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View Full Version : So what are you working on?


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cholden
06-05-2005, 07:35 AM
It was a rainy day saturday, so what better to do than practice normal mapping? I challenged myself to get as much done in one day as possible, and here is the outcome:

http://chrisholden.net/24dall03.jpg

http://chrisholden.net/24dall02.jpg

http://chrisholden.net/24dall01_thumb.jpg (http://chrisholden.net/24dall01.jpg)

Since it came out so well there's a good chance I'll finish it up.

saturnfive
06-05-2005, 09:44 AM
Tiger 1

http://www.planetunreal.com/saturnfive/junk_for_posting/Tiger1_WIP_06.jpg

http://www.planetunreal.com/saturnfive/junk_for_posting/Tiger1_WIP_08.jpg

DeathTrip
06-05-2005, 12:35 PM
Looks cool, cholden; what size/how many textures did you use?



made gun and some other stuff

does it look better with or without the windshield?
http://deathtrip3d.com/CB/4b.jpg (http://deathtrip3d.com/CB/4.jpg)

http://deathtrip3d.com/CB/5b.jpg (http://deathtrip3d.com/CB/5.jpg)

http://deathtrip3d.com/CB/6b.jpg (http://deathtrip3d.com/CB/6.jpg)

Prs-Phil
06-05-2005, 06:11 PM
zbruuuussssssssssssshhhhhhh wipeee /images/graemlins/wink.gif

http://pu-art.com/zbrush_char.jpg

blankslatejoe
06-05-2005, 10:19 PM
thanks for the kind replies earlier on this. I finished the base paint of the helmet and started the body. moving a long slow, but steady... It's entirely unwrapped now, so no more procrastinating for me. I'll try not to post this sucker again till I get it pretty further a long.

http://www.30lives.com/wips/sketchbook/6_5_05g.jpg

SFate, that face is looking solid!

cholden
06-05-2005, 10:29 PM
very nice, blankstate, I recognize him.

DeathTrip, around 20, between 256s and 64s, though I have them all in higher resolusion. Here's a look at some of them
http://chrisholden.net/24dall_text.jpg

Erol
06-06-2005, 02:54 AM
I can't wait to see the rest of him, blankslate.

snail.
http://www.zusko.com/misc/snail_3d_1.jpg

_Shimmer
06-06-2005, 05:46 AM
nice one phil. Any info of how you done him? And get back on the painscavenger, sucker!

Prs-Phil
06-06-2005, 06:17 AM
thx /images/graemlins/smile.gif

started out with z spheres, got the basic form I wanted and then keped running detailpasses over him. I used this worldnormal material (in your zbrush material folder) because I personally get a nicer view on the details like that without haveing to bum around with lightsetups.

and yes you bum, I'll get the painscavenger done tonight /images/graemlins/confused.gif

flachdrache
06-06-2005, 09:45 AM
wow - saved this site to my "what the ..." folder /images/graemlins/laugh.gif.
Crasy stuff - very inspirational, never did something like a snail house /images/graemlins/smile.gif ...

StrangeFate
06-06-2005, 01:23 PM
The snail house rocks

Badname
06-06-2005, 02:39 PM
Phil very nice, did you have the record option on when you made that? Man please turn it on /images/graemlins/wink.gif
btw does anyone got any link to some zbrush movies? I got the pior siraq head one already.

rooster
06-06-2005, 05:50 PM
strangefate that face is awesome, and blankslatejoe the lighting and colours in that are brilliant!

http://www.rooster13.plus.com/eagle.gif
/images/graemlins/wink.gif

rooster
06-06-2005, 07:24 PM
http://www.rooster13.plus.com/glove.gif

MoP
06-06-2005, 07:41 PM
http://www.spearmint.pwp.blueyonder.co.uk/comp27/hi-wip1.jpg

Just starting out ... forearms and hands are pretty much untouched, as is the lower part of the torso and legs. Gotta hurry this one along if I'm gonna make the deadline, so I'm not trying to get the anatomy totally perfect ... just "good enough" for now...

cholden
06-06-2005, 09:53 PM
put this together today, model is rather fresh, still plenty of errors. The base was fun.

http://chrisholden.net/ratch.jpg

killingpeople
06-06-2005, 11:56 PM
holy shit cholden, RAD!

adam
06-07-2005, 12:59 AM
http://brome.toogeek.com/stuff/crap/crash_7b.jpg

ironbearxl
06-07-2005, 01:40 AM
http://members.cox.net/ironbearxl/speed_2.jpg

and awesome landscape Adam! reminds me of windwaker.

Thegodzero
06-07-2005, 02:57 AM
mop, are you making a hipoly version of my warlock?

Prs-Phil
06-07-2005, 03:45 AM
@badname

nah sorry, next time /images/graemlins/smile.gif ... I don´t know any /images/graemlins/laugh.gif


Nice one there Mop, he's taking on form, damn all the stuff that is coming along here is looking really cool.

Lord Killmore
06-07-2005, 04:42 AM
http://www.teamsavage.de/users/patrice/use_the_fork.jpg

something to get back at modelling
just a fast render so no flats and heavy heavy W.I.P

the sux >_<

denz
06-07-2005, 06:30 AM
That guy is shaping up great mop!

I'm trying to get a nightly zbrush going. Heres tonights.

http://img298.echo.cx/img298/3172/nightlyy7za.jpg

adam
06-07-2005, 12:12 PM
Purple dot is human scale:
http://brome.toogeek.com/stuff/crap/crash_7c.jpg

Scott Ruggels
06-07-2005, 12:25 PM
[ QUOTE ]
Tiger 1

http://www.planetunreal.com/saturnfive/junk_for_posting/Tiger1_WIP_06.jpg

http://www.planetunreal.com/saturnfive/junk_for_posting/Tiger1_WIP_08.jpg

[/ QUOTE ]

Awwwww. Nice!!1 just for practice, or what is it for? beautiful piece of work.

Scott

MightyPea
06-07-2005, 02:08 PM
http://brome.toogeek.com/stuff/crap/pea.jpg

adam
06-07-2005, 02:32 PM
Don't mind me
http://brome.toogeek.com/stuff/crap/crash_rods_1.jpg

JO420
06-07-2005, 02:34 PM
http://img248.echo.cx/img248/7084/street3ef.th.jpg (http://img248.echo.cx/my.php?image=street3ef.jpg)


adding details to city blocks for police trainer.

adam
06-07-2005, 04:26 PM
http://brome.toogeek.com/stuff/crap/crash_landscapeIDEA_2.jpg

MightyPea
06-07-2005, 04:32 PM
http://brome.toogeek.com/stuff/crap/pea2.jpg
This is for one of alien arena's models. I got a sudden hunger for pixelly goodness, so i made a quick skin for it.

Yes, Cheapalert/Per/other dirty mind, that's a penis.

edit: wet kisses to brome for hosting this.

Sectaurs
06-08-2005, 12:27 AM
just screwing around in photoshop. haven't posted in a while so i thought i'd share.

http://img.photobucket.com/albums/v192/Sectaurs/Sectaurs/Wired.jpg

http://img.photobucket.com/albums/v192/Sectaurs/Sectaurs/Sugary.jpg

sugary is written on the side purely for my own amusement.

saturnfive
06-08-2005, 03:29 AM
Scott: Thanks very much mate, yes it's just for practice /images/graemlins/smile.gif
1) To practice modelling techniques.
2) To improve the believability of my sci-fi 'high poly for normal map' models by forcing myelf to look closely at real life detail.

ironbearxl
06-08-2005, 03:51 AM
still going...

http://members.cox.net/ironbearxl/speed_3.jpg

rawkstar
06-08-2005, 07:08 AM
thats that UT2k7 dude isn't it? his lips look kinda wonky, the rest is still a heavy wip from what I can see, so keep goin i guess

cholden
06-08-2005, 07:23 AM
Quicked out this clank last night after work. I'm not too happy with him yet, and he's a bit big. On the brighter side, the commando ratchet is all cleaned up for deformation, and already bitching at me for a normal map.

http://chrisholden.net/ratclan.jpg

dur23
06-08-2005, 03:21 PM
PEA!

old_man_funk
06-08-2005, 05:47 PM
Hellboy WIP (resized for easier lovin')

http://img.photobucket.com/albums/0803/oldmanfunk/hellboy.jpg

Trying to merge the comic book version and the more realistic movie version.

