View Full Version : So what are you working on?
JeremyaRandall
12-26-2005, 11:43 PM
http://jeremyarandall.com/3d/amber0.jpg
lots of grey, <font color="#666666"> or is it gray?</font>
Weiser_Cain
12-27-2005, 11:09 AM
http://home.comcast.net/~weiser_cain/Images/NWNhelm_WIP1.jpg
http://mightypea.3dpalette.ca/browse/skywards.jpg
ElysiumGX
12-27-2005, 02:46 PM
Just playing around with rendering in XSI last night, preparing for one of my next projects. Please ignore this old mesh.
Boobz + Skin Shader + Final Gathering + HDRI
http://www.elysiumvisions.com/images/skinrendertest3.jpg
http://www.elysiumvisions.com/images/skinrendertest4.jpg
http://www.elysiumvisions.com/images/skinrendertest5.jpg
+ heavy SSS
http://www.elysiumvisions.com/images/skinrendertest6.jpg
Ramucho
12-27-2005, 04:17 PM
http://img406.imageshack.us/img406/7489/smilecopy7ih.jpg
a painting i'm working on, now that I look at it there are a lot of things i'd like to change, hope I won't be lazy.
Kevin Johnstone
12-28-2005, 12:09 AM
A piece I'm mostly working on for Killingpeople..
http://www.polycount.com/cottages/rorshach/pimp/supportwip.jpg
Something more freeform for myself ..
http://www.polycount.com/cottages/rorshach/pimp/acrosstheuniversewip.jpg
r.
Could anyone (multiple people, preferably) tell me if my picture up there is too light? I want it to be soft and dreamy, but a friend (with lcd-screen, i might add) recently told me it was so bright he had to squint.
Soul is hereby banned from answering.
killingpeople
12-28-2005, 06:25 AM
fucking nice Rorshach! wooo! nice nice.
mighty pea, looks good here, i liked it when i first saw it. the contrast and designerly elements in the piece made me think of nivbed.
Steakhouse
12-28-2005, 10:08 AM
Mighty Pea: I'm on a 19 inch LCD wide screen. It looks fine to me but then I dropped my darkness a bit when I got the thing.
shincartoon
12-28-2005, 01:16 PM
Mighty Pea: I use a flatscreen monitor and it looks soft an dreamy
perfect guys! i changed the colours on a flattened version just now, and i think i lost some of the dreamy qualities in doing so:
http://mightypea.3dpalette.ca/browse/skywards_4um.jpg
I guess i should take the Nivbed comment as a compliment, so thanks, kp!
What does everyone think of the new eye, and the new elements, like the castle?
ScoobyDoofus
12-28-2005, 04:45 PM
I prefer the old eye, and I feel the castle + ray of light is taking away from your apparent focal point, the creature/thingy. I'd personally make the dark color on the castle the same as the mountains, keep the lights in the windows and ditch the ray off the top. Maybe add a 2nd moon?
killingpeople
12-29-2005, 06:41 AM
http://img.photobucket.com/albums/v668/killnpc/space_b-canner_o-class.jpg
killing: is that vincent price?
killingpeople
12-29-2005, 08:18 AM
vincent price is way cooler
LordScottish
12-29-2005, 08:34 AM
A sword I made today, yay!
http://scotty.inri.ch/images/sword.jpg
rooster
12-29-2005, 10:23 AM
pea: I like the old rounded eye, looks nice man. I agree with scoobs comments.
Lordscottish- are you getting ready to smash some teapots then /images/graemlins/smile.gif
quite wip:
http://www.rooster13.plus.com/numid.gif
white outline is accidental never mind eh
JeremyaRandall
12-29-2005, 04:27 PM
http://jeremyarandall.com/3d/comparesmall1.jpg
uvs laid out now for my poor excuses for texture skillz.
Renaud Galand
12-29-2005, 06:18 PM
Not sur it was the right place in the sketch thread...mmh anyway, here's a wip artwork for an incoming model. I would like to make a jungle/wood titan (robot) controled by a monkey-ish pilote. Like a forest guard or something like that.
http://www.guntharf.easynet.be/forest_titan_rough01_2.jpg
Irritant
12-29-2005, 10:05 PM
A level I've been working...inspired a bit by Apocalypse Void.
http://cor.planetquake.gamespy.com/codered/testpics/aa2006_13.jpg
EarthQuake
12-30-2005, 04:11 AM
Little modeling exercise getting used to modo... WHICH ROX THE COX LIKE A BOX FULL OF SOX btw.... And for fun a simple morph thing...
http://www.planetquake.com/polycount/cottages/crash/earthquake/tetsuo.gif
KANADA! FOOL
so modo rock ? SAWEETY PIE' whats so good about it, tell me , NOW!
spacemonkey
12-30-2005, 11:17 AM
http://img412.imageshack.us/img412/1368/ghoulish9ub.jpg
I've been too lazy, not doing anything new practically all year so I thought I'd try to get into the good habit of practicing again so I did this simple painting. Must do more and get better /images/graemlins/blush.gif
shincartoon
12-30-2005, 09:51 PM
Samurai Gundam MK2
http://img502.imageshack.us/img502/7041/n0093ht.jpg
Irritant
12-30-2005, 11:01 PM
Skinning Cheapy's Q2 Firebrand...
http://cor.planetquake.gamespy.com/codered/testpics/head3.jpg
and the flat so far
http://cor.planetquake.gamespy.com/codered/testpics/skin1.jpg
Makkon
12-31-2005, 12:34 AM
Nice one, spacemonkey!
Finished the demon model a LOOOOOOOOOOOOONNNNNGGG time ago. I really don't want to UV it.... wish there was an easy way of doing it.
http://photobucket.com/albums/v671/Makkon/th_demon2.jpg (http://img.photobucket.com/albums/v671/Makkon/demon2.jpg)
And I'm not sure where I'm going with this....
http://photobucket.com/albums/v671/Makkon/th_skullknight1.jpg (http://img.photobucket.com/albums/v671/Makkon/skullknight1.jpg)
Finally got my site back online:
http://www.gavimage.com
lil update on the head I posted a while ago. not really going anywhere with this, just practicing technique.
http://img441.imageshack.us/img441/5571/face26tc.jpg
Toomas
12-31-2005, 02:43 PM
Ruz, the ears look HORRIBLE.
I only know these are ears because of the location, YUCK YUCK YUCK!
ha ha , pleased you hate them Toomas . I will try and improve them next.
If you look at the z brush version below they are not quite as bad.
It seems half the battle is getting the normal map output how you want it.
http://img504.imageshack.us/img504/7232/ears4wh.jpg
Makkon
12-31-2005, 06:08 PM
Ruz, I think your real problem lies in the geometry of the ear, not the normal map. The geo seems to be rather fat and bulky. Might want to tighten that up.
Anyway, adding more crap to the skullknight.
http://photobucket.com/albums/v671/Makkon/th_skullknight2.jpg (http://img.photobucket.com/albums/v671/Makkon/skullknight2.jpg)I'm thinking of adding a hood.... good Idea or no?
shotgun
12-31-2005, 08:14 PM
yesh makkonzz!
how about roses?
something noble yet macabre, armor knight but dead skeleton :?
shincartoon
01-01-2006, 03:37 PM
I agree with shotgun
Makkon how about adding horns to the head?
