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View Full Version : So what are you working on?


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vahl
10-18-2006, 10:15 PM
Gwot : Already told you, but I love that one, can't wait to see more of your plans for that boy becoming reality /images/graemlins/smile.gif

EQ afaik he used truespace's new shader system (feel free to correct me gwot /images/graemlins/wink.gif)

spacemonkey
10-18-2006, 11:48 PM
Gwot, that just made my cool list /images/graemlins/laugh.gif

greenj2
10-19-2006, 12:22 AM
This is a colaborative effort between me, Gavku and and animator at our workplace to design the ultimate fighting machine. Behold the fruits of our labor...
http://img89.imageshack.us/img89/8345/scribblemq1.th.jpg (http://img89.imageshack.us/my.php?image=scribblemq1.jpg)

gavku
10-19-2006, 12:26 AM
now we need to use that collaborative/network modelling plugin thing to make him in all his high poly glory...

hawken
10-19-2006, 03:06 AM
[ QUOTE ]
http://img221.imageshack.us/img221/2278/beardyih5.jpg
beardy version. just a test really

[/ QUOTE ]

/images/graemlins/ooo.gif really nice Ruz

I like the way you are rendering these out, shading with green somehow? Reminds me of the Bitmap Brothers and their technique for shading using greens. Are you adding some kind of cell-shading technique to get the great blacks you have on the nose and eyes?

Saved to my inspiration folder. Render a huge one and I'll use it for desktop wallpaper (two please! /images/graemlins/grin.gif)

If a game were styled like this, it would look fantastic. I doubt you'll be sharing the technique anytime soon (best to keep the cards close to your chest) but I guess a lot of people striving for this look will be jealous.

keep it coming!

EarthQuake
10-19-2006, 03:50 AM
poly modeling so i dont forget how, LAWLS
http://johnyontehspot.com/pix/omgpolymodel.jpg

Ruz
10-19-2006, 05:49 AM
Hi Hawken
well its a really simple thing really.I don't mind sharing stuff.
use the oren-naya-blinn shader in 3dsmax. Its as simple as that, gives it that kind of cel shadey type of look.
I also put the cavity map from zbrush in the additonal bump slot in the default normal map shader(.2 strength)
1 spotlight pointed directly at the character seems to work well too.

okkun
10-19-2006, 10:56 AM
Cholden, that looks about 10 times better than the previous stuff. Looks like you got your speculars down much better.

Ruz
10-19-2006, 10:58 AM
looking nice earthquake. tThe forehead perhaps tapers a bit too much , but the rest is looking solid.

Xaltar
10-19-2006, 12:10 PM
Some nice work in here guys. Sweet ogre Gwot.

Justin_Meisse
10-19-2006, 05:41 PM
big-ass flywheel
http://www.artbyjustin.com/wip/gnomish/flywheel01.gif

I'm making a Gnomish Lightning Tower = A giant, steam powered, Van De Graf generator!

James Edwards
10-19-2006, 09:47 PM
Thanks guys! Working on cleaning up some of those UV issues now...

EarthQuake
10-20-2006, 04:54 AM
Ears are placeholder, from random old modalz

http://johnyontehspot.com/pix/omgpolymodel2.jpg

firestarter
10-20-2006, 07:06 AM
Gwot Pimp!? Good stuff man.
Updated the image back on 191, fixed issues mentioned etc. Thanks =]

Ruz
10-20-2006, 06:13 PM
earthquake , your stuff is getting really nice man, get it finished and textured

Archanex
10-21-2006, 05:15 AM
Here's a character I'm working on for my upcoming short

http://www.twigpeople.com/dmo/Angryman_High_WIP_02.jpg

And here's some fan art I did as a study

http://www.twigpeople.com/dmo/mike2.jpg
http://www.twigpeople.com/dmo/mike1.jpg

SHEPEIRO
10-21-2006, 08:05 AM
earthquake- thats a nice head. tiny (possibly wrong) niggle is that the folds above the eyes are a bit too strong.

Vitor
10-21-2006, 02:04 PM
everyone needs a portfolio isn't it? so here is mine:

http://dferreira.planetaclix.pt

if the intention was to get a job it would require a re-selection of works, a resumé, and better rendering of each model as well as info about them too. But as i don't care about gettin a job now i just rushed it /images/graemlins/laugh.gif

EarthQuake
10-21-2006, 05:45 PM
Ruz, Shep: Thanks guys. Its nice to go back and actually model something by hand after doing lots of sculpts in mudbox, you learn alot of what shapes look good and forms from that stuff but its always hard to get get such fine control over a mesh like when poly modeling.... mmmmm

Shep: Yeah i noticed she has a bit of a double fold going on there, tweaked that a bit. I'll post a new shot when i model some ears for her =)

Ruz: I might texture this one day if it gets that far, its more just for fun not really as something i'm doing to finish. Thats what my job is for =)

warby
10-21-2006, 06:13 PM
http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_04_01_now_with_hdr.jpg
http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_04_02_now_with_hdr.jpg
http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_04_03_now_with_hdr.jpg


last time vrad crashed during the hdr so this is how i actualy wanted to pimp this !

hobodactyl
10-22-2006, 12:36 AM
I just put together a little viewer for some of my work. The most recent model is the first model I've made for a new project I'm working on and looking for help with. Please check my thread in the Requests section if you're interested; thanks!

Ian Snyder's Work (http://www.naixela.com/ian/index.html)

rooster
10-22-2006, 07:14 AM
that second shot warby, looks SWEET! I thought the perspective of the circles looked off in your previous pimp but when viewed from that angle it works fine.. only thing I notice is the arch above the door looks a bit different to the rest of the stonework, could maybe use a little contrast/hue tweak?

Squirrely Jones
10-22-2006, 11:41 PM
Damn, Earthquake, your heads always amaze me!

Here's a cart I made as part of an art test:

http://www.squirrelyjones.com/public/raven/08.jpg

EarthQuake
10-23-2006, 01:30 AM
Squirrely: Thanks man, Test looks really nice.
bit more
http://johnyontehspot.com/pix/omgpolymodel4.jpg

nealb4me
10-23-2006, 02:04 AM
The REAL man's breakfast tray /images/graemlins/laugh.gif

Looks hot Squirrely.

Neox
10-23-2006, 02:46 AM
here is a little something i'm workin on in my freetime
http://nonpublic.gamereplays.de/wip/neox/boy01/boy_turn4.gif
and a wireframe
http://nonpublic.gamereplays.de/wip/neox/boy01/wire02.jpg
and a rough concept
http://nonpublic.gamereplays.de/scribbles/neox/boy_sketch.jpg
http://nonpublic.gamereplays.de/scribbles/neox/boy_sketch2.jpg

still quite a lot of work to do, but the basics are done

Johny
10-23-2006, 05:06 AM
fucking awesome neox ! the best looking kid iv seen for ages !!

heres some random stuff from me...done it about 2 days ago blablabla...


EDIT : shiot i cant upload images anywhere...

almighty_gir
10-23-2006, 06:58 AM
gonna be putting this into Oblivion as a rideable (hopefully) creature.

http://img228.imageshack.us/img228/4338/oolm3.png

kakikukeko
10-23-2006, 08:41 AM
so much good work;
warby,cool lighting on those environments!
squirellyjones, nice test;
Neox, so cool! good job! can't wait to see more..
did'nt really wanna post after that.. /images/graemlins/laugh.gif
http://kakikukeko.free.fr/canard.jpg

SHEPEIRO
10-23-2006, 09:35 AM
love the fat guy.

got an interview tomorrow at company id rather like to work at, they said bring any art theyd be interested in, since theres no 2d work on my site, and all the stuff i have is a bit messy, i thought id do some.

i fell in love with the poly-lasso tool while i painted this.

http://i30.photobucket.com/albums/c346/Shepeiro/fastthinginternet.jpg

a couple of slightly wonky bits but im pretty pleased with it.

JO420
10-23-2006, 09:50 AM
very nice kak,love the colors

animatr
10-23-2006, 10:01 AM
Neox: AWESOME! great character design, so far looks absolutley great! Really nice work

Shep: sweet man, That looks really nice. Hope the interview goes well. good luck!

notman
10-23-2006, 10:21 AM
That's a damn good looking piece Shep. I think it's worthy of showing them /images/graemlins/smile.gif Good luck

Jarrod1937
10-23-2006, 12:04 PM
almighty. glad to see they finally got a model importer for oblivion. After i released my texture packs i was planning on doing some modeling for a mod too... however they didn't have an importer/exporter for oblivion at the time. Now i am just too busy with my own game though...
alwell i guess, i got bored with oblivion fast, it jst lacks the diversity in the mythical world that morrowind had.

almighty_gir
10-23-2006, 12:19 PM
yeah, thats why im gonna mod it haha. if i can find out how, im gonna make a whole (long) quest line revolving around dragons/riders.

ultra cliche stuff for the win.

