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Marshal Banana
10-02-2007, 04:57 PM
DMC3 Dante
http://i93.photobucket.com/albums/l43/Marshal_banana/guess.jpg
All that remains are the planes for the hair. Any tips on determining the placement?

Slaught
10-02-2007, 05:42 PM
582 tris

http://img219.imageshack.us/img219/8716/girlysl8.jpg

First woman I modeled in Max. /images/graemlins/laugh.gif

Renardin
10-02-2007, 05:53 PM
[ QUOTE ]
@renardin- Heard of smoothing groups? I see none. Or does renegade not support them? If not, you can split the edges and achieve the same effect.

Could also just be your render.

Hope that GDI symbol on the hovertank isn't mirrored exactly on the other side. Would be... unfortunate.

[/ QUOTE ]

It's not mirrored. And I am not a 3d artist. I do only the texture work, I would be happy to show you more once we can chat. /images/graemlins/smile.gif

almighty_gir
10-03-2007, 01:21 AM
[ QUOTE ]
DMC3 Dante
http://i93.photobucket.com/albums/l43/Marshal_banana/guess.jpg
All that remains are the planes for the hair. Any tips on determining the placement?

[/ QUOTE ]

might come off as a little offensive, but i guess someone has to say it...

have you thought about learning to model in general, rather than trying to copy existing characters? it seems like you still don't have a firm grasp of basic forms yet, so why move on to something so difficult right away?

Rwolf
10-03-2007, 03:38 AM
MAUL0r: Lol yeah, It did started to look like Panthro halfway modeling the head. So much for my design process...

Heh Spitty, looks like were both using the Ortho's from Freedom of Teach /images/graemlins/smile.gif Except my base mesh manifested itself to this:
http://www.trevortang.net/3D/wip/beastgeo.jpg

Davision3D
10-03-2007, 05:50 AM
http://www.daxx-web.de/bilder/bear.jpg

Marshal Banana
10-03-2007, 06:01 AM
[ QUOTE ]

have you thought about learning to model in general, rather than trying to copy existing characters? it seems like you still don't have a firm grasp of basic forms yet, so why move on to something so difficult right away?

[/ QUOTE ]

What do you mean by basic forms?

BlackThief
10-03-2007, 08:50 AM
medieval nobleman character WIP
http://img181.imageshack.us/img181/3725/headwip2wd9.jpg

SupRore
10-03-2007, 09:00 AM
[ QUOTE ]
[ QUOTE ]

have you thought about learning to model in general, rather than trying to copy existing characters? it seems like you still don't have a firm grasp of basic forms yet, so why move on to something so difficult right away?

[/ QUOTE ]

What do you mean by basic forms?

[/ QUOTE ]

He means which he said. Forms (shapes, etc) which are basic (simple, big, essential).

Art is hard. Quit looking at this like ceegee, and start looking at it like art. You're starting to show potential, but if you wanna get good you need to step back and take this seriously. Don't make a vague man with dante's hair and sword, if you want dmc's dante. Make dante. His arms, his torso, his legs, his feet, his face, etc.

Spacey
10-03-2007, 09:40 AM
RobG - <3's forevar and evar

Jaco - I agree with Davision. Very cool from the side, but the front doesn't carry the same dynamics. The horns from the front also drop down like they were affected by gravity instead of having a nice sweeping motion.

Slaught - lovely low-poly woman


http://i4.photobucket.com/albums/y121/wootmonkey/Art/parasolgirl_wip_02.jpg

SupRore
10-03-2007, 09:57 AM
Spacy, quit being so awesome. It's getting somewhat intimidating.

almighty_gir
10-03-2007, 10:19 AM
stylised/modernised mary poppins? :P

Japhir
10-03-2007, 02:46 PM
working on another anatomy study:
http://img117.imageshack.us/img117/7238/anatomywiphy9.jpg

Marshal Banana
10-03-2007, 04:04 PM
[ QUOTE ]
Don't make a vague man with dante's hair and sword, if you want dmc's dante. Make dante. His arms, his torso, his legs, his feet, his face, etc.

[/ QUOTE ]

I don't really understand that, can you clarify?

SupRore
10-03-2007, 04:06 PM
[ QUOTE ]
[ QUOTE ]
Don't make a vague man with dante's hair and sword, if you want dmc's dante. Make dante. His arms, his torso, his legs, his feet, his face, etc.

[/ QUOTE ]

I don't really understand that, can you clarify?

[/ QUOTE ]


... Your model looks like a guy in a coat. Dante looks like
this (http://www.abbyshot.com/newsletters/photos/dante-dmc03.jpg) . Rectify.

Marshal Banana
10-03-2007, 04:31 PM
Alright. Is it just the head that is inaccurate, or is it the whole thing?

Thegodzero
10-03-2007, 04:44 PM
What are you trying to make a super low poly dante, or a recreation of dante in DMC3? Because you are either too hipoly for a low poly and way to low poly for a game recreation model.

At this point id say making a super low poly dante would be better suited for your skills.

Marshal Banana
10-03-2007, 07:05 PM
Getting better?
http://i93.photobucket.com/albums/l43/Marshal_banana/danface.jpg
Is mid-poly a word?

Blaizer
10-03-2007, 08:46 PM
This model was done to show some "friends" how can i work with a render preview with GI, for real? yes!

It's something simple, i know, and i also have some models like this, very similar.

http://www.blog.whiteblaizer.com/wp-content/uploads/2007/10/lagartija001.jpg

If you want to see the process, a timelapse in modo, check this post in my blog: http://www.blog.whiteblaizer.com/wp-content/uploads/2007/10/lagartija001.jpg

ThatDon
10-03-2007, 10:38 PM
Very Cool Blaizer

Japhir
10-04-2007, 04:05 AM
lol /images/graemlins/laugh.gif at school i had some extra time in paint and with a mouse:
http://img240.imageshack.us/img240/3531/spacendesmileyit6.png

almighty_gir
10-04-2007, 05:24 AM
[ QUOTE ]
Getting better?

Is mid-poly a word?

[/ QUOTE ]

no

and actually, what i meant was get a firm grasp of the shapes that make up a person, before moving onto actual characteristics, try modeling a series of blank, or generic heads, lots of hands, lots of torsos etc. until your models start to actually resemble how a human really looks.

also, my advice would be to try modeling every single person on this site:
http://www.heads.thnom.com/

once you understand how the human head is made, like the bone and muscle structures, not just the face. and you can make your heads look like some of those portraits, you'll have an understanding of how likeness art works, and you can move onto recreating characters.

zenarion
10-04-2007, 06:25 AM
gir is on to something here. your dante does not have that bishonen style from the game, that means, he is too manly and has no androgynous features.

kakikukeko
10-04-2007, 08:56 AM
around 40mn from ref, http://kakikukeko.free.fr/still/3dstudies/tom%20pouce.JPG
I think I'll try to finish him..

hawken
10-04-2007, 11:31 AM
[ QUOTE ]
http://www.ericspitler.com/images/skinlessjoe_wip01.jpg

finally getting a chance to mess with zbrush 3, and trying to get a better handle on anatomy. i started using a base mesh arshlevon posted a while ago, thanks! i totally messed up his hands trying to use transpose, and i need to make the level of detail all over the model more consistent.

[/ QUOTE ]

last time I checked, (I am a man) male humans have penises. no one will mind if you model him whole

diZzyWalnut
10-04-2007, 11:40 AM
kakikukeko -
T.Cruise ?

perna
10-04-2007, 11:50 AM
I use the term mid-poly all the time /images/graemlins/frown.gif /images/graemlins/frown.gif
Not coming down on you or anything gir, but I doubt most people here have modeled anywhere near as many heads as that in our entire careers. Maybe he should get experienced with the basics before doing something like that.

MAUL0r
10-04-2007, 02:15 PM
http://a119.ac-images.myspacecdn.com/images01/77/l_e187b780f520245945c460a54f30b05e.jpg
brainstorming some ship designs for a dogfighting game a friend and I are starting to work on.

almighty_gir
10-04-2007, 02:41 PM
[ QUOTE ]
I use the term mid-poly all the time /images/graemlins/frown.gif /images/graemlins/frown.gif
Not coming down on you or anything gir, but I doubt most people here have modeled anywhere near as many heads as that in our entire careers. Maybe he should get experienced with the basics before doing something like that.

[/ QUOTE ]

it's cool Per don't worry. at the end of the day we all have our own way of learning, but at the same time, there are definately things you should try to learn first, all i was trying to get at was that he doesn't seem to know how a head should be built, and that exercise could help...

i modeled a whole lot of them myself, just for the experiance, i did about 15 or something...

Pope Adam
10-04-2007, 02:41 PM
Lizard guy for my beginner game modeling class. 5k poly, rendered at 1 mesh smooth iteration.

http://i189.photobucket.com/albums/z105/williafx/back.jpg

http://i189.photobucket.com/albums/z105/williafx/face.jpg

based on a horny toad and velociraptor.

Sectaurs
10-04-2007, 03:51 PM
1 iteration of what?

osman
10-04-2007, 04:03 PM
getting there, need to add some more detail at some locations.
http://www.onepunchmachine.com/highpoly/scr6.png

Pope Adam
10-04-2007, 04:45 PM
mesh smooth, 1 iteration on rendering.

