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View Full Version : So what are you working on?


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Zcubed
11-12-2006, 04:07 PM
Looks great Johny. I think the proportions are a bit too wacky, but the texture is excellent thus far.

And don't let Poop call you a Spaniard! /images/graemlins/tongue.gif

tacit math
11-12-2006, 06:07 PM
Post deleted by tacit math

EricElwell
11-12-2006, 07:16 PM
haha! that is downright awesome!

killingpeople
11-12-2006, 09:02 PM
http://img.photobucket.com/albums/v668/killnpc/witch.jpg

Emil Mujanovic
11-12-2006, 09:11 PM
That's awesome killingpeople. Big fan of your work!

-caseyjones

EarthQuake
11-12-2006, 09:30 PM
forum has been severly lacking in killartz, yay

Fuse
11-12-2006, 10:34 PM
http://img172.imageshack.us/img172/8616/headnu3.th.jpg (http://img172.imageshack.us/my.php?image=headnu3.jpg)

Justin_Meisse
11-12-2006, 11:54 PM
Dang flaagan, I didn't notice your level post there earlier, looking groovy!

I'm still learning unrealEd, I whipped this torch shader up (still need to work on the metal base)

http://www.artbyjustin.com/wip/torchtest.gif

kakikukeko
11-13-2006, 12:06 AM
Nice skin Johny! (I still feel it's a wide angle shot from above tho ^^ )

flaagan
11-13-2006, 02:00 AM
JM.. cube maps are your friend~

As far as the torch shader.. open up the FireEngine.utx, look under Liquids, at the WetTexture Lava_03Pro. I used that in a combiner to create this glowing coals effect:
http://studioflaagan.com/temp/coals.mov

eld
11-13-2006, 04:32 AM
http://img139.imageshack.us/img139/9439/katamaridoomaf9.jpg

JordanW
11-13-2006, 11:03 AM
lol @ gross prince /images/graemlins/laugh.gif:D

Vitor
11-13-2006, 11:37 AM
very few time to work here /images/graemlins/frown.gif university is killing me... going for a "A Beautiful Mind" look.
http://img49.imageshack.us/img49/2026/wip04dc4.jpg




Thx Neox for the reply /images/graemlins/wink.gif your concept is looking great as usual too

kite
11-13-2006, 03:58 PM
another entry for the supervillain comp at cgchat, it's the evil doctor helmut
http://www.adventuresincommuting.com/helmut.jpg

JordanW
11-13-2006, 04:11 PM
um wow, that is a big helmet...and it's awesome

Johny
11-13-2006, 04:15 PM
if that guy had glasses or a monocle he would look 21 outta 20 !

Thegodzero
11-13-2006, 04:18 PM
Oh god give him a monocle!

KeyserSoze
11-13-2006, 05:40 PM
MY GOD! He looks like a Nazi version of Dark Helmet from Spaceballs /images/graemlins/laugh.gif. Freakin' awesome man, I love it.

Neo_God
11-13-2006, 05:48 PM
That is pretty damn awesome Kite, I would love to see a 3d version of him!

MoP
11-13-2006, 05:49 PM
Damn you Andy!
Top work as always... there's been a drought of kite round these parts recently /images/graemlins/smile.gif

Josh_Singh
11-13-2006, 06:21 PM
KITE!
Good stuff man. and the cool part is, I know the 3d will kick as much ass as the concept.

SupRore
11-13-2006, 06:55 PM
http://i15.tinypic.com/2iaztrb.jpg

/images/graemlins/frown.gif

Keg
11-13-2006, 08:08 PM
Kite: reminds me a bit of Hannibal from the A-team

MAUL0r
11-13-2006, 08:32 PM
omg someone do the entire A-team as supervillain alter-egos hehe

great concept kite.

Psyk0
11-13-2006, 11:18 PM
[ QUOTE ]
Johny is a Spaniard, they all have hairy chests. :-)

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

[/ QUOTE ]

Correction, Johny is a Porto located in Spain and he got so much fur he dont even need shirts.

Kite:/images/graemlins/shocked.gif freakin cool!.

rawkstar
11-13-2006, 11:59 PM
man... mrkite why are you so awesome? lol everything you make looks so FUN! /images/graemlins/smile.gif i love it! i bet he's gonna be awesome looking when modeled.

flaagan
11-14-2006, 02:57 AM
Bumped up the map size to about double what you guys last saw, since 'not enough area' was the most common complaint. Started laying out some weapons and pickups. May end up doing weapons lockers (think onslaught maps) for the weapon pickups just so I can give the players more weapons with the lesser amount of space this map actually offers. Probably will do the shock rifle, the chaingun, and maybe the rpg or goo-gun; that way the players have a good attack / knock back weapon, a good spray n pray, and a good trap weapon. What do you guys think? Will probably start whipping up a cube map or two tomorrow for the shaders, and look into the particle effects I want to add.

http://studioflaagan.com/images/3d/gearsoftime/level_wip5.jpg

http://studioflaagan.com/files/DM-GearsofTime.ut2

Might actually have this level done by the end of the week, if so, I may try to start on a second level idea I've come up with, but the detail I'd like to put into that one may keep it from getting done in time (nov 28th deadline for the contest).

/images/graemlins/cool.gif

kite
11-14-2006, 04:25 AM
cheers guys!
johnny - heehee good call, i'll definitely add one, maybe on a tiny superfluous robot arm and one for his evil cigarette holder. Sweet texturework btw!
keg - yeah he's somewhere between george peppard and donald rumsfield

thanks for the props and feedback all, some super work in this thread.

Peris
11-14-2006, 04:45 AM
Kite, that's probably the coolest character concept I have ever seen!

I mudboxed a head /images/graemlins/smile.gif

http://cmdstud.khlim.be/~beulaers/wips/male_head.jpg

Some comments and crits would be appreciated, I'm still fairly new with drawing/scultping human anatomy.

larolaro
11-14-2006, 08:59 AM
Finished the char i was working on heh.

http://img247.imageshack.us/img247/9599/posedwebsc2.jpg

poopinmymouth
11-14-2006, 09:02 AM
Dang dude, that was fast. Looks amazing. Go Go newest polcyounter!

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

b1ll
11-14-2006, 09:02 AM
sooo painterly. Fucking WIN
finish the boots and hair,and that will be nice.

larolaro
11-14-2006, 09:13 AM
Haha thanks guys, hmm i got lazy feet as i've spent way to much on this guy hah, i think its time to move onto something else for now.

eld
11-14-2006, 09:35 AM
painting? model? (head explodes)

BoBo_the_seal
11-14-2006, 10:56 AM
Very nice! I want more!

- BoBo

MaNtiS
11-14-2006, 02:01 PM
I did this when the actual thread was active but I didn't want to post till I had him rigged/posed... due to complications I probably wont so im just going to post this how it is.

http://i9.photobucket.com/albums/a69/roach_cato/apr_pbot.jpg

(Great idea by the way, should have more of those going on!)

Oh and still amazing work going on in here, keep it up boys and girls!

:edit:

Forgive the terrible lighting haha. Oh and XSI has this weird thing where you can't see the bilinear texture till you render(and it seems to be hard to render.. why I don't know) so thats why its fuzzy, you can only see the pixels close up which makes me a sad panda /images/graemlins/frown.gif (goes back to lurking /images/graemlins/smile.gif)

Rota626
11-14-2006, 03:12 PM
finished this thing around 3500 tri and 1024*512 map, and yeah my uv spacing sucks. http://www.rota-art.com/working/tombking.jpg
Rota

Justin_Meisse
11-14-2006, 03:42 PM
flaagan, I got stuck in the tall gears a few times and had to blast my self out with the shield gun, maybe add some sort of crushing damage in there.

hobodactyl
11-14-2006, 03:43 PM
RobG: I had to look at that a few times to tell if it was a painting or a model. Pwner! Can't wait to see more of your stuff.

steady
11-14-2006, 04:25 PM
Rota, that friggin rocks! they should put you on character art, not environments! :P

Nostradamus
11-14-2006, 04:27 PM
RobG Awesome power !
Definately caries your style to 3d very well !

rooster
11-14-2006, 04:47 PM
hehe ace mantis! need to revive that thread again :]

kakikukeko
11-14-2006, 05:25 PM
RobG, really cool! can we see other angles?

