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View Full Version : So what are you working on?


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frostymoose
12-20-2006, 10:54 PM
The thumb looks a little dinky but those are some of the best low poly hands I've ever seen! The rest of the model is great, too. I'd really like to see this when it's finished.

Quaggs
12-20-2006, 11:38 PM
Heres an update on my low poly nightmare, 1396 triangles, plus an 397 tris for the mutated half of his torso, pictured in the wireframe shots. probably gonna use this model as a base for the other versions of nightmare that i might have the urge to make.
That jack sparrow is looking awesome johny, especially thands and face!
http://www.freewebs.com/quaggs/Nightmaretex.jpg
http://www.freewebs.com/quaggs/Nightmaretexwire.jpg

poopinmymouth
12-21-2006, 12:08 AM
Dang that's nice Johny, who knew porto was such a source of tallent? I can't wait to see it textured.

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

Daz
12-21-2006, 12:28 AM
Yeah, looking excellent Johny! Gotta love those sunken cheeks.

hawken
12-21-2006, 12:43 AM
[ QUOTE ]

http://img2.freeimagehosting.net/uploads/41ce4ee9c9.jpg

[/ QUOTE ]

/images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif /images/graemlins/ooo.gif

nice job!

hands are far too fat though. Johnny has thin spindly fingers.

I can think of the Alternative Skin easily... heheh

make the boots a bit more feminine. He is in general a very feminine character.

Johny
12-21-2006, 04:22 AM
will do /images/graemlins/laugh.gif thanks for the input of how making it better /images/graemlins/wink.gif

MoP
12-21-2006, 04:45 AM
very cool johny!
love the slightly stylised proportions, although i agree the thumb looks a bit small.

firestarter
12-21-2006, 06:24 AM
Ya, nice work Johny /images/graemlins/smile.gif

Johny
12-21-2006, 08:34 AM
thanks for the help guys ! i added some more new stuff and fixed hands, etc, im very sorry for huge assness of the image /images/graemlins/frown.gif

http://img138.imageshack.us/img138/4969/dddrramnujacksparraaahav3.jpg

rooster
12-21-2006, 08:47 AM
very nice mesh I like it!
I want to be a pirate

Vig
12-21-2006, 09:18 AM
[ QUOTE ]
ok, had some rare free time for personal work , so i decided the hands on my models are shit and tried to make a better one . i made it in a way that i just remove some edges and is fine for subdivision in mudbox.

more stuff from me soon /images/graemlins/frown.gif

http://img2.freeimagehosting.net/uploads/th.9ebee0b5e9.gif (http://img2.freeimagehosting.net/image.php?9ebee0b5e9.gif)

[/ QUOTE ]

FINALLY someone else that doesn't model every hand with a Kung-Fu grip! See people hands can be more expressive than just C-Clamps and lobster claws! Take notes, there is going to be a test later!

ultra
12-21-2006, 09:50 AM
Great work jonhy, "As férias fazem-te bem" /images/graemlins/smile.gif
nice improvement in the hands and boots

[ QUOTE ]
poopinmymouth: Dang that's nice Johny, who knew porto was such a source of tallent?...

[/ QUOTE ]
do u mean Portugal?

cheers

TheArgyleKid
12-21-2006, 03:08 PM
New portfolio character I'm finishing up.

http://i59.photobucket.com/albums/g315/biggafrica/Slaad01.jpg

fritz
12-21-2006, 03:29 PM
this looks pretty cool. i'd just bake in a shadow map under the shoulder armor and under the skulls.

diZzyWalnut
12-21-2006, 03:33 PM
TheArgylekid - I like a lot and specially Your "major gate" after my visite of Your website.
http://catwizard.net/images/gallery/gates_03.jpg
Why You don't try to export here into Quake 4.
Really nice model. /images/graemlins/crazy.gif /images/graemlins/cool.gif /images/graemlins/crazy.gif

CheapAlert
12-21-2006, 03:51 PM
PIECE OF CRAP
http://mancubus.net/~cheapy/models/animeface1.jpg

diZzyWalnut
12-21-2006, 04:24 PM
ouups ... Johny Your <u>Jack Sparrow</u> is HOT STUFF !!!
TEXTURE TEXTURE TEXTURE .

------------
I'm thinking about Jack too. /images/graemlins/wink.gif

http://www.miseryproduction.com/imagespages/johnnydepp1.jpg

...W.I.P.

rooster
12-21-2006, 04:37 PM
he looks like he lost a tenner and found a fiver /images/graemlins/laugh.gif
like the style tho /images/graemlins/wink.gif

diZzyWalnut
12-21-2006, 04:51 PM
[ QUOTE ]
he looks like he lost a tenner and found a fiver /images/graemlins/laugh.gif
like the style tho /images/graemlins/wink.gif

[/ QUOTE ]

...bad boy /images/graemlins/laugh.gif
Yeah I've got already some crits to his "regard -look" and his eyebrow . Well , You confirm this crits.
I will re-touch him a little bit.

REF:

http://upload.wikimedia.org/wikipedia/en/thumb/3/36/Sparrow.jpg/250px-Sparrow.jpg

Thanks, Rooster /images/graemlins/wink.gif

Justin_Meisse
12-21-2006, 05:45 PM
ARRRRRR! BITE YOUR HEAD!
http://www.artbyjustin.com/wip/rage_hammer02.jpg

kite
12-21-2006, 06:09 PM
that looks awesome johny!

hawken
12-21-2006, 11:32 PM
[ QUOTE ]
[ QUOTE ]
he looks like he lost a tenner and found a fiver /images/graemlins/laugh.gif
like the style tho /images/graemlins/wink.gif

[/ QUOTE ]

...bad boy /images/graemlins/laugh.gif
Yeah I've got already some crits to his "regard -look" and his eyebrow . Well , You confirm this crits.
I will re-touch him a little bit.

REF:

http://upload.wikimedia.org/wikipedia/en/thumb/3/36/Sparrow.jpg/250px-Sparrow.jpg

Thanks, Rooster /images/graemlins/wink.gif

[/ QUOTE ]

you messed up the eyebrows.

Sharx
12-22-2006, 12:50 AM
[ QUOTE ]
ouups ... Johny Your <u>Jack Sparrow</u> is HOT STUFF !!!
TEXTURE TEXTURE TEXTURE .

------------
I'm thinking about Jack too. /images/graemlins/wink.gif

http://www.miseryproduction.com/imagespages/johnnydepp1.jpg

...W.I.P.

[/ QUOTE ]

It looks SO much like him /images/graemlins/shocked.gif

Slipstream
12-22-2006, 03:28 PM
Altered some of the overall design for this guy. Polycount's around 6200.
http://img.photobucket.com/albums/v416/temetry/persp2.jpg

Slum
12-22-2006, 04:37 PM
slipstream: in the famous words of Bobo, "that kicks ass!"

Marshal Banana
12-22-2006, 10:18 PM
http://i93.photobucket.com/albums/l43/Marshal_banana/DMC1Dante-1.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/Dante-progress01.jpg
not sure if I should continue with the original Dante, or turn it into DMC2 Dante

Irritant
12-23-2006, 11:08 AM
Just some goofy robot I'm messing with...not meant to be Robby The Robot, but along those lines I guess. Excuse the black backround, was having trouble with Deep Exploration's renders of the trans areas on his lower torso. Those dark areas there are to be filled with an electric like shader.

http://cor.planetquake.gamespy.com/codered/testpics/rustbotborg.jpg

fogmann
12-23-2006, 08:29 PM
Just a boring naked dude:
http://fogmann.com/uploadpics/wip/anwip01.jpg

Akirra
12-24-2006, 10:11 PM
OMG, I have a boring naked dude that I am working on too.

http://www.force137.com/pics/user23_nekkie.jpg

Marshal Banana
12-24-2006, 11:05 PM
Wowo, they look so similar!
more Dante Progress
http://i93.photobucket.com/albums/l43/Marshal_banana/dante.jpg

Jarrod1937
12-25-2006, 12:41 AM
[ QUOTE ]
OMG, I have a boring naked dude that I am working on too.

http://www.force137.com/pics/user23_nekkie.jpg

[/ QUOTE ]
maybe its just me but his abs/mid-section look too long.