Psyk0
10-04-2007, 05:57 PM
Pope: i wouldnt use meshsmooth on a game model...meshsmooth is bad at making artistic decisions /images/graemlins/wink.gif.

Sectaurs
10-05-2007, 08:18 AM
yeah. plus, you know, you have to count all the polys that you dump into it with meshsmooth. that shit ain't free.

Mr Smo
10-05-2007, 08:32 AM
[ QUOTE ]
around 40mn from ref, http://kakikukeko.free.fr/still/3dstudies/tom%20pouce.JPG
I think I'll try to finish him..

[/ QUOTE ]

pearse brosnan?

tremulant
10-05-2007, 09:08 AM
Sectaurs: "you have to count all the polys that you dump into it with meshsmooth. that shit ain't free."

Lol, thats the truth.

Jeremy Lindstrom
10-05-2007, 02:01 PM
working on some supah easy props for a city block scene I'm working on. It's kinda meh but it's what I'm working on.. /images/graemlins/laugh.gif

http://www.jeremylindstrom.com/images2/dumpster.jpg

Once I get enough of them rendered I'll add em to the scene for a final nice presentation.

notman
10-05-2007, 02:16 PM
I think you should tone down that texture for your dumpster. It looks like a texture you just colored green :/ I don't think you'd have the same kind of run marks on the back.

Jay Evans
10-05-2007, 03:08 PM
and you should change the name on that dumpster sign:P haha

Thegodzero
10-05-2007, 03:29 PM
That dumpster need alot more love before id call it done. Get it so it looks good with just diffuse then make a spec map for it.
Not color green add three signs and a tag then overlay a metal dripping texture and call good. Its never good when someone can see the exact texture you used to overlay, at least mask out parts of it...

BTW that better be your number on that sign...

rawkstar
10-05-2007, 03:55 PM
Pope Adam: I'm wondering, you said this model was for a game modeling class, did your teacher say its ok to subdivide a real time game model?

I mean... if he did he should be fired immediately...

Illusions
10-05-2007, 04:02 PM
The tag on the back also doesn't look realistic. Its an incredibly pristine, un-weathered, bright white, that doesn't appear to show any of the underlying texture of the dumpster.

Jeremy Lindstrom
10-05-2007, 06:58 PM
Thanks, I fixed some of the stuff, will continue to work on it though. /images/graemlins/smile.gif

Baddcog
10-05-2007, 11:07 PM
Pope, that lizard is sick. Used to catch horny toads all the time as a kid.

hmmm.?? Maybe that's my problem /images/graemlins/crazy.gif

I think he just rendered it at 1 iteration. Not that he actually used the tesalated mesh for the game model.

Blaizer
10-06-2007, 06:23 AM
More progress on this guy, it started as a simple head for a timelapse, and i added him a full body ^^. This render is with the low res subdiv model, still much detail to go.
http://www.blog.whiteblaizer.com/wp-content/uploads/2007/10/lagartija_pose.jpg

Renaud Galand
10-06-2007, 08:35 AM
That's fucking cool Blaizer /images/graemlins/laugh.gif Is it a modo render? It seems to be very fast and user-friendly to make kickass renders with this tool.
Looks sw33t !

MoP
10-06-2007, 02:13 PM
http://www.greveson.co.uk/tenten/wip11.jpg

Still gotta do more work on the arms and head... cloth folds are fairly random too, couldn't find much good reference of that sort of material/clothing style.

Renaud Galand
10-06-2007, 03:38 PM
hey MoP great work all around ! I'm not SUPER fan of the head shape, huge forehead etc, but the rest of the body is just top notch !

killingpeople
10-06-2007, 03:57 PM
sweet lizard dude, Blaizer. add some thorns on his jawline /images/graemlins/smile.gif
MoP, lets try make babies.

Blaizer
10-06-2007, 04:07 PM
yeah, the body looks very cool /images/graemlins/smile.gif, nice detail Mop.

Hey Renaud, thanks a lot. Yes, the render is from modo, like all the work of modelling. Its renderer is quite simple and really fast. Don't know is you have readed the previos pages where i posted the head. Here you can see the renderer preview in action plus the timelapse i commented http://www.blog.whiteblaizer.com/?p=106#more-106

Sayanora
10-06-2007, 06:55 PM
Just a small street scene that I'm working on.

http://www.dougkavanagh.net/City_street/city_wall.jpg

gavku
10-06-2007, 08:44 PM
Blazier, Mop, nice stuff guys.....

larolaro
10-06-2007, 11:28 PM
http://img371.imageshack.us/img371/8136/spinnernr4.gif

Ghostscape
10-06-2007, 11:51 PM
Rob I want to have your babies

ThatDon
10-07-2007, 12:45 AM
little RogG inspired mech model. hopefully find time to texture it.

http://img230.imageshack.us/img230/1173/wip1ca6.jpg

boomz
10-07-2007, 01:53 AM
RobG - Sweet paint! (i think its a paint) I love the washed style you have there
Spitty - looks very accurate.
Blaizer - looking kickass. Looks like I need to do some messing around with modo.
MoP - Wow. I think the cloth lays pretty well around the mid-section, all over actually seems to make good sense. The outfit is fairly similar to that of a cheerleader, you could look at some photos of cheerleaders if you can find ones with more conservative uniforms (that have a mid-section in them). She seems to have very wide hips in proportion to her shoulders/waist... could be the angle, could be just me, or maybe she's just draggin' a wagon? /images/graemlins/smile.gif I'm looking forward to seeing this one finished.

Just working on some modeling/texturing for environmental art portfolio. It is mostly hand painted, with a few photosource layovers. Looking to finish this one up very quickly (...like an all day burst tomorrow, while I'm off my shitty night job). Any last minute suggestions?
http://www.roryjones.net/gallery/solar/images/pc-crit-1.jpg

bitmap
10-07-2007, 01:33 PM
http://img266.imageshack.us/img266/167/viewportyv7.png

TheMadArtist
10-07-2007, 03:34 PM
A character from one of my favorite books. Hard to find reference of a malamute wearing a Prussian military outfit with prosthetic hands. Lots of work to be done. Major cool points to anyone that knows where this is from btw.

http://www.mikeogden3dartist.com/big%20images/fullsize%20images/Klaue_wip_full.jpg

commander_keen
10-07-2007, 03:52 PM
boomz, that doesnt look like solar panels, the specular shouldnt have really any bump except maybe some general wavyness of the glass. also you probably need to make a special shader to really get it looking good.

Pope Adam
10-07-2007, 09:19 PM
yeah, the model itself is in fact about 5k poly... and i did the render with a single meshsmooth itereation just for shit and giggles.

True, them shits aint free and my instructor does not condone it for working game models. I'll make a small post later of the model rendered without the smooth on it... not a huge difference anywho. :P

thinsoldier
10-07-2007, 10:05 PM
experimenting with ways to quickly come up with random looking thing that could maybe look like monsters if you squint your eyes, tilt your head, and imagine a little.

http://tn3-2.deviantart.com/fs21/300W/f/2007/241/f/6/tablet7_by_thinsoldier.jpg

http://thinsoldier.deviantart.com/art/tablet7-63619692
... monsters or old school arcade space shooter ships?

ironbearxl
10-07-2007, 11:42 PM
Pushing to finish this:
http://i84.photobucket.com/albums/k30/ironbearxl/shae_f.jpg

pyromania
10-07-2007, 11:44 PM
[ QUOTE ]
experimenting with ways to quickly come up with random looking thing that could maybe look like monsters if you squint your eyes, tilt your head, and imagine a little.

http://tn3-2.deviantart.com/fs21/300W/f/2007/241/f/6/tablet7_by_thinsoldier.jpg

http://thinsoldier.deviantart.com/art/tablet7-63619692
... monsters or old school arcade space shooter ships?

[/ QUOTE ]

I like this a lot. Reminds me of the aliens from Abyss for some reason.

More explanation of the technique is needed. /images/graemlins/grin.gif

thinsoldier
10-08-2007, 03:21 AM
see the link under the image
not really any technique to it

random crap on a layer (human shaped thing at the top)
duplicate that layer
flip it
change blending mode
and move it around left/right and see if anything interesting happens where the 2 layers overlap.

If only I could repaint what I think I see with some detail /images/graemlins/frown.gif

CheeseOnToast
10-08-2007, 06:35 AM
Boomz, try replacing the spec on the solar panels with an environment map. There's much fancier ways to do it (like linking spec colour to fresnel parameters, so the colour changes depending on the viewing angle), but an envmap should do the job nicely I think. At the moment it looks way too noisy, when solar panels are pretty damn smooth.

Quick and dirty way to test it: create a ramp texture (under Maya 2d textures in the hypershade). Middle mouse drag it to the shader used on the panels. Choose "other" from the dialogue box that pops up then choose "out colour" from the left column, and "reflected colour" fromn the right. Should at least give you a starting point, but you'll want to change the default ramp colours to something more solar panel-y.

