View Full Version : So what are you working on?
NoSeRider
12-15-2004, 09:23 AM
http://user.aol.com/pnhassett/art/Cyborg12.jpg
http://user.aol.com/pnhassett/art/cyborg3.gif
I should start do'n some 3d again. Nobody seems to care about concept drawings.
NoSeRider: On the contrary, I often find a well-drawn concept much more interesting and fulfilling to look at than a well-executed 3d model.
I would give that concept painting a little more contrast and edge definition to show it with more depth. It's lacking shadows where shadows should be. I'm guessing it's still WIP?
adamBrome
12-15-2004, 11:08 AM
The purple in the background doesn't contrast teh character enough to make him pop out. I'd also put more emphasis on your edges like MoP suggested. GOod rendering though.. marker or digital?
JBoskma
12-15-2004, 06:36 PM
Arms:
http://www.rainysaturday.com/JBoskma/prev18.jpg
http://www.rainysaturday.com/JBoskma/prev17.jpg
poopinmymouth
12-15-2004, 07:36 PM
I'm doing fantasy portraits of my family as their Christmas presents.
http://www.poopinmymouth.com/2d/randy.jpg
Fairly good likeness, but some of the materials are not as successful as others.
JKim3
12-15-2004, 07:55 PM
[ QUOTE ]
I'm doing fantasy portraits of my family
Fairly good likeness
[/ QUOTE ]
That looks nothing like me.
Nice work JBoskma, lookin' cool. I'd add some more polys for definition around the shoulders (looks like the muscle above the bicep should be more defined), and also the back of the hand doesn't have enough curve, it looks very flat - take a look at your own hand, it kinda curves over on the top.
Cool character though.
MoP
flachdrache
12-16-2004, 01:08 AM
AAhhh - the second shot of the devil (w/o the arms) - is a awesome design for a rubber/eraser - does looks a little like a disney satan who works as a milkman.
(hmm i guess im too much into comics atm) /images/graemlins/laugh.gif
Vassago
12-16-2004, 08:57 AM
Working on a HL2 DM map right now. It's about 5% complete - so don't be *too* harsh /images/graemlins/wink.gif
http://www.digitalinfluence.net/temp/dm_1.jpg
http://www.digitalinfluence.net/temp/dm_2.jpg
Hollowmind
12-16-2004, 01:00 PM
http://www.hollowmind.org/images/shotgun3.jpg
Just getting some more metal and wood texturing practice in. Haven't really painted many weapons or those materials before. Once again I didn't make the model, I just did the texture. This shot is just with a single 512x512 texture set to 100% self-illumination, default max lighting.
Sean McBride
12-16-2004, 01:47 PM
Hollowmind: hey hey, I like it. Pretty good stuff but your going to want to change the wood texture on the end of the stock. Check other wooden stocked weapons. /images/graemlins/smile.gif
Poop: Thats an awesome idea for a gift haha. I love it.
Jerome
12-16-2004, 02:48 PM
the the stock, the wood grain curves, gain of wood doesn't do that:) it (i would assume) is from the texture stretching, look at the stock of a gun, and see how it looks. you might have to wrap it, but it'll look right.
btw, its cool lookin too
Equinoxx
12-16-2004, 02:49 PM
Current Challenge at CgTalk.
A historical character as playable char in a fightgame [fictious]
All hair & the blood is temp.
http://equinoxx.cgcommunity.com/challenges/gac11/rasputin_wip06.jpg
JBoskma
12-16-2004, 02:56 PM
Hey man, welcome to the boards /images/graemlins/smile.gif The more Dutch folks, the better. Wasn't Rasputin some Russian advisor bastard?
Equinoxx
12-16-2004, 02:59 PM
yeah he was an advisor to some tsar somewhere in the late 19th century
mr.toast
12-16-2004, 04:15 PM
rasputin also has his 14 inch penis displayed in a museum (no joke)
flaagan
12-16-2004, 04:33 PM
he was also drugged, beaten, shot, and then finally drowned.
Sean McBride
12-16-2004, 04:34 PM
GREAT choice of character! Can't wait to see it finished. The story of rasputin is crazy.
mr.toast
12-16-2004, 04:39 PM
[ QUOTE ]
he was also drugged, beaten, shot, and then finally drowned.
[/ QUOTE ]
didnt he accidently fall into the river or somethin after all the attempts by the murders, then he drowned on his own
Hollowmind
12-16-2004, 05:09 PM
n30g3n3s1s & Jerome: I tried to find some ref pics of what the stock looks like at the end of it and how the wood wraps around it. BTW, there's no stretching in the texture of the stock, that's the way I painted the wood grain to go on it. Like I said, I couldn't find any refs that show the end of it so I just guessed. /images/graemlins/tongue.gif
Here's the flat:
http://www.hollowmind.org/images/shotgun_texture.jpg
I'll work on it.
mr.toast
12-16-2004, 07:09 PM
http://img.photobucket.com/albums/v42/soosexyithurts/thug/thugtex6.jpg
just trying to finish roughing out the rest of the clothing, then ill go on to adding color variation and more details
Equinoxx
12-17-2004, 01:50 AM
actually, he was poisoned, not drugged. unless that's what you meant /images/graemlins/wink.gif
Hollowmind
12-17-2004, 10:54 AM
I added some padding to the back of the stock. That look better?
http://www.hollowmind.org/images/shotgun4.jpg
Thermidor
12-17-2004, 11:11 AM
That looks better /images/graemlins/smile.gif
adamBrome
12-17-2004, 04:35 PM
Working on an art test atm:
http://www.adambromell.com/test/render_wip_front.jpg
http://www.adambromell.com/test/render_wip_back.jpg
I'll post it in its own thread once completed.
Vermeulen
12-19-2004, 12:09 AM
Hey again, my last post was about adding the coronas, and now i have another feature to show off of Nexuiz (a game project)
Bloom:
http://www.nexuiz.com/bloom/nexdm.jpg
http://www.nexuiz.com/bloom/nexdm01.jpg
http://www.nexuiz.com/bloom/nexdm03.jpg
Its a little too 'dreamy', i put the power fairly high, but i think the effect fits the sci fi style of the game
JKMakowka
12-19-2004, 08:58 AM
Looks great Vermeulen, but what about a test release of Nexuiz for christmas? /images/graemlins/tongue.gif
Malengine
12-19-2004, 12:53 PM
Hey, new boards. Poop linked me earlier today, this is the first I've been to Polycount in a long while. Good to see some old faces around still.
There's a lot of great work in this thread, cool stuff
Here's about all I've been working on as far as personal projects lately. I can't wait until I get a good clear weekend so I can just finish this up already, I'm getting goddamn tired of looking at this mesh to be honest. /images/graemlins/smile.gif
http://www.kurilko.net/3d/ratchet_121204.jpg (http://www.kurilko.net/3d/ratchet_121204w.jpg)
Jerome
12-19-2004, 01:22 PM
well malengine, its pretty cool looking, but what is it?
JBoskma
12-20-2004, 07:01 PM
http://www.rainysaturday.com/JBoskma/prev19.jpg
Steakhouse
12-20-2004, 07:13 PM
So he's a scary devil because he threatens us with "mr.floppy?".
JBoskma
12-20-2004, 07:15 PM
He's a sweet devil with overweight
Irritant
12-20-2004, 08:19 PM
[ QUOTE ]
So he's a scary devil because he threatens us with "mr.floppy?".
[/ QUOTE ]
Mr Floppy, LOL!!! That's what my wife calls my uh..unit! I thought it was unique /images/graemlins/mad.gif
mr.toast
12-20-2004, 09:11 PM
since hes sweet how about giving him some kind of hawaiian shirt
lkraan
12-21-2004, 03:24 PM
Almost done with this model of Mei from My neighbour Totoro.
Am going to skin and rig it next.
http://www.xs4all.nl/~tetsuo/wip/mei-wip-v2.gif
Josh_Singh
12-21-2004, 04:28 PM
[ QUOTE ]
Mr Floppy, LOL!!! That's what my wife calls my uh..unit!