Ruz
10-23-2006, 01:33 PM
SHEPEIRO thats looking cool, as is just about ebvery piece on this page. love the lighting in your piece warby

Johny
10-23-2006, 02:02 PM
thank god for vitor /images/graemlins/smile.gif
http://img321.imageshack.us/img321/8355/maaanei4.gif

LordScottish
10-23-2006, 02:11 PM
[ QUOTE ]
here is a little something i'm workin on in my freetime
http://nonpublic.gamereplays.de/wip/neox/boy01/boy_turn4.gif


[/ QUOTE ]

You keep getting better and better neox, it looks great.
@kakikukeko : That's SO funny, I love this dude. Awesome /images/graemlins/smile.gif

ScoobyDoofus
10-24-2006, 02:52 AM
Post-Apoc guy Concept (http://www.ryan-jackson.net/images/post_apoc_pimp02.jpg)

Reasonable progress on the head worth showing. Been busy lately, so not much time for this guy until my work is done.
All Sub-D, no displacement yet, done in Silo Beta.
http://www.ryan-jackson.net/images/head_wip-new.jpg

Did this awhile back for him too, just to do some mechanical modeling, and I'd never done a hi-res weapon before.
http://www.ryan-jackson.net/images/mossberg_web.jpg

Ruz
10-24-2006, 06:26 AM
http://img176.imageshack.us/img176/1002/head1jh8.jpg
another boring head

katzeimsack
10-24-2006, 02:24 PM
really nice, but "boring head" is my copyright! :O

Ruz
10-24-2006, 03:06 PM
he he , yours may be boring ,but are they 'really' boring

Vitor
10-24-2006, 03:33 PM
doing boring heads? i'm in!!!
...bored as hell so thought to improve some semi-old model...
http://img274.imageshack.us/img274/5545/head03ub4.jpg

Ruz
10-24-2006, 04:06 PM
I would suggest vitor, not going so extreme on the muscles of the face. try a litle more subtle. its kind of getting there, but needs a that little extra degree of realism
check these out for reference
http://www.antropus.com/

timothyd
10-24-2006, 04:56 PM
http://timothyd.com/art/krakenhelm.gif KRAKEN HELM!!!

warby
10-24-2006, 05:14 PM
so how comes german is cool again ?! not that i mind /images/graemlins/laugh.gif

erik!
10-24-2006, 06:48 PM
learnin' maya, makin' a lady, early WIP
http://i54.photobucket.com/albums/g86/ArdenGrey/Blog/3d%20stuff/back3qtrbust.jpg
http://i54.photobucket.com/albums/g86/ArdenGrey/Blog/3d%20stuff/3qtrside.jpg
this thing has it's own thread now so if you feel like giving some advice, please do
Female Anatomy WIP (http://boards.polycount.net/showflat.php?Cat=0&Number=157576&an=0&page=0#Post1 57576)

Johny
10-24-2006, 06:51 PM
im an asshole sorry for the huge ass images downside of having huge screen XD.

http://img284.imageshack.us/img284/4945/assholerg2.jpg


EDIT : kinda got influenced by b1ll on the proportions /images/graemlins/wink.gif...and the sombrero !

Psyk0
10-24-2006, 06:58 PM
j0hny: Yeah what a terrible downside...i feel for you, poor bastard! Very b1ll-ish if i may say so.

Vitor: that's pretty cool man!

SupRore
10-24-2006, 07:01 PM
Upper half is awesome, but small feet are more awkward than they are cool.

hawken
10-24-2006, 08:01 PM
have to agree. little legs for the lose.

Pseudo
10-24-2006, 11:24 PM
revisiting some work

http://www.joshmast.com/random/oldguy3.jpg

JO420
10-25-2006, 01:57 AM
Very nice Pseudo,add a push modifier and youll have a nice Dick Cheney model also /images/graemlins/smile.gif

kakikukeko
10-25-2006, 02:20 AM
nice, pseudo! is it hand painted?

Johny, cool, but I really thought the short legs was a camera angle problem; doesnt look natural at all..

ok, I think I'm done with it this time ^^ :
http://kakikukeko.free.fr/canard%20shadow.jpg

aesir
10-25-2006, 02:47 AM
kak, I love it /images/graemlins/smile.gif

Neox
10-25-2006, 02:54 AM
awesome work kakikukeko, awesome texturework.
pseudo, great work too, waiting to see him finished!

ok here is my latest step from yesterday night, i'm working top down right now, hoping to get the texture done by friday

http://nonpublic.gamereplays.de/wip/neox/boy01/09.jpg

animatr
10-25-2006, 03:00 AM
that's amazing man. really quite stunnning work and style.
Id love to animate that dude

katzeimsack
10-25-2006, 03:05 AM
you wish you didn't say that, he needs an animator /images/graemlins/wink.gif

really nice work /images/graemlins/laugh.gif

Smuphix
10-25-2006, 06:57 AM
ruz, nice head, could you please post a sideview of it?

jonnyhr
10-25-2006, 03:54 PM
Wow! those are some excellent pieces. kakikukeko: very textures and character overall.
SEKNeox: Thats looking really solid, looking forwards to seeing the finished result.

Current project:
http://jonnyree.com/granadierWip03.jpg

bitmap
10-25-2006, 06:14 PM
jonnyhr: dats looking really nice. /images/graemlins/laugh.gif keep it up

adam
10-25-2006, 06:53 PM
[ QUOTE ]
kak, I love it /images/graemlins/smile.gif

[/ QUOTE ]


ahahahahah, best line ever.

shape
10-25-2006, 11:09 PM
kakikukeko great stuff. The model and texture are nice and soft /images/graemlins/smile.gif

mm roast duck

bearkub
10-26-2006, 09:25 AM
man, there is some beauty stuff droppin in this thread still. Lovely work, simply lovely.

Vitor
10-26-2006, 11:12 AM
Following Ruz suggestions to go a bit more realistic (the aim on that last one wasn't the perfect realism as you had noticed, but i clearly had to move from that "style") here is a new one; still its hard to get rid of overdone look...

[EDIT]: some last updates for today :\ study time...

http://img92.imageshack.us/img92/9434/head02kz2.jpg

Jaco
10-26-2006, 12:36 PM
Nice detail Vitor. Try smoothing him a few levels down to get rid of the 'overdone' look.
His eyes are a bit far apart maybe.

flaagan
10-26-2006, 05:59 PM
Getting back into the swing of things... Nice having my laptop along at my network admin job so I can try out ideas while stuff installs / formats / etc..

I'll have vids up once I get a few more done (and figure out where the hell I put my copy of Fraps).

http://studioflaagan.com/images/3d/particles/darkmatter.jpg

Ruz
10-26-2006, 08:37 PM
I like that better vitor. still has the stylisitc look, but more convincing somehow.

flaagan
10-27-2006, 12:30 AM
Few more from this evening...
http://studioflaagan.com/images/3d/particles/dragonheads.jpg
http://studioflaagan.com/images/3d/particles/spritz_hall.jpg

Neox
10-27-2006, 01:33 AM
http://polyphobia.de/nonpublic/cry/09a.jpg
ok thats the latest shot, didn't have the time to finish him for the in terview today, but i guess i have enough oither stuff from paraworld /images/graemlins/smile.gif

@johnnyhr: thanks, your's is great too, interesting style!
@vitor: yeah its better but some winkles are strange, i'll post a more detailled answer later /images/graemlins/smile.gif
@animatr: haha, as katze said, you wish you didn't say that, when i'm finished i have to animate him and i'm a really bad animator, so feel welcome to do it :P

fogmann
10-27-2006, 02:12 AM
Very very awesome SEKNeox!

warby
10-27-2006, 07:11 AM
interview neox ? where ?! if i may ask /images/graemlins/laugh.gif

odium
10-27-2006, 11:36 AM
Thats VERY impressive Neox, Its the kind of thing you build a game around, love the style.

CheapAlert
10-27-2006, 11:38 AM
i'll not brownnose and say that the knees bug me. How are the legs going to be deformed without looking bendy?

Zcubed
10-27-2006, 12:44 PM
I agree with Cheap. Super cool piece so far, but the legs are really bugging me.