IronHawk
11-14-2006, 08:53 PM
not really game related but just finished this project for a friend.

http://home.mn.rr.com/ihworkshop/wip8.jpg

tacit math
11-14-2006, 09:33 PM
a suggestion was made that this little guy's horns could be shorter. i agreed. looks much better i think

:

http://orderindebris.exorsus.net/images/smallHorn_goatBoy.gif

http://orderindebris.exorsus.net/images/smallHorn_goatBoy_2.gif

hobodactyl
11-14-2006, 11:48 PM
Cool stuff all over this page! Here's a late night snack, should have the full thing ready to show tomorrow... ?

http://uweb.txstate.edu/~is1010/ringholder.jpg

Marisa
11-15-2006, 02:16 AM
I just finished this yesterday. It's my DS character from Animal Crossing.

http://marisa3d.com/ForumPics/CharacterRender.jpg

hawken
11-15-2006, 03:53 AM
looks real so job well done!

[ QUOTE ]
not really game related but just finished this project for a friend.

http://home.mn.rr.com/ihworkshop/wip8.jpg

[/ QUOTE ]

warby
11-15-2006, 04:59 AM
[ QUOTE ]
finished this thing around 3500 tri and 1024*512 map, and yeah my uv spacing sucks. http://www.rota-art.com/working/tombking.jpg
Rota

[/ QUOTE ]



iam in FUCKING LOVE with that thing ... lots of wasted uv space but ... DAMN ! /images/graemlins/laugh.gif

flaagan
11-15-2006, 05:11 AM
Tossed a few color modifiers on the original cubemap, liked the results better than the wonky cube maps I was making. Added the weapons locker.. considering adding a secret teleport to a redeemer or ion cannon, but it's already 4 am and I need sleep.

Tried out the 'crush when encroach' idea JM, ended up causing more problems then it fixed.

http://studioflaagan.com/images/3d/gearsoftime/level_wip6.jpg
http://studioflaagan.com/files/DM-GearsofTime.ut2

notman
11-15-2006, 06:36 AM
[ QUOTE ]
not really game related but just finished this project for a friend.

http://home.mn.rr.com/ihworkshop/wip8.jpg

[/ QUOTE ]

Nice, let's see the wires /images/graemlins/wink.gif

Seriously, it looks damn good. Nice work.

Vassago
11-15-2006, 10:03 AM
Nice, Flaagan.
For some reason, I keep hearing the intro the Pink Floyd's 'time' when I look at that. /images/graemlins/smile.gif

JasonLavoie
11-15-2006, 02:08 PM
This is what I have been up to lately, trying to beef up the ol portfolio.

Awesome work everyone. Whenever I need inspiration, this is where I go first /images/graemlins/smile.gif

http://img139.imageshack.us/img139/7849/preview5frontdf6.jpg

EricElwell
11-15-2006, 02:12 PM
sweet models guys!

Spent about 6 hours on saturday... I need to get faster.. and smarter... and sexier... but whatevs...
http://www.thetextureguy.com/screenies/isleCW6.jpg
http://www.thetextureguy.com/screenies/isleCW9.jpg

Peris
11-15-2006, 02:53 PM
a zerg with hands? /images/graemlins/smile.gif

JDinges
11-15-2006, 08:55 PM
http://justindinges.com/lanternwip2.jpg

1162 tris, diffuse + spec

hobodactyl
11-15-2006, 09:38 PM
JDinges, very crisp texturing! Here's what that little head was for:

http://uweb.txstate.edu/~is1010/chest.jpg

twebb
11-15-2006, 10:01 PM
For cgchat comp. He has no arms.

http://s92326869.onlinehome.us/images/satyr_high_11-15-06.jpg


Must, make, arms.

Kovac
11-15-2006, 10:19 PM
Lookin good Smellwell... Sorry we couldn't make the Saturday festivities. Busy, busy, busy!

SyaPed
11-16-2006, 04:33 AM
Blyeh...
http://img.photobucket.com/albums/v138/Syama/Render1.jpg

katzeimsack
11-16-2006, 05:32 AM
nice! But immo the feets are a little bit tiny for such a big fat guy..

Slaught
11-16-2006, 05:56 AM
Awesome stuff in here...as always /images/graemlins/smirk.gif

http://i4.photobucket.com/albums/y106/Dropkick60606/March06/whutrr003.jpg
Been doodling a bit in Max.

BoBo_the_seal
11-16-2006, 06:27 AM
SyaPed, Wow I love it! Very nice work.

- BoBo

flaagan
11-16-2006, 06:39 AM
just tossin this up as a taste of what may come should things pick up on a second ut level I want to get done relatively soon...
http://studioflaagan.com/images/3d/pillarofeden/idea1.jpg

hobodactyl
11-16-2006, 08:18 AM
Very cool, SyaPed! I agree that the feet could be bigger, though.

Justin_Meisse
11-16-2006, 06:41 PM
flaagan: very interesting design for the new level, what kind of colors/materials is it going to have?

I'm still slowly making static meshes for my level, the texture is 512x512 but I just cropped out the unpainted area
http://www.artbyjustin.com/wip/dwarf_door01.jpg

hobodactyl
11-16-2006, 11:17 PM
Slaught, I really like the proportions on that dude!

Here's my new CGChat Comp idea...

http://uweb.txstate.edu/~is1010/pointywip.jpg

Quaggs
11-17-2006, 12:37 AM
i was playing tekken on the psp the other day, and i was blown away by the great detail in the characters. so i decided to recreate my favorite namco character, nightmare, with similar specs. it stands at 628 tri's aiming for around 2000 at the end.

http://www.freewebs.com/quaggs/Nightmarepspwip.jpg

lots of great work in these last few pages btw..

mvelasquez
11-17-2006, 01:05 AM
just breaking in my new wacom /images/graemlins/smile.gif it took about an hour.
http://www.mvelasquez.com/sculpt0001.jpg

Honolulu_Ninja
11-17-2006, 11:20 AM
Got inspired by Turbonegro lyrics the other day while sketching. /images/graemlins/smile.gif
Wasn't really going to be anything but it could be good practice for mudbox.
http://img353.imageshack.us/img353/3585/badmongojq2.jpg

kiril0t
11-17-2006, 12:56 PM
hahaha, " vhy do amevikan punkrocers alvays go out with stupid amevikan hipster teenage hookers, punkvokers shooud only go out wif sextalkers and punkrok girls" ~ turbonegro

rocks!