MightyPea
06-09-2005, 01:11 AM
See DUR? even *I* make more stuff than you do /images/graemlins/wink.gif

That a boldface lie, anyway. I hardly still do much of anything when it comes to 3D work. But i get the itch every now and then, and then i just like to jump headfirst into some lowres pixelly goodness /images/graemlins/smile.gif

killingpeople
06-09-2005, 05:11 AM
stuff for my unreal level. this is a long snipe-off hall. i have two triggers on each end my friend rob helped me script. when two players are standing on both of the triggers, doors on each end open, revealing the sniper rifle. DRAW! the victor wins the gun. i added stairs in the center to make headshots more likely - more as it slowly develops. /images/graemlins/smile.gif

http://photobucket.com/albums/v668/killnpc/th_snipe_off.jpg (http://img.photobucket.com/albums/v668/killnpc/snipe_off.jpg)

Jerome
06-09-2005, 06:12 AM
head is almost done, just gotta finish the hair

http://img87.echo.cx/img87/5872/wires045kg.th.jpg (http://img87.echo.cx/my.php?image=wires045kg.jpg)

MoP
06-09-2005, 07:26 AM
killingpeople: Great idea there, looks like a nice style too... can't wait to see the finished level!

Jerome: Pretty good, but it looks very rigid in the side view (there's not enough cranium at the back, too - skull shape is wrong)... also the eyes are too far apart in the front view.

Badname
06-09-2005, 07:37 AM
http://www.apollostudio.nl/badname/wip/samurai1.jpg
Finally started textureing after some hard ass unwrapping /images/graemlins/frown.gif

`kungfubilly
06-09-2005, 09:37 AM
Man there's some awesome stuff in this thread...here's a space fish head thing, 256 texture.

http://nlfw.stuffcorp.com/3d/alienheadwip.jpg

kdub
06-09-2005, 10:15 AM
starcraft marine for a warcraft III mod, screengrab from the wc3 model previewer

420 tris, 256x256 tex

http://kwalker.ms11.net/rinemarch.png

Irritant
06-09-2005, 10:55 AM
Light blooms in Alien Arena. Doing some major engine work this week. Reflective water is next /images/graemlins/smile.gif

http://www.planetquake.com/cor/codered/bloom.jpg

JO420
06-09-2005, 09:05 PM
http://img30.echo.cx/img30/1378/robutsmall3ia.th.jpg (http://img30.echo.cx/my.php?image=robutsmall3ia.jpg)


needed to do some up to date concept art for my portfolio,so i drew this guy, just began doodling,like the sketch so i inked it,new ill PS it and make the 3d model

kinda has an aloof look to him like c3po

skrubbles
06-09-2005, 09:37 PM
Been kinda busy/lazy... finally got this guy all UVmapped. Almost done with the head... need to paint in the mouth and teeth (don't know why I added them because I'm not gonna animate him, but oh well), plus I need to paint in some difference on one side of his head (reason for UVmapping both sides). Bleh, enough rambling...

http://www.skrubbles.net/textures/alien_gunslinger_04.jpg

http://www.skrubbles.net/textures/alien_gunslinger_05.jpg

parasite7
06-09-2005, 09:37 PM
nice bloom there irratant. that looks impressive for being a quake 2 engine.

demoncage
06-09-2005, 11:18 PM
Hey, cool work from the top down on this page. Kungfubilly, i really like the wet feel you have going in your eyeball texture, cool design over all too. Skrubbles, really nice skin. I like the zbrush stuff that was happening in the previous page so thought I'd continue in that tradition. Here's a couple zheads i did recently. http://ent3d.com/zhead.jpg http://ent3d.com/zhead02.jpg

Prs-Phil
06-10-2005, 03:36 AM
I dig your zheads deamon, the first one esspecially, lots of character.

Texture coming along well also there scrubbles

MightyPea
06-10-2005, 09:54 AM
http://home.scarlet.be/~torbert/piraat.jpg
Something i'm doing for school, on the theme of music piracy
A few things that were pointed out allready: the hooked underarm is too long, he has no eyebrows, and the scruff-thing looks weird where it meets with his chin.
I would LOVE some good crits on this, as i'll need to defend it in front of a jury next week.
Nice texture, skrubbels, too bad it looks more menacing on the uvmap than on the model
I dig these zbrush things, too

Irritant
06-10-2005, 02:35 PM
[ QUOTE ]
nice bloom there irratant. that looks impressive for being a quake 2 engine.

[/ QUOTE ]

Thanks /images/graemlins/smile.gif

Reflective water added today(thanks to Dukey for the tutorial)

http://www.planetquake.com/cor/codered/reflect.jpg

Hmmmm what next. What can I do to make my engine prettier and more unstable /images/graemlins/laugh.gif Real time static lights....mmmmm uhhhh...Homer like RTSL.

KDR_11k
06-10-2005, 02:45 PM
BTW, what's bloom good for? In reality that only happens when your glasses are dirty. Did I miss something?

iMag
06-10-2005, 04:29 PM
KDR: light blooms are the new lens flare

CheapAlert
06-10-2005, 05:00 PM
How about proper screen brightness? Q2's gamma code sucks.

How about pulling that rocket launcher back eh, because holding it like a pistol right in front of you destroys the sense of rocket massness

RazorBladder
06-10-2005, 07:03 PM
Skrubbles - Looks awesome, yet like MightyPea pointed out, it looks more menacing on the UV map and I'd blame the eyes since it's got the bright innocent sparklin eyes effect goin on.
Then again, maybe u don't want him to be an uber mean SOB, I have no knowledge wot ur after /images/graemlins/tongue.gif

t3h Pea: the metaphor is simple but you've executed it nicely /images/graemlins/smile.gif
First of all I'd further define the treasure chest by adding some steel trim around the edges. Also the icons blooming out of the chest all seem to merge into eachother so some defining lines may help or intensify the colour as it appears somewhat washed out perhaps by the blooming effect.
To make the scenery more complete I'd certainly go ahead and set some sails on the mast.

those would just be the directions I'd take, I'm sure you could find a better alternative.

Hollowmind
06-10-2005, 10:26 PM
Still working slowly on this model. Eventually she'll have a full body and textures.

http://img173.echo.cx/img173/1169/head6il.jpg

ryan77
06-10-2005, 11:11 PM
Haha wow I love it mighty pea... that is so clever. Show us once you have finished. (R)

KDR_11k
06-10-2005, 11:48 PM
Cheap: You don't fire any large weapon from your hip, except maybe for a minigun. A pistol would be even further forward. Usually you aim via sights and even when you don't aim you have it against your shoulder just in case. A rocket launcher would rest on your shoulder if this game was realistic. It's not so you can't claim this isn't realistic or that is.

The silhouette doesn't fit a rocket launcher though, something that points towards the enemy like that should be a beam/gauss weapon, something accurate. Though if I hadn't played UT2003 I'd have called that thing a super nailgun.

MightyPea
06-11-2005, 03:30 AM
Razor: ack, i get so crosseyed when working on something for long... a mast, duh! I'll see if i can still put something so large in, in the limited time i have left. I'll definately see about those rims on the chest, and maybe making the icons look better

And yes Irritant, proper gamma would be much better than bloom. You do realise that -as pointed out by imag- bloom is the new lensflare? If you could limit using bloom to levels with lots of fog (think Klesks level in q3), that might actually work.
The reflective water looks pretty good, though.
I do notice the engine seems to punch out a lot of details in textures (like q3's bright_bits), is there a way to maybe change that?

KDR_11k
06-11-2005, 04:03 AM
Or you could limit the bloom to EXTREMELY bright surfaces and objects that are supposed to have an angelic glow around them (powerups?)

JKMakowka
06-11-2005, 06:11 AM
The coolest use of light bloom I have seen so far was in a techdemo where it was used to simulate the eyes overreaction to bright light when coming from a dark room into the bright outside /images/graemlins/smile.gif

Nice stuff anyways Irritant, what about a watershader like it was used in Half-life2 and Farcry?
Btw any news on the Linux version?

Mr Ray
06-11-2005, 06:26 AM
Starting to unwrap it now.http://i7.photobucket.com/albums/y280/MrRay2/eva/th_eva12.jpg (http://i7.photobucket.com/albums/y280/MrRay2/eva/eva12.jpg)

Irritant
06-11-2005, 09:18 AM
I'll have to look into the gamma. I wasn't aware that the original q2 gamma was much of an issue.

Re: blooms - limiting them to extremely bright surfaces is kind of what it does now. It basically takes a snapshot of the view, adds it to the view and blurs it some. There are a number of parameters that can be changed at the console to tweak it, making it less sensitive or intense. In those screenshots, it was pretty much turned all the way up. Ditto for the water reflection, you can tweak it a number of ways.

MP, not sure what you mean by "punching out details", could you show me an example? I'm not sure there is anything I can do, but you never know.

JK, the linux version is imminent. I recently talked to the person doing the conversion, and he has it compiling, but there are some bugs to work out, namely with some problems he had with my c++ functions and needing to rewrite them in standard c. But they were just two things, namely bot configuration and fog scripts, and it should just be a matter of time...

