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Nice moof, really slick color use.
Es fließt durch meine Venen, Es schläft in meinen Tränen
Es läuft mir aus den Ohren, Herz und Nieren sind Motoren
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, dedicated polycounter,
1,456 Posts,
Join Date Jun 2005,
Location Bulgaria
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So nice moof!
Cross post from the Dota thread!
Started working on a llama courier.

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, triangle,
280 Posts,
Join Date Feb 2005,
Location Arizona
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Quote:
Originally Posted by Ryan Smith
Here's a little game i'm making

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looks good Ryan, reminds me of a slick scaleform UI. What type of game is it ?
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, spline,
193 Posts,
Join Date May 2012,
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Quote:
Originally Posted by felipefrango
Dude, what are these animatinos for, is it an actual game? Cause I wanna play this thing right NOW. 
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Quote:
Originally Posted by JostVice
Reminds me of Transport Tycoon Deluxe! Awesome! 
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Quote:
Originally Posted by Spatz
love it !
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thank you all, more praise than I ever expected. This work is for The Godfather: Five Families. free to play on Kabam.com
https://www.kabam.com/the-godfather/play
Our illustrators are incredibly talented! quite challenging to get animation with their style, but fun too; here is another, my favorite fountain from Greenwich estate - tier III http://megaswf.com/serve/2453755/
the context of where it is located in game

this one is all traditional, no 3D
Sent from my iPhone through the series of tubes.
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, spline,
115 Posts,
Join Date Mar 2008,
Location San Francisco
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wow love those animations zoid 
Here's a little concept of my version of Old Wolf(Belgarath from the Belgariad books)

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, veteran polycounter,
3,902 Posts,
Join Date Feb 2007,
Location UK cheltenham
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Hey Guys, I'm new here and got recommended here by a fellow member I've already learned quite alot and I'm hoping with your future help I can get much better.
anyway, here's what I've been working on for the past week, it's part of a project I'm doing whilst interning at a studio. Opinions? I've not had much experience as other people on here when it comes to making models but I think I'm getting there..

(If some one can tell me how you guys get these lovely rendered images that would eb great too)
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, null,
21 Posts,
Join Date Aug 2012,
Location UK
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Finally got Round to finishing the high poly for this, now onto the low poly.

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, polygon,
746 Posts,
Join Date Jan 2010,
Location St.Lucia, West indies
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X-Post from my thread, found here
Single texture, nDo2 only, CE3 Medical Facility
Just finished blocking out the main room, now onto corridors and props!
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, spline,
180 Posts,
Join Date Jan 2010,
Location UK
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@Moof : Fantastic piece, man, love dem colors !
Char almost coming to an end, just need to make the high of her sword and tweak her hands. Started working on the hair. I dunno how you guys tackles alpha hair (specially long ones) but I think I found a pretty nifty method.
This should be done in no time now. I'm quite satified with the result (it's only alpha showing, don't need the diff for now)

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, triangle,
291 Posts,
Join Date Jul 2011,
Location Nimes - France
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Quote:
Originally Posted by HntrLuc
So nice moof!
Cross post from the Dota thread!
Started working on a llama courier.

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I love stuff like this, the dota art style is so appealing and I think this guy'll fir right in
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, null,
21 Posts,
Join Date Aug 2012,
Location UK
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Quote:
Originally Posted by fearian
I was inspired by a scene from Tangled with lots of chinese lanterns, and It's let to me learning Cascade in UDK!
Project Lanterns v0.4 - YouTube
Still a fair way to go, but nearly all of the big systems are in place. Should be thread worthy soon!
Edit: Here are the previous videos edited together, 4 clips, 5 days work.
Lantern Project WIP - YouTube
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This is a fantastic idea!
I think it would work well to have the lanterns shrink to nothing at the end of their life, rather than just disappearing as it looks a lot less jarring.
There should be some standard UDK assets use a similar technique in cascade for reference
Quote:
Originally Posted by chrisundrum
Hey guys, never posted on the WAYWO before. I always love what I see here and am hesitant to post. So I guess I will jump in head first, with a X post -___-

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This is AWESOME 
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, polycounter,
859 Posts,
Join Date Nov 2011,
Location Birmingham, UK
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Quote:
Originally Posted by Scythe
. I dunno how you guys tackles alpha hair (specially long ones) but I think I found a pretty nifty method.