Justin_Meisse
11-17-2006, 06:09 PM
taking a small breather from environment stuff
http://www.artbyjustin.com/wip/comp4/alienbust02.jpg

hobodactyl
11-18-2006, 12:06 AM
Update on my CGChat guy:
http://uweb.txstate.edu/~is1010/pointywip2.jpg

Still sort of blocking him out... so sleepy :P

twebb
11-18-2006, 11:37 AM
http://s92326869.onlinehome.us/images/satyr_high_11-18-06.jpg

Sabby
11-18-2006, 08:55 PM
Nice work Rob, the skin tones blending from the white look ace. Overall painted effect rocks too , especially the cloak. /images/graemlins/smile.gif

Some progress on the vehicles for a racing/combat mod I'm working on. The weapons are going to be re-done as they no-longer fit with the updated vehicle models.

http://img329.imageshack.us/img329/6628/urdballsskinprogress6qf6.jpg

hobodactyl
11-19-2006, 12:52 AM
Ourgh, carpal tunnel setting in... hope you guys like it /images/graemlins/wink.gif Highpoly WIP of my CGChat comp. Crits always welcome!

http://uweb.txstate.edu/~is1010/pointywip4.jpg

oobersli
11-19-2006, 01:10 AM
[ QUOTE ]
Ourgh, carpal tunnel setting in

[/ QUOTE ]

damn us humans and our bodily constraints... Ne ways, its looking good. Loving the structure much better than the skinnier version, and the face detail is looking cool. gonna look sweet/images/graemlins/shocked.gif when ya get more detail.

indian_boy
11-19-2006, 02:54 AM
@hobodactyl : looking cool. only suggestion i can give u is change the crotch region. the bump where his 'instrument' would be seems very strange. I figure it should either be horizontally oblong, or (preferably) not there at all.

larolaro
11-19-2006, 06:18 AM
Just a super quick lowpoly char before i go to bed,

http://img87.imageshack.us/img87/1640/spingg5.gif

http://img165.imageshack.us/img165/4997/breathtt4.gif

arshlevon
11-19-2006, 06:32 AM
robG that junk is awesome

rooster
11-19-2006, 06:48 AM
quality! thats how the new psp EWJ *should look

rollin
11-19-2006, 07:36 AM
omg.. how lol is that /images/graemlins/laugh.gif .. fantastic robg

warby
11-19-2006, 08:57 AM
[ QUOTE ]
Awesome stuff in here...as always /images/graemlins/smirk.gif

http://i4.photobucket.com/albums/y106/Dropkick60606/March06/whutrr003.jpg
Been doodling a bit in Max.

[/ QUOTE ]


totaly feeling it /images/graemlins/wink.gif

warby
11-19-2006, 09:47 AM
[ QUOTE ]
Just a super quick lowpoly char before i go to bed,

http://img87.imageshack.us/img87/1640/spingg5.gif

http://img165.imageshack.us/img165/4997/breathtt4.gif

[/ QUOTE ]


omg how did i scroll over this and didnt see it thats hilarious no critics love the design ! /images/graemlins/laugh.gif that character is an original creation yes ?! /images/graemlins/laugh.gif

arshlevon
11-19-2006, 10:04 AM
started texturing my self portrait.. shader is not even close.. there is NO real bump or spec.. they are just desaturated versions of the color map i threw in the slots to test it out. i plan on doing the real bump details in zbrush, using the color as a guide..the eyebrows are just textures at the moment and i plan on making them with ornatirx as well as some stubble cause i usually have like a half beard going on.. also i didnt fiddle with the shader specs really.. this is just a test so all i am really showing off here is the color map..
the green on his chin is bounce lighting from a green plane that is under him..urrrr...i mean.. under me..

http://www.arshlevon.com/images/me_1.jpg

LordScottish
11-19-2006, 10:21 AM
I hope you're releasing it so we all can make funny arsh poses. I think it looks already really good, but the ear looks a bit flat. Is it all modeled?

Johny
11-19-2006, 10:42 AM
arshtastic !

low odor
11-19-2006, 11:41 AM
I always pictured you with a big afro for some reason

rooster
11-19-2006, 03:09 PM
swoop here, swoop there
http://www.redprodukt.com/post/troop3d.jpg

arshlevon
11-19-2006, 03:53 PM
[ QUOTE ]
I always pictured you with a big afro for some reason

[/ QUOTE ]

i do have one usually but i shaved all my hair off for the photo ref... and oh yeah and i went bald when i was 16.. but i have had many of wet dreams about having an afro... and not being white..

warby
11-19-2006, 07:40 PM
[ QUOTE ]
swoop here, swoop there
http://www.redprodukt.com/post/troop3d.jpg

[/ QUOTE ]


hmmm the arms feel very short but they seam to be on the right height concidering the hips which can only mean that the shoulders are too low ... B00n anatomy advices ftw ^^

warby
11-19-2006, 07:41 PM
http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_09_01.jpg

http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_09_02.jpg

http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_09_03.jpg

http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_09_04.jpg

http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_09_05.jpg

http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_09_06.jpg

http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_09_07.jpg

http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_09_08.jpg

Johny
11-19-2006, 07:43 PM
too much bloom and fucking awesome !

arshlevon
11-19-2006, 07:49 PM
the bloom is almost right but its just not next gen enough.. everything needs to be brown! all brown! colors don't exist in a next gen universe.. brown it up.. my eyes don't even know how to see this for the lack of all brown and grey or a combination of brown and grey and grey browns..

this is what is SHOULD look like
http://img152.imageshack.us/img152/479/nextgenuo9.jpg

other than that its awesome..

Neo_God
11-19-2006, 08:46 PM
yes, arsh's recolor looks much better. It is a very wonderful looking piece, you can really see that time was put into it.

Johny
11-19-2006, 08:53 PM
needs more bloom arsh ! MAWR BLOOOOOOOOM !

Entity
11-20-2006, 03:32 AM
arghh hdr its got on my face

kite
11-20-2006, 03:38 AM
@RobG - great painting!

@Warby - looks sweet, maybe retint the stone walls in the wine cellar, they're blending into one shape with the wood quite a bit

more cross forum spamming - I've modelled out the supervillain, still to add some pipes and & cut into the cloth for more natural folds but i'll do that while texturing.

http://www.adventuresincommuting.com/helmet2.gif
http://www.adventuresincommuting.com/helmet3.gif

uk_resistant
11-20-2006, 06:22 AM
hey warby, looks to be some good level design there, and some great artwork.

In terms of muting colour, i dont think you should make quite so brown as to follow the trend of next gern. A bit of colour is actually refreshing these days. That said i think it should be some in between the saturated and brown states, esp because the lighting seems too "bleached" if that makes sense.

cheers

Marshal Banana
11-20-2006, 06:41 AM
http://i93.photobucket.com/albums/l43/Marshal_banana/knight.jpg
A knight thing. I have no idea what to call it

EricElwell
11-20-2006, 07:06 AM
arsh:
It's hard to give any honest feedback on a self portrait when you've never seen that person, but hey, the quality of the model and diffuse texture is great methinks. Somehow I imagined you not having zombie eyes, but you know, people are never what you expect over the net.


Kite:
I love that guy! Totally odd and awesome, it just hits the spot

kakikukeko
11-20-2006, 07:19 AM
Warby: really cool!
Kite: and the winner is...
can't wait to see it textured! ^^

my contribution..
http://kakikukeko.free.fr/sumea/sumea-diffuse1.jpg

Josh_Singh
11-20-2006, 08:36 AM
Whooooo! that is hot KakiKuk!! Damn!

Jaco
11-20-2006, 10:00 AM
Something I did over the weekend:

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

My first high-poly gun, Yay!

arshlevon
11-20-2006, 10:56 AM
proper bump, half assed spec.. need to do the eyes, looks kinda funny with out them...

http://img217.imageshack.us/img217/1854/mecopyqt3.jpg

kipiripi
11-20-2006, 12:12 PM
I am working on my Cgchat supervillain contest concept.this is Zorgi..
http://i11.photobucket.com/albums/a161/fernament/Kipiripi-SuperVillain2b2.jpg

warby
11-20-2006, 12:13 PM
[ QUOTE ]
Something I did over the weekend:

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

My first high-poly gun, Yay!

