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Ruz
01-15-2011, 03:29 AM
TerraBite - isn't the torso very very long. looks a bit off to me, even if you want it stylised

karera
01-15-2011, 04:48 AM
CJE : Loving it so far, looking as good as the concept.

Edit: Though the thighs could use some more muscles on the upper part if you compare it with the original concept. And I would raise the shoulders a bit so he gets a more V-shaped body, also his abs-shell could be a bit thinner on the sides.

Slaught
01-15-2011, 06:13 AM
Hey CJE, cool model.
I think you need to buff up and elongate the legs, mainly the upper thigh.

HereŽs a quick liquify:
http://img341.imageshack.us/img341/9656/28138844.th.gif (http://img341.imageshack.us/i/28138844.gif/)

Stinger88
01-15-2011, 07:55 AM
http://img838.imageshack.us/img838/413/sketch3weapons.jpg

fearian
01-15-2011, 08:46 AM
http://dl.dropbox.com/u/7010003/RadialStairsandPillars.jpg


back to work on the pit.

Yesss! Looking forward to seeing some more! :):thumbup:

NBLM
01-15-2011, 09:19 AM
Testing some new cubemaps I made on my ingram.
http://img687.imageshack.us/img687/9409/ingramnewcubemap.jpg

katana
01-15-2011, 10:27 AM
Ingrams rock!

daphz
01-15-2011, 10:47 AM
took a day off of the digital stuff. I wanted to take a pic of this before i went in with watercolors.

http://daphzart.files.wordpress.com/2011/01/zawmbiederp.png

sorry for the crummy quality :(

gilesruscoe
01-15-2011, 11:57 AM
sweet :) always good to see some tradiational art! looking forward to colours

JR
01-15-2011, 12:59 PM
It's WIP yet.

http://img5.imageshack.us/img5/1408/carrieanne01.jpg

http://img411.imageshack.us/img411/4462/carrieanne02.jpg

TheDarkKnight
01-15-2011, 02:12 PM
jramauri, reminds me of Carrie Anne Moss?
Looks good!

Neox
01-15-2011, 02:14 PM
or courtney cox but they are somewhat the same type

ocarian
01-15-2011, 03:14 PM
I see Carrie anne Moss :D

Pedro Amorim
01-15-2011, 04:03 PM
http://dl.dropbox.com/u/93793/appale.jpg
Flaming apple.

Kewop Decam
01-15-2011, 04:10 PM
http://www.miloonline.net/rate-a-chick/Media/moss_carrie-anne_1.jpg

Def Carrie Anne Moss

XenoKratios
01-15-2011, 04:22 PM
http://dl.dropbox.com/u/93793/appale.jpg
Flaming apple.

Stop playing with your food.

JR
01-15-2011, 05:47 PM
Hey guys, yeah, it's Carrie Anne. Here's one more up.

http://img263.imageshack.us/img263/5293/carrieanne03.jpg

JasonLavoie
01-15-2011, 05:49 PM
I love the style :)

tda
01-15-2011, 07:59 PM
great study jramauri, recognised her immediately

moof
01-15-2011, 08:17 PM
cool stuff dudes.

more baking
http://www.coldconcept.net/grenlenLP.jpg

gonna clean stuff up and texture next I think. Gonna take a drawing break first though... just gotta do it.

n88tr
01-15-2011, 08:24 PM
made a chaingun for fun
http://cahemdue.net/images/5FiftyChaingun_PNG.png

based on an old ref I made in like 2004
http://cahemdue.net/images/5fifty_chaingunRef.gif

onionhead_o
01-15-2011, 09:36 PM
MALicivs: looks good. but i cant help but wonder how the 22k tris is being spent

JasonLavoie
01-15-2011, 10:00 PM
damn moof i LOVVEE the chunkiness!

Jackwhat
01-15-2011, 11:56 PM
Moof such a baller...

More tinkering with this portrait thingeh


http://farm6.static.flickr.com/5127/5358920411_ee1b43678f_b.jpg

CJE
01-16-2011, 12:36 AM
Another Update, made some adjustments to the body, going to work on the face next.

http://img29.imageshack.us/img29/5191/wip2t.jpg

Mezz
01-16-2011, 01:01 AM
Mm Jack, like where this is going! Lotta fun, really enjoying the tones in her face! My only problem with it is I think there could be more bulk on the top of her head, have her cranium bigger. It's seeming a little too small/flat atm.



jramauri - That's looking real nice! Although, IMO, I actually like your first post of her better. I think you're losing some of the nice contrast in shades you had in the first version. Also, be very careful how you treat the lines of her mouth (the ones coming from around the nose, like the muzzle). That spot can age a person like nothing else. It's important to have some contrast there between the cheek and the side of the mouth, but I'd suggest keeping it really subtle, especially if you want the final product to have beauty over accuracy. The light in her eyes is really lovely though, and I have to say, hating that area myself, GREAT nostrils!! lol

ScoobyDoofus
01-16-2011, 01:45 AM
Jackwhat: I agree w/ Mezz. Thats what bothered me the first time I saw it, and even moreso now that its a larger image. Her cranium is way short. Great work on the highlights/specularity though. The nose & lips are great, IMO.

Jackwhat
01-16-2011, 02:10 AM
IT SHALL BE FIXED (WHEN I NEXT LOAD IT UP)

<3 thanks!

...fuck you new page;


http://farm6.static.flickr.com/5121/5359742708_75f7fcf95a_z.jpg

dfacto
01-16-2011, 05:06 AM
Love the bfg moof. Looks like a very nice and meaty weapon.

parasite7
01-16-2011, 08:35 AM
@moof: Looking great man. I look forward to seeing some of these hard surface pieces textured.

NBLM
01-16-2011, 10:56 AM
Still fiddle around with render things.
My goal is to re-render all my good models for a new folio.
http://img35.imageshack.us/img35/1075/shipnc.jpg
---

wow moof that gun is awesome1

pixelherder
01-16-2011, 12:34 PM
...they say idle hands are the devils playthings - to prevent that heres the latest bit of zbrush doodling

still very much Work In Progress, so still lots of work to be done - anatomy, detailing proportions etc...ahh, sure, we'll see how it goes!

http://img.photobucket.com/albums/v714/pixelherder/succubus_wipsheet01.jpg

karera
01-16-2011, 01:29 PM
@ pixelhered = give her bigger hips and a thinner jawline! otherwise cool

Firebert
01-16-2011, 01:47 PM
Stinger88: that's a cool design dude!
moof: yus! keep it going man... that is coming out nice.

just a doodlin'....
http://dl.dropbox.com/u/1446578/zdoodle1.jpg

TheDarkKnight
01-16-2011, 02:21 PM
Firebert, nice doodle, like the personality of the guy.

Still working on this guy, very slowly moving forward, getting kind of sick of working on him :)

http://dl.dropbox.com/u/15082459/Eminem5.jpg

Nearly complete need to make some shoes, there's a reason I saved those for last, hate doing those at the moment, need to practice those some more.

http://www.kickz.com/en/media/images/p/288/nike-sweet_classic_leather-black_grey_white-1.jpg

Plan on doing those, got them myself so might be easier, might be able to do alot with texturing

HntrLuc
01-16-2011, 03:50 PM
Here's something i've been chipping away at for a while. Calling the highpoly done now and moving onto the game res.

Based on "Blanche" by bluefley
http://cghub.com/files/Image/107001-108000/107690/707_max.jpg

tacit math
01-16-2011, 04:06 PM
NICE !!

conte
01-16-2011, 06:08 PM
holy sh#@$t, HntrLuc!!!

Jackwhat
01-16-2011, 06:24 PM
that be mighty fine!


made some changes to this thingeh~


http://farm6.static.flickr.com/5242/5361732973_be946da2c0_b.jpg

JR
01-16-2011, 06:26 PM
Although I know I could work more on hair, I think I'm done with this study. Thanks for the tips, guys!

http://img69.imageshack.us/img69/1120/carrieanne04.jpg

duncan
01-16-2011, 06:30 PM
@ HntrLuc: That looks ace.

Nizza_waaarg
01-16-2011, 06:47 PM
dang hntrluc, that is dope, great execution... ^^

and jackwhat, dig the latest iteration, nice face detail :)

Don Karnage
01-16-2011, 06:48 PM
Although I know I could work more on hair, I think I'm done with this study. Thanks for the tips, guys!

http://img69.imageshack.us/img69/1120/carrieanne04.jpg

Really nice :)

http://c0181301.cdn.cloudfiles.rackspacecloud.com/NEuLSAvwhqBzyx_1_1.jpgThis instantly sprang to mind though :)

Uly
01-16-2011, 07:14 PM
http://3.bp.blogspot.com/_COJdjsucPec/TTOjuElnRDI/AAAAAAAAAFY/IUoGoeWZz0g/s1600/FTL_vis_env04.png
weeeee

jimmypopali
01-16-2011, 07:45 PM
Here's something i've been chipping away at for a while. Calling the highpoly done now and moving onto the game res.