Linsner did some great pictures of skull knight with horns and roses:) I think those are roses thorns and chain on his chest in the picture
http://www.linsner.com/images/covers/crypt_death.jpg
Makkon
01-01-2006, 08:26 PM
Roses perhaps. Sounds like a very noble and romantic thing, sort of makes it sad when you notice he's dead.
As for the horns, maybe on a helmet. I think horns attatched to the skull would make him look demonic and evil. That's not what I want.
I like the placement of the roses on that picture, though.
Update:
http://photobucket.com/albums/v671/Makkon/th_skullknight3.jpg (http://img.photobucket.com/albums/v671/Makkon/skullknight3.jpg)
shape
01-01-2006, 10:57 PM
cool skull Makkon. Here's something I'm doing a bit here and there.
http://www.artbyshape.com/polycount/gong_wip1.jpg
shincartoon
01-02-2006, 12:36 AM
Holy cow!
Shape of this model is Great!
Squirrely Jones
01-02-2006, 12:45 AM
Dante from devil may cry 3:
http://64.70.238.252/pics/dante/10.jpg
Bene working on this for a while now. I was working on a high res version of the coat but, damn, that takes too long. If you look at the coat he has for devil may cry 4 it's a total cop out compared to his DMC3 coat.
He's at 16700 poly right now. I'll try and limit him to 20,000
I am a little confused though. I know how the coat would be handled if it were super high poly (model both sides, inside and out, and use a proxy cloth simulation for animation) and I know how it would be handled for low poly (model the outside, use double sided material, and use a cloth simulation on parts of the coat itself and rig the rest to the character. but it's this in between that's got me confused, I don't have enough polys to model both sides AND animate it without parts popping through and I can't just do one side without modeling things like the zipper and giving the edge some body. Has any one else tackled this problem successfully?
and thats a sweet fat guy Shape
Sean McBride
01-02-2006, 03:11 AM
Welcome to polycount shape. /images/graemlins/smile.gif ive been looking at your stuff on CG chat.
TryForce
01-02-2006, 06:09 AM
hmm i thought shape was always here >_>
lol yeah i like this work... your progress on cg chat was quite assuming.
else are working fine aswel.
rooster
01-02-2006, 09:00 AM
really nice, shape! look forward to seeing that finished
anyone got any thoughts on the proportions of this dude, I liked them when I sketched it, but I'm wondering now.. like/dislike?
http://www.rooster13.plus.com/gunsetc.jpg
TryForce
01-02-2006, 09:35 AM
i like ur work but the sketched gun on the bottom doesnt look that good..but i gues its the shading...
thnom
01-02-2006, 09:38 AM
I like the guy rooster, reminds me of a guy I sketched ages ago..
Very nice rooster. I love the gun. The proportions look good, nice direction. Maybe make the neck shorter? Seems slightly out of place with the tiny legs.
nkoste
01-02-2006, 09:50 AM
I like it a lot rooster.
First 2006 model - a 128 frostdevil.
http://www.n3d.dk/images/image_bucket/frostdevil.jpg
Mr Ray
01-02-2006, 09:56 AM
aww the frost devil needs a hug /images/graemlins/smile.gif
Sectaurs
01-02-2006, 11:19 AM
Rooster - I'd like to see him with shorter arms. Maybe because I think of him as a ferret in a suit. Ferrets have short arms.
ironbearxl
01-02-2006, 01:32 PM
Shape, can't wait to see the finished texture
Good stuff nkoste
did this very quickly in zbrush, the base I did a while ago, you might've seen it in the speed model thread:
http://members.cox.net/kpgeorge/images/bruce.jpg
and no reference, HA!
Cubik
01-02-2006, 01:46 PM
shape: Cool model, some wastage polyswastage in the face, medal, flask, the beads and I some other places but I like what I see so far. Do you plan on doing any more optimization?
rooster: Maybe you should try a version with a long, thin torso and lowerbody. Those arms suggests a more elonged general bodystructure.
cholden
01-02-2006, 01:49 PM
something fun this morning
http://chrisholden.net/chdungeon02.jpg
ironbearxl
01-02-2006, 01:52 PM
rooster, the neck sorta reminds me of whackamole, are those weapons for him?
shincartoon
01-02-2006, 03:17 PM
Rooster, I am thinking the same as Sectaurs. They all look good but I wonder how he will look with shorter arms.
rooster
01-02-2006, 03:32 PM
thanks for all the comments on the guy- He's actually based on a sloth, but I didnt use any reference when I drew him which explains why he doesn't resemble one /images/graemlins/tongue.gif. I will be giving him another pass to refine his appearance, and I'll try out all the suggestions to see how they look. The rifle is his, (just a sketch at the mo TryForce) and the big machinegun belongs to an enemy guy ( who will be kind of skinny with leather jacket and helmet/wwII goggles. I hope my ideas go somewhere haha /images/graemlins/tongue.gif
http://www.rooster13.plus.com/gunwip.jpg
flaagan
01-02-2006, 04:49 PM
just putzin about with some ideas.. nothin much came of 'em.. any ideas?
http://studioflaagan.com/temp/newfx1.mov
rooster.. you looked at the concepts for the sloth in Ice Age? Might help your proportions on him.
cholden
01-02-2006, 05:01 PM
rooster, he looks a lot like this dog
http://www.realtimecg.com/template.php?id=mrkite.php&n=28
but with his head replaced by a penis profile. I don't mean that in a bad way or anything, I think he looks pretty cool. :P
Your updated weapon concept is snazzy too.
rooster
01-02-2006, 06:19 PM
[ QUOTE ]
...but with his head replaced by a penis profile.
[/ QUOTE ]
hahaha quality, that never would have ocurred to me I have to say /images/graemlins/smile.gif. Man that dog is awesome, I want to find more of his stuff!! Looking at that definately makes me want to add in shitloads of detail and cool stuff- but on the other hand I have to remind myself that if I make an entire animation on maximum detail without simplifying and stylising- its going to take years (bearing in mind its a spare time project) /images/graemlins/frown.gif. I learned this the hard way on my uni animation.
The environment looks nice, looks like it would suit your characters well- I always enjoy your clean stylised models a lot!
edit: flaagan- yeah I love ice age, but I avoided looking at any of that on purpose because I'm self conscious of borrowing too much. On reflection I should be looking at all available material really. Ice age is an interesting movie to mention, because thats the sort of visual approach I want, as compared to Robots. Sure robots looked all glitzy, but ice age nailed exactly what was needed and robots was just self-indulgent waste. Can't believe the same studio made those two films.
Renaud Galand
01-02-2006, 07:29 PM
Nice wow touch in your last environment cholden !! I like it /images/graemlins/smile.gif
shape
01-03-2006, 01:59 AM
awesome work in this thread, great mix! Cubik - yeah I'll get to some more optimisations. Been detailing things up piece by piece so I'll make sure distribution is good when things come together more.
ScoobyDoofus
01-03-2006, 04:17 AM
A HP char, with the intention of making a Normal Mapped 6k poly model w/ diffuse/spec/opacity.
http://www.ryan-jackson.net/images/western_hackman_03.jpg
Since this render I've finished the bandana, and have moved onto zbrushing more items.
I painted the diffuse colors onto the render, along with the frills on the chaps & jacket..