[/ QUOTE ]

the bumps around the fire selector go into the wrong direction ^^

rooster
11-20-2006, 02:16 PM
http://www.redprodukt.com/post/troop3d2.jpg
aye spot on warby still messin with proportions etc, my philosiphy is that of my old music teacher; 'you cant edit nothing'

Quaggs
11-20-2006, 02:26 PM
heres an update of my psp nightmare. I'll show more smooth shots one i weld all the armor parts together. http://www.freewebs.com/quaggs/Nightmarepspwip3.jpg

Emil Mujanovic
11-20-2006, 03:22 PM
That's a nice looking map warby, I've only recently gotten back into mapping for the source engine and you've really inspired me.
Though there's a seam in your 3D Skybox, where the gradient sky and mountains reach the buildings (3rd pic in your post). Any chance or posting a link to the actual map to playtest?

-caseyjones

conte
11-20-2006, 03:31 PM
kakikukekokikekikakakokeko, nice update, dude!

$!nz
11-20-2006, 03:44 PM
The cs? scene looks great! the wooden area!

foreverendering
11-20-2006, 07:44 PM
New home project I've been working on for the last couple weeks. Still a lot of work to do on the model... I'm thinking about texturing it eventually.

http://www.jeremygritton.com/wip/tekroMancerWip1.jpg

Emil Mujanovic
11-20-2006, 08:11 PM
That looks fucking nuts dude!
Great work.

-caseyjones

hawken
11-20-2006, 09:09 PM
hey arsh, thats looking realistic!

arshlevon
11-20-2006, 10:06 PM
thanks hawken.. here is an update.. tweeked the shader settings a bit, also have been making changes to the model. its really hard to match real camera distortion in max, so making the model accurate has become a guessing game.


http://img207.imageshack.us/img207/5694/mecopylh7.jpg

Neo_God
11-20-2006, 10:25 PM
Any chance of some pics of the real Mr. Arsh? For all we know this could be the worst likeness ever.

Although the details in the flesh are looking damn good.

There is something about those little lines above the ridge of the nose, that look a bit out of place

arshlevon
11-20-2006, 10:41 PM
yeah they look off. i have those but they are little further down i have to change the bumps. here is a pic for ref.. the photo is at a different angle the render is from more underneath my face

and i should proabably start my post cause i have a feeling i will be updating this a lot as i tweek



http://img80.imageshack.us/img80/8375/avonjpgzj7.jpg

Emil Mujanovic
11-20-2006, 10:52 PM
ZOMBIE EYES!
That cross-stitch looks awesome dude... very realistic and it matches your ref /images/graemlins/laugh.gif

-caseyjones

Geezus
11-20-2006, 11:26 PM
Little doodling in max today. Blacksmith shop, half hour or so:

http://img245.imageshack.us/img245/6415/shop04zh0.jpg

gonna unwrap it and start texturing sometime tomorrow during my plane ride.

perna
11-21-2006, 04:50 AM
wow, robg & kite for teh president!

kakikukeko
11-22-2006, 06:46 AM
thx Per, I went back few pages behind to see robg's great post /images/graemlins/laugh.gif

here is a little update on my character... (except the shoulders and the forehead, everything is wip.. )
http://kakikukeko.free.fr/sumea/sumea%20diffuse1.jpg http://kakikukeko.free.fr/sumea/sumea%20diffuse2.jpg

the black parts are just not done yet, but it inspired me to make an other character to see the face all black with just the eyes /images/graemlins/wink.gif

doc rob
11-22-2006, 06:53 AM
Sammmy, looks very much like you. I think on your model you've got a little too much jowl.

arshlevon
11-22-2006, 08:01 AM
thanks doc, i started a thread for this and i did tweak me jowls a bit..so check that out, might still need to trim them a bit.. the mouth is giving me trouble, so hard to capture the true sexy of arshlevon.

MightyPea
11-22-2006, 11:23 AM
http://pea.heldernacht.com/oldman.png
bit of a Silo doodle. I'm really starting to love this displacement painting thing. I still need to learn to do more of it in lower subdivisions though, might save me trouble later on.

dur23
11-22-2006, 03:12 PM
Pea your new web site is poo.
Pea your new 3d is nice!

Vitor
11-22-2006, 03:36 PM
too few time to do something till end, but i can't deny some Zb quick modeling...

http://img393.imageshack.us/img393/8186/ac01yf2.jpg

Psyk0
11-22-2006, 06:32 PM
Messin around with an old model, was supposed to be some kind of space bounty hunter, needs cleaning up.
http://img168.imageshack.us/img168/8389/spaceninjaxi9.jpg

Johny
11-22-2006, 06:53 PM
excelent proportions and solidness of that guy ! now finish\unwrap\ TEXtureee

Slaught
11-22-2006, 07:47 PM
Love it Psyk0!
Looks great. :]

http://i4.photobucket.com/albums/y106/Dropkick60606/March06/sam22wip_01.jpg
I´ll turn this into some sort of samurai as soon as i can find some good references.

larolaro
11-22-2006, 11:28 PM
Just some junk wip painting,

http://img329.imageshack.us/img329/904/junakkbh2.jpg

ultra
11-23-2006, 06:27 AM
Ya Psyk0 very cool! Finish Him!

Blaizer
11-23-2006, 07:54 AM
Very very nice RobG

Zcubed
11-23-2006, 11:29 AM
One of my favorite pieces in a long time. Brilliant work, RobG. /images/graemlins/crazy.gif

conte
11-23-2006, 12:50 PM
RobG=)) cool method to do illustration heh=)

Rota626
11-23-2006, 01:44 PM
Doin' some next gen stuff lately. Here's a very WIp stuff, I wanted to do something in Kane&Lynch stlye. C&C welcome!
http://www.rota-art.com/test2.jpg

Rota

Justin_Meisse
11-23-2006, 01:50 PM
Dang RobG, the texture work on the character is great! You say "Now to import him into my game code" on your blog, can you share any details on the project?

Still working on my sewer, I'm having some lighting issues with the grating at the bottom /images/graemlins/frown.gif and I'll have to scale those flame particles down a bit
http://www.artbyjustin.com/wip/sewer/utsewertunnel.jpg

here's (http://www.artbyjustin.com/wip/sewer/sewer.zip) a link to the map, it isn't really much right now and there are some texture errors I have to fix on some of the trim sections.

cholden
11-23-2006, 02:36 PM
Cool, Justin. It's really looking like a level. I'll have to check it out in UT when I get back from holiday.

flaagan
11-23-2006, 02:55 PM
JM.. first off, you can set the emitters to do lighting as well so they're doing double duty. Even if you scale down the torches, the smoke needs to be blacker and move / spread a bit faster. And I can't seem to select the grate to move it down (which it needs to be moved just slightly).

Renardin
11-23-2006, 05:11 PM
Working on the mechs for my mod:

http://ic3.deviantart.com/fs12/i/2006/266/a/1/GDI___TITAN_by_Renardin.jpg

hobodactyl
11-24-2006, 02:21 AM
Can anyone tell me a good light setup for Max? I know I have seen that several times but I can't find it anywhere now...

Any ideas and crits are welcomed! The diffuse is basically just solid colors right now, I haven't done any of the details.

http://uweb.txstate.edu/~is1010/pointywip7.jpg

Dying?

EarthQuake
11-24-2006, 01:06 PM
Thats a really bad normals map dude, all of your detail there from large to small scale just looks like noise, no form at all. Finding a good lighting setup wont help you here.

hobodactyl
11-25-2006, 04:01 AM
Tried to clean him up, and added a lazy cape... I think tomorrow I'll actually make one and somehow make it fit in the texture :P Probably won't have time to fix the cape correctly, but we'll see.

http://uweb.txstate.edu/~is1010/pointywip8.jpg

kakikukeko
11-25-2006, 05:48 AM
wow robg, great, I really thought it was a painting... /images/graemlins/smile.gif

http://kakikukeko.free.fr/sumea/sumea%20costume.jpg

MightyPea
11-25-2006, 12:01 PM
http://pea.heldernacht.com/wriggleyman.png
I actually did this before the one i posted earlier, so it's still a bit lacking in the sharpness-department, but i think i'll try to shape it up a bit. Get it to look like everything's got a purpose, rather than just being blobby detail.