Based on "Blanche" by bluefley
http://cghub.com/files/Image/107001-108000/107690/707_max.jpg
Just by looking at the face/hair I knew it was PB. Fantastic!

Swizzle
01-16-2011, 08:45 PM
HntrLuc, there was another version of that same character posted on here sometime last year. It's absolutely fantastic seeing two takes on the same character, especially when they're both so high quality.

STRIKER
01-16-2011, 09:02 PM
thats amazing HntrLuc! love the feet

Uly - love that style man

jramauri- looking nice!

Jackwhat - SEX!

god dam bold letters?!
feet are next in line. i might do more detail idk.

http://img189.imageshack.us/img189/9433/wipps.jpg

marq4porsche
01-16-2011, 09:37 PM
Continuing on with this scene, added curbs. I still need to fix the tiling, but I'll work on that after I have some other stuff finished.
http://i6.photobucket.com/albums/y216/marq4porsche/cobblestone1.jpg?t=1295238710

Swizzle
01-16-2011, 10:02 PM
Futzing around with something for the scuffle:

http://i.imgur.com/r18UQ.jpg

CJE
01-16-2011, 10:15 PM
Update.. modeled out the headphones.

http://img192.imageshack.us/img192/3126/headphonesj.jpg

http://img37.imageshack.us/img37/4208/bodyfh.jpg

MalloryW
01-16-2011, 10:34 PM
Starting a Mayan Underworld inspired cenote scene
http://dl.dropbox.com/u/1901345/zeebaaldude.jpg

ZacD
01-16-2011, 10:40 PM
Nice, really nailed the carved rock look.

Dudeman95
01-16-2011, 11:00 PM
Here is a dinosaur I am working on.

http://img709.imageshack.us/img709/5702/trecksrender2.jpg

Funky Bunnies
01-16-2011, 11:44 PM
I love Bluefley's work, you did an awesome job with it HntrLuc!

sweet job on the funky mayan monkey, Mental! that scene should be sick

marq4porsche
01-17-2011, 12:50 AM
Finished the sidewalk textures.
http://i6.photobucket.com/albums/y216/marq4porsche/maya2011-01-1622-10-35-94.jpg?t=1295250549

PixelGoat
01-17-2011, 01:46 AM
Starting a Mayan Underworld inspired cenote scene
http://dl.dropbox.com/u/1901345/zeebaaldude.jpg

Awesome!

Stinger88
01-17-2011, 01:46 AM
Thanks Firebert. Glad you like it :)


Based on "Blanche" by bluefley
http://cghub.com/files/Image/107001-108000/107690/707_max.jpg

Awesome work. I'm working on something similar atm. Will defo be using this as reference.

Ikuru
01-17-2011, 01:46 AM
HntrLuc, verry nice, two minor things that strike me is, there is a small inverted shape in-between her knuckles and her fingers on the backside silhouette of the hand also her back foot (calcaneus?) looks a bit lumpy.

Harry
01-17-2011, 07:45 AM
http://db.tt/7EwadmL

kaptainkernals
01-17-2011, 08:16 AM
Harry, is this going to be released in a mod for Arma 2?

Firebert
01-17-2011, 08:50 AM
and for those who haven't seen this.
http://www.youtube.com/watch?v=D99NHb6B03s

for when you're walking your dog or checking the mail and shit gets harry (pun?)

brandoom
01-17-2011, 09:22 AM
Lol, "Gets nasty? Get down to BIZNASS! FMG9!"

Great model though. :P

Harry
01-17-2011, 09:29 AM
I doubt these will see release as addons. I don't have Maya, or the patience to test minor script alterations. I am happy to release the files for people to use, though.
Another:
http://db.tt/Qai0o7P
arma really is nice for previewing things

katana
01-17-2011, 09:38 AM
HntrLuc, there was another version of that same character posted on here sometime last year. It's absolutely fantastic seeing two takes on the same character, especially when they're both so high quality.

Yep, uncanny how similar, and yet slightly different they look...nice job on it HntrLuc.

HntrLuc
01-17-2011, 09:51 AM
Thanks for all the love everyone! :)

ikuru - thanks for the crits man. i think the problem with the knuckles is just a weird trick of the angle with the fingers stacking, but i'll gather some ref for the back of the foot and tighten that up before i bake it down!

Yep, uncanny how similar, and yet slightly different they look...nice job on it HntrLuc.

I wonder if you and Swizzle are remembering an earlier version i posted a long time ago (its been sitting in limbo for a long time :poly136:). I dug up an old link lol
http://www.polycount.com/forum/showpost.php?p=985881&postcount=4681

an aggressive napkin
01-17-2011, 09:57 AM
http://img72.imageshack.us/img72/9834/highpoly.jpg

Ikuru
01-17-2011, 10:20 AM
HntrLuc (http://www.polycount.com/forum/member.php?u=14543), Ywc. Really Like it. :)

Anyways, HereŽs my modular house again, all finished and done.


Thanx http://www.polycount.com/forum/images/smilies/pcount/icons/poly120.gif


http://img6.imageshack.us/img6/1684/epicox.jpg
http://img843.imageshack.us/img843/5742/epic2i.jpg
http://img831.imageshack.us/img831/2118/textures.jpg

keres
01-17-2011, 10:23 AM
you should show another angle in the top left corner instead of just blackness ;) It does look really nice, though. Good job!

Steen
01-17-2011, 10:49 AM
Looking good Ikuru. I'm thinking of doing a modular building myself. Just watched the 3dmotive video.

A tiny crit: The inside of your window frames look a little strange to me. Is it a stretched texture?

Overall, nice work.

sltrOlsson
01-17-2011, 11:00 AM
Turned out nice ikaru. Is it one single 1024?

gibson543
01-17-2011, 11:19 AM
Harry those are fantasic man

and yeah I'm just posting, because I really don't have any work to show, but I'm working on my age. 14th birthday today!! :)

katana
01-17-2011, 11:23 AM
Thanks for all the love everyone! :)

ikuru - thanks for the crits man. i think the problem with the knuckles is just a weird trick of the angle with the fingers stacking, but i'll gather some ref for the back of the foot and tighten that up before i bake it down!



I wonder if you and Swizzle are remembering an earlier version i posted a long time ago (its been sitting in limbo for a long time :poly136:). I dug up an old link lol
http://www.polycount.com/forum/showpost.php?p=985881&postcount=4681

yep thats it...I've been looking at it the last few days with the current project I'm working on....nice style.

[SF]Three9
01-17-2011, 11:58 AM
Here is a dinosaur I am working on.

http://img709.imageshack.us/img709/5702/trecksrender2.jpg


did you sculpt each scale individually? or did you use a brush? or both?

if individual, how did you go about making them and keeping them so clean?

Lonewolf
01-17-2011, 12:22 PM
I doubt these will see release as addons. I don't have Maya, or the patience to test minor script alterations. I am happy to release the files for people to use, though.
Another:
http://db.tt/Qai0o7P
arma really is nice for previewing things

looks really good man
what texture size are u using and do u have bigger pics?

Harry
01-17-2011, 12:59 PM
looks really good man
what texture size are u using and do u have bigger pics?

AK is 3 1024x1024s. FMG is 1 2048x1024.
I have bigger pics but right now I am using horrible australian 3G internet on my phone til I get my shit set up. I will make a thread for my work once these are done I think, as they are presentable I think

Nick Carver
01-17-2011, 01:00 PM
Great stuff on here so far in 2011 guys!

Just some quick 10 minute composition studies. Trying to do at least a couple of these a day:

http://i3.photobucket.com/albums/y95/oishiiniku/10min_studies.jpg

EarthQuake
01-17-2011, 01:13 PM
I doubt these will see release as addons. I don't have Maya, or the patience to test minor script alterations. I am happy to release the files for people to use, though.
Another:
http://db.tt/Qai0o7P
arma really is nice for previewing things


Looking great, post some higher res images!

SuPa-
01-17-2011, 02:01 PM
Nick Carver, those are looking awesome! I really like them

Mask_Salesman
01-17-2011, 02:25 PM
@ HntrLuc: You really nailed the concept with the sculpt, instantly recognizable. Props :thumbup:

Razorb
01-17-2011, 03:00 PM
Small update on my site... didnt update it to search for a job.. i just wanted to weed out alot of older shit that i had on there to be honest... lots o spam!

http://i3.photobucket.com/albums/y69/Razorb/siteupdate.jpg

Nick! lots o sex!
HntrLuc.... thats not fuckin awesome or anything.. honest :(

Stinger88
01-17-2011, 03:11 PM
Nick Carver: This stuff just makes me sick.....So jealous.......awesome.

bottom right. Anyone in particular? Could be Christian Bale.

edoran89
01-17-2011, 03:55 PM
Trying to put together sell sheets for a bunch of vehicles im doing for the Canadian Forces.

http://img89.imageshack.us/img89/1279/coyotesellsheet.jpg

marq4porsche
01-17-2011, 04:05 PM
More progress and a test in Marmoset. I'm going to be making this in UDK so this is just to see how it looks in engine.
http://i6.photobucket.com/albums/y216/marq4porsche/Fence.jpg?t=1295305476http://i6.photobucket.com/albums/y216/marq4porsche/Scene_001.jpg?t=1295305476

GoSsS
01-17-2011, 04:09 PM
@Nick Carver : These 4 bottom left images are really sick man !!

karera
01-17-2011, 04:13 PM
Razorb: Lovely, as usual. Party hard man. Party hard.