Japhir
10-08-2007, 01:25 PM
i have done very very much head topology studys before this one, but here is another one. somehow i still don't manage to get the nice flow some models have. i use edge extrusion method. Crits and comments (and maybe paintovers /images/graemlins/tongue.gif hinthint) would be great!
http://img227.imageshack.us/img227/8176/facewiphl1.jpg

Rens
10-08-2007, 01:54 PM
new sculpty


http://www.rensedeboer.com/art/sculpt3-pic1.jpg

www.rensedeboer.com/art/sculpt3-pic2.jpg (http://www.rensedeboer.com/art/sculpt3-pic2.jpg)
www.rensedeboer.com/art/sculpt3-pic3.jpg (http://www.rensedeboer.com/art/sculpt3-pic3.jpg)

xysdf
10-08-2007, 02:09 PM
nice pose, rens /images/graemlins/smile.gif

Vitor
10-08-2007, 03:58 PM
tired, bored, almost sleeping.... lacks a lot of colour, will probably finish it tomorrow.

[edit] on Mop's old old SDK of course.



http://img216.imageshack.us/img216/5822/mopskdom0.jpg

Armanguy
10-08-2007, 07:19 PM
http://img.photobucket.com/albums/v92/armanguy/controlsheet.jpg

low odor
10-08-2007, 08:57 PM
Final on the turtle I was working on...and some hot box action... a Wells Fargo silver trunk ..Just need to model the lock still..just the high poly so far

http://img.photobucket.com/albums/v186/andrewhunt/silverbox.jpg

http://img.photobucket.com/albums/v186/andrewhunt/final-1.jpg

Blazier, Mop...awesome characters...cool stuff all round..nice start on your paintball guy Bit...Rens..nice sculpt

FunkaDelicDass
10-08-2007, 09:56 PM
[ QUOTE ]
A character from one of my favorite books. Hard to find reference of a malamute wearing a Prussian military outfit with prosthetic hands. Lots of work to be done. Major cool points to anyone that knows where this is from btw.

http://www.mikeogden3dartist.com/big%20images/fullsize%20images/Klaue_wip_full.jpg

[/ QUOTE ]

'Lives of the Monster Dogs' by any chance?

Armanguy
10-09-2007, 02:15 AM
crits on the texture would be awesome guys thanks /images/graemlins/smile.gif

http://img.photobucket.com/albums/v92/armanguy/controlsheet-1.jpg

almighty_gir
10-09-2007, 06:13 AM
i think, generally speaking, it looks more like plastic than metal. have you tried adding some noise to the specular map? maybe a bit more contrast? it doesn't have that harsh falloff that metal has when it shines.

TheMadArtist
10-09-2007, 07:05 AM
[ QUOTE ]
[ QUOTE ]
A character from one of my favorite books. Hard to find reference of a malamute wearing a Prussian military outfit with prosthetic hands. Lots of work to be done. Major cool points to anyone that knows where this is from btw.

http://www.mikeogden3dartist.com/big%20images/fullsize%20images/Klaue_wip_full.jpg

[/ QUOTE ]

'Lives of the Monster Dogs' by any chance?

[/ QUOTE ]

Cool points for you. That is, if you actually knew it and didn't google it or look at my site /images/graemlins/tongue.gif

Flewda
10-09-2007, 07:39 AM
There is almost no contrast on the thing. Everything almost appears to be made of the exact same material. It also seems to lack some Ambient Occlusion. And the normals don't seem to be popping as good as they could be (which makes the AO that much more important in this case).

It also looks like you have scratches that go across extruded piece (that are in the normal). One thing you can do to make a normal map look that much more convincing is to treat it as if it were truly 3d, when you texture it. It's not very likely that something would be able to scratch the flat piece, continue scratching up the side of the extruded piece, across the top, and repeat that two or three more times, without ever breaking the actual scratch. So try and break those up a bit. Remember, overlays are a good start to a texture, but you can't just expect to throw down a couple of overlays, and have it work out perfectly.

kakikukeko
10-09-2007, 08:15 AM
low odor: nice turtle ; it seems you have a strange halo around it tho?

taking a break from characters..
http://kakikukeko.free.fr/still/3dstudies/venturi%20fetish.jpg

FunkaDelicDass
10-09-2007, 10:33 AM
[ QUOTE ]
Cool points for you. That is, if you actually knew it and didn't google it or look at my site /images/graemlins/tongue.gif

[/ QUOTE ]

Nope, I read it a few years ago. Nice job with the model, I could instantly tell which book it came from. Although, the characters in that book were very memorable to begin with.

TheMadArtist
10-09-2007, 11:01 AM
[ QUOTE ]
[ QUOTE ]
Cool points for you. That is, if you actually knew it and didn't google it or look at my site /images/graemlins/tongue.gif

[/ QUOTE ]

Nope, I read it a few years ago. Nice job with the model, I could instantly tell which book it came from. Although, the characters in that book were very memorable to begin with.

[/ QUOTE ]

Awesome, I've tried to recommend that book to so many people. Not many people have heard of it at all, and I don't think she's written anything else since.

almighty_gir
10-09-2007, 12:32 PM
http://img409.imageshack.us/img409/6856/bodyshotkn8.jpg

just waiting for crits in my predator thread so i can start working on it again :P

Armanguy
10-09-2007, 06:08 PM
[ QUOTE ]
There is almost no contrast on the thing. Everything almost appears to be made of the exact same material. It also seems to lack some Ambient Occlusion. And the normals don't seem to be popping as good as they could be (which makes the AO that much more important in this case).

It also looks like you have scratches that go across extruded piece (that are in the normal). One thing you can do to make a normal map look that much more convincing is to treat it as if it were truly 3d, when you texture it. It's not very likely that something would be able to scratch the flat piece, continue scratching up the side of the extruded piece, across the top, and repeat that two or three more times, without ever breaking the actual scratch. So try and break those up a bit. Remember, overlays are a good start to a texture, but you can't just expect to throw down a couple of overlays, and have it work out perfectly.

[/ QUOTE ]

All the textures are handpainted with my mouse :P so there are no overlays. i might have to though!

ironbearxl
10-09-2007, 07:20 PM
Spent some more time on her:

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

snake85027
10-10-2007, 01:36 AM
your being watched!

http://i93.photobucket.com/albums/l74/spawn85027/final-1.jpg

Flewda
10-10-2007, 10:04 AM
While handpainting textures is very noble, and really cool if it can be pulled off, it's not really practical to handpaint everything in textures anymore. The results/time it takes to just use photo textures as a base pays off in the end. Again, not saying hand painting is bad or anything, just way more reasonable to do photos, especially trying to get as much in your portfolio as possible.

Neo_God
10-10-2007, 10:08 AM
[ QUOTE ]
While handpainting textures is very noble, and really cool if it can be pulled off, it's not really practical to handpaint everything in textures anymore. The results/time it takes to just use photo textures as a base pays off in the end. Again, not saying hand painting is bad or anything, just way more reasonable to do photos, especially trying to get as much in your portfolio as possible.

[/ QUOTE ]

Erm...not really. It all depends what sort of style you're going for.

EarthQuake
10-10-2007, 10:43 AM
No really, using some source will speed up your process in just about 90% of situations, even stylistic stuff, i mean unless the style is just being able to see all the brush strokes total hand painted look.... I use source in nearly everything i do, does that mean my work lacks style? Of course not, it just means i get done twice as fast as the people that think using source is a sin.

Justin_Meisse
10-10-2007, 01:00 PM
custom brushes help with stylistic stuff, I recently started using various noisy brushes with slight hue, saturation and brightness jitters to lay down a nice base to work from. All thanks to Doc Rob

coldwolf
10-10-2007, 01:15 PM
Yeah, the brush options are a blast and immensely helpful, but IMO there's no substitute for the real world as a base. I mainly use brushes for grunge and grime etc and just use photos for truly convincing things like wood, dirt and other grounds, vegetation, and even caution signs and graffiti (what? I don't have time to bomb my assets!). On the other hand, things like metal/plastic/rubber are better/faster when done by hand (and augmented by shaders).

Also, there's something to be said for procedurals--they're getting pretty damn good, especially with tools like MapZone.

Honestly, I'm just happy to hear a veteran like EQ saying what I've been doing is common practice /images/graemlins/laugh.gif

Armanguy
10-10-2007, 07:12 PM
Ive been handpainting most of my textures on my most recent pieces my sweet tooth model is all handpainted so is the wasroom models and this current one im doing but i have noticed a few things that i dilike about hanpainting all my models i use a mouse so its alot of work. i just started a Gears of war scene that i will be using both hand painted and photosourced textures.

shotgun
10-11-2007, 12:00 AM
low odor that turtle is so charming

Rwolf
10-11-2007, 12:26 AM
Aiiiee.... getting lost in the texturing. Any crit's for him?

http://www.trevortang.net/3D/wip/beasttex.jpg

kakikukeko
10-11-2007, 04:34 AM
Nice uhh.. beast Rwolf! /images/graemlins/wink.gif
I think you got a pretty nice base for the skin texture, looks good to me.. the tatoo is a bit to present tho IMO..
(Nice tiger warior on your site! )

http://kakikukeko.free.fr/still/3dstudies/fetishinside2.jpg

Davision3D
10-11-2007, 06:14 AM
@ Rwolf
I dont like your skin texture, looks like a simple cloud effect to me. Think about where more warm color is visible an where more of the colder skin color is visible. Taking your own skin as reference is very helpfull. You could also use the ups and downs of the anatomy for changing the color of the skin.
Blue and the skin orange is a very wide color range, you may want to overthink it. /images/graemlins/smile.gif
Another thing are the tattos, they look very random and that they all over him makes it even worse! I suggest making them small and the shapes more close belonging together.
The model is great now give the texture the love it deserves! /images/graemlins/smile.gif

@ kakikukeko
Looks like very good high poly modeling and like a lot of work. The back of the car looks strange to me, maybe just too round.