[/ QUOTE ]
My wife calls mine "Mr. Hard as a 12 inch Titanium pipe"
Oh no I din't! /images/graemlins/cool.gif
Renaud Galand
12-21-2004, 05:09 PM
Tank Girl
http://www.guntharf.easynet.be/brol/tank_update02.jpg
KevinCoyle
12-21-2004, 05:34 PM
I'm working on 3 character concepts and models for 3 characters I came up with for I game I was going to make a while back. 3 brothers, Krueg, Lugor, and Moktor, they're warriors who liberated their homeland from a evil mage-warrior who usurped their land and murdered their father, who believed he was his friend. Krueg and Lugor are twin brothers, they have the same father as Moktor but a different mother. Moktor is the older brother and leader of the group. Moktor was a Smith before the war, he wears armor and weilds a large axe he crafted himself. Krueg weilds his fathers sword and Lugor uses two smaller, lighter swords and practices martial arts disciplines.
Krueg Concept (photoshop) (http://www.sagaoflouvado.com/KruegPaint.jpg)
Lugor Concept (pen and prismacolor marker (http://www.sagaoflouvado.com/LugorConcept.jpg)
Lugor Model WIP (3D Studio Max) (http://www.sagaoflouvado.com/LugorBody3.jpg)
I don't like my current Moktor concept at all so I'm going to redo it.
let me know what you guys think.
adamBrome
12-21-2004, 06:39 PM
http://boards.polycount.net/images/icons/poly120.gif
http://www.adambromell.com/test/test_render_front.jpg
http://www.adambromell.com/test/test_render_qrt.jpg
Gmanx
12-21-2004, 07:36 PM
Ahhhhh...Tank Girl, I remember Deadline comics from my youth, and thinking Jamie Hewlitt's work was 'cutting edge'....hell...it still is (in my old addled brain anyway). Very true to form Renaud, makes me want to model the girl herself, with those ICBM boobies - Y'remember that one huh? huh?
KevinCoyle - I dont get why your Photoshop concept looks magnitudes better than the marker sketch, are you maybe a bit timid with the markers?
Good work though, and the model is looking pretty solidly grounded.
Adam, Love this test, I presume there's a lot of triangles in those streetlights huh? All I would say is that it looks a little clean, the ground surfaces that is.
adamBrome
12-21-2004, 08:40 PM
Well the street lamps are - I think** - 6 sided cylindars sub-divided 5 times. (Just the pole itself, not the arm coming off with the light on it - I think I only did that 4 sided.
Yah, the sidewalks clean. I tried to break that up with some thrown-about news paper :\
Irritant
12-21-2004, 08:53 PM
Adam that rocks...very nice.
RageUnleashed
12-22-2004, 12:18 AM
Nice stuff Adam, only comment I have is that for such a small street corner, there's alot of street lamps! People in that town must not like shadows at night! ;D
Eli_Heuer
12-22-2004, 12:28 AM
Adam, maybe it would help if you put some silhouettes in the windows? Like lamps, desks and that sort of thing.
HarlequiN
12-22-2004, 02:50 AM
Adam, I just came in my pants a little bit. /images/graemlins/smile.gif
Renaud Galand
12-22-2004, 04:27 AM
Gmanx : the girl is my next personnal model for sure ! Thx for feedback /images/graemlins/wink.gif
If you need some high res reference, I've the whole Tank girl collection, just PM /images/graemlins/crazy.gif
neolith
12-22-2004, 08:43 AM
http://www.renderwahn.net/files/pictures/pimping/misc/redgirl3.jpg
Still very wip. I am trying to get better at texturing...
adamBrome
12-22-2004, 11:57 AM
Irretant: Ha, thanks dude /images/graemlins/laugh.gif
Rage: Hehe yah. And you know, I did have it as 2 posts for awhile to see how I liked it and when I went back to 4 posts I seemed to like it more.
Eli: Damn dude, I really should of painted some silhouettes on the windows. I had the extra texture space to do so. Hmm, there's always next time I s'pose. Good idea /images/graemlins/laugh.gif
James: Haha thats what I'm here for man. Now imagine if I got the job! Pants cumming a go-go!
spacemonkey
12-22-2004, 04:51 PM
That looks pretty good Adam. I think its too clean for my personnel tastes. Also just food for thought (since I dont work on enviroments/ havent applied for that type of work) but did you use any lightmaps on the model/vertex colours ? Lots of engines use lightmaps on the enviroments to add dark/light area's. Think global illumination bake (on autounwrap) laid over the scene, a similair thing is done with vertex colours too it just depends on how things are setup.
Another thing to consider is effects like Light cones (falloff gradient with alpha blend) to give the impression of light being emitted from a source. Think how those street lights would look with a sublt cone of light falling off from them, it would really help with the atmosphere.
These are things that an enviroment artist would have to deal with and it might be worth demonstarting in sperate renders that you would intend to utilise there type of features .. if they where supported in the engine. Keep going and you will crack it /images/graemlins/smile.gif
adamBrome
12-22-2004, 05:07 PM
I don't know much about lighting so this was my first real time dabbing in that area. But yes, I wanted to do what you are talking about but hadn't a clue how.
AfroLeft
12-22-2004, 06:03 PM
As soon as someone on these board mentioned that face tatoos are passe I've realised how often they are used (especially in commercial games). He was right, even though it suits the model it might be better with something different. (blame whoever said it, not me! /images/graemlins/smile.gif )
adamBrome
12-22-2004, 06:19 PM
[ QUOTE ]
As soon as someone on these board mentioned that face tatoos are passe I've realised how often they are used (especially in commercial games). He was right, even though it suits the model it might be better with something different. (blame whoever said it, not me! /images/graemlins/smile.gif )
[/ QUOTE ]
As are soldier chicks with cybernetic boots and tig o' bitties.. but it doesn't stop people from makin' their models that way.
Sectaurs
12-22-2004, 08:16 PM
http://img.photobucket.com/albums/v192/Sectaurs/Pimpage/magi.jpg
blocking out the colors.
Asthane
12-23-2004, 10:23 AM
Spent five minutes cleaning up this photo as a gift to my grandma:
http://polymancy.com/uploads/Deer%20copy.jpg (http://polymancy.com/uploads/Deer.gif)
(click for 800k Animated GIF)
adamBrome
12-23-2004, 12:34 PM
Dude that rocks.
Prs-Phil
12-23-2004, 01:44 PM
http://pu-art.com/contract_1.jpg
Guess what props I´m using /images/graemlins/wink.gif
JBoskma
12-23-2004, 02:48 PM
Model is pretty much done, time to start texturing:
edit: working on it
the upper body looks good, sadly those legs look horrible. I'd vote re-working the legs. I can't give suggestions on how at the moment, but they take away from the rest of the model in my opinion.
JBoskma: Yeah I agree with iMag, those legs don't really fit - it's like you haven't spent very long designing them compared to the body.
Also on the back of the hand - it's totally flat like a box with some subdivisions, pretty much same with the palm ... I think i mentioned it before but it should have more of a curve from side to side - make it look natural not like a box! /images/graemlins/smile.gif
Good work tho.
Phil: Danger Girl!!!! /images/graemlins/smile.gif
FatAssasin
12-23-2004, 03:29 PM
JBoskma: I noticed the flat hands too, before I read Mop's post. Kind of disctracting. About the legs, I would try giving him real goat's legs and much bigger hooves. The tiny hooves don't seem like they can support his hugeness. But overall, it's got tons of personality and I really like it.
adamBrome
12-23-2004, 03:51 PM
I love the model from the knees up. From the knees down it all looks wrong to me. The ange of the knee to shin is too sharp and doesn't seem to form properly with the smoothing.
Otherwise, awesome model.. love the work on the belt.
EDIT: Heh, I left the window open where you write a response to threads open for about 15 minutes. When I had it open your update was the last post. So thats why my C&C is written as if no one else had responded.