JR
01-17-2011, 04:19 PM
@Nick Carver: Man, very impressive, sick stuff! Do you really do this in just 10 minutes?

selentic
01-17-2011, 04:31 PM
Trying to put together sell sheets for a bunch of vehicles im doing for the Canadian Forces.
*snip*


Pretty sick.

Simple model and texture, fairly pleased with how it came out though I guess.

http://dl.dropbox.com/u/3332789/Project%20N/Lantern/Lanterncomp.png

http://dl.dropbox.com/u/3332789/Project%20N/Lantern/LanternWIP.png

Andreas
01-17-2011, 04:44 PM
Damn Harry that's the nicest Ak I've ever seen.

http://dl.dropbox.com/u/1637572/ScreenShot001.jpg

Working on this M67 hand grenade, currently at about 1,900 triangles, can be trimmed back no problem. It's for an eventual FPS animation. Any crits or glaring mistakes you can spot before I move on? Or any links to images of interesting examples of M67 grenades?

Snader
01-17-2011, 04:47 PM
Mental Radiation - I love mayas, make sure to create a thread for the scene.

Ikuru - the flag is not up to par with the rest of the piece. It's jaggy and floating in mid-air. Looks like you've got 1750-2000 triangles in the total scene, an extra 25 or so to flesh out the flag wouldn't bust the bank.

Harry - that FMG is one of the most original models I've seen on the internet, and the AK is one of the most common. =P

Aaron Foster - nice and simple, but your divider came up as an empty image here. Also you might want to make the pink borders become white on hover.

edoran89 - I think you need more sides to the wheels, 12 sides looks very angular compared to the rest. Currently they take up about 10% of the total polycount, which for an 8 wheeled vehicle isn't that much.

marq4porsche - never thought I'd say this, but, sweet picket fence.

Andreas - you'll want to rework the safety clip a bit. Right now it looks like a lowpoly curve, while the real thing has 3 straight parts with soft bends inbetween.
http://www.globalsecurity.org/military/systems/munitions/images/g-Fig1-18.gif

Dudeman95
01-17-2011, 05:20 PM
Three9;1272744']did you sculpt each scale individually? or did you use a brush? or both?

if individual, how did you go about making them and keeping them so clean?

Yes I did sculpt most of the scales individually. I outline them using the standard brush and then I go back and fill in each scale with the clay brush and to get those tight squeezes in there I used the pinch brush to make the scales look more realistic.

edoran89
01-17-2011, 05:28 PM
Snader - I completely agree with you, have to see about changing that tomorow during break : /

gauss
01-17-2011, 05:58 PM
Great as always Harry--you got my PM right? Well done with selecting the FMG9, that thing is a gimme for use in a game.

Jackwhat
01-17-2011, 06:39 PM
Nick ... so much manheat.


still pissin about with this thing.


http://farm6.static.flickr.com/5003/5365159985_c466efc403_b.jpg

JR
01-17-2011, 07:14 PM
This is my attempt to give realistic lighting and volumes to a flat weird char.

http://img651.imageshack.us/img651/9459/fuuumh.jpg

Nick Carver
01-17-2011, 07:44 PM
Thanks guys!

Stinger88: It IS Christian Bale, from 3.10 to Yuma I think.
jramauri: Yeah they average about 10 minutes each, some are quicker depending on the complexity. I keep the canvas really small so I don't try and do any detailing, just focus on matching the overall composition and colours.

I got most of these caps from here, if anyone's interested:

http://framefilter.blogspot.com/

Cheers!

skylebones
01-17-2011, 07:49 PM
http://www.smileybones.com/wp-content/uploads/2011/01/SITS_01.jpg
Working on a sword in the stone environment. Have a place holder sword for now (Also has some rendering errors). Onward to texturing!

Skibur
01-17-2011, 08:24 PM
http://img189.imageshack.us/img189/9433/wipps.jpg
Ynt from Skullmonkeys?
Looks a bit different, but good nonetheless.

Sparkwire
01-17-2011, 08:39 PM
http://2.bp.blogspot.com/_QIRgNrBrwQA/S31OS3KTizI/AAAAAAAAAJY/zvs0KF9gMsA/s400/Speed_painted_SMG_light_by_torvenius.jpg

trying my hand at this.
http://gyazo.com/2135e9ea58622560b3fdecebc7cd20a4.png

STRIKER
01-17-2011, 08:43 PM
Ynt from Skullmonkeys?
Looks a bit different, but good nonetheless.


HUH?

Harry
01-17-2011, 09:49 PM
properly big picture + some progress
http://img14.imageshack.us/img14/5471/fmgyi.jpg

rasmus
01-17-2011, 09:53 PM
Guns looking great, Harry

confracto
01-17-2011, 11:30 PM
first time actually posting something here
a mecha I'm working on, just getting it blocked in
http://img27.imageshack.us/img27/5268/wip03l.jpg
and,
http://img706.imageshack.us/img706/1889/wip04y.jpg

nrek
01-17-2011, 11:48 PM
Small update on my site... didnt update it to search for a job.. i just wanted to weed out alot of older shit that i had on there to be honest... lots o spam!

http://i3.photobucket.com/albums/y69/Razorb/siteupdate.jpg



That seems like an awful lot of separate categories for a site. I mean wouldn't 2D studies be close enough to be a sub section of 2D sketches, or vice versa? And having the 3D section sandwiched between a bunch of 2D sections and not next to the game stuff seems rather strange. Reading them from left to right when I get the the 3D section I expect to see a few more similar categories but them am surprised to run into two more sections dedicated to 2D. But thats just my initial feeling to the site layout. The overall design along with the artwork looks great.

Mr.Cash
01-18-2011, 12:03 AM
IŽve created a MG 42 for my examination at school. This is my first time posting stuff here, so feel free to rip me with your merciless but wanted feedback ;)

http://img31.imageshack.us/img31/7693/renda2.jpg

http://img802.imageshack.us/img802/4434/renda1.jpg

http://img204.imageshack.us/img204/6448/renda3.jpg

MattQ86
01-18-2011, 12:34 AM
I agree with nrek. You could easily converge them into categories for 2D, 3D and game prototypes and make the distinctions on the individual pages if you still feel it's necessary. It's easier to remember where a specific piece is too since the viewer only has three distinct options. I also agree that the overall design and work presented look great.

sltrOlsson
01-18-2011, 02:25 AM
http://2.bp.blogspot.com/_QIRgNrBrwQA/S31OS3KTizI/AAAAAAAAAJY/zvs0KF9gMsA/s400/Speed_painted_SMG_light_by_torvenius.jpg

trying my hand at this.
http://gyazo.com/2135e9ea58622560b3fdecebc7cd20a4.png

Good start. I started on the same gun a while ago. Check it out, guss gave my some awesome advice on it that i think you could pick up to!

Check it out! http://www.polycount.com/forum/showthread.php?t=78157

Lonewolf
01-18-2011, 02:39 AM
properly big picture + some progress
http://img14.imageshack.us/img14/5471/fmgyi.jpg

pretty good base, hey is this arma 2 engine easy to work with? do u have link to tuts of how to get stuff in it?

i like the reflection :o

Harry
01-18-2011, 03:08 AM
pretty good base, hey is this arma 2 engine easy to work with? do u have link to tuts of how to get stuff in it?

i like the reflection :o


I figured it out myself but i wrote down my findings and can compile them into a kind of tutorial if enough people are interested

conte
01-18-2011, 03:43 AM
Harry, top stuff, man!

sampson
01-18-2011, 04:26 AM
not too far into modelling yet, should look quite nice later.

http://dl.dropbox.com/u/2529964/3D/early_wip4.jpg

Razorb
01-18-2011, 05:54 AM
MattQ86, nrek: appreciate it guys! and yea after i did the whole site i realised the same thing :P! thanks again.. next time i get a lil motivation to touch me website i will sort that out, thanks again! :D


harry!!! stop with the awesome!

kwakkie
01-18-2011, 09:40 AM
Someone suggested I shouldnt hide these from my dearest polycount!:poly128:

http://www.decentdesign.nl/chars2.jpg
Still lots of scale issues going on but yeah...

Sparkwire
01-18-2011, 09:54 AM
Good start. I started on the same gun a while ago. Check it out, guss gave my some awesome advice on it that i think you could pick up to!

