.jpg (http://imageshack.us/photo/my-images/148/discoskull.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
Disco will never die!
godDAMN I need to get back on the horse! WAYWO has been bangin lately! Awesome work everyone!
I've been super busy with non-digital stuff... sort of. Just moved and am currently couch-surfing around seattle, here's the last thing I did before leaving the salty lake. It's not zbrush or anything... but it is 3d, in a couple respects. Will post a pic of the finished piece in ma wips thread when I have some, uh, "real" 3d to show with it. Till then, here's some wippy shots. cheers
http://www.olypen.com/advent/Smiley/temp/sketches/TED-skate-mural-3.jpg
http://www.olypen.com/advent/Smiley/temp/sketches/TED-skate-mural-1.jpg
http://www.olypen.com/advent/Smiley/temp/sketches/TED-skate-mural-5.jpg
Allan-p
06-11-2011, 01:25 PM
dreadsnipa: In terms of the panel, what function does the paint serve? Is it some sort of indicator, I also find it a little weird that there is a border around each strip as if they placed tape down and then painted. Overall, what's the story behind this panel? I can see the paint chipping, but in contrast to the relatively clean panel it makes me wonder why? Economic turmoil to the company that had to result in cuts on their painting budget?
gilesruscoe: Cheers! Basically what you were doing is glazing. I love using that technique when I'm oil painting. Really fun technique to get good contrast.
dreadsnipa
06-11-2011, 01:35 PM
I don't really think there is a purpose for anything on that panel. It was mostly a nDo test and it felt empty so I just added paint I guess. But maybe I'll start adding some more things to make it make more sense. Thanks!
Jackwhat
06-11-2011, 02:32 PM
doodle time
http://dl.dropbox.com/u/814247/0611rakugaki.jpg
Dado Almeida
06-11-2011, 03:06 PM
Made this piece for 2D drawing Jam at CGHub: Undead Pirate Cats
http://dl.dropbox.com/u/107023/Polycount/DadoAlmeida_UndeadPirateCats.jpg
And if you guys are interested in process:
http://amonsteria.files.wordpress.com/2011/06/dadoalmeida_undeadpiratecats_process.jpg?w=590&h=104 (http://amonsteria.files.wordpress.com/2011/06/dadoalmeida_undeadpiratecats_process.jpg)
Any feedback or critique would be really helpful at this point. Need to get better man. ;-D
Pedro Amorim
06-11-2011, 03:07 PM
Ferg: right on! Looks great!
trancerobot
06-11-2011, 03:11 PM
That is excellent Dado! Thanks for outlining the process too.
achillesian
06-11-2011, 03:12 PM
http://i.imgur.com/QzO58.jpg
Endzeit
06-11-2011, 05:08 PM
Working on a "clean" metal texture, any crits?
http://i.imgur.com/AOHsQ.png
brandoom
06-11-2011, 05:36 PM
Endzeit, needs a spec map, and depending on how 'clean' it is, that paint may have no reason to be chipped.
teaandcigarettes
06-11-2011, 05:50 PM
Dado: That looks awesome :D
Pangahas
06-11-2011, 06:57 PM
http://img.photobucket.com/albums/v669/nivramzurc/fireplant2.jpg
tacit math
06-11-2011, 07:47 PM
How'd you make this shader? Maya/Max or is it built-in in some engine?
sorry dude. nothin' so fancy. it's just a swf converted with shitty gif compression
BurntToast
06-11-2011, 07:59 PM
I'm working on a Western town using Modular buildings. This is my first time putting together a whole scene and also my first time doing Modular buildings so I'll no doubt fall into some pitfalls along the way.
http://img155.imageshack.us/img155/7306/wipbuilding.png
Ryan Smith
06-11-2011, 08:58 PM
http://img6.imageshack.us/img6/9392/garbageshow.jpg
its garbage.. i know.
Very nice, trust me when i say this... make 64x64 gloss map for this... the concrete and the material on the top shouldn't have a constant gloss value... the cement should be something like 15, and the plastic/metal (can't tell) should be something much higher like in the 40-50 range.
this will add an extra touch of realism that will help with the aesthetic.
post an update if u do this so i can see it :)
zxcman
06-12-2011, 12:18 AM
http://img215.imageshack.us/img215/9328/dw51.jpg
Swizzle
06-12-2011, 12:34 AM
Old Hammerite: Now (partially) in 3D!
So yeah.
This is still very heavily WIP. I'm going to completely replace the poofy sleeves and trousery bits with stuff that's a lot more complex. I obviously still have a lot of work to do, but whatevs, mang. It's coming together.
http://i.imgur.com/Fb6W2.jpg
PhilipK
06-12-2011, 12:37 AM
Damn, lots of cool stuff here :)
I'm working on a tiny scene. Very WIP atm. So don't mind the texture work and lack of little geometry details here and there too much.
http://philipk.net/other/surface_research_1.jpg
http://philipk.net/other/surface_research_2.jpg
JeremyRM
06-12-2011, 12:38 AM
Love the drawing dado.
That's a fierce looking head zxcman, cool stuff.
Mr.Cash
06-12-2011, 02:21 AM
Wow, amazing stuff I´m seeing here every time when I´m visiting.
I´ve posted this Warpgate some weeks before, and now its finished. The highpoly is rendered in mental ray, any other screen is taken in 3DS Max using the Xoliulshader.