Ruz
10-27-2006, 05:11 PM
http://img120.imageshack.us/img120/4015/mrticklerq8.jpg

mr tickle looking happy

flaagan
10-28-2006, 04:29 AM
bit more tweakin around with the fx...
http://studioflaagan.com/temp/particles.wmv
and a shot of some of 'em since the vid compression blurs 'em a bit...
http://studioflaagan.com/temp/particle_wips1.jpg

kat
10-28-2006, 07:18 AM
Dragon heads are good.

flow3d
10-28-2006, 10:53 AM
flaagan I'm loving the "spritz_hall" particles,would love to see some spaced out map using stuff like that!
sort of like in the small cave on Antalus..but way more!

CheapAlert
10-28-2006, 11:28 AM
KASPARKEY!!!!!!! (http://www.planetgargoyle.com/openarena/sparker2.gif)

It's fun on what you can do with a simple scrolling texture and clever uvs.

Marshal Banana
10-28-2006, 12:08 PM
Soul Calibur 3 Nightmare
http://i93.photobucket.com/albums/l43/Marshal_banana/earhxfdgj.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/asdfhdgj.jpg

ScoobyDoofus
10-29-2006, 01:35 AM
http://www.ryan-jackson.net/images/head_colorization.jpg
tiny preview of what Im working on

Thegodzero
10-29-2006, 01:45 AM
ruz nice arbys toy! I have a few of them lying around somewhere.

gauss
10-29-2006, 03:29 AM
I'd like to see more of that sexy sauce, Mr. Scoob. GET IT DONE! /images/graemlins/laugh.gif

kakikukeko
10-29-2006, 03:54 AM
scooby, can't wait to see a bigger preview.. /images/graemlins/wink.gif

here is a new guy I'm doing for my portfolio... ( I already started the model few weeks ago)
http://kakikukeko.free.fr/alien%20waiter.jpg
around 3200 tri..

Neox
10-29-2006, 04:06 AM
[ QUOTE ]
interview neox ? where ?! if i may ask /images/graemlins/laugh.gif

[/ QUOTE ]
you may /images/graemlins/wink.gif crytek, it was really impressive, very nice guys over there

@CheapAlert: you might be right about this, and it will always look a little bendy but the style is stylized enough to to let this not look totally stupid, but ofcourse, if it doesn't look good i have to change the topology to get it more flexible, but max' skinning doesn't care if i change the topology beneath, so i can change it afterwards. thanks for the feedback

@kakikokeku (hope i wrote that right /images/graemlins/laugh.gif): i'm not quite sure, but something is bothering me with his proportions, maybe the neck is too thick, i'm not quite sure, the last worked better, at least to me

conte
10-29-2006, 09:09 AM
SEKNeox, good work dude, i like style.

rooster
10-29-2006, 09:11 AM
thats looking real nice scooby, what gauss says!

LoTekK
10-29-2006, 10:05 AM
"Sometimes you gotta roll a hard six"

I think the jawline and mouth areas are giving me some grief. Silo 2 from more or less a subdivided cube.

http://i72.photobucket.com/albums/i196/LoTekK/adama3.jpg

ScoobyDoofus
10-29-2006, 12:36 PM
Nice LoTekk! My guy a few posts above was made in Silo 2Beta as well, only I havent done any displacement yet. All polymodeling. Your nostrils look a little funny at present. Keep it up!

Johny
10-29-2006, 05:12 PM
one of the stuff im working on, will make normal mapped version !

http://img117.imageshack.us/img117/4269/forumpedrobf2.jpg

seankaremaker
10-29-2006, 09:19 PM
http://i54.photobucket.com/albums/g82/seankaremaker/forestscene4.jpg

[img]http://i54.photobucket.com/albums/g82/seankaremaker/forestscene2.jpg
these are a few quick shots of something im working on, i havent done my second passes on my textures yet , i havent touched the lighting but hopefully ill get to that stuff soon

GuitarPirate
10-29-2006, 09:56 PM
http://i71.photobucket.com/albums/i156/GuitarPirate/Troll.jpg

http://i71.photobucket.com/albums/i156/GuitarPirate/Troll-1.jpg

Here's a little scene I'm working on. Kind of a future meets fantasy past combo military unit ( If that makes any sense ) I'm trying to keep it within typical game standards.

Josh_Singh
10-29-2006, 10:44 PM
Lil Halloween Fun.
http://www.joshsingh.net/images/frank/frankhighpoly_wip1.jpg

SHEPEIRO
10-30-2006, 06:24 AM
shiney (temp) flying sub still effing around with the normal maps, top of main deck is messed up ???

http://i30.photobucket.com/albums/c346/Shepeiro/nearlydonenormal.jpg

http://i30.photobucket.com/albums/c346/Shepeiro/anim1.gif

kakikukeko
10-30-2006, 06:39 AM
hehe good work ghost rider; the hair overpaint made me laugh /images/graemlins/laugh.gif

seankaremaker, I don't really understand what's happening on the second picture, but I like the statue on the first one!

SEKNeox, thx for the comment, I modified a bit the neck, maybe not enough, but it looks fine for me .. ^^

I also started a special skin for halloweeeeeen ^^
I let you imagine the kind of dishes the dude is bringing /images/graemlins/crazy.gif

http://kakikukeko.free.fr/waiter%20halloween.jpg

Fedral
10-30-2006, 07:52 AM
Hi this is my first reply/post here, I thought it would be fun showing off what I do.

http://www.pontuswahlin.se/gameart/dash/dash.jpg

Cheers /images/graemlins/laugh.gif

motives
10-30-2006, 08:24 AM
flying subs ftw. that shit is hot shep!

Jaco
10-30-2006, 10:37 AM
Damn nice Shepeiro, can't see anything wrong with the main deck.

Vitor
10-30-2006, 11:11 AM
Lovely work around here latelly.

:getting my hands on Zb texturing tools. Light setup and shader not from me (by Francois Rimasson); still need to figure it out better for my own later...

http://img241.imageshack.us/img241/2971/head07dx2.jpg

(need to install photoshop on this computer too :\ getting tired of mspaint jpg's artifacts :\)

[EDIT]-minor updates from lastest touches. Won't be able to work on it tomorrow, so here is goes...

ultra
10-30-2006, 12:03 PM
Johny: very very cool, neck and the clothes are soberb

Abraço!

tacit math
10-30-2006, 03:56 PM
.

in between everything else. serpent wip :

http://www.orderindebris.co.nz/images/serpent_x01.jpg

http://www.orderindebris.co.nz/images/serpent_x02.jpg

Hoyt3D
10-30-2006, 09:35 PM
A model i'm working on. still need to tweak the hands and feet

http://www.hoyt3d.com/pix/GirlBody.jpg

I'd really appreciate some C&C

-updated it a bit-

kakikukeko
10-31-2006, 03:44 AM
Hoyt3d, I think it's not too bad in the details.. I think the proportions are a bit off though if you're aiming for a realistic character..
the head is too small, the legs are a bit too long, and the shoulders are a bit too large, (or the hips not enough- or both) ..


little update,
http://kakikukeko.free.fr/halloween2.jpg

Rota626
10-31-2006, 12:14 PM
Some wip, I think the prince will be the one I finish

http://www.rota-art.com/TombKing.jpg
http://www.rota-art.com/head.jpg
http://www.rota-art.com/prince.jpg

Hatred
10-31-2006, 07:21 PM
thats guy that was modeled by my friend Paszczak, and now im texturing it

http://img254.imageshack.us/img254/4972/1la7.jpg

Quaggs
10-31-2006, 09:45 PM
Nice work hatred, but does thay guy have 2 mouths or something? that shadow under the moustache makes it look like he does.

cholden
10-31-2006, 09:53 PM
sometimes you just need to see where you're going.
http://chrisholden.net/mlite01.jpg

EarthQuake
10-31-2006, 11:51 PM
nice dildo chris!

Thegodzero
11-01-2006, 12:17 AM
Nice work chris, but that is one clean maglite, it needs some wear and tear on it, even new ones don't have a consistent specular.

SHEPEIRO
11-01-2006, 08:01 AM
yeah bash some heads with it chris (esp those that crit =P)

still working on me normal maps for this sky sub.

http://i30.photobucket.com/albums/c346/Shepeiro/skysub4.jpg

WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

gettin there but gad damn it i hate normal masp sometimes

http://i30.photobucket.com/albums/c346/Shepeiro/skysub3.jpg

Ruz
11-01-2006, 01:13 PM
SHEPEIRO, your stuff is very impressive, perhaps you should be some kind of industrial designer or something

motives
11-01-2006, 01:40 PM
http://www.johanlundmark.com/downloads/dryingrack1.jpg

omg im ze pimping /images/graemlins/smile.gif

its a rack.. where you put hay!