Holy fuck Pubes, that's improved a lot since you showed me lastnight.
You're my favourite.
cholden
01-03-2006, 03:39 PM
Here's another one, 2.5 hours so far
http://chrisholden.net/chbeach01.jpg
Zcubed
01-03-2006, 04:01 PM
And I thought environment art was boring. Great work! /images/graemlins/tongue.gif
TelekineticFrog
01-03-2006, 10:05 PM
Currently working on this in the evenings. Eventually will be full character once I'm happy with the head.
http://www.telekineticfrog.com/images/tkfrog_wip_01_2006_001t.jpg (http://www.telekineticfrog.com/images/tkfrog_wip_01_2006_001.jpg)
hawken
01-04-2006, 04:11 AM
wow thats a really awsome environment there cholden!
killingpeople
01-04-2006, 07:14 AM
nice work on your enviroment thus far cholden.
rooster
01-04-2006, 07:55 AM
cool telekineticfrog, hed make a good superman
workin away. about to try some of the sloth suggestions.
http://www.rooster13.plus.com/gunsup.jpg
TryForce
01-04-2006, 08:39 AM
nice progress over here...
>_< my shizzle again...
http://tryforce.rajhosting.com/headwip.jpg
Mr Ray
01-04-2006, 12:47 PM
http://www.filefarmer.com/ray_1301/hotrod/th_hotrod7.jpg (http://www.filefarmer.com/ray_1301/hotrod/hotrod7.jpg) http://www.filefarmer.com/ray_1301/hotrod/th_hotrod6.jpg (http://www.filefarmer.com/ray_1301/hotrod/hotrod6.jpg)
aesir
01-04-2006, 01:40 PM
Damn tryforce. He could put someones eye out with that hair!
rooster
01-04-2006, 03:54 PM
any better?
http://www.rooster13.plus.com/newsloth.jpg
Johny
01-04-2006, 04:36 PM
i prefered the long neck version man, that was more original :P
aesir
01-04-2006, 05:14 PM
old one was a lot better rooster. The new hair-do makes him look kinda geeky... I preferred the longer arms.. I also liked the longer neck.
Makkon
01-04-2006, 10:51 PM
Yeah... I don't like the hair... Looks like my seminary teacher (as if any of you knew what that is).
Thegodzero
01-04-2006, 11:10 PM
rooster, you know sloths have big claws for fingers rite?
like so:
http://sloths.org/slothnew.jpg
rooster
01-05-2006, 01:31 AM
yeah I think you're right, jus tryin something different /images/graemlins/tongue.gif
tgz: cheers, I did get round to looking at some ref this time, but I havent really got around to the hands- probably will be some kind of bendy claw/fingers like sid in ice age. I dunno, might see how the eyes look on the old one I quite like em
Lee3dee
01-05-2006, 01:39 AM
Been playing around in Mental Ray tonight, rendered the car I made a year ago, when I was first learning 3dsmax.
http://art.lee3dee.com/art/highpoly/sportscar_02.jpg
a few problems in the mesh, but looks good for an 8K model. hehe
Makkon
01-05-2006, 07:05 AM
Wow, I like the back lighting mentalray does there... If that was possible to render in real time, many games would benifit it greatly.
TryForce
01-05-2006, 09:57 AM
[ QUOTE ]
Damn tryforce. He could put someones eye out with that hair!
[/ QUOTE ]
>_< is that a compliment lol?
lkraan
01-05-2006, 02:26 PM
My first normal mapping work...
Still want to fix a bunch of things in it though.
From left to right...low poly, low poly & normal map, high poly.
http://www.xs4all.nl/~tetsuo/wip/deunan-wip11b.jpg
And the back...
http://www.xs4all.nl/~tetsuo/wip/deunan-wip11c.jpg
Mr Ray
01-05-2006, 05:41 PM
imo youve modeled too much detail on the low poly.
CheapAlert
01-05-2006, 06:18 PM
also it's been bugging me, but damn does she have breast cancer or what
Thegodzero
01-05-2006, 06:22 PM
http://www.tgz3d.com/scene1.jpg
cholden
01-05-2006, 09:12 PM
lil' asset composite from the village
http://chrisholden.net/village02.jpg
Phobos
01-05-2006, 10:24 PM
wow, I love the style you've got going there cholden. You capture a great cartoony theme.
Lee3dee
01-06-2006, 12:38 AM
flaagan challenged me to get it lower than 8K. Here's the 4.7K version, gonna try and get it into unreal for driving around. still need to make a texture for it. Anyone interested let me know, and i'll unwrap it for u.
http://art.lee3dee.com/art/highpoly/sportscar_bg.jpg
diZzyWalnut
01-06-2006, 06:39 AM
WIP of Vincent Vega-
http://www.miseryproduction.com/divers/vincentvega.jpg
I hope so ... /images/graemlins/laugh.gif.
LordScottish
01-06-2006, 07:11 AM
This little cottage has a great warm and homey feeling to it Cholden, very nice work mate!
That render looks lovely Thegodzero, is there any postrender work to it?
Sectaurs
01-06-2006, 11:57 AM
damnit cholden, you're a machine.
good stuff you're churning out. whats it for?
Thegodzero
01-06-2006, 02:18 PM
lordscottish, only the earth is 3d. The moon is just a picture that had the rite lighting direction. The star scape is just another one of my painted star scapes.
Xaero from Quake 3
http://img.photobucket.com/albums/v332/Jacoh/Xaero_Perps.jpg
Quasar
01-06-2006, 08:48 PM
TGZ - I dig your rendering, but I'd like to point out that the stars around the planet would be almost invisible because the planet is much brighter then them. Just nit picking /images/graemlins/grin.gif
Lee3dee - You could scrape off some polies from the back of the car, they don't seem to be defining any curvature.
cholden
01-07-2006, 02:39 AM
dungeon entrance, at the edge of the jungle
http://chrisholden.net/facade02.jpg
TryForce
01-07-2006, 08:42 AM
wow, cholden
http://tryforce.rajhosting.com/sorawip.jpg
rooster
01-07-2006, 09:58 AM
I'm going to try and learn z-brush, so I knocked up this test model. is it the right density for a base model in z-brush? I left in an n-gon in the side there just to see how it behaves in zbrush, rest is quads (I think..)
http://www.rooster13.plus.com/zbrush.gif
hawken
01-07-2006, 11:54 AM
you can build models in zbrush too, it's shown in the tutorials
Makkon
01-07-2006, 12:11 PM
Hawken: Yeah.... you can. but you can never get the model that you want in zbrush. it always ends up looking like an amorphos blob of nutty crap. I think what rooster is doing is a good way to get exactly what you want.
Jaco: I like it, proportions seems right on. Looks great! But there is one major problem. He appears to be more African than Asian as he is in the game. Look up some pictures of Chinese monks and try to capture thier facial features.