Textures are 2048*2048, the glow map too, because we´re using CryEngine2 and so it will be the alpha-channel of the diffuse.
http://3.bp.blogspot.com/-lDdEoTSGR6g/TfKDjdiGoNI/AAAAAAAAAGc/c99Q_koHGh0/s1600/g1_fol.jpg
http://2.bp.blogspot.com/-g95Oi_GGtuI/TfKDqVPj9RI/AAAAAAAAAGg/-XUM1quzgWk/s1600/g2_fol.jpg
http://3.bp.blogspot.com/-cDY_8EYKvgU/TfKD74ryqFI/AAAAAAAAAGo/p0YR7Ezzi6g/s1600/gl1.jpg
http://4.bp.blogspot.com/-qV0GoRXyB5w/TfKEG16waXI/AAAAAAAAAGs/CPtJXrenbno/s1600/gl2.jpg
http://1.bp.blogspot.com/-cnZwg-cB3R8/TfKExNomfsI/AAAAAAAAAG4/oAFh1VL6Qlo/s1600/gl4.jpg
http://4.bp.blogspot.com/-SzkDK-SznQs/TfKGQXdfc7I/AAAAAAAAAG8/n5dLgayqn9I/s1600/gt.jpg
MALicivs
06-12-2011, 06:16 AM
Damn, lots of cool stuff here :)
I'm working on a tiny scene. Very WIP atm. So don't mind the texture work and lack of little geometry details here and there too much.
dude, I love you scene, somehow I imagine all kinds of awesome stuff coming out of it. Great looking sand btw. What engine is this in?
gilesruscoe
06-12-2011, 07:09 AM
Another practise painting... Trying to get better and faster..
35mins painting of The Godfather:
http://dl.dropbox.com/u/14324914/god%20father.JPG
Nice work zxcman
And love that little scene PhilipK, nice mood :)
I myself am working on a vehicle model today, based on a concept by Lorin Wood.
http://www.lostcorner.org/3dBlog/Lancer_004.jpg
passerby
06-12-2011, 07:41 AM
@PhilipK love the direction that scene is going in, nice style.
@gilesruscoe that is fucking sweet.
aajohnny
06-12-2011, 08:08 AM
Looks awesome Mr.Cash.
Working on the Crypt/Dungeon again:
http://i306.photobucket.com/albums/nn267/aajohnny/withcoffin-2.jpg
Nick Carver
06-12-2011, 08:10 AM
Jackwhat: definitely some of your best speed paints yet - Good range of values and sense of dynamism within solid, readable shapes. I think you should definitely work into these a little more cos you've laid the groundwork really well.
Dado Almeida: I really like the layout for this piece and the line drawing is super clean, but I feel that you could have paid more attention to tones and local colour in order to break things up a little more. I think you can have a dark, night time lighting scheme while still grouping the values more obviously. I'd try desaturating the image and running 'Dust and Scratches' on a flattened version of it to see what the simple value shapes are. Then decide on a focal area you want to punch up with tonal and colour contrast. At the moment there are a number of areas with the same value range and so there's no natural focal point.
Also, on a pure storytelling level you could maybe try and heighten the sense of peril. As it stands, the zombie cats are all lower in the frame than the dogs, which makes them less threatening than they could be. You could have some more zombie cats climbing on the other side of the ship unseen by the dogs, but you might have to rework the composition to do that as it's already quite busy. Hope this helps - you're making great progress with your work.
woogity
06-12-2011, 08:19 AM
zxcman: that's a badass bust, dude looks incredibly pissed, very darksiders vibe to the design, but not really in the surface, very cool.
philipK: the atmosphere in those shots is awesome, really cool design, makes me want to know more about its function immediately!
Mr. Cash: that's pretty awesome man, love the guiding lights on the side of it. is the little floating piece behind it a ship? would be cool to see one for scale ref on this.
PhilipK
06-12-2011, 09:07 AM
Thanks! I hope to be able to add a lot of little stuff to it, and I've got some nice feedback that I want to change/add too. It's made with the BitSquid engine
Dado Almeida
06-12-2011, 09:41 AM
@trancerobot, @teaandcigarettes, @JeremyRM: thanks. Glad you guys dig it.
@NickCarver: thanks for the critiques Mr. Carver. I totally agree with your points about value and focal point, with the filter trick I could see how the values are very spread through the entire image.
Wish to have more of this in the early stages of the painting, but your point would be remembered in the future pieces, thats for sure.
chadabees
06-12-2011, 10:42 AM
Nice PhilipK. Can't wait to see what you end up with.
http://dl.dropbox.com/u/5009358/mountElroythefirst.png
Playing with the bust and brushes i never use and alot of other features in Z4 i never use.
Free_Fall
06-12-2011, 12:04 PM
http://dl.dropbox.com/u/17570140/monitors.jpg
Allan-p
06-12-2011, 12:43 PM
gilesruscoe: Getting better, but rather than speedpaints I highly suggest doing longer studies. There is only so much you can learn in half an hour, try doing at least an two hours. Even then that's quite little as my personal "in the zone" usually takes 4-6hours to get into. I'd suggesting hitting that Godfather picture up again.
gilesruscoe
06-12-2011, 01:30 PM
Will do Allan, having to fit paintings inbetween an Iphone project atm, so trying not to let them get in the way too much and slow things down... Give it a few weeks and i should have some more time to do 4 hours + attempts... Did another 45min practise, will post in my sketch book instead of spamming up WAYWO. Cheers again dude
Endzeit
06-12-2011, 02:26 PM
Worked on my texture again, this time another render, last one didnt even accept my specular,
though i couldn't figure out how the specular should be.
http://i.imgur.com/eNbj8.jpg
Dylan Brady
06-12-2011, 02:35 PM
gilesruscoe: Getting better, but rather than speedpaints I highly suggest doing longer studies. There is only so much you can learn in half an hour, try doing at least an two hours. Even then that's quite little as my personal "in the zone" usually takes 4-6hours to get into. I'd suggesting hitting that Godfather picture up again.