JonJ
10-11-2007, 10:33 AM
I'm working on my car right now.

http://content.luxology.com/gallery/d97fd40a42f7c64532c4f7bd40d1693b.jpg

http://content.luxology.com/gallery/dd9b3c183efbb69e583342b4071539f1.jpg

Penzer
10-11-2007, 10:37 AM
1990 Nissan 240sx ftw! I used to have one but the poor old KA finally blew and I had to sell it. I actually modeled it a long time ago, back in highschool.

JonJ
10-11-2007, 10:57 AM
mine's an 1989 actually and we put a the S15 SR into it about 4 years ago, I think i just rolled 50k on that motor so I'll have it for awhile longer.

Turoid
10-11-2007, 01:11 PM
Some nice work around here /images/graemlins/crazy.gif

I was watching the A-Team on TV lately, wip
http://img.photobucket.com/albums/v679/jopiedopie/6.jpg

PSP model

bitmap
10-11-2007, 02:07 PM
[ QUOTE ]
Some nice work around here /images/graemlins/crazy.gif

I was watching the A-Team on TV lately, wip
http://img.photobucket.com/albums/v679/jopiedopie/6.jpg

PSP model

[/ QUOTE ]


on tv?
do you have a time machine?
lol
nice model tho /images/graemlins/wink.gif

multivac
10-11-2007, 02:50 PM
some more work on this steampunkish train thingy ive been making on my free time(i might actually get enough time to start on the engine and steam pipings on my winter break /images/graemlins/ooo.gif) still 100% diffuse,no baked lightmaps yet either.

http://img128.imageshack.us/img128/3351/cargowipir8.jpg

Armanguy
10-11-2007, 03:31 PM
Working on this hallway what does everyone think about the color choices and texturing what needs to be changed? I still need to add light fixtures on the wall and add a floor/Roof and dirty it up with some decals. the door and wall are both normal mapped from high-poly models.

http://img.photobucket.com/albums/v92/armanguy/Hallway.jpg

TheFrog4u
10-11-2007, 04:01 PM
2324 tris, 3x512, diffuse only (oldschool):

http://mitglied.lycos.de/frogsspace/NOS/Playermodel/wips/brute_remix05.jpg

crits welcome!

Johny
10-11-2007, 04:12 PM
looks cool althou you can see what was photosourced and what was handpainted . was that based on arsh basemesh ?

TheFrog4u
10-11-2007, 04:18 PM
right.. but only basic shapes.. remodeled most of it though.. photosourced is just the breast, belly and pockets

aesir
10-11-2007, 06:52 PM
head seems a bit too big.

thinsoldier
10-11-2007, 08:39 PM
http://tn3-1.deviantart.com/fs19/300W/f/2007/284/e/1/e1c5625ec930df8f.jpg (http://thinsoldier.deviantart.com/art/Snail-Eyes-67101777)

http://tn3-2.deviantart.com/fs20/300W/f/2007/282/d/8/d8020ce15fcaefe4.jpg (http://thinsoldier.deviantart.com/art/Old-Jack-Mushroom-66957363)

larolaro
10-11-2007, 10:23 PM
http://img373.imageshack.us/img373/3117/clarav4fy0.jpg

ThatDon
10-11-2007, 10:26 PM
I wanna see some techy bits on her breast RobG!

ChaosEidolon
10-11-2007, 10:31 PM
Nice bewb speculars Rob. Sweet colors and style as usual, but i think the pose is a little awkward on that one.

been zubbing...finally have time to do some of my own stuff again. Loves me a crit if you have one.

http://www.thechaoseidolon.com/zbfem.jpg

East
10-11-2007, 11:09 PM
[ QUOTE ]
Aiiiee.... getting lost in the texturing. Any crit's for him?

[/ QUOTE ]
Really cool, and I dig the strap work you've got going there. Intricate, yet plausible and functional. I think the tattoos are just right.

Taking a break from my main project to sculpt a barbaric warrior. Using Arshlevon's basemesh, and it's rendered in Vidar Rapp's Skin_02 matcap for ZBrush 3.

http://davidostman.se/art/barbarian_wip001.jpg

kakikukeko
10-12-2007, 06:53 AM
Nice RobG (as usual..) but it's true the pose could be cooler /images/graemlins/wink.gif

TheFrog4u : it seems the eyes are a tad too high..

yeah my car got wheels!!
http://kakikukeko.free.fr/still/3dstudies/fetishwheel.jpg

Flewda
10-12-2007, 08:47 AM
The wood is really not convincing IMO. For the most part it looks like it's just a cloudy brown texture. Also, it looks like you are lacking ambient occlusion again. The door to the farthest left (the one that's cut off) has the normals popping really well there, because of the angle and the lighting. But the one in the middle has it popping less, and the furthest one is even worse. You should really try to get some more AO in there. Same goes for all the crown molding and the wainscoting. A normal map goes a long way, but only if the lighting is perfect in every shot you do. That is not always going to be the case (especially in games, where you can't strategically place the camera to avoid that).

The back wall is very brightly lit, but the left wall corner (where it meets with the back wall) gets really dark. That's something you should look into.

There is nothing unique feeling in there. Every asset you have in the scene is repeated a lot. It's not catching my attention to be honest. Like you said, you need to add decals, and a lot of them. Try your best to make every inch look as unique as possible (within reason of course). Having a good grunge/damage decal can go a long way if you rotate it around. Can avoid making it look so repetitive.

Is this supposed to be like a mansion/estate hallway? Or is it a hotel/apartment? If it's a hotel or something, you should add some room numbers on or next to the doors (you could do this in a decal so that each door could have a unique #). And maybe add a key area as well.

For such a simple scene, you might want to go a little more detailed with the geometry. Extrude out the actual wainscoting and crown molding. Will add a little more depth to the scene.

Not sure what the theme of this is going to be (scary/dark, grungy, clean etc) but if you are going for an older not so well maintained, I'd suggest adding some decals to make some of the wall paper ripped, etc.

Just some observations. Just make sure you get that AO stuff fixed /images/graemlins/wink.gif if you have some ao in the texture already, try multiplying it ontop of itself another time or two.

SupRore
10-12-2007, 09:25 AM
More of this, managed to eke out another sub level (7, from a box) and tried to get more skull anatomy into it, as suggested by FunkyBunnies.
http://i21.tinypic.com/23qxj81.jpg

I'm starting to sorta like it (consequently, I'm starting to hate myself http://boards.polycount.net/images/icons/poly114.gif)

Sectaurs
10-12-2007, 10:04 AM
I'd say she needs bigger hips, chaos.

xysdf
10-12-2007, 10:32 AM
pretty cool one, robG! the pose charmingly goes along with your style

MAUL0r
10-12-2007, 02:59 PM
http://a677.ac-images.myspacecdn.com/images01/61/l_bb788b308da53262d7172db11bd8d114.jpg
workin' on some WAR inspired stuff

Armanguy
10-12-2007, 04:10 PM
thanks for the crit flewda i dont like the wood either i played GoW today and the wood in the mansion is alot more grainy and very realistic i might have to use some photosourced textures.

MoP
10-12-2007, 06:55 PM
OK, so I got the lowpoly built, exactly 5000 triangles including knives (not shown in this pic since I haven't done the highpoly for them yet). There are also 3 other scrolls around her back which you can't see from this angle.
Everything on here is on a 1024x1024, baked in [http://www.xnormal.net]XNormal[/URL].

http://www.greveson.co.uk/tenten/wip12.jpg

animatr
10-12-2007, 07:00 PM
that's gorgeous Mop

Funky Bunnies
10-12-2007, 07:22 PM
Oh man. That's awesome, MoP

Rens
10-13-2007, 04:31 AM
damn Mop, amazing work.
the wireframe looks very sweet!

my only comments would be that her elbow/lower arm looks a bit funky, though that might just be the angle/lighting... or me

kakikukeko
10-13-2007, 04:39 AM
sorry nothing to post, but I had to asspat Mop.. really amazing work! /images/graemlins/smile.gif the model is very nicely proportioned and quite charismatic.. if your textures are as good as your normal map, that will really kicks ass!! can't wait to see the next step! /images/graemlins/wink.gif
(wow that was so constructive..)

JKMakowka
10-13-2007, 04:52 AM
The feet and the face really isn't quite the same quality as the rest, thus I don't join into this MoP fanboyism /images/graemlins/tongue.gif

MoP
10-13-2007, 04:59 AM
Cheers folks. I always suck at modelling feet, seems this one isn't much better. The face is going to get some tweaks too, it's not quite soft enough at the moment, and the silhouette is too angular.