Otherwise, great work so far. /images/graemlins/laugh.gif
Makkon: Thanks! Yeah, you're right, the big lips and skull shape are to blame I think. I decided to start over on the head, here's my progress so far, it still needs a bit of work:
http://img.photobucket.com/albums/v332/Jacoh/Xaero_02.jpg
rooster
01-07-2006, 02:19 PM
hey don't laugh!, it was fun though /images/graemlins/tongue.gif. how the hell do you apply those cool texture effects??
http://www.rooster13.plus.com/zbrush2.gif
Cubik
01-07-2006, 03:23 PM
You mean stuff like wrinkles and smaller details? Hit G, Projection Master. You need atleast a couple of hundred thousand polys to get something similar to what you paint on. Now you can use alpha brushes and other fun stuff to deform the mesh. G, select deformation, paint. Hit space twice to pick up the changes.
rooster
01-07-2006, 03:27 PM
great man, thanks
TelekineticFrog
01-07-2006, 05:00 PM
Some progress on the project I began last weekend. Moving onto the ears and hair now. Sucks only getting to work on this here and there in my spare time when i can, but progress is progress. /images/graemlins/smile.gif
http://www.telekineticfrog.com/images/tkfrog_wip_01_2006_002t.jpg (http://www.telekineticfrog.com/images/tkfrog_wip_01_2006_002.jpg)
Bronco
01-07-2006, 05:12 PM
this is a cyborg type guy for a Quake 4 mod im working on.
Second model done in Zbrush,mechanical parts done in Max.
http://www.hedgeart.com/cyborg_head_ren.jpg
Thanks for that tip cubik...ill go back and try again now hehe /images/graemlins/smile.gif
john
Edit:- forgot it was a big image :P
Some cool stuff in here, and i come baring anime :O. [surprise there eh?]
http://img459.imageshack.us/img459/1197/sp32070120061740534al.png
Trying to improve my medium poly work a bit, after that, i'm off to zbrush /images/graemlins/laugh.gif.
Eclipse
01-07-2006, 07:25 PM
Not much so far, I haven't modeled in months, maybe some of you know the character....yea I'll stop talking
http://www.gphost.uk8.net/user/Eclipse/images/eep.jpg
Jerome
01-07-2006, 09:10 PM
ehh who is it eclipse?
Quaggs
01-07-2006, 09:40 PM
i beleive that is winry from fullmetal alchemist. a pretty alright likeness!
Darksun
01-07-2006, 10:15 PM
I am SO SLOW:
http://img.photobucket.com/albums/v355/darksungames/MY%20Art/peldas3.jpg
Eclipse
01-07-2006, 11:05 PM
That it is indeed, i took a better pic, maybe it will be more noticable...I hope to update it soon with more progress, but who knows. I am also thinking of doing the version where she is wearing a bandana...
A VERY W.I.P. warjack from WARMACHINE. Ref (http://www.teugen.de/gallerien/images/greyknight/div_grey_nkhadorheavydestroyer_b.jpg)
http://www.vigville.com/wip/warjack.jpg
@vig: nice, love the feet, very stylistic.
Blehh, more kakashi
http://img217.imageshack.us/img217/7453/sp32070120062341289qe.png
rawkstar
01-08-2006, 12:45 PM
oh noes its kakashi....
Renaud Galand
01-08-2006, 01:13 PM
Karate Kid !
http://www.guntharf.easynet.be/brol/WuThang/WuThang01.jpg
TelekineticFrog
01-08-2006, 03:47 PM
Some more progress...EARS! YAY! Now I'm working on the hair shape and then after I'm past that I'll go on to the upper torso. I also think this will be the last post in this thread for this project...I'll be putting it in it's own thread for Pimping & Previews.
http://www.telekineticfrog.com/images/tkfrog_wip_01_2006_003t.jpg (http://www.telekineticfrog.com/images/tkfrog_wip_01_2006_003.jpg)
I've started a thread for this in pimpin' and previews now titled SUPERMAN. I tweaked the ear proportions and positioning since this last image seen here. Lookin' for crits as always so I can get this thing looking good. See ya there.
IceWolve
01-08-2006, 04:35 PM
I think his ears are to tall. they should come down to about bottom of nose and the top at the brow, which the top seems fine, but the bottom to long.
His ears are a bit far back as well..
Looks very good though.
ears last I checked are from the edge of the mouth to the edge of the eye in height on average. correct if i'm wrong though
CHOLDEN, I browsed this page with my PSP and your pic looked like an actual PSP ingame shot, great work man !!! /images/graemlins/smile.gif
shape
01-08-2006, 06:45 PM
Renaud that rocks.. I think I like those eyelids. Anyone know some good brush/alpha settings for doing eyebrows and facial hair in zb?
http://www.artbyshape.com/polycount/gong_wip2.jpg
ironbearxl
01-08-2006, 08:51 PM
Close to finishing this, about to work on the head next.
http://members.cox.net/ironbearxl/sylia_hi.jpg
Lee3dee
01-08-2006, 09:31 PM
wow awesome detailing! can't wait to see this finished /images/graemlins/laugh.gif
Renaud Galand
01-09-2006, 10:56 AM
http://www.guntharf.easynet.be/brol/WuThang/WuThang02.jpg
JKMakowka
01-09-2006, 11:36 AM
@ironbearxl: Interesting reinterpretation of the subject. Yours looks like a real suit out of leather or something like that, while the original seemed more like some 'magic' energy suit or something like that.
I would be careful with the amount of noise you put into it though. The upperpart of the butt for example should be smoother, as rightnow it looks a bit like 'orange-skin' *ehhhww*
rooster
01-09-2006, 02:36 PM
yeah the arse looks a bit cellulite, but its looking super overall
edit: dont like to post much in here without adding some kind of progress pic, heres how the sloth concept looks at the mo:
http://www.rooster13.plus.com/slothnu.jpg
Sectaurs
01-09-2006, 02:53 PM
Rooster, have you tried sketching him nekkid, to nail down the proportions of the body that you want? Might help making him look more like a sloth.
Maybe give him the three big claws on his feet?
2 more hours work. You have to love long lunches =P
http://www.vigville.com/wip/warjack_01.jpg
poopinmymouth
01-09-2006, 05:19 PM
Dang, that's looking sweet Vig. Is that from you're own concept?
http://www.poopinmymouth.com/images/poop.gif (http://www.poopinmymouth.com)
Zcubed
01-09-2006, 05:30 PM
Awesome bot, but won't all that overlapping geometry cause problems?
rooster
01-09-2006, 05:51 PM
vig: really cool man, nailed the proportions! feels nice and weighty. poop, I think he mentioned its from a miniature series?
I think I'm getting warmer at least /images/graemlins/smile.gif-
http://www.rooster13.plus.com/slothnu2.jpg
Poop its a warjack from a table top game called WARMACHINE (http://privateerpress.com/WARMACHINE/default.php)(You have to type it in all caps the rules say so). It's like Warhammer40k but with less crying and more destruction. Thier mottos are "play like you have a pair" and "Steam Powered Miniture Combat".
If you like the art style check out Matt Wilson's site (http://www.mattwilsonart.com/) . Believe it or not most of his stuff is done traditionally without the help of paint programs, which makes his art that much cooler. No CTRL-Z when using oil/canvas.
