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I think so man, it seems like now when I click on an image it opens up the FlashBox or Litebox or whatever its called.
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, card carrying polycounter,
2,396 Posts,
Join Date Jan 2005,
Location London, Ontario
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Thanks Mop
One stap forward and two steps back!
(shot under an angle because it is still wet and reflects alot)
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, card carrying polycounter,
2,449 Posts,
Join Date Dec 2006,
Location Stockholm
, spline,
151 Posts,
Join Date Jan 2007,
Location Sacramento, Ca.
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Glad to see some 2D study in this thread.  I posted some painting studies in mah sketchblog tonight, aye. Hmm... back in April I remember doodling up this concept for a quirky, Sigil-like streetlamp; following that as a guide, tonight I made some models:

Probably will unwrap and see about a bit of baking next-up; this is my first 100% modeled highres mesh for normal maps on a game model though (no big deal, but eh), so maybe I'll look over and be tweaking a bit on the 'morrow... nae too much tho', needta be gettin' that portfolio together.
Silo 2
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, polycounter,
1,205 Posts,
Join Date Nov 2008,
Location Southern Oregon
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I finished this guy up last night for the GameArtisans.org challenge. He was a new experience for me because I had never done normal maps or Zbrush or any of that stuff, but in the end it was worth it! I can see why people like normals so much now, haha. Hntrluc and Hobodactyl helped me out with it as well, so thanks guys  . Hope you all like it

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, triangle,
289 Posts,
Join Date Oct 2004,
Location Lafayette, CO
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eclipse- very cool take on the sackboy challenge
started this carnifex like 6ish months ago... should probably get around to finishing it

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, triangle,
256 Posts,
Join Date Dec 2006,
Location london, ON
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Eclipse that Sackboy is so cool! I think the only thing I can see thats off, at least to me, is you could push the normals more on the face cloth texture? ATM it does look very smooth, which isn't the same as the others, no?
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, card carrying polycounter,
1,979 Posts,
Join Date Jun 2005,
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Looks epic, mat.
Started this yesterday, still have to do more details and shizz. Tell me how the proportions are, I didn't use any reference. Also, notice the camel toe, that shit is hot!

I know karate, kung fu, and 47 other intimidating words...
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, spline,
183 Posts,
Join Date Jun 2007,
Location Salem, NH
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@Eclipse: Ha, that looks amazing!
@Mat: I did a double take when I realized those were two upper arms attached to the one lower one. Really nice so far. I love the hardened shell around the hands 
@Havok: Looks cool so far, whatever its gonna be
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, polygon,
547 Posts,
Join Date Nov 2004,
Location Georgia
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..
Last edited by Jeremy Lindstrom; 12-31-2008 at 09:52 AM..
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Thanks a ton mat, odium, and slipstream. Odium, I originally had it sharper and I agree it would have looked better, but that map was causing some seem problems so I had to change it up quickly because the deadline was around the corner, so it doesn't have the full effect sadly.
Also, Havok, I really like the style of your model, he looks cool. I am curious what you have planned for the textures.
And mat, killer work! He looks really cool and unique, kinda reminds me a tad of a burmak, but that could be becaue I have GoW on the brain after working on this guy for long :P.
Last edited by Eclipse; 12-31-2008 at 10:58 AM..
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, triangle,
289 Posts,
Join Date Oct 2004,
Location Lafayette, CO
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Eclipse nice job on the sack boy I love it. 
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, spline,
151 Posts,
Join Date Jan 2007,
Location Sacramento, Ca.
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matt: EXTRA HERSEY!
Its looking good, I was about to start a project of a space marine for my next upcoming character after I get around to finishing my knight . hmm maybe i'll make a angry marine.
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, card carrying polycounter,
2,390 Posts,
Join Date May 2006,
Location In the Year 20XX
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Nice lamp Vrav. Looking forward to seeing how the texturing comes out
Havoc: Toes look a bit off to me. Otherwise good
"Today is your victory over yourself of yesterday.
Tomorrow is your victory over lesser men" - Miyamoto Musashi
Wolfire Games
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, card carrying polycounter,
2,317 Posts,
Join Date Aug 2005,
Location Berkeley, CA
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Thanks Aubery, I'll get started.
Eclipse, nice - I was looking through the minicomp thread at GA with my non-artist sister last night and she liked your best because it's so soft and smooth-looking. Good job.
mat, you must finish this.
edit: welp, normals are okay - got to fix a couple "wavy lines"

It's not a lamp at this point, just a hefty 8ft bludgeoning object - thwack
Really wish some parts were more detailed; guess I'll do it in the textures...
Last edited by Vrav; 12-31-2008 at 05:14 PM..
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, polycounter,
1,205 Posts,
Join Date Nov 2008,
Location Southern Oregon
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been working on my online portfolio solving the technical side:

this is how it looks in flash (70 %)
online link:
http://www.renderhjs.net/portfolio2k9/dmo1/
right now you can only move the mouse- the animation of the flaps on the side are linked to the mouse position. The page bending is scripted and not animated,- it has some basic collision detection.
for this project I wrote another maxscript in max 9 to export vertex animations from 3dsmax (from any poly object with any modifiers) as a custom binary file.

Vertex positions are compressed with a animated object,- the engine supports n-Gons (no triangulation, less faces = more performance). The format is targeted to be xtra tiny for fast online loading usually below 1 KB.
I posted about the concept some time ago but I guess it went under
http://boards.polycount.net/showpost...3&postcount=81
will create a propper thread once the real page flipping works,- together with all the concept, content ect.
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, veteran polycounter,
3,037 Posts,
Join Date Mar 2008,
Location Sydney Australia
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amazing man!
what cant you do?
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I am currently working on finishing my first ever project (which, is huge, I might add), that I had actually dropped a month into it. I'm aiming for a "Gears of War" type technology and grime feeling to it, situated on a prehistoric planet (Like Jurassic Park  ), which is inhabited by a crazed scientist who captures T-Rex's and Raptors and conducts experiments such as bio-engineering, cryogen (seeing if reptiles can successfully recover from a prolonged sleep) and numerous "armor augmentations".
The point of the project is to help develop my modeling, rendering, lighting and compositing skills all the while creating a scene that I enjoy and am proud of.
Anyways; here follows the terrain (WIP environment), props, models etc etc
I know that looks like a wheel, but I'm not completely satisfied, so I may change it, and with it textured it will look much better, and more "hi-tech"
All are WIPs. One of my new year's resolutions is to complete this project with time to spare.
Last edited by Armonio; 01-01-2009 at 02:43 AM..
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, null,
11 Posts,
Join Date Dec 2008,
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meh, low poly choji. was bored, did it for the lulz.
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, spline,
114 Posts,
Join Date Jan 2005,
Location Sydney, Australia
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