BlackThief
11-01-2006, 02:39 PM
some RTS stuff I'm working on at the moment. WW2 german soldier around 600tris, head
and hands are still missing:

the textures are about 50% photosourced + 50% painted

http://people.freenet.de/darkmod/gsoldier1.jpg

http://people.freenet.de/darkmod/stexture1.jpg



(textures will be scaled down later)

Thegodzero
11-01-2006, 04:01 PM
If it helps any you here is mine from long ago.
http://tgz3d.com/images/nazi.jpg

Ghostscape
11-01-2006, 07:00 PM
http://img403.imageshack.us/img403/2681/wipld2.jpg
Taxis.

Uvs are almost finished. I'll have 3 variants on 1 texture when I'm done. Two with the Dorsal advertising and one with the forward-facing sign.

Then comes the damage models and damage particles (doors hood and wheel) and then comes the blowing up swarms of them with a giant robot (this part comes a little later)

Neo_God
11-01-2006, 07:38 PM
At least once in every digital artist's life they must make a nazi or something nazi themed. It's just how the world works.

I dig it black thief, the suspenders seem a little wonky though. They look like they're very loose on his body.

Goober
11-01-2006, 07:43 PM
Character I'm working on to go with my avatar character (I have more of him to that I have to rework for later). Not really game polycounts though, more for just my own practice and personal use.

http://perfectasterisk.com/goobshit/dragonboss_02f.jpg
http://perfectasterisk.com/goobshit/dragonboss_02b-2.jpg

Maybe I'll make him a Nazi later...

warby
11-01-2006, 09:08 PM
maglites for the win i have one under my bed =)

Jarrod1937
11-01-2006, 10:29 PM
sorry for the large image but i don't have time to resize it right now. below is a cavern level i am working on for the illusion of destiny game project.
http://i28.photobucket.com/albums/c208/jarrod1937/c42006-11-0200-19-11-92.jpg

kakikukeko
11-02-2006, 03:55 AM
nice sky subs Shepeiro, what are they for though?

update,
http://kakikukeko.free.fr/halloween3.jpg

ironbearxl
11-02-2006, 08:40 AM
very nice kakikukeko!

cholden
11-02-2006, 09:32 AM
Jarrod1937: That environment doesn’t really read at all. While I understand it to be a cave scene with a bridge, it looks like a wet blob of green and gray. Try to kill all the harsh edges, get some proper lighting and build a clear path that the player travels on.

Jarrod1937
11-02-2006, 10:30 AM
[ QUOTE ]
Jarrod1937: That environment doesn’t really read at all. While I understand it to be a cave scene with a bridge, it looks like a wet blob of green and gray. Try to kill all the harsh edges, get some proper lighting and build a clear path that the player travels on.

[/ QUOTE ]
to me though, while i understand what you're saying, i think will make the environment look too manufactured. to me a natural cave should have hard edges in some areas and should not have a clear path for the player, however when you're walking around the level is it obvious where you are and where you need to go. however i am going to tone down the specular highlights since i went crazy and turned them all up pretty high on a lot of the materials, this should increase the contrast between the different materials a bit more.
although your critism is very welcome, if you give me a good reason for soemthing, i'll do it, it would be stupid not to.

edit: btw, very nice, but very clean, flash light, is that rendering in a game engine or just in max/maya?

lol edit2: what do you suggest i do for the lighting? keep in mind in that section of the cave there is a hole/skylight which is where some fo the blue lighting is coming from. i have yet to become very good at scene lighting, which makes me sad because lighting is veyr important, so any suggestions you may have would be nice.

notman
11-02-2006, 10:49 AM
I think what cholden was getting at is, if people normally walk to this bridge, there would be a path worn into the earth. Your current doesn't doesn't present a path like this.
I also agree with the hard edges statement. The rocks almost look like XMas trees.
I like the scene overall, I just think Cholden made some good points (besides, it's what he does I believe /images/graemlins/wink.gif)

Jarrod1937
11-02-2006, 10:56 AM
how would i create the illusion of a worn path using a tileing texture on a mesh with no multi-texture blending support in the engine yet? i may do that tonight.
and what do you suggest i do with the stalagmites? just take the top vert and move in down to sort of dull the top edges/points?

notman
11-02-2006, 11:46 AM
I wasn't aware of the limitations in your engine. If it will have multi-textural blending later, then I'd just wait on the path. It would just improve the scene.

I would round out the stalagmite more. On the tips and the sides. Not sure where your poly limitations are though.

kat
11-02-2006, 12:38 PM
[ QUOTE ]
how would i create the illusion of a worn path using a tileing texture on a mesh with no multi-texture blending support in the engine yet?

[/ QUOTE ]
A decal layer over the top with a directionally tiling image for the path (tiles top>bottom with edges fading out to 'rock').

[ QUOTE ]
..i may do that tonight.
and what do you suggest i do with the stalagmites? just take the top vert and move in down to sort of dull the top edges/points?

[/ QUOTE ]
If you have an extra row of verts near the point then yes, just move the top vert down and soften it...

BlackThief
11-03-2006, 04:19 AM
[ QUOTE ]

I dig it black thief, the suspenders seem a little wonky though. They look like they're very loose on his body.

[/ QUOTE ]

thanks, guess I know what you mean regarding the suspenders.
I played around with it for a while but somehow I couldn't get it to look right.
anyway here's a little update - head is done + a little texture work. ~1600 tris ATM, aiming for 2000 including gun and ammo-pouches.

http://people.freenet.de/darkmod/gsoldier2.jpg

guess I have to scale down the head a bit, looks too big on the screenshot.

Makkon
11-03-2006, 10:53 AM
exture looks great, especially the pants! /images/graemlins/smile.gif
Blah, 4 hours and this is all I have to show. Made for a learning experiment with normal maps and all the rest. I want to develop a streamline process.
http://img.photobucket.com/albums/v671/Makkon/Lizard_lady_01.jpg

Zwebbie
11-03-2006, 12:35 PM
Almost a whole page and no bald dudes yet? What the...?

http://img76.imageshack.us/img76/3430/dudekopield2.png

EDIT: That was a whole page without bald dudes, apparently!

Vitor
11-03-2006, 12:44 PM
... remembering someone's animated avatar....

"We are going to die!"

Chunkey
11-03-2006, 03:42 PM
http://img241.imageshack.us/img241/8448/sagatmuddypd9.th.jpg (http://img241.imageshack.us/my.php?image=sagatmuddypd9.jpg)
been faffing about with this fella for some time, head started off as a generic mesh I'd made and added the body- I was gonna enter the SF2 remake contest but the project I was working on at work finished and I had time away with the family.

http://img104.imageshack.us/img104/1944/sagatrf7.th.jpg (http://img104.imageshack.us/my.php?image=sagatrf7.jpg)
My Art Director, Ian Bowden, did this concept of the Character /images/graemlins/smile.gif
Though I'd pimp it so far as a means of self motivation /images/graemlins/smile.gif

vahl
11-03-2006, 03:46 PM
really good start man /images/graemlins/smile.gif

Spoon_of_death
11-03-2006, 04:15 PM
I think I forgot something but I cant quite put my finger on it... /images/graemlins/confused.gif

http://www.tookie.nl/bobby/midna.gif
230 tris, crappy placeholder hands, also dont like the glowy tattoo things on the arms, I think ill redo the arms completely.

diZzyWalnut
11-03-2006, 04:18 PM
DizZy is w.i.p - ing

http://www.miseryproduction.com/imagespages/johnnydepp.jpg

( photosourcing - of course )

Sectaurs
11-03-2006, 07:41 PM
concept for Joe's first CGchat contest (http://www.realtimecg.com/gameart/36/brief/index.htm).

http://img.photobucket.com/albums/v192/Sectaurs/Pimpage/HPUrnflame.jpg

Johny
11-03-2006, 07:53 PM
and heres another bust that will make its way to normal mapping world . I hope you guys can recognize him /images/graemlins/frown.gif

image with more renders, viewport, etc in my folio ( to avoid posting huge ass images )

http://img171.imageshack.us/img171/6991/prisonrapehc8.jpg

aesir
11-03-2006, 08:00 PM
the kid from bully?

Geezus
11-03-2006, 08:17 PM
Can't say I recognize the bust Johny, but I continue to be more and more impressed with every piece you show. keep up the great work! :]

general census is that it's the guy from prison break. having never seen the show...I woulda never guessed :]

Entity
11-03-2006, 09:26 PM
prison rape /images/graemlins/laugh.gif

it's the prison break dude!