Check it out! http://www.polycount.com/forum/showthread.php?t=78157

thanks, and did you ever finish yours? You had something nice going on in there. Also the advice he gives is very insightful, and I'm sure to make use of it.

Sixton
01-18-2011, 10:08 AM
@kwakkie: loving em! Link seems a bit light on that bg

katana
01-18-2011, 10:10 AM
Nick : Solid studies...thanks for sharing.

low odor
01-18-2011, 10:13 AM
Someone suggested I shouldnt hide these from my dearest polycount!:poly128:

http://www.decentdesign.nl/chars2.jpg
Still lots of scale issues going on but yeah...


cool ..my new desktop

edoran89
01-18-2011, 10:55 AM
Still working on sell sheets, this is another vehicle i did for the army, looking for the best way to present them with the renders they gave me.

http://img40.imageshack.us/img40/6215/bisonmrvsellsheetcopy.jpg

Japhir
01-18-2011, 11:50 AM
Spent half the afternoon yesterday modeling this little fella :).
http://img705.imageshack.us/img705/1970/wipfrog.jpg.

Then I tried skinning him (to a biped with helpers, like Poopinmymouth always does it) but am still kind of stuck with that. I got everything set up, but it's pretty damn hard to get it all working out ok. And now i've just found out there's a one triangle hole in both of his hands.... Does anyone know how to fill it up without ruining all the skinning data?

tda
01-18-2011, 11:52 AM
edit - Japhir, In max im pretty sure you should be able to drop down the stack and add the tri no problem, the skin modifier should pick up the changes and try its best to give appropriate weights to whatever you've added. I regularly add geo to skinned models this way to easily skin up say any accessories they might be wearing or whatever, that way they match the base body 100%. Save beforehand though, just in case :)

Finished rendering this piece and also a quick muscle study 90~ish % from memory to practice. Its coloured and shit because i'm doubling it up as a uni assignment.

http://3.bp.blogspot.com/_RVsAZMVz9sw/TTW1oa3ErcI/AAAAAAAAABg/EaKpq89Ei2o/s640/Chardesign.jpg

http://2.bp.blogspot.com/_RVsAZMVz9sw/TTXg3R_9_VI/AAAAAAAAABo/LGm6di5UKcc/s640/Muscles.jpg

Japhir
01-18-2011, 12:08 PM
tda: thanks, but that doesn't work... check this out:
http://img87.imageshack.us/img87/8528/frogflips.jpg

bbob
01-18-2011, 12:15 PM
IT'S BAT-FROG!

slave_one
01-18-2011, 01:05 PM
awesome stuff Kwakkie!

willy-wilson
01-18-2011, 01:21 PM
thank you kwakkie.

JR
01-18-2011, 02:02 PM
Someone suggested I shouldnt hide these from my dearest polycount!:poly128:

http://www.decentdesign.nl/chars2.jpg
Still lots of scale issues going on but yeah...

Loved them! One of best things I saw here last times!

Davision3D
01-18-2011, 02:38 PM
wip high poly:
http://www.vitamin3d.com/bilder/knight.jpg

whats_true
01-18-2011, 03:43 PM
edit - Japhir, In max im pretty sure you should be able to drop down the stack and add the tri no problem, the skin modifier should pick up the changes and try its best to give appropriate weights to whatever you've added. I regularly add geo to skinned models this way to easily skin up say any accessories they might be wearing or whatever, that way they match the base body 100%. Save beforehand though, just in case :)

Finished rendering this piece and also a quick muscle study 90~ish % from memory to practice. Its coloured and shit because i'm doubling it up as a uni assignment.

http://3.bp.blogspot.com/_RVsAZMVz9sw/TTW1oa3ErcI/AAAAAAAAABg/EaKpq89Ei2o/s640/Chardesign.jpg

http://2.bp.blogspot.com/_RVsAZMVz9sw/TTXg3R_9_VI/AAAAAAAAABo/LGm6di5UKcc/s640/Muscles.jpg

This armored chick is reall really cool. It looks completely funtional minus the high heels. Would love to see a real life version of this hehe.

pixelherder
01-18-2011, 03:49 PM
Back to 2D again!

Speedpaint topic was "In a Jar" - not exactly a speedpaint as a result, more like "2 lunches and an evening paint"

http://img.photobucket.com/albums/v714/pixelherder/in_a_jar_04.jpg

STRIKER
01-18-2011, 05:31 PM
yea....im done with this lol i like.. worked on it for an 1 hour for feet and just got bored. want to do more tho

http://img196.imageshack.us/img196/1774/wip2u.jpg

SnaFuBAR
01-18-2011, 05:54 PM
My first head model. Plenty wrong and plenty to learn, so shoot me some crits.

http://img21.imageshack.us/img21/957/goodheadi.th.jpg (http://img21.imageshack.us/i/goodheadi.jpg/)

http://img21.imageshack.us/img21/957/goodheadi.jpg

guessing we us url instead of img here?

achillesian
01-18-2011, 07:26 PM
Plenty wrong and plenty to learn
http://img21.imageshack.us/img21/957/goodheadi.jpg

including how to post the image ( I can't see it )

STRIKER
01-18-2011, 07:32 PM
hahaahh

krisCrash
01-18-2011, 07:55 PM
tda: lots of that armour really reminds me of the Metroid power suit x3 guess it's the crotch/pelvis and those extreme knees.. but yeah also the chest keel. Neato. Yes I am obsessed.

and huzzah, gonna call it a night. Err, morning.. 4 am x_x
gonna post in the low poly thread when it gets a bit more finished
http://kriscrash.dk/art/2011/jan/gooseberry.png

Firebert
01-18-2011, 08:26 PM
good to see you continuing to flesh out that character Striker! looks like a fun one :D




meh..... *shrug*
http://dl.dropbox.com/u/1446578/sig_texture_wip4.jpg

telmac
01-18-2011, 08:36 PM
http://grab.by/8svQ

working on some shading schtuffz. I saw this shape in the shower and i was like "ALIEN FTW"

Prophecies
01-18-2011, 08:44 PM
A little mushroom love! :D WIP.

http://img573.imageshack.us/img573/7746/14923569.jpg (http://img573.imageshack.us/i/14923569.jpg/)

meshiah
01-18-2011, 08:59 PM
lunch noodle, old space dude, the mask needs a redo and its not weird enough for my taste.
R
http://www.therobbsho.com/images/spm1.jpg

STRIKER
01-18-2011, 09:21 PM
Firebert- thanks man! dam. you can shoot me with that gun, dont mind dying from that :P

Meshiah - loving that!

Mezz
01-18-2011, 09:31 PM
Back to 2D again!

Speedpaint topic was "In a Jar" - not exactly a speedpaint as a result, more like "2 lunches and an evening paint"

http://img.photobucket.com/albums/v714/pixelherder/in_a_jar_04.jpg

Zomg I super love this!!!! Very nice, I love the idea behind it, with the faded guy in the bg peering at her... Awesome. I just wonder what that tag beside the jar says?


Firebert - Damn, that's sick!!! Looks so realistic, like I could just pick it up off the screen...


Japhir - I've never found a solution for that myself... I've tried, but it always ends up being re-skinsville for me. Do share if you find a better solution!! :P

CactusFantastico
01-18-2011, 09:41 PM
http://i377.photobucket.com/albums/oo220/CactusFantastico/Junk/3rdperson-2.png

i'm no real 2D artist but i made a paladin concept in my spare time.

AlecMoody
01-18-2011, 09:49 PM
color preference?

dhedheahmed
01-18-2011, 10:22 PM
I figured it out myself but i wrote down my findings and can compile them into a kind of tutorial if enough people are interested

I'm also very interested and maybe a base workflow on creating some of your weapon.

crazyfingers
01-18-2011, 11:11 PM
https://dl.dropbox.com/u/17271481/DropBox%20Pics/game%20screentest01.jpg
Got my first paycheck ever doing some commission work for a SC2 mod. Didn't realize it at the time but while working on a personal Starcraft mod a few months back i picked up some technical skills that are pretty sought after by mod teams. Stoked to have something to keep me busy while i wait to hear back from various studios.

Spent the past few days getting massive amounts of already finished art assets in-engine, while cleaning up some assets that needed a bit of a texture face lift. Looking forward to making some custom environment art and some mech units, should be fun and for the first time ever... a little lucrative! Woot.

AtlusZMH
01-18-2011, 11:17 PM
Just poppin in to show off my first game-centric gun :D

http://i.min.us/iehU4O.jpg

Groza OC!

Lemme know what you think!

ZacD
01-18-2011, 11:18 PM
nice work crazyfingers, you should really do a little tutorial on going from 3ds to sc2.

ErichWK
01-18-2011, 11:21 PM
Jeff! You never told me you be makin Dollah Dollah Billz yo with your SC2. And I always made fun of you when I saw you on steam in the SC Editor...boy do I feel like an asshole.