JBoskma
12-23-2004, 03:56 PM
Sorry guys, need to move on. The double folded legs looked crap, so did the normal feet. This legs are refferenced of mr Incredible his legs, and I like them.
adamBrome
12-23-2004, 03:59 PM
!= http://ffmedia.ign.com/filmforce/image/34-THE_INCREDIBLES_MR._INCREDIBLE_sm.jpg
If you're happy with it, however, then so be it. Gla dyou're enjoying working on this model.
adamBrome
12-23-2004, 04:00 PM
[ QUOTE ]
http://img.photobucket.com/albums/v192/Sectaurs/Pimpage/magi.jpg
blocking out the colors.
[/ QUOTE ]
Thought I'd comment on this as it seems others have glazed over it. You mentioned you're just blocking in the colours but I much prefer him as it is. Looks pretty good to me this way.. very cartoony, very nice. Perhaps SOME colour for some highlighting but otherwise he looks neat. Good job man :P
Boskma: "Gotta move on" ?
I think a few hours spent drawing out and modelling possible leg designs would be well worth it. Do you have a really tight deadline for this, or something?
IMHO some sort of legs like Sully off Monsters Inc. would suit this guy a lot better, the main problem with the legs he has at the moment are they really don't look like they'd hold his weight, not even in a cartoony way (like Mr Incredible style). I think big feet are definitely needed, or at least bigger hooves - those tiny ones just look stupid (and not in a funny way, just in a "wrong" way IMHO).
Also the legs are really far apart.
But hey, if you totally have to rush this and make it not as good as it technically could be, then, by all means go right ahead /images/graemlins/smile.gif
JBoskma
12-23-2004, 04:37 PM
well It's more that I'm losing interest in the model, which is normal I guess. But I don't have any idea how else to do the legs.
I guess I meant something like this:
Dunno, I just think it suits him better and gives him a nicer balance.
http://grevesons.users.btopenworld.com/boskma.jpg
What do you think?
Fair enough if you're losing interest, it happens to us all ... but I think if you've come this far with the model and are gonna texture it too - you should try and make it as good as possible, yeah? /images/graemlins/smile.gif
JBoskma
12-23-2004, 04:53 PM
yeah Mop you're right. Though I feel horrible, having to admit that your ideas are better.
Well, like I say, do a bit of drawing yourself - it's actually pretty fun to just paint over those renders with weird ideas /images/graemlins/smile.gif
I think another thing I didn't like about the previous version was how he had this massive belt and obvious trousers around the waist, and they just kinda... became part of the leg - you should keep the pants nice and baggy and obvious i think. Or make them shorts. Or even a skirt, lol /images/graemlins/smile.gif
adamBrome
12-23-2004, 05:13 PM
I like MoPs legs but I liked the hoove idea you had Boskma. Perhaps mixing the 2 would be best? And MoPs right.. you've come far enough with the model to give it the attention it (now) deserves. Right? hehe.
TechSmith
12-23-2004, 05:28 PM
he's one from last year that I'm redoing as hi-poly.
http://mypage.iu.edu/~daphipps/Images/konoko05.jpg
Yeah, she's lame right now and I haven't worked on defining her face (or much else)yet.
adamBrome
12-23-2004, 05:57 PM
Shit as the image was loading I thought it was my precious Alita from Gunnm. Good model so far though dude. Looks rad..
TechSmith
12-23-2004, 08:39 PM
Thanks Adam, She'll look even nicer when she gets some eyes and hair. Hopefully you'll still like her then.
Sectaurs
12-24-2004, 01:18 AM
hey, thanks adam. the man paying the bills agrees with you, so not much more was done to the texture. here's a shot of where he's at now. need to add some teeth and a tongue.
http://img.photobucket.com/albums/v192/Sectaurs/Pimpage/magi_02.jpg
adamBrome
12-24-2004, 01:26 AM
http://www.studioflaagan.com/images/3d/serenity/serenity.jpg
http://www.studioflaagan.com/images/3d/serenity/serenity_2.jpg
http://www.studioflaagan.com/images/3d/serenity/serenity_3.jpg
(Bigger version found here (http://www.studioflaagan.com/images/3d/serenity/serenity_3_big.jpg).)
AfroLeft
12-24-2004, 03:40 AM
hey! that reminds me of an idea I had where instead of people building nice maps to play in, they just made nice 'moving still life' scenes to put behind the menu. (see the background01 maps to see what I mean)
Things could happen over time in them (like the train going over the bridge in one of them, birds flying about etc.), there could be a little comp to see what one is the nicest.
i really like this thread it always makes me want to do some 3d stuff.
here is my walther p22 i'm working on.
http://img141.exs.cx/img141/8312/p225id.jpg
i Got a question, should i leave the model like it is now in the below picture or should i add more verts and weld everything.
http://img139.exs.cx/img139/89/p22detail1fb.jpg
oDD: Doing it like that is perfectly fine. In fact it'll be easier to UV-map that way, too. And the vertex count will be lower with the way you have it now, which is good news for game engines.
JBoskma
12-24-2004, 03:39 PM
edit: n/m
flachdrache
12-25-2004, 11:29 AM
Making weaponmodels and tweaking the beta3 of my q3arena mod /images/graemlins/smile.gif.
Take a look if you like - info : http://mods.moddb.com/3983/ and downloads : http://www.captowervincente.de (see mod).
Have a few nice days with the family or just happy hollydays, all. /images/graemlins/tongue.gif
Wow, there's some truly awesome talent on these boards. Very inspiring. /images/graemlins/smile.gif
Asthane
12-25-2004, 07:17 PM
Playing with this half-rigged model before I start over with a better idea of what I want in the rig ^^;;;
http://polymancy.com/uploads/Katt_Maya_010_01.jpg http://polymancy.com/uploads/Katt_Maya_010_02.jpg http://polymancy.com/uploads/Katt_Maya_010_03.jpg
[edit] Added a couple more for fun
spider2cool
12-25-2004, 07:39 PM
here is a little project I have been working on. This is my first in 3d Studio Max.
http://img160.exs.cx/my.php?loc=img160&image=femalesnapshots49sj.jpg
here is the current image that I made changes on
http://img151.exs.cx/img151/3766/femalesnapshots53tp.jpg
Mop thanks for the quick reply
Asthane i really like her body, her face is very wide, but maybe you were after anime look and you like it more that way...
anyway i'm done with this, nothing special but another step for me /images/graemlins/smile.gif
http://img145.exs.cx/img145/7048/05waltherp220pr.jpg
http://img145.exs.cx/img145/690/05waltherp22render4sn.jpg
KevinCoyle
12-26-2004, 03:18 PM
working on the textures for my character. This is what I've got on the face so far. I haven't worked on the back of the head or the hair yet
http://www.sagaoflouvado.com/LugorheadRender.jpg
http://www.sagaoflouvado.com/Lugorheadtex.jpg
lkraan
12-26-2004, 03:26 PM
Great stuff going on here folks!
Finished the model and skin and have been playing around with the cel shaded look. Tons of thanks and credits for The_Bird for this shader!
Gotta rig her next which I hate to do /images/graemlins/frown.gif
http://www.xs4all.nl/~tetsuo/wip/mei-wip-v4.jpg
Voodoo
12-26-2004, 04:21 PM
Working on some architectual stuff and getting away from solely characters for a bit just to make myself more well rounded. Here's an aqueduct I made last night. Played with Max's renderer today and was happy with this result. I'll probably model buildings around the Aqueduct and then texture everything. This is a spare time project.
http://www.3dvoodoo.com/forumimages/roman/aqueduct.jpg
Renaud Galand
12-27-2004, 06:52 PM
http://www.guntharf.easynet.be/brol/tank_girl/tank_girl_beta01.jpg
Warhawk
12-29-2004, 03:27 AM
KevinCoyle : Ql texture dude . I like the face alot . But the eyes are lacking depth . Try adding some more hilight on lower part of cornea to make a concave look . You should also add some more hilights onto face . Great work so far .
lkraan : Great looking girl . The cell shader is awesome . She looks like she has been painted .