Thanks for all of the feedback, this is the kind of stuff that will make it better.

flachdrache
06-11-2005, 03:27 PM
Bloom is good for slime and lava surfaces (needs shader bloom through), or for dreamy flashbacks in scripted story telling mode /images/graemlins/laugh.gif.
GL_ext_env_combine (?) - can push the lighting in q2 to another level (i guess its a sort of defuse light(map).
But it looks good enough (grrrrr:) - th gun is sexy. /images/graemlins/smile.gif

Irritant
06-11-2005, 03:42 PM
[ QUOTE ]
- th gun is sexy. /images/graemlins/smile.gif

[/ QUOTE ]

Yeah, well, I not-so-subtley sort of ripped off the design from the trident launcher of UT2k3. (ashamed). /images/graemlins/blush.gif

CheapAlert
06-12-2005, 10:07 AM
http://www.planetgargoyle.com/staff.jpg

This was a nice 8 minute warmup /images/graemlins/smile.gif

poopinmymouth
06-12-2005, 11:40 AM
Nice head KungFuBilly, it reminds me of the sesame street character, the yip-yips. BRAAAAAAAANG uh huh uh huh uh huh.

Nice job on the head scrubbles. I'd like to see you get a little bit more large scale lighting on it, but it's looking really nice.

Dang Demoncage, those are some nice Zbrush heads. did you have reference for those? How dense was your low poly you brought into zbrush?

MightyPea, that's hilaroius. I like it.

Hollowmind, can't wait to see the rest of the model. It reminds me a bit of that princess that fatassasin made.

skrubbles
06-12-2005, 02:40 PM
Thanks for the kind words guys... and as for his bad-ass-mean-looking texture I didn't intend for him to look evil or anything, so I guess it all worked out in the end /images/graemlins/smile.gif

small update to the head texture:

http://www.skrubbles.net/textures/alien_gunslinger_06.jpg

I'm currently blocking in the colors for the body... kinda going to wild west/sci-fi... kinda like the shortlived show Firefly.

`kungfubilly
06-12-2005, 04:05 PM
Yipyipyipyipyip...thanks guys!
http://nlfw.stuffcorp.com/3d/alienwip.jpg

skrubbles: that head's sweet, can't wait to see the rest of the model...good choice on using Firefly for reference <3.

arshlevon
06-12-2005, 06:45 PM
looking prety sweet skrubbles.. but i have to agree with poop.. as much as i love dissagreeing with him.. there is no real light source on this guy.. would be an excellent color map for a normal map.. but as is it looks a little flat.. lots of nice surface details no overall volume.. really nice design tho..

b1ll
06-12-2005, 06:56 PM
skrubbles : Yo dude, I dig that texture.
I'd say, I change the values of certain shadow and highlight area, to give more dept to the texture. Just to sharpen some of the smaller detail. still YAYAY! I dig.

b1ll

skrubbles
06-12-2005, 07:32 PM
Thanks for all the kind words guys /images/graemlins/smile.gif Poop and arshlevon, I'll play around with getting more of a lightsource in there. And b1ll... thanks (big fan of your work) I'll play around with the highlights and shadows... I'm still pretty new to modeling/texturing characters. This'll actually be the first one that'll be finished. LOL. My current job just involves environments (not in games) where we just use procedural textures and let the lights do to hard work... so I'm trying my best to break outta that because I desparetly wanna be a character artist.

Anyeay, enough yip-yap... here's the base colors for the body. I'm going for more of a grungy-sci-fi/western mood (kinda like the shortlived show Firefly).

http://www.skrubbles.net/textures/alien_gunslinger_07.jpg

Obviously, I haven't down any detailing in the body yet... besides the lower green arms which are basically gonna stay like that. I don't want him to have gigantic overly defined muscles that are on a crapload of cliche game characters. Thoughts?

poopinmymouth
06-12-2005, 08:00 PM
Dang, I love the look of the bare arms below the covered arms. This is really a great model and one you should be proud of once finished. Very pimp, If this is one of your first efforts, I don't think you'll have much trouble finding work after a couple more.

Looking pimp man.

blankslatejoe
06-12-2005, 10:17 PM
scrubbles, that's freakin beautiful...

been chugging away on this guy still... I wouldn't be posting such a minor update, but the drapery has been kicking my butt...so any feedback/advice is welcome

http://www.30lives.com/wips/sketchbook/6_12_05a.jpg

poopinmymouth
06-12-2005, 10:55 PM
Great work on that Joe, the cape is beautiful. I love how you managed to get the nice fat folds as well as teh Y-folds. Too many people just make razor sharp tubes that never fade in or out. I'd say now, I'd do some larger scale lighting, where the shoulders are a bit brighter than the bottom. See if you can make it even more voluminous.

odium
06-13-2005, 03:34 AM
Just a little tech map for Quake II Evolved, first time I've used normal maps with 1024x1024 textures, so its kinda tough for me:

http://www.quake2evolved.com/odium/q2e_poly_2_small.jpg (http://www.quake2evolved.com/odium/q2e_poly_2.jpg)

http://www.quake2evolved.com/odium/q2e_poly_3_small.jpg (http://www.quake2evolved.com/odium/q2e_poly_3.jpg)

http://www.quake2evolved.com/odium/q2e_poly_1_small.jpg (http://www.quake2evolved.com/odium/q2e_poly_1.jpg)

http://www.quake2evolved.com

Irritant
06-13-2005, 09:14 AM
That looks great Odium!

b1ll
06-13-2005, 10:25 AM
skrubbles : Omg sweet update dude.!!!
blankslatejoe : AHAHAH dude, Sexy I like that tiny dude,

dudes, MSN me!

benregimbal@hotmail.com

demoncage
06-14-2005, 12:08 AM
thanks poop. no ref on the first head, and very loosely used a google pic for the second head. this is the base mesh i took into zbrush: http://www.ent3d.com/male_head_wire.jpg

Hey, I think I went to school with a few of your co-workers by the way, josh shaw, jeff murchie, and chris anderson. Tell em I said whats up.

snemmy
06-14-2005, 12:18 AM
two evenings on another Resident Evil theme-ish person. based on an un-used alt costume for Jill Valentine in the Resident Evil Remake

http://www.planetquake.com/polycount/cottages/socialnemesis/stuff/re_miniskirt.jpg

skirt and holster are temporary. just getting a feel for how to apply them

p.s. i suck at hands

KDR_11k
06-14-2005, 03:57 AM
http://mitglied.lycos.de/KDR_11k/pics/pimp/makoReduxWIP.jpg

Based on a previous character.

JKMakowka
06-14-2005, 05:17 AM
The cheekbone needs to be higher, and the chin is really far back.

But your heads are starting to look more realistic /images/graemlins/wink.gif

denz
06-14-2005, 07:38 AM
really nice odium

more zbrush.
http://img227.echo.cx/img227/7606/all7my.jpg

MoP
06-14-2005, 08:20 AM
Looks pretty damn good, Denz. The abs seem a little too big, though, and that belly button looks like a giant eye! Love the back muscles and chest though.

RazorBladder
06-14-2005, 10:38 AM
Jesus Christ Denz, maybe pull his man chest further down a bit?

Sectaurs
06-14-2005, 11:58 AM
More work on the latest character for a game.

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

MoP
06-14-2005, 05:09 PM
Quick normal-map test... procedural 3dsmax material thrown on for extra bump and scratches, which is baked into the normal-map. No diffuse map there.

http://www.cgchat.com/forum/attachment.php?s=&postid=214218

Just a link at the moment ... don't have access to my FTP here, I'll upload a real image when I get home tomorrow.

Arco
06-14-2005, 06:54 PM
Sectaurs: Man that is cool. Aw man I am geeking out today!!

chip
06-14-2005, 07:52 PM
I've learned so much about topnotch modeling on this board, figgered it's time to try out a few new (to me anyway) techniques like edge-aware modeling. model is one day's work in Maya 5 PLE (hence the no-AA renders) faster than I've ever modeled. Target is 3000 polys with a max of 3500, will be rigged for use in UnrealEngine2. Currently about 1150 tris when fully triangulated.
http://home.metrocast.net/~chipartist/ImagePost/MariaPimpThumb.jpg (http://home.metrocast.net/~chipartist/ImagePost/MariaPimp01.jpg)
Here's the plan for the full model if you haven't seen it before: http://home.metrocast.net/~chipartist/ImagePost/MariaPlanThumb.jpg (http://home.metrocast.net/~chipartist/ImagePost/Maria2205PLANweb.jpg)

Comments/crits are welcome.