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Mind to share that methods  ?
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, triangle,
402 Posts,
Join Date Jul 2011,
Location Quebec
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sure tits, but i'd prefer writing a full-on mini tuto than just explaning like a monkey, will do in the evening 
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, triangle,
291 Posts,
Join Date Jul 2011,
Location Nimes - France
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Quote:
Originally Posted by Scythe
sure tits, but i'd prefer writing a full-on mini tuto than just explaning like a monkey, will do in the evening 
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Sweet,Thanks a lot.
looking forward to it, always have the hardest time doing plane hair!
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, triangle,
402 Posts,
Join Date Jul 2011,
Location Quebec
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Was about to ask for that too ^^^ thanks in advanced ;)
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, triangle,
349 Posts,
Join Date Sep 2010,
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I made another hand-painted texture for a cobble wall.
Then after all of my hard work, I had to make it tile with Offset :S
Does anyone have a better method for making tileable hand-painted textures?
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, polycounter,
859 Posts,
Join Date Nov 2011,
Location Birmingham, UK
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Starting some work on some hand painted weapons. Here is the first. Crosspost from here.

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, vertex,
30 Posts,
Join Date Jan 2012,
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Hey guys, lots of great stuff up here  I've been on this thing for awhile and sadly I don't think it is portfolio worthy. I was trying out a new hair technique and it took me way too long and it, to me, doesn't look that great so I don't think I'll do hair this way again. However I did learn a few things for the next time. This was mostly me learning how to normal map a human face and it was difficult. I'm definitely making a thread for my next model so I can get some help along the way cause I need it >_>

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, spline,
146 Posts,
Join Date Oct 2011,
Location Toronto Canada
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A glimpse of a 3D character I am working on at the moment in my spare time, thinking about the color palette again because the character has been going through some design changes since I first started modeling her. Modeling work isn't finished yet.
Turnaround sample: https://www.youtube.com/watch?v=rJrC...layer_embedded

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, spline,
152 Posts,
Join Date Mar 2012,
Location Finland
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Quote:
Originally Posted by Skyerzz
Hey guys, lots of great stuff up here  I've been on this thing for awhile and sadly I don't think it is portfolio worthy. I was trying out a new hair technique and it took me way too long and it, to me, doesn't look that great so I don't think I'll do hair this way again. However I did learn a few things for the next time. This was mostly me learning how to normal map a human face and it was difficult. I'm definitely making a thread for my next model so I can get some help along the way cause I need it >_>

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I like that char  Truth be told, for long hair those aren't that bad. What strikes me the most is how your normal map is handled. It seems a bit too choppy, not smoothed enough (for a face). Maybe the resolution of your map isn't quite enough or it's in your nm itself, maybe the hipoly yhou baked it from wasnt smoothed enough, or maybe something in the baking went wrong ;o
Character wise, i think her eyes could be a little smaller. Tweaks those few things and in no time it could be folio material 
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, triangle,
291 Posts,
Join Date Jul 2011,
Location Nimes - France
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learning how zb works with dynamesh etc, made this based on my concept from earlier today, this was just 2 standard spheres.

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, veteran polycounter,
3,902 Posts,
Join Date Feb 2007,
Location UK cheltenham
, line,
63 Posts,
Join Date Oct 2010,
Location Wales, UK.
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@moof / Nix / HntrLuc : Dudes these 3 stuff you posted are rad !!!!!
Last edited by GoSsS; 08-21-2012 at 02:24 PM..
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, triangle,
412 Posts,
Join Date Aug 2006,
Location Irvine - CA
, triangle,
294 Posts,
Join Date Nov 2010,
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Nice looking textures Free_Fall!The normal map bakes came out well.
Here is a mental ray render of this chick I posted a few pages back. I don't understand MetalRay...

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, polygon,
546 Posts,
Join Date Jan 2011,
Location Raleigh NC
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