Rooster, I really like the claws, it goes a long way in telling you what type of animal it is good stuff!=)
Josh_Singh
01-10-2006, 08:05 AM
Awsome Vig. I always wanted to do a warjack, But could never figure out how all the peices fit. Yours is coming alon sweet. and great link too!
diZzyWalnut
01-10-2006, 01:17 PM
Vig - stylish model - cool
I put some desktop backgrounds together using some of Matt Wilson's art. I had to paint in some details to make the backgrounds fit across the screen. Since a friend of mine plays Cygnar the first two I did are for him. Khador are coming next =)
The art for my desktops comes from;
http://www.mattwilsonart.com/
I am now using these;
Monitor#1
http://www.vigville.com/forum_images/warmachine/Cygnar_01_1024_sml.jpg (http://www.vigville.com/forum_images/warmachine/Cygnar_01_1024.jpg)
Matt Wilson's original art (http://www.vigville.com/forum_images/warmachine/stormclad_concept.jpg)
Monitor#2
http://www.vigville.com/forum_images/warmachine/Cygnar_02_1024_sml.jpg (http://www.vigville.com/forum_images/warmachine/Cygnar_02_1024.jpg)
Cygnar_02a_1024 Minus original art (http://www.vigville.com/forum_images/warmachine/Cygnar_02a_1024.jpg)
Khador
http://www.vigville.com/forum_images/warmachine/Khador_01_1024_sml.jpg (http://www.vigville.com/forum_images/warmachine/Khador_01_1024.jpg)
Rooster:Cool sloth! I love its face.
Some clothing for a character i'm working on (Xaero from Quake 3), I used Zmapper to quickly preview the normal map on the first Sdiv level:
http://img.photobucket.com/albums/v332/Jacoh/Xaero_Cloth.jpg
killingpeople
01-10-2006, 02:51 PM
looking great jaco. the head you're working on reminds me of pior's work.
Irritant
01-10-2006, 03:35 PM
Couple of new skins for some Alien Arena models. I should mention that the martians eyes and brain pulse and glow, as well as his ventholes.
http://cor.planetquake.gamespy.com/codered/testpics/gamara3.jpg http://cor.planetquake.gamespy.com/codered/testpics/stryker1.jpg
nkoste
01-10-2006, 04:28 PM
Excellent Vig!
Here's another recent reskin. I did this quick head texture for my bigbrother's absolute favourite game Enemy Territory.
http://www.n3d.dk/images/image_bucket/axishead.jpg
Vitor
01-10-2006, 05:04 PM
My first skin with my brand new wacom /images/graemlins/laugh.gif Perhaps it would have more interest if there was a model with it, but.. it was a good learning anyways.
http://img481.imageshack.us/img481/7455/wacomskin013qk.jpg
Jerome
01-10-2006, 06:32 PM
you should run it through one of those cnc machines and use it as your "avatar"... and then run pipes through your guy and hook it up to a air pump for fishtanks and run a bypass to suck in fog machine fog and then it'll look like smoke?? that might jst be the coolest tabletop doom ever!
Thanks killingpeople! Here's the final version of Xaero's head. I'm going to release an SDK of this one, because I'm not happy with the way it turned out, he needs to look more pissed off and less stoned /images/graemlins/smile.gif
http://img.photobucket.com/albums/v332/Jacoh/SDK.jpg
sinistergfx
01-11-2006, 06:36 AM
It's cool, but his eyes are SOOOOO far apart.
Tully's design, ZBrush for the antler handle and obsidian head, straps are Max sub-d polys. Still needs a bit more work.
http://www.spearmint.pwp.blueyonder.co.uk/axe-high.jpg
sinistergfx
01-11-2006, 09:33 AM
Looks cool Mop. A good round with the pinch tool should really make that obsidian look killer.
killingpeople
01-11-2006, 11:33 AM
very nice work everyone.
mop, it's good to see you're alive. really loving the hatchet, this model brings virtue to normal mapping.
Mop: I really love the idea, and it's coming along nicely. One thing that catches my eye though is that it didnt read as 'antler' right away. while the bottom part looks great, how it molds into the handle, it almost looks artificial. maybe some more twisty-turniness toward the base would make it look less like an axe handle growing out of an antler. The head is pretty, I knew it was obsidian right away.
KDR_11k
01-11-2006, 11:53 AM
http://mitglied.lycos.de/KDR_11k/pics/pimp/hitomi_render00.jpg
Proving my inability to use enough detail for hipoly once again.
JKMakowka
01-11-2006, 01:58 PM
That looks actually pretty good (definitly your best work so far), just the feet really need to be improved.
Ok and I don't think it is a good idea to meshsmooth the hair like that.
Oh and I almost missed the obligatory statement: 'a anime chick AGAIN?' /images/graemlins/tongue.gif
sinistergfx: Heh, I thaught something looked weird, guess I've been staring at it for to long .
Here's the fixed version, along with 2 other heads I did recently.
http://img.photobucket.com/albums/v332/Jacoh/Heads.jpg
diZzyWalnut
01-11-2006, 04:21 PM
KDR_11k
Yes. Really really nice one ! /images/graemlins/cool.gif
ScoobyDoofus
01-11-2006, 05:01 PM
http://www.ryan-jackson.net/paintovers/jaco_liquify.gif
I think youve got the exterior corners of the eyes drooping too low in all of your heads there, but I liquified that first one to bring it more into line.
Its tough though, because I cant tell how much of it is perspective and how much is modeling.
Cryx
http://www.vigville.com/forum_images/warmachine/Cryx_1024_sml.jpg (http://www.vigville.com/forum_images/warmachine/Cryx_1024.jpg)
This one took me a while because I couldn't find quality drawn art for the Cryx. I ended up coloring Terminus (http://www.vigville.com/forum_images/warmachine/terminus.jpg), which took up a good chunck of time.
Mercs
http://www.vigville.com/forum_images/warmachine/Mercs_1024_sml.jpg (http://www.vigville.com/forum_images/warmachine/Mercs_1024.jpg)
Neo_God
01-11-2006, 11:28 PM
I decided yesterday, that today, I would devote to making a model, and finishing it. and I did. I spent about 9 or 10 hours on this.
I still need to draw up some concepts for the weilder of this weapon.
Model:
http://img.photobucket.com/albums/v305/Neo_God/Orc/Axe.jpg
Maps:
http://img.photobucket.com/albums/v305/Neo_God/Orc/Textures.jpg
lkraan
01-12-2006, 12:49 PM
I am getting close to being done with her.
She's got a diffuse, specular and normal map. Still need to make the bump map and then I can start rigging her for either D3 or Q4. I think that D3 will be a bit easier.
I know that I could have used a bit less poly on the low-poly model. But she's about 3000 at the moment so no problem for these pc games.
http://www.xs4all.nl/~tetsuo/wip/deunan-wip13a.jpg
Here a render of the normal mapped model with the low-poly wireframe on top of it...
http://www.xs4all.nl/~tetsuo/wip/deunan-wip13b.jpg
killingpeople
01-12-2006, 01:27 PM
lkraan:
it's good to see her textured. i like the strips on her suit that have a different specularity.
Neo_God:
good job on accomplishing your goal of finishing a model. very good practice.
_Shimmer
01-12-2006, 03:42 PM
still making my actors /images/graemlins/smile.gif
http://www.stephko.viranyi.de/WIP/WIP01_nextgen.jpg
Kraftwerk
01-12-2006, 03:47 PM
[ QUOTE ]
Still need to make the bump map and then I can start rigging her for either D3 or Q4. I think that D3 will be a bit easier.
[/ QUOTE ]
Actually D3 gonna fail if you try as i know, without extra mods
ppms wont work and you need to fit that model to the existing
rig of the D3 ppms to get it working.