Gmanx
10-13-2007, 07:35 AM
Mop - Awesome work as usual - the feet are all in the ankles, put ankles on her and she'll be right.

Japhir
10-13-2007, 07:45 AM
@thefrog4u: love the texture! i might be wrong and i'm sorry if i am, but it does look a lot like this texture that i found on the web a long time ago: http://img504.imageshack.us/img504/4020/malebaseskinnu8.jpg
it was a texture that was used for some kind of shirt design competition somewhere.
did you use this as your base or something?

@mop: great stuff! as usual.

nkoste
10-13-2007, 08:20 AM
RobG I love the way you color and your postures, makes me happy to see /images/graemlins/smile.gif Still seems a little unfinished.

I've started on a new head for a full character that I'll soon thake into P&P.

http://gameart.nilskoster.dk/images/junk/marinehead2.jpg

SupRore
10-13-2007, 08:29 AM
[ QUOTE ]
http://img504.imageshack.us/img504/4020/malebaseskinnu8.jpg
it was a texture that was used for some kind of shirt design competition somewhere.
did you use this as your base or something?

[/ QUOTE ]


... Or just use it, with hue/sat shifts? Looks exactly the same, taking uv stretching into account.

dur23
10-13-2007, 11:01 AM
I heart your skills mop. Love the proportions.

Cody
10-13-2007, 06:11 PM
trash can. im not sure about the texture. whatdya think?
http://www.codywright.com/images/trash_44.gif

ironbearxl
10-13-2007, 09:48 PM
Awesome MoP /images/graemlins/wink.gif

100% Silo so far, but Blender render (Please forgive the hair):

http://i84.photobucket.com/albums/k30/ironbearxl/shae_render_1.jpg

Rwolf
10-13-2007, 11:44 PM
for something symmetrical as a trash can, how the hell are you getting a extra triangle there Cody? /images/graemlins/smile.gif

As for the texture, the brown side's look as if they don't belong there. Better to keep it all green I'd say.

fogmann
10-13-2007, 11:52 PM
Finished (relatively speaking) with this guy - click to see full size 3 hour render /images/graemlins/smirk.gif
http://fogmann.com/uploadpics/wip/tnfin_small.jpg (http://fogmann.com/uploadpics/wip/tnfin_large.jpg)

Cody
10-14-2007, 12:21 AM
[ QUOTE ]
for something symmetrical as a trash can, how the hell are you getting a extra triangle there Cody? /images/graemlins/smile.gif

As for the texture, the brown side's look as if they don't belong there. Better to keep it all green I'd say.

[/ QUOTE ]

Good point, I'll look at the wires. If it's all green it might look a little bland.

nkoste
10-14-2007, 03:30 AM
[ QUOTE ]
[ QUOTE ]
http://img504.imageshack.us/img504/4020/malebaseskinnu8.jpg
it was a texture that was used for some kind of shirt design competition somewhere.
did you use this as your base or something?

[/ QUOTE ]


... Or just use it, with hue/sat shifts? Looks exactly the same, taking uv stretching into account.

[/ QUOTE ]

I think I found the last missing piece for this model. That's one more person you need to give credit TheFrog4u.
http://www.pig-brain.com/tut01/tut01_01.htm

A piece of friendly advice would be not to continue using other peoples work without mentioning them or you might find that a lot of people will be pretty reluctant to work with you in the future.
It's actually an ok technique you're using you just need to to pay your dues where it's needed.

And it's not oldschool if you take it. It's oldshool if you make it. /images/graemlins/tongue.gif

NeoShroomish
10-14-2007, 07:17 AM
http://img135.imageshack.us/img135/9361/ep2outland020002iy9.jpg

Still playing with baking normals, my texture but default HL2 model :]

SupRore
10-14-2007, 08:15 AM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
http://img504.imageshack.us/img504/4020/malebaseskinnu8.jpg
it was a texture that was used for some kind of shirt design competition somewhere.
did you use this as your base or something?

[/ QUOTE ]


... Or just use it, with hue/sat shifts? Looks exactly the same, taking uv stretching into account.

[/ QUOTE ]

I think I found the last missing piece for this model. That's one more person you need to give credit TheFrog4u.
http://www.pig-brain.com/tut01/tut01_01.htm

[/ QUOTE ]

Last part? I wonder where he got the pants and shoes. Maybe that one tutorial about the younger photosurced ps2 spec guy that's, like, a million pages, and walks through the entire process?

Renardin
10-14-2007, 09:34 AM
I am working on the GDI Amphibious apc. (fourth attempt)

Here is the previous model with new wip texture job:

http://cncreborn.planetcnc.gamespy.com/forumreborn/files/untitled__2_162.jpg

http://cncreborn.planetcnc.gamespy.com/forumreborn/files/untitled__3_927.jpg

New model and new texture wip:

wip1

http://cncreborn.planetcnc.gamespy.com/forumreborn/files/untitled__3_117.jpg

wip 2, more added:

http://cncreborn.planetcnc.gamespy.com/forumreborn/files/apc_603.jpg

wip 3, dodge and burn work started.

http://cncreborn.planetcnc.gamespy.com/forumreborn/files/apc2_196.jpg
Texture so far: (original is 2048*2048)
http://cncreborn.planetcnc.gamespy.com/forumreborn/files/v_gdi_apc1_210.jpg

http://cncreborn.planetcnc.gamespy.com/forumreborn/files/apc3_747.jpg

Spice(my modeler) made me new wheels to be more accurate.

http://cncreborn.planetcnc.gamespy.com/forumreborn/files/shoes_155.jpg

And here is the last WIP so far:

http://cncreborn.planetcnc.gamespy.com/forumreborn/files/apc4_198.jpg

TheFrog4u
10-14-2007, 01:39 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
http://img504.imageshack.us/img504/4020/malebaseskinnu8.jpg
it was a texture that was used for some kind of shirt design competition somewhere.
did you use this as your base or something?

[/ QUOTE ]


... Or just use it, with hue/sat shifts? Looks exactly the same, taking uv stretching into account.

[/ QUOTE ]

I think I found the last missing piece for this model. That's one more person you need to give credit TheFrog4u.
http://www.pig-brain.com/tut01/tut01_01.htm

[/ QUOTE ]

Last part? I wonder where he got the pants and shoes. Maybe that one tutorial about the younger photosurced ps2 spec guy that's, like, a million pages, and walks through the entire process?

[/ QUOTE ]

Hey hooo... to clear some things:
Mesh: BASED on Arsh´s but as said remodeld much parts. Used Arshs Mesh mainly to get the basic shapes right. The head for example was completely done by me.
HeadTexture: Used Ancient-Pig´s tutorial to paint my own.. used the texture creatied by him as ref, but did not copy and paste it.. thought this is what a tut is made for?
I already said that the breast was photosourced and I never said I took the Foto by myself.. this breast was given free by an older pcgame to create own textures.
And lower body is 100% my own work.. I can garantie (even the photosourced pockets (as said) where taken from a foto I made on my own.. and the shoes where painted in bodypaint (the only part which I painted in Bodypaint. I usaly like painting in paintshop pro more)

And last but not least I´m not a professional and I don´t ever will work for the game industrie. I just work on 3d chars for fun.. I don´t even have a portofolio. So I´m not earning any buck with this stuff.

And if someone is interested here are some older chars of me.. this time 100% self created.. but as said older and thus net that quality:
http://nosferatuthegame.com/media/players/nos_thug-high.jpg
http://nosferatuthegame.com/media/players/nos_skeleton-high.jpg

btw: the game is a freeware standalone based on qfusin (quake 2) engine.. I planed on importing the discussed playermodel: http://mitglied.lycos.de/frogsspace/NOS/Playermodel/wips/brute_remix05.jpg

Japhir
10-14-2007, 02:24 PM
nothing wrong with using reference or anything, but if you just copy and paste stuff you should at the very least post where you got it from or in some cases even ask the artist/photographer that made the stuff. I am not accusing you or anything(maybe some others are /images/graemlins/tongue.gif) but next time mention where you get your stuff from because now we thought you did all of this yourself. (except some parts of the model)
the head texture is nice and i like your skeleton model.

Tennis
10-14-2007, 06:30 PM
testing some stuff out for a DS game
http://www.kennethfejer.com/test/bike2.gif
170 tris and the texture is 128x64

will try to optimize it a little bit more.

Cody
10-14-2007, 10:33 PM
Tennis: Can we see a wireframe?

tacit math
10-15-2007, 05:25 AM
love your work tennis

Klash120
10-15-2007, 07:45 AM
[ QUOTE ]
testing some stuff out for a DS game
http://www.kennethfejer.com/test/bike2.gif
170 tris and the texture is 128x64

will try to optimize it a little bit more.

[/ QUOTE ]

*bows* Amazing work as usual /images/graemlins/laugh.gif

tores
10-15-2007, 09:24 AM
Just something I made last night after looking in the lowpoly thread here.

http://img527.imageshack.us/img527/3143/aliencreature340trisxq2.jpg

Rota626
10-15-2007, 11:27 AM
tores,ironbearxl : I Luv it!

