, polycounter,
1,200 Posts,
Join Date Dec 2006,
Location Brazil
|
weeding :
>_

|
, polycounter,
892 Posts,
Join Date May 2006,
Location wellington. NZ
|
haha! the sci-fi Chuck Taylors are a nice touch
|
, triangle,
491 Posts,
Join Date Mar 2010,
Location Los Angeles, CA
|
Cross posting because I am an attention whore.
Just finished this guy up, though I might revisit to make a better rig-- my animator buddy said he might want to make this guy move, which would be awesome.

|
, triangle,
267 Posts,
Join Date Sep 2007,
Location Chicago, IL
|
Quote:
Originally Posted by Sputch
|
Samuel L. Monsterson!
|
, null,
16 Posts,
Join Date May 2012,
Location Lovely, sunny warm Spain :3
|
nice sputch
|
, triangle,
380 Posts,
Join Date Nov 2009,
Location Hamburg
|
Quote:
Originally Posted by Helge129
Samuel L. Monsterson!
|
Exactly my thought! 
|
, triangle,
447 Posts,
Join Date Dec 2010,
|
Quote:
Originally Posted by Fingus
I was able to work out the kinks in the vertex blending material, so now it works as intended! 
|
That looks really awesome! Any chance you'd be willing to share the shader (or make a tutorial for creating it)? I was recently looking for something like this and also came to the conclusion that I'd have to make it myself to get the intended functionality.
I'm working on a drivers training game and we are using modular road pieces that make the car handling react differently based on if the road segment is icy, wet, etc. I ended up making separate textures off of a base for each case since it'd be faster than me figuring out how to write a new shader but this could save me a lot of time in future projects since I won't need to make 30 "fade into icy road," "icy road," "fade out of icy road," etc materials/textures.
|
, vertex,
34 Posts,
Join Date Nov 2011,
Location Michigan
|
Psyblades...done
Marmoset render...done
Next task...pose!

|
, spline,
173 Posts,
Join Date May 2005,
|
good work in here like always
still working on this, got everything on the same texture map now, gotta start texturing the hover-craft and shoulder pads next

|
, triangle,
349 Posts,
Join Date Sep 2010,
|
Holy crap Helge129! I didn't notice before, but now that's all I can see. " ...And I will strike down upon thee..." lol.
-Spatz, jramauri, woogity, thanks guys!
|
, line,
83 Posts,
Join Date Dec 2004,
Location Vancouver, Canada
|
Okay, got myself Max and Mudbox. Definitely an update from Blender, but I will probably suck with them for a while due to being used to blender's shortcuts.
|
, line,
58 Posts,
Join Date Nov 2011,
|
Tacit, sputch, motenai, xxxcubanxxx.....amazing stuff 
|
, polygon,
743 Posts,
Join Date Aug 2009,
Location dahn saaf
|
Sputch - That's looking great.
This is the first finished model I've done in nearly two years.

Last edited by Jamie!; 06-02-2012 at 12:50 PM..
|
, null,
12 Posts,
Join Date May 2012,
Location London, Ontario
|
Thinking of doing a TF2 set...animal style. This is the base of the Koala Sniper.
Thoughts on the idea? Too cliche'?

|
, polygon,
745 Posts,
Join Date May 2007,
|
tactic can you stop kicking alllll the arses! <3!
|
, polygon,
546 Posts,
Join Date Feb 2008,
Location UK !
|
Quote:
Originally Posted by darkmag07
That looks really awesome! Any chance you'd be willing to share the shader (or make a tutorial for creating it)? I was recently looking for something like this and also came to the conclusion that I'd have to make it myself to get the intended functionality.
I'm working on a drivers training game and we are using modular road pieces that make the car handling react differently based on if the road segment is icy, wet, etc. I ended up making separate textures off of a base for each case since it'd be faster than me figuring out how to write a new shader but this could save me a lot of time in future projects since I won't need to make 30 "fade into icy road," "icy road," "fade out of icy road," etc materials/textures.
|
Certainly!
Here is the .shader file: http://dl.dropbox.com/u/700791/Verte...exBlend.shader
And here is the .sgraph file that you can open and edit with the Strumpy Shader Editor plugin: http://dl.dropbox.com/u/700791/Verte...exBlend.sgraph
As for a tutorial, I pretty much just followed this one for UDK as the principles are just the same: http://udkc.info/index.php?title=Tut...Color_Blending
Now, a drawback at the moment is that you can't have different vertex colors per prefab, they will have to be separate objects otherwise the vertex paint will carry across all the instances as they are mesh information. But in this video from Ninja Camp III their vertex painting tool allows them to have different vertex colors across several prefabs, so I'm probably just limited by the vertex painting plugin i'm using as it's very bare bones.
|
, polygon,
512 Posts,
Join Date Feb 2010,
Location San Francisco
|
Zbrush sculpt.

|
, polygon,
531 Posts,
Join Date Jan 2010,
Location Sweden
|
sleezy cross postingz

|
, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
|
Looking HOT! Ravenslayer and jramauri. Skin material could use a little more life in both though.
|
, line,
78 Posts,
Join Date Nov 2007,
Location Dallas
|
Great work everybody!
I'm still working on my entry for Serge Birault's FB contest. Trying to get a nice render outside of ZBrush:

|
, polygon,
666 Posts,
Join Date Jul 2011,
Location Boise, ID
|
tnx guys,
i really like all the styles that are coming out of this contest
jramauri: great version, only comment would be to not draw the lipstick too far on those mouthedges, also the eyedirections are a bit off
Kot Leopold: really like what you`re doing with it , not the biggest fan of the background. it distracts from the model
El Scorcho: yeah im going to see how i can get it to look more fleshy, tnx 
|
, dedicated polycounter,
1,870 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
, dedicated polycounter,
1,686 Posts,
Join Date Sep 2009,
|
Quote:
Originally Posted by jackalope
Great work as always, everyone.
Finished up my scene

|
Big improvement, Justin! Looks great. I would put a little more grass around those rocks and that single plant on the right side of the screen (just to make them seem less floaty and isolated). And some more scorch marks around the outside of the fire pit.
|
, triangle,
468 Posts,
Join Date Jun 2007,
Location Durham, NC
|
Quote:
Originally Posted by achillesian
recent stuff:

|
The specular makes if look wet.
|
, polycounter,
942 Posts,
Join Date Mar 2012,
Location Washington State
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
Copyright 1998-2012 A. Risch
|