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butt_sahib
10-31-2007, 07:03 AM
So...umm..yeah...if this is going to be our home from nowon mostly- i think we really need this thread :\

I didnt want to post a new thread for this :)
SOme kind of athelte -mostly beach volleyball or something:uhh:

TryForce
10-31-2007, 07:33 AM
Damn you! Damn you! damn you!

i had exactly the same though today! DAMN! xD

i knew someone would take it away from me -_-"


going to show something of later.
Looks good butt!

butt_sahib
10-31-2007, 07:37 AM
lol...thanks :)...
well we could tell fred to delete thsi thread and you can make a new one? :)

Pezzz
10-31-2007, 07:44 AM
These threads become so massive, and honestly I can't wait 'til it's chalk full of 3D goodness.... :thumb:

ShadyD
10-31-2007, 12:13 PM
Those who know me, I Still haven't overcome my Dragonball Z fetish.
For the majority that doesn't know me, I Have a Dragonball Z fetish. :)
C&C Welcome & Appreciated!
http://img527.imageshack.us/img527/6607/whatimworkingonii4.jpg

sinz
10-31-2007, 12:22 PM
Butt: ;) nice nick, it's the season for sports models it seems, hope to see a head soon.

It'll pass ShadyD ;) nice goku either way.

http://img225.imageshack.us/img225/3823/lego3dii5.jpg
Getting some money for this as well it will be printed into shirts for some kids in texas. If you live around there and see a shirt with this design I made it:).

scedric
10-31-2007, 12:47 PM
Good Idea to make this thread! I like it :)
I'm working on Tavorr, a normal mapped character, since 2 weeks
here is the latest version http://scedric.goldzoneweb.info/blog/images/tavorr_lowpoly_071031.jpg
Yes, nice Goku ShadyD, I'd like to see the wire ;) (I'm a wirefanatic ;) )

Sordid23
10-31-2007, 01:20 PM
Nice Stuff all! I always love this kind of thread just for the shear ammoun om picture where i can look at :D

ShadyD
10-31-2007, 01:47 PM
Thanks for the comments =)
Haha Sinz, Funky one!
Scedric, Like I said in your thread, really cool!
Excuse me for the messy wireframe..
I had a pc reformat and only had a .obj version of him left which i have further pushed and edited. That's why some things are in triangles and others in quads.
http://img62.imageshack.us/img62/3192/wiressy0.jpg

TryForce
10-31-2007, 02:44 PM
Wasnt it the one wich i was supposed to skin once? o_O

meh dunno, i dont like the folding on his legs to be honest. though it looks cool

nice one scedric! really cool!

Sinz, what will be printed, whats on his shirt or the whole lego guy?

Deto
10-31-2007, 04:01 PM
Good thread, butt-sahib. Congrats on winning the 'Who makes the first best thread' run, hehe :D

Nice looking sculpt! I dig the arms and legs, they're great! The shirt is good too and the pants, just that you've got little overlapping there ;) But the folds in suits, currently they are 'evenly smooth'.. I think you should 'half' tighten the folds, ie on the top of the fold make it tighter, then 'smooth' the bottom of the fold more. Similiarly to T-shirt (http://www.netsport.fi/Wakeski%2007/shortsit%20rashguardit/paidat%20takit/T-shirtSky.jpg)

ShadyD: I'm not fan of Dragonball Z, but that's a good looking model you have there! Only that he looks a bit bald... Mostly because there don't seem to be much hair on left hand side head back ;) I'd define his neck a bit more, right now he don't have much of that muscle which goes from shoulders area to half way the neck :)

Sinz: Woot! Legoman! :D That's nifty looking piece ^^ His groin needs some fixing, looks like his... err... [cencored] is glued to his leg :eek:

scedric: Very nice looking! I loved the sculpt you posted before, it was brilliant looking :) Texturing job is very good. I think it would look nice if you added some 'red shapes' to his skin, or greenish depending on his blood color, that would liven him up even more. I'd also remove some of the blue on his back, its nice effect but he looks like he'd have a shell of somesort, but only as texture.. The jaw area needs little defining and sharpening in texture, the 'highlights' around his beard seem a bit blurry. Keep it up! Wish I was as good as you are... :lucky:

Laheen
10-31-2007, 04:14 PM
http://img514.imageshack.us/img514/6356/mightfinishyk0.png

Might finish... one day. (Texture doesn't have anything finished, I'll get around to texturing it properly someday.)

Deto
10-31-2007, 04:42 PM
Laheen: The rubberboy :D Seems to be somewhat popular topic today ^^ So far its good looking! What kind of polycount you've got there? Let us know when you want texture crits :)

////

On the other front:
http://i17.tinypic.com/4knu71u.jpg
1300 tris atm, a semi-powered combat suit. The chest piece/arm piece will be made from plates similiarly to the concept behind. I've added some more weight to the model itself, so its not that... skimpy looking :D The male version is similiar to this one, just having 'simplier' chest part (no breasts ;) ). Aiming for something like 1800 tris on this armor. The 'block' just under the shoulders will not be there, but the wrist shield will be :)

zabuza2k
10-31-2007, 05:20 PM
http://i155.photobucket.com/albums/s319/erhano66/lol.jpg

lol ;P XD

Deto
10-31-2007, 05:27 PM
I sure hope its good milk instead of bad milk!