I've always wondered how mutch time is usual to spend on a Digital painting. I can never get it right, Its either like a half-hour scribble that looks like shit, or a 3 day marathon that leaves me totally burnt out.
grantthompson
06-12-2011, 03:30 PM
First time I have ever posted in here :) some absolutely amazing stuff guys. This is a Western scene I have been working on for quite a while, I know there are quite a few areas that need improving but I have handed the assignment in now, but I will be coming back to it as soon as I have completed another project :) to give me some fresh eyes on the scene
https://dl-web.dropbox.com/get/Photos/Screenshot_1.jpg?w=3c2118bf
https://dl-web.dropbox.com/get/Photos/Screenshot_4.jpg?w=53744dd0
https://dl-web.dropbox.com/get/Photos/Screenshot_8.jpg?w=c2889fe0
https://dl-web.dropbox.com/get/Photos/Screenshot_10.jpg?w=ec93d9e7
Practicing... them skills.
http://dl.dropbox.com/u/30693265/Floor_Panel_003_Practice_Update.jpg
Allan-p
06-12-2011, 03:47 PM
BoneBrew22: Well in the words of Da Vinci "Art is never finished only abandoned" It's an evolutionary process and maturing process that artists go through in there lifetime to arrive at different states of "finish". It really depends on the work and intention. So for studies, know what you what to learn when you go into it rather than blindfiring into it since you'll end up frustrated as you are going in with too many variables. Rather stick to one than expand to a couple.
For instance I did this study (below) I went in thinking about using a triadic colour scheme and crafted a gamut palette out of it (what makes or breaks a painting is the colours we leave out not put in), I wasn't really emphasising forms since it was just a pure colour exercise. I didn't really keep tabs on the time (all I had to go with was when I told my friend I was working on it and the timestamp I sent that message as) probably 30-45 mins (but behind those 30-45mins are hours upon hours of countless studies on different levels, I've done 4-6 hour life model paintings that sometimes spanned two sessions when I was at uni (hoping for more this term)) I've also worked on a single painting for a couple of months hitting it with fresh eyes different times. And with oils a speed painting usually is hours (for me 4 hours is a speed painting) or even days not minutes haha.
So all I can say is: -Intention of study , -Vary length of studies (underwork things, overwork things , know your limits and try to break them each time when you are ready) - Remember a single day isn't going to make your a godly artist so enjoy your work rather and challenge it, control it don't let it get to you that it is shit, if it is shit then make it not shit or paint it again. - Pace yourself - Passion, fuel it!!
http://dl.dropbox.com/u/21811201/facecolour.jpg
Endzeit
06-12-2011, 04:09 PM
Another quick part of the texture, not sure about the fence yet.
http://i.imgur.com/AhXse.jpg
blitz
06-12-2011, 04:30 PM
Old Hammerite: Now (partially) in 3D!
So yeah.
This is still very heavily WIP. I'm going to completely replace the poofy sleeves and trousery bits with stuff that's a lot more complex. I obviously still have a lot of work to do, but whatevs, mang. It's coming together.
http://i.imgur.com/Fb6W2.jpg
awesome work so far. Looking forward for the final highpoly!
Marine
06-12-2011, 04:48 PM
http://www.vertedgepoly.com/wipthings/selfportrait.jpg
Marine, bit blobby right now, looks like you might started a bit early on details there. Like the feel of the char though, reminds me of a vampire John Malkovich :)
----------
Started work on my take on a W40K Space Marine (I know pretty much nothing about these things). I don't plan on leaving him metallic, I'll add some paint job in the end.
Needed a break from it so started work on a bolter and one of those backpacks all the Space Marines seem to carry, too. Everything so far is 100% ZBrush made, except for a few basemeshes.
Bolt Pistol is 100% ZBrush, no external basemeshes.
http://www.davidostman.com/wp-content/uploads/2011/06/SM_001.jpg
http://www.davidostman.com/wp-content/uploads/2011/06/SM_002.jpg
http://www.davidostman.com/wp-content/uploads/2011/06/BackPack_WIP1_davidostman_com.jpg
http://www.davidostman.com/wp-content/uploads/2011/06/BoltPistol_turntable_davidostman_com.gif
tacit math
06-12-2011, 07:15 PM
diddles !
http://dl.dropbox.com/u/3436831/gabba_02.png
Allan-p
06-12-2011, 07:18 PM
Man Crush
http://dl.dropbox.com/u/21811201/clinteastwood_update.jpg
STRIKER
06-12-2011, 07:48 PM
awesome work guys!
Nice one tacit! Pecs and stomach look a tad weird but ace otherwise. :)
Allan-p: Cool! You may want to revisit Clint's nose though, it's a bit off rotation wise.
Texturing update, finished the head including mouth interiors and hair, although for the latter I'll have to see how it looks realtime before I commit to it. I may end up going with the hair strand approach rather a couple of large meshes. :)
Edit: These are unleveled texture flats btw.
Edit2: I'm a fucking idiot! I just realized the textures of the body/hand look blurry because my OpenGL texture settings were set to 1k max and they're on a 2k tex... I'll upload the fixed version of these later!
http://dl.dropbox.com/u/7460156/Polycount/DeadwoodAl/TexturingWIP003.jpg
http://dl.dropbox.com/u/7460156/Polycount/DeadwoodAl/TexturingWIP002.jpg
crazyfool
06-13-2011, 03:31 AM
looking good maph :) I think his UVs could be a bit more optimised though, like his nose/nostrils look Pinched on your UV space and needs more pixels compared to his stubble and skin details, I would of maybe mirrored the ears and put the inside mouth on a smaller, seperate texture sheet as they are often reused and put the hands on the face texture space so they have more pixel density and its also quite nice to have all the skin together. upto you though as your quite far in now.
looks great though bud :)
Good pointers man! I'll write them down for my next character. :) It's a bit too late to change it up now I'm afraid.
Thanks!