Enix
11-03-2006, 09:29 PM
Looks a bit like Wentworth Miller from Prison Break, a few similarities, looks nice anyway.

Just so happens I have somethin to show:

http://img136.imageshack.us/img136/3918/sp3220061104005247eo6.png

Early part of an entry for a digital art contest in ohio, which is kind of funny, because graphic artists in ohio are scarce... Anyway, the theme is to express one word, I was thinking of using beginnings, humble beginnings as a tadpole

killingpeople
11-04-2006, 12:32 AM
http://img.photobucket.com/albums/v668/killnpc/kpig.jpg

hobodactyl
11-04-2006, 12:39 AM
Just showing what I've got so far for the CGChat comp(which is a great start for Joe!):

WIP
http://uweb.txstate.edu/~is1010/wip.jpg

The Highwayman was born Doran Kegan in 17th-century London. Growing up on the streets as an orphan, he learned that stealing was the best way for a lad to make money, and by his twenties he had enough money to pursue his childhood love. They were soon married, but Doran felt that his wife deserved more than he had, so he began robbing again, though she was adamant that he stop.

One night Doran returned to the inn they were staying at to find his wife gagged and bound. Rushing to her aid he was caught by surprise from the local watchmen who had set this trap for him. They at first tried to subdue him to capture him, but when he drew his blade they fought to the death. Several wounded him with their pistols, and he drew his pistols to fight, as well. Finally, all the watchmen were dead save one that was badly wounded.

Doran turned to get his wife and leave before more men arrived, but stopped suddenly. His wife lay dying, a bullet wound to her chest.

“What have I done?!” he cried. His wife blinked the tears out of her eyes, her face filled with sorrow. She moved no more.

In his rage he made an oath that he would only use his hands to rob the life of others, since his wife’s had been robbed from him.

He swung around and began to throttle the last watchman that lay helpless on the ground. When his fingers touched the man’s flesh it began to crinkle away like burnt parchment. The watchman wailed in terror and agony as his flesh rotted from the touch of The Highwayman, and he was soon consumed by this rotting.

Doran felt exhilarated, and found that his wounds had been healed…

The Highwayman lives on in the 21st-century, robbing the life from those he deems wicked and thus renewing his own body. Does he do this to bring vigilante justice, or to avoid his own death and the judgment that it will bring? Many believe he wears his mask in shame of what he is doing, for he rarely removes it.


Crits are very welcome! I just roughed him out today, let me know if you guys have any ideas for specific changes or anything that could be cool. Thanks!

gavku
11-04-2006, 12:50 AM
haha thats looking cool KP...

Neox
11-04-2006, 03:34 AM
and yet another dinosaur \o/
http://img507.imageshack.us/img507/5506/para03nb3.jpg

@johny: i don't recognize him, but i like him, very nice work!
@killing people: creepy but very cool /images/graemlins/smile.gif

flaagan
11-04-2006, 04:24 AM
http://studioflaagan.com/files/DM-GearsofTime.ut2

Level for UT2k4 I'm working on for a contest. Currently just got the skybox in place. Shouldn't require anything more than just UT2k4.

kakikukeko
11-04-2006, 07:20 AM
Very nice head SEKNeox ,
something is bothering me about the curve of the back, but don't really know what .. ^^

http://kakikukeko.free.fr/halloween4.JPG
still need to add something on the tray..

Jarrod1937
11-04-2006, 08:35 AM
[ QUOTE ]
Looks a bit like Wentworth Miller from Prison Break, a few similarities, looks nice anyway.

Just so happens I have somethin to show:

http://img136.imageshack.us/img136/3918/sp3220061104005247eo6.png

Early part of an entry for a digital art contest in ohio, which is kind of funny, because graphic artists in ohio are scarce... Anyway, the theme is to express one word, I was thinking of using beginnings, humble beginnings as a tadpole

[/ QUOTE ]
where do you live? i live in centerville, its near dayton and about an hour away from cincinatti.

Cybroxide
11-04-2006, 10:03 AM
WIP of my viking. Ive been advised to remove the horns and I will soon but for now I think they make him look hardcore.
http://www.cybroxide.com/images/posts/VikingWIP.jpg

Goober
11-04-2006, 10:09 AM
Yeah, supposdely Vikings didn't really have horns on their helmets. Don't tell Minnesota. Your textures also seem a bit soft, not sure what size you're working at but they seem like they could use a bit more definition and edge to them. I like the sheild design and the axe a bunch.

Super
11-04-2006, 10:33 AM
SEKNeox, that skin looks crazy good.

Enix
11-04-2006, 12:52 PM
[ QUOTE ]
[ QUOTE ]
Looks a bit like Wentworth Miller from Prison Break, a few similarities, looks nice anyway.

Just so happens I have somethin to show:

http://img136.imageshack.us/img136/3918/sp3220061104005247eo6.png

Early part of an entry for a digital art contest in ohio, which is kind of funny, because graphic artists in ohio are scarce... Anyway, the theme is to express one word, I was thinking of using beginnings, humble beginnings as a tadpole

[/ QUOTE ]
where do you live? i live in centerville, its near dayton and about an hour away from cincinatti.

[/ QUOTE ]

I live in the exact opposite side of Ohio, I live in akron, about an hour away from cleveland.

Ruz
11-04-2006, 01:20 PM
nice dino neox

killingpeople
11-04-2006, 05:49 PM
http://img.photobucket.com/albums/v668/killnpc/kmud01.jpg

mvelasquez
11-04-2006, 10:36 PM
Makkon: Gorgeous mesh man! very clean work, i dig it.

flaagan
11-05-2006, 03:52 AM
http://studioflaagan.com/images/3d/gearsoftime/clock_pieces_1.jpg

'clock pieces' for the gears of time ut map.. any ideas or suggestions for cool lookin clock bits are welcome.

Jackablade
11-05-2006, 05:22 AM
[ QUOTE ]
WIP of my viking. Ive been advised to remove the horns and I will soon but for now I think they make him look hardcore.

[/ QUOTE ]And they make him look like a Viking, regardless of historical accuracy. A bullet helm with horns can and will be instantly read as representing a Nordic warrior, which allows you to stylise where you like in other areas.

Besides if you want absolute historical accuracy then the axe is a far bigger issue.

LoTekK
11-05-2006, 09:28 PM
Shepeiro, that sub looks badass.
Johny, awesome heads, man, nice level of detail.

Did a little bit more work on the Adama head last week. First pic, photoshopped the hair and eyebrows, also fixed the eyes in post.

http://i72.photobucket.com/albums/i196/LoTekK/adama6.jpg

http://i72.photobucket.com/albums/i196/LoTekK/adama7.jpg

And a female base mesh WIP. Strangely, I've never actually done a female mesh before. Figure now would be a good time to start.

http://i72.photobucket.com/albums/i196/LoTekK/femalemesh2.jpg

flaagan
11-05-2006, 10:04 PM
http://studioflaagan.com/images/3d/gearsoftime/level_wip1.jpg
To give you a sense of scale, that 6 spoked cog near the middle, the player currently starts out in the center of that, and could probably have 3 or 4 other players comfortably standing around him on the central part of that cog.

A good friend of mine recently got himself a badass keyboard, the Roland Fantom-X8 (http://www.roland.com/products/en/Fantom-X8/), and is currently working on background music for the level. Stopped by his place to take a listen and I'm already digging where he's going with it.

Tulkamir
11-05-2006, 11:52 PM
Damn cool idea for a map James. Can't wait to see how it turns out.

You going to be having all the pieces moving (Like cogs rotating)?

jonnyhr
11-05-2006, 11:54 PM
kakikukeko: I think the curve of the back looks excellent from the images provided. Might have something to do with the curve of his chest compared to his back? as it looks fairly straight on the front view.. hard to tell though. What do I know though anyway :P Excellent work!


My first normal mapped character/creature thingy.
http://jonnyree.com/3d/demonFinished01.jpg

http://jonnyree.com/demon/demonMaps01.jpg
http://jonnyree.com/demon/demonMaps02.jpg

flaagan
11-06-2006, 12:17 AM
Tulk, yup, having it all moving is the plan. Going to add some more gears and whatnot to the level as I find ones that look interesting. Currently got it set up so it *should* move, but UEd's Movers seem to be misbehaving (a few turn, some don't, and they all want to reset to original position upon collision with the player model). If I can't get them to work as Movers I may try one or two other things, but I'm not certain those other things will work in UT2k4. Worse comes to worse, I'll just have the gears stationary and the clock hands turning, but I'd hate to have to resort to that.