Ruz
12-25-2006, 06:55 PM
fogmann - thats cool. feet are a bit flat though

gavku
12-25-2006, 07:11 PM
http://img136.imageshack.us/img136/2332/beastbustvh2.jpg (http://imageshack.us)

knocking out a few different busts for practice.

noritsune
12-25-2006, 11:03 PM
torsos are too long on both naked dudes! but especially so on Akirra's.

Akirra
12-25-2006, 11:17 PM
We are breeding a race of superior naked extended torso dudes... yes thats it &lt;nods&gt;

Marshal Banana
12-25-2006, 11:53 PM
[ QUOTE ]
We are breeding a race of superior naked extended torso dudes... yes thats it &lt;nods&gt;

[/ QUOTE ]
Maybe by wearing long coats they can appear taller and more threatening

Crash
12-26-2006, 06:44 AM
http://crash.ichian.org/set01_v001.gif

HAH!!

rooster
12-26-2006, 07:35 AM
oo what you making crash?

Slaught
12-26-2006, 08:27 AM
http://i4.photobucket.com/albums/y106/Dropkick60606/March06/kainwip01.jpg

fogmann
12-26-2006, 10:18 AM
Not really extended torso, it's just natural (matched to a couple of photo references). I think you guys just got used to looking at stylized small head, big chest, huge muscles kind of dudes, so that regular people begin to look strange.

Toomas
12-26-2006, 10:41 AM
Irritant - awesome robot
Crash - crazy viking person better start to explain

low odor
12-26-2006, 04:46 PM
more work on my Zangief redesign...that captain sparrow is looking good Johny
http://img.photobucket.com/albums/v186/andrewhunt/zan06.jpg

Vassago
12-27-2006, 10:42 AM
Hah, that is soo damn cool, Johny. Can't wait to see it textured /images/graemlins/smile.gif

Slipstream
12-27-2006, 11:16 AM
Taking a break from my samurai-ish guy
http://img.photobucket.com/albums/v416/temetry/ssgohan.jpg

Psyk0
12-27-2006, 01:42 PM
Johny wanted to make a collab piece so around the same time i started on Davey. I'll probably redo the tentacles straight like ILM.

http://img294.imageshack.us/img294/6541/daveyyashjt7.jpg

aesir
12-27-2006, 03:35 PM
Lookin great so far on davey. However, I'd advise against modeling them like ILM did unless you plan on rigging each tentactle seperately with their own bones, which most games engines would probably have trouble handling and would be a pain to animate without a lot of scripted controls. It would probably be easier to just have a couple bones that can control the secondary motion of the entire tentacle beard.

Psyk0
12-27-2006, 05:21 PM
Good point, i was gonna use splines as bones just for posing tho. Didnt plan to get it in a game, altho it would be fun!.

Jackablade
12-28-2006, 01:13 AM
I *heart* Mudbox
http://onfinite.com/libraries/1072930/c42.jpg
I dumped my Street Fighter Redesign model that I never finished into Mudbox to test things out.

I'll be adding braided hair once I work out how best to achieve it, along with teeth, a rope belt and some bangles.

Brice Vandemoortele
12-29-2006, 02:12 AM
http://www.mentalwarp.com/~moob/show/LittleDevilHead_screen01.jpg
at last I baked this high poly I did this summer. oportunity to go and try maya 8, some nice new features but damn, why did they renamed everything? Oh yeah I eventually stole Bobo's horns on this one /images/graemlins/wink.gif

http://www.mentalwarp.com/~moob/show/char01.jpg

I'm also giving a try at machines texturing with normal map. I knew I wasn't efficient in machines, but hey normal map is just one step further, it's terrible. I know I can do it, I have to hehe (coming from a little project, sorry, only in french ^^ http://www.mentalwarp.com/~fmp/forum/ )

happy new year blabla /images/graemlins/smile.gif

Turoid
12-29-2006, 02:15 AM
Psyk0: I just saw the movie, I realy like your model already.

Japhir
12-29-2006, 06:01 AM
i'm working on this character head... it used to be much more detailed but i wanted the character in total to stay about 2000 polygons so i had to reduce the head's polycount...
http://img218.imageshack.us/img218/9073/charactersv5.jpg http://img244.imageshack.us/img244/7420/characterwj0.jpg
might totally redo the head. c&amp;Cs?

Turoid
12-29-2006, 10:30 AM
uuhm it doesn't look that bad actually, maybe you can fix some proportions and add the eyeballs. How does the rest of the character looks like?

CheapAlert
12-29-2006, 10:33 AM
brice is that regis philbin?

Japhir
12-29-2006, 10:59 AM
thanks, this is what the body looks like atm:
http://img131.imageshack.us/img131/4656/characterfg9.jpg http://img48.imageshack.us/img48/3631/characterdf8.jpg
now that i see it it looks like the arms are too long on the second pic... but i don't know about that for sure...

rooster
12-29-2006, 01:02 PM
practicing modular stylee
http://www.redprodukt.com/post/modular.jpg

EricElwell
12-29-2006, 01:13 PM
Brice, I am totally dig'n that face!

Jarrod1937
12-29-2006, 01:17 PM
since my levels for my game are on hold untill the foilage and terrain system is implemented i decided to make soem ground props. the first being a well:
http://i28.photobucket.com/albums/c208/jarrod1937/well_3.jpg

Japhir
12-29-2006, 02:02 PM
jarrod, the wood texture on top of the roof is not looking very realistic... real wood has way fewer contrast and is kind of "smooth" other then that, great job! love the stones!

Jarrod1937
12-29-2006, 02:07 PM
well, it was meant to look like wet rotting wood.
however i'll try decreasing the contrast of the wood tex and see how it looks.

edit: here we go, i do think it looks better. should i decrease it more or is that good?:
http://i28.photobucket.com/albums/c208/jarrod1937/well_4.jpg

Japhir
12-29-2006, 02:18 PM
oh ok, i thought you where going for natural wood, like beams. (i actually had to look up that word /images/graemlins/wink.gif) The wood on the picture is made of wood totally grinded and then glued together, so that's why its looking diffrent.

Japhir
12-29-2006, 02:28 PM
here is the boar guy i'm working on for challenge 32:
http://img131.imageshack.us/img131/543/boarre9.jpg
still need to scan my concept but my scanner doesn't work at the moment... /images/graemlins/frown.gif still got a lot to do...

Jarrod1937
12-29-2006, 02:29 PM
i am going for natural wood, but wood still rots the same:
http://www1.istockphoto.com/file_thumbview_approve/77832/2/istockphoto_77832_wood.jpg i was going for something liek that but a little more progressed in rotting.

Japhir
12-29-2006, 02:45 PM
i googled these:
http://www1.istockphoto.com/file_thumbview_approve/275070/2/istockphoto_275070_rotten_wood.jpghttp://www1.istockphoto.com/file_thumbview_approve/2211270/2/istockphoto_2211270_wood_texture_iii.jpg
wood thends to go either very dry and full of tiny holes (we have lots of wood at our home so thats why i know about that /images/graemlins/grin.gif) or it can go really spongy and wet, then it is really fragile and tends to break very easily. i think the first one is a wet one and the second one a dry one...

