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View Full Version : So what are you working on?


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Enix
11-02-2007, 11:56 PM
@Vig: The updated texture looks so much better.

I messed around with pichu some more tonight and figured out how to use spec maps in HL2, and set up his ragdoll limits. I also sized him down some more because I read on some pichu info wiki that he is exactly 1 foot tall, and he was about half the size of the zombie before. Here is what he looks like ingame now:

http://img524.imageshack.us/img524/7805/pichudonepw1.jpg

SupRore
11-03-2007, 12:06 AM
Enix, that is the greatest thing ever. Considering replacing anything else with pokemon skins?

Enix
11-03-2007, 12:23 AM
I have so many ideas now that I know how to get shit into hl2 I don't know where to begin. I definitely want to do a few more replacements, but I'm not sure that they will be pokemon :P. I was planning on making another pokemon to be those bug things that you control later on in the game and the bug bait could be a pokeball or a ricecake or something. Just seeing a pokemon killing a combine soldier would make me happy XD.

flaagan
11-03-2007, 03:36 AM
Enix... you could always replace those electro-ball things that pop outta the ground with Coffings (or however they're spelled).

Laheen
11-03-2007, 05:58 AM
http://img107.imageshack.us/img107/1972/facecm4.png

movento
11-03-2007, 06:14 AM
Enix,great job,i can't wait until you get a player model ingame.btw could you contact me on msn,i need to talk to you ;p

Laheen: good start on that Ichigo,now finish it dude! Oh and post some wires.

Havok
11-03-2007, 04:21 PM
Here is a concept pistol that I I sketched in my notebook the other day. Started the high poly earlier and have been working on it off and on all day. Still loads to do, but crits on what I have at its current state are welcome.
http://img233.imageshack.us/img233/5681/conceptpistol1ak1.jpg

I also plan to make a low poly version and normal map it.

Marshal Banana
11-03-2007, 09:43 PM
More progress, 2054 verts.
http://i93.photobucket.com/albums/l43/Marshal_banana/mbnight03.jpg

His Soul Edge, 889 verts.
http://i93.photobucket.com/albums/l43/Marshal_banana/mbsouledge.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/mbnightedge.jpg

Any crits/comments on the model or design?

Darksun
11-03-2007, 11:29 PM
Been doing a texture recently so I was looking for face reffs and found this gem:
http://www.cityofsydney.nsw.gov.au/Galleries/FaceOfSydney/index.html

I thought I'd share it with yall.

demoncage
11-04-2007, 03:51 AM
motherload, thanks darksun.

katana
11-04-2007, 04:47 AM
Enix, your Pichu is terrific

Vig, that animation and toon has really come a long way. I thought the last one showed his hand a bit stuck in the ice, which is unique in itself, when he pulls his hand out, some residual ice should follow....nice job

Marshal Banana
11-04-2007, 10:48 AM
more progress on the monster arm
http://i93.photobucket.com/albums/l43/Marshal_banana/mbnight05.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/mbnight07.jpg

Johny
11-04-2007, 11:04 AM
that hand looks cool marsharl /images/graemlins/wink.gif

Illusions
11-04-2007, 11:42 AM
http://www.ibleedink.net/thesis/skeletonSmall.jpg (http://www.ibleedink.net/thesis/skeletonLarge.jpg)

Definately not low poly. Sits at around 49,276 tris, all quad topology (as far as I know), so it can be brought into ZBrush without it complaining. I'll probably finish the whole skeleton up once my project is complete, and properly model the vertebral discs, but this is all I need for now.

linesmith
11-04-2007, 11:58 AM
[ QUOTE ]
Been doing a texture recently so I was looking for face reffs and found this gem:
http://www.cityofsydney.nsw.gov.au/Galleries/FaceOfSydney/index.html

I thought I'd share it with yall.

[/ QUOTE ]

I'm always looking for good face ref to practice drawing. Thanks man!

Marshal Banana
11-04-2007, 12:56 PM
Finished the modelling
http://i93.photobucket.com/albums/l43/Marshal_banana/nightanim.gif

breakneck
11-04-2007, 01:04 PM
certainly not a concept artist but i'm starting my own character project so heres the start.
**just finished blocking out the colors, any comments, ideas ??
http://i83.photobucket.com/albums/j298/breakneck_rust/Scan_3quartercopy.jpg

demoncage
11-04-2007, 03:23 PM
looks like you could be if you pursued that route breakneck.

i'm liking the design. might be cool if the arms were in line with the top of the wing, more bat-like, with the wing following the bent contour of the arm.

marshal, turned out pretty cool. /images/graemlins/smile.gif

Enix
11-04-2007, 04:13 PM
@Laheen: GO GO GO! If you finish that ichigo I will give you a special treat :O.

I have some more pichu stuff done. I ripped sounds from ssbm and got a soundpack together for him, here is a short video (6mb):

http://rapidshare.com/files/67487650/pichudemo.rar.html

Johny
11-04-2007, 04:30 PM
Enix that is fucking awesome.All left is some better polished anims /images/graemlins/wink.gif

katana
11-04-2007, 04:54 PM
Yep...that was awesome Enix...

breakneck
11-04-2007, 07:56 PM
here is an update for the night. . .
http://i83.photobucket.com/albums/j298/breakneck_rust/Scan_3quartercopy-1.jpg

Keen
11-04-2007, 08:22 PM
Geez Lawrence I didn't know you could draw like that. That looks awesome. Look forward to seeing what you do with it.

I like the blue metal colors but I'm not particularly fond of the clothing colors you picked. All three colors don't seem to compliment each other imho.

Looking good though!
You still plan on focusing on props and environments? Or you jumping ship?

Mil0
11-04-2007, 10:43 PM
http://i6.photobucket.com/albums/y202/whippedcracker/Untitled-10.jpg
HL2 mod, first real environment. I may post more pictures later in a dedicated thread.

konstruct
11-05-2007, 12:19 AM
[ QUOTE ]
http://jibifaak.free.fr/frms/zb_05.jpg
i'll try to make a normal mapped version of this one.

[/ QUOTE ]

FREEEESH-

I used to be SO into your work when I was growing up- Then your site went down and I lost track. Good to see your still kickin, and with 3d sculpts to boot.

w3rd up to the jibbifaak.

etsuja
11-05-2007, 02:07 AM
Posted a thread for this awhile ago but modified the model a little and redid the high res model for normal map and am now using a photosourced texture.

http://img2.putfile.com/thumb/11/30804014641.jpg (http://www.putfile.com/pic.php?img=7020190)

katana
11-05-2007, 03:49 AM
Nice drawing style Breakneck...

leilei
11-05-2007, 04:12 AM
blagh low poly poop, 160 tri 128x128x8 )YES 8BIT( tex
http://openarena.ws/crap/fake/automagtex.jpg

CiscoJavier
11-05-2007, 04:43 AM
haha goo lo poly!
good ol' days

ok so this is what i am workin on
for portfolio! and fun of course
/images/graemlins/cool.gif
http://i66.photobucket.com/albums/h245/frizzank619/polycount/colas.jpg
http://i66.photobucket.com/albums/h245/frizzank619/polycount/shot-four_rough.jpg

check out my thread!
Cisco Javier's WIP (http://boards.polycount.net/showflat.php?Cat=0&Number=229791&an=0&page=0) /images/graemlins/ooo.gif

MacTom27
11-05-2007, 05:27 AM
Working on a model for Chaos UT 3 :

Concept art :
http://img147.imageshack.us/img147/415/webchao2ske2.th.jpg (http://img147.imageshack.us/my.php?image=webchao2ske2.jpg)

Front & Back views
http://img117.imageshack.us/img117/912/xclwip01ut3.th.jpg (http://img117.imageshack.us/my.php?image=xclwip01ut3.jpg)

"Metallic" views
http://img141.imageshack.us/img141/4444/xclwip02ib4.th.jpg (http://img141.imageshack.us/my.php?image=xclwip02ib4.jpg)

"Bones" views
http://img147.imageshack.us/img147/9320/xclwip03ab3.th.jpg (http://img147.imageshack.us/my.php?image=xclwip03ab3.jpg)

Polycount : 6846

Davision3D
11-05-2007, 08:00 AM
Nice, Chaos UT in UT3 will be great. /images/graemlins/smile.gif
The character looks very interresting.
Im missing transitions between the different materials

Dr_Graevling
11-05-2007, 08:47 AM
Just gave this girl something to stand on... Oh, and a gun.
http://biphome.spray.se/frisken/bilder/f_trooper_2.jpg

And since she was called "Solid Snake" with boobs...
http://biphome.spray.se/frisken/bilder/f_trooper_cardbbox.jpg

jibowski
11-05-2007, 08:51 AM
thx everybody!