KDR_11k
06-15-2005, 01:07 AM
http://mitglied.lycos.de/KDR_11k/pics/pimp/makoReduxWIP1.jpg

Now it should be more apparent that I'm "remaking" her (http://mitglied.lycos.de/KDR_11k/pics/pimp/makoto_render1.jpg).

ironbearxl
06-15-2005, 05:02 AM
I can't sleep /images/graemlins/frown.gif
http://members.cox.net/ironbearxl/utguy.jpg

KDR_11k
06-15-2005, 06:06 AM
He looks like he was rendered out at low res and scaled up?

ironbearxl
06-15-2005, 02:09 PM
KDR, yeah thats a recontructed low level based on a higher one because the head was way too dense.

KDR_11k
06-15-2005, 02:53 PM
Nonono, I was referring to the image itself because it looks very pixelated and the picelation does not follow the surface of the mesh.

Renaud Galand
06-15-2005, 03:12 PM
ironbearxl : If I can give you an advice before posting /images/graemlins/smile.gif

http://www.guntharf.easynet.be/AA_ZB.jpg

/images/graemlins/wink.gif

btw, your model is really cool /images/graemlins/smile.gif

ironbearxl
06-15-2005, 03:47 PM
oooohhhh. sorry about that, i'm an idiot...

killingpeople
06-15-2005, 07:04 PM
there comes a time in a man's life when he looks unreal editor in the face and says, "i will concure you and have sex with your hot sister, baby." or something.

http://members.cox.net/wisdim3/tits01.jpg

http://members.cox.net/wisdim3/tits02.jpg

not pleased with my level stuff yet. it'sa gett'n dere.

rawkstar
06-15-2005, 09:10 PM
WOW! lots of badass shit!

Skrubbles: looks really cool, I love the look of that guy. keep working on it its gonna look totally badass!

blankslatejoe: same here dude looks slick, I love the face.

denz: nice zbrush stuff, I really like the chest area, neck and top abs, the back is a bit flat but thats cool, it still looks cool /images/graemlins/smile.gif

mop: that boot kicks FUCKING ASS! lol really cool.

MasteroftheFork
06-15-2005, 11:37 PM
Finished the modeling now onto the texture.
http://img.photobucket.com/albums/v408/MasteroftheFork/grunge-angel_wip07.jpg

denz
06-16-2005, 07:40 AM
sweet boot mop, is there going to be a character that goes in it?

cheers for the comments. more torso. maybe normalmapped character next.
http://img152.echo.cx/img152/8369/grltorso9au.jpg

moose
06-16-2005, 06:38 PM
just a suggestion: would you guys mind making new posts for this? it seems like there is a TON of great wip work here... and isnt the purpose of the Pimping and Previews forum to post your finished and work in progress stuff?

I never come to this thread, and have been wondering why no one is posting anything lately. To my findings though, its all in here.

make a thread for your shit damnit!

Scott Ruggels
06-16-2005, 06:48 PM
[ QUOTE ]
make a thread for your shit damnit!

[/ QUOTE ]

I do, generally, I just don't work a lot on personal projects as much as I should. So I post here.

Scott

King-Vitaman
06-16-2005, 06:49 PM
This thread seems to be more of a casual WIP place, I think alot of the stuff in here wouldnt have seen the light of day if it was going into its own thread, and most of the stuff that is really serious and ongoing in this thread recieves a good old-fashioned thread at some point in its creation anyway. This thread isnt so much about presentation and asking for C&C but kind of like a quick dumping-ground, and I like it.

JO420
06-16-2005, 10:03 PM
http://img291.echo.cx/img291/7485/robut5wa.th.jpg (http://img291.echo.cx/my.php?image=robut5wa.jpg)

adding paint and figuring out colors

Slaught
06-17-2005, 09:36 AM
http://i4.photobucket.com/albums/y106/Dropkick60606/guttercake_wip.jpg

Oh noes!
I´m invading Enix´ turf /images/graemlins/laugh.gif
http://i4.photobucket.com/albums/y106/Dropkick60606/shikimaru_wip.jpgFirst anime model i ever did.

poopinmymouth
06-17-2005, 02:31 PM
that model is most troublesome! lol, great job slaught.

Vassago
06-18-2005, 12:23 AM
I can't believe this thread is still going! hehe
Some pretty damn amazing work in here.

aesir
06-18-2005, 02:45 AM
this thread should be a sticky...

Great shikamaru slaught, although the face looks a bit off right now. He seems younger then he should...

MightyPea
06-18-2005, 07:22 AM
Slaught: if you'd lose the black/greys in the shading, and you'd introduce some warmer colour, you'd be onto something.
Not everywhere, mind you! Just get some red in there. It just needs to look a lot less smudgey/dirty.

MoP
06-18-2005, 09:24 AM
After a number of requests, and because I think it should be too, I've stickied this thread ... it was getting weird watching it bounce up and down in the thread listings, and to be honest it seems like it'll be updated forever, so sticky seems sensible!

Hollowmind
06-18-2005, 03:38 PM
Lol, only took 46 pages to finally get this 8 month old thread stickied.

KDR_11k
06-18-2005, 03:39 PM
Increase your page size, it's only 28 pages to me /images/graemlins/tongue.gif

Thegodzero
06-18-2005, 05:00 PM
http://www.tgz3d.com/mechren1.jpg
1800 tris, going to drop it down to 700 and nornal map it

Renaud Galand
06-18-2005, 06:30 PM
preparing the mesh before ZB pass (first "high" for me) :

http://www.guntharf.easynet.be/brol/tank_girl/tg_high_wip1.jpg

Kyle
06-18-2005, 08:16 PM
A WIP Heckler und Koch Universal Self-loading Pistol (USP) .45ACP.
http://bjs.wqhosting.com/usp1.jpg
http://bjs.wqhosting.com/USP2.jpg

Badname
06-19-2005, 04:47 AM
following some great timelaps vids from cgtalk
http://www.apollostudio.nl/badname/wip/highpoly-wip.jpg

Mit Gas
06-19-2005, 04:54 PM
I've finished this guy and currently work on the next for our thousand sons dawn of war mod...

http://www.joust3d.com/MitGas/almost.jpg
http://www.joust3d.com/MitGas/face2.jpg

DeathTrip
06-19-2005, 06:44 PM
http://deathtrip3d.com/CB/13b.jpg (http://deathtrip3d.com/CB/13.jpg)

http://deathtrip3d.com/CB/14b.jpg (http://deathtrip3d.com/CB/14.jpg)

cholden
06-19-2005, 06:49 PM
good start Deathtrip, I like those tires!

Filler
06-20-2005, 12:23 AM
[ QUOTE ]
I've finished this guy and currently work on the next for our thousand sons dawn of war mod...
http://www.joust3d.com/MitGas/almost.jpg
http://www.joust3d.com/MitGas/face2.jpg

[/ QUOTE ]
Oh nice... W40k is awsome.

http://users.airax.net/filler/uploaded/hand_2.jpg
First real try at hands... organics have never really been my thing :\

RazorBladder
06-20-2005, 12:59 AM
I only just started attempting to learn ZBrush yesterday.
So today I've come up with a quick 15 min sod about getting to grips with the brush with a mouse (yes a fuckin mouse /images/graemlins/frown.gif )

so here goes with comedy eyes to boot /images/graemlins/confused.gif:

http://homepage.ntlworld.com/gerald.hunt1/quicktest.jpg

Kyle
06-20-2005, 01:33 AM
thats hilarious Razor /images/graemlins/laugh.gif However i think the detail is really coming along /images/graemlins/smile.gif

JKMakowka
06-20-2005, 09:29 AM
[ QUOTE ]
following some great timelaps vids from cgtalk

[/ QUOTE ]

The mouth, the ear and the eye tutorial is quite good, but the nose is actually not done very well.

Good start anyways... does it really make sense to start with the texturing so early?

Slaught
06-20-2005, 05:12 PM
So much awesome stuff in here! /images/graemlins/blush.gif

http://i4.photobucket.com/albums/y106/Dropkick60606/1.jpg
Skin for Cheapalerts Gargoyle_2k4 Model...kinda old, started it about 4 months ago.

Enix
06-20-2005, 05:35 PM
[ QUOTE ]

Oh noes!
I´m invading Enix´ turf /images/graemlins/laugh.gif
http://i4.photobucket.com/albums/y106/Dropkick60606/shikimaru_wip.jpg First anime model i ever did.

[/ QUOTE ]

HAHA! Nice work /images/graemlins/tongue.gif, good to see someone make a decent shikamaru model /images/graemlins/wink.gif.Great work guys, its like an orgy of polygonal goodness in here! /images/graemlins/ooo.gif

Thegodzero
06-20-2005, 06:01 PM
http://www.tgz3d.com/mechren2.jpg
back to low poly, and normal mapping fun.