Quake 4 is the better pick for that, there is only an issue
that the ppm wont show in char select screen automaticly,
and dont worry about polys so much since it is the mp and
the standartmodels of Quake 4 are around 2000 polys.
ScoobyDoofus
01-12-2006, 06:11 PM
Shim: Looks neat! Ears are pretty awful though.
Im always really impressed by your color choices though.
JKMakowka
01-12-2006, 06:40 PM
Aside from the ear, he is also lacking a real back of his head, or something like that. And the lips are really too 'little', even if that is sort of intentional.
Weiser_Cain
01-12-2006, 06:54 PM
Looks like a burn patient.
ScoobyDoofus
01-12-2006, 07:26 PM
[ QUOTE ]
Aside from the ear, he is also lacking a real back of his head, or something like that. And the lips are really too 'little', even if that is sort of intentional.
[/ QUOTE ]
I think the "back of head" comment is really too deep of a neck. Too much Z-depth on that neck.
cholden
01-12-2006, 08:52 PM
wip'ing this out...
http://chrisholden.net/lab06.jpg
kinda feeling next-gen metroid here.
lkraan
01-13-2006, 12:09 AM
[ QUOTE ]
[ QUOTE ]
Still need to make the bump map and then I can start rigging her for either D3 or Q4. I think that D3 will be a bit easier.
[/ QUOTE ]
Actually D3 gonna fail if you try as i know, without extra mods
ppms wont work and you need to fit that model to the existing
rig of the D3 ppms to get it working.
Quake 4 is the better pick for that, there is only an issue
that the ppm wont show in char select screen automaticly,
and dont worry about polys so much since it is the mp and
the standartmodels of Quake 4 are around 2000 polys.
[/ QUOTE ]
Thanks for the tip!
CheapAlert
01-13-2006, 01:28 AM
You can still use the model, regardless of selection restriction. Try ui_model "model_player_brak".
inspeaking of brak WHERE IS IT RARGH LOL
lkraan
01-13-2006, 05:56 AM
[ QUOTE ]
...
inspeaking of brak WHERE IS IT RARGH LOL
[/ QUOTE ]
woops
/me hides /images/graemlins/tongue.gif
ScoobyDoofus: Sorry for the late reply, thanks for the paintover. Your'e right about the drooping eyes, I'll pay more attention to it in future models!
ScoobyDoofus
01-13-2006, 12:56 PM
CHolden: That looks great! What sort of time have you got into that so far?
cholden
01-13-2006, 02:17 PM
scoob: couple evenings. I'm mostly done, though I may go back and optimize/polish.
TryForce
01-13-2006, 02:35 PM
http://tryforce.rajhosting.com/sora.jpg
nice one again, cholden
Waaaah cool works all around!
Feeling vroomy after trying out Powerdrome :
http://img.photobucket.com/albums/v242/pior_ubb/fastgal09.jpg
Phobos
01-13-2006, 05:15 PM
Love your style Pior.
Thegodzero
01-13-2006, 05:30 PM
http://www.tgz3d.com/gun.jpg
Quicky defence gun about 5 hrs. Now to make the low poly and normal map it. Then a sexy difuse and spec and its done.
ScoobyDoofus
01-13-2006, 05:53 PM
TGZ: Good stuff man! You've been bustin' out the hits lately, I've noticed.
Those 6 rods you have protruding from both sides of the gun look neat, but seem like they will inflate your low-poly tri-count overly much.
arshlevon
01-13-2006, 05:53 PM
pior, i hate you.
Justin_Meisse
01-13-2006, 07:36 PM
A before and after, first one is mostly photo-manip textures, second is hand drawn, I'm sick of this thing and I spent way too much time on it, time for something new :P
http://www.artbyjustin.com/models/wip/tn_beforeafter.jpg (http://www.artbyjustin.com/models/wip/beforeafter.jpg)
http://img458.imageshack.us/img458/9055/charactersheetcolored9fu.jpg
I might as well put up a little character sheet/concept I made this evening.
I've wanted to get started on him for a long time and finaly started today. Just like almost everything I do it didn't turn out how I wanted. The armor was supposed to be nice and stylized liek the foot/boot but turned out too look blurry and colorless.
He has a little backstory,in terms of completeness he's 65% complete.
Everybody else's work,especialy pior's and tgz's is looking great.
Whatever happened to your portfolio Arshlevon?
KDR_11k
01-14-2006, 12:27 AM
TGZ: Reminds me of the Ion Cannon from UT2004...
Mr Smo
01-14-2006, 03:06 AM
nice pior, at first i thought she was being raped by a machine :'<
Renardin
01-14-2006, 04:15 AM
http://moddb.com/images/cache/mods/63/631/gallery/thumb_36316.jpg (http://mods.moddb.com/gallery/image/36316/)
and we released a trailer of our internal alpha.
http://files.moddb.com/1022/Download-CnC-Reborn-Trailer-Alpha-30a/
Have a look.
Ramucho
01-14-2006, 04:48 AM
oh noes!! CraZy Pior pimping again!!
renardin: those googles looks great, but I think you should add some color variations on them looks too greyscale at the mo
animatr
01-14-2006, 06:16 AM
WIP:
http://www.pankimus-prime.com/user/naliahlo2.jpg
http://www.pankimus-prime.com/user/naliahlo3.jpg
1788 tris. The whole lo-poly model is ~3500.
normal map+height maps
btw-her arm is missing because she has a gun arm thingy.
Thanks-
Jeremy
Renardin
01-14-2006, 01:35 PM
Ok, mais c'est voulu car le modèle est noir. /images/graemlins/wink.gif
TryForce
01-14-2006, 04:09 PM
http://img385.imageshack.us/img385/1606/sleeepp4qv.jpg
Ha call me stupid I had all the sky reflections upside down /images/graemlins/laugh.gif Had to redo!
http://img.photobucket.com/albums/v242/pior_ubb/fastgal10b.jpg
rooster
01-14-2006, 08:22 PM
tgz: love the gun!
tryforce: shaping up nice man
pior: I look forward to seeing the colours you choose for the rest of the composition, if there will be more to it. Looks tasty :]
sloowly working out how to use zbrush, whats best to do etc. I know the anatomy is kinda poo
http://www.rooster13.plus.com/meh.gif
something I realised quick was that I started with a slightly *too basic base mesh /images/graemlins/smile.gif. Also I need to put more subdivisions into head geometry
http://www.rooster13.plus.com/mehbase.gif
if anyone has an idea what I did wrong with the mirroring of the hand, please post in 3d discussion :/
spacemonkey
01-14-2006, 09:27 PM
nice style Tryforce, /images/graemlins/smile.gif
http://img73.imageshack.us/img73/5274/securitytest5fe.jpg
Started to help out an indie game project in my spare time. After working in high poly for the last 6 months I forgot how quick it is to make a low poly character. 1044 tris and a 256 for the head and 512 for the torso.
kleinluka
01-15-2006, 01:36 AM
doing some china themed stuff at home~
probably gonna model a small scene....like an old shitstained temple or something..
http://img67.imageshack.us/img67/1738/chinawall0yh.jpg
Slaught
01-15-2006, 07:23 AM
http://i4.photobucket.com/albums/y106/Dropkick60606/pythonblack_wip01.jpg
86 Tris so far. /images/graemlins/smile.gif
Badname
01-15-2006, 10:07 AM
Whahahahahha slaught that is the funnyest ever!! Omg thanks man /images/graemlins/wink.gif
Renardin
01-15-2006, 11:56 AM
http://tn3-1.deviantart.com/fs9/300W/i/2006/015/9/7/GDI_ION_C__BEACON_by_Renardin.jpg (http://www.deviantart.com/view/27725393/)
MVasigh
01-15-2006, 12:03 PM
Hey everyone. I'm new to Polycount.