{scumworks}
06-13-2011, 05:17 AM
and now.. in colors...
http://www.scumworks.com/images/3d/knightlayout.jpg
ez_jamin
06-13-2011, 05:23 AM
diddles !
-Image-
Nice clay feel and proportions!
Here be a wolfman, might do the whole low poly shebang.
http://i89.photobucket.com/albums/k210/concep7/wolf-2.jpg
future-fiction
06-13-2011, 06:29 AM
'Nother update from me. Damn, I feel so slow compared to everyone in this thread. Gotta speed up.
Sculpt WIP and paintover of where I'm thinking of taking it, crtis much appreciated. Thanks for the comments last time :]
http://img855.imageshack.us/img855/7461/bbhoodwipsmall.jpg
@Swizzle- that head sculpt is awesome!
@Maph - your face texture is looking really good especially round the eyes. The lower legs seem a bit short though? Not sure. Looking forward to seeing it done.
blitz
06-13-2011, 06:33 AM
diddles !
Great sculpting work! Like your stuff..
Fewes
06-13-2011, 06:53 AM
Looking at this thread always makes me wish I could sculpt...
Managed to get some work done due to an internet connection failure for several days. Sort of nice to work without the distractions of the internet...
http://i30.photobucket.com/albums/c327/link_master_92/m14_t_1.jpg
http://i30.photobucket.com/albums/c327/link_master_92/m14_t_2.jpg
http://i30.photobucket.com/albums/c327/link_master_92/m14_t_3.jpg
http://i30.photobucket.com/albums/c327/link_master_92/m14_t_4.jpg
http://i30.photobucket.com/albums/c327/link_master_92/m14_t_5.jpg
felipefrango
06-13-2011, 08:21 AM
'Nother update from me. Damn, I feel so slow compared to everyone in this thread. Gotta speed up.
Sculpt WIP and paintover of where I'm thinking of taking it, crtis much appreciated. Thanks for the comments last time :]
http://img855.imageshack.us/img855/7461/bbhoodwipsmall.jpg
@Swizzle- that head sculpt is awesome!
@Maph - your face texture is looking really good especially round the eyes. The lower legs seem a bit short though? Not sure. Looking forward to seeing it done.
Ooh, nice! You should make a verson with the hood down to showcase the hair, it looks so nice. :)
Mr.Cash
06-13-2011, 08:39 AM
Looks awesome Mr.Cash.
Thanks alot^^
Mr. Cash: that's pretty awesome man, love the guiding lights on the side of it. is the little floating piece behind it a ship? would be cool to see one for scale ref on this.
Tnx^^
The floating piece is just a free positionable buoy to supports the orientation of the player, because the game(mod) takes place in the open universe.
Scaling: There you have me! :p It should be a realy big warpgate and the problem is that it doesnt cames out believeable. Due to the fact that everything is modeled out and there is no use of crazybump or stuff like that, it would be a more enormous effort to get rid of it. I will post a screen with size-relation to something known during the next days.
I´m also quite confident with this guiding lights, so currently I´m working on a texture-animation to make the lights pulsing in the direction you have to fly through the gate.
meshiah
06-13-2011, 08:44 AM
everyones killin it. always love your shapes tactic!
couple randoms from me. started a zero g pilot based off the trevor claxton helmet design i did a while back.just a change from all the heavy chunky zerg/terran ive been doing lately.and then just a lunch doodle head.
http://www.therobbsho.com/images/zerog1.jpg
http://www.therobbsho.com/images/zerog2.jpg
http://www.therobbsho.com/images/lunchd1.jpg
FAT_CAP
06-13-2011, 09:45 AM
Some amazing stuff posted over the last few pages! I especially loving your character stuff future-fiction, Swizzle, Massbot and Tacit :)
Running into Subtool limits with this guy = time to move onto bake and texturing I reckon, and work in more details that way, in combinatio nwith the sculpt.
http://www.samchester.co.uk/wip\samchester_body_wip.jpg
Razorb
06-13-2011, 11:35 AM
holy shit everyone ;o... lots of win on this page now ;o!
Mr.Wednesday
06-13-2011, 12:30 PM
Gotta agree with Razorb here, amazing work here! Damn! :)
Dylan Brady
06-13-2011, 12:57 PM
We shud have a news post - WAYWO Page of the week
Skillmister
06-13-2011, 02:05 PM
FAT_CAP that is freaking badass!
crazyfool
06-13-2011, 02:16 PM
Maph, Future Fiction, Meshiah, Fat_Cap, loving it, so many great characters :)
Ive been testing out a new base mesh :D super early still!!!! might turn him into a futuristic type cop, heavily stylised aswell.
http://tomparkersartdump.files.wordpress.com/2010/12/old_cop_001.jpg
brandoom
06-13-2011, 02:29 PM
Very nice, trust me when i say this... make 64x64 gloss map for this... the concrete and the material on the top shouldn't have a constant gloss value... the cement should be something like 15, and the plastic/metal (can't tell) should be something much higher like in the 40-50 range.
this will add an extra touch of realism that will help with the aesthetic.
post an update if u do this so i can see it :)
Thanks for the tips :)
I originally just used the spec map for the gloss channel. However creating a gloss map like you mentioned seems to help out with the material definition... that. and. it was stupid easy to make :P
http://img703.imageshack.us/img703/7959/garbagegloss.jpg
Cap Hotkill
06-13-2011, 02:35 PM
Looks nice brandoom, but i would recommend you to lower the Tris count, 93.322 Tris a bit over the top for just a trash bin :P
ceebee
06-13-2011, 02:49 PM
Oh man. @ Swizzle, East, Allan-p, Maph, scumworks, future-fiction, meshia, FAT_CAP, crazyfool: AWESOME STUFF. Got me all inspired! Keep at it mates and lasses! :D
sltrOlsson
06-13-2011, 02:53 PM
Looks nice brandoom, but i would recommend you to lower the Tris count, 93.322 Tris a bit over the top for just a trash bin :P
Yeah, somewhere near 80k would be more fitting..
brandoom
06-13-2011, 03:24 PM
Yea.. ~90,000 tris and I still somehow managed to only end up with 10 sides
:P
tacit math
06-13-2011, 04:59 PM
http://www.therobbsho.com/images/zerog1.jpg
http://www.therobbsho.com/images/zerog2.jpg
fuck. that just owns dude. love. it. i'm a huge fan of trevor's stuff and this is looking wicked. would love to see some wires and construction work if you don't mind sharing ? and a turnaround if you can be bothered spinning one off
looking well forward to more
dang87
06-13-2011, 05:48 PM
Lovely render! What's your setup, meshiah?