But yea, Looks really rad! I'd too be interested to seeing what your workflow is for RTS

crazyfingers
01-18-2011, 11:32 PM
@ZacD: Everything you need to know is here: http://forums.sc2mapster.com/development/artist-tavern/9662-article-modelling-and-exporting-for-star-craft2/
Really not too complex, but keep in mind this tutorial doesn't get into the data editor. That's where the real headaches begin, luckily I haven't had to deal with it too much for this gig... at least not yet.

@Erich: Wouldn't call it dollah dollah, but it's enough to get me out on the weekends and enough work to keep me busy during the weekdays, exactly what i needed. Oh, and you are an asshole :D

I'm sure i'll make an update down the road once we get more art done, need to see what the team lead is ok with sharing. If there's enough interest in tutorials and such I'll definitely see what i can do, but in all honesty the best way to learn these engines is to just jump in and start turning some dials.

@Atlus: Not bad for a first go. Main crit would be to clean up poly flow on flat faces. If you look at the rear of the gun there appear to be many extra edge loops that aren't adding details. Also when you have a rounded geometric shape if you blow away the central vertices you can usually save several polygons while in edit poly mode as 3ds max will optimally retopogize polygons. Dunno if you know the shortcut but control + backspace is definitely your friend when trying to reducing your polycount!

Tea Monster
01-19-2011, 01:34 AM
tda: thanks, but that doesn't work... check this out:
http://img87.imageshack.us/img87/8528/frogflips.jpg

Japhir, that is a weight-painting issue. The spiky bits on the mesh are where they have come un-done from the skeleton.

In Blender, you highlight the skeleton in 'pose' mode, then you select the mesh and go into 'weight paint' mode and you literally 'paint' on the model how much influence you want the bone to have on the mesh.

I don't know Max that well, but it is bound to have something just as good or better. Just google max and weight painting.

Stinger88
01-19-2011, 02:02 AM
SnaFuBAR: There was a link to a facial topo thread by Dreamer knocking about recently. Your not far with the flow of it though. The structure of the cheekbone and eye is the first thing I notice. It should flow around to the side of the face.

Firebert: Nice gun and nice texturing.

lunch noodle, old space dude, the mask needs a redo and its not weird enough for my taste.
R
http://www.therobbsho.com/images/spm1.jpg

Awesome, awesome, awesomeness. Can wait to see the weirder version.

SnaFuBAR
01-19-2011, 02:13 AM
http://img33.imageshack.us/img33/7067/head1e.jpg

Here's a direct link in case I'm not using img tags correctly :poly134:

http://img33.imageshack.us/img33/7067/head1e.jpg


I think I'm getting a bit closer. The earlier image was based upon my own face, but, I suppose I don't have strong features. I'll check around for the thread you mentioned and see if I can adapt what I've got or if a remodel is necessary.

kwakkie
01-19-2011, 02:37 AM
Sixton, low odor, slave_one, willy-wilson, jramauri: Thanks, there's more coming! :) I definitely need to rework some of them once I am done with all the characters Id like to add! And a special 'big-up' for willy-wilson for making me post here, thx ;)

Mike Porter
01-19-2011, 03:09 AM
[QUOTE=Mr.Cash;1273012]IŽve created a MG 42 for my examination at school. This is my first time posting stuff here, so feel free to rip me with your merciless but wanted feedback ;)


The MG is off to a good start, but the stock is pretty blocky looking. The stock is actually rounded off in the back, with the forward portion of the wood square.

Some of the other edges are pretty hard as well. There are quite a few really good images on the internet that I found, including plan drawings that help to make it more accurate.

I have attached the MG that I was working on. Hope you don't mind.

There is an awesome forum of MG42 owners and re-builders that post pictures of their work. It's where I found the best images to work from.

http://www.mg42.us/viewtopic.php?f=13&t=10041

Japhir
01-19-2011, 04:21 AM
Japhir, that is a weight-painting issue. The spiky bits on the mesh are where they have come un-done from the skeleton.

In Blender, you highlight the skeleton in 'pose' mode, then you select the mesh and go into 'weight paint' mode and you literally 'paint' on the model how much influence you want the bone to have on the mesh.

I don't know Max that well, but it is bound to have something just as good or better. Just google max and weight painting.

I know how to skin him, I did that already, but then I found out there was a hole in the mesh that needed to be filled. That messed up all the vertex orders or something like that, which undid all the skinning I had done up to that point.
Thanks for the explaination though.

Ruz
01-19-2011, 07:05 AM
testing the attach function, since my website is down right now.
Been working on ways to get a clean bake for straps/belts thinner objects. I am quite pleased with this lastest version. The circled strap/belt is the low poly +normal map

Szark
01-19-2011, 08:43 AM
http://i54.tinypic.com/5qxpj.jpg

A few evenings worth of work. It's still WIP as there's a few inaccuracies I need to fix.

JordanW
01-19-2011, 08:53 AM
Crazyfingers looks cool but when i maximize the picture i notice a lot of aliasing on the art, Like all the white edges on the objects look pretty rough.

meshiah
01-19-2011, 09:38 AM
Crazy fingers, JordanW makes a good call, check your dds settings perhaps, and maybe your getting compression artifacts.

do you have links to more of this mod?, i worked on sc2 so im always interested to see what the modders do.keep goin.

PogoP
01-19-2011, 09:42 AM
First ever proper piece of concept art... We have to make a character for a module at university, and I'm really an environment artist so this is completely new to me. I made that Sumo Wrestler a while ago but didn't try any 2D.

This is just a couple hours' work from earlier today. Just blocked in sketchy outline and some basic colours. Still got a long way to go!

http://dl.dropbox.com/u/7557268/Adv%20Modelling%20in%20Games%20Eng/Concept/character_concept_rough1.jpg

Excuse the HUGE size of it, forgot to re-size!

daphz
01-19-2011, 09:47 AM
i'm retooling this thang, cleaned up the sculpt, added polys, re-unwrapped everything, bran new textures.

http://daphzart.files.wordpress.com/2011/01/ghq5hq35hq35h.png
still lots to fix.
(and I do have permission from the concept artist lol)

ErichWK
01-19-2011, 10:00 AM
Daphz, that looks awesome! tons of style... you always make such rad stuff, I wish you would finish them though. >_<

kodde
01-19-2011, 10:37 AM
Firebert> Nice gun. I like the material definitions. Makes it convincing.

Firebert
01-19-2011, 10:40 AM
lets make a baby crazyfool

what gives dude?!? you'll put out for CF, but you and i have to "take it slow" and "have dinner first".
*sigh*
you've broken my heart ferg. you've broken my heart.

kodde: thanks dude :)

crazyfingers
01-19-2011, 11:59 AM
@JordanW and Meshia: Hadn't even noticed this issue, but it's obvious when assets are put next to base SC2 assets, I will certainly keep an eye on this and thanks for pointing it out. In the interest of time and to keep current assets consistent the mod lead had me keep textures as targas for now, I wouldn't be surprised at all if the SC2 engine simply wasn't optimized to handle these textures and we will most certainly be going dds at some point as right now the file size is ridiculous.

Meshia, that's awesome you worked on this game... and that at least 1 person at blizzard cares about what the mod community is up to! Tell your buddies to get star tools out ;). Like I said before i'll likely post here and there when we make a good bit more progress.

Thanks all for the feedback and support! :D

Tea Monster
01-19-2011, 12:32 PM
I know how to skin him, I did that already, but then I found out there was a hole in the mesh that needed to be filled. That messed up all the vertex orders or something like that, which undid all the skinning I had done up to that point.
Thanks for the explaination though.

No probs. Yeah, weight painting (it's probably called something else in Max) is for just such an occurance. Mainly its for after you've matched the skeleton to the mesh and you don't like how something is deforming - you'd go in and manually re-paint the bits you didn't like. I was thinking you could use that to fix the 'new' bits. I don't know Max though, so I'll shut up.

meshiah
01-19-2011, 12:33 PM
crazyfingers,
using tga's i think could be the bulk of the aliasing issue, use dd's for screenshots and finals, it looks like you have no mipping as well, and the im not sure if you have your post processing quality up all the way.
and blizz really cares about the mod community, i think that latest issue with that world of SC was a nameing conflict copyrite issue(don't think you can name your mods with blizz owned names).but i don't know and can't speak in any official capacity.

crazyfingers
01-19-2011, 01:36 PM
Just did a little test with DDs's, no dice. It's a bit of a headache as i'm still running XP 64 bit and my photoshop isn't able to handle the dds format so i need to use gimp as a crutch. We will definitely be tackling this issue at some point in the future. Just got pulled off troubleshooting textures to revamp some more assets, for now bloated targas will have to suffice in order to get the ball rolling.

I really do appreciate the input Meshia, when i get a chance i'll try out some mipmap setting and some different compression settings, but these guys are really workin' me to the bone on getting massive ammounts of assets retooled and in engine in a short period of time so we can move forward to animating and rigging. Fine tuning and cleanup has to wait.