Warhawk
11-06-2006, 12:53 AM
Nice stuff everyone:
jonnyhr: That demon dude looks nice. Nice expression on his face. And the color map looks great. Nice use of colors. I would just play some more with the cloth folding, try to define them abit more. Also play some more with the specualrity. Try to concentrate more on the hilights in your specular. to pop up some of the detailes.

killingpeople : Nice head. I like the base structure of its skull. Those creases are looking very good. Are you gonna finish it. Becouse you should. It is a nice piece.

hobodactyl : I like the silhouette of the model. It is progressing nicely. It would be even better if you could round his ass abit and remove that vertex that creates the buldge on his back. Keep it up.

SEKNeox : Nice dinosaur. I like the skin. I have nothing to critize:) Are you gonna texture him also?

Ok and here is a little something from me to fill this page:
I will pose hima and put him into enviroment.
http://www.fotothing.com/photos/647/647e6001658c4564dcf8a2df1a77181b_e0e.jpg

flaagan
11-06-2006, 02:11 AM
Capture of DM-GearsofTime in it's current wip state. Got the Movers rotating the way I wanted them to (constant rotation), so now it's on to making more parts and laying out the level.

http://studioflaagan.com/images/3d/gearsoftime/gearsoftime_wip1.mov

Jaco
11-06-2006, 04:17 AM
flaagan : WOW! all that bothers me is that the gears are reflecting clouds, in space /images/graemlins/confused.gif

killingpeople
11-06-2006, 09:00 AM
http://img.photobucket.com/albums/v668/killnpc/kpenishead.jpg
for steve and ian

Johny
11-06-2006, 09:02 AM
i knew it !

warby
11-06-2006, 09:17 AM
http://riviera.heaven.nexusirc.at/warby/wip/sky_07.jpg

http://riviera.heaven.nexusirc.at/warby/wip/sky_01.jpg
http://riviera.heaven.nexusirc.at/warby/wip/sky_02.jpg
http://riviera.heaven.nexusirc.at/warby/wip/sky_03.jpg
http://riviera.heaven.nexusirc.at/warby/wip/sky_04.jpg
http://riviera.heaven.nexusirc.at/warby/wip/sky_05.jpg
http://riviera.heaven.nexusirc.at/warby/wip/sky_06.jpg


everything above the horizon (2d) by hesso everything below (3d) by me ^^

Vitor
11-06-2006, 10:45 AM
A still to early to be reconginsed but a start on a likeness model:

http://img125.imageshack.us/img125/3703/likeness2ng4.jpg

A box of cookies for the first to guess =o Still loads to fix so don't get disapointed if you can't :f

diZzyWalnut
11-06-2006, 11:57 AM
killingpeople - 's got poopin's obsession ...why not /images/graemlins/laugh.gif /images/graemlins/tongue.gif

warby - cool work , makes me dreaming about my next hollidays. /images/graemlins/wink.gif

rawkstar
11-06-2006, 12:54 PM
ITS A ROMAN WAR HELMET!!!

Jaco
11-06-2006, 12:58 PM
what a dick head

Vitor: Russel Crowe? Do I get the cookies? /images/graemlins/smile.gif

Chunkey
11-06-2006, 01:55 PM
Vitor: is it Kevin Spacey?

they're my cookies goddamnit!! /images/graemlins/tongue.gif

conte
11-06-2006, 02:21 PM
vitor, he is George bush jr!

ChaosEidolon
11-06-2006, 05:51 PM
Been too long, let this one get cold.

Not done yet but he's getting there

http://studentpages.scad.edu/~wvande20/chaoswip/gobbofront.gif

MAUL0r
11-06-2006, 08:48 PM
very warhammer ChaosEidolon, can we see the back? profile?

kakikukeko
11-06-2006, 10:31 PM
pretty cool Chaos! /images/graemlins/wink.gif what's the polycount?

http://kakikukeko.free.fr/halloween 6.jpg
I'm done with this one, even though not really satisfied with the tray... /images/graemlins/frown.gif

flaagan
11-06-2006, 10:32 PM
More level fun, figured I'd show this after getting it to work with some tweaking. Got the particle effect to swing attached to to the pendulum mover.

http://studioflaagan.com/images/3d/gearsoftime/pendulumparticle.mov

I like how the chromish shader looks, but I still plan on making a tarnished bronze / copperish shader for the final material.

EarthQuake
11-06-2006, 11:16 PM
stuff and things
http://johnyontehspot.com/pix/omgpolymodel4.jpg

Hoyt3D
11-07-2006, 12:55 AM
Sweet ChaosEidolon, whats the polycount?
----

Im still working on my soldier chick.
Got some tweaking left to do.
Here's the update:

http://www.hoyt3d.com/pix/GirlRotate.gif

Sorry if the GIF is too large.

EarthQuake
11-07-2006, 01:53 AM
aditional thangs.... fuck 3 am, maybe i should go home now.....
http://johnyontehspot.com/pix/omgpolymodel5.jpg

arshlevon
11-07-2006, 02:57 AM
whoa EQ comin along nicely! holds up well from 3/4 , i do think the profile could use some work, some suggestions, just based on facial anatomy, take what you want from them. my paint over is to the left and what i changed is to the right, feel free to overlay ontop of your because some of the changes are very minor. i usually dont have time to give full blow crits so i just say cool or lame, but today i have some free time.

http://img225.imageshack.us/img225/4905/eqsrl1.jpg



the eye
if the eye is a sphere(or close to it) then only about 1/3 or less depending on race is ever really exposed from the side, your lids seem to expose almost to the halfway point, if you look at some profiles not too much is seen and some cases hardly any at all.


the ear
you seem to be missing the antitragus, there is usually a dipdown following and that comes up to form the tragus, right now your antitragus and tragus seems to merge into one flat shape across the base of the external audatory meatus.

under eye
there is a convergence of muscles here across the top of line starting at the inner socket. its where the orbital part of the orbicularis oculi meets the levator labii, now on males this line often continues down the path i drew out a little further, on females its not so prevelent unless they are jucin' what it does is create a crease and two skin/fat packs, one under the eye and one that is the main meet of the cheek they have names but i forget.

the nostrils.
here often times it looks as though the cheek is kissing the nostril from the side, but its kind of an optical illusion cause what creates this shape is not right next to the nostril it is the apex of cheek that is about a finger or two width from the nostril, it comes out a bit and makes a little butt on the face from the side.

mouth corner
i just drew a few lines for reference, one comes out of the anus of the face butt down the side and this is where smile lines usually form, and the other runs with the corner of the mouth. now, in between these two lines, (and sometimes its barley noticeable but its usually always there) there is another little little skin pack that is created by the wide range of movement of the mouth. the corners have a huge range of movement and this little pack also gets kind of tucked into the mouth a little bit when you smile, this is also what creates dimples, infact people that have dimples usually have much more noticable skin packs here. and you can really feel it at work if you pinch the corners of your mouth, (trying to get the skin pack) and smile, and do various other things with your mouth while holding them, they change shape alot when doing different gestures.

thats all i got.

good job your stuff gets better and better. keep it up.

flaagan
11-07-2006, 03:21 AM
Gears of Time

Current screenshot:
http://studioflaagan.com/images/3d/gearsoftime/level_wip2.jpg

Current movie:
http://studioflaagan.com/images/3d/gearsoftime/gearsoftime_wip2.mov

Current level: (feel free to grab it and take a look, this url will be the permanent home of the level file)
http://studioflaagan.com/files/DM-GearsofTime.ut2

'nuf workin on it for one night. Figure a handful more gears here and there, gotta move the clock and pendulum back a bit (which means scaling up the world box first). Particle effect work needs to be tweaked (especially on the pendulum). Need to start looking into a shader or two or three for the gears / clock pieces. Please feel free to grab the level file and play around with it some. Keep in mind this isn't going to be a huge battle field; current gravity settings aren't set in stone; weapon suggestions for the level...?

/images/graemlins/cool.gif

EarthQuake
11-07-2006, 03:33 AM
Thanks arsh, i'll look over all that stuff sometime tomorrow. =)

kakikukeko
11-07-2006, 04:31 AM
very nice Earthquake!
and very good crit from arsh.. I'll just add that the ear is a little bit to big.. usually it's the same height as the nose...

_Shimmer
11-07-2006, 04:44 AM
Nice one arsh and earthquake. Made me think for a second in some twisted way, Thanks for that.

