View Full Version : So what are you working on?
EricElwell
09-28-2006, 11:53 PM
Oh yeah, I totally agree with you there. I didn't have my tablet at the time, so all the additions I made were with dodge/burn and smudge with the mouse.. using smudge, the image lost some of that grit that it originally had, and the extreme blacks/whites are a problem. I do try to paint in straight color now, though I definitely don't have as much experience as I would like. I'm trying to make it a point to make time to practice.
btw, I really appreciate the crit! I always want to push myself to do better work, and I appreciate every time a more experienced artist chooses to give me a tip or constructive criticism, thanks a lot!
Vitor
09-29-2006, 08:38 AM
yes true true =) now that i'm looking at it with some new fresh eyes i cleary see that you mean guys. Thought i didn't want to go the 1337 NexTGen Powa!!111 ZOMG and some huge 20k model, but i guess 1600 is also somehow low.
i'll aim for some 3k or something.
about importing the big model what dark trick you mean JI? poly crunch? felling noobish here /images/graemlins/frown.gif
i
loose-canon
09-29-2006, 10:51 AM
Hey guys, I'm posting this new work in progress to hopefully get some insight on modeling in zbrush since I'm somewhat new to it. Basically I'm taking a low poly maya model into zbrush to create a high res / high detailed normal map to skin on the low res. however, there're some features of the lizard that i left to do in zbrush but am somewhat confused on the process; mainly the teeth and spikes on his back. I got the idea from the Ofer Alon, Pirahna modeling video on the zbrush education site (http://www.pixologic.com/zbrush/education/education-zclassroom.html) to mask off where the teeth and spikes come up but they never seem to have enough polys once moved into position and are almost impossible to sculpt (see image). Since masking and then moving isn't exactly an extrusion, like in maya, and no new polys are really created, what's the best way to go about doing this? Am I doing something wrong? Any other crits much appreciated also...Thx!
http://www.loose-canon.com/monsterzero.jpg
Johny
09-29-2006, 09:07 PM
another weird stuff, for his background PM message me you will be freaked...i managed to finish this 3 hours before i go to spain definately aaah ! i wanted to give more love to it but i cant /images/graemlins/frown.gif gotta save all data do external har drive )
http://img95.imageshack.us/img95/9530/ricemanfinaluo1.jpg
EarthQuake
09-29-2006, 11:53 PM
eye looks really nice there, how did you pull that off?
MightyPea
09-30-2006, 01:55 AM
Hawken, wouldn't the pictureframe make more sense as a browser?
Sa74n
09-30-2006, 05:50 AM
awesome work johny!!!
ultra
09-30-2006, 06:59 AM
ya johny like we say, ESPECTACULAR!
kolbyjukes
09-30-2006, 07:26 AM
Here's the Hulk model I been working on. Did the low/unwrap/render tonight.
used a lattice to pose the model, so some of the deformation are shitty.
http://www.kolbyjukes.com/images/work/hulk/Hulk_Low.jpg
bitmap
09-30-2006, 07:34 AM
DAMNN!!! That's sweet kolby!
conte
09-30-2006, 08:44 AM
Yooooy! Kolby Jukes!=))))
Welcome!
doc rob
09-30-2006, 10:14 AM
looks very nice Kolby. Maybe the collar bone is a little too straight and flat and could use a little wiggle.
Warhawk
09-30-2006, 11:12 AM
kolbyjukes: Awesome Hulk. Very good anatomy work. I like those veins all over him. Can't wait to see the textures.
Here is what I have been doing. A base mesh in Maya and mudbox for sculpting. About 5 hours and this is what I got. It will be highr res mesh for low poly Daredevil that I am working on. The head is on separate model. I will combine the head and body when doing a final low poly model. Also the belt and stuff will be added afterwards.
http://www.fotothing.com/photos/89f/89ff4aca0f739dce5ce6ed1d93751291_4ce.jpg
warby
09-30-2006, 11:32 AM
http://riviera.heaven.nexusirc.at/warby/wip/colossus_wip.jpg
bomb target statue 4 de_wanda
Peris
09-30-2006, 11:45 AM
Thats awesome warby, needs more shadow of the colossus fur effect though /images/graemlins/wink.gif. will this thing be huge and climbable then?
Also can you make the render a little darker because this one is too bright for my monitor..
Justin_Meisse
09-30-2006, 11:57 AM
agreed, nothing makes a colossus like thick, luxurious fur!
killingpeople
09-30-2006, 12:56 PM
kolbyjukes, that's incredib .. that's really cool.
warby
09-30-2006, 01:28 PM
[ QUOTE ]
Thats awesome warby, needs more shadow of the colossus fur effect though /images/graemlins/wink.gif
[/ QUOTE ] iam not sure if i can make it just like the sotc fur effeckt but he will get fur thats for sure
EDIT actualy that looks pretty close
http://riviera.heaven.nexusirc.at/warby/wip/colossus_fur_test.jpg
EDIT even more fur :
http://riviera.heaven.nexusirc.at/warby/wip/colossus_more_pimp_fur.jpg
Sabby
09-30-2006, 04:53 PM
Wow, everyones got such awesome stuff on the go! I love the great big walking statue!
The high poly stuff is mind blowing!
Here's my contribution, three projects I'm working on at the moment :
http://img176.imageshack.us/img176/4552/wip2006wr0.jpg
Cybroxide
09-30-2006, 07:00 PM
Warby thats hardcore! Looks a lot like the SotC stuff! Great job!
This is what I've been screwing around with lately.
http://www.cybroxide.com/images/posts/VikingProg1.jpg
getting ready to normal map the helmet.
Josh_Singh
09-30-2006, 07:38 PM
Man this thread is Blowing Up son!
Kolby, Love the porportions on your hulk. I feel like you might have got a bit vein crazy though. some of them feel a little painted on. But great stuff for sure.
Warby oh man, That fur is taking your peice over the top!you might lighten up the actual texture of the collosus, he's getting a bit dark. But looking good man.
warby
09-30-2006, 07:42 PM
http://riviera.heaven.nexusirc.at/warby/wip/colossus_sort_of_final.jpg
the kneepcpas and some other leemnts are mysteriously black in the renders i hope they will look rigth ingame
http://riviera.heaven.nexusirc.at/warby/wip/colossus_final_fur.jpg
and some closeups of the final fur i decided upon
kolby: fackin awesome. His thumb area seems swollen though.
warby: light! we need light! Also those feet look mighty unstable... great work on fur and overall design tho
warby
09-30-2006, 07:57 PM
unstable ? ... yes
dark ? ... yes
authentic ? ... HELLS yes
http://www.ai-multimedia.ru/img/goods/18473/04.jpg
http://www.screenselect.co.uk/images/products/screenshots/6/60756-5-large.jpg
http://www.ps3camp.info/images/billet-jeux/2005-12/shadow_of_the_colossus2b.jpg
SupRore
09-30-2006, 08:09 PM
Those are extreme examples. Having played SotC start to finish, I'd say 95% of the time they're a lot brighter than that.
