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Been doing more tuts. Here's an Eat3D one, Old Damaged Pillar. Again, didn't use any of the project files. I also didn't use Max because I just couldn't follow along, it assumed I knew how to use the damn thing! So I used Maya, and suffered for it when making the low-poly, as you can't just remove 'modifiers', you've gotta manually remove edgeloops one by one. Going to buy the Max 101 DVD from Eat3D today, looks like it'll save a lot of headaches in future.

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, spline,
188 Posts,
Join Date Nov 2011,
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I was bored last night and made this after watching the Escape Plan (PS Vita) trailer.
Rendered in Blender (Cycles).

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, null,
12 Posts,
Join Date Jul 2010,
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While home sick I figured I'd get this home project into UDK and start learning the material editor. So far I've gotten as far as dropping my maps into it, but haven't bothered doing any of the stuff I want to do (make a glass shader for the CCO that doesn't use an alpha map, use the blue channel of my spec as a specular gloss)
Inbetween I'm expectorating huge chunks of gross
concept is the bad-guy-blaster from the UDK Samaritan Demo.
Maps are all still rough, there are a lot of seams and grossness.
I wasn't sure if I wanted to build it as an FPS weapon or a 3PS weapon, so in my max file I've got the backup sights, laser, and CCO all as separate objects, so for the FPS version the laser is moved down to the side and the CCO is brought up front so in the aim-down-sight view it gives a clearer picture. The backup irons also fold up and are modeled for FPS.

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, dedicated polycounter,
1,563 Posts,
Join Date Aug 2006,
Location Irvine, CA
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@ Superfail : looking great ! Cant wait too see it textured - plz a dirty version ;P
@ g2000: love it too ! - Quake was my first game hehe - can we see a wire ?
@ wonderboy: haha was doing the same thing, but only scetching via Photoshop
Here we go guys, shameless posting - castle blockout

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, triangle,
416 Posts,
Join Date Jul 2011,
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Working on some props, probably going to try to use them as part of a larger scene to test Unity's shader system. Until then, here's a quick viewport grab of the AO and normal maps.

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, line,
79 Posts,
Join Date Jul 2007,
Location Springdale, AR
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g2000 he is awesome! face looks really old though, especially the lips/mouth area.
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, veteran polycounter,
3,902 Posts,
Join Date Feb 2007,
Location UK cheltenham
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Damn G2k that Quake guy is looking awesome!
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, spline,
137 Posts,
Join Date Nov 2004,
Location San Mateo, CA
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Moar orks for the side project im working on.
(lol kitbashing)
Amazing work guys! way to kick off the year!

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, line,
56 Posts,
Join Date Aug 2010,
Location Aliso Viejo, CA
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Here´s the Enchantress:
@jrAmauri: the final Orc is cool but I have to agree about the smoothness of the final version. People will love to see the next one with that lovely painted style. It was refreshing.
@Rayph: it´s so hard to pimp a image after yours. That´s a cool painting btw. You´re a best with the details. I´d love to see you painting in front of me, to ask a lot of questions - and pay you a coffee.
@g2000: I wasn´t a Quake player but I always liked the look of the game. Seems you´ve done a perfect rendition of it for nowadays standards - without much noise and crazy shapes. Thumbs up.
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, polygon,
708 Posts,
Join Date Apr 2005,
Location Minas Gerais - Brasil
, triangle,
314 Posts,
Join Date Apr 2010,
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Zombie Head Bust WIP
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, triangle,
258 Posts,
Join Date Jul 2011,
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Thank you Dado. I'm already planning the next model. BTW, you Enchantress is awesome.
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, polycounter,
1,200 Posts,
Join Date Dec 2006,
Location Brazil
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Thanks guys!
@marq4porsche: Thanks man. here are some more texture.
@Alphavader: haha i promise you it will be a dirty version 
@RobertHammer: I took some more angels 4 u man
  
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, line,
63 Posts,
Join Date Nov 2011,
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g2000: I love Quake, so many fond memories with that game. Lets see some more of Ranger please 
ae: Awesome Hi-Poly work, so clean. I'm doing some myself, I'll share once I get to a good point.
granthompson: great texture work, you're almost there!
danitchu: you're a beast!
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, spline,
144 Posts,
Join Date Mar 2009,
Location San Diego, CA
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@superfail..looking forward to see the gun once its finished texturing 
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, line,
84 Posts,
Join Date Jun 2011,
Location Erie
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It's a thing

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, triangle,
294 Posts,
Join Date Nov 2010,
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Doodling...

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, spline,
102 Posts,
Join Date Nov 2008,
Location Hove
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Quote:
Originally Posted by tacit math
jeepers Rayph. like Ferg said ( sweet sculpt dude ). you're winning as

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That thing creeps me the hell out. The silhouette of the skin stretched onto the bones makes me think of something dead and dessicated. I'd say good job.
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, triangle,
347 Posts,
Join Date Sep 2011,
Location Iowa
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Quote:
Originally Posted by choco
Working on a modular cliff model. Not sure if I should add stratifications or not, but here is a comparison.

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adding strata seems like a good idea to me, but then you'd have to change the larger shape of the rocks themselves to align to the strata: https://www.google.com/search?hl=en&...N6WhiQKD87XCDw
try playing with different sizes of rocks in the different layers, or even some folding, great examples of which are in that link.

edit: paintover!
the blue lines seemed to me to be the most natural-looking discontinuity (dividing line between layers of strata), so i traced them over and worked from there.
try flattening out the red areas. the idea is that they are made of less-hardy rock than the other areas, and are therefore more easily weathered by rain and wind and the like.
to help sell this idea, add in a whole lot more stress fracturing in the green-line areas. the circled green bit is a good example of the pitted, fractured look of weaker rock.
because the red-painted rock is weaker than the rock surrounding it, it'd make sense that boulders, like the ones circled in purple, would be pulled by gravity out of their home strata and into the weaker rock. i don't think that this would lend to well to tiling, so you may want to split them into submodels.
Last edited by dissonance; 01-18-2012 at 03:02 PM..
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, spline,
159 Posts,
Join Date Dec 2011,
Location orange county, ca, usa
, triangle,
258 Posts,
Join Date Jul 2011,
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Has anyone seen a giant pile of wood around?
Oh, there it is!
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, polygon,
649 Posts,
Join Date Sep 2007,
Location Dallas, Texas
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Last edited by bgivenb; 01-18-2012 at 06:00 PM..
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, vertex,
38 Posts,
Join Date Jan 2012,
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still good job here, really inspiring every day

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, spline,
175 Posts,
Join Date Feb 2007,
Location Montpellier
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Quote:
Originally Posted by Mrandk
Moar orks for the side project im working on.
(lol kitbashing)
Amazing work guys! way to kick off the year!

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Nice work , one of the best hand painted characters I have ever seen! That has gone straight in the inspiration folder.
Out of interest, how large is the diffuse?
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, triangle,
432 Posts,
Join Date Feb 2010,
Location Liskeard Cornwall
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Quote:
Originally Posted by Ferg
Lordy Rayph, you've been posting some badass work lately. Quit hogging all the win.
More zb Mc Doodlin... inspired by Renaud Galand's badass stylish characters

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That's awesome, dude! *in love*
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, polycounter,
1,209 Posts,
Join Date Oct 2004,
Location Irvine, CA
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