In the coming weeks i may shoot you a PM if i can't resolve the issue, wont be anything major.

Sorry for derailing the thread guys, help comes in unlikely places though.

Jesse Moody
01-19-2011, 03:07 PM
Getting back to working on this guy.

http://dl.dropbox.com/u/6602456/pistolconcept8.PNG

Muzz
01-19-2011, 03:33 PM
I finaly got that threadless design up http://www.threadless.com/submission/319709/Magic_tea

MephistonX
01-19-2011, 03:51 PM
jesse - really like the design but it doesnt make sense as a gun (i hate myself for saying this) the mag would need intersect the trigger guard at the back of the mag for it to be able to get the bullets near enough to the barrel and the bullet would then be really far away from the hammer ?

again sorry cos i really like the design - feel free to disprove me

Razorb
01-19-2011, 03:56 PM
nice daphz!

a wee traditional doodle!
http://i3.photobucket.com/albums/y69/Razorb/omglayerrapesortof.jpg

Mind
01-19-2011, 04:40 PM
Back to 2D again!

Speedpaint topic was "In a Jar" - not exactly a speedpaint as a result, more like "2 lunches and an evening paint"

http://img.photobucket.com/albums/v714/pixelherder/in_a_jar_04.jpg


Awesome !!! I love it , it's very poetical and all the scene is beautifull, i really love the idea behind the paint, bravo !!

Jesse Moody
01-19-2011, 04:47 PM
jesse - really like the design but it doesnt make sense as a gun (i hate myself for saying this) the mag would need intersect the trigger guard at the back of the mag for it to be able to get the bullets near enough to the barrel and the bullet would then be really far away from the hammer ?

again sorry cos i really like the design - feel free to disprove me


Totally agree with ya. Trust me I have gone into the ins and outs on how this gun would function in a traditional sense and can't figure it out but it's not my design and it's video game magic :)

Just like how does the chainsaw blade on the Lancer pass through the magazine yet doesn't destroy the bullets...

It just does. :)

TerraBite
01-19-2011, 05:01 PM
1.5hr

http://i13.photobucket.com/albums/a272/mountainskies/mutefatass.png

shotgun
01-19-2011, 05:18 PM
dat's cool
but.. no teeth?

Ferg
01-19-2011, 05:26 PM
terra: hah, awesome

firebert: Nah baby it aint like that, I just really like you is all, I wanna do it right with ya. Daphz, on the other hand, is a slutbag.

BuLL
01-19-2011, 05:30 PM
Back to 2D again!

Speedpaint topic was "In a Jar" - not exactly a speedpaint as a result, more like "2 lunches and an evening paint"

http://img.photobucket.com/albums/v714/pixelherder/in_a_jar_04.jpg

Now that, is pretty special..Straight out of the bonce "TALENT".

brandoom
01-19-2011, 05:49 PM
Lots of great work in here recently guys :D

http://img220.imageshack.us/img220/6967/ubi4.jpg

some progrezz on my building.

JR
01-19-2011, 08:11 PM
Yeah, you're rocking guys, really cool stuff everybody!

Another portrait study. It's still WIP.

http://img833.imageshack.us/img833/5153/penelope01.jpg

http://img585.imageshack.us/img585/8897/penelope02.jpg

http://img262.imageshack.us/img262/7138/penelope03.jpg

http://img266.imageshack.us/img266/7076/penelope04.jpg

Joshua Stubbles
01-19-2011, 09:02 PM
Penelope Cruz? Kinda looks like her. Good in any case. Terabit and Brandoom - very cool stuff.

tda
01-19-2011, 10:14 PM
I saw cruz too as soon as the lips were in

an aggressive napkin
01-19-2011, 10:18 PM
http://img534.imageshack.us/img534/9388/texturep.jpg
Finished up this winchester

Mezz
01-19-2011, 10:45 PM
Yeah, I'm gonna guess Penelope Cruz as well! :P

Looking really good so far--my only suggestion is to try to soften her up overall, especially in the eye area. The tones are looking a little harsh right now, which imo is having a masucline effect on her.

Jackwhat
01-19-2011, 11:49 PM
I'm stickin my nose as its something that I love so much! I'm not sure if youre going for the pastel look with these, and if so this halfassed paintover doesnt really matter. It's just that contrast is such an awesome thing to use, it can give things so much more presence and really make the highlights pop.

But aside that, theres no harm in adding saturation and colour to the picture either - as an example, zhuzhu is so fucking good at that.

http://zhuzhu.deviantart.com/art/Sweetie-85138595?q=gallery%3Azhuzhu%2F6903447&qo=180
http://zhuzhu.deviantart.com/art/Oilpainting-Studies-in-Painter-54308761?q=gallery%3Azhuzhu%2F6903447&qo=336
http://zhuzhu.deviantart.com/art/Ballet-Dancer-53426965?q=gallery%3Azhuzhu%2F6903447&qo=406

Those things are much better at highlighting what im talking about than this paintover but yea, keep cracking!

http://farm6.static.flickr.com/5125/5372242192_da38afa21b_z.jpg


And a study... tinkering with technique shit still D:

http://farm6.static.flickr.com/5045/5372192348_e5e54bcc74_b.jpg

moof
01-20-2011, 01:39 AM
It's just that contrast is such an awesome thing to use, it can give things so much more presence and really make the highlights pop.
color dodge

make it sparkle...
to death.

anyhoo, I thought this looked kinda neato, made it share time. no spec yet.
http://www.coldconcept.net/grenlentex.jpg

Jackwhat
01-20-2011, 01:58 AM
haha, fuck colour dodge.

That gun is looking so badass :/

makecg
01-20-2011, 02:09 AM
http://makecg.com/art/angel_sculpt1.jpg

JR
01-20-2011, 02:20 AM
Hey guys, thanks for the comments! This is the picture I'm using for Penelope's portrait: http://2.bp.blogspot.com/_-nfiexLrs0U/TN33o_oqgNI/AAAAAAAADB8/NM1VXgMRLmI/s1600/Penelope_Cruz_.jpg

@Jackwhat: The pastel look is just temporary, I'll soften texture later. Thank yor the paintover and for the references, ZhuZhu is a beast! BTW, your environment looks good, but I think you could tone down a little bit the fartest mountains, to add some depth to your scene.

moof: Crazy gun, man! Looking forward for specular.

GoSsS
01-20-2011, 03:13 AM
WoW moof, this gun is just about perfect !! Love the color and this white painting splat.
Can't wait to see it finished.

Here's what i'll work on the next weeks :

http://gaetm.free.fr/3d/2011/WarMachine/WM_PaintOver.jpg

Damn 2D art is hard (need to do more) :(
This robot is a mix of differents Warjacks you can found here : http://privateerpress.com/warmachine/gallery/cygnar/warjacks (these robots are so cool , so i decided to create a mix of some of them)

Skillmister
01-20-2011, 03:21 AM
Thats some amazing 2D GoSsS

alexdubbeat
01-20-2011, 04:20 AM
moof, thats serious gun :D

Emeriastone
01-20-2011, 05:01 AM
Moof, marry me.

http://dl.dropbox.com/u/1293763/radio_02.jpg
(http://dl.dropbox.com/u/1293763/radio_02.jpg)

jimmypopali
01-20-2011, 05:21 AM
http://img225.imageshack.us/img225/5987/render1h.jpg

Stromberg90
01-20-2011, 07:23 AM
Moof: That looks so sweet, realy good job on thoose decals and such.

wi_2
01-20-2011, 07:28 AM
so this is where it's all at huh?..
ok..
here is my current working model.
http://1.bp.blogspot.com/_hkRwtMHWPUQ/TThD2VpXn2I/AAAAAAAAAw0/aLuEB5fj7cY/s1600/SupportPillar_Screenshot002.jpg

SaferDan
01-20-2011, 07:36 AM
@brandoom (http://www.polycount.com/forum/member.php?u=28080)That building is really nice :)
(http://www.polycount.com/forum/member.php?u=28080)

wi_2
01-20-2011, 07:36 AM
an aggressive napkin - nice and clean, I like it!
moof - cool work! loving the model..

whats_true
01-20-2011, 07:56 AM
@moof

Coolest nerf gun ever!

Ikuru
01-20-2011, 08:16 AM
Keres, Thanx, and yeah, IŽll put another angle there next time I present it. :)

Steen, Thank you, and yeah your right, that part of the texture is stretched atm, I thought of skipping remapping those UVs, thinking it did not show too much, but I might go back and clean that up.

sltrOlsson, thanx, and yeah, its all on a single 1024 diffuse (spec normal etc and a 512 occlusion).

Snader, Your right about giving the flag some more love, IŽll do that when I get back to it. thanx.

Kwakkie, those pixels look good dood! :)

crazyfool
01-20-2011, 08:22 AM
calling her done I think :D

http://tomparkersartdump.files.wordpress.com/2011/01/female_sculpt_010.jpg

http://tomparkersartdump.files.wordpress.com/2011/01/female_sculpt_011.jpg

Cap Hotkill
01-20-2011, 08:44 AM
What about her clothes? some details should be coloured or at least darker or lighter, I cant get of my mind that it looks like the grey from Zbrush :P

sltrOlsson
01-20-2011, 08:45 AM
Freaki'n badass moof!!

