, null,
24 Posts,
Join Date Aug 2010,
Location Dallas
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Old king update
Uploaded with ImageShack.us
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, vertex,
38 Posts,
Join Date Apr 2010,
Location Romania
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Makkon NICE.
cartoon robots!
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, veteran polycounter,
4,172 Posts,
Join Date Mar 2006,
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Quote:
Originally Posted by SupRore
Makkon NICE.
cartoon robots!
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Those are kick ass man!
Number 2 and 3 have some really nice shapes to em.Keep it up meng!
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, triangle,
406 Posts,
Join Date Nov 2010,
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Ended on a child's giddy run/skip aha.
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, polycounter,
867 Posts,
Join Date Mar 2009,
Location Liverpool, UK
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Here's a comm unit thing I've been working on, sitting on 194 tris. Next I need to figure how I'm going to do a volumetric, holographic type lighting effect emitting from the lens in the center.

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, triangle,
286 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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done! enough playing with it.
What do u like? short hair or long one?

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, spline,
219 Posts,
Join Date Mar 2007,
Location Korea
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^^^I think short hair fit her much better. Sweet job on the sculpt!
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, polygon,
672 Posts,
Join Date Jul 2011,
Location Boise, ID
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I like the short :P
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, spline,
169 Posts,
Join Date Dec 2006,
Location Irvine,CA
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Papagersi : something strange about her eyes, she seems to squint a lil' bit, this feeling disapears with the eyepatch. ^^
Nice model, better with the short hair yeah.
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, triangle,
379 Posts,
Join Date Sep 2011,
Location France
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Lazerus: Its a good start but he feels very floaty, he looks like an astronaut running on the moon, not some giant robot who would carry a good deal of weight around
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, polygon,
709 Posts,
Join Date Jun 2010,
Location Michigan
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Papagersi: I love how her ear shows throw the long hair. It's sexy 
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, polycounter,
1,203 Posts,
Join Date Dec 2006,
Location Brazil
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sweet job! she's a bit crosseyed, but anyways what shader/matcap are you using for the eyes?
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, veteran polycounter,
3,278 Posts,
Join Date Sep 2006,
Location Berlin Germany
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Finally, model's done , time to get some images out. Screenshot from Maya (H2.0)
And I messed with the PS filters, dealwithit.jpg

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, triangle,
360 Posts,
Join Date Dec 2010,
Location Brisbane
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Quote:
Originally Posted by Sukotto
Lazerus: Its a good start but he feels very floaty, he looks like an astronaut running on the moon, not some giant robot who would carry a good deal of weight around
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Yeah your spot on with it but i'm not sure how to get the weight in there!
What i was thinking of;
-Drop shoulders on foot down.
-Lower pelvis on foot down.
-Delay foot down's knee lift/push. - adds more recovery to each step as 'part name' deals with weight/stress before pushing up.
Is there anything else i should look into? It's my first time animating so i sort of winged it so far ;')
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, polycounter,
867 Posts,
Join Date Mar 2009,
Location Liverpool, UK
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Brendan, really nice! Do you have a wireframe?
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, spline,
122 Posts,
Join Date Jan 2010,
, spline,
119 Posts,
Join Date Aug 2010,
Location Midlands UK
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Gawd that render, so big. I have to scroll all over the place to get to places :c
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, triangle,
294 Posts,
Join Date Nov 2010,
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Yes, but it's an absolute abortion!
Apparently Toyota did all they could to stunt any attempt at modeling their car! What usually works for hard-surface modeling basically goes out the window, because of the manufacturing methods they use (carbon weave), based on the grain of that and how it bends (and how they've chosen to bend it). See, the bottom of the sidepod intake looked fine, but at the top it looked pinched, and that's how I modeled it. Same with the bottom of the oil cooler intake on the airbox (tiny slits at the top of the car beside the center intake).
Other parts, like the gills in the rear wing, were just a nightmare. Same with the front wing endplates! They bend around 2 axis, then twist into a different two axis while splitting into two parts that almost overlap each other!

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, triangle,
360 Posts,
Join Date Dec 2010,
Location Brisbane
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Quote:
Originally Posted by gilesruscoe
Callin' this one done!

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KISS boots come to mind,

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, polycounter,
1,276 Posts,
Join Date Dec 2008,
Location Wisconsin, USA
|
Quote:
Originally Posted by Lazerus Reborn
Yeah your spot on with it but i'm not sure how to get the weight in there!
What i was thinking of;
-Drop shoulders on foot down.
-Lower pelvis on foot down.
-Delay foot down's knee lift/push. - adds more recovery to each step as 'part name' deals with weight/stress before pushing up.
Is there anything else i should look into? It's my first time animating so i sort of winged it so far ;')
|
Those will all help definitely but one key thing to notice is that his torso barely dips(if even at all) so you need to bring his torso down on the down position and leave it there for a few frames because he'll need time to recover from the step. Right now he's just bouncing around, he's not putting any weight into his steps
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, polygon,
709 Posts,
Join Date Jun 2010,
Location Michigan
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Number 2 SupRore!
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, polygon,
724 Posts,
Join Date Dec 2005,
Location Frankfurt
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That's very nice!, Papagersi! The slight squint she has helps give her a real character and loses some of the sterility that we are all guilty of sometimes when creating "perfect" looking character models. Great work!
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, vertex,
29 Posts,
Join Date Oct 2010,
Location Birmingham Mon-Fri, St Albans on days off!
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Bake on axe for scene finished, about to start working on textures for it =D 
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, triangle,
286 Posts,
Join Date Feb 2010,
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