@konstruct : hehe, glad you like my 3D too ~ /images/graemlins/smile.gif , character modeling/sculpting is pretty new for me..

I started the lowpoly today, here is a test with normal maps and AO
http://jibifaak.free.fr/frms/mickey_test_baked-head.jpg
i think i should add some polys for the teeth..
crits are welcome!

Skeptical Nate
11-05-2007, 09:30 AM
Really cool jibowski

katzeimsack
11-05-2007, 02:16 PM
wip bla!
http://55622.webhosting22.1blu.de/katzeimsack/images/wip/face.jpg

nothing finished yet, but I have to say:

Brice Vandemoortele, you fucking rock! I really love your shader /images/graemlins/wink.gif

katana
11-05-2007, 02:53 PM
Dr_Graevling : What did you use for a shader on that girl?

Pavel
11-05-2007, 02:57 PM
2 jibowski that is most funny model for the last time...keep doing!!!

2 katzeimsack
HOLY MAdness!

MoP
11-05-2007, 02:57 PM
katzeimsack, that is super awesome

SupRore
11-05-2007, 02:59 PM
Looks incredibly awesome, katz.

(I think he used Brice's shader, guys http://boards.polycount.net/showflat.php?Cat=0&Number=238350 )

tacit math
11-05-2007, 03:27 PM
:

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

rooster
11-05-2007, 04:05 PM
super super awesome

indian_boy
11-05-2007, 04:12 PM
holy WOW has it been a while since my last post on polycount?
________________
anyways. i started working on a mini side project, trying something new for a change [environment art]. i'll keep this project going, posting only when i stamp a certain asset "done" so that i can get some crit from the outside. the point of this project is to keep me busy with something 'different' while i work on improving my lacking skills in anatomy.
enough talk, more art:
[click to enlarge]http://s174.photobucket.com/albums/w104/indian_boy/Medieval%20Manor%20Level/th_pillars-1.gif (http://i174.photobucket.com/albums/w104/indian_boy/Medieval%20Manor%20Level/pillars-1.gif)http://s174.photobucket.com/albums/w104/indian_boy/Medieval%20Manor%20Level/th_lamps01.gif (http://i174.photobucket.com/albums/w104/indian_boy/Medieval%20Manor%20Level/lamps01.gif)
http://i174.photobucket.com/albums/w104/indian_boy/Medieval%20Manor%20Level/pillars.jpg
http://i174.photobucket.com/albums/w104/indian_boy/Medieval%20Manor%20Level/lamps.jpg
there u go. feel free to crit me. and i'd actually prefer you to be as harsh as you can, as it'd help me the most.
oh, sorry for oversized images....
and thanks in advance
_______________________


and now:
wow there's some real awesome work on this page itself:
katzeimsack: she looks right outta heavenly sword. love the facial paint, and the skin is just AWESOME to look at.

Dr_Graevling: Solid Snake wit boobs is even more awesome looking that solid snake without boobs. thats a real nice piece. but i still think she needs some more 'stuff' on her pants or top... right now they seem too empty. just my thought.

breakneck: woah! awesome.....
are u planning on modelling that too? its lookin' pretty kickass.

Sephiel
11-05-2007, 04:33 PM
Hi, everybody !
I'm new here (Pior told me about this fantastic board)
Some guys here are awesome!!
I would like to show you my jobs to know your opinion.
http://www.sephiel.com/3D/images/BlizzardContestChampionJustice.jpg
http://www.sephiel.com/3D/images/RedSorcerer.jpg
http://www.sephiel.com/3D/images/RedSorcererTurnAround.jpg
http://www.sephiel.com/3D/images/Helios01.jpg http://www.sephiel.com/3D/images/HeliosFace01.jpg
http://www.sephiel.com/3D/images/Succubus01.jpg
http://www.sephiel.com/3D/images/Succubus02.jpg
I hope that you'll like it and I wait for your comments.
But please, speak slowly, i'm not very skilled in english /images/graemlins/smile.gif

Matabus
11-05-2007, 04:41 PM
Really awesome, sexy diffuse painting you've got going on there, Sephiel. I especially like the Red Sorcerer. More please.

notman
11-05-2007, 04:41 PM
I'm ... not .... sure ... how ... to ... type .. slowly, but... I ... hope ... this ... is ... universal ... AWESOME /images/graemlins/wink.gif

etsuja
11-05-2007, 05:13 PM
I didn't really like the photosource texture so I painted one. The texture doesn't have the most detail though, I'm open to suggestions of where I can add some.

http://img235.imageshack.us/img235/4638/headshow1ah5.jpg

Makkon
11-05-2007, 06:29 PM
Guahdughuadghggggggggggggggggggggggggggggggggg
Sorry for the large images, the really don't take that long to load, though.

HL2DM
http://img.photobucket.com/albums/v671/Makkon/Map%20Screenshots/dm_darktown0009.jpg
http://img.photobucket.com/albums/v671/Makkon/Map%20Screenshots/dm_darktown0008.jpg
http://img.photobucket.com/albums/v671/Makkon/Map%20Screenshots/dm_darktown0010.jpg

Sectaurs
11-05-2007, 06:36 PM
meh. more of the same from me
http://img.photobucket.com/albums/v192/Sectaurs/Pimpage/zombiegiraffe.jpg

sat down to paint a concept for the furry contest over at gameartisans, and this came out

East
11-05-2007, 06:36 PM
Makkon, that's really gorgeous. Now all you need is a terrifying Cthulu plot going on, and it's perfect.

tacit math
11-05-2007, 06:48 PM
diggin' that stuff Sephiel

Froggy
11-05-2007, 07:41 PM
Sweet looking stuff Sephiel

J Randall
11-05-2007, 07:55 PM
Inspiring Sephiel.

Chai
11-05-2007, 08:47 PM
high calibar SMG

http://www.svartberg.com/gallery/pic/gunther_smg.jpg

spitty
11-05-2007, 10:58 PM
i'm finally starting to model visor from q3 based on a concept i did a while ago. i haven't done any work on his hands or feet yet and everything is still very wip. i started with arshlevon's base mesh for his flesh, and i'll do all the hipoly work for that in zbrush.

http://www.ericspitler.com/images/visorwip01.jpg

leilei
11-05-2007, 11:33 PM
[ QUOTE ]
high calibar SMG

[/ QUOTE ]

That gun looks cool
it must be a cool gun

PolyHertz
11-06-2007, 03:23 AM
katzeimsack:
Really good work you've got their. Reminds me of the main character from Heavenly Sword. Looking forward to seeing more /images/graemlins/smile.gif

Sephiel:
Most of the work you've got is good, but I think you deveate from the concepts too much in some. For example in he concept for the Red Sorcerer it doesn't look to be female and has alot more volume to the cloth then in the final model. The Succubus's horn texture also looks incomplete/sketchy.

Another thing I've noticed is that you seem to be averse to using dark blacks, which gives your textures a somewhat washed out look from the relative lack of contrast.

Dr_Graevling
11-06-2007, 03:47 AM
Definitely inspiring stuff, Sephiel.

Katana: I'm not using any shaders at all. It's just a simple handpainted diffuse without lighting.

MoP
11-06-2007, 03:50 AM
spitty: YES! lovely!
finish it /images/graemlins/smile.gif
and put it in doom3 or ETQW or something...

leilei
11-06-2007, 04:05 AM
[ QUOTE ]
and put it in doom3 or ETQW or something...

[/ QUOTE ]

Did someone forget Quake4?

katana
11-06-2007, 04:52 AM
Dang, this thread is smokin'!