Andreas
06-13-2011, 06:33 PM
Yeah, somewhere near 80k would be more fitting..
Hey now, no reason to be modelling to WiiU spec just yet :P
I would have used more sides personally, Brandon. These days you can afford to. Its a little noticeable that there aren't that many sides. Nice asset though.
Generalvivi
06-13-2011, 07:41 PM
First 2 mins of my Portal mod Chell's Legend.
http://www.youtube.com/watch?v=S-DTQv7_0ec
Moddb News Post
http://www.moddb.com/mods/chells-legend/news/chells-legend-intro-wip
dougjuno
06-13-2011, 08:05 PM
Added some vines to my Dr. Seuss project. I still need to add some leaves and swirly-doos that help the vines grab the surfaces and climb about.
http://dl.dropbox.com/u/2782776/Seuss_08.jpg
itismario
06-13-2011, 08:46 PM
Mostly base textures still, but here he tis. 3.1k tris
http://img830.imageshack.us/img830/4379/knightzy.png
jordan.kocon
06-13-2011, 10:31 PM
zxcman: Bad ass, I dig it!
http://i795.photobucket.com/albums/yy235/Jordan_Kocon/thumper_5-1.jpg
Ryan Smith
06-13-2011, 11:04 PM
Thanks for the tips :)
I originally just used the spec map for the gloss channel. However creating a gloss map like you mentioned seems to help out with the material definition... that. and. it was stupid easy to make :P
http://img703.imageshack.us/img703/7959/garbagegloss.jpg
Looks great!
achillesian
06-14-2011, 12:04 AM
http://i.imgur.com/hWTGu.png
Grimgall Scourge Blade
gauss
06-14-2011, 12:41 AM
Looking at this thread always makes me wish I could sculpt...
Managed to get some work done due to an internet connection failure for several days. Sort of nice to work without the distractions of the internet...
http://i30.photobucket.com/albums/c327/link_master_92/m14_t_1.jpg
I love how internet outages actually make life a little more interesting for a while--like having the lights out as a kid made you look forward to lighting candles :)
you've got a pretty solid bead on the m14 here but the upper handguard should be fiberglass, not wood. the m14 was never fielded with a wooden handguard, and as completely undesirable as they are to collectors, they were later issued with synthetic stocks to stop the wood from swelling/rotting in vietnam. which makes me realize i kinda want to do a GI synthetic stocked m14 model now :)
SsSandu_C
06-14-2011, 01:02 AM
Hi all! Really fantastic stuff guys. :) Let me see if I can squeeze this one in in through all the awsomeness... there ya go Here is my Creature from the Black Lagoon that I sculpted for the creature challenge on cghub. Still have lots to do. :)
http://img641.imageshack.us/img641/6427/blcklagoon.jpg
Maph, Future Fiction, Meshiah, Fat_Cap, loving it, so many great characters :)
Ive been testing out a new base mesh :D super early still!!!! might turn him into a futuristic type cop, heavily stylised aswell.
http://tomparkersartdump.files.wordpress.com/2010/12/old_cop_001.jpg
Very brinkish! Love it!
Mind showing some wires for the base? You've piqued my interest. :)
Fewes
06-14-2011, 01:50 AM
I love how internet outages actually make life a little more interesting for a while--like having the lights out as a kid made you look forward to lighting candles :)
you've got a pretty solid bead on the m14 here but the upper handguard should be fiberglass, not wood. the m14 was never fielded with a wooden handguard, and as completely undesirable as they are to collectors, they were later issued with synthetic stocks to stop the wood from swelling/rotting in vietnam. which makes me realize i kinda want to do a GI synthetic stocked m14 model now :)
Ah, crap, someone else also took note of this but I sort of made it look like metal...
http://i30.photobucket.com/albums/c327/link_master_92/m14_t_6.jpg
Thanks a lot for the info though (so the wooden version basically stopped becoming available during the Vietnam war?)
gauss
06-14-2011, 02:18 AM
Hahah, dude metal is even worse, the handguard is exactly what the word suggests, it guards your hand while the barrel gets very hot. So metal is not what you want :)
http://i.imgur.com/6TdNa.jpg
But it's easy, the fiberglass handguard you can do by just removing a lot of the grit from the diffuse, and turning it a kind of off brown/plum color, and adjusting the spec to be more plastic. Then you've got it. The handguard never quite matched the wood, not that I've ever seen, not unlike how the FN-SCAR always seems to have some color difference between the metal and the composite materials.
Anyway you still see the M14 with wood stocks in private collections as well as when they got dusted off in Iraq/Afghanistan, it's just that in Vietnam they saw a need and responded to it by issuing a lot of synthetic stocks.
Fewes
06-14-2011, 02:36 AM
Alright, I think I've got it, though I should remove the scratches.
http://i30.photobucket.com/albums/c327/link_master_92/m14_t_8.jpg
WiZiX
06-14-2011, 02:44 AM
Hi, I'm french student and it's my first WIP here.
Modeling Distric 9 Gun for practice, using Maya.