IxenonI
11-25-2006, 12:32 PM
So, my first post with content /images/graemlins/wink.gif.

Since everyone´s gotta have his own cliche space chick, i´ve been working on mine. Alot of the model is still wip (headgear, face & hair, missing folds), but i need some critique.

Plan to normal map her and sculpt some detail in when maya modeling is finished.

http://wuschiger-flieder.de/bilder/spacechick.jpg
Detailshot (http://wuschiger-flieder.de/bilder/detail2.jpg)

@MightyPea
I like the form, would be nice to see the tentacles integrated in the mouth / face

JKMakowka
11-25-2006, 12:52 PM
@IxenonI:
The details are really well made, but I strongly suggest to have a closer look at the human anatomy, since that still needs more work.
It kind of looks like the detail was made first and the human underneath was added as an afterthough, or as if you got impaitience with the human and started adding the props way to early.

katzeimsack
11-25-2006, 02:25 PM
year, it'S very good technically, but the antomy is a little bit strange. No Problem though! You can easily fix that on the loe polygonal model /images/graemlins/smile.gif

btw: the smoothed "assedge" looks funny /images/graemlins/wink.gif

hobodactyl
11-25-2006, 03:57 PM
IxenonI, looking good! I agree with the guys above, though. Should be easy to fix.

I'm going nuts trying to fix the texture here; I'm struggling with the idea of making the outfit look clean like a Supervillain's but giving it enough detail to look good. Any help is appreciated!

http://uweb.txstate.edu/~is1010/pointywip9.jpg

Ruz
11-25-2006, 05:00 PM
Rota626 - looks nice, bu the nose needs more shape, very 'straight' looking right now, like he's been using nose straightners:)

IxenonI - very good details, like you spent a lot of time on getting it 'just right'

Johny
11-25-2006, 05:01 PM
no ofense, but the cape texture someone vomited in it , maybe give more definition with the normals , so far the model seems a random smudge of normal mapping not reading any froms at all /images/graemlins/frown.gif i also think your green channel is not inverted .

hobodactyl
11-26-2006, 02:29 AM
Thanks everyone, I was trying to power through this model because I thought the comp was over THIS monday :P Anyway, I've gotten burnt-out on this dude, I'm gonna leave him like this, too many errors and whatnot. I think I've learned some stuff, so that's good. I may try using what I've learned to make another entry.

http://uweb.txstate.edu/~is1010/pointywip10.jpg

kakikukeko
11-26-2006, 07:36 AM
happy birthday hobo! /images/graemlins/smile.gif
good that you learnt some stuffs on this character, and I wish you better success for you next one! /images/graemlins/wink.gif

I take a break from my human character...
on the right, Stupimon N°2! Parrozard.. or something like that /images/graemlins/wink.gif

http://kakikukeko.free.fr/parrozard.jpg

rollin
11-26-2006, 09:54 AM
sooooo cute /images/graemlins/laugh.gif nice 1 /images/graemlins/smile.gif

fmnoor
11-26-2006, 09:57 AM
Almost finished up a prop here. Just need to fix the normal overlay for the leaves a little bit /images/graemlins/smile.gif Final mode/texture followed by original hi-poly, followed by low poly wire

http://www.dustglove.com/coloumns.png

Fuse
11-26-2006, 10:13 AM
http://www.marmalademan.net/fuse/ert_2.jpg

aniceto
11-26-2006, 11:17 AM
Hobo, just spend more time on the high-poly stage next time.
I think you rushed it and for that it suffered from a great deal of lumpiness.

larolaro
11-26-2006, 12:39 PM
kakikukeko - Man i love your stuff!

Just a speedpaint on a model, 15min.

http://img103.imageshack.us/img103/14/juynkkkwo2.jpg

kiril0t
11-26-2006, 03:16 PM
something i fleshed out this weekend
http://www.kirilo.com/3d/3ruin.gif

eld
11-26-2006, 03:18 PM
RobG, your textures makes my brain explode, they're so painterly!

Vitor
11-26-2006, 05:03 PM
Agree withy eld!! outstanding style there RobG

Ganemi
11-26-2006, 05:58 PM
What the hell do you guys use to texture? It certainly doesn't look like you're all using Photoshop.

Slum
11-26-2006, 06:01 PM
!! kakikukeko !!

That bird is sooooo awesome.

foreverendering
11-26-2006, 08:29 PM
small update on that bust I'm working on...

http://www.jeremygritton.com/wip/nov26.jpg

The modeling is getting closer, I'm rendering out a test video of it rotating overnight tonight. If it looks decent (fingers crossed) I'll post up the video.

Peace

JordanW
11-26-2006, 08:40 PM
thats pretty cool man, some of the organic pieces look a little soft next to the mechanical bits, it would help to tighten up some of the creases on his head.

Enix
11-26-2006, 09:47 PM
Started something today I have been wanting to do foeva...

http://img89.imageshack.us/img89/3913/sp3220061126231902ci1.png

If you havn't guessed already, I am a very nostalgic person...

Ramucho
11-26-2006, 11:41 PM
lol! mew two?

perna
11-27-2006, 09:53 AM
kiril0t that's cool
and sum weird plastic birds up there, they rock

Oleg Linkov
11-27-2006, 10:29 AM
Hi everyone. My almost first post here, although i've been lurking on these forums for several years now /images/graemlins/smile.gif

Recently i started to work on my new portfolio, because i haven't updated it for two years now, and as a result, faced some problems trying to find work.

So, this is one of the pieces i'm currently working on, its still wip, i'm planning to add more details on textures and probably some messing with vertices, to add more shape.

http://img302.imageshack.us/img302/2861/sentineldd7.jpg

2512 tris and two 512*512 textures atm. there is no concept for this, did some doodling tho (does not worth showing anyway). i tried to design it to look good from both - ground and aerial points of view, and i hope its purpose is quite obvious - guard, observe. Fantasy ofc.

any c&c are greatly appreciated. thanks in advance.

Slaught
11-27-2006, 12:14 PM
Wip
http://i4.photobucket.com/albums/y106/Dropkick60606/March06/sam22wip_05.jpg
Need to make him look more asian.

@foreverending
Thats damn sweet! /images/graemlins/laugh.gif

LordScottish
11-27-2006, 12:30 PM
[ QUOTE ]
happy birthday hobo! /images/graemlins/smile.gif
good that you learnt some stuffs on this character, and I wish you better success for you next one! /images/graemlins/wink.gif

I take a break from my human character...
on the right, Stupimon N°2! Parrozard.. or something like that /images/graemlins/wink.gif


[/ QUOTE ]

This is totally awesome and a welcome change from the usual type of model

Justin_Meisse
11-27-2006, 02:38 PM
I'm starting to dream about dank sewers, argh! I don't think I'm going to make this a playable level, I'll use UT2K4 for screenshots.
http://www.artbyjustin.com/wip/sewer/screens/sewer_throughdoor.jpg

Enix
11-27-2006, 03:21 PM
Yea, I got suckered into doing mewtwo, which I didn't mind, I like modeling these guys, fun designs.

http://img248.imageshack.us/img248/3348/sp3220061127171655nx2.png

http://img96.imageshack.us/img96/9080/sp3220061127171715zg4.png

Needs some major editing, but atleast the shape is there, limbs are detached for deformation, its going into half-life.

conte
11-27-2006, 05:26 PM
hey Oleg Linkov, welcum to our community.
polycount gang have new member, tell him "Yay!" dudes=))))

Squirrely Jones
11-27-2006, 07:37 PM
HA, I love it kakikukeko. Every time I see your stuff I think, "Damn that's some good normal and spec mapping", then I look closer and see it's all painted on, excellent stuff.

