View Full Version : What Are You Working On? 2011 Edition!
cdavidson
07-25-2011, 04:04 PM
nothing great just trying to get to grips with the workflow of how things are done.
tbh am lost on how to bake this for a low poly one.. i tryed it but it only did abit of the floor. do both unwraps need to match? and i guess i need to unwrap before a bake? watched tuts but still not getting head around this "bakeing" yet.
anyway heres high polly section so far.
http://sandvoid.com/artdump/testfloor.jpg
Lazerus Reborn
07-25-2011, 04:06 PM
nothing great just trying to get to grips with the workflow of how things are done.
tbh am lost on how to bake this for a low poly one.. i tryed it but it only did abit of the floor. do both unwraps need to match? and i guess i need to unwrap before a bake? watched tuts but still not getting head around this "bakeing" yet.
anyway heres high polly section so far.
http://sandvoid.com/artdump/testfloor.jpg
Could us a alpha for the grates so you can see the tubes below?
Lonewolf
07-25-2011, 04:14 PM
http://www.lonewolf3d.com/images/NewRules2.jpg
..... !
re.wind
07-25-2011, 05:48 PM
first normal bake. ever. Why didn't i learn this earlier?! :D
/me merrily prances about like a child on his birthday
simple high-poly model.
http://i4.photobucket.com/albums/y114/Ammonra/Box09DiffuseMap_highpoly.jpg
diffuse & normal. Not used to the methodologies required for normal baking so i sort of fubared the uv's.
http://i4.photobucket.com/albums/y114/Ammonra/Box09DiffuseMap.jpg
some strange errors in the sides of the bake, even though the test bake didn't show any errors. *shrug*
http://i4.photobucket.com/albums/y114/Ammonra/Box09NormalsMap.jpg
n88tr
07-25-2011, 08:14 PM
Made up a fake banner for kicks
http://i1138.photobucket.com/albums/n531/88ppclolmud/sigsmte/Createst_PNG3.png
Razgriz
07-25-2011, 09:24 PM
Shameless cross-posting! WIP Here: http://www.polycount.com/forum/showthread.php?t=85677
http://dl.dropbox.com/u/7005979/sketchbook_pages/sci-fi/panel_B_02.jpg
S2Engine
07-25-2011, 10:34 PM
Got a bit of downtime from work.
http://www.imgjoe.com/x/propairtankh.jpg
based on this:
http://www.imgjoe.com/x/leairtank.jpg
Any crits/suggestions for how to spice it up? :)
Joshua Stubbles
07-26-2011, 12:21 AM
moar space pew pews
http://dl.dropbox.com/u/2355669/cruiser4.jpg
MaVCArt
07-26-2011, 02:26 AM
battlestar galactica! (no?)
sltrOlsson
07-26-2011, 06:56 AM
I was supposed to finish my Tavern scene. Apparently i did this shit instead. For no reason. Ghaaad.
http://dl.dropbox.com/u/1415501/PolycountPictures/StoneWall.jpg
acapulco
07-26-2011, 07:24 AM
Then just do it! And give your pictures some Leveladjustment in PS, your Postprocess kills the highs and lows in your valuerange.
DEElekgolo
07-26-2011, 07:46 AM
http://img851.imageshack.us/img851/3687/201107251643.png
Joshua Stubbles
07-26-2011, 08:15 AM
battlestar galactica! (no?)
It's for the BSG universe, yeah. But it's not the Galactica of course. Although I did build her as well. It's for the mod listed in my sig.
HitmonInfinity
07-26-2011, 08:33 AM
Got a bit of downtime from work.
Any crits/suggestions for how to spice it up? :)
Looks good to me. If you added to it I think it would just look busy.
Hofsta
07-26-2011, 11:38 AM
Trying out Marmoset for the first time. Anyone have any tips for getting good results with characters?
http://i1116.photobucket.com/albums/k579/Hofsta15/MarmTest.jpg
n88tr
07-26-2011, 11:44 AM
I'd add something on top like a little smokestack thing or maybe some gauges, LED panel. Make it look more futuristic/steampunky
Mr.Cash
07-26-2011, 11:50 AM
Another cross-post from my Duesenberg :p (Thread (http://www.polycount.com/forum/showthread.php?t=86482))
http://1.bp.blogspot.com/-PcFJNlt6jQ8/Ti26pnxaMcI/AAAAAAAAAIw/Q__c1w_T2FE/s1600/3.jpg
http://4.bp.blogspot.com/-gwheusmLZxc/Ti261rYmzwI/AAAAAAAAAI0/cBTuIf7XQZ0/s1600/4.jpg
Wahlgren
07-26-2011, 12:07 PM
So yeah. Doing an environment and some assets from scratch, haven't done much of it in ages. Been bughunting mostly and polishing so yeah I feel a bit rusty and need to get my edge back!
So here's a soopah early wip. Snow is glitchy as fuck and materials are unfinished like many of the objects. Textures aren't really there either but nuff excuses.
http://dl.dropbox.com/u/469564/GOT/06.jpg
http://www.youtube.com/watch?v=-Pj6ZTzhlws
pixelchaot
07-26-2011, 12:32 PM
http://fc08.deviantart.net/fs71/f/2011/207/6/3/barman_textur_by_pixelchaot-d41qajc.jpg
the barman...
teaandcigarettes
07-26-2011, 01:35 PM
So yeah. Doing an environment and some assets from scratch, haven't done much of it in ages. Been bughunting mostly and polishing so yeah I feel a bit rusty and need to get my edge back!
So here's a soopah early wip. Snow is glitchy as fuck and materials are unfinished like many of the objects. Textures aren't really there either but nuff excuses.
http://dl.dropbox.com/u/469564/GOT/06.jpg
http://www.youtube.com/watch?v=-Pj6ZTzhlws
Looking good! Funny that I marathoned the whole Game of Thrones just yesterday and was thinking of doing something based on it myself :P
If you want to have a little fun with the materials you could add some procedural snow. You could make a material that blends between your base texture and snow depending on the direction of the normal. Here's (http://dl.dropbox.com/u/4361936/Photos/my_shizzle/rocks_shader.jpg) a similar material I made a little while ago. You will need just the nodes within the "Blend" box and then tweak the values a little.
Mrskullface
07-26-2011, 01:43 PM
old dude head sculpt done in zbrush ::]
http://img339.imageshack.us/img339/6739/jackhairrecolorsmall2.jpg
Does anyone here know where I can find the image (or artistpage) of this little kid in a forest holding a wooden sword fighting monsters. I think it was a painting and I'm pretty sure it was a polycounter :)
ENODMI
07-26-2011, 02:03 PM
Does anyone here know where I can find the image (or artistpage) of this little kid in a forest holding a wooden sword fighting monsters. I think it was a painting and I'm pretty sure it was a polycounter :)
http://daniellieske.blogspot.com/ this?
http://2.bp.blogspot.com/_XdP6Lp2ceqY/TOCuNYJeUVI/AAAAAAAAg-o/FgELhiVAAAA/s1600/Trapped_by_daniellieske.jpg
Kbrom12
07-26-2011, 02:27 PM
Update on a cathedral I'm working on, next time I'll get a larger render than I am showing now, thanks for viewing!
http://img594.imageshack.us/img594/952/cathedral1.jpg
schebbe
07-26-2011, 03:14 PM
pixelchaot: cool looking dude, I like his suspicious expression :)
sltrOlsson: :) much left on the tavern? nice rocks btw :)
Some progress with my zombiedemondude.
http://img807.imageshack.us/img807/2474/zombiewip04.png (http://imageshack.us/photo/my-images/807/zombiewip04.png/)
Grimm_Wrecking
07-26-2011, 03:27 PM
Lonewolf: MORE!
Wahlgren: Looking forward to seeing the rest of it. Huge fan of GoT.
MrSkullface: Nice one. Dig that hair.
re.wind
07-26-2011, 04:06 PM
small bottom one's rather simple but i'll be adding some colour and brush strokes to it soon enough.
Can't say it enough but <3 <3 <3 minotaur's tutorials.
can't get viewport shaders to work, and i can't be bothered (tired) to get these textures & modular models into source.
http://i4.photobucket.com/albums/y114/Ammonra/modular%20project/modular_texture_01.jpg
Kot_Leopold
07-26-2011, 04:15 PM
@pixelchaot (http://www.polycount.com/forum/member.php?u=16952) Awesome character with strong personality. Loving the clean look and polypainting!
@Mrskullface (http://www.polycount.com/forum/member.php?u=31685) Great head, really dig his hair! Was the Slash brush used extensively on it?
Jackwhat
07-26-2011, 05:44 PM
What Soap?
/
http://dl.dropbox.com/u/814247/0726pootraitv2.jpg
Jackwhat
07-26-2011, 05:45 PM
.