Just another wip /images/graemlins/blush.gif
http://www.rota-art.com/vet.jpg

Rota

Darksun
10-15-2007, 01:24 PM
Lichy-poo
http://img.photobucket.com/albums/v355/darksungames/MY%20Art/lich-head.jpg
http://www.darksungames.com/portfolio/lich.jpg

Vitor
10-15-2007, 02:13 PM
Working slowly.....

http://img134.imageshack.us/img134/6750/chick1ku2.jpg

Gav
10-15-2007, 04:05 PM
Cool Lich, Darksun /images/graemlins/smile.gif

Johny
10-15-2007, 04:29 PM
damn vitor that is looking really awesome ! i like her anatomy alot , really unique /images/graemlins/smile.gif its different than the usual mega bood gal ahahah !

some crap from me , i stayed on subdivision level 1 , i wanted to make most shape out of it. looks like shit, but was fun and quick.

http://www.johnyontehspot.com/johny/quik_headz.jpg

Psyk0
10-15-2007, 04:46 PM
Nice stuff in here /images/graemlins/smile.gif.

Johny:I think the ears are too far forward, or at least the angle makes them look off, it should sit/line up behind the jaw.

If you feel your own ear/jaw you'll get the picture.

P.S.:Make sure you wipe your hands first cuz i know you been playing with caca all day long.

Darksun
10-15-2007, 06:18 PM
Gah! I hate landscapes... Such a pain..
http://img.photobucket.com/albums/v355/darksungames/MY%20Art/highlands_wip.jpg

Armanguy
10-15-2007, 07:57 PM
http://img.photobucket.com/albums/v92/armanguy/Hallway-1.jpg

perna
10-15-2007, 08:35 PM
johny: not just the ears further back like psyk0 says, but the whole head is quite squashed in depth now. nice going though, I like the middle guy

vitor, that's some coolness going on there

Darksun
10-15-2007, 09:32 PM
[ QUOTE ]
Cool Lich, Darksun /images/graemlins/smile.gif

[/ QUOTE ]
tanks!

Ugh.. landscape looks retarded.. having trouble with the stones & trees..
http://img.photobucket.com/albums/v355/darksungames/MY%20Art/highlands2_wip.jpg

obson
10-15-2007, 10:01 PM
I posted some shots of the model for this guy a while ago. Finally got around to doing some texture work on him.

http://obson.org/forums/soldier_render_low.jpg

Slipstream
10-15-2007, 11:53 PM
@obson: Reminds me of a darker, grittier, TF2. Cool stuff /images/graemlins/grin.gif

Sa74n
10-16-2007, 03:52 AM
great work rota! loads of character there. could make a great villain

demoncage
10-16-2007, 04:11 AM
really cool style obson.

here's my current wip, i call him bortmeyer, and you will acknowledge him as such:

http://www.ent3d.com/bortmeyer.jpg

IronHawk
10-16-2007, 07:56 AM
Great Lich Darksun.

Soldier looks cool Obson.

Japhir
10-16-2007, 09:46 AM
i felt like painting something inorganic. inspired by a castle of one of my donald duck comics (a madam mim story):P
http://img401.imageshack.us/img401/6082/castlemi5.jpg

Slipstream
10-16-2007, 02:16 PM
http://img.photobucket.com/albums/v416/temetry/sakuraModel014.jpg

demoncage
10-16-2007, 04:41 PM
going for a mob type feel on him now:

http://www.ent3d.com/bortmeyer_01.jpg

Armanguy
10-16-2007, 06:30 PM
looks like tony's uncle from the sopranos

demoncage
10-16-2007, 08:00 PM
Final model w/ normal, diffuse, and specular:

http://chrishusein.com/wp-content/uploads/2007/06/uncle_junior.jpg

The Ben
10-16-2007, 11:26 PM
HAHAHAHA

Keen
10-16-2007, 11:31 PM
Let's see some wires /images/graemlins/smile.gif

boomz
10-17-2007, 09:09 AM
demoncage, haha yea, i'd like to see some wires as well. While that was slightly humorous and pretty obvious, you should at least imply that you are joking (perhaps with a '/images/graemlins/laugh.gif') when you post a photograph. I don't really give a damn, but some might. Like I said, not a big deal to me so don't take that the wrong way. /images/graemlins/smile.gif I laughed. Anyway:

I've been working on this for a while. I posted a WIP some time ago. I just finished it a week ago. C&C welcome and appreciated.
http://www.roryjones.net/gallery/solar/images/solar-beauty.jpg

SupRore
10-17-2007, 09:12 AM
Hey boomz, what kind of context is that intended for? If it's a shooter or action game or something with a low to the ground camera perspective, i'd say the texel density is way off. Blurry screen and console + highly detailed upper supports and solar panels? That's stuff which is above the player's head most of the time, while the things in plain sight look muddy and low res.

If it's intended for an rts or other mostly top-down game, though, I guess it works. Pretty good texturing either way.

TS_Falcon
10-17-2007, 10:27 AM
Hey guys, here are a couple props i did to help learn UE3. C&C welcome.

http://www.falconcg.com/images/3D/Props/SupplyCrate/SupplyUnreal.JPG

http://www.falconcg.com/images/3D/Props/Cover/Cover05.JPG
Cheers

ThatDon
10-17-2007, 11:11 AM
High Poly for the Naruto Comp over at GA.

http://img86.imageshack.us/img86/8127/wip16eg7.jpg
http://img153.imageshack.us/img153/4551/wip17qv2.jpg

Ruz
10-17-2007, 11:17 AM
http://mikerusby.files.wordpress.com/2007/10/phone-1.jpg
bit of practice/fun

MoP
10-17-2007, 11:29 AM
Why all the polys, ruz?

Ruz
10-17-2007, 11:36 AM
erm I don't know he he.
basically when i reduced the polycount much further, the poor vertex shading started making my bake look a bit rubbish, hence the extra cross sections.
Also I didn't really feel the need to optimise the hell out of it as it not part of any game spec as such, so polycount was not really an issue

adam crockett
10-17-2007, 01:07 PM
Ruz, your phone looks cool, but I think those scratches are in non-sensical places. I suggest leaving them there (sometimes things get scratched in random places) , but adding more, concentrating on edges and corners that would catch on keys and change in pockets and purses, and along edges and corners that would take impact if dropped on the floor or skidded across a table. Just a suggestion.

Is there an interior?

Ruz
10-17-2007, 01:13 PM
thats a fair point really.I will have a look at that aspect cheers:)
no interior, though in hindsight it would have been easier to do that. ah well this is my first real try at doing tech stuff

boomz
10-17-2007, 01:57 PM
SupRore: It was geared towards a first person rpg, so the texel density should be shifted accordingly. Good point. I had that in my mind, but for some reason I think I was trying to pull the overall piece off in this position, rather than from the in-game perspective. More meticulous UV planning would have helped a lot. I found myself wedging certain things in after the majority of the map was set and some painted, eek. You live and learn. Thanks! I'll keep everything in mind for the next piece I do, which I will concept soon (and will hopefully be a level-chunk, so texel ratio will be high priority).

Ruz
10-17-2007, 03:09 PM
nother onez
http://mikerusby.files.wordpress.com/2007/10/chair2.jpg
http://mikerusby.files.wordpress.com/2007/10/mirror1.jpg
kinda high poly, but fun to make

demoncage
10-17-2007, 03:41 PM
boomz, the people that would give a damn, i don't give a damn about. anyway, interesting piece, what is it for?

here's a slight update on the model. just trying to get everything solid before exporting the bod into zbrush.

http://www.ent3d.com/bortmeyer_03.jpg

Ruz
10-17-2007, 03:45 PM
demoncage looking solid.thumbs slightly odd and the head looks slightly more realistic than the stylised body, but i still liking it

demoncage
10-17-2007, 03:51 PM
thanks Ruz.

Yeah, taking the cloths and hands into zbrush so it will look alot more integrated with the head. so are these pieces you're doing contract work or just doing it for fun?

Ruz
10-17-2007, 03:53 PM
well, they were part of my master plan to rule the world of environmental objects, but I then got bored with them and went back to my character stuff:)

Darksun
10-17-2007, 04:17 PM
[ QUOTE ]
High Poly for the Naruto Comp over at GA.

[/ QUOTE ]
interesting, is that like a adult version of Garra mixed with Akuma?

ironbearxl
10-17-2007, 05:27 PM
Very nice props TS_Falcon, I like the barriers.

ewooz
10-17-2007, 05:32 PM
A nice price supermarked.
http://home.online.no/~bjo.joh/supermarked.jpg
http://home.online.no/~bjo.joh/supermarked_back.jpg
http://home.online.no/~bjo.joh/supermarked_closeup.jpg

ThatDon
10-17-2007, 05:33 PM
Yeah, it's Gaara with Spacemonkey sauce on it /images/graemlins/smile.gif

Darksun
10-17-2007, 05:34 PM
Do I really want to know what Space Monkey Sauce is?
At least I know it looks cool! /images/graemlins/smile.gif

Any comments would helpful. Especially pertaining to edge flow.


http://img.photobucket.com/albums/v355/darksungames/Garbage/skull.jpg

ThatDon
10-17-2007, 05:52 PM
Spacemonkey aka Tim Appleby
http://bdimonkey.wordpress.com/

boomz
10-18-2007, 12:56 AM
demoncage - yea, pretty much how I see it. If they don't like it, screw 'em. I just didn't know if any mods would hassle you on it. They're cool around here though so I doubt it. I just avoid bitch fits as much as possible.