Thegodzero
06-21-2005, 12:10 AM
http://www.tgz3d.com/mechren3.jpg
High and low, now to start on the unwrap and texture.

dur23
06-21-2005, 01:03 AM
Doing a lil mini-challenge over at cgtalk with a couple buds.
http://www.cgtalk.com/showthread.php?t=250841&page=1

This is my concept:
http://www.20threed.com/images/pimpin/alienwarlords/concept3.jpg

Sectaurs
06-21-2005, 09:25 AM
speaking of challenges, here's my entry over at cgchat.

concept:
http://img.photobucket.com/albums/v192/Sectaurs/Pimpage/Concept_02.jpg

model so far:
http://img.photobucket.com/albums/v192/Sectaurs/Pimpage/Progress_02.jpg

skrubbles
06-21-2005, 09:39 AM
ok, been a bit busy watching ol' Firefly episodes... but here's some progress on the body texture. This is applied to the model with everything elese blacked out.... oh, and I obviously haven't started making him dirty and adding scratched and bullet marks yet (that fun stuff comes last /images/graemlins/smile.gif

http://www.skrubbles.net/textures/alien_gunslinger_08.jpg

shotgun
06-21-2005, 09:58 AM
scrubbles thats very nice and clean
i think the style and design hold for themselves, i dont think cramming texture details into everything is as vital as you may be thinking.

what i would emphasize, though, are two things: the range material relief is not wide enough to convincingly reflect the materials themselves. if you desaturated the waist-belt i believe it wouldnt look so different from the metal armor.
i would also suggest enriching your palette with more warm and cool colors, it seemed rather greyed out to me.

anyways its really nice job all around, the alien dude too.

Kyle
06-21-2005, 11:09 AM
my team member Kris designed a very basic character for our mod, so i took it upon myself to rig it and give it a quick animation test to see if it deforms properly. This is what i came up with.
http://bjs.wqhosting.com/anim_test.exe
first of all i know of the two problems, 1: his head is shiny. Well Source wants all textures to be Phong-E, and since it makes the armour look badass i kept it, but causes his head to be shiny since its the same texture map as his body.
2. the feet, ok so i disregarded the feet a bit, my bad, lol.
3. its a compiled BINK video, i dont know how many people have RAD Game Tools installed on their computer and i dont want to 'force' anyone to download it just to see this.

*whew* so much typing for such a simple aniamtion...

JO420
06-21-2005, 11:18 AM
http://img18.echo.cx/img18/3717/wagonrender1su.th.jpg (http://img18.echo.cx/my.php?image=wagonrender1su.jpg)


german truck model for the next enviroment im planning to do,it will be the landing strip which indiana jones fought the bald german

had no real great reference so i just modeled the truck to the best of my abilities

Mr Ray
06-21-2005, 12:08 PM
me latest finshed player model.
http://i7.photobucket.com/albums/y280/MrRay2/eva/th_evaf1.jpg (http://i7.photobucket.com/albums/y280/MrRay2/eva/evaf1.jpg)

CheapAlert
06-21-2005, 12:44 PM
got off my ass and polished my head

http://www.planetgargoyle.com/newhead3.png

RazorBladder
06-21-2005, 02:24 PM
I think you may have just polished it too hard. Maybe attachin a range of tampon mice on his ears would soak up the blood.

Skrubbles: Grand armor http://boards.polycount.net/images/icons/thumbup.gif

Scott Ruggels
06-22-2005, 12:06 AM
Deathtrip I love the vehicle. Keep at it!

Joe240 You know, oif you make something military that is poorly referenced, I havce to pounce on the thread and fill it with reference. The light placement as well as the widt of the truck is incorrect. The truck that was most comonly used was a truck called a "Blitx", and made by Opel. Here are reference Photos:

http://www.hankstruckpictures.com/pix/trucks/len_rogers/nov2003/opel_blitz.jpg

http://www.mrmodels.co.nz/New_Uploads_04_04/7014_Italeri_Opel_Blitz.jpg

http://www.maniadekit.com.br/images/Fotos/ITA216.JPG

http://www.autogallery.org.ru/k/o/41blitz1_1_2ton_Adam.jpg

http://www.missing-lynx.com/gallery/german/geblitz-1.jpg

and so on.. and so on...

http://www.autogallery.org.ru/gopel.htm
www.enygmag.com/military/ (http://www.enygmag.com/military/) update09/axis0001.htm

Hope this helps.

Scott

MightyPea
06-22-2005, 12:40 AM
Scott: you might want to NOT do that in this thread, though.
Send him a PM or something.
skrubbles: looking great! i quite like how clean it is, actually, maybe you shouldn't muck it up too much, and just go for a cleans style?
It has a bit of a warcraftian feel to it, without being a hackjob (look at the wc3 textures to see what i mean, heh)

Sean McBride
06-22-2005, 03:49 AM
A little old school love.

http://img.photobucket.com/albums/v298/n30g3n3s1s/Grenade_Launcher_wip02.jpg
http://img.photobucket.com/albums/v298/n30g3n3s1s/Grenade_Launcher_wip05.jpg

http://img.photobucket.com/albums/v298/n30g3n3s1s/Grenade_Launcher_Compare.gif

And a really early wip on a gladiator model i'm working on... (sword and sheild by the talented x-con)

http://img.photobucket.com/albums/v298/n30g3n3s1s/Gladiator_Skinwip03_thumb.jpg (http://img.photobucket.com/albums/v298/n30g3n3s1s/Gladiator_Skinwip03.jpg)

Extreamly ADD lately... ive got 4 projects going at the mo. D:

JO420
06-22-2005, 06:53 AM
im sorry scott but that isnt the truck,the truck in the movie the one i used for reference has a grill made of 2 section and had a sharp edge to it at the center isntead of being all flat.


and the headlights are attached to the hood section rather than wheel guards
the windshield is split into 2 pieces rather than one,the hood also curves downward towards the grill

thanx for the pics though

the oone from the movie seems to have more of a late 20's to early 30's look


http://img146.echo.cx/img146/4300/cap0453js.th.jpg (http://img146.echo.cx/my.php?image=cap0453js.jpg)

Vitor
06-22-2005, 02:34 PM
Doing this skin for a WW2 game. It's a tiger tank, it's 4000 tris, and using 1024*1024 maps (diffuse, specualar and bump). Need some hard critics /images/graemlins/tongue.gif

http://img198.echo.cx/img198/710/110uo.jpg

JO420
06-22-2005, 02:47 PM
you need paint loss on the edges as well as more weathering and the main part (camo) the texture needs more refinition

RazorBladder
06-22-2005, 03:40 PM
Currently it looks mostly like only the diffuse and specular are working, the different sections/segments and edges of the tank just aren't there.

arshlevon
06-22-2005, 06:01 PM
bit of a redesign.. making him a little less human,a little more cat...and a bit more realistic..

http://img197.echo.cx/img197/5439/liono10cw.jpg

http://img197.echo.cx/img197/94/liono27zb.jpg

nealb4me
06-22-2005, 06:12 PM
Hey Vitor, I think the camo pattern is far too washy. By that I mean there is not enough contrast between the colours. Putting some dents and scratches with exposed metal on the front fenders would help the realism. A slight bit of darkness on the tank body where the sideplates attach would help make them stand out more too.

MoP
06-22-2005, 08:48 PM
n30g3n3s1s: Yeah, Quake 2 Grenade launcher! Love that stuff... I get the urge to re-model some Q2 stuff in high-poly every now and then...

JordanW
06-22-2005, 10:06 PM
this doesnt deserve it's own thread yet so i post here, put some hours into this, having fun since it's not really like anything i've done before. http://www.mutantspoon.com/temp/rm.jpg

Sean McBride
06-22-2005, 10:20 PM
Hehehe cool tinman.

http://photobucket.com/albums/v298/n30g3n3s1s/th_Grenade_Launcher_wip06.jpg (http://img.photobucket.com/albums/v298/n30g3n3s1s/Grenade_Launcher_wip06.jpg)
http://photobucket.com/albums/v298/n30g3n3s1s/th_Grenade_Launcher_wip07.jpg (http://img.photobucket.com/albums/v298/n30g3n3s1s/Grenade_Launcher_wip07.jpg)
http://photobucket.com/albums/v298/n30g3n3s1s/th_Grenade_Launcher_view.jpg (http://img.photobucket.com/albums/v298/n30g3n3s1s/Grenade_Launcher_view.jpg)

Mr Smo
06-22-2005, 10:24 PM
BAM! nice shit neo /images/graemlins/smile.gif!!!!

JordanW
06-22-2005, 11:47 PM
Neo - now you need to drop it in zbrush and model those big ass cuts and chips it has in the texture! :P

CheapAlert
06-23-2005, 01:59 AM
Neo, I think it looks a bit wide IMO.

Weiser_Cain
06-23-2005, 11:43 AM
Thunder, thunder...