Daven
07-26-2011, 05:55 PM
haha, what the hell...
ceebee
07-26-2011, 06:56 PM
That totally reminds me of when you see the first zombie in Resident Evil as he looks over his shoulder.
woogity
07-26-2011, 07:34 PM
Mrskullface: the hair you have there looks fantastic man nice work!
S2Engine
07-26-2011, 08:55 PM
Small updates, scaled down the bolts to make it less busy and changed up some of the details to make it more interesting.
http://www.imgjoe.com/x/propairttxt.jpg
Orgoth02
07-26-2011, 10:25 PM
looking good S2Engine (http://www.polycount.com/forum/member.php?u=19819)
http://dl.dropbox.com/u/7829470/floorwip.jpg
Modular sci fi floor tile for a portfolio piece. I need to fix the edges, but other than that, the bake came out nice. Still need to bake out modular pipe set that goes with it. 362 tris.
I'm still not sure if I should take a clean Mass Effect route or an industrial grungey look. I made a nice high poly floor light to go in the center, but it's missing from my files. :(
Joshua Stubbles
07-26-2011, 11:59 PM
working on some purely hand painted textures. Been quite a long time since I've tried.
http://media.moddb.com/images/members/1/376/375371/WoodPlanks_001.jpg
Mrskullface
07-27-2011, 12:51 AM
@
@[B]Mrskullface (http://www.polycount.com/forum/member.php?u=31685) Great head, really dig his hair! Was the Slash brush used extensively on it?
actually i don't use really anything past the standard and clay. i cut out the general hair shape with the negative standard brush then make a curl with a positive standard brush and then with the clay brush i flatten each side. sometimes I use the Hpolish. i should try out the slash then : ]
gilesruscoe
07-27-2011, 12:53 AM
Josh thats a really nice wood texture man, love it when people do those little curley knots :P
Jbird
07-27-2011, 01:16 AM
Yeah really nice texture Joshua.
SanderDL
07-27-2011, 03:15 AM
An environment I've been working on for the last month or so:
http://i.imgur.com/OGZDr.jpg
An environment I've been working on for the last month or so:
http://i.imgur.com/OGZDr.jpg
What's with the lighting?
SanderDL
07-27-2011, 03:53 AM
What do you mean exactly? The white backdrop? It's something caused by my post process effects. I'm still looking into fixing it.
wasker
07-27-2011, 06:01 AM
That's awesome Joshua! Not sure how well it would tile in the Y direction though but it looks neato nontheless!
cdavidson
07-27-2011, 06:17 AM
small bottom one's rather simple but i'll be adding some colour and brush strokes to it soon enough.
Can't say it enough but <3 <3 <3 minotaur's tutorials.
can't get viewport shaders to work, and i can't be bothered (tired) to get these textures & modular models into source.
http://i4.photobucket.com/albums/y114/Ammonra/modular%20project/modular_texture_01.jpg
what tutorials? link?
yes thank you :)
hey i'm working on that, don't you dare! :poly127:
Sectaurs
07-27-2011, 07:15 AM
working on some purely hand painted textures. Been quite a long time since I've tried.
http://media.moddb.com/images/members/1/376/375371/WoodPlanks_001.jpg
coming along nicely!
i think some edge definition could help - it seems like all your hard, crisp details are in the center of each board, instead of defining the edges. this creates a convex and soft feeling to each board. you've shaded them to reinforce this, with the centers being lighter than the edges.
same goes for the top and bottom edges - these are both uniformly darker than the middle. they also get a LOT more 3d, which further separates them from the rest of the texture.
while definitely cool looking, your swirly knots feel out of place, as there's nothing else of that sort in the textures. i would expect a lot more grain-lines and imperfections to go along with these. go crazy!
and keep in mind, wood grain doesn't always follow the boards - you can get some really cool looking variation between boards by showing off all the different ways the grain can manifest itself when cut into boards.
lastly, it is in need of some color variation. this is the single biggest complaint i have when people do 'hand painted' textures. they're often very flat with little color range. easy to fix after you're done with some layers, but i think it always looks better if you actually paint with those colors and get those interesting mixes.
looks like it's still a WIP, but i thought i'd throw out these observations
re.wind
07-27-2011, 07:26 AM
what tutorials? link?
#1 modular design tutorial (http://www.polycount.com/forum/showthread.php?t=86588)
#2 more or less the same as above (http://www.thiagoklafke.com/modularenvironments.html)
#3 and this one (http://www.thiagoklafke.com/xnormal.html) to a lesser extent, although it helped a bit with baking process, which, despite the tut, i'm doing within max.
enjoy. :)
Parnell
07-27-2011, 07:59 AM
http://www.subshape.com/durp/helmet.jpg
A bit of a throw back to Bubblegum Crisis.
Quick video showing how it works.
http://www.subshape.com/durp/helmet.mov
http://www.subshape.com/durp/helmet.swf
Joshua Stubbles
07-27-2011, 09:11 AM
coming along nicely!
i think some edge definition could help - it seems like all your hard, crisp details are in the center of each board, instead of defining the edges. this creates a convex and soft feeling to each board. you've shaded them to reinforce this, with the centers being lighter than the edges.
same goes for the top and bottom edges - these are both uniformly darker than the middle. they also get a LOT more 3d, which further separates them from the rest of the texture.
while definitely cool looking, your swirly knots feel out of place, as there's nothing else of that sort in the textures. i would expect a lot more grain-lines and imperfections to go along with these. go crazy!
and keep in mind, wood grain doesn't always follow the boards - you can get some really cool looking variation between boards by showing off all the different ways the grain can manifest itself when cut into boards.
lastly, it is in need of some color variation. this is the single biggest complaint i have when people do 'hand painted' textures. they're often very flat with little color range. easy to fix after you're done with some layers, but i think it always looks better if you actually paint with those colors and get those interesting mixes.
looks like it's still a WIP, but i thought i'd throw out these observations
That's great Sectaurs, thanks for the feedback! I'll be making some changes :)
lucifer1306217
07-27-2011, 09:43 AM
Trying to work on an old project i never finished, never completely done a character with normals so im getting some errors.
Friend told me to use xnormals, sooooooo much better than baking in max : D
http://www.subshape.com/durp/helmet.jpg
A bit of a throw back to Bubblegum Crisis.
Quick video showing how it works.
http://www.subshape.com/durp/helmet.mov
http://www.subshape.com/durp/helmet.swf
hell yeah throwback!
EiGHT
07-27-2011, 01:21 PM
Muddy hardsurface sketch.
http://img109.imageshack.us/img109/896/d17.png
konstruct
07-27-2011, 01:45 PM
WHoa- that guys got some flavor. I kinda wish the face had some more aggresive shapes. its comes off as bit too soft.
gimme a closeup on those shoes man.:poly124:
love the huge power gloves.
Close up of shoes plz
AKAperly
07-27-2011, 01:57 PM
sweet dude, gonna do the full armor up?
http://www.subshape.com/durp/helmet.jpg
A bit of a throw back to Bubblegum Crisis.
Quick video showing how it works.
http://www.subshape.com/durp/helmet.mov
http://www.subshape.com/durp/helmet.swf
Mrskullface
07-27-2011, 01:59 PM
self portrait :: ]
http://dl.dropbox.com/u/25417695/jonah-me.jpg
MGrecke
07-27-2011, 03:31 PM
Sooo, I decided to creat a new series.. kind of a world.. ye,
that is called DEMONOLOGY, so I guess you know what it's about
I got a lot of the stuff thought out so.. hopefully I will write something down about it.. even though my english and writing sucks so..
but anyways, here we have Dunn
who is the main character of this world
naked and dressed sheet of him!
not that much to say about him now really...
but I sure like the idea I have for this
so I will surely make more and more stuff for this!
aaand if you are interrested in knowing more about this? just note me!
I will also hopefully make a 3d model of him! sure will be a challenge since I just started doing 3D!
thoughts crits are welcome!
http://fc00.deviantart.net/fs71/i/2011/208/6/e/demonology__dunn_by_go_maxpower-d41uwd0.jpg
http://fc06.deviantart.net/fs70/i/2011/208/3/a/demonology__dunn_by_go_maxpower-d41uvor.jpg
hooligan
07-27-2011, 03:31 PM
Great work everyone. Looks amazing!
Jbird
07-27-2011, 03:43 PM
Mrskullface, I'm pretty sure a face is not supposed to look like that, you should consider seeing a doctor. ^^
TerraBite
07-27-2011, 03:44 PM
@MGrecke: Awesome! I'd love to see this in 3d.
Mrskullface
07-27-2011, 04:22 PM
Mrskullface, I'm pretty sure a face is not supposed to look like that, you should consider seeing a doctor. ^^
what's funny is that I went to the doc to look like this : [
Daven
07-27-2011, 04:28 PM
The Gen'ral
http://maxdavenport.files.wordpress.com/2011/07/genral.png
g2000
07-27-2011, 05:38 PM
Awesome stuff people :poly142:
Orb,Seth : thanks for looking i appreciate it:)
EiGHT : very cool dude,are you gonna take him further,low poly textures and all ?