Still, looking good.
pyromania
09-30-2006, 08:09 PM
warby: How many fur shells are you using?
warby
09-30-2006, 08:14 PM
8 i wanted to go with a power of 2 ^^
conte
09-30-2006, 08:15 PM
Warby, holy moly, colossus! Show us his shadow!=)
killingpeople
09-30-2006, 10:04 PM
"i hope they will look rigth ingame"
huh? you're getting this ingame? interesting..
kolbyjukes
10-01-2006, 02:46 AM
Thanks for the critiques guys.
Here's a little update with some reworked pants, hands and some more work on the veins. Still work on the veins some more. They look nice on the high, but seem a bit overboard on the low with the dramatic lighthing.
http://www.kolbyjukes.com/images/work/hulk/hulk_low_update.jpg
http://www.kolbyjukes.com/images/work/hulk/wires.jpg
Warhawk
10-01-2006, 04:43 AM
New head for Devil .I used the same mesh of mr.freeze head.
http://www.fotothing.com/photos/ce7/ce72eb8451108282d0ede3cb5e71bdf3_16b.jpg
sevenfingers
10-01-2006, 04:44 AM
Hah, that's crazy Kol!
motives
10-01-2006, 06:49 AM
kolby is that a vein under his pants? thats a pretty kickass big hard damn vein in that case.. Otherwise looks fu**in sweet!
katzeimsack
10-01-2006, 07:30 AM
really like the pant /images/graemlins/smile.gif nice!
Working on a ds version of Secret of Mana.
Every fucking game gets a ds version, but not my favorite 16 bit game :*(
http://bildupload.sro.at/images/boy.jpg
840 tris,1x 64Č color
warby
10-01-2006, 07:30 AM
i think its a seam ?!
fritz
10-01-2006, 08:48 AM
hey warby....lookin AWESOME. could we possibly see some textures? mainly your fur? i've experimented w/fur shells a bit...but haven't quite gotten there yet. s'lookin awesome.
kolbyjukes
10-01-2006, 01:09 PM
It's a crease in his pants, he's wearing pleated khakis
Thegodzero
10-01-2006, 01:56 PM
I love the details, but i still think the head is a bit too small, maybe just scale it up 25%.
EarthQuake
10-01-2006, 02:10 PM
ahhhh the infamous kolbyjukes, nice to see you posting here man.
cholden
10-01-2006, 07:11 PM
too many bugs!
http://img130.imageshack.us/img130/3168/glch07km0.jpg
clean-up later.
warby
10-01-2006, 07:19 PM
hotness none the less the welding seams are kinda wiered lookign though looks like unproper tetxuring uving
gavku
10-01-2006, 08:17 PM
Kolby thats looking awesome......especially the small skin creases. Toes look a bit out of place though.
screen grab from max. not the final angle or anything, just showing what textures i've done so far.
http://brome.toogeek.com/stuff/crap/underworld4d.jpg
bitmap
10-02-2006, 05:54 AM
Hey Adam that is looking mighty fine.. digging that.. do you have a thread for this piece?
Slash
10-02-2006, 06:33 AM
A little mudbox sketch to get warmed up. Yeah i know the nose is goofy and all that.. but that was kind of the point.. That cliche skull nose hole just wasnt gonna cut it! /images/graemlins/laugh.gif
http://i16.photobucket.com/albums/b21/slashesc/3d/demon_speedy_mud.jpg
dur23
10-02-2006, 07:36 AM
Fuckin eh! kolby.
kolby i love the piece, but you got some weird smoothing on the low poly mesh in between the fingers .. makes the normal mapped model all wonky
Makkon
10-02-2006, 10:14 AM
OMG, I made my first normal map last night! It was so easy, took less than 15 minutes. Just pop it into zbrush, play with it, pop it back in and sample the surface!
http://img.photobucket.com/albums/v671/Makkon/AlienHead.jpg
Now I just need to figure out how to do Specular maps and Difuse maps, whatever those are...
Vitor
10-02-2006, 11:04 AM
Ok here it is some updated version. Didn't got it too much highpoly as it is alot boring :\ a better aproach would take to completly redo it... also a wireframe this time.
Polycount: 1908 ; 1024*1024 normal map
This time using the highest subdivision from Zb, and done with Xnormal... great tool. Thx man /images/graemlins/wink.gif
http://img417.imageshack.us/img417/8170/spawn11wy4.jpg
http://img528.imageshack.us/img528/9735/spawnwireui5.jpg
Entity
10-02-2006, 11:34 AM
The low poly looks alot better than the previous one, but I spot a whole on his butt. Intentional? /images/graemlins/laugh.gif
Zcubed
10-02-2006, 04:13 PM
GOGO MASSIVE ROBOT!
http://img162.imageshack.us/img162/3729/rowbawtel9.jpg
Bleh, really quick stuff. Hopefully I'll have time for some more detailed projects soon.
Hulk looks killer, Kolby. I've been watching your progress on Tweak.
Neo_God
10-02-2006, 10:14 PM
That looks awesome Z cubed. It sorta looks like Earthworm Jim on uber-steroids
Some stuff I'm working on for No More Room In Hell.
http://flesh-machine.com/Dwork/NMRIH/Girly3.jpg
A Girl, which will also have 2 more skins made for her, and then zombie versions of them all.
and some Corpse bits for map props.
http://flesh-machine.com/Dwork/NMRIH/Gore.jpg
Jerome
10-02-2006, 11:27 PM
fatten that firl up some, most people are not in ideal shape. her cheeks are too empty. i'd give her some fat aroung her waist and up her back :/)
Thegodzero
10-02-2006, 11:42 PM
Neo make a varient of her using the push modifier, so you get a fat/not twigly one too.
killingpeople
10-03-2006, 02:20 AM
butt giblets!
Fjornsvavne
10-03-2006, 04:02 AM
omg, teh grotesque! ..The corpseparts I mean, of course. : D I'd have to agree a bit with Jerome, she's a bit boney, and her t-shirt seemed to me at first glimps a bit leatherish. Looking neat, Neo ; )
aniceto
10-03-2006, 05:03 AM
that's pretty cool Zcubed.
start of a HP char. inspired a bit by the soldiers in Lost Odyssey...at least the tall head thing is.
http://i32.photobucket.com/albums/d3/shika01/dadsdsui3ij1232.jpg
motives
10-03-2006, 05:16 AM
nice bulk on that guy aniceto. Liking it sofar!
kakikukeko
10-03-2006, 06:17 AM
yeah seems cool aniceto, hope to see the final ..
here is an old character I try to finish as a portfolio piece.. not sure of the colors..
http://kakikukeko.free.fr/canard%20laqu%E9.jpg
(he will hold a duck in the left hand; don't know raw or cooked yet ^^)
gavku
10-03-2006, 06:29 AM
haha nice work on that face kakikukeko..
cholden
10-03-2006, 07:36 AM
still mucha fix
http://img218.imageshack.us/img218/2053/glch08ym9.jpg
CheapAlert
10-03-2006, 09:57 AM
DO I READ:
"shibrbhikthx"
some kind of fat
"i'd like it to be"
then it's settled
adding to wikipedia
Johny
10-03-2006, 02:35 PM
ok im at my room in spain and while waiting for the internet to get bang , i made this stuff...i might work a lil more on that mudbox face...ya...
http://img509.imageshack.us/img509/114/5ya0.png
http://aycu23.webshots.com/image/6142/2000178771289496154_rs.jpg
EDIT :http://img230.imageshack.us/img230/9014/ffnw9.png
its very speedy, and doesn make sense so ..
killingpeople
10-03-2006, 03:47 PM
if this creature was to have male genitalia, where would you put it? ...
lovely work kakikukeko. i really love it.