Slaught
06-23-2005, 04:37 PM
http://i4.photobucket.com/albums/y106/Dropkick60606/545454545.jpg

MRFlynn
06-24-2005, 08:08 PM
Well after probaly a year out of 3d im literally throwin myself in at the deep end while I hunt a job for summer work.. so far only entered comp 27 and 28 of cgchats games comps. My works improovin back to the good ol days in a steady speed in a lovely new app XSI (am in love with this thing an I aint even touched the bits I got it for!!!).
Anyways quick glance over some of the work here, amazing!:
Pior great models and w.i.ps /images/graemlins/grin.gif
n30g3n3s1s loving them guns looking quite sturdy, though a little colour wouldnt go amiss /images/graemlins/smile.gif
Vitor cool tank and best of luck with your model there, my only gripe is that for 4k tris it looks around 1.5k, Im having trouble seeing were ya spent the tris?? sorry you asked :P
Arshlevon, damn thats a very well done head you have there sir, I allways gave up on mine part way through. Only crit is that lookin at the nose and forehead down to below his nose he gives the impression of snarling at ya! But the mouth says innocentish? Just a gripe /images/graemlins/smile.gif love the ears though! By the way are his arms raised?
Tinman, that guy looks ace I can see him fitting into some futuristic anime easily! Only gripe is that them big ol earphone style headsets might be a little heavy and "push" down on that cap, or that cap will rise against the hump sort of :P looks ace though nice detailage, but they get lost when put next to a face that looks like gelo man /images/graemlins/frown.gif maybe sharpen up his chin an lessen some of the smooth?
Slaught cool stuff, brave man to choose purple :P Only things i can lay my finger on is his arms seem to be reaching down past his thighs (unless intended of course /images/graemlins/smile.gif ) ya also might wanna reconsider the distribution of tris on his arms or buff in some cool volumes /images/graemlins/smile.gif nuts bolts,chains sort of things /images/graemlins/smile.gif

and lastly my friking crappy wips :P
http://homepage.ntlworld.com/paul.flynn87/idea.jpg
http://homepage.ntlworld.com/paul.flynn87/wip_squirrel_3.jpg
my entry so far for comp 28 of cgchat /images/graemlins/smile.gif crap i know but im likin were its pushin me /images/graemlins/smile.gif http://homepage.ntlworld.com/paul.flynn87/wip4.jpg
My last entry for comp 27 I entered late and missed the deadline by miles but i plan to finish, man before i started this I had trouble making a pollygon in XSI! :P

cheers all good work and keep it up!

Crylar
06-25-2005, 09:31 AM
Q2 Allways was my favorite, Really nice model.
It must be hard making one of thos guns Highpoly, since they don't contain much details.

lkraan
06-25-2005, 03:40 PM
Decided to really take the plunge on high poly modelling, normal maps and all of that good stuff and am going to make a model of Deunan from the Appleseed movie.
At the speed that I work I should be done by the time that Quake4 is released /images/graemlins/smile.gif

Still have a lot of tweaking to do like making the chin more pointy, make the nose a little bit bigger, give her some eyebrows, define the lips more and make the forehead less flat.

I found the ears to be the hardest part so far. And afterwards I realised that her ears will be covered. Doh!
Well, it was good practice I suppose.

Any tips or comments are most welcome!

http://www.xs4all.nl/~tetsuo/wip/deunan-wip1-front.jpg
http://www.xs4all.nl/~tetsuo/wip/deunan-wip1-side.jpg

ps. Cheap, I haven't forgotten about your Brak model /images/graemlins/smile.gif

Marine
06-25-2005, 06:29 PM
the ref image has a much more prominent nose and a deeper bridge, the chin is narrower and a little higher up too.

Gmanx
06-26-2005, 03:02 AM
Ikraan - nice work man. Keep those ears somewhere safe for future use..ears are the BIATCH to get right.

dur23
06-26-2005, 03:09 AM
blizow!!!

http://www.20threed.com/images/pimpin/alienwarlords/warlord_wip1.jpg

Sean McBride
06-26-2005, 04:18 AM
Awesome dur. ;D

More quake2 crap from me while i work on my high poly/normal mapping techniques.

http://photobucket.com/albums/v298/n30g3n3s1s/th_normalmaptest.jpg (http://img.photobucket.com/albums/v298/n30g3n3s1s/normalmaptest.jpg)
http://photobucket.com/albums/v298/n30g3n3s1s/th_boss1_wip02.jpg (http://img.photobucket.com/albums/v298/n30g3n3s1s/boss1_wip02.jpg)

MightyPea
06-26-2005, 08:12 AM
Neo: you might want to check out q2 remodelled (it's got a different name now, but i forgot... it's got normalmaps and all that jazz though)
I would LOVE to see q2 being giving a complete graphical remake, since i loved that game, and it's multiplayer

Badname
06-26-2005, 11:48 AM
That's some cool stuff, q2 isn't realy my fav but maybe beauce i didnt play it too much the rail was cool in it though. Umm whats the page again of that q2 remake?

pior
06-26-2005, 12:49 PM
A naughty kid of some sort...

http://www.pioroberson.com/images/texturedkid.jpg

Still have to tweaks the eye highlights as I need more control on them. I think I'll end up using that shell trick Daz posted a while back. Oh and he needs funky hair and a body too /images/graemlins/laugh.gif

CheapAlert
06-26-2005, 12:50 PM
[ QUOTE ]
That's some cool stuff, q2 isn't realy my fav but maybe beauce i didnt play it too much the rail was cool in it though. Umm whats the page again of that q2 remake?

[/ QUOTE ]

q2evolved?

Beware that odium is very picky and has pissed off alotta artist in the past with ego and pickyness.

Sean McBride
06-26-2005, 01:24 PM
Odiums really changed alot. Ive been talking to him and he's been nothing but nice. /images/graemlins/smile.gif These were accualy intended for Q2E.

http://www.quake2evolved.com/

The reason i started doing these is i wanted to do some high poly stuff for my portfolio. It seamed fitting that i did some remodeling for quake2 because remodeling for quake1 is what got me into modeling in the firce place. /images/graemlins/smile.gif

_Shimmer
06-26-2005, 02:50 PM
pior that one is awesome. Are you online by some time anyway? Maybe you want to come to Freiburg once /images/graemlins/smile.gif
I may find some cows for you.

MRFlynn
06-26-2005, 05:42 PM
diggin the mouth and nose alot on that Pior rest seems iffy from your usual standard :P
current wip from cgchat

http://homepage.ntlworld.com/paul.flynn87/wip_squirrel_4.jpg

pior
06-26-2005, 05:56 PM
Haha Shim I'd love to come and chill out for a bit! Drop me a line anytime /images/graemlins/smile.gif And yeah I'm online a few times a week but only have msn at hand, no icq or anything :/

Oh btw N3o, I like that 7560/10 ratio, looking sweet!

poopinmymouth
06-26-2005, 10:33 PM
Not sure when I'll finish it this week, but here's whats I got so far.
http://www.poopinmymouth.com/tutorial/normal_workflow.htm

Sectaurs
06-26-2005, 10:40 PM
Pretty sure this is the final model for the cgchat contest. 3994 triangles. Deciding if I want his long poking finger or not.

http://img.photobucket.com/albums/v192/Sectaurs/Pimpage/Progress_09.jpg

Prs-Phil
06-27-2005, 03:54 AM
nice one ben, thats going to help alot.

Pior she`s looking good to but she does look a bit ... bloated. oh yeah, sry I´ve got to send you that book, I´m just so caught up here, but I´m going home soon so latest then.

KDR_11k
06-27-2005, 11:42 AM
http://mitglied.lycos.de/KDR_11k/pics/pimp/celpilot.jpg

Celshaded mech pilot.

lkraan
06-27-2005, 12:35 PM
Great stuff Poop!
Just what I need. Well, will need since I won't have my high poly model done for a while.

Great stuff KDR_11k! The feet look a bit small but maybe that's the angle ofthe image.

DeathTrip
06-27-2005, 07:20 PM
VERY cool model, Sectaurs. I dont like the robes though, its a shame to cover up such a cool model.


wip...
http://www.deathtrip3d.com/PirateRobot/2.jpg
http://www.deathtrip3d.com/PirateRobot/3.jpg

Mit Gas
06-28-2005, 07:55 AM
[ QUOTE ]
nice one ben, thats going to help alot.

Pior she`s looking good to but she does look a bit ... bloated. oh yeah, sry I´ve got to send you that book, I´m just so caught up here, but I´m going home soon so latest then.

[/ QUOTE ]

looks like the heron from joust3d...