Sephiel
11-06-2007, 05:21 AM
Thanks for your comments !
PolyHertz>> For the Sorcerer, I deliberately let my personal inspiration gain the upper hand. I wanted to make my own version of the "red sorcerer".
For the Succubus'Horn, I'm totally agree with you (i've the same feeling with her wings...)

vahl
11-06-2007, 06:01 AM
spitty : cool start man, however, you managed to make the "visor" way more organic, thus making it, IMO look awesome, but made the armor less organic looking than on your concept, which was really cool, maybe you want to have a look at that, I think that making the armor more organic will add a lot of character and deviate from the random skin diseased/fucked up space marine (even tho visor was the first one)

Havok
11-06-2007, 06:49 AM
Here is some more of my pistol. Any crits on it are welcome.
http://img225.imageshack.us/img225/8624/conceptpistol2kt4.jpg

spitty
11-06-2007, 08:49 AM
vahl: the visor was done in zbrush so it was really easy to do lots of organic stuff. i'm planning on doing a zbrush pass on his armor to add lots of details like that. thanks for the comments everyone.

katzeimsack
11-06-2007, 09:22 AM
[ QUOTE ]
Just gave this girl something to stand on... Oh, and a gun.
http://biphome.spray.se/frisken/bilder/f_trooper_2.jpg


[/ QUOTE ]
Please use the brdf shader and a custom brdf map. It's perfect for comic effects! \o/

buddy the designer
11-06-2007, 09:29 AM
Makkon, it reminds me of Painkiller.

MAUL0r
11-06-2007, 10:34 AM
Makkon: Love it. It reminds me of oblivion somewhat.... I wonder if some minor light sources like wavering lanterns would be good. Right now it feels like a plague town that's been abandoned (in which case I'd like to see piles of bodies and other junk). It's lookin' great so far though, you can tell that there's a story behind the level, and that's important I think.

Japhir
11-06-2007, 10:40 AM
http://img211.imageshack.us/img211/4063/geckoes8.jpg
my wip concept for my entry in the "baby boo mini challenge" over at gameartisans.org /images/graemlins/laugh.gif (it's a gecko)

jibowski
11-06-2007, 12:18 PM
et voila! the lowpoly! /images/graemlins/blush.gif
http://jibifaak.free.fr/frms/mickey_lowpoly.jpg

katzeimsack
11-06-2007, 12:44 PM
even more wip /images/graemlins/laugh.gif
a friend ask me for the body shot..

http://55622.webhosting22.1blu.de/katzeimsack/images/wip/body1.jpg

Johny
11-06-2007, 01:18 PM
dude that looks amazing ! how did you get to have rice shader working ? you using maya or max ? damn my eyes bleed of so much awesomeness /images/graemlins/smile.gif

caseofchill
11-06-2007, 01:42 PM
Agreed, nice looking shader. Show the whole model.

Neox
11-06-2007, 01:48 PM
is just love her face

almighty_gir
11-06-2007, 02:43 PM
yeah what's with all the fucking cool skin shaders and why don't i have any? >_<

Ape.of.Gods
11-06-2007, 02:48 PM
Is there some sort of weapon challange somewhere or something? Seeing all these crazy guns lately, hehehe.

Super
11-06-2007, 03:37 PM
Reminds me of Heavenly Sword. Lovely work though.

Startin' teeth..

http://www.splitpoly.com//images/work/misc/gorilla2.jpg

moose
11-06-2007, 04:16 PM
[ QUOTE ]
yeah what's with all the fucking cool skin shaders and why don't i have any? >_<

[/ QUOTE ]

whats with all the cool shit being in here and not in their own threads?! /images/graemlins/smile.gif

seantree
11-06-2007, 04:20 PM
not 3D but.... Anyway the mask is just drawn on atm after a coat of primer. still needs sanded a bit, painted, and a base made.

http://img68.imageshack.us/img68/5868/spideyarmvp9.jpg

Chai
11-06-2007, 05:24 PM
[ QUOTE ]
Here is some more of my pistol. Any crits on it are welcome.
http://img225.imageshack.us/img225/8624/conceptpistol2kt4.jpg

[/ QUOTE ]

I like the overall shape, but the handle looks way too square.
head to http://world.guns.ru/handguns/hg00-e.htm - lotsa gun refs, just look at the handles it might help.

Don't be afraid to seperate the handle to 2-3 parts, this way you can easily make the grip rounder while retaining the trigger guard squarish form.

Marshal Banana
11-06-2007, 05:44 PM
Did some more texturing
http://i93.photobucket.com/albums/l43/Marshal_banana/nightprog2.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/nightprog3.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/nightprog4.jpg

MAUL0r
11-06-2007, 06:36 PM
http://i181.photobucket.com/albums/x211/MAUL0r/lizard1b.jpg
doodle while killing time at work... my co-worker says it looks like a Krayt Dragon from SWG...*shrug*

paoloprofenix
11-06-2007, 08:12 PM
this is the wip hipoly of a dinosaur for an upcoming demo of our s2engine http://www.profenix.com/forum/shot/DINOFIN.jpg
another view www.profenix.com/forum/shot/dinozz.jpg (http://www.profenix.com/forum/shot/DINOZZ.jpg)

another wip for a demo.
http://www.profenix.com/forum/shot/mostrollo.jpg

HonkyPunch
11-06-2007, 10:35 PM
Spacemonkey, that moleman is fucking sweet.
I love molemen, hell, last year they were almost the only thing I drew

Flynny
11-07-2007, 01:50 AM
http://www.kflynn.co.uk/artwork/start.jpg

Filling the animation spot for nuclear dawn, using it to make a reel /images/graemlins/wink.gif

Paulo what is this S2 engine?

Davision3D
11-07-2007, 05:14 AM
The Raptor looks amazing!
I dont know the S2 engine but if it can handle that crazy amount of small details you put in your models it will be awesome! Can you even render a normal map with this SubD? /images/graemlins/smile.gif

paoloprofenix
11-07-2007, 06:04 AM
s2 is our game engine i'm the lead artist at profenix studio www.profenix.com (http://www.profenix.com) .It can take all this detail with normal mapping or kind of parallax mapping techniques.if you are interested in the request area http://boards.polycount.net/showflat.php...;gonew=1#UNREAD (http://boards.polycount.net/showflat.php?Cat=0&Number=245444&an=0&page=0&gonew =1#UNREAD) i have posted something for let people do a demo with us on the s2 for free to make a show reel you can send to game companies making pubicity or simply upload on your site.

jibowski
11-07-2007, 07:09 AM
@paoloprofenix : the raptor is NICE !

here is a quick test with normalmaps on the body, i think i will had more details on the hipoly in zbrush :
http://jibifaak.free.fr/frms/mickey_test_bakednormal.jpg

Ruz
11-07-2007, 02:18 PM
paoloprofenix - any chance orf releasing a demo so we can mess around with your tech. looks nice BTW

Slum
11-07-2007, 02:36 PM
flynny: hey... i work with one of the guys from nuclear dawn.. squirlyjones or something?

paoloprofenix
11-07-2007, 02:40 PM
there is an old demo around internet but i don't remember the link.If you find it install openal before all. a video of 1.5 version (http://www.gametrailers.com/player/usermovies/127630.html)
this video is newer with last fx implemented.
a downloadable version highres
www.profenix.com/S2Engine1_5d.avi (http://www.profenix.com/S2Engine1_5d.avi) hires version

pior
11-07-2007, 02:53 PM
Wooo Sephiel on the boards!

If you want more precise constructive criticism about these pieces you might want to put them in a dedicated post... But then again, up to you - I guess it depends if you consider them locked and done, or still open for some further polish...

Anyways! Looks good :P My only crit would be about the eyesocket construction thing we already talked about esp on the white succubus/ horned vampire.

Darksun
11-07-2007, 08:20 PM
http://img.photobucket.com/albums/v355/darksungames/Garbage/Keylon_head_wip02.jpghttp://img.photobucket.com/albums/v355/darksungames/Garbage/Keylon_head_wip01.jpg
http://img.photobucket.com/albums/v355/darksungames/Garbage/keylong_tex_wip01.jpg
My First non-cartoon Head texture. (although still Stylized)
Working on Eyes next. Crits welcome!

tacit math
11-07-2007, 08:30 PM
http://orderindebris.exorsus.net/images/bearBrawl_spins.gif

ThatDon
11-07-2007, 08:43 PM
super cool tacit math

Darksun
11-07-2007, 10:38 PM
Update:
http://img.photobucket.com/albums/v355/darksungames/Garbage/Keylon_head_wip03.jpg

Marshal Banana
11-08-2007, 06:27 AM
Pretty much finished with the textures
http://i93.photobucket.com/albums/l43/Marshal_banana/nightprog8.jpg
http://i93.photobucket.com/albums/l43/Marshal_banana/nightprog9.jpg

Rens
11-08-2007, 09:27 AM
reviving an old model for a school project, just to get it over with.
she will be splashing particles around like in the fanta commercials,

http://www.rensedeboer.com/3d/sarah.jpg

that skirt is 5 min from a cylinder, so dont worry xD

aesir
11-08-2007, 12:28 PM
she looks like a boy due to the mannish hips, shoulders, legs, and face.