IronHawk
12-29-2006, 02:58 PM
Nice start rooster! Modular design is next on my project list.

Jarrod1937
12-29-2006, 03:37 PM
ok, japhir, i changed the wood to make you happy ;-)
http://i28.photobucket.com/albums/c208/jarrod1937/well_6.jpg

i might add an edge loop so i can get rid of that annoying line near the top of the stones.

rawkstar
12-29-2006, 03:51 PM
looks cool, i'd cut out a couple of those stones and make them stick in or out a little bit just so it doesn't look so much like a cylinder with a normal map applied to it /images/graemlins/smile.gif

EricElwell
12-29-2006, 05:47 PM
calling it "finished"

http://thetextureguy.com/screenies/quake2d.jpg

hawken
12-30-2006, 02:31 AM
eric, get in there with the 1px / 2px brush and do some details!

Japhir
12-30-2006, 03:30 AM
yeah thats it /images/graemlins/grin.gif good job

Neo_God
12-30-2006, 05:02 PM
Here's a small freelance project of a Young Clint Eastwood.

http://img.photobucket.com/albums/v305/Neo_God/manwithnoname-1.jpg

2064 tris for the head
512x512 diffuse, I plan on making a spec for it though.

rooster
12-30-2006, 07:27 PM
I'm aiming for something ps2 spec, this is all RTTd just under 6k polies, around about 10 256s or so. Of course the trees would probably glitch like hell muh
I've yet to really touch the building textures I'll weather them up next and add mud etc to the entrance
I did the mud in mudbox! w00t
http://www.redprodukt.com/post/modular2.jpg
crits welcome

edit: I got it down to about 7 256s without much noticable drop (not pictured)

Marine
12-30-2006, 08:41 PM
The building looks fine clean, I don't see why so many people insist that everything must be covered in grime.

Blaizer
12-31-2006, 02:16 AM
low poly traditional! /images/graemlins/laugh.gif

http://usuarios.lycos.es/blaizer/foros/fetter_.jpg

and his weapon
http://usuarios.lycos.es/blaizer/foros/fetter_hacha.jpg

4600 polygons (tris) weapon included, and some difusse maps /images/graemlins/laugh.gif

Happy new year guys!!

aesir
12-31-2006, 02:53 AM
wow, so theres no spec map? All that specularity was hand painted?

rooster
12-31-2006, 07:06 AM
damn that looks cool blaizer, the style reminds me of samus in metroid prime

Slipstream
12-31-2006, 08:44 AM
Wow. I could not tell that was a model instead of a painting until you posted the tri count. Sweet stuff!

Peris
12-31-2006, 08:47 AM
Thats incredibly awesome, I thought it was a highpol model on first glimpse! Care to show us the texture? I'm loving the colors here.

MoP
12-31-2006, 04:45 PM
http://greveson.co.uk/samurai-render.jpg

Need to UV-map this guy and do a diffuse texture for him. I'm thinking about a 512x512 texture, even though he's 4000 tris.

ghost-d
12-31-2006, 07:03 PM
Hi there! I´m new to polycout forum and also to modeling. Anyway, here´s my latest wip. I´ve been practising modeling a human torso.
Here are the renders with smoothing groups applied:
http://img107.imageshack.us/img107/8272/torsosmoothedsv2.jpg (http://imageshack.us)
and here are viewport grabs:
http://img107.imageshack.us/img107/6224/torsograbsha1.jpg (http://imageshack.us)
Hope you like it and I look forwards your comments a critics.

Johny
12-31-2006, 07:04 PM
awesome mop !! make 256x256 head and 512x512 for the rest PLEASE /images/graemlins/frown.gif

rooster
12-31-2006, 07:57 PM
what johny says! happy nu yr!

SupRore
12-31-2006, 08:58 PM
That's just awesome, Mop.

Mongrelman
12-31-2006, 10:16 PM
Awesome Blaizer, love that texturing.

Looking forward to seeing this progress MoP, great modelling.

Marshal Banana
12-31-2006, 10:25 PM
Hey, Blaizer, is his weapon a pick or a scythe?

perna
01-01-2007, 12:24 PM
cool pimp mop!

Squirrely Jones
01-01-2007, 01:35 PM
[ QUOTE ]

Need to UV-map this guy and do a diffuse texture for him. I'm thinking about a 512x512 texture, even though he's 4000 tris.

[/ QUOTE ]

Heh, like PS2. looking forward to this.

EvanG
01-01-2007, 04:50 PM
just learning myself some mudbox.
http://img48.imageshack.us/img48/9827/face4xh1.jpg

Zcubed
01-01-2007, 05:00 PM
That's absolutely amazing, Blaizer. Nice work.

okkun
01-01-2007, 07:42 PM
Awesome work Blaizer!

Emil Mujanovic
01-01-2007, 09:53 PM
Fucking rad Blaizer!
Could we see some wires and texture flats?

-caseyjones

EricElwell
01-01-2007, 09:58 PM
Blaizer, that's cool! Reminds me of that lictor character somebody did awhile back..? cool..



some sutff:
http://thetextureguy.com/screenies/oddmindfacePO4b.jpg

killingpeople
01-01-2007, 10:15 PM
lovely. dig his fucked up teeth.

EricElwell
01-01-2007, 10:30 PM
http://thetextureguy.com/screenies/oddmindfacePO4c.jpg

Quick iteration with some hackery, thought his skin was too smooth.

diZzyWalnut
01-02-2007, 07:24 AM
[ QUOTE ]
Here's a small freelance project of a Young Clint Eastwood.

http://img.photobucket.com/albums/v305/Neo_God/manwithnoname-1.jpg

2064 tris for the head
512x512 diffuse, I plan on making a spec for it though.

[/ QUOTE ]

not bad Neo , but I'm not sure about his eyes - there's something wrong.( It could be the wrong distance between them - bad outlying; even the up of head I've found too large )....maybe something like this ?
( modif on the right side)
http://www.miseryproduction.com/divers/clint.jpg
http://eastwoodclint.free.fr/photos_clint/clint12.jpg

http://eastwoodclint.free.fr/photos_clint/clint09.jpg

http://eastwoodclint.free.fr/photos_clint/clint_2005.jpg

Blaizer
01-02-2007, 10:06 AM
thanks for the comments guys /images/graemlins/smile.gif

The model only use diffuse maps and a mask for autoilumination (eyes). His weapon may be like a scythe, it's a piece from a big insect /images/graemlins/laugh.gif

Here's a part of one texture
http://usuarios.lycos.es/blaizer/foros/fetter_texture.jpg

And the wire+shaded
http://usuarios.lycos.es/blaizer/foros/fetter_wire.jpg http://usuarios.lycos.es/blaizer/foros/fetter_gris.jpg

And this is something i'm working on now, awaiting to be more refined for a mudboxing.
http://usuarios.lycos.es/blaizer/foros/lavadrone_nuevo01.jpg
Rendered in Modo with a bit of SSS.

EricElwell
01-02-2007, 11:18 AM
dig'n the teeth placement hard!

aesir
01-02-2007, 12:58 PM
thanks for the map blazier /images/graemlins/smile.gif

zenarion
01-02-2007, 02:35 PM
Bomb target for future de_metalgear:

http://img.photobucket.com/albums/v216/zenarion/3d%20Models/wip03.jpg

rooster
01-02-2007, 04:26 PM
environment 'sketch'
http://www.redprodukt.com/post/sketch.jpg

arshlevon
01-02-2007, 06:24 PM
cool stuff blazier, love that dragoney beast thing.. cant wait for the mud love on it.

thnom
01-02-2007, 07:50 PM
That's awesome rooster, loving that.