My piece was fan-art for the upcoming Stargate MMO. It was one of the only concepts that was available at the time and most other concepts had been realized in 3d already, so no sense in making something that they've already completed in 3d.

Your mobster guy is shaping up quite a bit, can't wait to see the sculpt with all of the cloth folds n such. The silhouette concerns me because it is pretty plain, though, its a guy in a suit so not much you can do about it. I'm torn between suggesting giving him more shape (anatomically, adding muscle or slightly exaggerating his features like slenderness) or leaving him as is. will he have any accessories, guns knives grenades moltov?

I think the crotch of the pants might come a little high for my comfort... or the comfort of that character haha. Not sure, but it could maybe use a drop.

shotgun
10-18-2007, 03:36 AM
ThatDon: really cool dude, i think u can give it some space where the bicep attaches to the forearm, no? feels a little stiff to me.

OBSON: love your work!! push the colors!

BoBo_the_seal
10-18-2007, 05:23 AM
http://www.bobotheseal.com/temp/WIP/TurtleTurtle_WIP01.jpg

Taking to sculpt...

Ruz
10-18-2007, 05:31 AM
looks smashing BoBo. nice loops

Psyk0
10-18-2007, 05:38 AM
hehe cute lil' guy! /images/graemlins/smile.gif

rollin
10-18-2007, 06:44 AM
haha .. nice !!

RonanHayes
10-18-2007, 07:19 AM
[ QUOTE ]
Hey guys, here are a couple props i did to help learn UE3. C&C welcome.

Cheers

[/ QUOTE ]

I would appreciate it if you would finsh the contract I paid you in full for. You have not responded since 31/05/07.

You are also using the work you did for me in your CV, and given that you have not finished the contract it's a bit rich. I have sent you countless PM's, Emails, Phone Calls etc.

I urge Admins to leave this post here as TS_Falcon was paid to do a job and never completed it. Given that he refuses to respond to PM, Email and Phone Calls this is most likely the last resort.

sama.van
10-18-2007, 07:33 AM
Cleaning guy (I don't know how to say it in english ...)
Polycount : 1330.
One more NPC for Dirty Conscience (http://beightsquad.free.fr/wordpress/?p=43) project!
http://sama.van.free.fr/version4.0/3D/DirtyConscience/PNJ_Worker/sama.van_DirtyConscience_NPC_Worker_JA_01.jpg

ironbearxl
10-18-2007, 07:46 AM
Sweet turtle BObo!

Finishing the hair on her:

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

-----------------
Looking for work.

MikeF
10-18-2007, 08:35 AM
That looks great sama.van, very remeniscent of Neocron.

Sectaurs
10-18-2007, 08:36 AM
is that a sci-fi bucket?!

will wonders never cease?

SupRore
10-18-2007, 09:03 AM
I wanna make a scifi bucket, but make it even higher tech than samas (greebles!)


Looks awesome sama, bobo. Ironbear, I liked the lowpoly a lot, but I'm not really digging the highpoly face. I think the lips and eyes together are what do it, gives her a weird, staring, perplexed look.

dur23
10-18-2007, 11:05 AM
I shed a tear when i saw that bobobobo.

Gav
10-18-2007, 11:10 AM
hawt Bobo

vahl
10-18-2007, 11:45 AM
awesome bobo, reminds me of the turtle in over the hedge, looks as cute /images/graemlins/smile.gif

leilei
10-18-2007, 01:14 PM
motion blur flare = nice spark particle texture
http://openarena.ws/crap/coolsparks.jpg

rawkstar
10-18-2007, 01:28 PM
OMG BOBO THATS SOOOOO COOL!!!!

vahl
10-18-2007, 02:53 PM
nice cheapy, is that in quake 1?

Asmuel
10-18-2007, 03:12 PM
Bobo, your still the fucking man /images/graemlins/shocked.gif

Pavel
10-18-2007, 03:31 PM
http://vampir.od.ua/temp/head15.jpg

dfacto
10-18-2007, 06:28 PM
Damn Bobo, that geo is tight!

Some texture reworks/touchups for xrucifix. Left is original, right is rework. Characters will also apparently be in game at < half that size, so feel free to ignore the texture seam on the purple guy's shoulders. >.>
http://img514.imageshack.us/img514/6840/pimpromancer2lr6.jpg
http://img339.imageshack.us/img339/5460/oldmikenewmikesg6.jpg

demoncage
10-20-2007, 05:31 AM
cool textures dfacto. top one is especially wierd.

a little slow going on this guy. decided to work the bod a little more to make things look more natural. still just prep work before zbrush.

http://www.ent3d.com/bortmeyer_08.jpg

Spacey
10-20-2007, 06:36 AM
fogmann: Little late with this, but...
He's looking real nice. Couple things look odd. His right side is very crisp which screams "cg". As for likeness, I'm sure you've come across more ref than I found, but from the few pictures on this (http://www.037info.net/0poznati/?Pozori%9Ate%2C_film%2C_TVTa%9Ako_Na%26%23269%3Bi% 26%23263%3B) site, his head looks longer than how you've modeled it (maybe it's the hat). Also, the eyebrow strands are long and scattered instead of looking like one mass (http://www.mladina.si/tednik/200535/clanek/kul--dvd-marcel_stefancic_jr/img/dvd-davitelj_inline.jpg). But if you're calling it finished, thats fine by me! =]
By the way, your Sam is looking wicked.

tennis, tores: Tugs at my low-poly heart strings <3

obson: Been diggin' the progress on this guy!

BoBo: oh mai gawd, so cute =3

larolaro
10-20-2007, 07:35 AM
Just playing about, not happy with it, going to try again tonight.

http://img510.imageshack.us/img510/8940/screenshot013ed8.jpg

multivac
10-20-2007, 08:07 AM
looking good,RobG
how do you texture those things,looks like just planar mapping in some places?

ThatDon
10-20-2007, 11:37 AM
What ever that thing is Rob, it's pretty damn cool!

larolaro
10-20-2007, 12:25 PM
Thanks guys, Yeah i planar map everything because im lazy, Most of the time i feel that its all thats necessary.

http://img148.imageshack.us/img148/9153/tbuebotcomponant2dt4.jpg

Johny
10-20-2007, 01:12 PM
i love your style rob !

dfacto
10-20-2007, 01:43 PM
Honestly, if you just threw in two cap segments for the large bottom piece and the finer tubes up top you'd hardly notice it.

Love your work, and especially your models. Someone needs to hire you to make a game, because you've got way too much style to ignore. /images/graemlins/cool.gif

Rwolf
10-20-2007, 11:00 PM
thats a neat style you got there Rob, If the aliasing was on I would start to mistake it for a illustration.

Anyway I finally lit my guys head on fire.

http://www.trevortang.net/3D/wip/beasthair.jpg

demoncage
10-22-2007, 04:51 AM
agreed, that thing looks sweet rob. likin' the hair Rwolf.

adjusted the proportions to make him look more intimidating/thug like:

http://www.ent3d.com/bortmeyer_09.jpg

Ruz
10-22-2007, 04:59 AM
demoncage, think you need to beef him up a little if you are going for the thug look.

demoncage
10-22-2007, 05:07 AM
thanks Ruz, how is he coming across right now?

would you say he passes as a hitman at least?

Marshal Banana
10-22-2007, 06:59 AM
Nasty looking scythe
http://i93.photobucket.com/albums/l43/Marshal_banana/nastyscythe.jpg

Not quite done with the texture.

Ruz
10-22-2007, 07:35 AM
yeah, he looks hitmanish for sure demoncage, its just depends what kind you want.

I think the look you are going for is kind of stylised and works fine. you could bulk him up though and turn him in to more of the 'bouncer' kind of thug. it your call really.

I see him more of a sniper right now, rather than a piano wire man:)

Davision3D
10-22-2007, 07:44 AM
http://www.daxx-web.de/bilder/zombie.jpg
Suggestions for making him more ugly are welcome! /images/graemlins/smile.gif

demoncage
10-22-2007, 08:27 AM
i was actually intending more the tough guy look, so decided to give him a little beef job. hopefully this is working better. i'm a little nervous about the stylized comment, do you mean in terms of body proportions or are you just referring to the clean sub-d clothes without all the folds and shit? i don't mind if it looks a little idealized but definitely want it to come across as realism in the end.

http://www.ent3d.com/bortmeyer_10.jpg

Ruz
10-22-2007, 08:45 AM
I thijki it was the cleanness of the lines for the stylisation comment.
perhaos his pants could be slightly baggier, more folds gathering etc
I think his hands are a bit thin/childlike also and his legs are a bit spindly.
Quite ofen you see these bouncers in night clubs where they can barely fit in their suits, like gorillas

demoncage
10-22-2007, 09:03 AM
thanks for the crits. like i mentioned, the folds will be coming. i agree about the pants needing some slack at the bottom. hands will be going into zbrush for some beefing up. i kinda want to keep a top heavy feel to him though, so don't think i'll be massifying the legs too much.