Sectaurs
10-03-2006, 03:54 PM
[ QUOTE ]
if this creature was to have male genitalia, where would you put it? ...
lovely work kakikukeko. i really love it.
[/ QUOTE ]
In your mouth.
oh!
katzeimsack
10-03-2006, 04:30 PM
[ QUOTE ]
yeah seems cool aniceto, hope to see the final ..
here is an old character I try to finish as a portfolio piece.. not sure of the colors..
http://kakikukeko.free.fr/canard%20laqu%E9.jpg
(he will hold a duck in the left hand; don't know raw or cooked yet ^^)
[/ QUOTE ]
this char is so great, I had to make a fast copy :/
http://bildupload.sro.at/images/fat_guy.jpg
Vitor
10-03-2006, 04:49 PM
yes johny, now i see what spanish TVs do when playing Catdog too much times to people... you were alot better in portugal, at least we got Floribela!!!!
Lovely kakikukeko!
Sectaurs, after starting classes at 8:30 and finish at 20:00 thats actually funny /images/graemlins/laugh.gif
hawken
10-03-2006, 10:40 PM
[ QUOTE ]
really like the pant /images/graemlins/smile.gif nice!
Working on a ds version of Secret of Mana.
Every fucking game gets a ds version, but not my favorite 16 bit game :*(
http://bildupload.sro.at/images/boy.jpg
840 tris,1x 64Č color
[/ QUOTE ]
so Children of Mana for the DS isn't quite floating your boat then?
Nice low poly work, although you could probably get the same model with half the polygons. 840 for a char on the DS is extremely high
Vitor
10-04-2006, 04:34 AM
Walking to the end:
http://img80.imageshack.us/img80/4459/spawn10ia3.jpg
kakikukeko
10-04-2006, 08:36 AM
thx everyone, glad you like the little guy;
katzeimsack: haha when I saw your version at first, I was thinking, "that guy reminds me something", but I couldn't remember what /images/graemlins/laugh.gif .. thx /images/graemlins/wink.gif
here is a little update,
http://kakikukeko.free.fr/canard%20laqu%E9%20copy.jpg
Cholden, is cheap alert right? /images/graemlins/laugh.gif:D
it looks really good so far!
(there is just a little part that bother me, difficult to explain with my few words of english, so I did a little overpaint.. hope you don't mind /images/graemlins/smile.gif
http://kakikukeko.free.fr/glch08ym9 copy.jpg)
Vitor, those proportions look a bit strange.. the rib cage seems to be too low.. but the normal map looks real good!
cholden
10-04-2006, 08:50 AM
very close, it's a dialog between me and jon
"shitwhistles"
some kind of fart
"i'd like it to be"
then it's settled
adding to wikipedia
I just needed some text to test out the glow so I grabbed that.
tores
10-04-2006, 10:07 AM
@ katzeimsack: Love that little chubby guy, he has personality /images/graemlins/smile.gif
@ Johny: hmm shouldnt the girl be on top?
perna
10-04-2006, 11:37 AM
Vitor: Starting to look real awesome now! It seems to me the low and hi versions don't match too well? What are you rendering/viewing with? That guy would look sweet animated
Vitor
10-04-2006, 01:11 PM
Thx guys, i apreciate the critics! Per, what you mean with high and low not matchin? I changed a bit the chest propotions from the last highpoly update i posted a while ago (basically, make it thiner); or you mean the normal maps bugs that still exist? i'll have to re-render the normal maps to get rid of most of them :/
And rendering normals on Xnormal and viewing on Max. (i suppose viewing this on Xnormal would be better, but i couldn't get the shadows to work /images/graemlins/frown.gif i belive there is some kind of bug with ATI cards isn't it?)
jonnyhr
10-04-2006, 03:39 PM
I finally got to try a displacement paiting software (if thats what its called)
http://jonnyree.com/demonicThingWIP01.jpg
http://jonnyree.com/demonicThingWIP02.jpg
SupRore
10-04-2006, 04:24 PM
http://i12.tinypic.com/4ghxj6h.gif
Probably should be using reference.
Makkon
10-04-2006, 04:53 PM
Jonnyhr, what program is that you you have? I can never tell the difference bewteen them.
jonnyhr
10-04-2006, 05:09 PM
Makkon: Mudbox was used for this one. Unfortunately I dont have the software myself (excellent piece of software indeed) I was lucky enough to sit down on a firend of mine's computer to play around with it though.
Revliss
10-04-2006, 06:01 PM
modeling this chick and working on watermark
http://img226.imageshack.us/img226/8218/render39mx5.jpg
http://img165.imageshack.us/img165/5382/render40im9.jpg
nkoste
10-04-2006, 06:06 PM
I just finished some slime, for my unreal gun entry @ game-artist.
http://gameart.nilskoster.dk/images/junk/UTgoo.jpg
rooster
10-04-2006, 06:21 PM
something kinda silly to relax /images/graemlins/laugh.gif
using 'piors technique' altho Ive used it before too /images/graemlins/wink.gif
http://www.redprodukt.com/post/roboodle.jpg
Pseudo
10-05-2006, 02:00 AM
goofy bastard ->
http://www.joshmast.com/random/greckin3sm.jpg
(Larger) http://www.joshmast.com/random/greckin3.jpg
My friend and I have a thread where we post character/critter ideas every week and dump our results in the same spot. That's where this guy came from. Check it if you like: http://www.staticcurve.com/Forum/viewtopic.php?t=82
flow3d
10-05-2006, 02:16 AM
Pseudo!
I'm loving that "Light Guy" on that forum thread!
Even though I wouldn't agree with some of the polygons, the overall look of it is wonderful /images/graemlins/laugh.gif
perna
10-05-2006, 03:18 AM
jonnyhr: nice looking stuff, dude, might have wanted to split him up into subparts before sculpting /images/graemlins/smile.gif
makkon: in most cases you can tell the difference by the background gradient and lack of faceted in mudbox screenshots
SyaPed
10-05-2006, 03:47 AM
http://www.syaped.com/Misc/Face.jpg
cholden
10-05-2006, 07:04 AM
http://chrisholden.net/genesis03.jpg
Entity
10-05-2006, 10:03 AM
looking good cholden! But damn it would really suck to walk on that surface :P
fuxer
10-05-2006, 01:28 PM
im working on a rts game (homebrew) for the psp
http://img63.imageshack.us/img63/8320/untitled1tn1.png
ScoobyDoofus
10-05-2006, 04:48 PM
Cholden: What are you viewing these in? Max viewport w/ realtime shaders? render -antialiasing? Engine?(which?)
katzeimsack
10-05-2006, 04:51 PM
fuxer, get some kind of "shadows" into the game. That would really make it look ten times better..
