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Hey gang, one of my New Years resolutions is to post on this board, instead of just reading it every day. Hurrah 2009!
Quote:
Originally Posted by Havok
Did some more work on this, just playing with ideas at the moment. Is it working or not?
...
Also, thanks to everyone who commented on this in the other thread.
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Hey Havok, I really like what you're doing.
I'm not sure of your workflow so maybe you'll get to this later, but it looks like if you flip the triangulation on your forearms it'll probably shade a lot smoother. But then maybe it's deliberate and will make sense with the texture.

(Photoshopped the arm on the right to guestimate what it'll look like flipped)
Also the toes might be higher detail than needed when compared to the lower poly forearms.
I'm really digging the look of it, nice work!
Eraserhead: That's awesome. I have a friend who has been bugging me to model one. It'd be pretty redundant now. Fully rigged and animatable?
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, null,
9 Posts,
Join Date Jan 2008,
Location Montreal, Canada
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I couldn't finish this broad. She was turning out okay.
draw without greed
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that broad was turning out really well! really good proportions and pose, quite alot of orange tint to her texture but if shes on a team of characters that might make sense 
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, veteran polycounter,
3,902 Posts,
Join Date Feb 2007,
Location UK cheltenham
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Loving the gorilla pestibug!
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, spline,
169 Posts,
Join Date Dec 2008,
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Quote:
Originally Posted by Microneezia
@Blenderhead nice job. I think that his cut horns might look better if they were the same material as his large hand and bursting out of the sack knitting a little maybe.
Also you could perhaps cap them with metal roughed up bottlecaps? is that what you are trying to do?
Edit: also the brown hips dont read well. I think that your red backdrop is competing with the readability of your character a little as well. Especially in the brown hips i guess.
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Thanks! I was going for a 'patchwork' effect on the horns but I might use a bottlecap for one of them!  Thanks! Yeah the backdrop conflicts with everything, especially the leather pants. I'll work on your crits for sure thanks!
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, Banned,
5,305 Posts,
Join Date Dec 2008,
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pestibug - Looking great, dude!
Thanks alot Kizza. I had that twist for a reason but I triangulated it anyways and it does smooth alot better so I may keep it like that. Thanks again.
Another update. Re-did the feet like everyone wanted and also added a blanket thing to his back and made the goggles bigger. Not really sure if I should cover his pelvis or not. Tell me what you think.

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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Havok: it feels kind of silly to have 6 sided toes and only 4 sided fingers.. wouldnt hands be more prominent ingame? in general i feel the lower arms are a bit underdetailed
Zerafian: liking the feel of it, sort of like a snowglobe. the water could use some more love though
JasonLavoie: liking that building, nice and simple, care to post some construction/wires
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, card carrying polycounter,
2,248 Posts,
Join Date Jan 2008,
Location the Netherlands (Europe)
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here a dumpster i created for my student game project. have some problem with baking the normal on the lp model and at the moment i cant make the texture because my photoshop is crashing always whaa

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, triangle,
348 Posts,
Join Date Jul 2008,
Location Berlin,Ger
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gotta get in on this 2009 action

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, veteran polycounter,
3,902 Posts,
Join Date Feb 2007,
Location UK cheltenham
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That dumpster is sick Ebola. Great stuff so far guys, here's a few things I've been working on.
Testing some modular stuff ^

zbrush detail sculpt that I just did on the head of a character I modeled last semester. not liking the way the low poly looks with the normal applied, would retopologizing and making a new low poly from this mesh be the best route?
for the same comp as blenderhead's, i just forgot to submit my entry
None of these are shown in realtime @ the moment because DirectX shaders don't show up in my viewport on my laptop. Booooo
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, line,
50 Posts,
Join Date Oct 2008,
Location West Des Moines, IA
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Happy new year everyone!! Here's my first 3D of 2009....squid kid!!

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, spline,
103 Posts,
Join Date Sep 2008,
Location England
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nerds
Last edited by LEViATHAN; 01-02-2009 at 03:15 PM..
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, polygon,
551 Posts,
Join Date Jun 2008,
Location Amsterdam
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Lookin' good Lev. One thing I would say to improve is that the top lip needs more definition to match the bottom one.
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, spline,
169 Posts,
Join Date Dec 2008,
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Ani - I love it
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, veteran polycounter,
3,849 Posts,
Join Date Oct 2004,
Location Maynard, MA
, card carrying polycounter,
2,396 Posts,
Join Date Jan 2005,
Location London, Ontario
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Ged - Coming along good, dude.
fiveways - Wow, I really like the look of that building, keep it up.
Ani - I really love your style, but I'm sure you here that a lot. :p
LEViATHAN - Looking great, man. What is it for?
Jason - Yet another great looking building, nice job so far.
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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Half-Life 1 mod. 
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, polygon,
551 Posts,
Join Date Jun 2008,
Location Amsterdam
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more ogre

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, dedicated polycounter,
1,565 Posts,
Join Date Oct 2004,
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@Ged: That's really cool looking 
@Leviathan: What mod is that for? That's lookin mighty high for hl1, assuming that the face is gonna be attached to a body of similar detail . . . and not that he's a disembodied floating head. Like in power rangers, or something. I'm tired
@Marine: He reminds of cyborg, from Teen Titans. It looks nice, and the materials pretty cool too
for the future

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, polygon,
547 Posts,
Join Date Nov 2004,
Location Georgia
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Very nice marine, but, why such a thick chainsawblade? You certainly have developed a very distinct style with sculpting. lovely stuff 
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, triangle,
436 Posts,
Join Date Nov 2004,
Location The hague, Netherlands
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Still plodding on with these two fatties.
Still lots to fix- size changes to some of the objects/ chains, and detailing to the leather/ pads etc but that will be done in Photoshop as ZBRUSH is really starting to struggle with these guys on my home computer!

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, polygon,
712 Posts,
Join Date Oct 2004,
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Nice building Jason, I like how the fence isn't just 1 mesh, looks great!
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, spline,
169 Posts,
Join Date Dec 2008,
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I guess I should toss something in on here show im not slacking in 09!
these were for the teeth I Was discussing in tech ' talk
but I havent had a chance to go into zbrush yet to touch them up (been busy with some other projects)
I should start these over the weekend if all goes well!

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, card carrying polycounter,
2,390 Posts,
Join Date May 2006,
Location In the Year 20XX
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Looking good Fat_Cap!
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, polycounter,
1,125 Posts,
Join Date Jan 2006,
Location South Africa
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Fat_Cap, that is looking awesome  Nice, clean sculpt 
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, dedicated polycounter,
1,445 Posts,
Join Date Aug 2007,
Location Uppsala, Sweden
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