Ruz
11-08-2007, 02:03 PM
Marshal Banana - confusing textures. blue armour and weird flesh tones. needs more work IMHO
Darksun - coming along , needs more 'irregularity' if there is such a word

thefatladysings
11-08-2007, 02:43 PM
even more progress. I'm not sure if I should add more detail, I'm afraid it will look to busy, but on the other hand, it's looking kinda plain now :/

http://i2.photobucket.com/albums/y38/skwuig/ontosrender04.jpg

Darksun
11-08-2007, 05:49 PM
Ruz- You mean things to make him asymmetrical? Or just more "artifacts" on the skin?

I want to keep him generally scar/blemish free since he's supposed to be more "high evil" and not so much "henchmen" evil. But I think you'd be right about the asymmetrical...

ironbearxl
11-08-2007, 07:12 PM
thefatladysings, maybe add some type of relief image/logo on the side?

color:

http://i84.photobucket.com/albums/k30/ironbearxl/shae_xn_2.jpg

The outer eye is missing because I can only get 1 bit alpha to work in xn, every other mode I get bad results.

Revliss
11-08-2007, 10:17 PM
http://img148.imageshack.us/img148/2757/headcomplytr8.jpg
hoping to get her in to ut3

jibowski
11-09-2007, 07:42 AM
http://jibifaak.free.fr/frms/map_test_01.jpg

dfacto
11-09-2007, 08:21 AM
Oh man jib, that is awesome! Could seriously give me nightmares tonight.

jgarland
11-09-2007, 08:28 AM
That's fucking awesome, jibowski! Mickey Mouse always seemed a little bit evil to me... /images/graemlins/laugh.gif

penrod
11-09-2007, 09:26 AM
Oh snap! that's awesome =D

tremulant
11-09-2007, 09:39 AM
sooo cool , really nice texture to cap it off man. legs could use a little more color variation maybe...knee wrinkles??

Sectaurs
11-09-2007, 10:10 AM
get a spec map on him jibowski and he'll be gooooold

seantree
11-09-2007, 10:43 AM
http://img225.imageshack.us/img225/243/kumipd4.jpg
http://img45.imageshack.us/img45/7880/kumahedkb0.jpg

Akuma Sculpt as a Christmas gift for a friend. I'm mad broke so they are getting stuff like this. Guile is next for another friend.

Darksun
11-09-2007, 11:10 AM
[ QUOTE ]
I'm mad broke so they are getting stuff like this. Guile is next for another friend.

[/ QUOTE ]
LOL yeah, I should probably go that route too.

Renaud Galand
11-09-2007, 12:31 PM
jibowski : fucking hell, man that rox. (c'est vraiment génial mec ! trés bon perso ^^)

Zwebbie
11-09-2007, 12:41 PM
http://img138.imageshack.us/img138/9886/unhappy2qy6.jpg

Some contrast experiment. I think the clothes need to say 'cubey' more to contrast the curvy of the guy himself.

WipEout
11-09-2007, 02:21 PM
Just in case you haven't seen already-- I'm working on a stylized Big Lebowski. Namely the Dude, Walter, and Donny. Click here (http://boards.polycount.net/showflat.php?Cat=0&Number=233927&an=0&page=0#Post2 33927) if you'd like to check out the progress thread

http://i19.photobucket.com/albums/b153/DavidMann2097/dude.jpg

rollin
11-09-2007, 04:05 PM
needs some color-love .. i have still this thick-black-line-problem.. trying to fix that

680 tries
512^2 diffuse with still some space for a gun / gadgets

http://www.maginot.eu/space/mgto/3dlow/stalklow_01d_4.jpg

MAUL0r
11-09-2007, 04:07 PM
http://i181.photobucket.com/albums/x211/MAUL0r/buildingtexture.jpg
for a little side project... low poly

zenarion
11-09-2007, 05:58 PM
rollin - thats an awesome character. i am inspired to blatanly steal your visual style and apply it to something of my own.

Slainean
11-09-2007, 06:37 PM
http://img69.imageshack.us/img69/5702/box1ac7.jpg

makin' a low poly boxer

434 polygons

Neo_God
11-09-2007, 07:12 PM
not digital but...

Figure sculpture:
http://img.photobucket.com/albums/v305/Neo_God/Figuresculpture2.jpg
and something else, that was a failed head casting, but I decided to pour plaster on. I'm prepping it to eventually make a bronze cast of it.
http://img.photobucket.com/albums/v305/Neo_God/Flattenedhead.jpg

HandSandwich
11-09-2007, 07:16 PM
Cool character, Rollin. Reminds me of the guys in Crackdown. Good work!

Darksun
11-09-2007, 09:46 PM
Neo_ That's great! always nice to see clay & the like. least we forget our roots!

on the digital side; holy God, I can't believe how many freekin skin & leather textures I have layered up ust to get this coat map:
http://img.photobucket.com/albums/v355/darksungames/Garbage/Keylon_head_wip07.jpg

perna
11-10-2007, 07:43 AM
go go neo_god!

Neo_God
11-10-2007, 02:23 PM
[ QUOTE ]
go go neo_god!

[/ QUOTE ]

Haha, don't worry in a couple of weeks, I'll probably have a whole Sculpture art dump.

flaagan
11-10-2007, 02:53 PM
Neo.. that face cast is positively freaky... I imagine that's gonna cause some soiled drawers when it's done up in bronze. /images/graemlins/laugh.gif

thefatladysings
11-10-2007, 05:01 PM
the highpoly is pretty much finished now

http://i2.photobucket.com/albums/y38/skwuig/turntablegif.gif

Johny
11-10-2007, 05:05 PM
that highpoly could use alot more detail, right now the shapes all seem very bland and basic, primitives with chanfers etc, highpoly is supposed to give you freedom /images/graemlins/wink.gif use it /images/graemlins/smile.gif

thefatladysings
11-10-2007, 05:15 PM
It's based on the Ontos, as you can see it's a plain looking tank /images/graemlins/tongue.gif

I'm planning on adding more detail to the normalmap with photoshop though.

http://i2.photobucket.com/albums/y38/skwuig/226934-hendersonky.jpg

Johny
11-10-2007, 05:19 PM
that image has waaay more detail than your model /images/graemlins/wink.gif like in the tracks , the wheels , the details on the plating i could go on etc, but its your asset ahaha, good luck /images/graemlins/wink.gif

Slum
11-10-2007, 05:34 PM
Yeah, you could definitely cram in a LOT more detail. and I'd take suggestions from johny... his mechanical highpoly skills are 'the shiznit'

Stubbs
11-10-2007, 05:59 PM
http://img.photobucket.com/albums/v296/orphiel/screen1-1.jpg

Something I've been working on lately. A lot of it was done in 3ds Max and I've been using Mudbox primarily for adding details.

BoBo_the_seal
11-10-2007, 09:45 PM
Couldn't resist entering the mini-challenge over at gameartisans.org.

WIP01:
http://www.bobotheseal.com/temp/WIP/Moth_WIP01.jpg

Some ref:

http://photo.net/photodb/photo?photo_id=4506517
http://photo.net/photodb/photo?photo_id=4506514
http://photo.net/photodb/photo?photo_id=4492592
http://photo.net/photodb/photo?photo_id=4692130

- BoBo

Armanguy
11-11-2007, 12:50 AM
working on this thing again any crits? thfloor needs some work what else should i add i put lights in but they lookd too out of place so i might no put any lights in but i may try again.

http://img.photobucket.com/albums/v92/armanguy/Hallway-2.jpg

perna
11-11-2007, 02:47 AM
thefatladysings: lots of primitives and some subdivision doesn't necessarily constitute a "hipoly" model /images/graemlins/smile.gif Don't take the term too literally. If you want to go hipoly, then really do it.