made an other quick zbrush face. will tune this one and make a low polygonal version.
same basemesh the caricature used /images/graemlins/laugh.gif
http://bildupload.sro.at/images/older_guy.jpg
cholden
10-05-2006, 05:07 PM
scoobdoo: that's a standard max render (no fiddlin' with the settings). It looks mostly the same in viewport, but I wanted some basic shadows.
raphick
10-05-2006, 05:24 PM
http://www.raphick.be/IMG/TeteRaph-10-04-06-1.jpg
http://www.raphick.be/IMG/TeteRaph-10-04-06-2.jpg
Work In Progress
hawken
10-05-2006, 08:15 PM
[ QUOTE ]
something kinda silly to relax /images/graemlins/laugh.gif
using 'piors technique' altho Ive used it before too /images/graemlins/wink.gif
http://www.redprodukt.com/post/roboodle.jpg
[/ QUOTE ]
nothing constructive to add, just wanted to say I'm digging this. /images/graemlins/grin.gif
noritsune
10-05-2006, 09:32 PM
chris you have such a nice eye for those materials. I wish I could see that lovely specular in motion
MAUL0r
10-06-2006, 01:11 AM
http://sacland.submatrix.org/crap/creature1.jpg
a little creature i'm workin on... imagine horns... all over
MAUL0r
10-06-2006, 05:22 AM
http://sacland.submatrix.org/crap/creature2.jpg
some progress, not sure where to go from here yet...
Vitor
10-06-2006, 07:08 AM
Sorry for the pimpage row, i reckon i could just start a thread for my own then spam this thread everyday, but now it is already late (i think) and so will just post this one as it's the last untill next tuesday or something. Working on the cape, but cuted all it's style to be game compatible. I don't know any good way of doing it "fluid" and "alive" as it's on the comics. That would require some huge amount of polys, UVW space and some complex physic simmulation, or not? also it is showing transparent WTF!!
http://img349.imageshack.us/img349/9066/spawn14lu4.jpg
JKMakowka
10-06-2006, 09:13 AM
@raphick: Tone down the eyebrows and make the skin less red.
Otherwise it looks quite good.
raphick
10-06-2006, 10:54 AM
@JKMakowka : thx it is in fact maya lighting, I'm going to make some new previews...
CheapAlert
10-06-2006, 11:03 AM
syaped that's an excellent donald fagen
rooster
10-06-2006, 01:01 PM
hehe that was theraputic.. definately reccomended /images/graemlins/laugh.gif
quite fancy doing another..
http://www.redprodukt.com/post/junkbot.jpg
SupRore
10-06-2006, 02:36 PM
That's awesome, Rooster.
DeathByChris
10-06-2006, 02:45 PM
what exactly was the technique, Rooster?
cause that looks bad ass
diZzyWalnut
10-06-2006, 02:52 PM
CHOLDEN - looks really really nice !!! /images/graemlins/cool.gif
--------------------
My last "digi-artisan /images/graemlins/laugh.gif 2D work" WIP ....working on the side view :
http://www.miseryproduction.com/imagespages/david1.jpg
I'm going to use it also as the skin.
rooster
10-06-2006, 03:00 PM
hehe cheers, you draw the texture first then model it. In my case though I did the texture more in the style of concept art than an actual texture, and made it really wonky/loose. kind of liberating not to care about being neat..
dizzy that looks ace /images/graemlins/smile.gif the mirrored neck crease looks a little odd imho (wheres the adams apple?) but the likeness and style are cool
diZzyWalnut
10-06-2006, 03:16 PM
[ QUOTE ]
hehe cheers, you draw the texture first then model it. In my case though I did the texture more in the style of concept art than an actual texture, and made it really wonky/loose. kind of liberating not to care about being neat..
dizzy that looks ace /images/graemlins/smile.gif the mirrored neck crease looks a little odd imho (wheres the adams apple?) but the likeness and style are cool
[/ QUOTE ]
That's realy funny 'cause PIOR (http://boards.polycount.net/showflat.php?Cat=0&Board=2&Number=149992&page=0&fp art=1) and me we started to test this way to model even we've been talking (each to other)about this possibility.
here's (http://img.photobucket.com/albums/v242/pior_ubb/chun_li_wip_002.jpg)
probably ....FRENCH TOUCH -----by hasard /images/graemlins/laugh.gif /images/graemlins/tongue.gif /images/graemlins/laugh.gif
And for the adams apple - I'm looking for.
Thank You for a crits /images/graemlins/wink.gif
Ramucho
10-06-2006, 03:25 PM
that spawn is MASSIVE vitor good job!
this and thus my image.
http://img145.imageshack.us/img145/9306/headmanwip6hs8.jpg
rooster
10-06-2006, 06:14 PM
awesome eld!
whee!
http://www.redprodukt.com/post/Cbot_0.jpg
Those robot-bits are awesome rooster! How long are these things taking you? Do you just paint a flat texture or two, then model to fit? Nifty!
rooster
10-06-2006, 07:11 PM
yeah they're pretty quick to bang out, just sketch some stuff and see what happens /images/graemlins/laugh.gif
http://www.redprodukt.com/post/Cbot_1.jpg
if anyones interested heres the textures (messy as hell)
http://www.redprodukt.com/post/borot.jpg
http://www.redprodukt.com/post/fomo2.jpg
if anyone fancys doing a quick tag this weekend give me a shout (we each draw a flat, then model using the others texture) could be fun!
SupRore
10-06-2006, 07:57 PM
[ QUOTE ]
if anyone fancys doing a quick tag this weekend give me a shout (we each draw a flat, then model using the others texture) could be fun!
[/ QUOTE ]
Great idea. Potentially worthy of a Concept Tag-esque thread?
hawken
10-06-2006, 11:18 PM
[ QUOTE ]
this and thus my image.
http://img145.imageshack.us/img145/9306/headmanwip6hs8.jpg
[/ QUOTE ]
b!lls lowpoly brother has arrived! smart
you need an extra row of verts on the waist for good deformation, left had could do with some revision.
TheArgyleKid
10-06-2006, 11:56 PM
Something I did for a cgtalk unofficial challenge.
http://i59.photobucket.com/albums/g315/biggafrica/havocgirlinfo03.jpg
Spacey
10-07-2006, 12:30 AM
Oh damn, you've hit my Megaman sweetspot. Awesome character, nice dynamic pose. Is that two 1024 x 1024 or one? If it's one, I'd suggest changing the "x2" to "^2".
[ QUOTE ]
if anyone fancys doing a quick tag this weekend give me a shout (we each draw a flat, then model using the others texture) could be fun!
[/ QUOTE ]
dude, sweet idea. i'm down.
Skeptical Nate
10-07-2006, 02:54 AM
Hey guys, been working on some more props, Just finished this one today.
http://i38.photobucket.com/albums/e117/SkepticalNate/NatesAntiqueBooks.jpg
odium
10-07-2006, 04:45 AM
Nice Nate those books look straight out of Harry Potter, just nto the poor games lol /images/graemlins/laugh.gif Good work!