-First step : bloking.
http://img839.imageshack.us/img839/1147/d9wip01bloking.jpg
http://img534.imageshack.us/img534/5438/d9wip02wire.jpg
sltrOlsson
06-14-2011, 03:03 AM
Guys! I need your opinion on something. Atm i'm using Tumblr as a medium for my portfolio. But i saw my friends Cargocollective page and really liked it. What do you think is best?
And yeah, the thumbnails on the new one is f*cked..
Cargo: http://cargocollective.com/vnyhlen
Tumblr: www.vnyhlen.se
FAT_CAP
06-14-2011, 03:10 AM
@crazyfool - Looking slick! Nice clean basemesh as well :)
Nice stuff Maph, CrazyFool.
Quick Sketch based on this concept by Ani (http://www.aniii.com/blog/img/workshop_speed01.jpg)
http://img189.imageshack.us/img189/8234/gmang.jpg
Brendan
06-14-2011, 04:49 AM
Dammit, I'm getting feature creep when modeling a race car. The front wind needs better management over and between the wheels, the front brake intake isn't substantial enough, the rear wheels are in too clean air, the shark fin dips into the wing at the wrong angle, the engine cover is too bulky, the front wheel drums aren't managing the air on the inside of wheels well, etc etc etc. So I fix them, then I notice another few things I want to change after that. Thankfully, the engine cover design is something I'm happy with, and the side fins have been changed to work better (though they need some vents near the main rear wing section to bleed out excessive press OH BOB SAGET I'm off already.
http://i700.photobucket.com/albums/ww5/TBR427/F5000.png
http://i700.photobucket.com/albums/ww5/TBR427/F5000Rev.png
Heck, the Porsche LMP I'm also working on is easier despite the fact that there's 3 pictures of it from 1999 and it officially doesn't exist!
EDIT: I also like Viewport 2.0, what with it's SSAO, Anti-aliasing and being better at life than normal viewport.
Cap Hotkill
06-14-2011, 05:06 AM
zxcman: Bad ass, I dig it!
http://i795.photobucket.com/albums/yy235/Jordan_Kocon/thumper_5-1.jpg
The Dent in the barrel will make the shell get stuck on the barrel and detonate, no fun :P
And those metal scratches look more like scorched paint, make them more soft.
I would also lower the saturation on the wood, it looks brand new compared to the state of decay seen on the metal.
Apart from that, its not bad ;)
Nice stuff Maph, CrazyFool.
Quick Sketch based on this concept by Ani (http://www.aniii.com/blog/img/workshop_speed01.jpg)
http://img189.imageshack.us/img189/8234/gmang.jpg
Haha! This guy is rad! Personally, I would emphasize his stache and ears more. Ditch the lower lip, just have the stache cover it all up. :)
Awesome works guys!
I start doing my own version of Conan. Development is on the thread on my signature.
http://i1197.photobucket.com/albums/aa426/jramauri/Arnold_WIP_05.jpg
Long time without posting... :P
@itismario: That chaos knight rocks! The helm design looks cool and also the polycount is nice :)!
Tree model for a school project... more props coming!
http://173.45.73.121/%7Ecarlosde/forest/arbol_adornado.jpg
tacit math
06-14-2011, 07:54 AM
scrubbed a bit more into the troll body :
http://dl.dropbox.com/u/3436831/gabba_02.png
fabio brasilien
06-14-2011, 07:57 AM
Some concepts for a personal project. :\
http://www.fabiobrasiliense.com/2d%20art/characters%20small.jpg
the second one is a "paintover" of an old 3d model... :poly121:
tacit math
06-14-2011, 08:00 AM
h aha. those are just awesome !!
fabio- super fun concepts!
ceebee
06-14-2011, 08:30 AM
Figured I'm going to need some non-creatures/monsters in my portfolio:
http://www.curtbinder.com/reddeadrobotman_wip.jpg
derpaderp
Edit: crazyfool damn you for being so good, huge fan wuddup
Allan-p
06-14-2011, 12:33 PM
Lizardnaut!
http://dl.dropbox.com/u/21811201/lizzardnaut.jpg
gilesruscoe
06-14-2011, 12:50 PM
Haha nice one allan
Slipgatecentral's model and texture from SDK master thread
http://www.youtube.com/watch?v=c2TuwWWQcfs
http://www.youtube.com/watch?v=pHSdU8wHMIY
Ravenslayer
06-14-2011, 01:54 PM
so much awesomeness in here :o
did a small photostudy tonight
http://leslievdb.com/temp/pride.png
jesus christ ravenslayer
finally got fed up with those horrible hair-lip child charity ads too eh?
Ravenslayer
06-14-2011, 02:21 PM
lol havn't seen any of them over here, i was just intrigued by the picture and wanted to do a quick study of it :)
That picture creeps me out, good study nonethless.
leeuwen12
06-14-2011, 02:33 PM
so much awesomeness in here :o
did a small photostudy tonight
http://leslievdb.com/temp/pride.png
....if this is a photo study then this is one messed up chick!...or is it a dude?
Ravenslayer: Man, you know how to capture the beauty!
Nate Broach
06-14-2011, 03:39 PM
Fabio, kick ass concepts, those are fun.
RavenSlayer: wowee, glad you didnt show the ref. Looks great though.
Arrow Tower Level 2! Moving on to level 3.
http://alter-nate.com/images/ArrowLVL2.jpg
conte
06-14-2011, 03:50 PM
I didn't get Ravenslayer's joke, can someone explain?
The fuck Ravenslayer? That scared the living shit out of me! :D
jmiles
06-14-2011, 04:02 PM
reworked this one a few days ago
http://i1189.photobucket.com/albums/z430/jmiles24/MilesWadsworth_PanViolin_Beauty.jpg
Jason Young
06-14-2011, 04:14 PM
Skeptical, that's looking sweet! Is the ligher colored center piece a giant piece of stone?