Slum
11-27-2006, 08:06 PM
Oleg Linkov: I really like the direction you're going in. Your execution is pretty nice, but as you said, it's obvious you didn't really have a design in mind. A few things that catch my eye :

1) The little whispy green rings are really cool, but they dont seem to be coming from anywhere. If there was some kind of emitting object on the little towers, it would make more sense. Like for example, if you just had one ring going around the very points of each column, it would make sense because there seems to be some kind of starting point. Even though it's fantasy and real physics mean nothing, it still needs to look like it makes sense in it's own context.

2: The part in the middle, the big tower, looks like it's going to fall over. Maybe widen out the base to a near-pyramid shape to make it look like it's really standing on something.

On top of that, I think your textures so far aren't really warranting two 512x512 maps. By looking at them, I would have guessed maybe 256.

Sorry for the long-winded crit. Keep going dude, I want to see where it goes. Good stuff.

foreverendering
11-27-2006, 11:33 PM
link to video render in case anyone wants to check it out

http://www.jeremygritton.com/wip/wip.avi

encoded in divX

tinman;

Thanks for your comments - you're right, I will do another pass on the sculpt and try to make it better

Peace

MackXX
11-27-2006, 11:33 PM
[ QUOTE ]
http://kakikukeko.free.fr/parrozard.jpg

[/ QUOTE ]

Love these guys, alot of character and enjoyment! /images/graemlins/smile.gif

SyaPed
11-28-2006, 02:13 AM
A little update. Beefed up his feet a bit like some of you suggested.

http://img.photobucket.com/albums/v138/Syama/Render8.jpg
Shader Test (http://img.photobucket.com/albums/v138/Syama/Render9.jpg)

As usual the further along I get with a model the more unhappy I am with it. So I'm going to finish this off soon and start something else :P

Sectaurs
11-28-2006, 07:47 AM
looks pretty cool, but you should either atrophy his legs to comic proportions, or beef up his feet to match the rest of him. Right now it could go either way... personally, I'd like to see him have tiny legs.

Jaco
11-28-2006, 01:28 PM
quick sculpt:

http://img.photobucket.com/albums/v332/Jacoh/HeadQuick2.jpg

okkun
11-28-2006, 06:19 PM
http://www.okkun.net/forestsmall.jpg

trying to find inspiration to get back into painting. Barontieri's brushes definitely helped..

tacit math
11-28-2006, 06:30 PM
.

http://orderindebris.exorsus.net/images/VapourWare_WIP_2.gif

Makkon
11-28-2006, 08:33 PM
okkun! How did you do that foliage! That's awsome!!!
Tacit, your characters are full of personality as usual. Simply genius.

Enix
11-28-2006, 09:29 PM
Damn, some sexy stuff in here, I especially like the painting, gj okkun.

Well, im about done with this model, going to start texturing tomorrow, I want to go for a more realistic style, which will be hard because mewtwo is a pokemon...the furthest thing from reality. Will be a fun challenge though.

http://img82.imageshack.us/img82/7232/sp3220061128232404dv6.png

Slaught
11-29-2006, 12:38 AM
@tacit
Awesome...Love the proportions.

@Enix
It´ll be interesting to see what you do with it. /images/graemlins/grin.gif

Update on my Samurai:
http://i4.photobucket.com/albums/y106/Dropkick60606/March06/sam22wip_07.jpg
Finished unwrapping and started skinning the hair.

fmnoor
11-29-2006, 12:42 AM
Started working on a rocky texture...

http://www.dustglove.com/rock-fin.png

tacit math
11-29-2006, 03:52 AM
.

Makkon. Slaught. cheers guys

kakikukeko
11-29-2006, 06:33 AM
Nice Jaco! you mention quick sulpt, how long did it take?

Enyx, can't wait to see a "realistic style" on that! /images/graemlins/wink.gif looks good so far! /images/graemlins/smile.gif

Slaught, nice start, I think you can use a bit more contrast on his face tho.. at least on the lips /images/graemlins/smile.gif

I didn't expect this little character would be this popular! ^^ thx guys /images/graemlins/smile.gif
still need to clean some little areas, but it wont change a lot from that:
http://kakikukeko.free.fr/parrozard-pose.jpg
529 tri, 512px²

bitmap
11-29-2006, 06:58 AM
[ QUOTE ]
Nice Jaco! you mention quick sulpt, how long did it take?

Enyx, can't wait to see a "realistic style" on that! /images/graemlins/wink.gif looks good so far! /images/graemlins/smile.gif

Slaught, nice start, I think you can use a bit more contrast on his face tho.. at least on the lips /images/graemlins/smile.gif

I didn't expect this little character would be this popular! ^^ thx guys /images/graemlins/smile.gif
still need to clean some little areas, but it wont change a lot from that:
http://kakikukeko.free.fr/parrozard-pose.jpg
529 tri, 512px²

[/ QUOTE ]



nice! to make it even more hibrid it would be cool to transform the tail into an octopus thingie with those eyes and what not. pretty cool.
http://www.alaska.com/ips_rich_content/316-octopus-lg.jpg

Josh_Singh
11-29-2006, 10:15 AM
kak, you make cool characters.

kite
11-29-2006, 10:30 AM
yeah that's super Kak

$!nz
11-29-2006, 10:34 AM
Hey enix,
I got suckered also but my little cousins made me do it /images/graemlins/wink.gif.
http://david-cruz-designs.com/Mewtwo.jpg
It was fun are you going to make his armor also?
This was done way back in 2003. /images/graemlins/tongue.gif

$!nz
11-29-2006, 10:38 AM
Wanted to mention kakikukeko I can really see your characters in an full feature animation full of color and life like. That new shot is awesome great work on the texture as well.

Jarrod1937
11-29-2006, 10:38 AM
i am working on a new floating fortress level for my game. sorry if the images are large, i am at work and don't have the time to resize them.
this is just the outside, there is also going to be extensive catacombs and tunnels underground for the player to play in.
http://i28.photobucket.com/albums/c208/jarrod1937/castle_prev_shot_1.jpg
and here is a quick markup that i made to convey my plans tot the team, it doesn't show nearly all the details i want in the level:
http://i28.photobucket.com/albums/c208/jarrod1937/castle_prev_render8_edit_2.jpg

rooster
11-29-2006, 11:44 AM
like the building jarrod looks chunky

messin about with this guy some more:
http://www.redprodukt.com/post/troop3d5.jpg

Jarrod1937
11-29-2006, 12:02 PM
looks good rooster, did you make the concept yourself?

okkun
11-29-2006, 12:17 PM
thanks makkon, it's just lots of layering. Start at the back with lighter colors and work towards the viewer darkening for a sense of light scattering.

The leaf brushes really help.

http://www.okkun.net/foilageclose.jpg

Turoid
11-29-2006, 12:29 PM
Thats so cool!

dur23
11-29-2006, 04:04 PM
A couple 2 hour sculpts for no reason either than to do something for myself.
http://www.20threed.com/images/pimpin/sculpts/alien%20copy.jpg
http://www.20threed.com/images/pimpin/sculpts/monster2.jpg

tacit math
11-29-2006, 04:09 PM
.

http://orderindebris.exorsus.net/images/vapourWare_TURNS.gif

Slaught
11-29-2006, 05:34 PM
He´s attacking with his bad breath? /images/graemlins/laugh.gif
Great work tacit...will you texture him?