Anway here is what I did this week . I decide to finish my Frankenstein .
http://freeweb.siol.net/warhawk/frankenstein01.jpg
Renaud Galand
12-29-2004, 06:21 AM
hi guys, I'm posting a WIP shot here, because I've some problem in anatomy and I think that is visible /images/graemlins/wink.gif It would be great if somebody could take a look and give me his feeling about this.
Feel free to paint-over I anything else. I've take some documentation but I think it's still wrong /images/graemlins/tongue.gif
Thx in advance /images/graemlins/smile.gif
I Think that the main wrong part is near shoulder and breast hmm
http://www.guntharf.easynet.be/brol/tank_girl/TG_beta02.jpg
Hollowmind
12-29-2004, 07:44 AM
The chest area above her tits looks way too sunken in. Like her ribcage dropped a few inches or somebody stole her clavicles, hehe.
Renaud Galand
12-29-2004, 09:16 AM
good point ! I've already fixed this area /images/graemlins/smile.gif Thx ! I'm currently reworking the shoulder/breasts area /images/graemlins/smile.gif
Renaud Galand
12-29-2004, 11:04 AM
http://www.guntharf.easynet.be/brol/tank_girl/TG_beta03.jpg
milla
12-29-2004, 05:11 PM
I've spent the past three months and then some working on our house fulltime (on top of my fulltime job - so tired), so my art hasn't gone anywhere. I did want to post in here to say that the standard of work in here is stunning, and a joy to look through _b
Painreliever
12-30-2004, 12:01 PM
Someday I will get this guy all done.
http://www.painreliever.org/images/Reptile/Reptile10.jpg
thinsoldier
12-30-2004, 07:53 PM
Ok...don't laugh...
here's a messy face mesh and a dumb box with a boring texture
http://thinsoldier.com/_users/thinsoldier/forums/wips_1.jpg
http://thinsoldier.com/_users/thinsoldier/forums/wips_2.jpg
http://thinsoldier.com/_users/thinsoldier/forums/dragonbox/dragon4.png
http://thinsoldier.com/_users/thinsoldier/forums/dragonbox/dragon3.png
http://thinsoldier.com/_users/thinsoldier/forums/dragonbox/dragon2.png
thinsoldier
12-31-2004, 09:59 PM
More stuff from me...almost proud of this one, got this far in one sitting.
http://www.thinsoldier.com/_users/thinsoldier/forums/fightership_01.jpg
Scott Ruggels
01-02-2005, 01:26 PM
http://www.rdwarf.com/edbado/LJPics/2005/ArmorPose-TH.jpg (http://www.rdwarf.com/edbado/LJPics/2005/ArmorPose.jpg)
Got armour on him so the geometry is done. This may be it for a bit, as I have some research to do in the rigging department, as well as Massive Black next weekend and a trip on the 14th. Enjoy!
Scott
Vassago
01-04-2005, 08:24 AM
http://www.snarkpit.com/maps/HL2/images/1517_1.jpg
http://www.snarkpit.com/maps/HL2/images/1517_3.jpg
I stopped working on my regular DM map, and started work on this map, for CounterStrike: Source. It's going to be based on Venice, Italy. It's approx 3% complete.
adamBrome
01-04-2005, 09:07 AM
Awesome /images/graemlins/wink.gif
Although I don't know how well open water like that works in CS maps.
KDR_11k
01-04-2005, 09:52 AM
http://mitglied.lycos.de/KDR_11k/pics/pimp/shot00010.jpg
Been trying Vahl's Doom 3 tutorial. Having a direct exporter from Blender is REALLY nice. No more POS3d!
And then there's this (http://mitglied.lycos.de/KDR_11k/pics/pimp/shot00004.jpg), which isn't worksafe and isn't entirely my creation (made a script for snapping a lowpoly mesh's vertices to a hipoly one's for better normalmap making, snapped one of my models to the geometry of that Aiko 3.0 basemodel and used that for normalmap generation).
I've tried to get the Doom 3 SDK to work but it doesn't compile and I don't know why (the list of errors is so long the first ones are scrolled out of my console's history by all the following ones and since this is C(++) the first ones are the only relevant ones as they usually cause all the others). Does the SDK not work with the MinGW32 or do I need some kind of external libraries? (or maybe I need to configure SCons some more)
killingpeople
01-04-2005, 10:47 AM
that armor on that japanese school girl looks bad-fucking-ass. how's that for work safe!? tee-hee
ElysiumGX
01-04-2005, 01:56 PM
Vassago: that looks great. how well does large open water areas perform in the source engine? your 127 fps looks promising, but I bet that's not a complete map.
spacemonkey
01-04-2005, 04:42 PM
First fun in zbrush
http://img71.exs.cx/img71/522/zbrush1st9ui.jpg
JKMakowka
01-04-2005, 04:44 PM
Ha, Japanese schoolgirls in Doom3... it was just a matter of time /images/graemlins/wink.gif
But fix that ugly seam in her face (by handpainting the normalmap in that area to a neutral level)
Vassago
01-04-2005, 05:14 PM
Well, it's a matter of differant things really. Those pics are taken from a "quick" compile, so there is a VIS(PVS) going on. Everything in the entire BSP is being drawn there. It performs much faster on a full compile. I'm also running a GeForce 6800GT card, so that helps. I also have a water_lod entity in the level. This transitions the shader-based water for a much less expensive, texture-based water, according to the distance from the camera.
But other than that, the water seems to perform great in Source. It's the #1 most expensive effect for the engine, so I'm trying to make as few "expansive" bodies of water that I can. The gap in the river shown, is 50ft wide. There will be lots of turns and buildings though, to limit the water views.
KDR_11k
01-04-2005, 10:34 PM
But fix that ugly seam in her face (by handpainting the normalmap in that area to a neutral level)
I was too lazy to render the map again, you can get rid of that effect by including the adjacent faces into the mesh that's sent off to ORB, that way the normals of the mesh used for normalmap generation match the normals of the mesh used ingame. Updated the pic to reflect this.
Fun fact: Doom 3 has an IK system that makes sure the feet are always (okay, only when they're supposed to be) on the ground, even on sloped surfaces or stairs. People have demanded this feature for a long time now, didn't they?
almighty_gir
01-04-2005, 11:03 PM
http://img77.exs.cx/img77/9954/wipshot6hn.jpg
http://img77.exs.cx/img77/6325/wipshot29bo.jpg
Thermidor
01-05-2005, 04:40 AM
KDR - thats looking really nice , i may even have to play doom3 DM just to test it /images/graemlins/smile.gif
KDR_11k
01-05-2005, 07:15 AM
Doom 3 doesn't support PPMs. Once I get the SDK to compile that might change but it doesn't look like that'll happen. Why is there no readme included that details what compiler and libraries you need? Apparently the gcc doesn't take it. The "Unknown precompiler command: #PRAGMA" sounds a bit like you need MSVC++ to compile it.
So, now this (http://mitglied.lycos.de/KDR_11k/pics/pimp/wip.jpg) (warning: "nude" basemesh) (do we have to keep this thread worksafe?) is my current project. I'm trying out box modelling and didn't get to work on the hands or feet yet which is why they look like clay shapes /images/graemlins/tongue.gif. Jaa, I know, I SHOULD be working on something else but only working on what I should work on makes me unproductive (since I don't do anything /images/graemlins/tongue.gif).
Chunkey
01-05-2005, 06:03 PM
Pissing about with a texture for EarthQuake's Female model /images/graemlins/smile.gif only about 2 hours in though I have been chatting to peeps as well
Should really hold back until more work is done but I've been suffering from a lack of motivation to do any artwork outside of work for the last few months, so I'm a bit excited that the mojo is back /images/graemlins/smile.gif
http://chunkey.global-illusions.com/EQbird/chunk_headt.jpg (http://chunkey.global-illusions.com/EQbird/chunk_head.jpg)
http://chunkey.global-illusions.com/EQbird/2t.jpg (http://chunkey.global-illusions.com/EQbird/2.jpg)
milla
01-06-2005, 02:17 AM
http://homepages.paradise.net.nz/camillab/mecca/day9a.jpg
http://homepages.paradise.net.nz/camillab/mecca/day9b.jpg
http://homepages.paradise.net.nz/camillab/mecca/day9c.jpg
http://homepages.paradise.net.nz/camillab/mecca/day9c.jpg
I made a new pimp thread for her for those who want to teach me stuff (please).