JordanW
01-02-2007, 07:51 PM
that's cool rooster, i wonder what it'd be like to do something like that w/ zapplink...anyways looks cool

killingpeople
01-03-2007, 06:38 AM
boxn
http://img.photobucket.com/albums/v668/killnpc/mudboxn.jpg

Gav
01-03-2007, 01:49 PM
Puttering, puttering..

http://www.gavimage.com/mobster/mobster_02.jpg

MoP
01-03-2007, 01:52 PM
cool stuff guys, lovely style there gav!

Spacey
01-03-2007, 04:11 PM
You guys are making some awesome things. Reminds me I need to get my ass in gear.


Been playing too much Gitaroo Man (http://ps2.ign.com/objects/015/015184.html).
(crazy fun super happy neat game ^_________^ kekeke etc)

http://i4.photobucket.com/albums/y121/wootmonkey/Art/gitaroo_01.jpg

Thinking of doing a redesign of the main character (http://i4.photobucket.com/albums/y121/wootmonkey/git_6.jpg)...

rooster
01-03-2007, 04:53 PM
http://www.redprodukt.com/post/alcove_01.jpg

MoP
01-03-2007, 05:04 PM
looks good enough to eat, rooster /images/graemlins/wink.gif

Neox
01-03-2007, 05:52 PM
say cheeeze
http://nonpublic.gamereplays.de/wip/neox/boy01/saycheeeeeze.jpg
still lots of work with the poses, but the base is done /images/graemlins/smile.gif

cool work rooster, what is it for?

Emil Mujanovic
01-03-2007, 08:03 PM
Man that looks pimp Gavimage!

-caseyjones

Ferg
01-03-2007, 09:13 PM
zombie!

http://www.olypen.com/advent/Smiley/temp/zombo3d1.jpg

http://www.olypen.com/advent/Smiley/temp/sketches/zombo.jpg

Emil Mujanovic
01-03-2007, 10:04 PM
Ferg, I know its still WIP but it would have been cool to see some of the key elements from the concept carry through in the 3D model. For instance the missing arm, the loose tattered shirt, the missing shoe and the chunks ripped out here and there.

-caseyjones

Ferg
01-03-2007, 10:10 PM
yep, still a wip, I'm planning on adding all those things... unfortunately I only have comp access a couple days a week so I wont be able to update him till next tuesday or so

what do you think of what's there right now, considering I haven't added the asymmetry yet

Emil Mujanovic
01-03-2007, 10:47 PM
Personally I think you've done a great job with the model.
I made a rough as guts paintover for a few things I would have changed. The main thing would be the eyes, I like how they are small and round in the concept, yet on the model they look large and very jagged. Also a crotch and thinning out the legs a little.
http://www.itsonlikedonkeykong.net/polycount/paintovers/fergZombie001.gif

-caseyjones

Ferg
01-03-2007, 11:08 PM
ah good advice on the crotch addition, thanks for the paintover. Here's a last minute update

the white eye areas won't be that big in the final texture, those'll be eye socket with a smaller eyeball inside em.

http://www.olypen.com/advent/Smiley/temp/sketches/zombo3d2.jpg

diZzyWalnut
01-04-2007, 02:47 AM
ROOSTER - Charlie and the Chocolate Factory. /images/graemlins/crazy.gif
Where's Willy Wonka ?

GAVIMAGE - really hot stuff.

SHEPEIRO
01-04-2007, 05:44 AM
still here, sommit i did a little while ago

ds style

not quite done

http://i30.photobucket.com/albums/c346/Shepeiro/walky1.jpg

tacit math
01-04-2007, 06:45 AM
the eelman. still gotta nut out how i'm gonna deal with his fins. spikey or flat. but he's mostly all in there. 3638 triangles

:

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

Japhir
01-04-2007, 06:58 AM
math that thing is just looking amazing! are you going to add some sort of trident or something too? i'd love to see the textures on that one!

doc rob
01-04-2007, 07:53 AM
SEKNeox - very cool. Some creasing would help sell some of the expressions.

_Shimmer
01-04-2007, 08:14 AM
very nice stuff neox!

pior
01-04-2007, 08:24 AM
Hey tacit, it looks great as is but I'd say model the whole body straight or it will bite you in the nuts when rigging it. I know It wont look pimp/posed anymore, but if you plan to animate or pose it it will save you headaches.

perna
01-04-2007, 12:39 PM
.
I don't know what tacit math is
.
.
but it must be
.
the kind of math that leads you to conclude
.


:
that posting a 1.6mb gif is optimal, 10+ and gigamega
.

arshlevon
01-04-2007, 02:31 PM
haha yeah tactic, i would look for another way to pimp your stuff, it brings my browser to crawl, but it is very cool looking. stills do just fine. maybe some stills and a link to the turntable?

Skeptical Nate
01-04-2007, 03:05 PM
Awesome looking stuff on this page,

Finally got around to putting a normal and spec map on this one, Im calling it done.

http://i38.photobucket.com/albums/e117/SkepticalNate/Prop.jpg

CheapAlert
01-04-2007, 04:05 PM
[ QUOTE ]
it brings my browser to crawl

[/ QUOTE ]

ie doesn't like big gifs /images/graemlins/wink.gif

Sectaurs
01-04-2007, 04:48 PM
ohhh snap!

I'll cry if you give it a trident. Thats been done to death, and I don't think an eel would prefer that... he would spend too much time coiling his body around the shaft.

but yeah, its pretty badass looking

MightyPea
01-04-2007, 04:55 PM
what, and Firefox does then?
awesome looking beastie, tacit.

Notorious P.I.G
01-04-2007, 04:58 PM
Doing alot of stuff these days. Here´s one of the things. Bet you´ve seen the model before *cough cough*. Felt like texturing a little so i went here and grabbed it. I´m just putting down the basic level of color and such right now, playing around a little.

Will try to finish it all sometime. I can´t get the right artistic mood going right now. I just sit and... sit and sit and sit. Not very productive to say the least. /images/graemlins/smile.gif

http://www.pigged.net/stuff/deamon2.jpg

rooster
01-04-2007, 05:17 PM
not for eating! no!
this is just a test bake with a little texture. very wip!
http://www.redprodukt.com/post/alcove_02.jpg
SEKNeox: very nice char /images/graemlins/smile.gif its a test of an idea really and to practice

tacit math
01-04-2007, 05:32 PM
yeah. the browser stutters a bit when you try and scroll through the gif. but she's fine when it aint in view
.

pior. yes. i just modelled it in that pose to try and hit the character. i'll be straightening it out to sculpt and rig proper

not sure about any accessories. i was thinking two shorter spears. one in each hand. and maybe some light armour in the normal map

tacit math
01-04-2007, 05:34 PM
and SEKNeox. that's a real nice character you got going there. digging the expressions

Emil Mujanovic
01-04-2007, 05:53 PM
I think the concern was the 1.6MB image more than the gif lagging the browser.

-caseyjones

tacit math
01-04-2007, 06:28 PM
ok. maybe i'm over estimating peoples connection speeds. i'll try and tone it down a little

rawkstar
01-04-2007, 07:43 PM
per's connection is pots on wires, he mails his packets on floppy disks through USPS.

Neo_God
01-04-2007, 07:51 PM
strange, it didn't lag at all for me. Oh well.

foreverendering
01-04-2007, 07:52 PM
Hey tacit I really like your work man, how long do you think it takes you on avg to create these characters? Seems like you always have a cool model blocked out every time I turn around!