Parnell : love her face,also big Bubblegum Crisis fan,looking forward for more updates
Here's my progress on that beast character,finished raw sculpt and some basic polypaint gonna retopo this sucker now...
http://vimeo.com/26963388
http://img29.imageshack.us/img29/5193/petbeastfinsculpt.jpg (http://imageshack.us/photo/my-images/29/petbeastfinsculpt.jpg/)
EiGHT
07-27-2011, 06:50 PM
konstruct - Thanks man, hey could you explain these aggressive shapes to me.I would love to apply the change especially since I've been feeling the same but am a bit clueless on how to do so.
Hboybowen - Wish granted lol.Recycled from a model that just didn't make it lolol.
g2000 - You know I am man.Hes first in a series of 3.So much hard surface modeling in my immediate future *sigh*.Dude that Beast is sexeh!!Also,is that the clay tube brush you were using in your video.
Mrskullface - Siiiiick!
MGrecke - Your line to color ratio turns me on.
http://i1138.photobucket.com/albums/n538/eight00/Three%20D/b7ee2d2d.png
Jackwhat
07-27-2011, 07:01 PM
http://dl.dropbox.com/u/814247/0728rakugakiv1.jpg
re.wind
07-27-2011, 07:15 PM
First texture test in source engine, just using brushwork at the moment, i.e. no model.
I'm using source engine, specifically, l4d2.
- normal map is as good as useless (lighting, detail density, etc) no ssbumps (source-specific directional normal maps)
- unflattering lighting (improved lighting needed)
- feels rather clean & sterile, and boring at the same time (<20 min hammer job)
- needs more props with textures applied
- not particularly fond of colour combination
- more interesting environment
http://i4.photobucket.com/albums/y114/Ammonra/modular%20project/modular_test10000.jpg
POFFINGTON
07-27-2011, 07:27 PM
working on some purely hand painted textures. Been quite a long time since I've tried.
http://media.moddb.com/images/members/1/376/375371/WoodPlanks_001.jpg
LOVE this texture, I might push the highlights just a tad but man this is fantastic work!
Joshua Stubbles
07-27-2011, 07:53 PM
LOVE this texture, I might push the highlights just a tad but man this is fantastic work!
Thanks! I definitely need to rework that texture some.
I painted another wood texture today, trying some other ways.
https://lh5.googleusercontent.com/-zURAdGPvF0c/TjDMTGK1iWI/AAAAAAAAAMw/oJH2lKR4zj0/s512/wood2.jpg
Takes a while to go back to straight handpainting after not doing it for so many years =\
http://dl.dropbox.com/u/2355669/wood.gif
funny how having a job for me means I have some time to finish stuff again...
ship I'm working on; non glorious screen caps :P
http://www.coldconcept.net/dshipwip.jpg
some painting practice sorta
http://www.coldconcept.net/bfoxwip.jpg
and thumbs for fun http://www.coldconcept.net/morethumbs.jpg
Pangahas
07-27-2011, 09:34 PM
Thanks! I definitely need to rework that texture some.
I painted another wood texture today, trying some other ways.
The 2nd one looks flat but the way you did the grooves/grains imo are better than the 1st one.So maybe a combination of both would be better and also slight/subtle color variations between each plank wouldn't hurt either.I mean color adjusting them to make one for example greenish while the other more bluish or something.Thanks for posting this, made me want to revive my old thread and do handpainted stuff again.:)
Renaud Galand
07-27-2011, 09:48 PM
looks great moof! :)
daphz
07-27-2011, 10:48 PM
eight - that armor is really cool, give his face some love though!
mgreke - nice turnaround, it would look sweet in 3d
g2000 - gnarly creature
moof - that modeling looks really clean; i'm diggin that concept too, please work in it some more!
http://3.bp.blogspot.com/-B5J-BzpoJu4/TjD2akactQI/AAAAAAAAALc/Z7kqswN2OPw/s1600/omfgpoop.png
Darkrusader
07-27-2011, 10:53 PM
Looking real sick moof!!
duncan
07-27-2011, 10:59 PM
@ daphz: THAT LOOKS AWESOME!
Nagibator
07-27-2011, 11:18 PM
"Mercedes L4500 A" WIP
http://i1238.photobucket.com/albums/ff495/madcap21/maya2011-07-2801-37-16-60-1.jpg
http://i1238.photobucket.com/albums/ff495/madcap21/maya2011-07-2801-37-00-94-1.jpg
Joshua Stubbles
07-28-2011, 12:59 AM
Working on the Ionian Nebula for our BSG mod. The nebulae textures are heavily WIP and their placement is just for quick testing - it's not final (I know they don't make sense here).
http://dl.dropbox.com/u/2355669/ionian.jpg
g2000
07-28-2011, 01:02 AM
EiGHT : Thanks mate,it was a mix of clay tubes an clay brush
moof : very nice space ship
daphz : thanks man,yours looking awesome,killer mood :poly142:
trying some other ways.
http://dl.dropbox.com/u/2355669/wood.gif
Here is my suggestions for this style
http://content.screencast.com/users/TorbQA/folders/Jing/media/87ac9eba-dd20-43ea-a7c3-60f39a315011/2011-07-28_0110.png
BelgianBoolean
07-28-2011, 01:27 AM
Trying to muddle my way through this hull. Feels like the hardest part of this ship.
http://img7.imageshack.us/img7/1346/shipf.jpg
MaVCArt
07-28-2011, 01:33 AM
I would recommend removing geometry; notoriously lots of edges don't do well with turbosmooth, only when you need really complicated shapes, but in my experience that's really on of the only situations where the shouted rule "moar geo!" helps. in general, and certainly when creating large shapes, less geo is the way to go. (at least, and again, in my experience; other people might think differently about this)
then, when the geometry is less complicated, i would start by first putting in the shape you want where you want it, and then think about how the edgeflow on that part of the model should be. in this case, going in a curved manner around the hole is probably the preferable technique. also, I see (or at least it seems like it) you have a pole right on the edge of the circular shape. this is a recipe for disaster :p
poles in general should be forbidden when creating high poly models, but unfortunately it's not always possible to avoid them completely. BUT, in this case you really should try to find a way not to have a pole there, it's messing up the circular shape.
hope this helps :)
BelgianBoolean
07-28-2011, 01:52 AM
Thanks so much mate! I finally solved it. Kept the extra geo near the circle and nuked a lot of other edge loops. Went back and relaxed some verts and bam! Done.
Vailias
07-28-2011, 03:35 AM
Bout 3 hour sculpt. Not quite on likeness, but in the ballpark.
Sculptris, ref pics, max render.
http://dl.dropbox.com/u/442934/PC_Links/Djimon_2.2_1.jpg
http://dl.dropbox.com/u/442934/PC_Links/Djimon_Refs.jpg
http://dl.dropbox.com/u/442934/PC_Links/Djimon_2.2_Max.jpg
Jackwhat
07-28-2011, 05:09 AM
same shit different day
http://dl.dropbox.com/u/814247/0728rakugakiv2.jpg
Holy shit Jackwhat, that is gorgeous! Can has timelapse?
Loving the mood on this!
Stinger88
07-28-2011, 05:24 AM
Sweet work Jackwhat...as per... seconded timelapse request
Is the snow/mountain photo sourced, or brush, or a photo sourced brush even? whatever it is it works well. If its a brush would you mind sharing brush shape and settings, or the process used?. I don't want to use it I want to make my own.
benji
07-28-2011, 06:07 AM
Vailias, awesome stuff!
Jackwhat, incredible, great colours and mood. can you give us an overview of your artistic workflow? do you start out with shapes/composition in mind, block in values, and conjure up ideas as you go or what?
edit: third timelapse request :)
Lazerus Reborn
07-28-2011, 08:21 AM
Trying to muddle my way through this hull. Feels like the hardest part of this ship.
http://img7.imageshack.us/img7/1346/shipf.jpg
Use a seperate mesh for the cylinder if you havent already. Makes no sense to try and use a single mesh for something like that.
Jackwhat
07-28-2011, 08:53 AM
No timelapse but i think sparths original thread covers all the bases;
http://www.conceptart.org/forums/showthread.php?t=201403
Alberto Rdrgz
07-28-2011, 09:28 AM
Trying to muddle my way through this hull. Feels like the hardest part of this ship.
http://img7.imageshack.us/img7/1346/shipf.jpg
since the REF it self has separate pieces i would do the same with the high poly. also use less geometry it'll be easier to capture shapes.