Slash
01-06-2005, 07:29 AM
Im workin` on these two babies, both for the same mod:
http://img.photobucket.com/albums/v296/andreash/threedee/WIP_persp.jpg
http://img.photobucket.com/albums/v296/andreash/threedee/WIP_mary.jpg
The demon is very early wip. The girl is.. well.. I modeled her while I was very intoxicated, all i was thinking was blocking out the shapes. So now i`ve started redoing every line and polygon, trying to make the mesh less messy. I`ve started doing this in the face, and this is as far as i`ve gotten.
MasteroftheFork
01-06-2005, 04:44 PM
Doing the CgChat challenge#24, "World of Starcraft".
http://img.photobucket.com/albums/v408/MasteroftheFork/protoss_DS_wip02.jpg
JBoskma
01-06-2005, 05:55 PM
edit: update below
notman
01-07-2005, 06:41 AM
haha, reminds me of the genie from Aladin /images/graemlins/wink.gif
Mr Smo
01-07-2005, 07:49 AM
http://img115.exs.cx/img115/8213/ploppy24ff.jpg
umm starting on this again =x i WILL FINISH IT THIS TIME OMG!!!
Thermidor
01-07-2005, 08:51 AM
should be finnished just in time for diablo 3
KDR_11k
01-07-2005, 11:50 AM
http://mitglied.lycos.de/KDR_11k/pics/pimp/wip2.jpg
Making progress. I have a feeling the normalmap isn't really visible on this one...
Thermidor
01-07-2005, 11:57 AM
i think its looking nice, is there groves on the seams of the costume? that would help add depth..
normal mapping shouldnt be used to show off normal mapping anyway , just an aid to the model final
ether
01-07-2005, 02:37 PM
I'm working on another zbrushed head, just for fun :P Will probably texture and render with Brazil at a later date.
http://www.carolinedelen.com/wip/demon.jpg
Red Crane
01-08-2005, 03:24 PM
I'm starting off a with a idea to have this scary ass feind thing with this little gremlin (a la Darkness style) riding on top for comic relief. so far the walker
http://www.ed-effect.com/WIP/walker34.jpg http://www.ed-effect.com/WIP/wires.jpg
http://www.ed-effect.com/WIP/wiref.jpg
i started a new post if anyone cares to give their Critique and any ideas that would make it really stand out. Danke
spider2cool
01-08-2005, 06:40 PM
a necramencer =Þ
http://img139.exs.cx/img139/5044/realpose23ub.jpg
here is the consept
http://img151.exs.cx/img151/2472/necrotica0eg.jpg
Chunkey
01-08-2005, 07:54 PM
http://chunkey.global-illusions.com/EQbird/head_prog3.jpg
lips and ears are almost finished, tweaked the cheeks some more.
sorry for lack of thumbnails, just about to go to bed- expect a proper update soon-ish
EarthQuake
01-08-2005, 10:30 PM
You didnt do any more on her today chris? FOR SHAME!
Chunkey
01-09-2005, 10:00 AM
nope, was in bed with a migrane last night, think it's due to being at the pc for up to 15-16 hours last week- doubt any more will be done for a day or 2 due to work and other shit going on- next progress shot should show the colourscheme of the character tho /images/graemlins/wink.gif
JBoskma
01-09-2005, 11:59 AM
http://www.rainysaturday.com/JBoskma/devil2d.jpg
http://www.rainysaturday.com/JBoskma/devil2d2.jpg
Voodoo
01-09-2005, 12:37 PM
taking a break from texturing and working on this face painting. Not sure I'm going to keep the hat. still a lot of work to do on it.
http://www.3dvoodoo.com/forumimages/portrait.jpg
spider2cool
01-09-2005, 06:27 PM
it is johnny the homicidal maniac
http://img85.exs.cx/img85/1791/creepypose4zg.jpg
Asthane
01-09-2005, 11:40 PM
Spent my weekend whipping up a new website design from scratch. Even wrote the gallery script myself. Why? I don't know >.< 'Cause I'm an idiot =P
http://www.polymancy.com/uploads/polymancycomshot_01_T_.jpg
click (http://www.polymancy.com/uploads/polymancycomshot_01.jpg)
gauss
01-10-2005, 06:08 AM
milla: good to see you back in action /images/graemlins/smile.gif
Mr. Smo: looks good to me, let's see that head finished.
Red Crane: i like the definition, especially on the head in the high poly version.
and excellent work ether, please keep posting your zbrushings!
I'm finally getting the UV's done for this one:
http://img.photobucket.com/albums/v506/MacD/ninja_pose.jpg
(this pic was taken when I was just trying to get an idea of the rigging for the model...some tweaks have been made since /images/graemlins/smile.gif )
And I'm working on this one:
http://img.photobucket.com/albums/v506/MacD/front_left.jpg
http://img.photobucket.com/albums/v506/MacD/back_right.jpg
I know it's a bog-standard female UT2k chix0r, but it's my first bog-standard female UT2k chix0r :P
Sectaurs
01-10-2005, 11:54 PM
sweet ninja, MacD.
He's rigged! and doing the running-man...
http://img.photobucket.com/albums/v192/Sectaurs/Pimpage/magi_run_01.jpg
http://img.photobucket.com/albums/v192/Sectaurs/Pimpage/magi_run_02.jpg
http://img.photobucket.com/albums/v192/Sectaurs/Pimpage/magi_run_03.jpg
Slainean
01-11-2005, 10:43 PM
Sup dudes /images/graemlins/cool.gif
http://chickswithguns.net/josh/images/3d/128.jpg
128 poly/map of a cyberbot thing. No real design going in so its pretty generic.
http://chickswithguns.net/josh/images/3d/suit_wip.jpg
Used a vertex bake to get a headstart on this one when I realized I have no idea how to add color to a greyscale (well). He's a little pale in the face, I think. Painting with a mouse is the worst.
lkraan
01-12-2005, 03:04 PM
Whipped up a fat Totoro to go along with the model of Mei that I made a bit ago...
http://www.xs4all.nl/~tetsuo/wip/totoro-wip1.jpg
Illusions
01-12-2005, 04:10 PM
http://img.photobucket.com/albums/v38/Illusions/TechnoMagi_Necromancer_quickconcept.jpg
Had an idea for a series of characters, Techno Magi, I will hopefully eventually get around to doing. Right now, I've just done up this concept for one of them...
This is what happens when you have the idea of "how can magic be real, through the use of technology"...well...here she is, nameless as of now, but she's a Necromancer.
i'm working of special effects for star wars galaxies now... still cant show them to you, but figured i'd share and bump up the thread.
darkshadow
01-12-2005, 08:24 PM
halo2 master chief http://home.quicknet.nl/qn/prive/darkshadow/pers.jpg
CheapAlert
01-14-2005, 07:45 PM
Shadowdragon and I are working on a low poly (1400ish) "base" gargoyle player model for the OpenArena project's Team Arena portion, hopefully with switchable heads with different horns and snouts hopefully. Can't wait to finish the sucker myself.
http://www.planetgargoyle.com/wg1.jpghttp://www.planetgargoyle.com/wg2.jpg
Yes, I know he has a cock. It's staying :P
usagi
01-14-2005, 08:28 PM
aboput a year ago i decided that a guy with a gas mask and dreadlocks was the coolest thing ever. its kinda experimental cause im designing him as i go
http://usagiyojimbo.port5.com/ro.jpg
Asthane
01-15-2005, 01:42 PM
Usagi: I like the clean simplicity of your model /images/graemlins/smile.gif
As for me, right now I'm taking a break from Katt and reworking the model I made for last year's 10k competition, especially the head, which I hated. I've been trying lots of different hairstyles, below are two I kinda like. 80's punk and... well, see for yourself.
http://www.polymancy.com/uploads/Anya_Masculine_01.jpg
http://www.polymancy.com/uploads/Anya_Thumbs.jpg
Seyiji
01-15-2005, 03:50 PM
[ QUOTE ]
Yes, I know he has a cock. It's staying :P
[/ QUOTE ]ZOMG my eyes!