Eclipse
10-31-2007, 06:22 PM
I'm going to start working on her soon. I gotta finish off the texture, rig her, skin her weapon, and model her bankai. It's a Bleach inspired character drawn for me by a very talented artist named David Skiwan. I can post up the concept if anyone is interested.

http://brandonmorris.info/almost.jpg

Crits?

zabuza2k
11-01-2007, 04:57 AM
wow eclipse really nice i have not really crits.
http://i155.photobucket.com/albums/s319/erhano66/almost.jpg

scedric
11-01-2007, 09:55 AM
Thank You Deto for the comments, I have to push the details of the texture a little further but today I take a day off to have an other point of view tomorrow.
ShadyD: thanks for the wire, I like the way you made his clothes and his hair
Laheen & Eclipse: 100% Diffuse Powa! I like your characters :), simple, cute and efficient, I have to do some fanarts me too ;)

zabuza2k
11-01-2007, 11:02 AM
http://i155.photobucket.com/albums/s319/erhano66/lol-1.jpg zabuza :P

TryForce
11-01-2007, 02:36 PM
wow eclipse really nice i have not really crits.
http://i155.photobucket.com/albums/s319/erhano66/almost.jpg

this happends when you connect several polygon at one point. If he has rendered it in Layout/lightwave then he just forgot to turn all quads into tri's. its no big deal.


Laheeny! :P you've been working on this to long aintcha? ;P
Clipseh, get something new :P finish your NAruto entry!!!

Zabuza <_< get some more done!

Deto, looking neato, wires?

Japhir
11-01-2007, 02:43 PM
i was having some fun trying to make a nice little animated avatar of my spiderman model doing ballet (animation isn't mine, found it on the internet somewhere for free). But then i found out only images of 73,5 kb are alowed :s. i managed to optimise this avatar from this:
http://img259.imageshack.us/img259/9436/spidey2ds9.gif
to this:
http://www.gameartisans.org/forums/customavatars/avatar603_4.gif
but it was fun so who cares :D

zabuza2k
11-01-2007, 02:52 PM
http://i155.photobucket.com/albums/s319/erhano66/lol-3.jpg

TryForce
11-01-2007, 03:21 PM
Had some time on a friend computer while he was away, lol xD i felt like home. So here anyways what im up to latly also :) its for the Tutorial im doing, though this is the first stage for myself. The tutorial gon include a own one, wich should be much more easier:

http://i84.photobucket.com/albums/k35/TryForceX/wip-23.jpg

Once again this concept is by tha almigteh Hunter Mortenson!!!
http://i84.photobucket.com/albums/k35/TryForceX/test2.jpg

<3

butt_sahib
11-02-2007, 01:54 PM
Deto:
;)
Meh, i just needed some place to post :think: :lucky:
Thanks for the suggestions-applied :)

sinz: :inocent:


Shady:
Lovely model i must say.
its goign to be a pain in the ass to get the tris straightened out
Would definately love to see your other dbz fetishes ;)

Laheen and eclipse: Excellent job- definately would love to see these get done :)

sccendric:
Love it.period ;)

Gave him a head
Still thinking how im goiung to handle the pore/wrinkle/shirt texture pass and getting it nicely on the normals. I think ill have to post produce those but wont get nice results unless everything is mapped straight. Any suggestions deto?

Laheen
11-03-2007, 06:58 AM
http://img107.imageshack.us/img107/1972/facecm4.png

sinz
11-03-2007, 01:22 PM
Tryforce & Deto:
Thanx, the whole lego man & I fixed the bulge problem.

Good to see you progressing forward Tryforce your getting a lot better I remember your earlier works on cgchat ;) post a close up of the face you might get some help with that, keep us posted.

Pezzz
11-03-2007, 08:05 PM
http://img100.imageshack.us/img100/9792/sdaxq4.gif

just trying to get normal maps applied correctly on a head I was playin` with.

Here's the High Polly,

http://img516.imageshack.us/img516/3276/facesb7.jpg

ShadyD
11-04-2007, 04:13 AM
Yep TF, it's the same one, though he had a major make over as you might be able to see. :)

Deto: I'm not too sure what you mean. Do you mean his trapeziums or the back of his neck?

Eclipse: Show us something new! :(

Scedric: Why, Thank you :).

Japhir: Haha, nice one.

Zabuza2k: Looks decent, try working on his pose a bit. He looks stiff and his limbs a bit like cylinders.

Butt_Sahib:
He looks cool, bit old tho. I always imagine athlethes to have eternal youth =P. And thanks, another little DBZ model i'm working on below :).

LaHeen: How cool! Please finish ichi =)

Nice one Pezz.