Jeremy-S
07-28-2011, 10:23 AM
eight - that armor is really cool, give his face some love though!
mgreke - nice turnaround, it would look sweet in 3d
g2000 - gnarly creature
moof - that modeling looks really clean; i'm diggin that concept too, please work in it some more!
http://3.bp.blogspot.com/-B5J-BzpoJu4/TjD2akactQI/AAAAAAAAALc/Z7kqswN2OPw/s1600/omfgpoop.png
Oh my god!! That is... Seriously man, that is blowing my mind right now. Hot, creepy woman, in a snow bound setting, with that light setup. Jesus, man, this is perfection to me. I'm literally, stunned.
ENODMI
07-28-2011, 10:36 AM
http://www.coldconcept.net/bfoxwip.jpg
Nice energy to this, that is really fun to look at:)
Kot_Leopold
07-28-2011, 11:12 AM
@daphz Looks great! What was it rendered in? Marmoset?
almighty_gir
07-28-2011, 11:26 AM
http://crazyferretstudios.com/public/study_7.jpg
BelgianBoolean
07-28-2011, 11:45 AM
@Lazerus and Alberto: Thanks a ton for the tips! I'm revisiting it today to clear it all up.
ScudzAlmighty
07-28-2011, 11:45 AM
not too happy with this viewport 2.0 stuff but Earl's baked..... er, pun not intended
http://4.bp.blogspot.com/-EQoVx2GEER4/TjEZaZ2Ok7I/AAAAAAAAAi4/Qf6pCh_vkMI/s1600/KED_L4E_040.jpg
daphz
07-28-2011, 12:04 PM
cheers guys!
kot leopold - it's rendered in mental ray. :)
Alberto Rdrgz
07-28-2011, 01:19 PM
Muddy hardsurface sketch.
http://img109.imageshack.us/img109/896/d17.png
YES, DUDE!
Proceed.
EiGHT
07-28-2011, 02:46 PM
Alberto Rdrgz - WILL DO MAN!THANKS!
Hofsta
07-28-2011, 03:11 PM
Moof - that painting has a really nice feel to it. I would definitely go somewhere with it if I were you!
EpicEric
07-28-2011, 04:04 PM
So many amazing works here !
This is what i am working these days, a tileable SciFi ground pieces:
HighPoly done imo, next step.....LowPoly, never done it before, any tips?
http://img43.imageshack.us/img43/5523/tileablescififloor04.jpg (http://imageshack.us/photo/my-images/43/tileablescififloor04.jpg/)
And a tileable test
http://img143.imageshack.us/img143/6339/tileablescififloor03.jpg (http://imageshack.us/photo/my-images/143/tileablescififloor03.jpg/)
biofrost
07-28-2011, 04:36 PM
Pretty much have my high poly crate done and I begun work on the low, I unwraped a section of it just to test out baking in xNormal(first time doing it) any crits on the bake
http://img143.imageshack.us/img143/7109/testbake.jpg
crosspost from my sketchbook nearly done I think. conceptart.org subject was queen of seren , took about 2 hours 30 mins.
http://www.gd3dart.com/images/queenofseren2.jpg
Joshua Stubbles
07-28-2011, 06:10 PM
Thanks for the texture feedback, everyone. I still need to make some of the noted changes. I also worked on a stucco type texture.
This model is throwaway stuff - it's just meant to test the textures and is not a real asset, so please just focus crits on the textures. I still need to make the end-cap texture for the logs.
http://dl.dropbox.com/u/2355669/handpaint1.jpg
Minos
07-28-2011, 06:44 PM
working on some purely hand painted textures. Been quite a long time since I've tried.
http://media.moddb.com/images/members/1/376/375371/WoodPlanks_001.jpg
That looks fantastic, i love the subtle hue variations near the edges.
Amsterdam Hilton Hotel
07-28-2011, 06:56 PM
http://i.imgur.com/5aLn5.jpg
lil thang
daphz
07-28-2011, 08:08 PM
looks really clean ben, and joshua that's a sweet texture.
here's a doodle.
http://3.bp.blogspot.com/-2JrjKcHHJ28/TjIjv-eERrI/AAAAAAAAALk/JJQA2v5ZgOA/s1600/wpahddude.png
EiGHT
07-28-2011, 08:10 PM
daphz - 3D THAT SHIT,NAOOOO!!!!!
ErichWK
07-28-2011, 08:46 PM
Daphz, can you stop blowing my mind just once? kthanx
Razorb
07-28-2011, 09:35 PM
daphz! lots o style as usual! and damnnnn love the anatomy on that last 3d peice!
Josh nice work on those textures! i personally think the conrete plaster stuff is a bit too realistic compared to your awesome wood!
moof thats fuckin awesome! Love the pose also.
Just 2 Random Cyrborg sketch thingies! ;o just for funs!
http://i3.photobucket.com/albums/y69/Razorb/cyborgything_AaronFoster.jpghttp://i3.photobucket.com/albums/y69/Razorb/whipppfun.jpg
daphz: Just oozing with style as usual man! Love it!
Razorb: Loving those! That first one is very cyberpunky. :)
Joshua Stubbles
07-29-2011, 01:22 AM
Finished the Ionian Nebula textures and sprite arrangements. Can't really see it in the picture, but there's also a 3d fog type of effect as you fly around the environment.
http://dl.dropbox.com/u/2355669/bsgpano.jpg
vvheris
07-29-2011, 02:07 AM
Handpainting my ezio low poly model :)
http://img38.imageshack.us/img38/9072/preview3y.png
low_seb
07-29-2011, 02:39 AM
Thanks for the texture feedback, everyone. I still need to make some of the noted changes. I also worked on a stucco type texture.
This model is throwaway stuff - it's just meant to test the textures and is not a real asset, so please just focus crits on the textures. I still need to make the end-cap texture for the logs.
http://dl.dropbox.com/u/2355669/handpaint1.jpg
Very nice handpainting texture ,love the style
still working on vanguard
the old outpost (still WIP)
http://img268.imageshack.us/img268/9885/outpost.jpg
thread of the project http://www.polycount.com/forum/showthread.php?t=86121
I made a beating heart material in UDK:
http://www.youtube.com/watch?v=tCbpX_lEQEU&feature=related
here's the setup: link (http://i54.tinypic.com/2akjts7.gif)
Firsov_kv
07-29-2011, 04:13 AM
Hi all.its my robot.http://xmages.net/storage/10/1/0/c/4/upload/1793d6ac.jpg (http://xmages.net/show.php/2996811_jpg.html)
nightFlarer
07-29-2011, 04:29 AM
Cross-posting from my thread. My first time hand painting textures...so difficult.
http://www.deviantart.com/download/245253985/girl_texture_wip_by_nightflarer-d420n6p.png
ultradr3mer
07-29-2011, 04:41 AM
Hey there I'm new to this forum :).
I never did much character modeling. But here is a project I startet recently. I hope for some constructive criticism and ideas.
http://h3.abload.de/img/character_renderpebs.png
all modeling sculpting and rendering was done in blender and all textures were made in gimp.
ultradr3mer
07-29-2011, 04:47 AM
Hey there I'm new to this forum :).
I never did much character modeling. But here is a project I startet recently. I hope for some constructive criticism and ideas.
http://h3.abload.de/img/character_renderpebs.png
all modeling sculpting and rendering was done in blender and all textures were made in gimp.
e-freak
07-29-2011, 06:01 AM
I made a beating heart material in UDK:
http://www.youtube.com/watch?v=tCbpX_lEQEU&feature=related
here's the setup: link (http://i54.tinypic.com/2akjts7.gif)
that's a really clever usage of vertex colors :) like it!
http://i190.photobucket.com/albums/z285/PumpHammer/hormagaunt2.jpg
My first creation with zbrush!! This is a warhammer 40k tyranid spore mine, altho my girlfriend says it looks like a nightmare sperm with a penis head on it. I couldnt really disagree! I wanted something simple to learn how to sculpt, then get everything out of zbrush into a renderer. So this is a decimated mesh, rigged and rendered in Vray. I want to go back and resculpt the horn on the front now ive discovered HD geometry (the garbage sculpting on the bottom of the horned plates is the HD bake test!) and redo the tentacles to look like mushroom stalks a bit more. However I am quite happy for a first go doing something organic, makes me want to do more creatures!
tacit math
07-29-2011, 07:29 AM
some sketch shapes for a test. so far removed from anything identifiable ( and. quite far enough off point ) i figure it's cool to share 'em :
http://dl.dropbox.com/u/3436831/iceBucket_stillzX.png
http://dl.dropbox.com/u/3436831/chillering.png
.
can click_drag faux orbit the swfs in your browser if you don't mind the load time :
http://dl.dropbox.com/u/3436831/iceBucket_.swf
http://dl.dropbox.com/u/3436831/chilleez_.swf
.
g2000
07-29-2011, 07:45 AM
tacit math : They are awesome, thanks for sharing :)
Firebert
07-29-2011, 08:07 AM
More promo material was released today.