Jarrod1937
11-07-2006, 08:27 AM
[ QUOTE ]

http://i72.photobucket.com/albums/i196/LoTekK/adama6.jpg


[/ QUOTE ]
i don't like the wrinkles going straight down his forehead and cheeks. other than that and the nose area needing work i like it.

noritsune
11-07-2006, 09:10 AM
Earthquake I love the way that is looking, it's so classical. Are you basing her pose/weight/posture on a sculpture?

KDR_11k
11-07-2006, 09:46 AM
Flagaan: Shouldn't the clock use roman numerals?

ChaosEidolon
11-07-2006, 10:04 AM
Thanks guys. hehe yeah , I was definately looking at a lot of awesome stuff from warhammer online. polycount is just below 4500 tris if i recall. Ill post some more views in my WIP.

Man, lots of awesome mudbox stuff going on. Gotta get back on that horse myself. Love that little guy Kaki. I saw your thread, and im looking forward to seeing what you put out next =)

Johny
11-07-2006, 03:27 PM
texturing that mexican character i did some time ago, texture while i sculpt in muddie, anywya heres a wip and a painting step walkthru ...plarl..
http://img395.imageshack.us/img395/4168/cocozo1.jpg
http://www.ultrawashere.com/johny/sanchez.gif

rooster
11-07-2006, 03:36 PM
mel gibson! /images/graemlins/laugh.gif
really nice

notman
11-07-2006, 03:48 PM
lol, I thought the same thing

Johny
11-07-2006, 03:53 PM
yeah eheh ! after finishing the texture i thought the same i swear by god it was incidental ! /images/graemlins/laugh.gif

Vitor
11-07-2006, 05:39 PM
Jaco!!! you deserved those: Cookies! (http://images.amazon.com/images/P/B0005YLBPY.01-A2BF95SJ3X97HC._SCMZZZZZZZ_.jpg)

Now an update on it; unfortunatly very few time to work on it each day; idiot WoW-aholics brothers...

http://img353.imageshack.us/img353/7035/wip02bs1.jpg

Just trying to fix the basic stuff before run for higher levels...

Goldo_O
11-07-2006, 06:07 PM
http://adykat.free.fr/Goldo/Divers/Silo/Silo2_doodle18.jpg
A quick Silo 2 doodle.

larolaro
11-07-2006, 08:14 PM
Just found this place, Some bruddy awesome stuff here guys.

I'm a bit of a noob with 3D but i thought i might post anyway /images/graemlins/crazy.gif.

Something i'm working on atm, head about 380 polys, 512x512 texture.

http://img461.imageshack.us/img461/6616/p025sf0.jpg

obson
11-07-2006, 09:15 PM
good so far rob, cool to see you do some 3d stuff

Slum
11-07-2006, 10:14 PM
I've been getting away from the computer lately, more traditional art stuff.

Little guy from tonight. It's about 8 inches wide, acrylic on cardboard.

http://img156.imageshack.us/img156/7701/killyourchildrenqc2.jpg

I call it "Kill Your Children"

ChaosEidolon
11-08-2006, 12:13 AM
haha i love it slum.

another baldie sketch for the thread. dusted MB off again just to make sure i still knew how. 3 or 4 hrs

http://studentpages.scad.edu/~wvande20/chaoswip/mud2.jpg

ultra
11-08-2006, 04:33 AM
Johny: Great, nice to see u pay more atention texturing the nose with this one /images/graemlins/laugh.gif finished him, ah! "a barbicha" could use the same level of quality of the rest, that is just what i can add, Top Top quality work!

RobG: nice use of colors

Slum: Thats so cool!

diZzyWalnut
11-08-2006, 06:35 AM
[ QUOTE ]
rooster
mel gibson! /images/graemlins/laugh.gif
really nice

[/ QUOTE ]

.... what about Sean Penn ? /images/graemlins/tongue.gif /images/graemlins/laugh.gif

Jaco
11-08-2006, 06:42 AM
vitor: YAY! Though eating them caused some harm to my monitor...The model is looking great, don't forget that characteristic wart thing between his eyes /images/graemlins/smile.gif

Nice sculpt ChaosEidolon!

ChaosEidolon
11-08-2006, 11:14 AM
Hey Jaco! Where are you from in SA? Afrikaans?

Im from Potch, born in Pretoria, but ive been living in the sates for a while now.

nice to see another South African here! oh, and thanks =)

SupRore
11-08-2006, 04:46 PM
Getting there with this cgchat entry's lowpoly.

http://i14.tinypic.com/2s0lh20.gif

flaagan
11-08-2006, 09:09 PM
'nother quick particle effect; triggered by a UseTrigger.
http://studioflaagan.com/temp/smallbeam.mov

MasteroftheFork
11-08-2006, 11:58 PM
Heres my concept for the cgchat comp.

http://img.photobucket.com/albums/v408/MasteroftheFork/Pulverizer_concept.jpg

KDR_11k
11-09-2006, 12:03 AM
It looks related to the Rabbids (the bunny aliens from the Wii Rayman game).

EDIT: Um, must've missed a page... I was referring to the "Kill your children" picture.

Jaco
11-09-2006, 11:29 AM
I hate school, and exams. Something I did to keep me sane /images/graemlins/crazy.gif :

http://img.photobucket.com/albums/v332/Jacoh/Persp1.jpg

http://img.photobucket.com/albums/v332/Jacoh/Persp2.jpg


ChaosEidolon: Ja, ek is 'n boer /images/graemlins/smile.gif I'm from Durban. Good to hear that I'm not the only one. We will concur polycount one foreigner at a time! /images/graemlins/smile.gif

silence
11-09-2006, 11:36 AM
[ QUOTE ]
I've been getting away from the computer lately, more traditional art stuff.

Little guy from tonight. It's about 8 inches wide, acrylic on cardboard.

I call it "Kill Your Children"

[/ QUOTE ]
That really is awesomeness! I demand you redo this as a wallpaper for 1280x1024 immediatly, or the orphans in my basement wont be fed for 2 more days!

SupRore
11-09-2006, 02:10 PM
More on spider mech guy. Trying out some new things stylistically.

http://i13.tinypic.com/2hcjfo1.jpg

Not really sure if I want to go with this head or not.

Neox
11-09-2006, 02:59 PM
vitor: you're getting better, he's looking way more natural. maybe the neck is a bit thin compared to the proportions of the face? dunno

http://polyphobia.de/public/pictures/2d/scribbles/para_rider.jpg
lots of work to do and then all this in 3d -.-
however here is my first test with displacement and way too heavy SSS /images/graemlins/laugh.gif
earthwormosaur xD
http://polyphobia.de/nonpublic/muddles/para.avi

Prs-Phil
11-09-2006, 04:35 PM
cool stuff Jaco, looking good and buddhismique /images/graemlins/wink.gif

I think the muscles are to defined for a fat guy like he is unless working out with his arms and drinking alot beer /images/graemlins/wink.gif
No seriously, I feel he needs more fat, creasing greasy fat on his body, sumotakling down your teachers to the dusty ground they belong.

His biceps is very sharp, also in the way it flows into the body and the other muscle leading towards the hand needs a bit more volume imho.
Cool base, maybe you've gone into some details a bit to quick, the speedo also maybe needs some pinching tightness around the butt.

Keep up the good work man, I remember spending alot of time after school ... keeping sane /images/graemlins/smile.gif

eld
11-10-2006, 09:53 AM
...Oooh, it's your cousin little prince!!
http://img282.imageshack.us/img282/5559/katamariyc6.jpg

SHEPEIRO
11-10-2006, 09:58 AM
@eld- hahahhahahah rolll that mo fo

Jaco
11-10-2006, 11:33 AM
http://img.photobucket.com/albums/v332/Jacoh/ZBrush-Document.jpg



Prs-Phil: Thanks man! Agreed on the definition of the muscles, I wasn’t really thinking when I was sculpting it /images/graemlins/smile.gif Luckily all it takes is a bit of smoothing and inflating:

I still have to tweak the Speedo…

killingpeople
11-10-2006, 12:34 PM
very nice SEKNeox

conte
11-10-2006, 02:14 PM
Sekneox, looking cool, make folds on her pants sharp=)

ChaosEidolon
11-10-2006, 03:12 PM
[ QUOTE ]
We will concur polycount one foreigner at a time! /images/graemlins/smile.gif

[/ QUOTE ]

Dit klink vir my soos n plan /images/graemlins/grin.gif
Nice definiesie op jou ou se rug spiere.

hobodactyl
11-10-2006, 04:17 PM
Some more work:
http://uweb.txstate.edu/~is1010/wip.jpg

EDIT: I hereby christen this 200th page with lackluster modellage!