This is something I made in the last hour as a boredom project:
http://www.quake2evolved.com/odium/box_mesh.jpg
http://www.quake2evolved.com/odium/box_texture.jpg
NOTE: The model render has no alpha for some reason its not displaying it the right order.
Zwebbie
10-07-2006, 05:01 AM
http://img242.imageshack.us/img242/1401/funkyhelmetgv2.png
Somewhere around the 1650 polygons. Just have to see if I'll make the helmet always-on, that'd save loads of polies.
conte
10-07-2006, 08:39 AM
Neat Nate.
http://brome.toogeek.com/stuff/crap/underworld4e.jpg
warby
10-07-2006, 08:10 PM
sorry for the insane picture size
http://riviera.heaven.nexusirc.at/warby/wip/nm_plus_ao_for_the_win.jpg
i am just SO proud of all the detail ^^
its still riddled with artefacts and has no defuse texture or spec mask so very wip but iam allready pretty damn happy with it
its gonna be the other bombtarget statue for de_wanda and its porpusfully kept really brigth comapred to the colossus
rooster
10-07-2006, 08:11 PM
sweeeeeeeee-eeeeet
MAUL0r
10-07-2006, 10:32 PM
http://sacland.submatrix.org/crap/zombie1.jpg
another little sculpture in the works...
HandSandwich
10-08-2006, 12:04 AM
The MAUL0r's on a roll! Good to see you're still making sculptures. Are these for anything or just for you?
MAUL0r
10-08-2006, 12:53 AM
just fo me... u know, passin the time and such
Entity
10-08-2006, 07:52 AM
Nothing mindblowing, just thought i'd open up zbrush(been a while :P) and doodle around. The amazing wrinkled shirt!
http://i14.photobucket.com/albums/a329/ashrafazlan/superwrinkled.jpg
hawken
10-08-2006, 12:10 PM
looking nice adam, but the re-inforcements to the concrete are looking on the thin side.
I'm guessing they are some kind of cap to the posts, as I can see one rotated in the background. If so, make them a bit more meaty. Try to consider how they came to be like that. I'm not familiar with bombed out buildings first hand, although I doubt damage is as clean cut as that.
http://ert.hostileintent.org/fuse/image/alpha_1.jpg
a highpoly roughing out technique i am trying out.. I am kind of sketching out my forms and shapes and going to use it as a guideline for the actual highpoly work ... it's tons of fun..
the head itself is a temporary placeholder
it's definitely inspired by the character from Dark Sector teasers..
Electro
10-08-2006, 03:35 PM
warby and fuse, i love both those pieces.. look really kickass so far!
warby
10-08-2006, 06:03 PM
http://riviera.heaven.nexusirc.at/warby/wip/tripod_textured.jpg
now with textures
warby
10-08-2006, 07:04 PM
a battle i allways wanted to see TRIPOD VS COLOSSUS /images/graemlins/laugh.gif
http://riviera.heaven.nexusirc.at/warby/wip/bomb_target_showdown_preview.jpg
wow warby that's kick ass ...
more progress on the sketch.. i am now working on a lowpoly base for the head to start sculpting ..
http://ert.hostileintent.org/fuse/image/alpha_2.jpg
warby
10-08-2006, 07:26 PM
thanks your stuff kicks ass too in a metal gear solid style ass kicking kind of way ^^
JordanW
10-08-2006, 08:13 PM
new DShomebrew game hopefully gonna release it this week
INVASION (http://www.youtube.com/watch?v=Qs2P0xFPavs)
hawken
10-08-2006, 10:54 PM
fuse, I'm really getting inspired by what you are doing here man. I love the floaty armour, and I understand perfectly that it's not going to look like that in the end, but stylistically it looks fucking great.
then again I'm a sucker for anything block colours or "REZ"
heh thanks hawken, i am having tons of fun with this ..
it's getting to a point where i have to be more serious on how i develop the shapes, but overall i like to freedom of loosely roughing out planes and getting instant feedback ...
looks like it might be my first journey into the normal mapping business just got a basemesh for the face ready for mudding..
Thegodzero
10-09-2006, 01:07 AM
warby, that shit rocks! The difuse needs alot more love. You need to break up the barts more with making the diffrent bits diffrent materials or colors. It all has the same feel to it and makes it lack luster.
Sa74n
10-09-2006, 03:39 AM
awesome work warby!!! /images/graemlins/laugh.gif fuse, that stuff is hot aswell /images/graemlins/smile.gif
Crash
10-09-2006, 08:15 AM
Fuse: Strip modeling ftw!
Gmanx
10-09-2006, 09:30 AM
[ QUOTE ]
Fuse: Strip modeling ftw!
[/ QUOTE ]
Definitely. I love the whole floaty 'tron' vibe with this stuff.
http://ert.hostileintent.org/fuse/image/alpha_3.jpg
well i think i am getting too carried away so i set the face pieces for the head as they should be .. above is a little breakdown on how they all fold out ...
now's the time for me to stop and get a start on brushing the face ...
thanks for all the warm comments
Makkon
10-09-2006, 10:42 AM
Inspiring stuff, I think I just had an epiphany. Time for some highpoly, fuse style!
http://ert.hostileintent.org/fuse/image/alpha_4.jpg
basemesh being sculpted away .. second time i use mud ..
Sculpting must be the lastest thing! yes? no? maybe?
http://img117.imageshack.us/img117/5411/futuresoldwipqt6.jpg
hawken
10-09-2006, 09:02 PM
[ QUOTE ]
Sculpting must be the lastest thing! yes? no? maybe?
http://img117.imageshack.us/img117/5411/futuresoldwipqt6.jpg
[/ QUOTE ]
only if you can back it up with a well made low poly model for the normal mapping process /images/graemlins/grin.gif
http://ert.hostileintent.org/fuse/image/alpha_6.jpg
http://ert.hostileintent.org/fuse/image/alpha_7.jpg
Jerome
10-09-2006, 09:37 PM
http://i34.photobucket.com/albums/d122/general_jerome/normpenguin.jpg
it looks like crap cause it somewhat is made of it.that and its rendered in orb. hopefully i will get somethign soon to do better.
beaker
10-09-2006, 11:38 PM
working on some 2d stuff, figure i will use it for some inspiration for some more finished pieces.
http://www.emptycorner.com/images/designtempmk.jpg
warby: great details on that model
cochtl
10-10-2006, 03:24 AM
http://cochtl.com/images/stories/WIP/thing2.jpg
something old i remodeled completely from scratch. making the high in Mud now.
J.I. Styles
10-10-2006, 03:32 AM
tinman: Hot! if you put in ground based things to add a bit of spice (cow and people pickups for probing! woohoo!) I think that'd be one little addictive game /images/graemlins/smile.gif I guess balancing pickups for points with taking down the missiles.