Thegodzero
11-11-2007, 02:59 AM
armanguy, no lights = no job. no job because why make a normal map if you cant see it? You can only see a normal map with lighting. Your hallway looks like a cheap ps2 game because your not taking advantage of the tech your using. Reference reference! Find some and quick before you run out of steam and end up with a ungodly mehh hallway. You can do better.

Sa74n
11-11-2007, 05:06 AM
[ QUOTE ]
working on this thing again any crits? thfloor needs some work what else should i add i put lights in but they lookd too out of place so i might no put any lights in but i may try again.

image

[/ QUOTE ]
heres some inspiration for you:
http://stellan.be/andrew/andrewhamilton_project14b.jpg
there is LOADS you can do with your scene. get some REF! /images/graemlins/smile.gif

WipEout
11-11-2007, 11:03 AM
[ QUOTE ]
working on this thing again any crits? thfloor needs some work what else should i add i put lights in but they lookd too out of place so i might no put any lights in but i may try again

[/ QUOTE ]
Check out Opacity.us (http://www.opacity.us) and Urb-ex.com (http://www.urb-ex.com)

Both are photography sites about abandoned buildings and such. I heard once that the Silent Hill crew referenced these a TON for their games' textures, but I don't know how true that is-- you can definitely see a resemblance, though...

Armanguy
11-11-2007, 01:15 PM
thanks guys ill lokk into it /images/graemlins/smile.gif oh and sa7an is that ingame?and do you hae a link to your wip thread for that?and does anyone have any good lighting tutorials that would help me in this scene?

Sa74n
11-12-2007, 04:21 AM
[ QUOTE ]
thanks guys ill lokk into it /images/graemlins/smile.gif oh and sa7an is that ingame?and do you hae a link to your wip thread for that?and does anyone have any good lighting tutorials that would help me in this scene?

[/ QUOTE ]

oh dont get this wrong! its not my scene, its andrew's work. here's his wip thread:
http://forums.cgsociety.org/showthread.php?f=39&t=356482&page=1&pp=15

the lighting is baked/handpainted and almost everything has its own unique uvs. and this is all ingame (ETQW engine but rendered without shadows - you could probably import it to a lot of engines)

madman
11-12-2007, 05:53 AM
Long time no see /images/graemlins/smile.gif

Bobo- love Your low poly models with perfect shape /images/graemlins/smile.gif

And character wip- Sara. about 8k triangle with normal maps. You can see details of creation process on my blog.
http://img132.imageshack.us/img132/7570/scr7ak1.jpg

rollin
11-12-2007, 06:01 AM
nice ! but her arms are little bit to skinny, and the trousers a bit to baggy at the bottom

ahh and her face looks coool /images/graemlins/smile.gif
ah.. and her boobs are monsters.. less is more 8)

tacit math
11-12-2007, 07:48 AM
i really like that model of yours rollin. any chance that's one in a series of the same ?

rollin
11-12-2007, 08:24 AM
cheers!

but "series" ? .. atm no.. its just the 3d version of an older sketch (http://www.maginot.eu/space/mgto/2d/stalker_01_mblog.jpg)
do you think of something like "scout, general, grunt, usw" or do i miss the point?!

btw.. getting closer..
maybe i make different color/camo shemes .. lets see..
http://www.maginot.eu/space/mgto/3dlow/stalklow_01d_5.jpg

MightyPea
11-12-2007, 09:55 AM
http://i104.photobucket.com/albums/m161/mightypea/blobbydragonhead.jpg

Could use some contrast-fiddling, it's a bit light. My screen's an old, dying one, so it's pretty dark. Bit of a new technique for me, using freeform selections quite intensively, as well as some new brushes I've made.

Rens
11-12-2007, 10:21 AM
made alot of small adjustments, its a bit better but still looks @#$%@!:@ did a bit about those shoulder/hip proportions but that just looked dumb

http://www.rensedeboer.com/3d/sarah2.jpg

ah well, next time better

almighty_gir
11-12-2007, 01:50 PM
only real problem i have buddy, is that her proportions are very manly, and that if she didn't have boobs i wouldn't call her a girl.

all the muscled areas are too defined, her arms seem very big, her face seems to have fairly manish features too...

Rens
11-12-2007, 03:10 PM
lmao, i know xD

i feel the same about it, but somehow i fail at fixing things.

it is that i cant use the pc too much, ells i would have started over instead of trying to fix something that was doomed from the start /images/graemlins/laugh.gif

Johny
11-12-2007, 03:19 PM
i have seen women like that, except for the legs i find it cool. not everything must be the perfect female boo cannon.

fritz
11-12-2007, 03:25 PM
i would argue that the biceps and forearms are off. i would make the forearms a bit longer. your hands should rest mid-thigh when your arms are down. i don't think they are there yet.

perna
11-12-2007, 04:57 PM
johny: I would argue that until you are a freakin' master you should do nothing BUT stereotypes and extremes.

Ruz
11-12-2007, 05:18 PM
rens I think for a start giving her a thinner waist would be a big help.
That would help accentuate the hips
Make the hands a bit smaller too and the fingers less sausagey.
really its not a bad model, just needs a bit of tightening up

Marshal Banana
11-13-2007, 06:38 AM
A gun
http://i93.photobucket.com/albums/l43/Marshal_banana/magnum.jpg
I call it the 'Vanguard magnum'

Ged
11-13-2007, 09:32 AM
Hey rens just a small observation but I think the bellybutton is too low, and as others have said the arms too short. I guess just find some reference that looks similar if your still having problems. It would be a shame to waste all that effort, its quite a good solid sculpt.

jibowski
11-13-2007, 09:39 AM
http://jibifaak.free.fr/frms/skid.jpg

demoncage
11-13-2007, 09:57 AM
pretty slick jibowski. textures look great, but also really like the untextured render alot.

Japhir
11-13-2007, 10:48 AM
working on my entry for the gameartisans.org mini challenge /images/graemlins/laugh.gif
http://img442.imageshack.us/img442/7581/geckowipfd0.jpg
crits and comments most welcome!
@jibowski: those textures are great!

xysdf
11-13-2007, 12:17 PM
@jibowski: great one, the colors rock!

@rens: looks pretty fine to me; for a bit more female tweaks i tried to get some point on a paintover, dont know if it contains enough informations (or if its too confusing), just some random points that my brain pops out when i make female forms:
http://img339.imageshack.us/img339/4274/rensfeedbacktk2.jpg

Rens
11-13-2007, 02:10 PM
damn guys, alot of info

im going to trying some stone sculptures, so ill take this with me. im going to make a start in a piece of "albast" this week. im hoping that a fresh start will bring a better outcome

thanks for the paintover xysdf, it does make sence /images/graemlins/wink.gif

madman
11-13-2007, 03:39 PM
plz, do not kill me becouse of hairs- I'm still working on that /images/graemlins/wink.gif

http://img258.imageshack.us/img258/8982/saraheadwipbl7.jpg

systmh
11-13-2007, 06:33 PM
i'm working on an old friend...
http://www.deviantart.com/download/69749241/Shambler_by_thomasthorne.gif


here (http://youtube.com/watch?v=giL1oWmLWHk) he is with sound and stuff.
/images/graemlins/smile.gif

madman-even if you're not finished with the hair, i like the way it's going. that's an effective technique you're using to create and texture it.

Eclipse
11-13-2007, 09:29 PM
Here is mine for the comp over at GA. It's 650 on the nose, I'll post up some wires with the next update (with textures I hope :P). Let me know what you think /images/graemlins/laugh.gif.

http://brandonmorris.info/wally.jpg

ironbearxl
11-13-2007, 09:37 PM
hot damn, thats awesome systmh!

sculpting some more on the lowpoly:
http://i84.photobucket.com/albums/k30/ironbearxl/shae_sculpt_1.jpg

Soccerman18
11-13-2007, 09:53 PM
Getting back to working on this.
http://soccerman18.homestead.com/files/RhinoWIP.jpg

EarthQuake
11-13-2007, 10:28 PM
lol gunz, slowly working my way on this after work hours
http://www.johnyontehspot.com/pix/m701.jpg

Uly
11-14-2007, 02:17 AM
Pea, love the sketch!
EQ, sweet... Reminds me of a sci-fi FN/FAL or something.