Zcubed
11-29-2006, 05:39 PM
Looks pretty cool, Tacit. I think you need to make the arms a bit more interesting. (maybe some nice cuffs or something). At the moment they're boring cylinders.

Why would he need tubing from his mouth to his guns? /images/graemlins/confused.gif

Hoyt3D
11-29-2006, 05:39 PM
Hehe kakikukeko, thats just too cute!

.................................................. .....
My Soldier Chick, don't know about the big stain on the back...

http://www.hoyt3d.com/dump/Soldier_chick_pc.jpg

Thinking of maby making her a weapon.

tacit math
11-29-2006, 05:59 PM
.

i've beta named him vapourware. so his power is he's all talk. hence the pipes from his mask to his guns. the limit is set at 5k tri's ( current comp at cgchat ). and i need to get a few more bits in there. hopefully the wrinkleness of the normal map and texture will add that interest to his sleeves

Slum
11-29-2006, 07:39 PM
So very cool tacit.

I think the guns are missing something. Right now they seem like pistol's with big silencers, and the tubes were really an afterthought. I think the guns need more mass, to make them look like they really do something. Also, the tubes could be thicker to imply that 'something' actually moves through them- right now it's almost like the guns are just tied to his face with a piece of wire.

tacit math
11-29-2006, 08:01 PM
fair critique on the pipes Slum. i'll work on it. still a bit to do

.

Slaught
11-29-2006, 09:02 PM
http://i4.photobucket.com/albums/y106/Dropkick60606/March06/sam22wip_08.jpg
Got my alpha´s working thx to Vig and Johnny.
Now that I know how to handle it expect serious overuse. /images/graemlins/laugh.gif

@Rooster
I love those boots!

EricElwell
11-29-2006, 09:31 PM
Kak, that color is awesome! Blue/Orange always hits the spot for me. Very cool and fun character too! Sweet!

hobodactyl
11-29-2006, 10:58 PM
My friend Alex just bought me a 9X12 Wacom tablet for my birthday... it rocks my balls off :P This was my warming up on it, as well as my gift back to him... a kingly .GIF HOHOHO!

http://uweb.txstate.edu/~is1010/kingly.gif

It's actually fun practicing painting on here now!

Keg
11-29-2006, 11:14 PM
Dur: first one = awesome, second is a bit too hard to see.

killingpeople
11-30-2006, 12:19 AM
[ QUOTE ]
Barontieri's brushes definitely helped..

[/ QUOTE ]

okkun, could u paste the url to those brushes plz?

CheapAlert
11-30-2006, 01:08 AM
http://mancubus.net/~cheapy/models/m2k47.jpg
http://mancubus.net/~cheapy/models/m2k46.jpg

Goddam arms.

charger
11-30-2006, 02:12 AM
Barontieri brushes (http://www.barontieri.com/atelier.htm)
Goro brushes (http://www.area-56.de/_area56_data/tutorials.html)
Cgtalk DSF brushes (http://forums.cgsociety.org/showthread.php?t=200222)

Don't know if Okkun has the same brushes but maybe you can use them!

Cthogua
11-30-2006, 07:17 AM
[ QUOTE ]
[ QUOTE ]
Barontieri's brushes definitely helped..

[/ QUOTE ]

okkun, could u paste the url to those brushes plz?

[/ QUOTE ]

You guys should check out David Levy's Gnomon DVD (Speed Painting to Concept Art) He really goes deep into the advanced brush creation, in technical terms and theoretical ones. Definatly a huge inspirational DVD as well as educational. Sadly (although not too sadly as I got a game art job) I got an art test, and then had to move (which I'm still kinda in the middle of) right after watching the DVD a couple of times, so I haven't had time to properly experiment with some of the ideas...however I will say the cloud brush is freakin sweet.

killingpeople
11-30-2006, 08:19 AM
thank you charger.
i'll check that video out, Cthogua. if i can.

JKMakowka
11-30-2006, 08:31 AM
[ QUOTE ]
http://mancubus.net/~cheapy/models/m2k47.jpg
http://mancubus.net/~cheapy/models/m2k46.jpg

Goddam arms.

[/ QUOTE ]

Looks really nice cheapy, but you do realize that you can not place a derivative work like that (as it is based on a capcom design) under the GPL and is thus incompatible with OpenArena?

CheapAlert
11-30-2006, 08:36 AM
that shot's from ut2004, i'm not stupid enough to put fan art in FOSS projects

I did make the mesh from scratch however and could strip her to a bare base mesh, which could be GPL'd and useful.

JKMakowka
11-30-2006, 08:46 AM
Ok that's fine than, just wanted to make sure /images/graemlins/wink.gif
Oh and sure go ahead, base meshes never hurt.

okkun
11-30-2006, 11:18 AM
[ QUOTE ]
Barontieri brushes (http://www.barontieri.com/atelier.htm)
Goro brushes (http://www.area-56.de/_area56_data/tutorials.html)
Cgtalk DSF brushes (http://forums.cgsociety.org/showthread.php?t=200222)

Don't know if Okkun has the same brushes but maybe you can use them!

[/ QUOTE ]

Yup, those are the ones

tremulant
11-30-2006, 12:21 PM
heres some basic colors

http://i2.photobucket.com/albums/y2/daveroo/indianColor.jpg

Slum
11-30-2006, 12:45 PM
still MAJOR MAJOR wip, but it's a start.

http://img342.imageshack.us/img342/2452/sewerslights0007go6.jpg

Campaignjunkie
11-30-2006, 01:24 PM
Ah, finally something I feel qualified to comment on -

Slum, that needs to be a great deal brighter, both for gameplay and aesthetic reasons: Players need to see where they're going, and they need to see all those beautiful details you put in that level. Also, make sure you put an env_cubemap (http://developer.valvesoftware.com/wiki/Env_cubemap) in there, or else you'll get the shiny fingernails bug. /images/graemlins/wink.gif

MoP
11-30-2006, 01:29 PM
I dunno, Campaignjunkie - I like the dingy feeling that lighting's creating, and nearly all the time I see HL2 maps, they're ridiculously overbright and end up looking kinda flat as a result.
You can still see players in that lighting without too much difficulty - and even if you couldn't, wouldn't that just be a gameplay device?

Slum
11-30-2006, 01:30 PM
indeed. I havent even bothered with the lighting yet, just threw some in to see what my textures would look like in something other than fullbright.

about the cubemaps: I did add one, but I guess I did something wrong.

animatr
11-30-2006, 01:40 PM
i like it a lot slum

Campaignjunkie
11-30-2006, 02:09 PM
Well in general, you can't know a player's brightness settings, so ideally you would keep a level somewhat bright to be fair to each player. Sure, bits of darkness are okay (like the basement in cs_militia), but usually you will want to have the majority in more visible conditions. No one buys NVGs and flashlight isn't always enabled on servers. I think the style guide for the HL1 mod Natural Selection said it best: Make it "feel" dark, but don't actually make it dark.

Then again, do whatever you want. I'm just commenting on what's supposedly the "most accepted practice" in the community. It's your map, not mine... But one thing: when you load up the map, type "buildcubemaps" into the console, and it'll work its magic.

Jarrod1937
11-30-2006, 02:10 PM
[ QUOTE ]
Well in general, you can't know a player's brightness settings, so ideally you would keep a level somewhat bright to be fair to each player. Sure, bits of darkness are okay (like the basement in cs_militia), but usually you will want to have the majority in more visible conditions.

I think the style guide for the HL1 mod Natural Selection said it best: Make it "feel" dark, but don't actually make it dark.

Oh and Slum, when you load up the map, type "buildcubemaps" into the console, and it'll work its magic.