I have a thread for this, but figured I'd pop it into the waywo as well. Finishing up my brawl character.
http://www.artofyoung.com/images/dk_high.jpg
sltrOlsson
06-14-2011, 04:18 PM
reworked this one a few days ago
http://i1189.photobucket.com/albums/z430/jmiles24/MilesWadsworth_PanViolin_Beauty.jpg
I love everything but the textures in the face :< They feel kinda flat while the bodys textures is much more alive.. Still, looks frekkin nice!
122 tris final result :)
http://dl.dropbox.com/u/30693265/screenshot2.jpg
daphz
06-14-2011, 06:03 PM
there's so much bad-assery happening in the last few pages!
http://3.bp.blogspot.com/-RO7N0Ffsr0I/TffWJwQwUrI/AAAAAAAAAJE/5xOxaDa6EUw/s1600/fleshlips_almost.png
crosspost from my art dump, it's "fleshlips" from silent hill 2. For Sythens silent hill udk scene. Textures still need some tweaking.
Kleber1983
06-14-2011, 07:18 PM
Tribute to my master Caravaggio (W.I.P.)
Here´s is a new project that I recently started (please just ignore the feet XD).
http://2.bp.blogspot.com/-ck92eNGyiKo/TfgTpme_k3I/AAAAAAAAADY/SsckXvNnY2k/s1600/Caravaggio.jpg
Ravenslayer
06-14-2011, 11:18 PM
I didn't get Ravenslayer's joke, can someone explain?
if you do please inform me because there wasn't any funny intend to it
Parnell
06-14-2011, 11:33 PM
durp
http://subshape.phpwebhosting.com/durp/female_01.jpg
http://www.subshape.com/durp/female_01.jpg
Allan-p
06-15-2011, 12:30 AM
Parnell: Herp
http://dl.dropbox.com/u/21811201/femaleface.jpg
ivars
06-15-2011, 12:40 AM
Skeptical Nate: Nice work! Are these for a game?
What angle will they be viewed from? If it's to be viewed from the top (Just basing that assumption on most tower defense games I've played) I think the difference might be hard to recognize...
durp
http://www.subshape.com/durp/female_01.jpg
Gorgeous! I want moar!
Allan-p
06-15-2011, 01:40 AM
Ok.. ok.. one more before bed.
Robert Redford caricature
http://dl.dropbox.com/u/21811201/roberredford.jpg
Dylan Brady
06-15-2011, 01:46 AM
http://dylan-brady.com/images/faceguy.jpg
Mr.Cash
06-15-2011, 06:17 AM
122 tris final result :)
http://dl.dropbox.com/u/30693265/screenshot2.jpg
Hey Pix, if this is a floor panel, you doesnt need so many tris. A simple plane with a working normal map will do the same job. Is this diffuse only? If not you have to overwork your spec map, to define your materials more beliveable.
Maybe you want to post your textures too??? Realy liking your details and design. :D
Jackwhat
06-15-2011, 06:40 AM
http://dl.dropbox.com/u/814247/0613swamptingv8.jpg
Hey Pix, if this is a floor panel, you doesnt need so many tris. A simple plane with a working normal map will do the same job. Is this diffuse only? If not you have to overwork your spec map, to define your materials more beliveable.
Maybe you want to post your textures too??? Realy liking your details and design. :D
I actually made the bake in xNormal to the flat plane, but later decided to extrude few shapes in the plane because it looked quite flat, I guess I could still optimize it so it would not have as many triangles as it has right now.
It has no specular or gloss map this far, I can make it any time, so only Normal, Diffuse and Emissive.
http://dl.dropbox.com/u/30693265/Panel_001_textures.jpg
Texture is very simple to be honest.
Also the High polygon version. I started from the plane, divided the plane into sections, I cut away polys I did not need because it would tile, each single section detached from the whole, extruded and modelled in isolation mode, when I was done I simply copied pieces around, and at the end set the pivot right in middle.
http://dl.dropbox.com/u/30693265/Floor_Panel_003_Practice_Update.jpg
beancube
06-15-2011, 07:04 AM
@ pix :
Did u unsharpmask your normal map? - you have alot of edge bleeding making it looks like its sourced from nvidia filter. Also the bolts normals arent representing the diffuse version very well at all.
I did not use unsharp mask, It come out like it is perhaps because I overlayed the normal map with NDO normal, normal bake from xNormal did not come out very well for some reason, and yes I noticed the bolts you pointed out, they have to be more flat not sharp, but that's great you point it out, that's the kind of feedback I need :)
Mr.Cash
06-15-2011, 07:24 AM
@ pix: The flat looking is caused by your flat highpoly...if you want nice depth in it you have to overdo theese parts in your HP.
http://img835.imageshack.us/img835/2020/49010089.jpg
Hope this helps you a bit, cause this is just a fast NDo result.
http://imageshack.us/photo/my-images/835/49010089.jpg/
Thank you a lot, quite a newbie mistake, but yeah Practice will make perfect :D
Mr.Cash
06-15-2011, 08:57 AM
Np, thats why we coming together here^^
There are no newbie´s out there...onyl more & minor experienced people.
btw: quite a nice highpoly 4 a "newbie" :p
timwiese
06-15-2011, 09:07 AM
durp
http://www.subshape.com/durp/female_01.jpg
Awesome, Love the face!