JO420
06-28-2005, 03:21 PM
http://img270.echo.cx/img270/2053/render5qj.th.jpg (http://img270.echo.cx/my.php?image=render5qj.jpg)

high poly version that will be used for normal mapping for my raiders of the lost arc environment im working on

Slaught
06-28-2005, 04:16 PM
http://i4.photobucket.com/albums/y106/Dropkick60606/gun01.jpg

http://i4.photobucket.com/albums/y106/Dropkick60606/deenahead_wip03.jpg

Renardin
06-29-2005, 06:20 AM
http://moddb.com/images/cache/mods/63/631/gallery/water_27736.jpg

"The Hunter Seeker will be player buyable and controlled. This fast and lightly armored vehicle will act as a less lethal demolition truck."

Model by DarkAngel
Uvw Map by PermaGrin
Skins by Renardin

Sectaurs
06-29-2005, 10:08 AM
Thats really cool, renardin.

Badname
06-29-2005, 10:39 AM
i want to make a small enviornment with normalmaps
here's my start :>
http://www.apollostudio.nl/badname/wip/q2texture.jpg

this is bit the idea:P
http://www.apollostudio.nl/badname/wip/env-wip.jpg

JO420
06-29-2005, 02:42 PM
http://img297.imageshack.us/img297/341/truckrender7hv.th.jpg (http://img297.imageshack.us/my.php?image=truckrender7hv.jpg)



UPDATED JUNE 30


slowly but surely working the texture


my first normal mapped model,began laying down basic colors

Hatred
06-30-2005, 05:07 PM
http://img277.echo.cx/img277/6401/screenshot25pd.jpg painting painting painting....

my first post on board! hi all!

Renardin
06-30-2005, 10:10 PM
/images/graemlins/wink.gif thx

ironbearxl
07-01-2005, 12:28 AM
Hey Hatred that's looking cool so far, i think it needs some dirty matte shadows to keep us focused on the important detail /images/graemlins/smile.gif

http://members.cox.net/ironbearxl/boxsnake.jpg

Hatred
07-01-2005, 01:59 AM
heh thnx ironbearxl /images/graemlins/smile.gif ill think about it /images/graemlins/laugh.gif

Slaught
07-01-2005, 03:53 AM
Great stuff hatred!

@ironbearxl
Looks awesome :]

http://i4.photobucket.com/albums/y106/Dropkick60606/wip.jpg

Prs-Phil
07-01-2005, 08:08 AM
http://pu-art.com/goblin_wip.jpg

CheapAlert
07-01-2005, 11:09 AM
Damnit Phil! The colors, shape and porportion almost thought that was Crazy Frog in the render >:

DeathTrip
07-01-2005, 01:50 PM
cool model, Phil, it has a real nice silhouette.

the face reminds me of Snoopy though http://media.ign.com/boardfaces/9.gif I picture goblins having thin faces and long noses(and the ears you already have).

http://www.deathtrip3d.com/PirateRobot/4.jpg

lkraan
07-01-2005, 04:12 PM
Am having fun with this high poly modelling.
Going very slow though /images/graemlins/smile.gif

http://www.xs4all.nl/~tetsuo/wip/deunan-wip2.jpg

KMan
07-01-2005, 06:23 PM
haha phil. that goblin looks dead on. I've seen them on those guys before, but still have no idea if it's supposed to be a feed bag, or it's a muzzle over a large bulbous nose. :S

IanW
07-01-2005, 06:34 PM
I've managed to kick a 4 month long MMORPG habit (dam you CoH and Wow) and have instead spent some quaility time over the last few weeks with my mod. Still epic ammounts to do, but the big replication monsters have been slain (an unreal script thing).
http://www.btinternet.com/~gundam/UCB_Shot3.jpg
http://www.btinternet.com/~gundam/UCB_Shot1.jpg
http://www.btinternet.com/~gundam/UCB_Shot2.jpg
http://www.btinternet.com/~gundam/UCB_Shot4.jpg

MoP
07-01-2005, 06:39 PM
Hang on IanW... it's your birthday... doesn't that traditionally mean you get presents? You seem to be handing them out!

Impressive work!

pior
07-01-2005, 06:48 PM
Wouah Ian that is so smooth and good looking! Really nice! Might I ask if a playable beta is available?

ironbearxl
07-02-2005, 02:57 AM
http://members.cox.net/ironbearxl/box2.jpg /images/graemlins/smile.gif

ElysiumGX
07-02-2005, 09:51 AM
IanW, those look terrific. I'd like to play that whenever it's released.

lkraan
07-02-2005, 12:38 PM
Damn, IanW that's tasty!
Love the style of the models and skins.

perna
07-02-2005, 02:56 PM
IanW, superb work! Your nick sucks!

ElysiumGX
07-02-2005, 05:26 PM
Trying to finish some old stuff and move on with my life.
http://www.elysiumvisions.com/images/smdf/carnage/carnage_wip2.jpg

Hatred
07-03-2005, 05:45 AM
ironbearxl what it is going to be? looks strange /images/graemlins/smile.gif can You post concept? /images/graemlins/smile.gif

IanW nice /images/graemlins/smile.gif

arshlevon
07-03-2005, 06:37 PM
bahhhh almost done.. i made a normal mapped low poly version but i will wait till the game shipps to post that cause its like an asset and stuff and there is an NDA and stuff.. but i started the highpoly before i was even working on the project and kindly donated it to them.. i am still going to add loads of polish and even model the hair.. it will be a test in sanity....

and yes he will have a package!!!!


http://img222.imageshack.us/img222/5063/davwire9wp.jpg

http://img222.imageshack.us/img222/6779/davfront3iv.jpg

http://img222.imageshack.us/img222/6436/davback9dg.jpg

JO420
07-03-2005, 06:44 PM
http://img149.imageshack.us/img149/7792/render8pr.th.jpg (http://img149.imageshack.us/my.php?image=render8pr.jpg)


normal mapped german cargo

ironbearxl
07-03-2005, 08:40 PM
Thats awesome, arsh. I like what you did where the bicep is connecting to the lower arm.

Here's a samurai vampire:

http://members.cox.net/ironbearxl/robes_1.jpg

flaagan
07-04-2005, 03:56 AM
just something i was putzing about with...
http://studioflaagan.com/images/3d/miscmodels/hyung_1.jpg

ironbearxl
07-04-2005, 04:30 AM
Hatred sorry I missed your post! I'm not using any concept just modeling as I go.

StrangeFate
07-04-2005, 01:44 PM
I got some more done on her... but not really much ...
http://www.strangefate.com/portfolio/mar5.jpg

CheapAlert
07-05-2005, 01:27 PM
http://www.planetgargoyle.com/fbh34.jpg

ironbearxl
07-05-2005, 07:09 PM
http://members.cox.net/ironbearxl/robes_2.jpg

Slaught
07-06-2005, 08:24 AM
http://i4.photobucket.com/albums/y106/Dropkick60606/z545454.jpg

Hatred
07-06-2005, 09:29 AM
http://img115.imageshack.us/img115/9031/screenshot47se.jpg

still I didnt play with shadowas coz Im waiting to have all textures on one layer

pior
07-06-2005, 10:10 AM
Did that as a quick test and since I documented the process I'm started with a tutorial covering the texturing steps.

http://pioroberson.com/images/vieuxfou01.jpg

http://pioroberson.com/images/vieuxfou02.jpg

http://pioroberson.com/tuts/tut_texturing_tricks.htm

Way to go!

Hatred
07-06-2005, 10:40 AM
nice Pior cant wait to see more /images/graemlins/smile.gif (BTW: You've got great portfolio /images/graemlins/smile.gif )

skrubbles
07-06-2005, 12:40 PM
sweeeeeeeee Pior!

thanks for putting together this tut... looking foward to its completion /images/graemlins/smile.gif

MoP
07-06-2005, 12:46 PM
Great stuff Pior!