http://www.monochrome-games.com/forums/showthread.php?t=227
http://www.monochrome-games.com/Media/07-29-2011/survivor_eugene_1920x1080.jpg
http://www.monochrome-games.com/Media/07-29-2011/zombie_eugene_1920x1080.jpg
Jeremy Wright
07-29-2011, 08:07 AM
Those look great, Tacit Math!
http://wrightgraphicarts.files.wordpress.com/2011/07/umb_07_30_2011.jpg
Jeremy Tabor
07-29-2011, 08:29 AM
the last 6 or 7 pages of this thread is the most concentrated pile of awesome I have ever witnessed... Thank you all *sobs*
thinkinmonkey
07-29-2011, 09:20 AM
Working on Moria column, here's the sculpted base with no texture.
http://www.polycount.com/forum/attachment.php?attachmentid=2818&d=1311956218
8FtSpider (http://www.polycount.com/forum/member.php?u=16338) -Holy fuckin' awesome!!
jarrede
07-29-2011, 02:02 PM
http://img42.imageshack.us/img42/653/undeadprog02.jpg
been really busy lately, haven't had much time to put into this, but almost ready for retopo
leilei
07-29-2011, 02:13 PM
Trying to rig this and give her a "species"
http://www.youtube.com/watch?v=XM-VR7-I3jc
it's hard because the Blender PSK support sucks you'll easily malform the mesh if you tweak weights too much. That, and I don't have the possibility of tweaking the skeleton/animations (like everyone else had here in the UT2003 days)
arms and back sucks, but at least the ass is okay
Kot_Leopold
07-29-2011, 02:17 PM
@jarrede (http://www.polycount.com/forum/member.php?u=40427) That Vietnam zombie looks awesome!
feanix
07-29-2011, 02:21 PM
I've spent today working on a ocean material for the UDK. I've used a normal map and tesselation to create the waves. I haven't got motion added yet since I'm conetrating on getting the look right before adding that in.
http://i.imgur.com/Azp9D.jpg
Reference image (http://www.personal-mastership.com/wp-content/uploads/2011/03/Ocean-Sky-3D-Blue-Water.jpg).
JuGgAlOrD
07-29-2011, 03:20 PM
Nice zombie. Reminds me of Richard Moll's character (http://www.criticplanet.org/wp-content/uploads/2010/02/house-1986.jpg) from the movie House.
Thor Sowards
07-29-2011, 03:42 PM
Some work on the wing
concept from Adrian Majkrzk (http://twitchfinger.com/)
http://img35.imageshack.us/img35/1586/shipwing.png
re.wind
07-29-2011, 05:25 PM
@jarrede: Fallout: Vietnam?
hint: ghouls
Daven
07-29-2011, 07:19 PM
Shameless repost from my sketchbook thread.
http://maxdavenport.files.wordpress.com/2011/07/03_nowire2.png
http://maxdavenport.files.wordpress.com/2011/07/03_nowire.png
Ravenslayer
07-29-2011, 07:21 PM
felt like doing a lifepaint tonight
http://leslievdb.com/temp/yohohoandabottle.png
low odor
07-29-2011, 08:08 PM
I dig your Zombie jarrede ...reminds me of Big Ben from the House movie
nice one Ravenslayer!
suburbbum- coming along nicely!
Joshua Stubbles
07-29-2011, 08:33 PM
frakkin pew pew action
http://www.youtube.com/watch?v=yAam9HmeLoE&hd=1
Sean VanGorder
07-29-2011, 09:42 PM
Startin an Izmojuki mech. Little progress on the high poly.
http://dl.dropbox.com/u/832936/Temp/mech_wip.png
Once you see the face, you can't unsee it.
Razgriz
07-29-2011, 11:07 PM
WIP for my sci-fi environment here: http://www.polycount.com/forum/showthread.php?t=85677
This floor asset tiles I think at least twelve ways with mirroring, maybe more.
http://dl.dropbox.com/u/7005979/sketchbook_pages/sci-fi/panel_floor_01.jpg
i know grassetti already put everyone to shame but here's my current progress on the mass effect inspired char-low poly with 1024 maps.
http://dan-art.com/images/MEWIP7.jpg
Makkon
07-29-2011, 11:47 PM
Sometimes I overdo things. This is like, so manly-girly that it's a little unsettling.
http://dl.dropbox.com/u/5301613/06-013-2011_evil%20twin2.jpg
Razgriz
07-29-2011, 11:58 PM
That looks beautiful, actually. And is that the first thing I see when I google "smoke"? I think I've used it a couple times before, hehe...
I love your sig, btw.
ScudzAlmighty
07-30-2011, 12:37 AM
http://1.bp.blogspot.com/-ROsRkC1hfGc/TjO0rPlx3fI/AAAAAAAAAjI/7sO7aHJ9UTw/s1600/KED_L4E_043.jpg
vvheris
07-30-2011, 02:19 AM
Working on this lo-poly guy :) (1000tris)
http://img607.imageshack.us/img607/3371/preview5z.png
jaythurm
07-30-2011, 02:23 AM
Nice work this week!
Razgriz (http://www.polycount.com/forum/member.php?u=34689): Those floor tiles are legit
WW2 bunker i've been working on. fixed lighting and deco time.
http://www.jeremythurman.com/polycount/ww2bunker_frontview.jpg
http://www.jeremythurman.com/polycount/ww2bunker_closeup.jpg
http://www.jeremythurman.com/polycount/ww2bunker_unlitwireframe.jpg
Lazerus Reborn
07-30-2011, 04:01 AM
frakkin pew pew action
http://www.youtube.com/watch?v=yAam9HmeLoE&hd=1
Needs more heaving space hulks after there blow up. Get the battlefield trashy with bits of debris and junk. That would immerse the player so much more. (just have a cap of sorts, or let them degrade/take damamge so they dissapear so it dosnt impare the player too much)
Other than that its pretty fucking amazing.
Paradan
07-30-2011, 05:27 AM
space ship im gonna use for an environment scene
https://lh5.googleusercontent.com/-MOfemSEwD7I/TjP2gPXZpFI/AAAAAAAAAL8/WM_GTBUdJoc/s800/ship4.jpg
https://lh6.googleusercontent.com/-tRGcEUn-kZk/TjP2fVE1vuI/AAAAAAAAAL4/atvBv7RVMB0/s800/ship5.jpg
Joshua Stubbles
07-30-2011, 08:32 AM
Needs more heaving space hulks after there blow up. Get the battlefield trashy with bits of debris and junk. That would immerse the player so much more. (just have a cap of sorts, or let them degrade/take damamge so they dissapear so it dosnt impare the player too much).
Yeah I wish we could! The engine is old and limited, no source code. We can spawn a model of debris, but we'd have to hand animate it all - there's no physics based motion or anything like that. :(
http://1.bp.blogspot.com/-ROsRkC1hfGc/TjO0rPlx3fI/AAAAAAAAAjI/7sO7aHJ9UTw/s1600/KED_L4E_043.jpg
i see a pipe bomb, is it a custom character for left4dead? :p
myles
07-30-2011, 09:19 AM
http://dl.dropbox.com/u/6530525/HalfTrackWIP.jpg
almighty_gir
07-30-2011, 09:40 AM
NSFW - boobies and bums.
http://crazyferretstudios.com/public/study_8.jpg
http://crazyferretstudios.com/public/study_9.jpg
NthSimulacrum
07-30-2011, 09:43 AM
First attempt at creating texture from 3d hardsurface stuff... 2 triangles. 1024 px norm, diffuse, transparency
http://dl.dropbox.com/u/15091348/lock%20beauty.png
Mathew O
07-30-2011, 10:08 AM
Here's a short trailer for an Ipad 2 UDK game that me and some friends have been developing over the past 6 weeks:
http://www.youtube.com/watch?v=syzFsXO0bio&feature=channel_video_title
If you want to see more the thread is here: http://www.polycount.com/forum/showthread.php?t=87248
ScudzAlmighty
07-30-2011, 12:56 PM
i see a pipe bomb, is it a custom character for left4dead? :p
YESH! I'm (slowly) doing a character mod called Bad Karma featuring Earl, Randy, Joy and Darnell. it's number 290 on Earl's list: Survive the Zombie Apocalypse ;) the pipe, gun, and healthpack (it's not visable from that particular angle) are just Valve's models from L4D 1 though it'll be for L4D 2 in the end, thanks for noticing :)
gothasaxwindsor
07-30-2011, 01:03 PM
http://uppix.net/c/4/d/65e18cfb98a748a815b316ab7e25c.jpg
cdavidson
07-30-2011, 01:30 PM
this was todays failure lol
http://sandvoid.com/artdump/floorfail1.jpg
Nagibator
07-30-2011, 02:23 PM
myles , The good beginning! But walls of boards too thick, there should be approximately 6 millimeters
Nick Carver
07-30-2011, 03:44 PM
A death-defying stunt:
http://i3.photobucket.com/albums/y95/oishiiniku/tram_stunt.jpg
I kitbashed the trams together from some photos and painted over 'em:
http://i3.photobucket.com/albums/y95/oishiiniku/london_trams.jpg
willy-wilson
07-30-2011, 03:54 PM
that's awesome.