I'd love to try out the build when you release (I love my supercard... hard)
MAUL0r
10-10-2006, 05:56 AM
http://sacland.submatrix.org/crap/newplant.jpg
quick model
Justin_Meisse
10-10-2006, 11:19 AM
Maulor: I see a white trim around your leaves, it's always a good idea to have the texture expand past the alpha channel's borders.
not enough manflesh in here /images/graemlins/crazy.gif
http://img177.imageshack.us/img177/5876/futuresoldwip2cz9.jpg
noritsune
10-10-2006, 01:00 PM
tried to suggest ways to fix the proportions of your figure eld. try stacking this on your image and checking the changes I made. Elongated necks, abdomens, and arms seem to show up on a lot of characters that were made without reference... drawn and sculpted, both.
http://www.scottduquette.com/tmp/pc_po_02.jpg
MAUL0r
10-10-2006, 01:46 PM
http://sacland.submatrix.org/crap/newplant2.jpg
still not sure how to get rid of the border... I've contracted the alpha by 4 pixels, it's very noticeable in the file, but somehow there's still an outline.... any ideas?
perna
10-10-2006, 01:52 PM
Maulor, you're rendering in max no? Set material color to dark green. Uh, I hope you don't have a light grey bg on your actual texture
[ QUOTE ]
tried to suggest ways to fix the proportions of your figure eld. try stacking this on your image and checking the changes I made. Elongated necks, abdomens, and arms seem to show up on a lot of characters that were made without reference... drawn and sculpted, both.
http://www.scottduquette.com/tmp/pc_po_02.jpg
[/ QUOTE ]
Thanks, making changes.
(editing in a fixed wip, ignore fubar hands )
http://img297.imageshack.us/img297/3800/futuresoldwip3cn6.jpg
Sometimes I just need to watch the reference more carefully :/.
MAUL0r
10-10-2006, 04:44 PM
per: nah of course i dont! Just wanted to show off my hand painting style
Geezus
10-10-2006, 11:50 PM
Just some low poly assets I did earlier today:
http://chriszdana.com/wip/boat_collage.jpg
http://chriszdana.com/wip/table_collage.jpg
As of 7PM today:
http://brome.toogeek.com/stuff/crap/underworld4f.jpg
Things I'd like to do before I start lighting:
-Remove the loading dock bumpers and retexture them to something else. Most likely slabs of concrete, dark to keep the contrast there.
-Re-do the big doors on the right. I like them being larger than the back door, especially if this was any sort of storage area back when it was functional, but its throwing people off of the scenes scale when compared to the back door.
-Slide around the UV's on the beams across the top so its varied.
-Think of something to do for the top left/mid left corner of the back wall. It'll most likely be dimly lit back there so it might not matter. I'm having fun with this scene so far so I wouldn't mind doing something for up there.
-Create more garbage assets to litter the scene with. I'm at about 12.5k triangles right now. If I stay under 15k I'll be happy.
-Stained and shitty paper to be scattered through-out the scene.
Black_Dog
10-11-2006, 03:56 AM
Geezus: too much wasted geometry there, optimise!
cochtl
10-11-2006, 04:09 AM
http://cochtl.com/images/stories/WIP/thing3.jpg
working out the muscly and wrinkly bits, decided to bake out what i have and show how it looks so far.
killingpeople
10-11-2006, 06:06 AM
demon poodle!
bitmap
10-11-2006, 07:35 AM
Diggin that piece Adam. Those graffitis are floating planes on top of the wall? or what?
adam...do I see barrels in that scene ??? DO I SEE BARRELS ??? and ...wait...isn't that a crate in the background under the stairs ???
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOO!!
can't wait to see it lit tho ^^
Crates AND barrels were both in the scene from the movie!
mwuahahaha!!
[ QUOTE ]
Diggin that piece Adam. Those graffitis are floating planes on top of the wall? or what?
[/ QUOTE ]
Floating planes, yah. re: decals!
Lee3dee
10-11-2006, 09:57 AM
looks cool brome! are you working from a reference picture?
bitmap
10-11-2006, 09:57 AM
floating planes dont work very mucho good on my ati laptop card. :\ i want a new pc. darnit
Striff
10-11-2006, 10:27 AM
Looking awsome Adam, can't wait to see this sucker lit.
CheapAlert
10-11-2006, 10:30 AM
[ QUOTE ]
floating planes dont work very mucho good on my ati laptop card. :\ i want a new pc. darnit
[/ QUOTE ]
Must be the 16-bit zbuffer!
Vitor
10-11-2006, 10:54 AM
~Great work adam /images/graemlins/wink.gif looking forward to see it with lights
Some quick old man bald bust:
sry for the low jpg image :\ just Mspaint on this computer lol
http://img139.imageshack.us/img139/7430/head02ff0.jpg
Turoid
10-11-2006, 11:03 AM
Sick! I like the detail around his eyes and nose, especially that nose part which actually looks a bit weird
[ QUOTE ]
looks cool brome! are you working from a reference picture?
[/ QUOTE ]
Go watch the movie Underworld /images/graemlins/wink.gif
http://img214.imageshack.us/img214/1369/futuresoldwip5rh8.jpg
diZzyWalnut
10-11-2006, 03:14 PM
Here's my progress at David -
(walkthrough "photosourcing" /images/graemlins/wink.gif).
http://www.miseryproduction.com/imagespages/david_wip.jpg
Any crits ? /images/graemlins/wink.gif
splitpoly
10-11-2006, 05:33 PM
My 'attempt' to model a Zidane bust
http://splitpoly.com/personal/crits/zi.jpg
dizzywalnut: not bad, but his face really looks too "mirrored" ... all the flesh is perfectly symmetrical, which is really not how humans are. change some shading, wrinkes and feature positions on one side to make it more realistic and less obviously mirrored.
diZzyWalnut
10-12-2006, 01:26 AM
Thank You Mop -
I did about 20 snaps of Mr. Carradine - so I will look more closer at him , where I can break the look "too mirrored".
Rooster remind me that He's missing also "adams apple".
I've started work at SIDE VIEW and then I will complete them for "model sheet" ... and then 3D work.
( I will use it also as the base of skin ).
sevenfingers
10-12-2006, 07:02 AM
http://sevenfingerart.com/temp/brains4.png
C64 palette, unfortunately not adhering to any proper modes. Perhaps next time...
Matabus
10-12-2006, 08:12 AM
You prolly could have stopped at step 2 or 3. By 4 and 5 it looks like you've overpainted the contrast and it ends up looking more stylized/cartoony. Not sure if that is what you were going for or not, but thought I'd point it out.
*Edit* this post is aimed at Walnut, BTW. /images/graemlins/wink.gif
katzeimsack
10-12-2006, 02:48 PM
haaaarrrr, like that style dizzy!!
started textruening still too much to do to really give crtitcs :/
http://bildupload.sro.at/images/wip_2.jpg
rollin
10-12-2006, 04:52 PM
mudbox fall into my hands.. omg does this little thing rock n roll
lil test
arm katze.. right behind you /images/graemlins/wink.gif
hmm should start my som char *amkopfkratz*
http://www.rollin.homepage.t-online.de/mood/mood_hp_head.jpg
Empty
10-12-2006, 07:58 PM
Just little animation experiment.
http://speedfreak999.fortunecity.com/6legs.html
replicant77
10-12-2006, 08:01 PM
OMG I have to get my hands on a copy of Mudbox. Rollin that test looks great.Im dying to use Mudbox. Ive heard nothing but amazing things about it.