Np, thats why we coming together here^^
There are no newbie´s out there...onyl more & minor experienced people.
btw: quite a nice highpoly 4 a "newbie" :p
I put this down together so I can remember and it's good for future reference for others.
http://dl.dropbox.com/u/30693265/MODELLING.jpg
AlecMoody
06-15-2011, 09:58 AM
simple prop built in ~7 hours
http://www.alecmoody.com/stuff/case/2.jpg
http://www.alecmoody.com/stuff/case/1.jpg
Mr.Cash
06-15-2011, 10:12 AM
I put this down together so I can remember and it's good for future reference for others.
http://dl.dropbox.com/u/30693265/MODELLING.jpg
hey n1...got to share this!
teaandcigarettes
06-15-2011, 10:18 AM
simple prop built in ~7 hours
Looks great Alec, I absolutely love how much effort you put into your materials. I'm wondering how did you make that grey foam look so good. Is that a dark grey diffuse, with nosiy, highly contrasting specular? Or is there something more to it?
sltrOlsson
06-15-2011, 11:04 AM
simple prop built in ~7 hours
Love it! I like the clean and proper feeling to it!
felipefrango
06-15-2011, 11:12 AM
I second teaandcigarette's question, the foam is looking great. What is it rendered in, Xoliul's shader? Also, can ya share texture flats and/or wires?
AlecMoody
06-15-2011, 11:20 AM
yeah its xoliul in max 2010 (mismatched tangent basis to stress the normal map)
Sukotto
06-15-2011, 12:22 PM
Just a little zbrush sketch:http://i32.photobucket.com/albums/d37/whitey5944/stegooo1.jpg
Sectaurs
06-15-2011, 01:02 PM
nice steggo!
i'd love to see a version with short stubby legs.
Jbird
06-15-2011, 02:32 PM
simple prop built in ~7 hours
Alec, Nicely done! :)
tacit math
06-15-2011, 04:03 PM
that steggo is rad ! ha. print that puppy for sure
nubs :
http://dl.dropbox.com/u/3436831/domaq_spins.gif
Parnell
06-15-2011, 05:11 PM
nice stuff Tacit!
chadabees
06-15-2011, 05:20 PM
Just a little zbrush sketch:http://i32.photobucket.com/albums/d37/whitey5944/stegooo1.jpg
I <3 this.
@Alec Nice material definition on that case!
aajohnny
06-15-2011, 06:33 PM
Working on Modularity, probably gonna make a sci-fi scene now :)
http://i306.photobucket.com/albums/nn267/aajohnny/Withoutspeclighting-1.jpg
Orgoth02
06-15-2011, 06:45 PM
Still working on the diffuse but yeah, some barrels for a project that I am working on
http://i368.photobucket.com/albums/oo130/orgoth02/wooden_barrels.jpg
rooster
06-15-2011, 07:21 PM
tacit: love it!
felipefrango
06-15-2011, 07:33 PM
Now, those are some good looking barrels right there.
Rapante
06-15-2011, 07:39 PM
Pretty much calling this one done :)
now it got a nice little tutorial loop (which you can skip), the minigame works as intended and there is even an outro clip which lets you start it over
I'll upload a vid of it soon, I promise :)
http://dl.dropbox.com/u/30477633/UI_RC01.png
http://dl.dropbox.com/u/30477633/UI_RC02.png
http://dl.dropbox.com/u/30477633/UI_RC03.png
http://dl.dropbox.com/u/30477633/UI_RC04.png
http://dl.dropbox.com/u/30477633/UI_RC03.png
Looks cool, Reminds me of ghost in the shell
Finished this little thing up... and now gearing up for my next project...
http://dl.dropbox.com/u/17470923/images/lmp3d-portfolio06-2.jpg
DeathByChris
06-15-2011, 08:34 PM
that steggo is rad ! ha. print that puppy for sure
nubs :
http://dl.dropbox.com/u/3436831/domaq_spins.gif
So hawt!
can we get some detail renders of this awesome beast?
Allan-p
06-15-2011, 08:53 PM
http://dl.dropbox.com/u/21811201/sean%20pertwee.jpg
http://dl.dropbox.com/u/21811201/tank%20vroom.jpg
Andreas
06-15-2011, 09:32 PM
Looks cool, Reminds me of ghost in the shell
Hah was gonna say the exact same thing :) 2 in particular, loved that sequence.
Papa_Austin
06-15-2011, 11:19 PM
thought I would post my block out of this guy, pretty busy though :/ we will see if it gets finished :p
http://dl.dropbox.com/u/1916709/sword_fish.jpg
Snipergen
06-16-2011, 12:28 AM
First 2 mins of my Portal mod Chell's Legend.
http://www.youtube.com/watch?v=S-DTQv7_0ec
Moddb News Post
http://www.moddb.com/mods/chells-legend/news/chells-legend-intro-wip
Looks fantastic man, great job :)
Rapante
06-16-2011, 12:43 AM
Hah was gonna say the exact same thing :) 2 in particular, loved that sequence.
I am a big fan of the series, it's been one of the major influences, the other one being Iron Man's Helmet UI :)
Orgoth02
06-16-2011, 01:28 AM
Ok now I am finished with these. Finished the texture and change up the presentation.
http://1.bp.blogspot.com/-JaraJgaXeEo/Tfm78qpLTnI/AAAAAAAAAbg/0Ulr7jbAgQc/s1600/wooden_barrels.jpg
brandoom
06-16-2011, 03:06 AM
Dats a naice barrel you got thur.
Skillmister
06-16-2011, 04:04 AM
Could you show some flats of that barrel its awesome?
Dang, sweet stuff here guy's!
Tacit math: Love the work!
Update of my vehicle, blocking out phase, based on a concept by Lorin Wood.
http://www.lostcorner.org/3dBlog/Lancer_006.jpg
r4ptur3
06-16-2011, 09:13 AM
@Rapante -- VID VID VID!!!
PhattyEwok
06-16-2011, 09:50 AM
thought I would post my block out of this guy, pretty busy though :/ we will see if it gets finished :p
What planet is this? dun dun dun dun dun dun :)
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