SupRore
10-22-2007, 09:05 AM
At the moment, demoncage, he doesn't look topheavy so much as he looks light at the top and even absurdly lighter at the bottom. He looks like a hitman who'd get snapped like a twig by his first mark.

Aside from that, looking good.

demoncage
10-22-2007, 09:16 AM
hmmm, some winning comments there.

anyone besides ruz have something valid to say?

kiril0t
10-22-2007, 09:21 AM
He still looks like a wus, he looks more like the sleazy russian who runs the joint and dsnt get his delicate hands dirty. He needs some brawn and beef if youre goin for the thug thing, make it look like hes used his hands, broken them a coule of times, and that prety face of his shouldnt be that prety if hes a thug and has taken a punch before. give him character. he dsnt instantly read thug, he does read mafia/criminal but not thug, keep pushin even beyond my quick paintover

http://kirilot.com/OS/po.gif

SupRore
10-22-2007, 09:25 AM
[ QUOTE ]

anyone besides ruz have something valid to say?

[/ QUOTE ]

Let me rephrase, then. :\

His neck is thicker than his upper arms, and he has the shoulders of a 15 yearold boy. That doesn't read as menacing thug, it reads as someone who is trying and failing to look tough. I see those as being valid things to point out, unless you want your hitman to look disproportionate and fragile.

demoncage
10-22-2007, 09:27 AM
go beyond your paintover? i don't know if that's possible.

Ruz
10-22-2007, 09:38 AM
I think the paintover by kiril0t is in the right ball park. makes him look slightly menacing, but not too huge

demoncage
10-22-2007, 09:46 AM
lol, c'mon ruz. suprore, dude, it's not what you're critiquing that's the problem, it's the fact that it was so openly condescending without any provocation. is there some personal problem you need to get off your chest? what's wrong honey? like i said, hands are going into zbrush.

Ruz
10-22-2007, 10:16 AM
ha ha,I am staying out of this one:)

demoncage
10-22-2007, 10:47 AM
Post deleted by demoncage

Ferg
10-22-2007, 10:56 AM
They gave you solid, decent crits demoncage, chill. I didn't really sense any insults or condescension in their comments.

Take their advice and try not to be so defensive... gonna have to learn how to take harsher crits than that if you ever want to be a happy professional artist.

JDinges
10-22-2007, 12:19 PM
[ QUOTE ]
They gave you solid, decent crits demoncage, chill. I didn't really sense any insults or condescension in their comments.

Take their advice and try not to be so defensive... gonna have to learn how to take harsher crits than that if you ever want to be a happy professional artist.

[/ QUOTE ]


Truth.

demoncage
10-22-2007, 01:01 PM
eh, that's fucking horseshit. the truth of the matter is a. this is not a work environment and he's not my art director. b. there are alot of artists registered on these boards that are better than me, but i'm one of the better artists on these boards, and if i were well established in the industry suprore would be eating the jiz out of my garbage can, which is not to imply that that's what i want because i don't really give a fuck, but some prior acknowledgement would be nice before you start making cocky remarks. c. even if the person making that critique had the credentials to back up the attitude and it was the first time they'd spoken to me on a public forum i'd be like "what the fuck is wrong with this dude?" d. this guy is not even in the same league as me but he's coming at me like he's got years on me after i've busted my ass for 4 years to get as good as i am. e. you can critique my model all you want and i'll take all of it in, that's why i post, but if you're going to be coming at me like that out of the blue on a public forum, your shit better be as good or better than mine, otherwise fuck you.

SupRore
10-22-2007, 01:14 PM
[ QUOTE ]
eh, that's fucking horseshit. the truth of the matter is a. this is not a work environment and he's not my art director. b. there are alot of artists registered on these boards that are better than me, but i'm one of the better artists on these boards, and if i were well established in the industry suprore would be eating the jiz out of my garbage can, which is not to imply that that's what i want because i don't really give a fuck, but some prior acknowledgement would be nice before you start making cocky remarks. c. even if the person making that critique had the credentials to back up the attitude and it was the first time they'd spoken to me on a public forum i'd be like "what the fuck is wrong with this dude?" d. this guy is not even in the same league as me but he's coming at me like he's got years on me after i've busted my ass for 4 years to get as good as i am. e. you can critique my model all you want and i'll take all of it in, that's why i post, but if you're going to be coming at me like that out of the blue on a public forum, your shit better be as good or better than mine, otherwise fuck you.

[/ QUOTE ]

When exactly did waywo devolve into 'my art is better than ur art!!!'?

I'm not even going to get into childish squabbling over which of us is more proficient, it's completely irrelevant. I gave you valid critiques in a civil manner, and you've taken them rather horribly. Why you're still even posting about this is beyond me, you've made it clear you aren't interested in crits from me on this model and i've stopped giving them. No need to reduce yourself to personal attacks and idiotic ranting just because your feelings got hurt, or whatever. /images/graemlins/smirk.gif

Let's try and keep this out of this thread, though? If you just want to rant about how much better of an artist you are than me, and how that invalidates any critiques I might give you, it's probably better to clutter up my PM box instead of this thread.

Johny
10-22-2007, 01:39 PM
lol...no really lol.

demoncage , i would look at the paintover that was offered to you and seriously consider doing cloe to that , so right now your model doesnt seem beeffy /images/graemlins/frown.gif the hand also seem a tad too skinny, and you say it will be revised on zbrush so ill wait and see /images/graemlins/smile.gif

Also people in this board tend to be harsh , but in my opinion thats the best critics you can ever ask for . Suprore for some reason is acting like a pretentious prick, but it doesnt mean he doesnt have valid points, and i would reread the critc that were made to make your piece better /images/graemlins/smile.gif

PEACE BITCHES

Ryno
10-22-2007, 01:39 PM
Kind of the point of posting something here for critiques is to get criticism. It's great for people not working in production currently to get feedback from other artists, just as they would in a work environment. It's this type of exchange that has elevated a lot of the hobbyists here to top-notch industry pros.

Why you are getting upset about some people's critiques is beyond me. They are trying to help you with the quality of your work, whether they are right or wrong in their suggestions. Feel free to disagree with them, as there's nothing wrong with that. But to turn this into some sort of personal conflict is just silly.

Either take their advice, or don't. It's your art, and you can do what you want with it. There's no call for insults or anger.

Geezus
10-22-2007, 01:44 PM
@demoncage:

QQ less...refer to Geezus' signature.

kiril0t's paintover screams style. I'd take that and roll with it. Additionally, SupRore has valid critiques for you. He isn't your art director, but he is a member of this community, like you. The only condescending/personal attacks I've seen are coming from you. Chillax, take it in, and let it help you create better art.

@davision3d: Lookin' kickass bud, is that snot coming from his nose or maggots? Do you plan on stopping here or going full out lowpoly/texture? Love the decaying ear. Needs more boils!

snemmy
10-22-2007, 01:47 PM
if you want full on critiques and point/counterpoint discussions then make your own thread about your work and have this discussion there.

stop cluttering the WAYWO with this trash

Lee3dee
10-22-2007, 01:49 PM
you need to check in that attitude at the door, if you want constructive criticism post on polycount, if not post your work on the 1up forums.

demoncage
10-22-2007, 01:49 PM
oh suprore, you make me feel so sheepish.

first of all, i was rebutting the ensuing posts, otherwise i wouldn't have posted anything.

second, hmm, if this was a forum for writers and some hackass poet started making crude comments about a piece from a better writer that he'd never spoken to before, would it be beyond assumption to think that that writer might feel a tinge of hostility towards the comments? hmmm. tinker tinker.

demoncage
10-22-2007, 01:55 PM
i'm going to say this one more time. i have no, *no* issues with people critiquing my work. if you look back you'll see that me and ruz had no problems...i'll leave it to you guys to figure out the rest. i think it's bullshit, and i think alot of this rock throwing is political. so, whatever. i'm not saying the points critiqued were not valid, but i think the delivery was total b.s. *end*

Sayanora
10-22-2007, 01:58 PM
Are you still talking? SupRore NEVER said anything to warrant the kind of response you gave him. A wise man just mentioned that you should have left your squabbling to pms or email.

I think it's likely that you blew everything Sup said out of proportion and turned some otherwise helpful criticism into an attack that never happened.

The3DGuy
10-22-2007, 02:03 PM
which comment of SupRore's was so condescending?

acc
10-22-2007, 02:06 PM
[ QUOTE ]
would it be beyond assumption to think that that writer might feel a tinge of hostility towards the comments?

[/ QUOTE ]
No, because it's always safe to assume that someone completely lacks the ability to receive good, constructive criticism. That, however, is their own fault and shouldn't stop people from offering it. It also helps weed out the immature folk from the forum (which has nothing to do with age, experience, or skill level), such as you.

Your hostile response was completely out of the blue and not even the slightest bit warranted. I had to go back and read the previous posts to find out what the hell you were talking about and I still can't find it.