I like the gifs btw, my browser's never had a problem with them... It's slow for the first rotation but once the frames get cached it's a pretty nice way to check out the model /images/graemlins/smile.gif

foreverendering
01-04-2007, 08:01 PM
Oh yeah, tacit, I tried to visit your website so I could view your work but it says its under construction :'(

Any idea when it might be up?

tacit math
01-04-2007, 09:07 PM
glad you like them foreverendering. your work is some of the best i've seen and pretty much sets the bar for me. it doesn't usually take that long to put together the low poly stuff ( -5000k ). once i've figured on what it is i'm gonna make it might take about a day. day and a half to build it up

the key is the texture work. a process i'm not terribly fond of. that's why the site aint up yet. i want to finish a texture of halfway decent quality before i dump all the other colourless wonders in there. of which there are many

larolaro
01-05-2007, 03:23 AM
Can i post paintings here?

Just taking a rest from 3d with some paintin.

http://img378.imageshack.us/img378/5628/15da9.jpg

SyaPed
01-05-2007, 03:37 AM
Wanted to do some plain diffuse painting...
http://img.photobucket.com/albums/v138/Syama/MM1.jpg

xysdf
01-05-2007, 09:29 AM
working on a "special" rock for a map...
http://img413.imageshack.us/img413/8273/rocklv9.jpg

IronHawk
01-05-2007, 10:13 AM
nice rock xysdf. I am not liking an area in the middle shot about midway up the rock there is a section with uniform stripes that doesn't look very natural. Is there any particular type of stone your trying to recreate?

xysdf
01-05-2007, 10:42 AM
ironhawk: yeah you are right, the stripes need some work, currently they look a bit like elastic stonesplates, the should get sharpened. the whole idea of the rock is something like a rock which appears in the center of a map (and trys to be the centerpoint/meetingpoint) which should tell a story of the local culture living there as a art object. My thoughts about the type of rock are like if it was probably made up by local artists (or people) maybe over a great time where everyone formed a particular area of the rock - something like a mixed art-rock meetingpoint object. like some trees in the park which have all sort of local lovers and other crazy stuff cutted into the bark.

IronHawk
01-05-2007, 11:07 AM
http://www.rockclimbing.com/ is a good reference for rocks. They have a large photo database. I recommend the artistic section. For good shots of single rocks check the bouldering area. Some of the shots will list the region and type of stone ie granite, limestone, sandstone ect...

larolaro
01-05-2007, 11:12 AM
http://img292.imageshack.us/img292/3303/17ee8.jpg

EarthQuake
01-05-2007, 11:50 AM
rob: i want to have your babies.

Slum
01-05-2007, 12:39 PM
xysdf: that rocks! seriously though, i like it.

rooster
01-05-2007, 01:06 PM
brilliant ref ironhawk cheers! im guilty of not thouroughly researching mine so I think I'll go give em another pass with a certain type of rock in mind /images/graemlins/smile.gif
edit: doh i got so much cool ref now.. what a noob mistake

EricElwell
01-05-2007, 04:39 PM
SyaPed, that guy rocks! I like him alot. He has a lot of character

Crash
01-05-2007, 06:36 PM
More pixeling...
http://crash.ichian.org/char03_v005.gif

ironbearxl
01-05-2007, 06:53 PM
Hot damn crash those are good!

Here's something to get me in the habit of finishing stuff /images/graemlins/wink.gif
http://i84.photobucket.com/albums/k30/ironbearxl/Sagat_sculpt_1.jpg

Jarrod1937
01-05-2007, 08:34 PM
i am mainly just working on the non-diffuse part of the underground catacombs/cavern area of the fortress level. i'm also trying to work in a style like morrowind or oblivion did so i can mix and match pieces of the cavern like puzzel pieces to make uop the area.
any suggestiosn on what you would find in a catacomb/cavern like area?
and ignore that floating board...
http://i28.photobucket.com/albums/c208/jarrod1937/cavern_catacombs_fortress_prev4.jpg.

adamp
01-05-2007, 09:49 PM
http://userpages.umbc.edu/~petrone1/art/dudewip.jpg

shape
01-06-2007, 03:37 AM
sweet work here guys!

Jarrod1937, that's looking pretty cool, maybe check the pixel density on the walls. It's looking noticeably lower than on the props.

cholden
01-06-2007, 05:14 AM
Jarrod1937: what shape said. Always keep your pixel density even all around. Add more rock size variation, such as scatting lots of really smaller ones, and a few mediums to go with those larger ones. Also, change up the height of the floors/ceilings some. You can take it too pretty extreme levels so that it blocks visibility to other areas of the cave. FFD or Lattuce works great for this, though you may save it for a final stage.

MoP
01-06-2007, 05:18 AM
Jarrod: cholden and shape have some good points there, overall I think it looks great! Take care of those issues and it will be awesome... keep it up /images/graemlins/smile.gif

Japhir
01-06-2007, 05:24 AM
i'm working on an orc model i did in milkshape 3d a long time ago. redoing it and adjusting the uvs and stuff. http://img114.imageshack.us/img114/496/orcwipht2.jpg
C&amp;C's welcome!

shape
01-06-2007, 06:14 AM
here's a wip low/mid poly model for something I'm working on.. still needs the interior to be blocked out, rubble spilling out of the doorway, and some detail bits are missing too.

http://www.artbyshape.com/polycount/shape_windmill_wip01.jpg

EricElwell
01-06-2007, 09:50 AM
shape, that rocks my socks off! you posted a concept for this a few weeks back didn't you?

merecraft
01-06-2007, 10:24 AM
Really cool windmill Shape!

Place it in gloomy and rainy environment and it's ready to be used in the next Tim Burton's movie /images/graemlins/smile.gif

Jarrod1937
01-06-2007, 03:06 PM
getting better?
and that is an excellent windmill shape, whats its tri count so far?
http://i28.photobucket.com/albums/c208/jarrod1937/cavern_catacombs_fortress_pr2ev6.jpg

larolaro
01-06-2007, 03:27 PM
Just playing around with my old busts.

http://img440.imageshack.us/img440/5851/facers7.jpg

shape
01-06-2007, 03:59 PM
EricElwell, thanks yeah I did a quick and nasty paintover of basic geometry concept just to throw some ideas for mood around.

Jarrod it's around 10k, at my target already but can use lots of optimisations. Looking better, pixel density still seems a bit low on the wall to the right /images/graemlins/frown.gif either that or the large rock directly next to it is mega hi res. Looking great tho.

RobG great style /images/graemlins/smile.gif

cholden
01-06-2007, 04:05 PM
AHHH! why is it all grayscale and bright as the sun?

Watch out for low poly profile edges that stick like that small rock on the right. Silhouette is important when using normals because those low poly edges kill the high detail illusion you're trying to create.


shape: freakin' awesome windmill!

Jarrod1937
01-06-2007, 05:36 PM
[ QUOTE ]
AHHH! why is it all grayscale and bright as the sun?


[/ QUOTE ]
sorry about the brightness, the lighting is yemporary, as for it being grey scale... its because its only normal mapped so far. so no color diffuse yet.
[ QUOTE ]

Watch out for low poly profile edges that stick like that small rock on the right. Silhouette is important when using normals because those low poly edges kill the high detail illusion you're trying to create.