Protoss Heavy Weapons guy for the current CGChat contest...
http://grevesons.users.btopenworld.com/sketch-rough.jpg
That was just a straight scan, pencil and ink. I'm currently in the process of cleaning it up and colouring in Photoshop.
MoP
Renardin
01-15-2005, 04:38 PM
http://cncreborn.iconique.net/team/renardin/nh1.jpg
http://cncreborn.iconique.net/team/renardin/testing.jpg
Weiser_Cain
01-15-2005, 04:43 PM
http://users.crowhost.com/Weiser_Cain/Images/Borot.jpg
Been busy.
I demand comments!
RageUnleashed
01-15-2005, 09:55 PM
WIP Armored Trooper:
http://www.rage-unleashed.biz/ATWIP.jpg
And a retooling of an old character I am doing on the side to keep myself from getting overly focused on one character (and yes, that fugly hair geometry shall be totally deleted to give him a more realistic 'do):
http://www.rage-unleashed.biz/LTGFaceWIP.jpg
CheapAlert
01-15-2005, 10:07 PM
Misc details added and fixed, like ears and clavicles
http://www.planetgargoyle.com/wg6.jpghttp://www.planetgargoyle.com/wg7.jpg
http://www.planetgargoyle.com/wg8.jpg
And, for those who are interested in his other "head" (http://www.planetgargoyle.com/wg9.jpg)
KDR_11k
01-16-2005, 12:23 AM
Unless you are going for a completely different anatomy than a human hislegs are too short. And where are the seams for Q3? Or does your engine use a different setup?
aesir
01-16-2005, 01:03 AM
that certainly is one detailed penis CheapAlert. When you get this guy rigged, dont forget to put a bone in his cock. That way it can flop around as he runs. Frankly, if you can make a run cycle with it flopping all over the place, it would probably be both the funniest and most frightening model ever made.
IceWolve
01-16-2005, 02:24 AM
[ QUOTE ]
that certainly is one detailed penis CheapAlert. When you get this guy rigged, dont forget to put a bone in his cock. That way it can flop around as he runs. Frankly, if you can make a run cycle with it flopping all over the place, it would probably be both the funniest and most frightening model ever made.
[/ QUOTE ]Hmm add a ability to break his "bone", then he will have an excuse to skip work ahha. I remember see a funny picture with text about that ahah....
Weiser_Cain
01-16-2005, 06:46 AM
*distracted from lack of response by CheapAlert's penis*
*realizes what that sounds like*
Voodoo
01-16-2005, 06:56 AM
Currently working on this, the legs are just blocked in right now, so their shape and scale will change before the model is done.
http://www.3dvoodoo.com/forumimages/assassin/wip4.jpg
Mr Smo
01-16-2005, 12:00 PM
http://img33.exs.cx/img33/8989/pooshoes26al.th.jpg (http://img33.exs.cx/my.php?loc=img33&image=pooshoes26al.jpg)
working on some sort of robot thing
Thanks to ImageShack for Free Image Hosting (http://www.imageshack.us) ...>_>
Illusions
01-16-2005, 12:05 PM
[ QUOTE ]
working on some sort of robot thing
[/ QUOTE ]
Chicks dig giant robots...
Mr Smo
01-16-2005, 12:15 PM
i dig giant chicks.....
omg wtf ;x jk
Marine
01-17-2005, 06:24 AM
http://www.planetquake.com/polycount/cottages/marine/stupidhelmetguy.jpg
more can't be arsed to do anymore than working on
Vassago
01-17-2005, 07:55 AM
MoP - your concepts are getting just downright awesome! I love that.
Weiser - that reminds me of some kind of futuristic sylized Tron character /images/graemlins/wink.gif
Marine, I'd say that his nose and eyes look a bit odd. I think they are a bit too "stiff" looking right now. The rest looks pimp though /images/graemlins/smile.gif
Here's an update on my CS:S map as well:
http://www.snarkpit.com/maps/HL2/images/1517_2.jpg
This shots is about 6% complete now. Still a long ways to go /images/graemlins/frown.gif
Renardin
01-17-2005, 11:42 AM
http://moddb.com/images/cache/mods/63/631/gallery/water_20744.jpg
I finished the texture on this model by nightcrawler and concept of model was from darek olsen.
parasite7
01-17-2005, 04:04 PM
Vassago: are you using the texture sthat came with half life or are you creating them yourself?
Vassago
01-17-2005, 04:13 PM
Right now I'm only using the textures that came with HL2/CS. For some of the things that I have planned though, I'm going to have to create quite a few custom textures.
EarthQuake
01-17-2005, 04:42 PM
Renardin: the guns you post are so dark and detailess, why do you do that? its like they are just flat black.
Scott Ruggels
01-17-2005, 08:28 PM
[ QUOTE ]
Renardin: the guns you post are so dark and detailess, why do you do that? its like they are just flat black.
[/ QUOTE ]
Turn your monitor up. :-)
Scott
CheapAlert
01-17-2005, 09:33 PM
He's pretty much finished, the wings look funky subd'd because they're double sided (gonna cull 'em). I will uvw him next!
http://www.planetgargoyle.com/wg11.jpg
http://www.planetgargoyle.com/wg10c.jpg
(incase you are wondering, that's a quick castrate job for everyone's eyes sake. The original pic is here (http://www.planetgargoyle.com/wg10.jpg))
Weiser_Cain
01-17-2005, 11:10 PM
If I drew you a gargoyle would you model that? See I'm convinced you won't quit the gargoyle thing but maybe at least I could get you to do something slightly diffrent...
CheapAlert
01-18-2005, 12:18 AM
Maybe
http://www.planetgargoyle.com/ign3.jpg
Wheeskinning
EarthQuake
01-18-2005, 05:19 AM
Scott: Both of my monitors are at max brightness and all i can see is black and some very dark greys.
Cain: draw him a female gargoyle! But be careful hes very picky about the style he models....
Cheap: Whats with the hardon there? I dont really understant that.... Is it so you dont have to animate it? Just have it errect the whole time.....
Gmanx
01-18-2005, 05:22 AM
I've abandoned the 'strip modelling' method for now - until I know more about edge loops in general. So I re-started this using a box-modelled 'utility' head I made. Too bad the movie sucks, I hope to dress her as Bill Sienkeiwicz's graphic novel Elektra.
http://www.lough-house.com/Gary/newGarn.jpg
Cheapie - my nine year old daughter (looking over my shoulder as I browsed) exclaimed "that monster's got a willie!!" and so ensured a whole day's worth of willie jokes between her and her older brother.
CheapAlert
01-18-2005, 07:36 AM
[ QUOTE ]
Cheap: Whats with the hardon there? I dont really understant that.... Is it so you dont have to animate it? Just have it errect the whole time.....
[/ QUOTE ]
Probably becuase I can't animate him flacid. HE will be flacid ingame though. /images/graemlins/smirk.gif
Mr Smo
01-18-2005, 08:37 AM
[ QUOTE ]
WIP Armored Trooper:
http://www.rage-unleashed.biz/ATWIP.jpg
[/ QUOTE ]
omg thats so sexy!
Mr Smo
01-18-2005, 10:31 AM
hours later:
http://img153.exs.cx/img153/6916/pooskin48gb.jpg
Textured the mech i was working ;D /me passes out.
notman
01-18-2005, 12:17 PM
He looks so sad...but cool too /images/graemlins/wink.gif
Thermidor
01-18-2005, 12:46 PM
thats really nice SMO
Weiser_Cain
01-18-2005, 03:15 PM
How about this?
http://users.crowhost.com/Weiser_Cain/Images/Gar.jpg
CheapAlert
01-18-2005, 05:05 PM
I like it!