Ninjas
10-12-2006, 08:05 PM
That is pretty cool Matt.
cochtl
10-12-2006, 10:43 PM
http://cochtl.com/images/stories/WIP/thing4.jpg
http://cochtl.com/images/stories/WIP/thing5.jpg
still got a ways to go with the diff and spec /images/graemlins/confused.gif
TheArgyleKid
10-13-2006, 12:34 AM
Having some fun with an old model. Not really going for anything particular, just gettin down with the Zbrushery. Still quite a ways to go with this guy.
http://i59.photobucket.com/albums/g315/biggafrica/devilwip.jpg
EarthQuake
10-13-2006, 01:29 AM
ahhhh personal work?!?!?! ohnoes!!!
http://johnyontehspot.com/pix/newmudguy02.jpg
steffen
10-13-2006, 08:00 AM
after a long time iŽll post something, enjoy;)
it`s for a game called Apocalypse Dude....
ingame:
http://img209.imageshack.us/img209/6093/ingametp0.jpg
and here is the Colormap 256*256:
http://img149.imageshack.us/img149/9731/dudebartmapni3.jpg
flow3d
10-13-2006, 09:14 AM
Just finished a 1 week short psp "project".
Got a sdk model from my teacher ( igorbazooka.com ) that I rigged and animated. Then I kinda thought I'd be fun to get it into the psp, so a programmer here at school helped me getting it to playback a few animations on the psp. Theres no real gameplay, and I'm not super happy with the animations, but it was all in good fun /images/graemlins/laugh.gif
http://flow3d.net/temp/flekken_0033.jpg
http://flow3d.net/temp/flekken_0118.jpg
And some gameplay video (captured in the psp!)
http://flow3d.net/temp/flekken.avi
And also a video showing me playing it on the psp. Its not the correct speed though, it was captured with a cellphone camera, so I dunno if that has anything to do with the animations looking all slow /images/graemlins/smile.gif
http://flow3d.net/temp/flekken_psp.mov
And some behind the scenes bonus dvd content (only if you get the collectors edition of King of Ironfisting Tournament - Flekken* : Dark Erection)
http://flow3d.net/temp/flekken_rig.jpg
I tend to keep my rigs free of useless controller objects, and keep it as FK as I possibly can. I never got around to using my ik switches on the arms even :P
(oh, and dummy joints are just stupid..)
*: flow3d + tekken = flekken (right?)
We're kinda gonna try making a Ridge Racer kinda thing aswell. Just a week long project or so again, just getting a car to roll down a street..to kill time? /images/graemlins/laugh.gif
Sorry for the huge post, kinda dont wanna start my own thread /images/graemlins/smile.gif
Keep up the awesome work guys! /images/graemlins/confused.gif
aniceto
10-13-2006, 11:09 AM
[ QUOTE ]
ahhhh personal work?!?!?! ohnoes!!!
[/ QUOTE ]
and its a HEAD for once!! /images/graemlins/laugh.gif
flow3d: nice! I'd love to work on a psp project
Johny
10-13-2006, 11:50 AM
after some mudbox bustes ( wont show yet ) on my laptop ( CRAP ) and after watching hellsing OAV i decided to make the Casull "joshua" .350 cal or something...its not exactly as the ova , but a remix of the ova and original series...
http://img169.imageshack.us/img169/8679/casullhellsinggr9.jpg
Psyk0
10-13-2006, 05:09 PM
johny: That piece will come in handy when u have to kill the succubus that lives next door :P.
sketch done, highpoly is about to start /images/graemlins/smile.gif
http://ert.hostileintent.org/fuse/image/alpha_9.jpg
Zachary
10-13-2006, 08:46 PM
Small scene could i get some cc on it. http://i93.photobucket.com/albums/l68/ZBakery/render3.jpg
Geezus
10-13-2006, 09:05 PM
If you want a critique on your work, it's best you create your own thread in the pimping and previews forum. Also take a look at this thread for a better way to present your work for critique. http://boards.polycount.net/showflat.php?Cat=0&Number=149437&an=0&page=2#Post1 49437
(anyone else think that thread should be stickied?)
hawken
10-13-2006, 11:34 PM
[ QUOTE ]
after some mudbox bustes ( wont show yet ) on my laptop ( CRAP ) and after watching hellsing OAV i decided to make the Casull "joshua" .350 cal or something...its not exactly as the ova , but a remix of the ova and original series...
http://img169.imageshack.us/img169/8679/casullhellsinggr9.jpg
[/ QUOTE ]
nice technique.
cholden
10-14-2006, 02:02 PM
test scene in unreal (SwatEd) amongst the baldies (edit: oh snap, new page, no baldies yet!)
http://chrisholden.net/dpssed02.jpg
Basic lighting test in Blender 3D for a Quake 4 map
'Dev diary' of sorts here (http://www.quake3bits.com/cgi-bin/ikonboard.cgi?act=ST;f=6;t=9).
http://www.quake3bits.com/images/maps/katq4dm3/13oct06_sml1.jpg
SupRore
10-14-2006, 06:42 PM
Looking really cool, Chris.
Not bad textures, Chris, but the detail is all very straight up-and-down... everythings at right angles, which makes for a pretty boring room/level design. Some more interesting shapes and large non-90-degree angles would really help this room out.
Also, it's very grey... the glowy bits are nice, but everything else looks like it's just a greyscale diffuse map. I'm assuming it's just some sort of quick ambient occlusion bake to go along with the normals until you add some sort of colour?
Additionally, the floor looks very uncomfortable to walk on. /images/graemlins/smile.gif
Kat: Looks pretty cool to me, is the the terrain meant to be clipping through the stairs like that? Looks a tad sloppy there, but I'm sure it'll look heaps better with some nice caverny rock textures.
[ QUOTE ]
... is the the terrain meant to be clipping through the stairs like that? Looks a tad sloppy there...
[/ QUOTE ]Not necessarily 'meant' to be ATM, no, that's an 'as is' whilst I work on the rest of the map. I've got a few 'man made' features to add yet, one of which will probably be some form of 'ramp' trim to the edge of the steps so they don't butt through the wall like that (visually that is!).
I'll be posting some info on the textures sometime this week (hopefully) once I've got a few other things sorted out.
gavku
10-15-2006, 12:43 AM
http://img243.imageshack.us/img243/2389/fishdude01sn4.jpg (http://imageshack.us)
fooling around
http://img132.imageshack.us/img132/2346/fasotwip4wt3.jpg
firestarter
10-15-2006, 05:42 AM
http://firestarter.burning.it/stuff/dfp.jpg
wip. horridhands solly
JO420
10-15-2006, 07:37 AM
http://img135.imageshack.us/img135/3159/wallexampleob3.th.jpg (http://img135.imageshack.us/my.php?image=wallexampleob3.jpg)
This is a tileable next gen wall texture i made for my portfolio.
diZzyWalnut
10-15-2006, 12:01 PM
ELD - it looks great. /images/graemlins/cool.gif /images/graemlins/ooo.gif /images/graemlins/crazy.gif
(feet are small in size ,...) /images/graemlins/mad.gif
JO420
10-15-2006, 01:05 PM
http://img502.imageshack.us/img502/192/scifiwipae7.th.jpg (http://img502.imageshack.us/my.php?image=scifiwipae7.jpg)
and a scifish tileable wall texture,still wip.
bitmap
10-15-2006, 03:08 PM
uhhh JO420 nice one.
highpoly taking shape
http://ert.hostileintent.org/fuse/image/alpha_11.jpg
katzeimsack
10-15-2006, 04:39 PM
like that shapes fusel /images/graemlins/smile.gif
nice stuff eld, but it's so boring normal quake/doom stuff :/
Could someone please tell me how to use ji skinshader in maya?