Well, not really. I just registered. I have been lurking the forums unregistered for one or two years now, every once in a while. Some really talented people in here. I never really registered on here until now because I didn't think I was good enough. I still don't, but hey, everyone starts somewhere.
I have been using Photoshop 7 for 2 or 3 years now. I never really joined a project or a team, and I usually use Photoshop for personal graphics/signatures and for designing web-pages for friends.
I also use Photoshop for skinning/texturing. I'm not a very good modeler (I do not quite have a grasp on the Z axis) and I am not that great of a 2D artist either. Not great at all. I'm pretty average when it comes to drawing and actual hand-drawn art. Not like I've had practice, all I've had is the mouse. Recently I purchased a Wacom graphics tablet (by recently, I mean it arrived in the mail last weekend, and I didn't use it at all throughout the week) and I'm enjoying it a lot. It makes things easier. So, I started a project.
This guy is a futuristic robotic suit sort of thing. There's a backstory to him, but I'd rather not share that now, as I do not have much time. It's my first real drawing (and my first ever model sheet) apart from a couple drawings of Howard Dean with horns and testicles on his chin, and I'm not very happy with it, but it gets the job done. I'll be modeling and skinning this guy.
The slightly exaggerated figure was inspired by the Ultimate Spider-man comic book series and video game. I am terrible at drawing side-shots and profiles and the such, so there. I'll also draw a head seperately somewhere down the line. Yes, that is a magazine jammed in his arm.
http://img457.imageshack.us/img457/3038/untitled16sr.th.jpg (http://img457.imageshack.us/my.php?image=untitled16sr.jpg)
Fordy
01-15-2006, 12:04 PM
From that famous Joan Of Ark tutorial..
http://www.planetunreal.com/fordy/tmp_images/joa.jpg
Obviously still wip /images/graemlins/smirk.gif
Vitor
01-15-2006, 12:26 PM
Wow so many great works there people.
This is something i've working on...
http://img50.imageshack.us/img50/854/jack027cs.jpg
http://www.gavimage.com/drifter/drifter_09.jpg
rooster
01-15-2006, 01:10 PM
cool, is it the guy from 24 vitor?
gavimage: hed be perfect for a post-apoc character, is that what hes for? whats the best way to wrap geometry (straps,bands etc) around him like that without intersection?
Hey Rooster, thanks /images/graemlins/smile.gif
Yep, he was originally geared for a post apoc type setting. Or at the very least, a depressing future. A guy who saved the things he could and just wanders around aimlessly.
As for the bands, I just use poly by poly modeling (edge extrusion) and manually wrap it around him. Some things, like the bongo strap, I left lose as I assume it would move back and forth rather than being snug like the arm band or hand wraps.
Gav
Renardin
01-15-2006, 06:14 PM
http://www.cncreborn.planetcnc.gamespy.com/renardin/orlyyarly.jpg
HonkyPunch
01-15-2006, 08:19 PM
I've just been painting what comes to mind. MS paint ftw.
http://photobucket.com/albums/v660/PieSpelunker/
Super
01-16-2006, 09:17 AM
http://splitpoly.com/personal/crits/supes_01.jpg
JKMakowka
01-16-2006, 09:46 AM
Mid of the head is too long, while the top is too short.
Psyk0
01-16-2006, 02:20 PM
Moving away from low poly...working on this in my spare time.
http://img395.imageshack.us/img395/9879/wlvears9em.th.jpg (http://img395.imageshack.us/my.php?image=wlvears9em.jpg)
poopinmymouth
01-16-2006, 04:40 PM
Psyko: Nice face structure and meshflow. I'm digging it.
http://www.poopinmymouth.com/images/poop.gif (http://www.poopinmymouth.com)
Psyk0
01-17-2006, 12:50 AM
Thanks man, appreciate it. While i'm at it, i have to say thanks for your tutorials, i picked up quite a few tips from seeing your workflow.
later.
Vitor
01-17-2006, 07:56 AM
Some random stuff:
http://img29.imageshack.us/img29/9641/headhigh014zt.jpg
http://img29.imageshack.us/img29/3467/jackb033ey.jpg
And yeah rooster, that is jack bauer from 24... /images/graemlins/tongue.gif
rooster
01-17-2006, 09:05 AM
took the day off cause I feel like shit /images/graemlins/frown.gif need something to take my mind off it :/
http://www.rooster13.plus.com/ragh.gif
Slaught
01-17-2006, 01:46 PM
Glad you guys like it /images/graemlins/laugh.gif
http://i4.photobucket.com/albums/y106/Dropkick60606/blackknight_01.jpg
127 Tris 1x 128² Texture
http://i4.photobucket.com/albums/y106/Dropkick60606/blackknight.png
killingpeople
01-17-2006, 02:59 PM
heheh, why a sword!?
Slaught
01-17-2006, 03:23 PM
Cause i had 44 Tris left /images/graemlins/crazy.gif
Something completly different:
http://i4.photobucket.com/albums/y106/Dropkick60606/girdragonwip_03.jpg
Started playing around with Gir´s Dragon...
Zcubed
01-17-2006, 06:56 PM
Delving into edge-extrude modeling. I've been a box guy thus far...
http://img293.imageshack.us/img293/6459/fatty8vr.jpg
Option
01-17-2006, 07:34 PM
A Sci-Fi Floor Texture I did, here's a shot of the raw
http://img377.imageshack.us/img377/306/scifloor3lb.jpg
and here it is tiled
http://img377.imageshack.us/img377/4079/floortex0eu.png
Striff
01-17-2006, 11:14 PM
Extremly early stages of a D-day scene I'm doing.
http://www.guildmidnight.com/renders/d-day/render01.jpg http://www.guildmidnight.com/renders/d-day/render02.jpg
Xenobond
01-19-2006, 07:23 AM
omg concrete-
>_<
http://www.planetquake.com/polycount/cottages/kman/images/goldeneye/ge_wall02.jpg
Started this fellow last night, been Zbrushing a little today. Mainly focusing on the head and torso thus far, hence the lack of detail on the arms/legs. Still only at SDiv4, so plenty of detail yet to come.
Click for full-res screengrabs:
http://www.spearmint.pwp.blueyonder.co.uk/vore-wip1t.jpg (http://www.spearmint.pwp.blueyonder.co.uk/vore-wip1.jpg)
rooster
01-19-2006, 10:00 AM
haha! nice one, mental images of 6 purple fireballs chasing me in circles are returning.. did you import the teeth seperately from max then?
Yeah, that's just a screenshot of the OBJ imported into Max with some temporary teeth in there. I've just got a hollow mouth hole in ZBrush...
Also since that screenshot I've fixed the abs (they were too high and small) and also the lats/ribs so they look more natural.