KristianT
01-20-2011, 09:53 AM
color dodge

make it sparkle...
to death.

anyhoo, I thought this looked kinda neato, made it share time. no spec yet.
http://www.coldconcept.net/grenlentex.jpg

Very nice gun moof!

One crit is that i think the front handle should carry the whole gun and hold i balanced. That way the gun can hang in your shoulder and you could use the back handle to navigate the gun. Now it seams like the user need to hold use hardcore muscles to carry the gun.

I could be awfully mistaken, but thats how it looks to me. could also fix it with a belt to hold the gun with the shoulder. recoil would be harder if you move the handle to what i said tough.

kaptainkernals
01-20-2011, 10:48 AM
I suspect it's held like this:

http://www.gamingdaily.co.uk/images/Vera-2010-3-10/Minigun.jpg

eY3lEs5
01-20-2011, 11:43 AM
moof: I really really like this, totally makes me think of UT3 guns or something that could be in BulletStorm.
crazyfool: Maybe some color variation on her costume? You have buttons, seams, and even rope/leather strap stuff in there, lots of ways to make her even more interesting.

Here's a side project I'm working along side my water hut. First time doing foliage in this manner... more ss's in my 3D Sketchbook (http://www.polycount.com/forum/showthread.php?t=77714) :)

http://3.bp.blogspot.com/_djxfBr5qYY8/TTfqRBHZghI/AAAAAAAAAKQ/SCp4NFNJhmw/s1600/LopezScott_PottedPlantWIP03.jpg

Penelope Cruz is hawt :poly121:

crazyfool
01-20-2011, 11:49 AM
cheers guys, I only polypainted her face and hair so far. will colour her up some more soon :)

greevar
01-20-2011, 11:50 AM
My first official art post on PC.

http://img522.imageshack.us/img522/4923/woodbarrelrender.png

I think the spec on the metal bands are a bit hot and I haven't added smoothing groups.

http://img155.imageshack.us/img155/4550/palletwoodrender.png

Diffuse only.

http://img41.imageshack.us/img41/2363/steelbarrelrender.png

Diffuse only.

Davision3D
01-20-2011, 12:40 PM
Horse for my Knight:
http://www.vitamin3d.com/bilder/horse.jpg

and the more detailed Knight:
http://www.vitamin3d.com/bilder/knight2.jpg

Not sure yet if i can already move on to the low polys.

moof
01-20-2011, 02:52 PM
jackwhat
jramauri
GoSsS
alexdubbeat
Emeriastone
Stromberg90
wi_2
whats_true
sltrOlsson
eY3lEs5-
Thanks dudes :D


KristianT > kaptainkernals is right. You're also correct to notice you'd need serious muscles to carry it. The character I had in mind when creating it is a super oversized big dude.

So I guess I'll just show this, since i never posted it; character is the male:

http://www.coldconcept.net/NewSheet.jpg

Someday I'll get to modeling him.

sltrOlsson
01-20-2011, 02:59 PM
aaaaah, yes moof love it! I demand that you start on him NOW :D

STRIKER
01-20-2011, 03:10 PM
moof thats fkn badass!

daily speed sketch that crazyfool started at GA. theme is zombies but thats changing tomorrow. lots of fun.

in the mean time, BRAINZ!

http://img59.imageshack.us/img59/5006/zombiemc.jpg

greevar
01-20-2011, 03:26 PM
I think I fixed the specular on the barrel:
http://img211.imageshack.us/img211/3030/woodbarrelrender2.png

Slaught
01-20-2011, 03:51 PM
IŽll probably end up giving him bigass headphones later on.
http://img406.imageshack.us/img406/2827/hoodieborg.jpg

ScoobyDoofus
01-20-2011, 03:55 PM
greevar: It looks like you've got normal maps applied to the wood of the barrel.
That being the case, why not just bake the metal bands down into your texture?
I think it'll read better, and use less tri's than what you've got going here.

Crazyfool: She's got man-hands and maybe a short-torso?

Moof: With all the tris' in that gun, it strikes me that you could spare a few more to round out that stock a little? Nothing else on it reads as blocky or "hey, I'm a low poly model".

divi
01-20-2011, 04:05 PM
that is fantastic moof! all of it.

jeremiah_bigley
01-20-2011, 04:19 PM
That gun rocks Moof! Nice job! Really looking forward to the finished piece.
Man I don't know how you guys keep up with this thread. 20 days into the new year and almost 30 pages?! It is all Really kick ass stuff though.

Here is a jukebox I finished a bit before newyears, and a couple of other things I am working on atm. Speed painting of mine that I have to model for a environment class I am taking. And the other piece some modular pieces that I am doing for a bit of freelance.

http://i95.photobucket.com/albums/l143/jeremiah_bigley/003_Textured.jpg

http://i95.photobucket.com/albums/l143/jeremiah_bigley/attachm3ent.jpg

http://i95.photobucket.com/albums/l143/jeremiah_bigley/attachment-1.jpg

Insulaner
01-20-2011, 04:21 PM
http://ron-froelich.de/folio/mac10/mac10.jpg

Meh, looks nicer when I move it around the viewport. :/

Trying to improve my texturing, since it's one of my weak points.
Model was mainly done to get a canvas for texturing, so I don't think it's all that accurate..

d1ver
01-20-2011, 04:45 PM
moof, your gun is really amazing. Saved to the inspiration folder.)

jeremiah_bigley, that's some solid piece of jukebox you've got there.) fantastic texturework!

gotta visit this thread more often)

here's a little environment I'm working on right know (http://www.polycount.com/forum/showthread.php?t=80281). thought I might as well share it here.

http://artisaverb.info/Garage/WiP/SoupBot_Textured_01.jpg
http://artisaverb.info/Garage/WiP/ControlPanel_wip.jpg
http://artisaverb.info/Garage/WheeledLadder.jpg
http://artisaverb.info/Garage/WiP/Table_wip.jpg

crazyfingers
01-20-2011, 05:08 PM
Very impressive Diver! Lower the depth of field though, and the pictures hanging on the wall seem really out of place and generic. You may want to adjust the blueprint laying on the desk too as it pops out as generic as well.

Seriously though, fun environment with some very nice material work! Keep it up.

A-Train
01-20-2011, 05:15 PM
http://2.bp.blogspot.com/_NVBVBm4La4M/TTjQEKon1QI/AAAAAAAAAOM/SXIc-uJkIUc/s1600/07.jpg

SnowInChina
01-20-2011, 05:35 PM
http://ron-froelich.de/folio/mac10/mac10.jpg

Meh, looks nicer when I move it around the viewport. :/

Trying to improve my texturing, since it's one of my weak points.
Model was mainly done to get a canvas for texturing, so I don't think it's all that accurate..

thats some sweet texture work sir

daphz
01-20-2011, 06:08 PM
sexy stuff as always dudes!
i'm almost done with this amazon character
http://daphzart.files.wordpress.com/2011/01/amazon_almost.png
concept: http://cghub.com/images/view/56554/
(i has permission :) )

Inkfish
01-20-2011, 06:11 PM
A redesign of the old Quake enemy Scrag. sculpt, lowpoly and uvs done, now to textures.
(realtime render on the lef bottom corner done in blender, couldn't get shadows working properly in Marmoset Toolbag.)
http://i.imgur.com/jVXXy.png
http://i.imgur.com/DhjJf.png

cholden
01-20-2011, 06:16 PM
nice scrag.

krisCrash
01-20-2011, 06:20 PM
That is some powerful normal mapping, Inkfish. Nice model too ;D

Well I finished up my ponies, one I started with, and a little old forum tribute!
Thanks to the guys in the low poly thread for beating me over the head for my texture contrast again and again... and Poop for making tutorials that made modelling make much more sense x3
http://kriscrash.dk/art/2011/jan/poniesfinal.png

Kbrom12
01-20-2011, 07:18 PM
Palm Tree

1500 poly's

1024 x1024 Diffuse/Normal/Opacity

http://img109.imageshack.us/img109/8700/palmtree2.jpg

BuLL
01-20-2011, 07:49 PM
The highlights on some edging is a little over-powering(front sight) draws my eye initially,but there`s other bit`s the same.Woods nice ,apart from the seam down the front of the grip(yep,no ones gonna see it in game)..So much easier to crit when peeps show a ref btw...Cheers.

http://img534.imageshack.us/img534/9388/texturep.jpg
Finished up this winchester

greevar
01-20-2011, 08:31 PM
greevar: It looks like you've got normal maps applied to the wood of the barrel.
That being the case, why not just bake the metal bands down into your texture?
I think it'll read better, and use less tri's than what you've got going here.

Crazyfool: She's got man-hands and maybe a short-torso?