SaferDan
07-30-2011, 03:56 PM
Nick Carver - that is literally the best thing I have ever seen! I love it! My wall paper has changed!
kevlar jens
07-30-2011, 03:58 PM
Oh my, that is so cool.
ykantbobreed
07-30-2011, 04:08 PM
For my "character modeling for games" class at. Have a look, let me know if you recognize the semi-famous celebrity after whom I've modeled the face.
http://s1.postimage.org/2yqcovaro/Hailey_Face.jpg (http://postimage.org/image/2yqcovaro/)
http://s1.postimage.org/2yq62pwsk/Hailey.jpg (http://postimage.org/image/2yq62pwsk/)
Joshua Stubbles
07-30-2011, 04:56 PM
A death-defying stunt:
http://i3.photobucket.com/albums/y95/oishiiniku/tram_stunt.jpg
I kitbashed the trams together from some photos and painted over 'em:
http://i3.photobucket.com/albums/y95/oishiiniku/london_trams.jpg
Dude. Awesome mashup of tech and times. Love it.
http://ecdn2.hark.com/images/000/204/422/204422/original.jpg
Psyk0
07-30-2011, 05:00 PM
Lolz, they sure knew how to put on a show in ye old days! :)
jarrede
07-30-2011, 05:09 PM
@Kot_Leopold & bbob; many thanks! Ima really try to finish it soon.
@re.wind; much inspired by fallout :)
low odor; someone mentioned this earlier, and I think that character was implanted within my subconscious.
thanks dudes!
undoz
07-30-2011, 05:18 PM
Nick Carver: that's genius! Love it
_Erik
07-30-2011, 05:36 PM
Doing the new Splash Damage art test. Adding dirt and scratches at the moment.
http://www.pilsje.net/erik/Pillar/03.jpg
SaferDan
07-30-2011, 08:15 PM
Still working from the Brink concept!
http://i158.photobucket.com/albums/t92/ddexter2/upone.jpg
http://i158.photobucket.com/albums/t92/ddexter2/uptwo.jpg
gsokol
07-30-2011, 11:42 PM
Hey all,
My first time posting on WAYWO.
Working on a Jet engine. Here be the hipoly.
http://www.georgesokol.com/projects/Velocity/WIP/Jet/Turbine_high_7302011.jpg
Allan-p
07-31-2011, 12:23 AM
Coding a small game! I've been following a tutorial, while this doesn't look much I have it so the player moves about while the cube follows and rotates to the direction of the player. I started working on a damage system (Note the GUI healthbars)
A friend and I will start delving more into code and hopefully in the coming months work towards a generic hack and slash.
http://dl.dropbox.com/u/21811201/worldgame.jpg
sahil
07-31-2011, 03:08 AM
http://img842.imageshack.us/img842/9296/61571182.png
Wahlgren
07-31-2011, 05:01 AM
A death-defying stunt:
This is what it's all about. THIS IS FRESH. This is what we all should be doing. Loving it. Keep rocking those concepts.
jaalto
07-31-2011, 07:23 AM
http://jaalto.com/mopedi.png
Alberto Rdrgz
07-31-2011, 07:44 AM
A death-defying stunt:
http://i3.photobucket.com/albums/y95/oishiiniku/tram_stunt.jpg
I kitbashed the trams together from some photos and painted over 'em:
http://i3.photobucket.com/albums/y95/oishiiniku/london_trams.jpg
Fucking Winning is right! you KILLED it. My eyes need a cigarette after that eyegasm, :smokin:.
JFletcher
07-31-2011, 07:47 AM
That's amazing Nick, very envious of your skills! very inspiring stuff. :)
Visceral
07-31-2011, 08:58 AM
http://i54.tinypic.com/ej7sex.png
Hey guys, i know i dont post on this forum with my work so much, but suring my summer break from school i worked on this little hobby project.
For all non warhammer fans out there its a modified Rhino APC.
And basicly im having a problem. Im trying to add a bit moore fine details to it. But i cant really come up with anything. Any suggestions would be appriciated.
Oh yeah the tank tracks and the top hatch are still in work so im allready on that.
n88tr
07-31-2011, 10:02 AM
damn how @Visceral (http://www.polycount.com/forum/member.php?u=33367) many poles in there?
Eastlin
07-31-2011, 10:06 AM
@Visceral (http://www.polycount.com/forum/member.php?u=33367)
How about a radio station or something? Like a mobile command center?
Visceral
07-31-2011, 10:17 AM
about 1.7 million
Hofsta
07-31-2011, 10:36 AM
@Visceral - What Chapter are you doing? I see you using a chaos one for reference. If I know whether or not you are doing Chaos or Space Marines I could definitely suggest a few things!
brandoom
07-31-2011, 10:52 AM
http://img40.imageshack.us/img40/3516/13891619.jpg
S'more progress. Hopefully I'll be wrapping this up soon.
MartinH
07-31-2011, 11:05 AM
Nick Mthrfucking Carver, making babies and Blowing people's minds with awesome concepts at the same time. Baby Alexander must be proud of his dad!
@Visceral. Since you're doing an APC corrupted by nurgle, there should be tons of opportunities for wear and tear. Modeling the nurgle logo on the entry hatch could also add a bit of detail that you're missing.
Joshua Stubbles
07-31-2011, 11:14 AM
Repainted the stucco textured based on some feedback I got. Looks less like stretched cow hide :P I'm still going to go back and grunge up the edges some and add a bit of color, but I'm happier with it.
http://dl.dropbox.com/u/2355669/handpaint2.jpg
Visceral
07-31-2011, 11:45 AM
@Visceral - What Chapter are you doing? I see you using a chaos one for reference. If I know whether or not you are doing Chaos or Space Marines I could definitely suggest a few things!
Yeah im not like 100% sure yet what to make of it. Since the base mesh of all chapters are the same i figured i would build that first and then later on add the markings and whatnot.
But at this point im trying to keep the base as intresting as possible. Im thinking about making it sort of "chaosy", thinkin big chains and marks everywhere. And spikes ofc. But until then? I have some big areas with just flat surfice. I feel it lacks something.
@MartinH
i was thinking moore in the Word Bearers or World Eaters color schemes. Having a hard time making my mind up.
Lazerus Reborn
07-31-2011, 11:46 AM
Hey all,
My first time posting on WAYWO.
Working on a Jet engine. Here be the hipoly.
http://www.georgesokol.com/projects/Velocity/WIP/Jet/Turbine_high_7302011.jpg
Pretty dam epic there matey'
Cross posting from Glint's thread.
http://i280.photobucket.com/albums/kk200/conralan/White_Glint_24.jpg
Ghostscape
07-31-2011, 12:18 PM
http://i54.tinypic.com/ej7sex.png
Hey guys, i know i dont post on this forum with my work so much, but suring my summer break from school i worked on this little hobby project.
For all non warhammer fans out there its a modified Rhino APC.
And basicly im having a problem. Im trying to add a bit moore fine details to it. But i cant really come up with anything. Any suggestions would be appriciated.
Oh yeah the tank tracks and the top hatch are still in work so im allready on that.
Start poking around on the various warhammer modding forums and you can get a lot of good ideas (and see a lot of greenstuff-molded tits)
motenai
07-31-2011, 12:57 PM
Hey all,
My first time posting on WAYWO.
Working on a Jet engine. Here be the hipoly.
http://www.georgesokol.com/projects/Velocity/WIP/Jet/Turbine_high_7302011.jpg
A great pod racer could come out off this one ;)
mifflefish
07-31-2011, 01:52 PM
bit of cross pollination from my thread (http://www.polycount.com/forum/showthread.php?t=87118)
http://i246.photobucket.com/albums/gg116/mifflefish/Day_4_head_1.jpg
http://i246.photobucket.com/albums/gg116/mifflefish/ork_1.jpg
http://i246.photobucket.com/albums/gg116/mifflefish/Day_5_head_1.jpg
gsokol
07-31-2011, 01:56 PM
A great pod racer could come out off this one ;)
Theres more to this than the jet itself ;). Not a pod racer though...
duncan
07-31-2011, 02:42 PM
A death-defying stunt:
http://i3.photobucket.com/albums/y95/oishiiniku/tram_stunt.jpg
I kitbashed the trams together from some photos and painted over 'em:
http://i3.photobucket.com/albums/y95/oishiiniku/london_trams.jpg
WOW.... I LOVE IT. Such a great idea. Looks freaking awesome too.
ChristianB
07-31-2011, 04:04 PM
Hey guys first post here, just some zbrush pratice:
http://i121.photobucket.com/albums/o231/darkvegeta13/ZBrushDocument-1.jpg
based on the likeness of Mike Ross, a famous pro Street Fighter player
Hofsta
07-31-2011, 05:13 PM
Yeah im not like 100% sure yet what to make of it. Since the base mesh of all chapters are the same i figured i would build that first and then later on add the markings and whatnot.