SupRore
11-10-2006, 04:33 PM
I do too, with lackluster competition

http://i9.tinypic.com/497sxud.jpg

flaagan
11-10-2006, 11:53 PM
First off... YAY! 200 pages and still going strong! /images/graemlins/smile.gif

Secondly.. 'nother update to Gears of Time.
- added another set of cogs
- moved some other cogs / changed rotation speeds
- swapped numbers for roman numerals on clock
- animated roman numberals on clock
- added some test weapon / health / shield / adrenaline pickups

Speaking of the pickups, be sure to take a look at what the shield pickups ended up doing when I put their bases inside the cog mover... what a twist!
http://studioflaagan.com/images/3d/gearsoftime/level_wip3.jpg (http://studioflaagan.com/images/3d/gearsoftime/gearsoftime_wip3.mov)

gearsoftime.ut2 (http://studioflaagan.com/files/DM-GearsofTime.ut2)

Tulkamir
11-11-2006, 12:39 AM
Sweet stuff Flaagan, it's definitely coming along. Right now my main critique is that it'd probably feel a lot more cohesive (and show attention to detail) if you were to make all the cogs work together in a large system. I notice that there are some area's like that, but if you could make everything go together it'd be sweet. /images/graemlins/laugh.gif

Also, it's very silver right now, why not make some brass cogs ors something, add in some variation

And that shield pick up is cool. /images/graemlins/laugh.gif I like it. /images/graemlins/laugh.gif

flaagan
11-11-2006, 12:56 AM
Will start making my own shaders for the map when I'm done adding cogs and such. I thought originally about making it all one single piece, but the idea is that it's an ethereal kind of place, so not necessarily all of the machine is visibly connected. I may be adding some particle effects to tie pieces / the machine together if I feel it's necessary. As it is some of the pieces I've made to work together don't necessarily 'fit' together all the time, and I'd like to avoid the headache of debugging those issues as much as possible. /images/graemlins/smile.gif

Marisa
11-11-2006, 01:54 AM
Some awesome design Flaagan. Other than it making me kinda sick when I played it, it seems to be coming along nicely.

eld
11-11-2006, 05:04 AM
cue katamari damacy theme.

http://img153.imageshack.us/img153/3136/katamariwip4hm7.jpg

Cybroxide
11-11-2006, 06:52 AM
Your Prince looks freakin sweat dude! Cant wait to see it finished.


http://www.cybroxide.com/images/posts/HeadComp.jpg

just finished this thing, its for an art test. Sorry its so big.

poopinmymouth
11-11-2006, 12:40 PM
[ QUOTE ]
cue katamari damacy theme.

http://img153.imageshack.us/img153/3136/katamariwip4hm7.jpg

[/ QUOTE ]

You sir, are a nutter. That is all.

http://www.mr-chompers.com/images/poop.gif (http://www.poopinmymouth.com)

EarthQuake
11-11-2006, 01:52 PM
[ QUOTE ]
Your Prince looks freakin sweat dude! Cant wait to see it finished.


http://www.cybroxide.com/images/posts/HeadComp.jpg

just finished this thing, its for an art test. Sorry its so big.

[/ QUOTE ]

Finish your lower levels before you even THINK of doing that 10 million poly noise skin detail man, its much more important that your forms read than having some skin pore detail that dosent add anything to the model.

Justin_Meisse
11-11-2006, 02:25 PM
guess I took too long to start making UT2K4 levels
http://www.artbyjustin.com/wip/ut2k4_sewer01.jpg

Neo_God
11-11-2006, 02:35 PM
[ QUOTE ]
[ QUOTE ]
Your Prince looks freakin sweat dude! Cant wait to see it finished.


http://www.cybroxide.com/images/posts/HeadComp.jpg

just finished this thing, its for an art test. Sorry its so big.

[/ QUOTE ]

Finish your lower levels before you even THINK of doing that 10 million poly noise skin detail man, its much more important that your forms read than having some skin pore detail that dosent add anything to the model.

[/ QUOTE ]

Yeah, I was going to make the same comment, it looks like you skipped a level of detail. You went from getting your basic shape, to doing the super fine details. There needs to be that middle level detail in there.

Here are two old guy faces so you can see the sort of old flesh details.
http://img.photobucket.com/albums/v305/Neo_God/Wrinkles.jpg

oobersli
11-11-2006, 04:08 PM
scene I started last night. 1,600 polys /images/graemlins/confused.gif

http://img356.imageshack.us/img356/46/shoprender3ra8.jpg

Cybroxide
11-11-2006, 09:15 PM
Ouch, noise skin, those were all thought out alphas /images/graemlins/frown.gif oh well. anyway thanks for the C&C though. This is the ref was supposed to follow.
http://www.cybroxide.com/images/posts/oldmanref.jpg

EarthQuake
11-12-2006, 12:41 AM
Waiting around the art department of the local uni while my GF was working on a project i did this little guy. Clay is funnnnnnnnn and i feel like mudbox has taught me to sculpt. Eyes are halfass cause i'm too shakey to detail that small.

http://johnyontehspot.com/pix/clayguy.jpg

Cybroxide
11-12-2006, 12:53 AM
haha awesome! how big is that thing?

Joel Huenink
11-12-2006, 01:00 AM
Here's a camera I modeled and textured in about 8-10 hours, rendered in the Amp II engine.

http://www.4drulers.com/joel/art/camera_final.jpg

EarthQuake
11-12-2006, 01:00 AM
real small, like 3-4 inches tall maybe?

killingpeople
11-12-2006, 02:11 AM
you said 3-4 inches was big :*(

JDinges
11-12-2006, 03:13 AM
Doing up the portfolio with "next gen" stuff. /images/graemlins/confused.gif

a lantern for a much larger scene I'm doing. A tad under 300 tris

diffuse + spec (my first spec at that)
http://justindinges.com/lanternwip1.jpg

flaagan
11-12-2006, 05:17 AM
Got a little frustrated with a bit of my level and changed around / tweaked the location and number of a few pieces;
would appreciate it if anyone who's recently tried out the level to give this new setup a go.
The pickup locations aren't permanent, but if they do / don't work, let me know.

http://studioflaagan.com/images/3d/gearsoftime/level_wip4.jpg
http://studioflaagan.com/files/DM-GearsofTime.ut2

Johny
11-12-2006, 08:36 AM
some progress in this fackah wiiiip all the way...materials are 50% self iluminated viewport grab .

http://img190.imageshack.us/img190/1825/progrseckssb0.jpg

LordScottish
11-12-2006, 09:06 AM
He has hair on his chest! WTF, why no shaved bodybuilder type? It looks great Johny, I love the colors, especially on the arms. I think the dark spots on his abdomen are too strong though. Can't wait to see more /images/graemlins/smile.gif

Fuse
11-12-2006, 10:19 AM
that is some real lovely texture work johny, let's see the flats

poopinmymouth
11-12-2006, 01:33 PM
Johny is a Spaniard, they all have hairy chests. :-)

http://www.mr-chompers.com/images/poop.gif (http://www.poopinmymouth.com)

EarthQuake
11-12-2006, 02:43 PM
its ok kill, you're huge in japan.

Neo_God
11-12-2006, 03:02 PM
He needs a happy-trail Johny.

Tulkamir
11-12-2006, 03:09 PM
Flaagan, I like the layout much more now. It's far less frusterating because there's less chance of falling off, more play area.

Some comments on it though... for DM it's a very open level, there's not enough cover. If you add in some more larger pieces that block out line of sight in some area's it might help keep the game more action oriented and just having people sit around sniping.

Also, the big keg o health on the one gear by the start point, I like the position, but when I jump onto the gear and ride it around I somehow end up falling into the static mesh and getting stuck inside. Not sure how this is happening, but it's a fairly large, game breaking bug. (Also, I don't know that I saw anything under that gear to catch someone who falls off by going all the way around on it.)

Anyways, it's deffinatly looking good, I think the change was for the better. /images/graemlins/smile.gif

achmedthesnake
11-12-2006, 03:38 PM
just the end/very delayed result of the previous cgcomp:
http://i56.photobucket.com/albums/g192/achmedthesnake/zap_view1.jpg

and the concept for the next supervillian comp 'the mighty paper-bag' /images/graemlins/grin.gif
http://i56.photobucket.com/albums/g192/achmedthesnake/concept02.jpg

free-willy
11-12-2006, 04:02 PM
Johny:crazy proportions for the legs,but the texturing is looking awesome.
achmedthesnake:the only thing that looks slightly off is the trousers,the rest of the texturing has depth,but the trousers seem way too flat,other than that good job on getting it finished.