[/ QUOTE ]
i'd say its bright enough, and if levels like that are too dark for a player.. thats what brightness settings are for in games.

Campaignjunkie
11-30-2006, 02:40 PM
Yes, but if a player has to increase the brightness just for your map, then obviously your map doesn't really fit with the others - which is fine, like I said, but it's not "accepted practice."

Slum
11-30-2006, 03:10 PM
There are good points both ways. I guess from a multiplayer standpoint, I would completely agree with you.

I suppose I should have mentioned that this is not intended to be a multiplayer map for counterstrike. It's just a little level I'm building within the engine for fun. I actually have no interest whatsoever in playing counterstrike or making maps for the game. :P

thefatladysings
11-30-2006, 03:10 PM
my first decent normal map and head /images/graemlins/smile.gif
still gotta make a high poly eye but that shouldn't be too much trouble :P

http://i2.photobucket.com/albums/y38/skwuig/normalmap_head.jpg
Zbrushed model on the left, lowpoly on the right, normal mapped lowpoly in the middle

it's at 890 tris

Etienne
11-30-2006, 03:20 PM
[ QUOTE ]
http://mancubus.net/~cheapy/models/m2k47.jpg
http://mancubus.net/~cheapy/models/m2k46.jpg

Goddam arms.

[/ QUOTE ]

Wow... I would love to use this model in UT... Will u have a link to download the model any time soon?

TY!!

Etienne

okkun
11-30-2006, 05:00 PM
Yay for painting..

http://www.okkun.net/rubblebotSpeedpaint.jpg

kakikukeko
12-01-2006, 04:50 AM
The value looks very good to me Slum.. waiting to see more.. :P

back on my human character.. started to play with the face..

http://kakikukeko.free.fr/sumea/sumea-tete.jpg

Dennispls
12-01-2006, 04:57 AM
That character reminds me so much of final fantasy character tidus

Renaud Galand
12-01-2006, 06:00 AM
kakikukeko : that's looking great man ! If I had to crti a bit, I'd say that the head is a bit big atm, but it's maybe wanted.

sogun
12-01-2006, 06:28 AM
WIP:
Regenerated veteran soldier fatally wounded in war. Lost lower-body replaced with tank chassis. /images/graemlins/smile.gif Has cyborg implants like subdermal armor and battle-penis attachment (hidden). He was put into a metal sarcophagus. Battle Command stuffed him with painkillers/pleasure-hormones and he was released into battle, crazy-Ivan style. /images/graemlins/mad.gif

Roundtable:
Low-res
http://hardwired.hu/upload/3DF2/TC/TankCybLowRes.mov
Hi-res:
http://hardwired.hu/upload/3DF2/TC/TankCybHiRes.wmv

http://hardwired.hu/upload/3DF2/TC/5403.JPG
http://hardwired.hu/upload/3DF2/TC/5404.JPG
http://hardwired.hu/upload/3DF2/TC/LOWPOLYextract.JPG
Biggies:
Lowpoly large pic:
http://hardwired.hu/upload/3DF2/TC/LOWPOLY.jpg
Hipoly everything loaded into 3DSMax:
http://hardwired.hu/upload/3DF2/TC/HIPOLY1.jpg
MR lowest quality renders:
http://hardwired.hu/upload/3DF2/TC/render12005.jpg
http://hardwired.hu/upload/3DF2/TC/render12006.jpg
http://hardwired.hu/upload/3DF2/TC/render12008.jpg
http://hardwired.hu/upload/3DF2/TC/render120011.jpg
Scary eye renders:
http://hardwired.hu/upload/3DF2/TC/1200elol1.JPG
http://hardwired.hu/upload/3DF2/TC/1200elol2.JPG


Need to:
- correct eye texture
- correct anatomy
- correct lighting & render
- specular maps for cyborg body & tank
- skinshader

Will update soon.

Rota626
12-01-2006, 07:21 AM
Practicing next gen stuff,pretty much WIP.plz tell me what U think.
1024*1024 normal+color
http://www.picspirate.com/img/765914ba3fdaece4916285ffaf1750df/ch_beast.jpg
Regards
Rota

KDR_11k
12-01-2006, 08:33 AM
sogun: More cybernetics on the upper body and that'd fit into the next Wolfenstein.

dejawolf
12-01-2006, 08:45 AM
having your lower abdomen blown off is pretty serious business, and i think you'd have a lot of spall and fragments flying all around, ripping up the upper body as well.
a few fingers lost, and brutal scars on the lower body parts would fit well. also, i think that dude needs some clothing. some battle grime, and dust wouldn't come amiss either. soldiers aint pretty.

Gmanx
12-01-2006, 08:46 AM
Dug this out again:

http://www.gmanx.com/album/Shout/shout6.jpg

I'm determined to finish it. The line drawing is slowly disappearing under the paint. I think there might be too much light in there ATM. I think it needs to be a bit more 'contrasty'.

Page top - w00t1!1

noritsune
12-01-2006, 09:00 AM
hey Gmanx that is really cool! I dont think I have seen this before. In terms of lighting I agree with you that it could use more contrast. I kinda went wild with some overlay layers in photoshop, maybe you'll see something you like in my overlay-over (http://www.scottduquette.com/tmp/pc_po_03.jpg).

there are two other things about it that dont seem to be doing it quite yet - the way her right arm ends in such a straight line seems to deaden the rhythm of her pose. and, the arrangement of the clouds behind her head seems to put too much stress in the middle of the composition; might be better to shift the emphasis of the clouds to one side? up to you, of course.

Gmanx
12-01-2006, 09:08 AM
Thanks Noritsune - I agree with your points on the pose and composition. I think the clouds need shifting to the left and toning down a little. I like your 'overlay-over'(tm?) and certainly want to have similar lighting effects in the finished piece.

thefatladysings
12-01-2006, 09:16 AM
added the normal mpa for the eyes, still gotta fix the ear though /images/graemlins/frown.gif

http://i2.photobucket.com/albums/y38/skwuig/head_normal.jpg
http://i2.photobucket.com/albums/y38/skwuig/head_fuglyear.jpg

CheapAlert
12-01-2006, 10:43 AM
Steven Seagal?

thefatladysings
12-01-2006, 10:56 AM
[ QUOTE ]
Steven Seagal?

[/ QUOTE ]it's just supposed to be a generic male head :P

kinda fixed the ear. I might need to change the uvw layout to fix the resolution of the ear

http://i2.photobucket.com/albums/y38/skwuig/ear_normal.jpg

rlostfrost
12-01-2006, 12:53 PM
hey people its been a minute since ive been on..ive been busy w/ graduation things and began to work on this model again..i havent been able to work w/ zbrush yet so i made the high-poly version in max also..this is my first attempt at normal mapping let me know what you'll think


http://www.romelunwrapped.com/kangturn.jpg http://i65.photobucket.com/albums/h227/rlostfrost/kangtextures.jpg

RomelUnwrapped.com (http://www.RomelUnwrapped.com)

Slum
12-01-2006, 02:02 PM
The model looks pretty cool. the texture though looks like you just finished a first pass. looks very unfinished.

mvelasquez
12-01-2006, 05:08 PM
just a small sidetrack. im reskinning one of my older models. Ill probably export to jedi outcast.
http://www.mvelasquez.com/screen001.jpg

Chunkey
12-01-2006, 07:22 PM
http://img164.imageshack.us/img164/7299/sagatblehfm8.th.jpg (http://img164.imageshack.us/my.php?image=sagatblehfm8.jpg) loosing motivation on this character now... getting bogged down and regretting not building up the base mesh a bit more /images/graemlins/frown.gif

May delete from the navel downwards and turn him in to a bust...