Some low poly dude, going to be a zombie later
http://img380.imageshack.us/img380/7113/zombehwip21di.jpg
Lil' more work... he looks better in 3d /images/graemlins/frown.gif
Need to work more on the legs and hands, also give him more stroggish accoutrements (big weapon arm and energy backpack, anyone?)...
http://www.spearmint.pwp.blueyonder.co.uk/vore-wip2.jpg
CheapAlert
01-19-2006, 04:16 PM
oh no, you ruined the vore /images/graemlins/frown.gif
arshlevon
01-19-2006, 04:17 PM
i think you should have a baby hanging out of that bulbus gremlin egg of an abdomon you got there, and have the baby holding the gun!!
looks really sweet man.
cheap: tough, i like it... maybe next time you could be a little less obnoxious and post some actual critique? Or maybe from now on you'd like your gargoyle model threads to be full of one-line insult replies?
arsh: heh... good suggestion... maybe I will and maybe I won't! You'll just have to wait and see.
Johny
01-19-2006, 04:19 PM
make him hideous , repusling when u touch him pus comes out...
add a machine in the belly that connects to the brain or something thru an umbilical cord that sucks the life of the embrion that ashlevon suggested /images/graemlins/laugh.gif
Zcubed
01-19-2006, 05:38 PM
Cool looking spider, Mop! Quake 4 is the first game in the series that I've touched, so no comment on how close it is to the original design.
Some more practice...
http://img77.imageshack.us/img77/1725/fattyfat3dm.jpg
I can't decide whether or not I like edge extrude modeling. I can bust out decent edge loops much faster than I could with box modeling, but I wonder if the overall form and volume of my model is suffering. Maybe I just need more practice. /images/graemlins/grin.gif
CheapAlert
01-19-2006, 06:19 PM
[ QUOTE ]
cheap: tough, i like it... maybe next time you could be a little less obnoxious and post some actual critique? Or maybe from now on you'd like your gargoyle model threads to be full of one-line insult replies?
[/ QUOTE ]
The vore was great before you gave it a strogg pace-maker.
oh and for the record, I have not made any gargoyles this year yet, not even in 2d scraps
Then you're gonna love what's coming /images/graemlins/tongue.gif
almighty_gir
01-19-2006, 07:23 PM
http://img16.imageshack.us/img16/6723/entrywip3th.jpg
been modeling this, started about 1.5 hours ago, no refs or anything, just seeing what i come out with.
and now ive run into a wall -_-
anyone got any idea's on like, a head, or hairstyle? or even what kind of weapons? anything =/
[ QUOTE ]
anyone got any idea's on like, a head, or hairstyle? or even what kind of weapons?
[/ QUOTE ]
http://www.spearmint.pwp.blueyonder.co.uk/forkman.jpg
CheapAlert
01-19-2006, 07:35 PM
oh no, you ruined the gnarr /images/graemlins/frown.gif
arshlevon
01-19-2006, 07:44 PM
[ QUOTE ]
oh no, you ruined the gnarr /images/graemlins/frown.gif
[/ QUOTE ]
no, I did.
http://img8.imageshack.us/img8/6439/entrywip3th1vf.jpg
Weiser_Cain
01-19-2006, 07:55 PM
Wow we're all mental twelve years old, I was going to do that.
killingpeople
01-19-2006, 08:01 PM
HAHAHA! *tear
almighty_gir
01-19-2006, 08:09 PM
hahaha, thats awsome xD
ill repost the pic tomorrow, when youve all stopped drinking that crunk >;D
cholden
01-20-2006, 04:59 AM
Tonight's exercise, creating an environment with a 256 normal, color, spec, and glow for a single 512 all together.
http://chrisholden.net/utility2.jpg
materials http://chrisholden.net/utility_tex.jpg
shotgun
01-20-2006, 10:01 AM
lol
what the heck, let's get dirty hehe
some old crap but hey -- penis!
http://webspace.ringling.edu/~eshoham/sketchbook05/feb11_skpad4.jpg
Aaaand this thread just took a turn for the worse. Careful, gauss might close it! /images/graemlins/laugh.gif
arshlevon
01-20-2006, 11:03 AM
as long as we keep batman out of here i think we are okay!
MackXX
01-20-2006, 11:37 AM
Hey MoP are you trying to bridge the gap between Quake 1 and Quake 2/4 with your rendition of the Vore?
rooster
01-20-2006, 02:16 PM
whee, lego shambler!
http://www.rooster13.plus.com/lego.gif
er, yeah.. where was I..
Justin_Meisse
01-20-2006, 03:52 PM
I'm trying to suck less:
http://www.artbyjustin.com/models/wip/prefabs.jpg
Slash
01-21-2006, 03:16 AM
Rooster, you need to tell me how you did that!
Mop,
I'm
laughing
my
ass
off!
hawken
01-21-2006, 04:34 AM
[ QUOTE ]
Rooster, you need to tell me how you did that!
[/ QUOTE ]
I'm guessing it's not the same way I did my avatar
rooster
01-21-2006, 05:17 AM
heh, its an adaptive skin in zbrush, with really low resolution setting and 0 smoothing. Hawken, I'd be surprised if you did it that way? seems like itd be very tough to match it up with a sprite
Did a bit of painting for what I want the final thing to look like. Thanks to Rooster and Tully for feedback as I was going over it.
http://www.spearmint.pwp.blueyonder.co.uk/vore-sheet-t.jpg (http://www.spearmint.pwp.blueyonder.co.uk/vore-sheet.jpg)
Slash
01-21-2006, 12:16 PM
Thanks for explaining. I need to play around with that.
Hawken: I was thinking about your avatar, thats the reason i asked. /images/graemlins/wink.gif If you used a different method, please explain!
Josh_Singh
01-21-2006, 01:01 PM
I do belive it's a max plug in called Lego-izer or something. check out the 3d discussion max plugins thread.
Sectaurs
01-21-2006, 01:18 PM
Mop, where's the gun-toting half-birthed baby?
Other than that ommission, looks great.
Sectaurs: I was thinking i might put a tarbaby in there (the little blue bouncy blobs from Q1), it kinda makes sense that vores give birth to them... a gun-toting human baby is just cheesy and unnecessary, though /images/graemlins/smile.gif
rooster
01-21-2006, 02:53 PM
he waits.. thats what he does..
http://www.rooster13.plus.com/waits.jpg
Underground, overground, Shambling free...
MackXX
01-21-2006, 05:07 PM
http://boards.polycount.net/images/icons/thumbup.gif To the Stroggifed Vore
Renaud Galand
01-21-2006, 08:38 PM
http://www.guntharf.easynet.be/brol/WuThang/WuThang03.jpg
HonkyPunch
01-21-2006, 10:22 PM
I love shamblers.
So...Fuzzy and huggable.
Quake for the win.
That is, the originals. My experience with Quake 4 leaves me with one conclusion. I hate it.
Justin_Meisse
01-22-2006, 12:17 AM
cholden: yer a machine!
Mop: I'm liking the Vor idea more after seeing the concept :-)
rooster: love the render!! That would make a nice desktop
I've been working a bit differently on my house model, texturing and modeling at the same time, It looks like I might have this finished by Monday or Tuesday!
http://www.artbyjustin.com/models/wip/house003.jpg
j_bradford
01-22-2006, 12:25 AM
http://www.bradfordart.net/gallery/albums/userpics/10001/trollhead_1.jpg
Learning zbrush; base mesh was modeled in Max.
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