But at this point im trying to keep the base as intresting as possible. Im thinking about making it sort of "chaosy", thinkin big chains and marks everywhere. And spikes ofc. But until then? I have some big areas with just flat surfice. I feel it lacks something.
@MartinH
i was thinking moore in the Word Bearers or World Eaters color schemes. Having a hard time making my mind up.
If you're gonna do word bearers then maybe a big 'ol book of evil chianed to the front, maybe some scrolls made of human flesh hanging from the sides.
If you go world eaters then spikes an blood an chains all the way!
cant wait to see what you decide on in the end.
Der Hollander
07-31-2011, 10:41 PM
Shamefully cross-posting in hopes of some feedback - Dirk the Daring (http://www.polycount.com/forum/showthread.php?t=86347)
http://dl.dropbox.com/u/4546341/Dirk/DirkWiP2.png
waedoe
07-31-2011, 11:46 PM
back to my ch47
http://i55.tinypic.com/mhgenn.jpg
http://i53.tinypic.com/n1e0y9.jpg
http://i53.tinypic.com/12339xz.jpg
A death-defying stunt:
http://i3.photobucket.com/albums/y95/oishiiniku/tram_stunt.jpg
I kitbashed the trams together from some photos and painted over 'em:
http://i3.photobucket.com/albums/y95/oishiiniku/london_trams.jpg
Will somebody please turn this into 3D already?!
Absolutely fantastic Nick!
BelgianBoolean
08-01-2011, 01:26 AM
Workin out the back of the hull on my airship. http://img842.imageshack.us/img842/8219/hullback.jpg
Vailias
08-01-2011, 02:52 AM
http://dl.dropbox.com/u/442934/PC_Links/Polycoffee.jpg
Got tired of the siren logo. :)
perna
08-01-2011, 03:36 AM
New 3ds viewport image script for your pimpin needs (click me) (http://www.polycount.com/forum/showpost.php?p=1398767&postcount=770)
http://www.3pointstudios.com/3pointshader/img/3PointShaderLite_ViewThief01.jpg
almighty_gir
08-01-2011, 04:38 AM
New 3ds viewport image script for your pimpin needs (click me) (http://www.polycount.com/forum/showpost.php?p=1398767&postcount=770)
http://www.3pointstudios.com/3pointshader/img/3PointShaderLite_ViewThief01.jpg
just tested it out with a wip... it's so sex it's not even funny man.
http://crazyferretstudios.com/public/screengrabs/female_1_002.jpg
http://img42.imageshack.us/img42/653/undeadprog02.jpg
been really busy lately, haven't had much time to put into this, but almost ready for retopo
Looks Really Cool!.http://www.polycount.com/forum/images/smilies/pcount/icons/thumbup.gif
Is this done in ZBrush? If yes then, what Matcap is this??
Blaizer
08-01-2011, 08:29 AM
Some sketches i did today, based on some old designs i did a long ago.
http://blog.whiteblaizer.com/wp-content/uploads/2011/08/Alien_ojo_01.jpg
http://blog.whiteblaizer.com/wp-content/uploads/2011/08/Alien_ojo_02.jpg
g2000
08-01-2011, 08:39 AM
Blaizer : very cool sketches,love the line work and shading :)
Lonewolf
08-01-2011, 08:53 AM
Doing the new Splash Damage art test. Adding dirt and scratches at the moment.
http://www.pilsje.net/erik/Pillar/03.jpg
youre doing pretty good so far
i like
Cap Hotkill
08-01-2011, 08:59 AM
Some sketches i did today, based on some old designs i did a long ago.
http://blog.whiteblaizer.com/wp-content/uploads/2011/08/Alien_ojo_01.jpg
http://blog.whiteblaizer.com/wp-content/uploads/2011/08/Alien_ojo_02.jpg
Cool sketches there Blaizer :thumbup:.
ScoobyDoofus
08-01-2011, 09:09 AM
Perna: Cool stuff man! I don't suppose I could toss in a request for alpha channel support eh, so we can knock these out from the backgrounds? Also, I take it this only works from what....2009 up? I tried it on Max 9, but got a number of script errors. On 2011, works like a dream. Thanks for this!
jarrede
08-01-2011, 09:23 AM
Looks Really Cool!.http://www.polycount.com/forum/images/smilies/pcount/icons/thumbup.gif
Is this done in ZBrush? If yes then, what Matcap is this??
Thanks dude! It's just matcap gray, with AO (no blur) shadows (blur 2) and depth cue turned on. :)
perna
08-01-2011, 09:53 AM
Perna: Cool stuff man! I don't suppose I could toss in a request for alpha channel support eh, so we can knock these out from the backgrounds? Also, I take it this only works from what....2009 up? I tried it on Max 9, but got a number of script errors. On 2011, works like a dream. Thanks for this!
We aim to support only 2008 and up, sorry about that, man.
Regarding alpha support; we will if there's a general demand for it. We try to keep all our tools as lean, simple and efficient as possible. That way they should be able to co-exist with the similar tools out there that provide many options but may be less straightforward.
There are cool viewport image scripts out there, just none with the kind of efficiency that would suit the volume we see, with thousands of WIP and drop images submitted by our artists. ViewThief is designed around those needs.
Lonewolf
08-01-2011, 09:55 AM
http://img839.imageshack.us/img839/6881/17188201.jpg
Lonewolf you crazy crazy man that looks awesome!
The Mad Artist
08-01-2011, 10:15 AM
Love those sketches Blazier, the last one reminds me of the Cloverfield monster. Good stuff.
Kosai106
08-01-2011, 10:33 AM
Alright, got it baked! It's an old model which I haven't been able to bake until now. There's still some errors to get sorted out, but it's on it's way.
(I suck at showcasing normals, so bear with me.)
Btw, it's sitting at 3555 triangles.
http://peecee.dk/uploads/082011/render2011_2_big_thumb.jpg (http://peecee.dk/uploads/082011/render2011_2.jpg)
Click for larger image.
r_fletch_r
08-01-2011, 10:41 AM
But at this point im trying to keep the base as intresting as possible. Im thinking about making it sort of "chaosy", thinkin big chains and marks everywhere. And spikes ofc. But until then? I have some big areas with just flat surfice. I feel it lacks something.
I'd have said that if your planning on adding some chaos style stuff then you're base is perfect. you dont want things to get too busy(gotta have focal points and rest areas). some skulls and spikes and chains modelled well will really set it off.
premium
08-01-2011, 10:45 AM
http://1.bp.blogspot.com/-LHw1Z1V4E8Y/TjbYBcOydWI/AAAAAAAAAXc/yJedtwYFC6o/s1600/kkarikature.png
garriola83
08-01-2011, 12:42 PM
Hey all,
My first time posting on WAYWO.
Working on a Jet engine. Here be the hipoly.
http://www.georgesokol.com/projects/Velocity/WIP/Jet/Turbine_high_7302011.jpg
look at you georgey poo....good stuff mang
CasketStudios
08-01-2011, 01:27 PM
Something really simple because I've never done jigglebones before.
http://i.imgur.com/SuV0P.png
dannedadon
08-01-2011, 01:43 PM
shameless crosspost :P
latest update of my soldier, got a few things to re-visit and then im done with the high poly, the major things are the holster, the face and the pants. And if you guys spot something else. Also have to add a detail to a lot of the newer things, such as the packs on the front and back and the radio. But im nearing completion, another day or so.
http://www.rashart.com/images/port/soldiersculpt_front.jpg
http://www.rashart.com/images/port/soldiersculpt_back.jpg
woogity
08-01-2011, 02:05 PM
Some sketches i did today, based on some old designs i did a long ago.
http://blog.whiteblaizer.com/wp-content/uploads/2011/08/Alien_ojo_01.jpg
http://blog.whiteblaizer.com/wp-content/uploads/2011/08/Alien_ojo_02.jpg
reminds me of blue gender a bit, cool stuff anyways
dang87
08-01-2011, 02:32 PM
New 3ds viewport image script for your pimpin needs (click me) (http://www.polycount.com/forum/showpost.php?p=1398767&postcount=770)
http://www.3pointstudios.com/3pointshader/img/3PointShaderLite_ViewThief01.jpg
Sweet, man! I'll have to check that out! :D
rv_el
08-01-2011, 02:51 PM
Great stuff going on as always!
murph: Love it! You handle colour and tone so well, sir!
haikai: you nailed the sculpt for sure!
Here's a robot mechanic I designed for The Race For the Globe project I'm working on:
http://i3.photobucket.com/albums/y95/oishiiniku/mekanobot.jpg
I did most of the mechanical modeling in Maya and then painted over the renders in PS.
Cheers!