JKMakowka
11-14-2007, 03:05 AM
@madman: pretty sweet so far.. the center part of the botton of the nose needs to be moved down a bit though.

jibowski
11-14-2007, 06:20 AM
@systmh : i LOVE it!
@madman : really nice

Pavel
11-14-2007, 09:42 AM
this must be a cake mania!!!!!!!
http://vampir.od.ua/temp/111/opt.jpg

Japhir
11-14-2007, 01:24 PM
http://img86.imageshack.us/img86/626/geckowiphz2.jpg
color blockin /images/graemlins/laugh.gif

thefatladysings
11-14-2007, 01:28 PM
another high poly modelling attempt

http://i2.photobucket.com/albums/y38/skwuig/Oldtimerwip02.jpg

Ruz
11-14-2007, 07:01 PM
another test for BRDF shader
http://img254.imageshack.us/img254/146/brdfiu2.jpg

TelekineticFrog
11-14-2007, 07:53 PM
That is awesome Ruz! I like it a lot. How exactly does this work? Not familiar with the method you're using.

Ruz
11-14-2007, 08:06 PM
Cheers TelekineticFrog . Check out the thread below for more info. Its all thanks to Brice Vandemoortele and Crazy Butcher.
http://boards.polycount.net/showflat.php?Cat=0&Number=244875&an=0&page=1#Post2 44875

Here is bryces original thread
http://boards.polycount.net/showflat.php?Cat=0&Number=238237&an=0&page=1#Post2 38237
Having a bit of trouble with the body though. Perhaps I have to separate the skin textures form the cloth bits and have the head and arms on one texture page.

hawken
11-14-2007, 08:18 PM
[ QUOTE ]
another test for BRDF shader
http://img254.imageshack.us/img254/146/brdfiu2.jpg

[/ QUOTE ]

beautiful

me me!

aniceto
11-14-2007, 10:00 PM
started my dominance war 2 entry lololo

http://i32.photobucket.com/albums/d3/shika01/render07.jpg

Emil Mujanovic
11-15-2007, 12:02 AM
Nice one, David. I guess I'm going to have to step up and get mine done... Right after I finish the Sumea comp /images/graemlins/confused.gif
And any other work I've started and never finished... GAH!

-caseyjones

Johny
11-15-2007, 01:43 AM
as usual you made me shit my pants david. BTW you using that method you mentioned where you mudbox everything first and then hard surface model on max ? that method seems really cool !

aniceto
11-15-2007, 03:04 AM
I usually dont go back to projects once I've been off them for a while. Most of the time I grow sick of the concept and just feel like starting something completely different. I still like this goofy looking mofo though!

Johny, yeah - just a quick and shitty sketch to get the volumes and low frequency details down.
http://i32.photobucket.com/albums/d3/shika01/render08.jpg

MoP
11-15-2007, 03:27 AM
very cool, aniceto! finish him /images/graemlins/smile.gif

Ruz: That looks very yellow to me... I'd probably put the middle gradient section to more of a warm dark red, at the moment it looks quite grey, so not quite as natural as it could. The rest is pretty cool. Not sure why you'd use emissive for eyes though /images/graemlins/tongue.gif

Ruz
11-15-2007, 04:41 AM
Mop, its so he would have nice zombie eyes ha ha.
actuslly to be serious, if you lower the emissive slightly it just gives a little glow to the spec which looks quite nice

Also the red doesn't look as good. I have tried lots of different colours to get various effects. I will keep messing with it though:)

Davision3D
11-15-2007, 05:25 AM
@ Ruz
Imagine how the eyes would like in a engine in a shadowed place! /images/graemlins/wink.gif Put a light in the back and play with SSS.

@ aniceto
Awesome
Maybe you make too much very small details, you would need a very high res normal to make all this nice details show up.

Ruz
11-15-2007, 06:08 AM
Davidson3d- the emissive would only give the highlights in the eyes a 'bit' of a glow. might look naff in a shadowy place as you say. will have to test it in unreal ed.

nice model BTW aniceto
cheers BTW hawken.

perna
11-15-2007, 10:06 AM
18:04:57 EQ: eyes have emissive texture
18:04:57 per128: of course, I almost designed it u fool, pay attention
18:05:08 EQ: eyes have emissive texture
18:05:09 EQ: eyes have emissive texture
18:05:10 EQ: eyes have emissive texture
18:05:12 per128: EYES HAVE EMISSIVE TEXTURE
18:05:13 per128: EYES HAVE EMISSIVE TEXTURE
18:05:18 EQ: EYEEEEEESSSSSSS

Rens
11-15-2007, 10:13 AM
great stuff!

now for the spoilzz, my first stone piece, its "mergel" or sandstone.

http://www.rensedeboer.com/sculptures/stone01.jpg

perna
11-15-2007, 10:15 AM
Dude Rens what's the work process for something like that? Such a cool medium, nice work, smooth looking

Rens
11-15-2007, 11:16 AM
i have no idea xD


i started with some lines on a flat side, and from there on working my way inwards. kinda blocking out the shape and then just scraping things away bit by bit so you dont smack off a chunck. though im way to causious, i should just go in and bash a more compleet shape out

i use some common household object like a chisel (in two sizes), a small hammer, a kitchen knife, a nail and some sandpaper, and last to see where you are going, a brush to whipe away the dust.

this block(15x20x20 i believe) was 7,50 euros, so its wurth givin it a try /images/graemlins/smile.gif

(sorry for the bad picture, ill make a better one next week)

PixelGoat
11-15-2007, 01:10 PM
I know the anatomy is shit and all that, but decided to finish it anyway to get some texturing practice. Still very much a WIP so theres alot of seams and weird stuff happening.

Decided to cram as many "action hero clichés" as possible into the character, you have the muscular military guy, the bandana, the 3 scars over one eye, the... *ehm* minigun arm and the cigar! Ideas of more clichés are welcome /images/graemlins/laugh.gif

http://www.pixelgoat.se/projects/TextureWIP.jpg

Japhir
11-15-2007, 01:57 PM
looks cool! as for the clichés: how about a strap of ammo wrapped around his chest in the shape of an X

Brice Vandemoortele
11-15-2007, 02:29 PM
wicked aniceto /images/graemlins/smile.gif

Thx Ruz, awesome test /images/graemlins/smile.gif I've always dig this head, especially with that slight green fresnel touch it had in the first version. any chance you show us how you did it? /images/graemlins/smile.gif

Ruz
11-15-2007, 03:22 PM
cheers Brice. I will go through the process if you like soon.
I wanna do a bit more work on it first:)

Likewise - thats looking good man so far- would nice to see some normal mappage in the trousers.

Sectaurs
11-15-2007, 03:44 PM
he needs an awful tribal tattoo on either his face, one side of his chest, or arm/shoulder. or all.

fun piece!

Davision3D
11-15-2007, 03:53 PM
Why kickass on his back? Write kick my ass!
Are the blue things grenades? They Should be bigger and the barrels could be also a lot bigger.

PixelGoat
11-15-2007, 04:36 PM
Will definately add the tribals, all 3 of them! :P

Well the blue things are grenades yes, but not the kind you toss, they go into the grenadelauncher! (thats the big central pipe between all the minigun barrels)
You load them into that strange looking....thing at the top of the gun. Gonna change the color of them though, not very good camoflauge in baby blue!

hobodactyl
11-15-2007, 09:37 PM
I really liked seantree's idea of making figures for Christmas presents, so I stole it :P Here's my first go with some super sculpey.

http://uweb.txstate.edu/~is1010/sculpey1.jpghttp://uweb.txstate.edu/~is1010/sculpey2.jpg

aesir
11-15-2007, 11:42 PM
Thats a pretty creepy present /images/graemlins/smile.gif

pliang
11-16-2007, 12:38 AM
Looked like me when I got food poisoning from eating sushi a while back...

MAUL0r
11-16-2007, 12:43 AM
Likewise: My suggestions are: Snake tattoo or tattoo that says Mom or at least 5 bullet scars in various places around the body. Looks awesome!

zenarion
11-16-2007, 05:27 AM
Likewise: a mullet and dog tags.

jibowski
11-16-2007, 06:41 AM
this is my first try in environment, I first made a rock and then made a tilable mesh from it :
http://jibifaak.free.fr/frms/rock_wall.jpg

thx for this amazing thread http://boards.polycount.net/showflat.php?Cat=0&Number=242205&an=0&page=1#Post2 42205 it was very helpful !