I told you the standard GI in Max was easy /images/graemlins/wink.gif

todman
07-06-2005, 10:12 PM
OK, so this isn't a character model, but I'm a character modeler and airbrusher, so (I know you'd all like this) this is what I've been working on, and I did actually get paid for it hee-hee, check out the Coors lighthttp://todd3d.com/butterfly.JPG
http://todd3d.com/spider.JPG
http://todd3d.com/imag0013.jpg

DamienB
07-07-2005, 05:39 AM
I bet that is a sitdown job Todman...

http://members.cox.net/johnvertex/VERTEX_WEB/IMAGE/IMAGES/Lady_2.jpg


http://members.cox.net/johnvertex/VERTEX_WEB/IMAGE/IMAGES/Vamp1.jpg

http://members.cox.net/johnvertex/VERTEX_WEB/IMAGE/IMAGES/SUE.jpg

Thats all for now.

lkraan
07-07-2005, 12:24 PM
Kickass stuff DamienB!
The woman's face looks a tiny bit flat but maybe it's the angle. All 3 pics top notch!

lkraan
07-08-2005, 01:47 PM
Did a little bit more work on Deunan.
I am not happy with the stomach padding so I will redo that.
The jaw I also still want to make a little bit more square.

http://www.xs4all.nl/~tetsuo/wip/deunan-wip3.jpg

Badname
07-09-2005, 03:40 AM
WIP on my 512x512 mp5 texture
http://www.apollostudio.nl/badname/wip/mp5.jpg

Slaught
07-09-2005, 04:48 AM
http://i4.photobucket.com/albums/y106/Dropkick60606/mecha4545.jpg

RazorBladder
07-09-2005, 09:39 AM
A 2nd quick 20 min, Sargeant-like, head in zbrush.


http://homepage.ntlworld.com/gerald.hunt1/zhead1.jpg

Funny ears, ah well /images/graemlins/tongue.gif

So far I haven't used photo-reference for anything in zbrush so far so I think I'll have to use photo ref for my next one /images/graemlins/wink.gif

GoK
07-09-2005, 01:33 PM
A gurly iv been working on after work... trying to improve my texturing.

http://img23.imageshack.us/img23/5104/cool3sy.jpg

jody

darkshadow
07-09-2005, 02:25 PM
wing gundam custom
http://img88.imageshack.us/img88/816/pers8zg.th.jpg (http://img88.imageshack.us/my.php?image=pers8zg.jpg)

crashoveride
07-09-2005, 02:38 PM
Yeah, my father, it quickly will be found in Ut :P, I has just started to take my reference marks, tomorrow I begin the texturing.


http://pix.nofrag.com/f9/ce/fa/3a/73e8c8c9cf2d4cbd6c17634b.jpg

flaagan
07-09-2005, 04:02 PM
just tossing up a lil "HUZZAH!" for this thread, seeing as it's reachedd 50 pages. keep posting those wip's guys!
/images/graemlins/grin.gif

DeathTrip
07-09-2005, 07:30 PM
http://www.deathtrip3d.com/skyline/1.jpg

http://www.deathtrip3d.com/skyline/2.jpg

Going a next-gen polycount, aiming for 14k-15k. Currently at 8750 polys. I'll eventually model the seams; like in Project Gotham Racing 3 or Test Drive Unlimited.

Thegodzero
07-10-2005, 12:57 AM
http://www.tgz3d.com/small4.jpg doing a quick modeling of the 4 legs mech from Supreme Commander.

Renardin
07-10-2005, 09:46 AM
http://www.planetcnc.com/images/photo/2005-07-10.jpg

Last gun added in-game.

MightyPea
07-11-2005, 07:55 AM
http://users.skynet.be/pea/images/herbert.jpg
i went a bit overboard with lights, but that's to be expected when the first time you use lights is when you're going to take a screenshot. Then you start to think that overbright stuff like this could actually be a good idea.

Jerome
07-11-2005, 09:44 AM
umm pea, thats disturbing...

MightyPea
07-11-2005, 10:22 AM
He will have a flower growing out of his blowhole, and he'll ride a large moth.
Don't look at him funny, because his moth will attack you. With his beak.

okkun
07-11-2005, 12:40 PM
Deathtrip, that's cool. I built the exact same model(R34?) a couple of years ago.

I think you need to sharpen up the front bumper a bit and flare out the quarter panels over the wheels.

The top edge on the front bumper needs another edge right below it to stop the shading from traveling all the way down.

It's kinda like what Daz was saying about character modeling with meshsmooth or smooth proxy but it's just as applicable at target resolution as it controls both shading and reflections.

notman
07-11-2005, 12:42 PM
lol, I love the exposed beveled nipple. I'm now curious how wide his testicles are :P

LordScottish
07-11-2005, 03:07 PM
Looking good Renardin!
It's cool to see you guys work so hard on your project. That's the right attitude :-)

DeathTrip
07-11-2005, 07:40 PM
thanks, okkun. Going for an R34.

I did what you mentioned about the front bumper(hope i understood what you meant).

I also got the seams done.
http://www.deathtrip3d.com/skyline/3b.jpg (http://www.deathtrip3d.com/skyline/3.jpg)

http://www.deathtrip3d.com/skyline/4b.jpg (http://www.deathtrip3d.com/skyline/4.jpg)

http://www.deathtrip3d.com/skyline/5b.jpg (http://www.deathtrip3d.com/skyline/5.jpg)

The polycount is 10900 atm.

Thegodzero
07-12-2005, 02:43 AM
http://www.tgz3d.com/scmech.jpg
128x textures, diffuse, normal and spec.

nealb4me
07-12-2005, 04:23 AM
Nice TGZ, I would like one sitting on my monitor /images/graemlins/smile.gif

DeathTrip, the car is looking good but I think you are working too fast. My main advice to you right now is to take as long as takes to get the car looking just right. Of course I don't mean 3 months or anything, more like 3 weeks. I can see a lot of small errors which are most likely due to working too fast. You have some waviness happening on the bonnet lid and around the window borders. If you paid more attention to making the surfaces flow more nicely it would be a great model. Just slow down a little you can worry about getting faster later /images/graemlins/smile.gif

Renardin
07-12-2005, 06:43 AM
http://moddb.com/images/cache/mods/63/631/gallery/water_28205.jpg

okkun
07-12-2005, 10:55 AM
It's coming together nicely but Neal is right. Look at how your edges are flowing. It's very difficult to smooth out lines once you add detail such as trim and door seams.

If you follow the bottom trim on the windows it should have the same curve to it across both side windows.

Make a Bezier spline with only 2 points one at the bottom of the front A pillar and one at the bottom of the rear side window. Tweak the handles so it meets the bottom point where your windows meet. That new curve should be where your bottom window trim is.

One trick I've seen people use is to add a dx shader to the object and spin it around with a reflection map in the viewport. It'll make it very obvious where you need to move verts around or add edges.

Also, I was just looking at some reference and the bumper looks better but now your top edge on the bumper is a little too sharp.

Skyline reference pic (http://www.spc.org.uk/nissan/i/blue-v-spec-r34-skyline-004.jpg)

People don't realize how hard it is to model cars right. I've worked on 8 or so racing games and seen many otherwise talented artists struggle with it.

Found a shot of my old skyline, it's got some issues as well so really I shouldn't be preaching but oh well :P

Skyline model (http://www.okkun.net/Skyline.jpg)

DeathTrip
07-12-2005, 12:55 PM
neal
I dont get the waviness you're refering to, the driver/passenger window do curve down a little bit if thats what you're refering to. You're right though, I'll slow down and continue tweaking the exterior before starting the interior.

okkun
The trims lengths should be equal, I used the inset tool to make them(then get rid of excess stuff). I'll try those tweaks(took me a few reads to realize you meant the spline's handles and not the car's handles http://media.ign.com/boardfaces/9.gif )

lkraan
07-12-2005, 01:33 PM
Created the upper legs and some head-gear. I will not make the hair for the high poly model but will add that to the low poly one later on.

http://www.xs4all.nl/~tetsuo/wip/deunan-wip5.jpg

KDR_11k
07-12-2005, 03:29 PM
Why are her legs spread that wide?

Thegodzero
07-12-2005, 05:24 PM
http://www.tgz3d.com/scmechren2.jpg

choptider
07-12-2005, 06:44 PM
well i do over again the VF-1S of Macross or Robotech:
http://jeremymariez.free.fr/image/Nouveau%20dossier/progress/vf1s_03.jpg

nealb4me
07-12-2005, 07:44 PM
I agree about using a realtime shader to preview the car paint, it very quickly exposes areas where the meshflow could be improved. Car modelling is all about observation, the better you observe the more accurate your model becomes.Here are a few crits:

Image (http://www.nealb4me.com/up/deathR34_01.jpg)

And yes, I am a picky bastard /images/graemlins/laugh.gif

Enix
07-12-2005, 09:34 PM
Workin on vivi, skinning him atm.

http://img328.imageshack.us/img328/3186/vivirender67mm.jpg

killingpeople
07-12-2005, 09:34 PM
centibaby
http://img.photobucket.com/albums/v668/killnpc/centibaby01.jpg

berlin zoo entrance
http://img.photobucket.com/albums/v668/killnpc/berlin_zoo.jpg

Enix
07-12-2005, 09:38 PM
nice killing /images/graemlins/laugh.gif. Looks like some kind of chuckie rendition.

DeathTrip
07-12-2005, 10:02 PM
Thanks ,neal; pictures > words http://media.ign.com/boardfaces/4.gif

I get what you mean about the bonnet/hood, I was meaning to add some polys to it. I'll work on those edges on the bumper, got a good ref pic (http://www2.pf-x.net/~aru/mokei/gallery/tamiyagtr34b/gtr3402.jpg). The lower edge of the window is curved a bit upward but thats wrong, it should be straight http://media.ign.com/boardfaces/34.gif


The centibaby looks great, KP.