[/ QUOTE ]
thanks, i will try to hide the pointy parts of the silhoette.

rooster
01-06-2007, 06:38 PM
something I find helpful is to try and approximate the colours and lighting you're going for as early as possible, so sometimes just throwing on temp colours just to get the general tone is a good idea. the less surprises the better I say /images/graemlins/wink.gif
its looking very promising though keep it up man

bitmap
01-06-2007, 09:03 PM
i know it has nothing to do to 3d or something. but this is what im doing.
guess it will only appeal to a few. lol
im doing a zen garden css design

http://www.pedroamorim.com/Imagens/Zengarden.png

maybe hawken will dig it:D

Showster
01-07-2007, 04:42 AM
http://rol.planetquake.gamespy.com/Media/Prime1.jpg

More Robots

unfluffybunny
01-07-2007, 05:37 AM
I feel like such a newbie here @_@
erm, some texture work, this is about 90 minutes in, still got some extra depth to work in, the teeth wont be symetrical, I only flipped my current progress to get an idea of where I was heading, the model shape is pretty restrictive, I may tinker in reshaping it a little to better fit the character.
image link as the width is over 900 pixels
clicky (http://pro52.msshost.com/~unfluffy/images/venomwip1.jpg)

[edit] oh yeah, the mouth is open because there will be a tongue there, I should also note I didnt model this, i'm just skinning

hawken
01-07-2007, 06:09 AM
hey bitmap, make the font size bigger, font-size:100%; is best

rooster
01-07-2007, 09:29 AM
wip wip wip
http://www.redprodukt.com/post/alcove_03.jpg

Tennis
01-07-2007, 10:27 AM
first post yay /images/graemlins/laugh.gif
here are some DS/cellphone models i've been working on lately:
http://www.kennethfejer.dk/images/lowpoly_ship.gif
http://www.kennethfejer.dk/images/spaceship_anim.gif

http://www.kennethfejer.dk/images/lowpoly_girl.gif
http://www.kennethfejer.dk/images/lowpoly_girl_anim.gif

http://www.kennethfejer.dk/images/lowpoly_house.gif
http://www.kennethfejer.dk/images/lowpoly_house_anim.gif
http://kennethfejer.dk/images/lowpoly_helicopter.gif
http://kennethfejer.dk/images/helicopter.gif

oh and great work everyone, really impressed over the quality in this thread.

Spacey
01-07-2007, 11:02 AM
Sweet polypushing Tennis. Saw these on Eatpoo.
The pixel work on your site is awesome too.

ironbearxl
01-07-2007, 11:47 AM
Showster - Really nice Optimus, maybe the windshield could use a darker gradient to tone down the reflection. Also it would be cools if the toon lines were thicker on the silhouette and thinner on the interior.

Rooster - thats looking sweet too. For the water you could make a wavy transparent plane above the river floor and make the blue color meet where the water plane and ground intersect.

Tennis - nice, especially the heli!

killingpeople
01-07-2007, 02:10 PM
lovely, Tennis!

peppi
01-07-2007, 02:34 PM
gorgeous work tennis!

CheapAlert
01-07-2007, 02:36 PM
Can i have your babies? Tennis!

Jarrod1937
01-07-2007, 02:52 PM
some updates (its meant to be very wet inside). remember, the lighting is just temporary, the final version will be lit with flickering torches:
http://i28.photobucket.com/albums/c208/jarrod1937/cavern_catacombs_fortress_pr2ev7.jpg
http://i28.photobucket.com/albums/c208/jarrod1937/catacomb_tex.jpg

Zcubed
01-07-2007, 03:08 PM
Nicely done Jarrod, I could see that in an Elder Scrolls game. /images/graemlins/smile.gif

Marshal Banana
01-07-2007, 04:39 PM
looks wet down there.

Gav
01-07-2007, 05:19 PM
Little more work on this dude. Thanks for all the kind words guys. There's lots of cool working going on in this thread.

Next is to spend some more time on the vest, arms, then onto pants and shoes.

http://www.gavimage.com/Mobster/mobster_03.jpg

ironbearxl
01-07-2007, 06:22 PM
Nice Gavimage! The chest area under the collar is a bit puffy though.

Emil Mujanovic
01-07-2007, 06:47 PM
Awesome looking models tennis!

-caseyjones

shotgun
01-07-2007, 06:54 PM
yea gavimage, i noticed it in your work, it tends to flatten out , actually, where i'd expect the shoulder-blades to pop-out
he looks cool anyways

ironbearxl
01-07-2007, 10:07 PM
muscles!
http://i84.photobucket.com/albums/k30/ironbearxl/Sagat_scuplt_2.jpg

RazorBladder
01-08-2007, 03:43 AM
Ultra cool pectorials but...
fat lips for abs?

larolaro
01-08-2007, 03:58 AM
More playing around,

Just quickly can someone help me?

I'm 3D tarded and i don't know whats going on...

http://img120.imageshack.us/img120/287/wtfkg5.jpg

I model with maya, when i'm using textures with transparancy for example the hair that i'm plopping on my model here, one side of the texture goes black?? Wtf?

Any solution? The thing is though, because i'm duplicating the hair some of the objects go black and some are fine and double sided like they should be.

Can anyone help? If not i shall go on the prowl for a shotgun to shoot myself with.

shape
01-08-2007, 05:51 AM
Gavimage - nice character, it's going to be an awesome piece

Just testing out some ideas for the windmill textures, this was a basic sculpt over a mapped max subd mesh + nvidia filter. I might do the same for the walls.
http://www.artbyshape.com/polycount/shape_windmill_wip02.jpg

someone help RobG, quick /images/graemlins/smile.gif

firestarter
01-08-2007, 08:25 AM
RobG, likelyhood is your normals are getting screwed when you are duplicating faces.
Try edit polygons&gt; normals&gt; conform, set to face... experiment freely on verts and faces.
Mayas alpha handling is sketchy at best especially if you are overlaying alpha`d planes, which no package likes, actually.

Neox
01-08-2007, 09:40 AM
@RobG: i just love that style!
@tennis: simply awesome, really, i love your lowpoly works, great use of polygons and textures

here is a lowpoly version of my airborn character, 256x256x256x8bit alpha with 1125 faces, dunno maybe this is too much for apsp character, but i didn't want to kill even more details :/
thinking of doing a DS version later

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

ultra
01-08-2007, 10:08 AM
works very well!
Just one thing, the folds on his front pants are a little strange and the mirror dont help. That the only thing i deslike, Great Work!

Neox
01-08-2007, 10:12 AM
yah i know i just mirrored the inital texture of the next gen version, i should rearrange the folds, but i've been to lazy ^^

bitmap
01-08-2007, 10:18 AM
so, yeah... the css design is done.
hawken. you like?
http://www.pedroamorim.com/coisas/zengarden2/

ironbearxl
01-08-2007, 12:42 PM
[ QUOTE ]
Ultra cool pectorials but...
fat lips for abs?

[/ QUOTE ]

oops, I'll check some more ref and clean it up /images/graemlins/laugh.gif

EarthQuake
01-08-2007, 01:21 PM
[ QUOTE ]
@RobG: i just love that style!
@tennis: simply awesome, really, i love your lowpoly works, great use of polygons and textures

here is a lowpoly version of my airborn character, 256x256x256x8bit alpha with 1125 faces, dunno maybe this is too much for apsp character, but i didn't want to kill even more details :/
thinking of doing a DS version later

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

[/ QUOTE ]

Dont shade with black! Add some color to your shadow map there dude, especially on the skin. It looks really bad to have black shading on skin. Its amazing how people seem to forget some of the most basic painting rules when they start doing next-gen stuff.

xysdf
01-08-2007, 01:24 PM
today I finished the refining of the rock shapes, texturing will be the next step
http://img475.imageshack.us/img475/482/rocksharpenedps1.jpg

Peris
01-08-2007, 01:33 PM
That rock looks like it's flipping off someone /images/graemlins/smile.gif. Good stuff!