Moof: With all the tris' in that gun, it strikes me that you could spare a few more to round out that stock a little? Nothing else on it reads as blocky or "hey, I'm a low poly model".

Actually, the bands and everything else are on one diffuse map. The bands are also floating geometry just for the purpose of keeping the count down. I think I just used too much dodge when I made the spec map. I corrected that in the next render and added proper smoothing. It's currently 788 tris.

Gannon
01-20-2011, 09:18 PM
color dodge

make it sparkle...
to death.

anyhoo, I thought this looked kinda neato, made it share time. no spec yet.



Love it but the facets on the back are bringin it down, up res that bad boy a little to match the rest!

Kitteh
01-20-2011, 09:31 PM
http://ron-froelich.de/folio/mac10/mac10.jpg

Meh, looks nicer when I move it around the viewport. :/

Trying to improve my texturing, since it's one of my weak points.
Model was mainly done to get a canvas for texturing, so I don't think it's all that accurate..

Dude, that's awesome... you've come a really long way, I remember your diffuse-only CS skins from years ago. Model looks pretty damn accurate to me. Really nice texture work, it looks believable and realistic without having too much damage or overdetailing. The synth texture looks a bit like it has stretchmarks on it or something, but that's the only problem area I can see. Also I think the spec could use a little extra contrast and the mag is a bit too bright. The gloss is a bit high too, I think.

Grimm_Wrecking
01-20-2011, 09:58 PM
Edits
http://dl.dropbox.com/u/2323296/PC%20Folder/grimm_mantis_dif_v2.jpg
http://dl.dropbox.com/u/2323296/PC%20Folder/grimm_mantis_ao_v2.jpg
http://dl.dropbox.com/u/2323296/PC%20Folder/grimm_mantis_wire_v2.jpg

Originals
Diffuse (http://dl.dropbox.com/u/2323296/PC%20Folder/grimm_mantis_dif.jpg)
Flat (http://dl.dropbox.com/u/2323296/PC%20Folder/grimm_mantis_ao.jpg)
Wire (http://dl.dropbox.com/u/2323296/PC%20Folder/grimm_mantis_wire.jpg)


I originally started this months ago for workshop #3, but lost it somewhere along the way.
Found it recently, cooked up a LP and textured it. Unfortunately w/ all the curves it ended up coming in at 3972tris which is almost a 1000 over budget >.> oh well.

Any crits on the texture are appreciated. There are some inaccuracies, but I'm not worried about them.

Edited: Updated Texture, was unhappy with the stone look it ended up with for the interior metal in marmoset (originally previewed inside max). Couple other dif/spec tweaks (and something i forgot to edit in the NM heh).

Mezz
01-20-2011, 10:18 PM
krisCrash - Ponies turned out great! :D Very cute, I like. The Greentooth buttmark is awesome!! :P


Grimm_Wrecking - Sexy knife!! Quite like the look of this!


daphz - That's coming together super sexy! Great concept to work from, and great execution! My only issue is the feet--the toes of the shoes seem a bit too long to me, the red dots look a little too much like blobs, and the bunching of the top half of the boot could be better. Dunno if this is still an area you need to get to, but that's my only issue with the piece. Otherwise, amazing!!

telmac
01-20-2011, 10:21 PM
http://grab.by/8vdC

I need to get back on the anatomy train, because this is... yeah.

Jeremy Tabor
01-20-2011, 10:33 PM
thats one shmexy jukebox, Bigley.

and cool knife Grimm!

konstruct
01-21-2011, 12:36 AM
daph n moof, god damnit! shit is inspiring.

Harvey.D
01-21-2011, 12:50 AM
Hey dudes. New here. Would like some feedback on this lil guy.

http://img.photobucket.com/albums/v205/t3nacious/megawip1.jpg

http://img.photobucket.com/albums/v205/t3nacious/megawip4.jpg

I'm trying to do a current-gen take on him, any feedback on the sculpt and/or design is greatly appreciated. The waist/pelvis area is unfinished, there will be the trademark megaman underwear there.

Crash
01-21-2011, 02:51 AM
Inkfish: awsome scrag!

JohnnyRaptor
01-21-2011, 03:09 AM
couldnt sleep this morning so did some sculpting, 5am - 8am

http://dl.dropbox.com/u/2516103/ragetti2.jpg

Ruz
01-21-2011, 06:28 AM
Has a nice feel to it JohnnyRaptor - is the right eye supposed to be bigger?
cool sculpt Inkfish

JohnnyRaptor
01-21-2011, 06:43 AM
cheers Ruz,

yeah the bigger eye will be a glass eye once textured :) the sculpt still has a long way to go tho, but hopefully finish the whole thing by sunday :D

CactusFantastico
01-21-2011, 07:53 AM
http://i377.photobucket.com/albums/oo220/CactusFantastico/Junk/bioshock_sign_wip.png

Started a art deco style sign.

Harry
01-21-2011, 08:40 AM
this is pretty messy but it's getting there. will eventually be a full character for my folio
http://gyazo.com/14ffec271b1f8d5031925e1beeee57a2.png

StefanH
01-21-2011, 09:09 AM
that looks wicked grimm. Very nice definition and normals.

The lowpoly looks a bit messy though with all those long tris. But as long as it works its cool i guess :)

Skizot
01-21-2011, 10:47 AM
https://dl.dropbox.com/u/17271481/DropBox%20Pics/game%20screentest01.jpg
Got my first paycheck ever doing some commission work for a SC2 mod. Didn't realize it at the time but while working on a personal Starcraft mod a few months back i picked up some technical skills that are pretty sought after by mod teams. Stoked to have something to keep me busy while i wait to hear back from various studios.

Spent the past few days getting massive amounts of already finished art assets in-engine, while cleaning up some assets that needed a bit of a texture face lift. Looking forward to making some custom environment art and some mech units, should be fun and for the first time ever... a little lucrative! Woot.

so YOU are the guy i have to poke at to get the models right XD send me a message when you cna :) most of my contacts should be on here.

thatanimator
01-21-2011, 11:10 AM
http://thatanimator.com/dump/lara_wip2.jpg

http://www.gameartisans.org/contests/competitions/7/preview_finals_2_4811.html

Got inspired by Julia Udalova's take on Lara and did a quick take on her concept :poly124:
actually just wanted to do the hair..but then I went on to do the face.. then the neck.. and so on :poly142:

don't really know what to do on her any more.. (except the slingshot!:thumbup:)
she doesnt have a mouth other than the lips, but I'm sick of modeling and rigging mouths and then never rly animating them so:poly118:

dem wires:
http://thatanimator.com/dump/lara_wipwire2.jpg

greevar
01-21-2011, 11:58 AM
*image deleted to save bandwidth*
http://www.gameartisans.org/contests/competitions/7/preview_finals_2_4811.html

Got inspired by Julia Udalova's take on Lara and did a quick take on her concept :poly124:
actually just wanted to do the hair..but then I went on to do the face.. then the neck.. and so on :poly142:

don't really know what to do on her any more.. (except the slingshot!:thumbup:)
she doesnt have a mouth other than the lips, but I'm sick of modeling and rigging mouths and then never rly animating them so:poly118:

dem wires:
http://thatanimator.com/dump/lara_wipwire2.jpg

That's some nice work there! I also like that there's a nice model sheet made up for anyone to use. I look forward to your next update.

Cap Hotkill
01-21-2011, 12:35 PM
Im working on a Great White shark, Need to finish the interior of the mouth and then I will move to the low poly :D

http://img708.imageshack.us/img708/9255/sharkzb3color5.png

http://img811.imageshack.us/img811/8927/sharkzb3color623.png

Edit: Added second render image

xXm0RpH3usXx
01-21-2011, 01:42 PM
nice shark man, though doesnt he miss mean eyes still?

well, i'm finished with my little after effects logo animation

http://www.youtube.com/watch?v=ABjmLVG0FJY

LMP
01-21-2011, 01:46 PM
http://i377.photobucket.com/albums/oo220/CactusFantastico/Junk/bioshock_sign_wip.png

Started a art deco style sign.

Nice Zig-zags, needs more swirls! Nah, really it looks like a good start, I hope you have an appropriate art deco style font to use with it when you texture it.

Shiv
01-21-2011, 01:46 PM
nice shark man, though doesnt he miss mean eyes still?

well, i'm finished with my little after effects logo animation

No offense dude, but i switch off vids with those logo things before showreels.

Tom Ellis
01-21-2011, 02:14 PM
WIP on the environment I'm working on. I won't say too much about it but the layout is all temporary for the sake of testing assets/textures.

And yes, there is a bit of blue channel showing on the rock faces from the mesh painting... I'll fix that later.

Crits welcome of course.
http://dl.dropbox.com/u/4627207/EnvWIP1.jpg

Cap Hotkill
01-21-2011, 02:50 PM
nice shark man, though doesnt he miss mean eyes still?

what do you mean by Mean eyes?