Or is there a other good realtime skinshader for maya?
It just sucks to present skin with phong shaders D:
http://bildupload.sro.at/images/compare.jpg
warby
10-15-2006, 06:16 PM
weeeeeeeee finaly ingame thanks to hessi for all sorts of 1337 entity and modelcompile debuging help
http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_03_01.jpg
http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_03_02.jpg
http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_03_03.jpg
http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_03_04.jpg
jonnyhr
10-15-2006, 06:22 PM
warby: thats looking really solid! Excellent job.
A couple of sketches in mudbox.
http://jonnyree.com/3dsketch01.jpg http://jonnyree.com/3dsketch02.jpg
warby
10-15-2006, 06:24 PM
i can only look at those expressions and smile =)
http://ert.hostileintent.org/fuse/image/alpha_12.jpg
redid the chest plate .... it's sort of coming along
obson
10-15-2006, 10:00 PM
nice heads jonnyhr /images/graemlins/smile.gif
katzeimsack, haha, good thing, I was aiming for that bullshitty cyberarmour doom stuff :P
poopinmymouth
10-15-2006, 11:44 PM
[ QUOTE ]
http://firestarter.burning.it/stuff/dfp.jpg
wip. horridhands solly
[/ QUOTE ]
Not getting enough love, this is supreme COMBO!!!
http://www.mr-chompers.com/images/poop.gif (http://www.poopinmymouth.com)
mvelasquez
10-16-2006, 12:00 AM
@warby: DAMN!
spacemonkey
10-16-2006, 12:21 AM
he is pimp firestarter!
killingpeople
10-16-2006, 01:22 AM
those boots kick ass firestarter. nice work jonnyhr.
shape
10-16-2006, 01:35 AM
Warby, I like that first shot of the exterior, nice stone details.
Some kickass work here guys.
LordScottish
10-16-2006, 01:39 AM
[ QUOTE ]
a battle i allways wanted to see TRIPOD VS COLOSSUS /images/graemlins/laugh.gif
[/ QUOTE ]
Warby, that's fantastic looking!!
ultra
10-16-2006, 05:01 AM
yes! firestarter the best arms i ever seen on a lowpoly model, really impressive. And the proportions are ace. Really want to see him finished
flaagan
10-17-2006, 03:00 AM
~
firestarter
10-17-2006, 06:37 AM
We went to see Oprah today, she was doing a frazetta makeover special...
http://firestarter.burning.it/stuff/makeover.jpg
Emil Mujanovic
10-17-2006, 07:42 AM
Nice model firestarter and the ear looks pimp!
That top head kinda reminds me of Kratos from God of War, minus the face tattoos.
Great stuff man.
-caseyjones
Neo_God
10-17-2006, 12:12 PM
Looks awesome Firestarter, though his ear lobe is tiny! Make it a bit more proportionate.
cholden
10-17-2006, 11:06 PM
'cuse me while I WIP this out...
http://chrisholden.net/dm01_wall01.jpg
Chris, wires.
Warby, how was that imported in to Source? Seperate meshes each as a static_prop or 1 giant piece? It looks like it might be seperate pieces, which is fine. Either way you need to compile the lighting with better vrad commands.
Add -staticproplighting and -staticproppolys to your vrad compiler. The engine will cook a light map to the model(s) and create better shadows. If you look at the windows in your shots they're light completely even though a bit of them passes through a shadow. This is because Source is lighting the window from its origin (which makes me believe you've imported it as seperate pieces) rather than baking a light map.
If you've exported the objects as something other than static_prop's this won't work. If you've imported at 1 giant asset I suggest breaking it up. Generally SMD's have a hard time with large objects because they're made up of a lot of small pieces.
If those commands don't work you'll need an updated SDK, or just purchase Epi1.
diZzyWalnut
10-18-2006, 02:38 AM
Cholden- I'm Your fan. I really like Your work./images/graemlins/crazy.gif
The red lights up the door doesn't go well with the rest - needs glow , non ?
dur23
10-18-2006, 08:29 AM
Sick! chris. I heart your enviros.
James Edwards
10-18-2006, 08:45 AM
Chris: Sweet man!
WIP-dee-doo...
http://www.golemworx.com/pub/OgreNormals1.jpg
http://www.golemworx.com/pub/OgreNormals2.jpg
http://img245.imageshack.us/img245/2037/genericmaleyj7.jpg
Been messing with a new base head the last week.
Rendered out in 3dsmax 8
normal mapped version shown here with a meshsmooth slapped on the base head to lose the hard edges
http://img221.imageshack.us/img221/2278/beardyih5.jpg
beardy version. just a test really
notman
10-18-2006, 08:53 AM
Gwot: That looks damn cool. Not sure why you posted the image twice though /images/graemlins/wink.gif
James Edwards
10-18-2006, 09:13 AM
Fixed =]
Nice work on that head Ruz!
JKMakowka
10-18-2006, 09:16 AM
@ruz:
Really awesome head, but something strikes me as a bit odd in the 3/4 view at the top of the head. It is kind of like the face was tiltet at a slightly different horizonatl angle than the reat of the head, resulting mostly in an elongated transition at the top of the head, or something. At least that is my uneducated guess; I can't quite pin it down for sure what is is exactly.
@edit: and I would definitly spend some polys to make the upper inside of the ear actually bulge in a little, the current flatness looks really disorted.
SHEPEIRO
10-18-2006, 09:18 AM
dammmmn cool work in here as always, pat on the back and coockies for everyone
cheers gwot - BTW there are still two of your guy which is looking cool
JKMakowka - you are right as usual. The ear is very low poly and I did struggle slightly with the 3/4 view. But looking at my image I have actually shaved off a bit of the head when I copied and pasted it in pshop. Its still a bit off though
James Edwards
10-18-2006, 09:31 AM
Hmmm, maybe do a refresh? Should be a front and back view.
Vitor
10-18-2006, 10:43 AM
Awesome work around here latelly /images/graemlins/wink.gif
I'm starting a series of females heads to improve my skills on those; this is the first one and the younger i'll do. Still quite a bit to do:
http://img356.imageshack.us/img356/8245/girl04if6.jpg
Kudos once again to JIStyles for the shader /images/graemlins/wink.gif
Gwot the chainmail looks tons better with a trim around it.
He still sucks tho.
hahaha
EarthQuake
10-18-2006, 04:54 PM
Gwot: Normals a bit wanked in some spots here? What are you rendering with?
katzeimsack
10-18-2006, 06:00 PM
nice style victor /images/graemlins/smile.gif
Neo_God
10-18-2006, 07:14 PM
Yeah, Gwot, that is looking awesome! But you got some real nasty seams in there around the hands.
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