Neox
01-08-2007, 02:15 PM
[ QUOTE ]
Its amazing how people seem to forget some of the most basic painting rules when they start doing next-gen stuff.

[/ QUOTE ] well yeah i should give the shadows more color (they are not plain black though, but i just started doing textures, i did 4 years of modelling and have to get into all that stuff, so forgive me, i never said i'm a good/skilled textureartist /images/graemlins/wink.gif

however here is a really lowres version, 64x64x64x4bit alpha
http://nonpublic.gamereplays.de/wip/neox/boy01/ds_style.jpg

@xysdf: nice rock, it has a very cool stylized look, me likes /images/graemlins/smile.gif

thefatladysings
01-08-2007, 02:57 PM
Another highpoly head I'm working on for a normal map.
I'm not sure yet if I should add all kind of small details or that I should simply add those with a texture.
http://i2.photobucket.com/albums/y38/skwuig/head2_wip.jpg

larolaro
01-08-2007, 03:08 PM
Inspired imensely by Tennis's awesomeness i wanted to try something low poly too hehe.

My character Aethena.

bout 450 tris, 128x128 texture.

http://img405.imageshack.us/img405/4553/aethenaic6.gif

Emil Mujanovic
01-08-2007, 03:08 PM
RobG, I have a similar problem happen to me. But like firestarter suggested, its most likely your normals. I have a a script assigned to two buttons which fixes this error. By unlocking and locking normals.
Unlock:
polyNormalPerVertex -fn true;
Lock:
polyNormalPerVertex -ufn true;

Incase you're not sure how to add buttons to your shelf. Just open the script editor (window &gt; general editors &gt; script editor). Type or paste the code in the text field at the bottom of the editor, highlight the text by selecting it. Then just click drag the text to your desired shelf. You should see a grey MEL button appear in your shelf and you're done.

Hope what either firestarter or I have suggested helps.

-caseyjones

EDIT: This post was in reply to the black faces on your model RobG, which it looks like it has been fixed. Gah, way to not see a next page... duh!

larolaro
01-08-2007, 03:10 PM
Hey thanks man, i'll try that out. Glad someone come to my rescue hehe.

nkoste
01-08-2007, 07:42 PM
I'm going to try some next gen again, hopefully with more succes. First pass on the hipoly base.


http://gameart.nilskoster.dk/images/junk/earlyZ.jpg

Jarrod1937
01-08-2007, 08:40 PM
an update... sadly my game designer said the wooden supports have to go since the wood would have completly rotted by now... and because of this he also feels the crates have to go. so i have a lot of work ahead of me.
http://i28.photobucket.com/albums/c208/jarrod1937/catacomb_ground_new2.jpg

aesir
01-08-2007, 10:39 PM
nkoste: lovin the torso and the arms so far. Keep with the lovin on the legs /images/graemlins/smile.gif

jarrod: that sucks dude, but what you've got is certainly coming along nicely. Feel free to make your own thread about this project!

Emil Mujanovic
01-08-2007, 11:49 PM
Wooo vaseline walls!
I think if you toned down the specularity and had some decent lighting, that cave would actually look kinda cool.
Just a suggestion, for the bits where the rocks clip into each other you should have some kind of blend layer to hide that. Like maybe some moss or something with alpha'd edges to blend back into the rock.

-caseyjones

EDIT: I thought my suggestion was a bit vague, so here's a quick example.
http://www.itsonlikedonkeykong.net/polycount/paintovers/jarrod1937-alphablend.gif

Jarrod1937
01-09-2007, 02:44 PM
[ QUOTE ]
Wooo vaseline walls!
I think if you toned down the specularity and had some decent lighting, that cave would actually look kinda cool.
Just a suggestion, for the bits where the rocks clip into each other you should have some kind of blend layer to hide that. Like maybe some moss or something with alpha'd edges to blend back into the rock.

-caseyjones

EDIT: I thought my suggestion was a bit vague, so here's a quick example.
http://www.itsonlikedonkeykong.net/polycount/paintovers/jarrod1937-alphablend.gif

[/ QUOTE ]
yeah, as i said the lighting (and spec settings) are all temporary while i work on the modeling. and yeah, i do understand what you mean, but i am not sure if i can sqeeze out too many more polys after i replace the low poly wood supports with more complex pillars, but if i have some to spare i will consider doing that.

edit: i was just checking out your site. is it just my browser being weird or do you have no images under the 2d and 3d sections?

Armanguy
01-09-2007, 03:33 PM
Still very wip need to add the street itself and get rid of those seems and then uvmap this sucker and texture it expect frequent updates.

http://img.photobucket.com/albums/v92/armanguy/italiansuburb.gif

warby
01-09-2007, 03:50 PM
http://riviera.heaven.nexusirc.at/warby/wip/colossus_02_sneak.jpg

Johny
01-09-2007, 04:35 PM
warby, add fur and i got to say , it would look really close to the ones ingame , congrats you should be proud ! ( i would )

rooster
01-09-2007, 05:52 PM
water wip, want to fix up the shrubs some more mebes add some flowers, add waterfall. then experiment to see how low the textures can go, mebes try a detail map
http://www.redprodukt.com/post/alcove_04.jpg
http://www.redprodukt.com/post/alcove_05.jpg

edit: looks very cool warby /images/graemlins/smile.gif fur ftw

Johny
01-09-2007, 06:04 PM
hey rooster nice ! if you add bottom to the lake and a somesort of transparency would add alot, id recomend checking zelda twilight princess water /images/graemlins/wink.gif

Manic
01-09-2007, 06:22 PM
My first crack at doing this sort of thing, for My uni project.

http://www.graphicfilth.com/modelwips/painted.jpg

noritsune
01-09-2007, 08:21 PM
rooster that's a beautiful looking scene already but I think you could make it better by a) adding water transparency, as johny suggested, and b) taking another look at the rock formations. I think those rock clumps on the cliff are both the best-looking and least-realistic part of the scene - in the sense that the colors and shading are super, but the actual formations are too weird! They look like rock tongues dripping down the slope. maybe it's possible to make them look more convincingly piled?

FunkaDelicDass
01-09-2007, 11:52 PM
warby, that is beautiful work.

Armanguy
01-10-2007, 03:30 AM
http://img.photobucket.com/albums/v92/armanguy/italiansuburb2.gif

Marshal Banana
01-10-2007, 06:49 AM
http://i93.photobucket.com/albums/l43/Marshal_banana/carpet_01.jpg
working on some carpet textures. This is the first one so far.

tacit math
01-10-2007, 07:32 AM
been tinkering with making this high poly version of ' rogue trooper ' for a good while. got baked tonight and refined some of his form

:

http://orderindebris.exorsus.net/images/rogue_wip01.gif

Slum
01-10-2007, 12:29 PM
[ QUOTE ]
got baked tonight and refined some his form

[/ QUOTE ]

so THATS your secret!

rooster
01-10-2007, 01:15 PM
[ QUOTE ]
They look like rock tongues dripping down the slope

[/ QUOTE ]
lol brilliant /images/graemlins/laugh.gif this is more a 'proof of concept' scene than something that will be used for anything so I'm going to finish up and continue, but I will keep this firmly in mind for future work /images/graemlins/smile.gif thanks man

Manic
01-10-2007, 03:18 PM
[ QUOTE ]
[ QUOTE ]
got baked tonight and refined some his form

[/ QUOTE ]

so THATS your secret!