PixelGoat
11-16-2007, 09:51 AM
Nice one! May I ask how you made the mesh tileable? just duplicate the faces from one side and make sure they match up on the other?

xysdf
11-16-2007, 09:51 AM
looks great jibowski! clever idea with the round rock to get a tileable texture

jibowski
11-16-2007, 10:53 AM
thx!
i just cut the rock in 2 parts, bended each part to make them looking pretty much straight, ajusted the vertex position at the border and merged them. Duplicate that part again and ajust the vertices at the border to make them match.
i usually don't write that much on this board because of my english but i hope it's ok /images/graemlins/smile.gif
http://jibifaak.free.fr/frms/rock_steps.jpg

Sectaurs
11-16-2007, 11:22 AM
really nice rocks.

and your English is better than some who were born to it on this board.

peppi
11-16-2007, 12:18 PM
Smart technique Julien /images/graemlins/smile.gif

EarthQuake
11-16-2007, 12:26 PM
Hey thats a really cool novel way to make them tile man, nice stuff.

IronHawk
11-16-2007, 01:33 PM
great Technique! Must try this at home.

Vassago
11-16-2007, 02:50 PM
Been working on this since March. I did all of the scripting for the game. Basically, I integrate all artwork into the game engine. Took this pic from our G2E game show on Wednesday in Vegas. The game is only about 30% done.

http://img85.imageshack.us/img85/8650/pict3077pw1.jpg

Thegodzero
11-16-2007, 02:56 PM
So your leaving in a code for polycounters to put in to automatically win lots of money correct?

If not i know who to blame when i lose my moneys!

PixelGoat
11-16-2007, 03:53 PM
Tribal test! not sure I want to keep them though... they do look rather aweful :P Added some more camoflage paint to his skin and played around with his pants trying to dirty them up a little, not happy with them yet so there is more to do.
and... gave him a name! Classmate told me he looked like some villain out of metalgear solid. Since many Metalgear badguys are named (something) + an animal name I decided to name him after the text on his weapon and then a random animal. Ladies and gents, I bring you....PAIN BEAR! (yes it sounds silly and stupid!)

http://www.pixelgoat.se/projects/TextureWIPTribal1.jpg

http://www.pixelgoat.se/projects/TextureWIPTribal2.jpg

Japhir
11-17-2007, 07:30 AM
great stuff love the name :P clichés FTW!

so finally an update on my gecko character:
http://img253.imageshack.us/img253/9033/geckowipsb7.jpg
One question: i mirrored my uv's for the spear by placing them halfway out of the uv space (like written in that tutorial about a tank for the DS) but when i click the "mirror U" and "mirror V" buttons in my texture dialog it flips and duplicates the textures around about randomly... in other words: it doesn't work :P
so any tricks on how to fix that or do i need to post some screens?

again C&C welcome!

rooster
11-17-2007, 07:34 AM
it's starting to get pretty muddy to read with all that pure red. I would personally make the blotches larger, fewer and more 'designed' (they're pretty random atm), and maybe more subtle
edit: btw likewise cool project! i think he would look a lot cooler though with some of these instead:
http://www.surplusandadventure.com/ishop/images/800/model_grenade1.jpg

Japhir
11-17-2007, 08:40 AM
thanks!
the blotches for the head and back where located at the same places as in a real tokay-gecko's head and back, the other ones are indeed random :P (although vaguely the same distance apart as in the reference) i don't really know how to make it less muddy... i didn't use low-opacity brushes on purpous as to avoid making it muddy, but apperently it didn't really work.
thanks again for your comment!
reference: http://upload.wikimedia.org/wikipedia/commons/thumb/5/57/Tokay_Gecko.jpg/434px-Tokay_Gecko.jpg

rooster
11-17-2007, 12:14 PM
I can see where you're coming from looking at the reference, but don't forget the gecko is trying to look hard to spot/confusing but ingame you want things to read as well as possible (but reminiscent of the subject)

maybe you could vary the strength of the blotches, reduce them in areas where it's more important to see the features (eg head)

rollin
11-18-2007, 03:29 AM
nothing "new" or "wip" but too less to make an owne thread

working a lot with combustion and vegas lately
so tryed them to polish some renders.. nice tools /images/graemlins/smile.gif

http://www.maginot.eu/space/mgto/3dlow/raceIMG_darFly.jpg

http://www.maginot.eu/space/mgto/3dlow/darFly_5f_wide.jpg

Japhir
11-18-2007, 07:22 AM
finished, i'd like to spend some more time on it but i can't /images/graemlins/tongue.gif http://img443.imageshack.us/img443/4805/geckopresentationwd6.jpg

ImSlightlyBored
11-18-2007, 12:08 PM
I am going to hate the low poly of this. I can sense it already. Any tips? Budget of probably around 1,000 tris though I'm flexible. Thinking of using Parallax mapping which I've never used before. Am I right in thinking that will potentially get me nice results on the center globe?

1,141,056 tris, all hand modelled (no sculpting for me, though zBrush did help with its alpha to 3d tool.)

http://img223.imageshack.us/img223/2552/hipolybk9.jpg

few loose ends to do yet though (namely some things arent sculpted rock and float off the backing plane, which isnt acceptable)

nutsy
11-18-2007, 12:34 PM
Vass....you work for IGT?
I was at G2E this week, got a few pics of the Star Wars machine myself, and played it a while /images/graemlins/laugh.gif

Ruz
11-18-2007, 12:39 PM
rollin thas really cool man

dur23
11-18-2007, 01:02 PM
NUTSY!!!!!!

rollin
11-18-2007, 01:57 PM
THE nutsy who painted waaay waaay waaaay waaay back this ogre kind of guy with the axe, everyone on these forums "tagged" ?

and thx ruz !

ImSlightlyBored, never made such a part for (normal)mapping.. but i´m not sure how much you have to care about the overlaying and "not-out-of-the-stone-made" stuff.. you can´t see "behind" when its rendered, and as long as it is rendered straight from above you shouldn´t have problems .... at least i guess /images/graemlins/smile.gif

breakneck
11-18-2007, 03:25 PM
heres the start of my model, the concept is back on page 360 or 361 of this thread. I'm working on it slowly but it is coming along nicely. Plus i'm learning maya with this project as well.

http://i83.photobucket.com/albums/j298/breakneck_rust/Untitled-1-2.jpg

Makkon
11-18-2007, 05:41 PM
rollin: Some real intricate detail, I'm very impressed! I have to say I love the lighting and mood of the scene, that really sells me.
ImSlightlyBored: That's epic, man!

I'm modeling Avatar Aang, here's a start on his face.
http://img.photobucket.com/albums/v671/Makkon/aang001.jpg

demoncage
11-18-2007, 05:54 PM
face is lookin' tight Makkon

Chai
11-18-2007, 10:17 PM
gonna make a bunch of these
http://www.svartberg.com/wip/vikingshield_wip_03.jpg

Sectaurs
11-19-2007, 08:59 AM
your dropshadow is a little much on those scratches.

what exactly is that black and white layer supposed to be? at first i thought it was supposed to be paint, but that doesn't seem to be the case. the wood texture bothers me... doesn't look 'right' for that type of weapon... it looks like a wood floor, not something they would have been able to create back then [assuming this is a period shield].

straps come off reading as metal?

EarthQuake
11-19-2007, 10:33 AM
HIS face? Looks like a trap to me! REVERSE TRAP!

Vitor
11-19-2007, 01:57 PM
haha, makkon stills with doubts since he lastest character. Well done EarthQuake, you really nailed it /images/graemlins/laugh.gif at first he got me.

Chai
11-19-2007, 03:45 PM
[ QUOTE ]
your dropshadow is a little much on those scratches.

what exactly is that black and white layer supposed to be? at first i thought it was supposed to be paint, but that doesn't seem to be the case. the wood texture bothers me... doesn't look 'right' for that type of weapon... it looks like a wood floor, not something they would have been able to create back then [assuming this is a period shield].

straps come off reading as metal?

[/ QUOTE ]

Thanks for the comments Sectaurs !
1. when you say my dropshadow on the scratches, you mean the outline stroke ?
2. the black and white -is- supposed to be paint, and I agree it doesn't look as credible as the other parts of the texture - I'd appreciate if you can give me pointers of how to make it seem more like paint.
3. I agree about the wood, it does look too clean and polished, was hoping to find some proper refs of how a wood should have looked.
4. What do you mean by straps coming off reading as metal, they are leather ...

