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katzeimsack's Avatar
Old (#7951)
Quote:
Originally Posted by katzeimsack View Post
More Nuns N' Guns


Fat zombie is fat..
Quote:
Originally Posted by 9skulls View Post
@katzeimsack Loving it! Texture looks really good. How many tris is he?
~ 1000 tris room for optimization if needed ;)

Last edited by katzeimsack; 12-22-2011 at 11:23 AM..
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lean's Avatar
Old (#7952)
katzeimsack: it looks grat, I like your textures.

9skulls: cool, hope cool games come up from that.

ok. I felt like making colossi from shadow of the colossus in the same style I did wander. Just making this one got me kinda tired so, I don't know if I'll make others...
so here it is, the first colossus from the game:

I got to make some nice poses of wander on top of the creature, so maybe i'll try animating later.
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Seyhk's Avatar
Old (#7953)
lean, i'm your fan! very stylish your remake in 3 colours.

i started to use gimp so i wanted to share my very first painted texture ..

[/IMG]
I know it's very simple, but yea, it's cool at least for my eyes
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Seyhk's Avatar
Old (#7954)
Fail.
So here it is. (I think)
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Seyhk's Avatar
Old (#7955)
i was having trouble to post my image, so moderators you can delete my two post above.
Here is the image.
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barnesy's Avatar
Old (#7956)
Here is a Ork Choppa axe that I made yesterday. I set myself the task of creating the whole asset over the space of a day so that I could see where I am in terms of modelling speed. Hopefully I should be able to get more of these short studies out before committing to a big project, They are really fun



The texture holds up quite well when reduced down to 128 aswell.



[EDIT - The concept art was found on Warhammer Online]

Last edited by barnesy; 12-23-2011 at 07:29 PM..
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Snader's Avatar
Old (#7957)
Looks like your presentation is incorrect. I'm seeing 256², 256³, 512² and then 128². Why are you not including the UV/tex in the presentation?

katzeimsack - I'm not fond of the green painted in the jeans holes. Why not use alpha?

Seyhk - you can push that texture much, much farther.

lean - the color count is per sprite, or in this case, per texture. Similar to the way old games used several sprites to compose 1 character (sorta like this), you could use several texture planes. So for instance you could lose the white on the club and swap it for a medium grey which would be of more use at the 'ball' of the club.

Besides, you mentioned it yourself, there were actually 4 colors per sprite. I'not seeing you use any transparency, so why not use all 4 colors?

gungriffon - fruit fucker?

Delko - what's with the inconsistent texel size?

Mr_Drayton - you could partially fix your alpha issues by working with denser sheets. This would also save you a few polies and some overdraw (does overdraw even apply to alpha test?).
Geospheres rule, regular spheres drool!
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Gungriffon Geona's Avatar
Old (#7958)
Quote:
Originally Posted by Snader View Post
gungriffon - fruit fucker?
I'm not sure what this is in reference to, but... okay I guess?
playing around with posing and other stuff.


Last edited by Gungriffon Geona; 12-23-2011 at 01:01 PM..
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Seyhk's Avatar
Old (#7959)
Quote:
Originally Posted by Snader View Post
Seyhk - you can push that texture much, much farther.
Yes, i guess i need more pratice time and understand how to use some tools in gimp.
But if you have any tips, please share.
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Snader's Avatar
Old (#7960)
It's a character from Penny Arcade. Introduced in this comic: http://penny-arcade.com/comic/2002/02/11


edit:
Seyhk - I don't like Gimp one bit, so I can't help you there. But I will say this: less lines, more volume shading.
Geospheres rule, regular spheres drool!
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spbrunson's Avatar
Old (#7961)
Quote:
Originally Posted by Mr_Drayton View Post
Awesome! Then you could be interested in this old thread I opened over a year ago: [3DS Max] Hint for modeling/texturing a futuristic racetrack?
Looks cool, very Wipeout/FZero-ish. Mock-up, or is there a playable version?

Edit:
I threw together a quick (and very rough) example using path constraints and a track made from a spline.