[/ QUOTE ]

lol, I was wondering if anyone else used that 'technique'

thefatladysings
01-10-2007, 03:34 PM
I just normalmapped the head and I'll probably start the texturing tomorrow unless someone has a few suggestions on how to improve it :P

http://i2.photobucket.com/albums/y38/skwuig/head2_wip02.jpg

Slaught
01-10-2007, 04:18 PM
http://i4.photobucket.com/albums/y106/Dropkick60606/March06/spacewarriordudewip_02.jpg
The baldness is temporary. /images/graemlins/grin.gif

tacit math
01-10-2007, 05:08 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
got baked tonight and refined some his form

[/ QUOTE ]

so THATS your secret!

[/ QUOTE ]

lol, I was wondering if anyone else used that 'technique'

[/ QUOTE ]

.

ha. the one most likely not found in any tutorial

RussianKaliber
01-10-2007, 06:40 PM
And old crane for a creepy ghost town setting

http://www.rms3d.com/images/5a.jpg

hawken
01-10-2007, 08:47 PM
[ QUOTE ]
Inspired imensely by Tennis's awesomeness i wanted to try something low poly too hehe.

My character Aethena.

bout 450 tris, 128x128 texture.

http://img405.imageshack.us/img405/4553/aethenaic6.gif

[/ QUOTE ]

sweet. a little boxy though. The feet could do with being triangular for that feminine touch.

RussianKaliber
01-10-2007, 09:13 PM
Engine details
ofcourse most of them will be normalmapped once im satisfied with the details.

http://www.rms3d.com/images/6a.jpg

Revliss
01-10-2007, 10:00 PM
err Zbrushing a goth chick for normal map
http://img141.imageshack.us/img141/4246/zbrush2nn5.jpg

Armanguy
01-11-2007, 01:39 AM
http://img.photobucket.com/albums/v92/armanguy/italiansuburb3.gif

warby
01-11-2007, 09:15 AM
[ QUOTE ]
http://i93.photobucket.com/albums/l43/Marshal_banana/carpet_01.jpg
working on some carpet textures. This is the first one so far.

[/ QUOTE ]


you are not seriously considering to use a noise filter for structure in a game texture are you ?!??!

Entity
01-11-2007, 01:22 PM
http://i14.photobucket.com/albums/a329/ashrafazlan/demonicspeed.jpg

bored out of my mind right now, can't wait to find out about the dominance contest so that I can start doing something productive soon :P

diZzyWalnut
01-11-2007, 03:47 PM
It smells like "Hollywood" star.
I try to do some basic-low poly likeness.

http://www.miseryproduction.com/divers/md.jpg

Anybody can see who's that ? /images/graemlins/ooo.gif

Marshal Banana
01-11-2007, 03:54 PM
[ QUOTE ]
you are not seriously considering to use a noise filter for structure in a game texture are you ?!??!

[/ QUOTE ]
. . .What?

CheapAlert
01-11-2007, 04:08 PM
playing dumb does not work here.

[ QUOTE ]
bored out of my mind right now, can't wait to find out about the dominance contest so that I can start doing something productive soon :P

[/ QUOTE ]

Heh, that's a good candidate for a Quake torso gib replacement :P

ironbearxl
01-11-2007, 10:02 PM
the fatladysings - You should definitely define his facial features some more, the ears look rough still. Are you using reference?


Some leg work. /images/graemlins/smile.gif

http://i84.photobucket.com/albums/k30/ironbearxl/sagat_sculpt_3.jpg

arshlevon
01-11-2007, 11:53 PM
[ QUOTE ]
It smells like "Hollywood" star.
I try to do some basic-low poly likeness.

http://www.miseryproduction.com/divers/md.jpg

Anybody can see who's that ? /images/graemlins/ooo.gif

[/ QUOTE ]

kurt russell?

kodde
01-12-2007, 12:00 AM
Robin Williams?

Jaco
01-12-2007, 01:14 AM
Tom Hanks?

thefatladysings
01-12-2007, 01:22 AM
[ QUOTE ]
the fatladysings - You should definitely define his facial features some more, the ears look rough still. Are you using reference?


[/ QUOTE ]I did use some reference and in Mudbox the ears are quite detailed. I think the problem is that I made the lowpoly before the highpoly and some shapes are a bit different and the normalmap was pretty ugly /images/graemlins/tongue.gif .
I made a few highpolygon heads and modelled a lowpoly head around it a few times and that seems to work much better, so I guess I'm going to start on another model now and make a better head another time /images/graemlins/tongue.gif

diZzyWalnut
01-12-2007, 01:56 AM
arshlevon, kodde , Jaco

thank You guys for the participation.
Non - that's not should be K.Russell ,Robin Williams even non Tom Hanks. /images/graemlins/confused.gif

http://www.miseryproduction.com/divers/md.jpg

Well,probably I'm still bad in a modelling . /images/graemlins/mad.gif

Can We try second rond ?

His initials are - M. D.

Come on guys , makes me pleasure, let's guess. /images/graemlins/tongue.gif /images/graemlins/laugh.gif

Jaco
01-12-2007, 02:28 AM
Michael Douglas!
It's actually a pretty good likeness now that I know who it is /images/graemlins/smile.gif

MoP
01-12-2007, 03:34 AM
I can see the likeness, but I think Michael Douglas has a thinner and more hook-like nose.

Wokky
01-12-2007, 05:11 AM
Michael Douglas was actually the first person I thought of when I saw the picture, before even reading the Hollywood bit. Therefore, since I'm usually terrible at figuring out who a model is meant to be, you've either got a good likeness down (if it is him) or I have some kind of sub-conscious obsession with Michael Douglas...

Slaught
01-12-2007, 09:35 AM
Needs more Equipment /images/graemlins/grin.gif
http://i4.photobucket.com/albums/y106/Dropkick60606/March06/spacewarriordudewip_03.jpg

Japhir
01-12-2007, 10:59 AM
i'm busy with a female head, the problem is the polygonflow around the mouth... still need to improve that. oh and by the way, the eyes are only temporarily that high poly. C&amp;C's welcome
http://img245.imageshack.us/img245/5572/femaleheadro1.jpg
http://img50.imageshack.us/img50/3139/femaleheadvi1.jpg

thefatladysings
01-12-2007, 02:22 PM
my current project, gonna try to finish it this time /images/graemlins/tongue.gif

http://i2.photobucket.com/albums/y38/skwuig/securityguard_wip01.jpg

it's supposed to be a security guard

Em.
01-12-2007, 03:56 PM
Still working with the finishing touches on this..
http://www.angelfire.com/wa3/emilyogle/wip_12.jpg

diZzyWalnut
01-12-2007, 04:01 PM
Jaco ,MoP ,Wokky thank You for the participation.

[ QUOTE ]
Michael Douglas!
It's actually a pretty good likeness now that I know who it is /images/graemlins/smile.gif

[/ QUOTE ]

BINGO /images/graemlins/cool.gif Yes , that's Michael. /images/graemlins/grin.gif

[ QUOTE ]
I can see the likeness, but I think Michael Douglas has a thinner and more hook-like nose.

[/ QUOTE ]

I will look closer at his nose (without addition new polys),it's not so easy " LOW POLY LIKENESS ".

Michael 's got already 772 polys tris.

[ QUOTE ]
Michael Douglas was actually the first person I thought of when I saw the picture, before even reading the Hollywood bit. Therefore, since I'm usually terrible at figuring out who a model is meant to be, you've either got a good likeness down (if it is him) or I have some kind of sub-conscious obsession with Michael Douglas...

[/ QUOTE ]

cool , my work has the sens. /images/graemlins/wink.gif

warby
01-12-2007, 05:10 PM
just don't use noise was my constructive criticism there you either paint your structure yourself recommended if you go for a cartoony look or just overly a photo that has a suiting structure !!