I'd appreciate your answers on these /images/graemlins/smile.gif

I also made some different schemes for it
http://www.svartberg.com/gallery/pic/shieldpack.jpg

Johny
11-19-2007, 03:59 PM
i would recomend that for the paint parts where there are irregularities that you add wood beneath it, either it was a really bad smith or he has an incredible shaky hand , or i could be wrong and he made it rshed , but the backpart doesnt show that.i am biased. looks cool nontheless /images/graemlins/smile.gif

Sectaurs
11-19-2007, 04:40 PM
i guess it's the bevel and emboss you used, not a dropshadow, my bad. but it's too much... makes the color material look way too thick, more like hide than paint.

let some of the wood-grain show through the paint. make the scratches go into the wood - showing the brighter inside of the wood, not just the outer wood texture... swords and arrows wouldn't just chip the paint off and leave the wood beneath pristine.

the straps look very similar to your metal.

will write more later

boomz
11-19-2007, 04:49 PM
Likewise - Its coming along. Someone suggested earlier that you increase the size of the grenades... I would suggest the same thing. Also, changing their overall shape would be good too. Are they grenade launcher rounds or actual hand grenades? If hand grenades, I'd suggest looking up fragmentation grenades, if rounds, they're more cylindrical and sometimes shaped much like bullets. I'd change that color on them regardless of what you do... that first render with the cyan pellets around his waist... my first thought was why does a man at war need so much fucking viagra? haha. I'd make them black and specular, rimmed with yellow paint or something. Play with the color scheme. Also, I'd remove one so he's not so symmetrical (prolly on the gun-side so it visually lightens that side up some). Its hard to tell the belt buckle is a skull... I might also suggest some scar tissue around the areas where he has metal plating and whatnot. Keep it up though!

Makkon
11-20-2007, 12:16 AM
EarthQuake: Eh? Reverse trap? Whachu talkinbout?
Vitor: Don't give me that look!

Ref: http://screenshots.avatarspiritmedia.net/302/284.jpg
http://img.photobucket.com/albums/v671/Makkon/aang002.jpg

Chai
11-20-2007, 05:06 AM
Anyway I've decided to give up on the heavy wear on the shields, and make something more subtle ... thanks for your comments, time to move on ...
Hopefully with time and practice I'll have a better grasp on the many faults ...

http://www.svartberg.com/wip/vikingshield_wip_05.jpg

Josh_Singh
11-20-2007, 05:22 AM
makkon, yes.

Johny
11-20-2007, 05:25 AM
makkon love the edgeloop and shape man, congrats !

Marshal Banana
11-20-2007, 06:48 AM
a sword
http://i93.photobucket.com/albums/l43/Marshal_banana/sword.jpg

Klash120
11-20-2007, 07:36 AM
Weee, been a while. Here's a "lo-res" cube of awesome /images/graemlins/laugh.gif
the one-and-only, "Companion Cube"!!!!!

http://farm3.static.flickr.com/2339/2050280470_975b37116d_o.jpg

http://farm3.static.flickr.com/2047/2049494805_cdb8691fa3_o.jpg

texturing :3

http://farm3.static.flickr.com/2030/2050280442_58530bccb0_o.jpg

EarthQuake
11-20-2007, 09:41 AM
ahh yeah there you go makkon, that makes him look a bit less girlish with the hair.

Rens
11-20-2007, 09:42 AM
practicing my drawing skills

http://www.rensedeboer.com/drawings/facesketch01.jpg

SupRore
11-20-2007, 10:51 AM
Chai, the bleeding between the different colors of paints makes very little sense. Looks as if whoever painted it shook it around a bit before it dried, that wouldn't come from wear. As for the damage, it's still way too deep. I dunno if it's in your diffuse or normal, but it's way too soft. Paint is a paper thin sheet, and chips off as such -- as it is, it looks like a cloth that was torn a way, there's a lot of soft shadowing and depth. Everything else is looking great, if you make those two fixes you'll have a very believable piece on your hands.

rollin
11-20-2007, 03:33 PM
reworking again an old model .. 1. pic i have is from 05.2005 /images/graemlins/smile.gif .. mjam.. bit slow ha?!

however..


model: 1314 tries (too many in the head...)

and (not realy optimized)
helmet: 196 tries
saberstuff 342 tries

oh.. and i use it in hl 1(!!!) dod

http://www.maginot.eu/space/mgto/3dlow/bk_death_2g_a.jpg

do not ask me why i have mapped the sole twice.. i have no idear!

http://www.maginot.eu/space/mgto/3dlow/bk_death_tex.jpg

Johny
11-20-2007, 03:44 PM
damnit rollin stip beeing awesome !maybe a tad wasted space due to the uvw layout of the shirt /images/graemlins/frown.gif ?

rollin
11-20-2007, 03:47 PM
thx /images/graemlins/smile.gif
ja.. 2005 layout /images/graemlins/wink.gif just played with the model a bit and done bit on the texture .. the layout is .. ahh.. don´t know.. weird.. what was i thinking? stupid soles..

edit: ok it´s not THAT weird.. the problem is: if i want that amount of unique tex-space.. without uv-edges around the shoulders.. its hard to map it in some other way .. so the reason i´v put the 2.nd sole in there was bc there was tex-space i hardly could use

is there maybe some better technique? .. this body-kross isn´t the best thing to play with in the uv /images/graemlins/frown.gif

Johny
11-20-2007, 03:49 PM
its just that the texture is awesome, but you are loosing alot of resolution due to how the layout is dysplayed /images/graemlins/frown.gif you could have mirrored the soles and give them little space and use the rest for the arms and pants /images/graemlins/smile.gif

rollin
11-20-2007, 03:54 PM
you first have to make it wrong until you know how to make it right /images/graemlins/smile.gif

ha ha no thats all bullshit.. i´v just done it, so people are talking to me.. hello? helloohhooo? /images/graemlins/wink.gif

Makkon
11-20-2007, 04:19 PM
Hi Rollin! Cool model, what's for lunch? Have you seen my cat?
:P

Update! He'll have a shirt, but I just want to get the anatomy established, since the shirt will be rather narrow.
http://img.photobucket.com/albums/v671/Makkon/aang003.jpg

almighty_gir
11-20-2007, 04:24 PM
makon, is the bellybutton really nececary on the low res model? it's not like it adds anything to the visible shape of the model, and even in a final render/in game, the texture will do the work for you.

just a question/observation =]

SupRore
11-20-2007, 04:26 PM
I think he just modeled it in for anatomy reference, he just said he already said it was going to have a shirt. Plus, it coule be useful with certain shading to model that anyway.

Neo_God
11-21-2007, 01:14 AM
Digital mock-up for my Final project for my Printmaking class. I've always liked the whole Russian Constructivist propaganda, so that's what I went with. I can't be absolutely certain the Russian is correct, But from what I can tell it probably is. However, any Ruskies on the board if you see something weird looking with the writing, or I wrote something weird, please tell me.
http://img.photobucket.com/albums/v305/Neo_God/Victory.jpg

I may make a forth portion on the top as well.

and the final result, I think each portion will be printed on a 24"x30" piece of paper.

There will be a certain texture to the background that I didn't see the point of mocking up, so the background won't be totally solid.

Oh, and these designs are not totally original, I sorta pieced them together from old Posters, and just drew them out in that style.

rollin
11-21-2007, 01:42 AM
damit makkon, you damn cat making me damn cracy /images/graemlins/laugh.gif
ah.. and the model comes along very nicely /images/graemlins/smile.gif i see gow hair *G*

neo god: nice! only problem i see is the right hand of the right guy.. the shapes look kinda broken

Chai
11-21-2007, 03:41 AM
[ QUOTE ]
Chai, the bleeding between the different colors of paints makes very little sense. Looks as if whoever painted it shook it around a bit before it dried, that wouldn't come from wear. As for the damage, it's still way too deep. I dunno if it's in your diffuse or normal, but it's way too soft. Paint is a paper thin sheet, and chips off as such -- as it is, it looks like a cloth that was torn a way, there's a lot of soft shadowing and depth. Everything else is looking great, if you make those two fixes you'll have a very believable piece on your hands.

[/ QUOTE ]

Thanks SupRore, I finally got what you meant - the depth of the normal should have had more wood on it, to show the depth actually goes inside the wood. (rather than a thick paint)
I'm done on this model though, but this theory will stay for future textures, thanks /images/graemlins/laugh.gif