The tail seems to come out of his ass (I have some "out and above the butt" preference and his feet look like they can't hold his weight though. Maybe it's because his legs are freaking tiny or something.
Any penis? lol j/k, i can bear without...hopefully, unless you really want to, go for it, I can stomach it. :P
I'm making some often progress with my garg (Igneon) and so I will start a thread on him. Now. Don't wanna clog this thread up :P
Jerome
01-18-2005, 05:22 PM
yes, his legs are akward, and i think his wings could use a lot of work, but it is cool
Chunkey
01-18-2005, 05:39 PM
http://chunkey.global-illusions.com/EQbird/progress170105t.jpg (http://chunkey.global-illusions.com/EQbird/progress170105.jpg)
made a bit of progress, first pass on everything but the face and chest but any comments are welcome /images/graemlins/smile.gif
Sonic Crystal Gun, high-poly, all 3dsmax.
http://www.spearmint.pwp.blueyonder.co.uk/comp24/gun-r1.jpg
Thegodzero
01-18-2005, 06:52 PM
Nice MOP! How do you hold it, or fire it?
It goes on this guy's arm:
http://www.spearmint.pwp.blueyonder.co.uk/comp24/sketch-rough2.jpg
Irritant
01-18-2005, 07:32 PM
MoP, LOVE that gun man, love it /images/graemlins/smile.gif
LtEthe
01-18-2005, 07:36 PM
pimp gun!
Sweet mech, Smo! But maybe angle the arms a bit more to the rear? It looks like he'd fall forwards otherwise :P Or maybe I'm whining a bit: with a bit of posing of the legs that can get fixed easily enough too /images/graemlins/smile.gif
MoP: wow! That gun looks like it's concept art by some fucking talented mofo! Let alone actual 3D work /images/graemlins/smile.gif I just love the design. I want to make babies with that design :P
Mr Smo
01-18-2005, 08:07 PM
thanks!, yeah I didn't really think 2 much about that, ill have 2 fix that up! cheers
edit:
http://img85.exs.cx/img85/2649/pooskin53ne.jpg
Alternate texture! think I like this one more.
Do the positioning of the arms look right now :O?
ALso, he is sad because the mod he is for assigned him a smelly role, so now hes upset that he doesnt get to go out and stomp on peoples faces /images/graemlins/frown.gif.
DavidCoen
01-19-2005, 01:41 AM
http://www.dsc223.com/prog/image/s000.gif (http://www.dsc223.com/prog/image/000.jpg)
finished writing a small dx game to find out what was involved in actually finishing something, and webpage updates, more info and webpage are here (http://www.dsc223.com/prog/index.htm)
Weiser_Cain
01-19-2005, 03:19 AM
http://users.crowhost.com/Weiser_Cain/Images/BorotWIP_1.jpg
Sleep time now...
MÅÐìNJµLØ
01-19-2005, 03:47 AM
concept of my futur unreal model
http://madeinjulo.free.fr/divers/travaux/ut/mds_unreal.jpg
Bolteh
01-19-2005, 05:44 AM
http://users.pandora.be/battusai/undead_mage_soft.jpg
Something I've been working on for some time (really busy atm so can't finish it /images/graemlins/frown.gif)
Crash
01-19-2005, 05:57 AM
http://www.planetquake.com/polycount/cottages/crash/wip/eviliron_01_v002.jpg
my EVIL Ironman. :P
adamBrome
01-19-2005, 06:34 AM
http://brome.toogeek.com/stuff/crap/nlgtest_2.jpg
Mr Smo
01-19-2005, 06:51 AM
[ QUOTE ]
http://www.planetquake.com/polycount/cottages/crash/wip/eviliron_01_v002.jpg
my EVIL Ironman. :P
[/ QUOTE ]
omg its xbox man!
reminds me of xbox >_>, lookin nice ;D
Vitor
01-19-2005, 08:30 AM
This is what this polycount noob is working on: a dark king (still not sure of the head skin style):
http://img94.exs.cx/img94/4795/darkking049yp.jpg
diZzyWalnut
01-19-2005, 09:08 AM
Mop ,
Your concept and the gun is a great one !*
MÅÐìNJµLØ,
yours too. I like it.
Vassago
01-19-2005, 12:22 PM
MoP, Smo, looking awesome.
That env piece is shaping up nice there, Adam.
heh Adam, another person working on that art test eh? second time i've seen that scene now.
swampbug
01-19-2005, 12:27 PM
MoP.. I think I found one of those in my grandmas sockdrawer.
Kevin Johnstone
01-19-2005, 12:32 PM
Adam: Come on, how about a hi poly version of that concept eh? All you need to do is seperate all the main pieces, add some polys, divide the edgeloops where the corners should be tight and hit the turbosmooth modifier over it /images/graemlins/smile.gif
adamBrome
01-19-2005, 01:05 PM
*whooooooooosh* Right over my head! (Sorry I'm at work, heh).
Weiser_Cain
01-19-2005, 03:27 PM
http://users.crowhost.com/Weiser_Cain/Images/BorotWIP_2.jpg
Voodoo
01-19-2005, 08:37 PM
Just need to do the head now and tidy up my loops a little.
http://www.3dvoodoo.com/forumimages/assassin/wip7.jpg
Sean McBride
01-19-2005, 08:51 PM
http://img.photobucket.com/albums/v298/n30g3n3s1s/wip_11_5.jpg
CheapAlert
01-19-2005, 09:12 PM
Weiser - /images/graemlins/laugh.gif
dunno if i mentioned earlier, i'd model that garg (love the concept despite some balance errors) but #md wants me to do some nude fem garg instead, you could draw me one plz roite :O
In other news, i'm planning a fat gargoyle (http://www.planetgargoyle.com/reffat.jpg). Mmm, never done fat before /images/graemlins/laugh.gif
Mr Smo
01-19-2005, 10:22 PM
go go n30 machine!
lookin good voodoo!
Gmanx
01-20-2005, 02:48 AM
Gettin' there
http://www.lough-house.com/Gary/garner01.jpg
Nice work n30, nomex boots....mmmmmmmm - Smo, that reminds me of 'old skool' macross stuff. Voodoo, good proportion - are his wrists a bit thick? Weiser, nice styling - like a Japanese kids cartoon.
Echelon-IV
01-20-2005, 07:37 AM
Well I'm currently taking renders of my models for my new websites at http://ar.webhop.org/ :P
Latest works (painting & tattoo):
http://www.kouzar.info/~echy/img/2d/rain_thumb.jpg (http://www.kouzar.info/~echy/img/2d/rain_painting.jpg) http://www.kouzar.info/~echy/img/2d/heart_thumb.jpg (http://www.kouzar.info/~echy/img/2d/heart_tattoo.jpg)
Voodoo
01-20-2005, 07:41 AM
[ QUOTE ]
Well I'm currently taking renders of my models for my new websites at http://ar.webhop.org/ :P
[/ QUOTE ]
"difficultness" isn't a word.
Echelon-IV
01-20-2005, 08:37 AM
[ QUOTE ]
"difficultness" isn't a word.
[/ QUOTE ]
k k k fixed, thanks for pointing that out /images/graemlins/smile.gif
Omar_Nabiev
01-20-2005, 09:18 AM
Just completed the art test: http://www.3dcenter.ru/forum/index.php?showtopic=26844
Irritant
01-20-2005, 04:32 PM
Putting the finishing touches on some weapon effects and CTF, Alien Arena style.
http://www.planetquake.com/cor/codered/vesuvius1.jpg
A player clears out a room with the Vaporizer...
almighty_gir
01-20-2005, 04:34 PM
raziel from the LoK: Soul Reaver series.
http://img27.exs.cx/img27/4028/wip3jn.jpg
Bolteh
01-20-2005, 05:25 PM
Finishing the female undead..
http:/users.pandora.be/battusai/undead_female.jpg
http:/users.pandora.be/battusai/undead_female.jpg (if it doesn't show up >_<)
OK, I've done the normal-maps and a quick GI lighting bake for the gun. Low-poly mesh is 1500 triangles, high-poly mesh is around 150000 polys. The crystals are on a 256x256 map, everything else on a 512x512.