Last edited by spbrunson; 12-26-2011 at 10:12 PM.. Reason: needed to repost image though another image host.
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spbrunson's Avatar
Old (#7962)
Quote:
Originally Posted by Gungriffon Geona View Post

This is cool, I like the banding pattern on the limbs. Does it have any weapons? Maybe something could be revealed from the chest plate next to the arrow on its chest. Something like a circuit board with red lights to tie in with the eyes. What would it look like in "crate" mode?
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Tom Pritchard's Avatar
Old (#7963)


I guess I need to start somewhere. Inspired by some of the environment artists on here making a few characters, thought I'd give it a shot myself. I still need to play around with the topology, get rid of some wasted polys here and there. I'll try and clean him up and get him with some base colours on by tomorrow.

EDIT: Quick 'n Dirty edit after I saw some silly looking proportions.

Last edited by Tom Pritchard; 12-23-2011 at 04:29 PM..
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Delko's Avatar
Old (#7964)
@snader
I honestly dont remember why, i think it had to do with the way the we had the ground tiles texturing.
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barnesy's Avatar
Old (#7965)
@Snader - Thanks, I completely missed that! I have made sure that the texture sizes are in the right order, also I have added the texture to the main presentation image.
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lean's Avatar
Old (#7966)
Quote:
Originally Posted by Snader View Post
lean - the color count is per sprite, or in this case, per texture. Similar to the way old games used several sprites to compose 1 character (sorta like this), you could use several texture planes. So for instance you could lose the white on the club and swap it for a medium grey which would be of more use at the 'ball' of the club.

Besides, you mentioned it yourself, there were actually 4 colors per sprite. I'not seeing you use any transparency, so why not use all 4 colors?
I know about that, megaman games used the composite techinque. but i wanted to keep it as low as possible. about the four colours, I used three as the forth would be used for transparency if it was a sprite.. And there is some transparency, not the main fact, but I just wanted to keep the three colour classic look. about the white in the club. thanks for noting it, I didn't. it seems that i forgot to unrwap that
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Lord Fryingpan's Avatar
Old (#7967)
A bit of a doodle turned mesh. Low poly is at 1,000 tris

(and I just realised I meant to pos that in the other WAYWO thread )


Last edited by Lord Fryingpan; 12-24-2011 at 02:55 AM.. Reason: wrong thread :(
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Mr_Drayton's Avatar
Old (#7968)
Quote:
Originally Posted by spbrunson View Post
Looks cool, very Wipeout/FZero-ish. Mock-up, or is there a playable version?
Should have been a 3DS game, but every publisher we talked to never wanted that kind of game, so it's still a mockup...

Like your spline demo! It makes me remember good 'ol times I spent doing that kind of racetracks for that project...
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katzeimsack's Avatar
Old (#7969)
Quote:
Originally Posted by Snader View Post
katzeimsack - I'm not fond of the green painted in the jeans holes. Why not use alpha?
Alpha on Android and IOS is really expensive
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laperen's Avatar
Old (#7970)
made robocop as a nostalgia tribute to the movie


Last edited by laperen; 12-25-2011 at 05:18 AM..
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GabrielP's Avatar
Old (#7971)
Just a little enemy for a game in progress

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Acumen's Avatar
Old (#7972)
Some work for an upcoming iOS game. Will be using Unity. We're not exactly sure on the main gameplay focus. Could be endless mode or handmade levels.




Last edited by Acumen; 12-25-2011 at 10:25 AM..
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Gungriffon Geona's Avatar
Old (#7973)
Quote:
Originally Posted by spbrunson View Post
What would it look like in "crate" mode?
like so:
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spbrunson's Avatar
Old (#7974)
Quote:
Originally Posted by Gungriffon Geona View Post
like so:
I'm diggin it
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spbrunson's Avatar
Old (#7975)
Quote:
Originally Posted by Mr_Drayton View Post
Should have been a 3DS game, but every publisher we talked to never wanted that kind of game, so it's still a mockup...

Like your spline demo! It makes me remember good 'ol times I spent doing that kind of racetracks for that project...
I learned the spline thing working on a project where I had to make arrows follow gas pipelines to represent directional flow. Kind of mundane, but there was a lot of on and off animations and with multiple pipe pathways that had to match voice-over.
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