BAD ASS!!!
rv_el
08-01-2011, 02:55 PM
I'm working on a Revisit of Haggar - Upresing and whatever for fun.
http://www.pseudo-pod.com/temp/Haggar/haggar.htm
Its almost done.
Render of Chums
http://www.pseudo-pod.com/temp/Haggar/chumstex.jpg
95% complete shark. Just a few fixes and it will be done.
http://www.pseudo-pod.com/temp/Haggar/RevShark01.jpg
Massbot
08-01-2011, 02:56 PM
You are a beast Nick, such inspiring work.
Used sculptris for more than 15 minutes for a change! Pretty cool programme, find it so hard to get a clean result though. pooped out a mech! That leg isn't floating, honest.
http://www.curtad.com/poly/boombot.jpg
Makkon
08-01-2011, 03:02 PM
Sorry guys, I know music isn't really the thing for this board, but it's what I've been up to this whole summer.
I've been getting better at piano at least.
http://www.youtube.com/watch?v=hofdPkYLixU
duncan
08-01-2011, 03:06 PM
@ Nick: YEP you are full of win sauce :poly142:
@ rv_el: AWESOME. I really like him without the hat. I am digging the squiddy too. Are those renders out of Z-Brush? Either way I love it Great work mr :)
Finally going to call this one done. ABOUT BLOODY TIME TOO!
http://img813.imageshack.us/img813/7191/zombiesatemypants.jpg
Vorge
08-01-2011, 03:08 PM
I'm working on a Revisit of Haggar - Upresing and whatever for fun.
http://www.pseudo-pod.com/temp/Haggar/haggar.htm
Mancrush.
mystichobo
08-01-2011, 03:45 PM
K.
Think the highpoly is done! Any other details I think I'll add into the normal map by hand (bump map overlay ftw, no way am I modelling all those rivets).
http://dl.dropbox.com/u/11964902/Work/Encounter/somuchbeaufighter.jpg
http://dl.dropbox.com/u/11964902/Work/Encounter/fromabove.jpg
_Erik
08-01-2011, 04:40 PM
Calling it done. Rendered in marmoset.
http://www.pilsje.net/erik/Pillar/04.jpg
Guy123
08-01-2011, 04:54 PM
@_Erik - Not sure what exactly that contains but it looks badass!
@mystichobo - Way to go on the Beaufighter! I'm not sure if you are a historic aircraft/tank/superkillerawesomestuff nerd like me, but they are currently restoring one of those to flying condition at RAF duxford in the UK. I saw it recently, shame I didn't grab any snaps or I'd upload them for ya.
This is what I'm currently working on, its the modular wallset for a plush futuristic 1st class waiting lounge in a small starport.
The floor is temporary, its going to have some metal bits on it too, I want to find somewhere to throw a nice little emissive light on it too. And also there are some super strength specular highlights on the corners, they will be dulled down before these bits are called bobs.
http://img34.imageshack.us/img34/6567/walls1.png
felipefrango
08-01-2011, 05:06 PM
Nice render Erik, good luck with the test!
mystichobo
08-01-2011, 05:11 PM
Calling it done. Rendered in marmoset.
Would you mind posting texture flats?
At the moment it is looking just that - flat, on the concept there are well defined bevels on certain sections (which read a lot better on a normal map), such as the triangles that yours just doesn't have at the moment.
Also, for the cylindrical plug things, you can probably cut a lot of the detail on the upper ones imo, especially given the size of the player in the concept.
How many Tri's is it at the moment?
The metal material looks nice though :) I really have to work on my versions specular map, maybe in my next holidays :(
@mystichobo - Way to go on the Beaufighter! I'm not sure if you are a historic aircraft/tank/superkillerawesomestuff nerd like me, but they are currently restoring one of those to flying condition at RAF duxford in the UK. I saw it recently, shame I didn't grab any snaps or I'd upload them for ya.
Really? Awesome! Would love to see that!
I know there are two here in Australia, but I don't think either of them are in flying condition :(
I think I may actually have some pictures of it somewhere in my big folder of refs (I have way too many ref pics for this plane :D).
Was very handy for details about how things were put together :)
Also, I like the corridor, would be cool if those centre panels could split down the centre and slide out, revealing a window or something.
POFFINGTON
08-01-2011, 05:18 PM
A death-defying stunt:
http://i3.photobucket.com/albums/y95/oishiiniku/tram_stunt.jpg
I kitbashed the trams together from some photos and painted over 'em:
http://i3.photobucket.com/albums/y95/oishiiniku/london_trams.jpg
scifi Sherlock Homes the game....GO! Also this is AMAZING
_Erik
08-01-2011, 05:54 PM
Would you mind posting texture flats?
Sure:
http://www.pilsje.net/erik/images/SplashDmg2/Pillar_C.jpg
http://www.pilsje.net/erik/images/SplashDmg2/Pillar_N.jpg
http://www.pilsje.net/erik/images/SplashDmg2/Pillar_S.jpg
Here's the high poly:
http://www.pilsje.net/erik/images/SplashDmg2/01.jpg
sltrOlsson
08-01-2011, 08:08 PM
@ Nick: YEP you are full of win sauce :poly142:
@ rv_el: AWESOME. I really like him without the hat. I am digging the squiddy too. Are those renders out of Z-Brush? Either way I love it Great work mr :)
Finally going to call this one done. ABOUT BLOODY TIME TOO!
http://img813.imageshack.us/img813/7191/zombiesatemypants.jpg
I'm going to be a rapist and all with you calling it done. I really love it, but the wight in the pose with her left hand is strange. If she would pose like that it would be very heavy keeping the ax up like that. you should adjust the angular slightly.
Joining the tower bandwagon with my brother. This is the electricity tower.
http://i65.photobucket.com/albums/h201/VeryKeen/render-2.jpg
v@mpiRe
08-01-2011, 10:34 PM
STILL WORKING ON HIGH MESH..................http://www.polycount.com/forum/newattachment.php?p=1399378&editpost=1&poststarttime=1312264615&posthash=23b5fa86fce33c9f32bba9c42e363e99
v@mpiRe
08-01-2011, 11:00 PM
:thumbup::thumbup::thumbup::thumbup::thumbup:GOOD ONE_Erik (http://www.polycount.com/forum/member.php?u=39508).....looking cool.....
Ghostscape
08-01-2011, 11:25 PM
STILL WORKING ON HIGH MESH..................http://www.polycount.com/forum/newattachment.php?p=1399378&editpost=1&poststarttime=1312264615&posthash=23b5fa86fce33c9f32bba9c42e363e99
Hugbox needs your love!
mikezoo
08-02-2011, 12:01 AM
Arg!! It's been a little while since I've checked into PC and there's soo many goodies laying around on the WAYWON thread! my fav thread! I gotta start posting here again, so here we go. Any feedback greatly appreciated!
http://i48.photobucket.com/albums/f242/berskyz0r/mjs_bodyGrab.jpg
http://i48.photobucket.com/albums/f242/berskyz0r/mjs_headGrab.jpg
re.wind
08-02-2011, 03:18 AM
Joining the tower bandwagon with my brother. This is the electricity tower.
http://i65.photobucket.com/albums/h201/VeryKeen/render-2.jpg
Red alert 3.1428?
I actually recall looking at somthing like this a few days ago while looking up tesla coils...
thinkinmonkey
08-02-2011, 03:23 AM
You are a beast Nick, such inspiring work.
Used sculptris for more than 15 minutes for a change! Pretty cool programme, find it so hard to get a clean result though. pooped out a mech! That leg isn't floating, honest.
http://www.curtad.com/poly/boombot.jpg
Nice design, man!
@ duncan : Bloody Awesome!:)
@ Massbot : Really cool design!.
A lot of Amazing artworks are being posted, a good place for artists like me to learn and inspire.
This is what I'm Currently working on, for my Folio
http://img843.imageshack.us/img843/4530/wipqe.jpg
http://img26.imageshack.us/img26/961/bprv.jpg
http://img202.imageshack.us/img202/8317/bodysb.jpg
This is heavily inspired by Fable, and the final output will be a Game Character.
Have to model a Dagger and a huge Sword on his back.
Any Suggestions/ Critics to Improve will be Appreciated!:)
Slaught
08-02-2011, 05:15 AM
Nice work, but I think the stylized boots and clothes clash with the rather realistic face,arms and hands.
Yeah, Fable characters have huge hands & Forearms, Maybe I should try that.
LaurenceGEE
08-02-2011, 07:32 AM
This is a base mesh that I plan to take into ZBrush to get my zbrush on! I am a complete novice with ZBrush so and advice and constructive criticism would be awsome!
Cheers
http://i130.photobucket.com/albums/p269/Laurence_021_bucket/BaseMesh_Edit.png
woogity
08-02-2011, 08:40 AM
nick carver: that robot is amazing! great work, love the feet and the hand details! awesome stuff!
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