Click on the thumbnails for full-size 3dsmax viewport grabs (3 omni lights, Metal Bump shader).
view 1:
http://www.spearmint.pwp.blueyonder.co.uk/comp24/gunwip2_t.jpg (http://www.spearmint.pwp.blueyonder.co.uk/comp24/gunwip2.jpg)
view 2:
http://www.spearmint.pwp.blueyonder.co.uk/comp24/gunwip3_t.jpg (http://www.spearmint.pwp.blueyonder.co.uk/comp24/gunwip3.jpg)
I think Max7's normal-map renderer kinda mangled the normals on the very front of the gun barrel... gonna run it through Melody and try to get a better quality normal-map.
Texturing comes next...
MoP
Sean McBride
01-20-2005, 10:07 PM
dang mop that rocks me. Nice work.
flaagan
01-20-2005, 11:41 PM
holy mother... that gun is sexy MoP.
You may want to give Orb (http://engineering.soclab.bth.se/tools/177.aspx) a try for normal map generation, i'm pretty happy with the results it's given me.
HotHead
01-21-2005, 02:20 AM
Anyone got a towel? I gotta wipe up the drool off my keyboard after looking at MoP's model. That's some sick ass shit man. Can't wait to see that actualy character.
Omar_Nabiev
01-21-2005, 02:25 AM
Hi Mop!
I love that gun, espesially it's design. Awe model!
i tryed all normalmappers out there, and Melody + Kaldera works great.
adamBrome
01-21-2005, 06:04 AM
http://brome.toogeek.com/stuff/crap/nlgtest_3.jpg
Ramucho
01-21-2005, 06:54 AM
@almighty_gir: That texture kicks some serious ass!! hope you'll get it done. My only crits would be that the muscles look too "fibreous" (don't know if you'l understand /images/graemlins/smile.gif )
Mr Smo
01-21-2005, 09:09 AM
nice adam! /me steals it and rolls round on the floor. Thats win.
After playing with those leet heads in the 'head thread' I got some balls to try my own, its the head of the pilot for my mech - which i posted earlier:
http://img71.exs.cx/img71/4764/win7jl.jpg
I would have liked to release an SDK but it's for a mod /images/graemlins/frown.gif
Now for a body :I
adamBrome
01-21-2005, 09:28 AM
That helmet is awesome Smo! I'd say widen the blue light thing on the front to the overall width of her eyes combined.
Illusions
01-21-2005, 04:27 PM
Replying to MoP:
You could save yourself some time and just touch the normals up in photoshop if you want, smudge and blur tools work well at fixing minor problems. You can also constrain them to specific channels if you just want to edit a specific x,y,z value instead of all of them.
almighty_gir
01-21-2005, 08:53 PM
http://img116.exs.cx/img116/8329/wip24vn.jpg
Justin_Meisse
01-21-2005, 10:37 PM
well it's been a while but I'm back in the pool.
http://www.artbyjustin.com/models/grunt01.jpg
AdamBrome: I dig the environment, but you should change the angle of the camera, bring it a bit lower. It didn't look like it in the wireframes, but now, due to the camera angle, it all looks a bit small: kinda like some sort of kitchen :P
BTW, is it based on something or did you think it up yourself? 'cos it is interesting!
Thegodzero
01-22-2005, 02:36 AM
I hate designing armor.
http://www.tgz3d.com/DKren1.jpg
Still trying to finish my German infantryman. Hopefully this weekend
http://home.comcast.net/~dpattenden/images/gerry_latest.jpg
Sean McBride
01-22-2005, 04:22 AM
Daz, thats amazing. I love it.
Impressive, Daz. Can't wait to see you finish!
Weiser_Cain
01-22-2005, 12:04 PM
I run on my toes all the time...
I really didn't know where you wanted to go with the female gargoyl so here it is at an early stage so I can change a few things.
http://users.crowhost.com/Weiser_Cain/Images/Garla.jpg
I'm already thinking of shortening the horns and making them more dangerous looking.
Questions, do you want hair, if so long or short? Do you want her to be pretty? Lastly is there a better place to discuss this ?
CheapAlert
01-22-2005, 12:25 PM
Check your PM. /images/graemlins/laugh.gif
KDR_11k
01-22-2005, 12:35 PM
How about a third eye in the forehead?
Kevin Johnstone
01-22-2005, 12:36 PM
Daz: Smooth as silk, face and cloth folds are really impressive
CheapAlert
01-22-2005, 01:58 PM
i'm just drawing another garg that won't get modeled, just for a little practice with the grid paper. Anatomy errors are everywhere.
http://www.planetgargoyle.com/newgargs.jpg
KevinCoyle
01-22-2005, 02:27 PM
Working on this environment. It's a High tech Lab. Still needs alot of work. The detail on all the objects is still unfinished, and some objects are temporary fillers (Pipes & cables attached to scanner, catwalk & stairs and others).
http://www.sagaoflouvado.com/AnalyzerRoom11.jpg
http://www.sagaoflouvado.com/AnalyzerRoom11wire.jpg
http://www.sagaoflouvado.com/Analyzer.jpg http://www.sagaoflouvado.com/Analyzerwire.jpg
spacemonkey
01-22-2005, 03:22 PM
Wow, nice high poly work guys (Mop, Daz and kevin)
Crash
01-22-2005, 05:46 PM
meh
http://crash.ichian.org/hahaha01_model01_v002.jpg
thats pretty damn cool Kevin
nice stuff as always daz... :P
i am still practicing organic modelling ... am i getting better ?
http://members.rogers.com/gregtchjen/files/1.jpg
TechSmith
01-22-2005, 08:17 PM
Trying out strip mideling.
http://mypage.iu.edu/~daphipps/Images/strips.jpg
Neat method. Fastest face I've made in a long time.
adamBrome
01-22-2005, 09:29 PM
http://brome.toogeek.com/stuff/crap/nlgtest_5.jpg
Slipstream
01-22-2005, 10:28 PM
hewwo
http://img.photobucket.com/albums/v416/temetry/magneto01.jpg
Crylar
01-22-2005, 10:43 PM
http://www.pixeltongue.com/soniq001.png
Soniq, the fastest shinobi (he has kunais) in the world.
Thegodzero
01-23-2005, 03:14 AM
http://www.tgz3d.com/DKren2.jpg
Little more work done.
Sean McBride
01-23-2005, 03:26 AM
thats rockin adam. /images/graemlins/laugh.gif
Gmanx
01-23-2005, 03:33 AM
http://www.lough-house.com/Gary/JGSmooth.jpg
Attached the ear properly, and smoothed the mesh. Starting on the long road to skin shaderville.
Some fantastic stuff in this thread as always.
EarthQuake
01-23-2005, 03:51 AM
Thats a REALLY dense cage mesh gman, but its looking sweet and looks a lot like her too.
Echelon-IV
01-23-2005, 03:56 AM
http://www.kouzar.info/~echy/incomplete/monster1.jpg
*wishes for a scanner*
Gmanx
01-23-2005, 04:09 AM
EarthQuake - Thanks. Yeah, I'm a hi-poly head virgin. Learning a LOT though.
adamBrome
01-23-2005, 08:39 AM
http://brome.toogeek.com/stuff/crap/nlgtest_6.jpg
http://brome.toogeek.com/stuff/crap/nlgtest_7.jpg
Crylar
01-23-2005, 03:36 PM
Very cool AdamBrome, nice lighting.
and an update.
http://pixeltongue.com/soniq002.png
http://pixeltongue.com/soniq001_texture_002.png
I added alot dirt to the texture cause if your an action dude you don't go around clean.
Been redoing my folio during the past few days. Mainly a color theme change plus some CSS cleaning... It's been fun.
Link in sig /images/graemlins/smile.gif
KevinCoyle
01-23-2005, 05:16 PM
Thanks guys. Here's a little update
http://www.sagaoflouvado.com/AnalyzerRoom12.jpg
http://www.sagaoflouvado.com/AnalyzerRoom12wire.jpg
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