More DBZ-Fetishness! It's vegeta =)
http://img251.imageshack.us/img251/8643/nakednesre3.jpg

Vahl
11-04-2007, 07:13 AM
OMG, I should be ashamed, but I have that PowerPP card...and about 250 others :s.

shoulders are f00ked up, feet are too big, still heavy WIP, only the pants are done.

http://wip.global-illusions.com/SF3_Ibuki/Ibuki_wip4.jpg

Tiax
11-04-2007, 08:01 AM
i've been working on an industrial building&scene for a few days now. got bored today and start playing with ued4 post process effects ;
http://img442.imageshack.us/img442/9882/robooe8.jpg

i hate exaggerated post process effects (especially blur&bloom). Although it kills normal map details etc , i have to admit ; even my filler&crappy textures look decent with them :approve: and its fun to play with those effects etc.
i'll probably post a topic soon for this work , got lots of questions , need crits etc :)

zabuza2k
11-04-2007, 09:47 AM
Shady@ mean u works is so amazing u muss make a tutorial ;P

Vahl@nice is that no a player from street fighters ?

Yung
11-04-2007, 07:54 PM
Not really game related but it's an ongoing project with a friend. Stopped this after 3 months due to Naruto but now we are slowly back on track.
http://i3.photobucket.com/albums/y94/Velsthinez/robotrender.jpg

ShadyD
11-05-2007, 12:45 PM
Pretty damn cool! Though the legs make him(/her/it!?) look unstable, as if one blow could make it fall over.

indian_boy
11-05-2007, 05:59 PM
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
_______________________

Deto
11-05-2007, 08:21 PM
indian_boy: Harsh eh? Well, lets see... :) The rimdetail on the wallplate (on lantern) is a bit too light and its hard to make it out. The vertical lantern looks good, but the regular one looks a bit too plain in my opinion. Modelling wise, there's quite a few polygons there, I'd aim much lower count for 'mere' background detail such as the lantern..

Also the texture, Infact, that's not bad at all :) Just you could add some more details, such as rivets and such to make it seem more logical. I'd also go for much much lower detail texture, especially on the lanterns. Again, tjhey don't really need that much detail .. :) Unless its some sort of legendary lantern of doom! Maybe then, but if its something not used for world domination, I'd make it lower count :)

The pillar is very nice :) I like it, but... again, could be lower, and maybe 512x512 map at max, pref 256x256, considering all the flat details that could be overlayed (as if I'm any better :D). The thing that 'strikes me' is that why would 'ancient' pillar have today's structural supports?


//

Butt_sahib: If you mean baking, I'm sometimes at a loss with different kinds of ways to call things in 3D graphics... Then! I'd move different pieces, say, the shirt for 50 at X axis, and do the same for lowpoly. You can bake pieces 'away from each other', its much better to bake them all scattered around than bake things with them overlapping each other. You get much less reds in normal and the quality is much better too :) Then after you've baked, either load different save, or just move them back :) For normal map, I don't really know how to render it with anti-aliasign, so... I suggest you render it 2x larger than what you're going to use yourself, and in png to get alpha on it. Then you can just add blue layer under the normal map in photoshop and it won't bleed ugly :)

//

Pezzz: The head ain't too shabby, but the low polygon looks a bit too lowpolygon. For 1200 tris I think you could get smoother bald... :)

//

ShadyD: I don't know any trapetziums or something like that :D

//

Young: Nice looking mech! I dig the style, but the legs look a little weak and bland compared to rest of the model... Right now they're a bit too much like.. err... too much alike to two sticks only :) More detail to them, more humanly or inhumanly, rightnow they're mix of both which isn't necessarily good thing on a model with such details on it :) Keep it up!

Sectaurs
11-05-2007, 09:34 PM
this started out as a concept for the mini-moo contest but things went a bit astray and here's what i ended up with.

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

Pezzz
11-05-2007, 09:55 PM
http://img210.imageshack.us/img210/7536/headsfa9.jpg

Flynny
11-06-2007, 06:47 AM
http://www.kflynn.co.uk/artwork/start.jpg

Filling the animation spot for nuclear dawn, using it to make a reel ;)

indian_boy
11-06-2007, 03:37 PM
@Deto: wow thanks man. i'll work on that which u mentioned. i kinda figured the tex size was too much, but there are actually 3 lamps sharing 1 1024, but the pillar one can be reduced.
as for the modern supports, lol, i shoulda explained.... its a medieval manor built in the future.... so like... i'll be havin a helipad at the back and stuff too. i prolly shoulda said that in the first post.

thanks again

BuroKun
11-07-2007, 01:55 AM
Some prop work, I had some free time tonight.
http://img232.imageshack.us/img232/7661/gastankas9.jpg

BuroKun
11-07-2007, 01:59 AM
I also have been working on the S&W 686 (its an old model that I never finished)
http://img148.imageshack.us/img148/7597/686fz5.jpg

East
11-07-2007, 09:47 PM
Flynny, congrats on the animation position on Nuclear Dawn. That should be a great addition to any portfolio, judging by the quality of the mod :)

BurkoKun, your pictures aren't showing up to me..

I got inspired by Spacemonkey's Sarge (http://www.gameartisans.org/forums/showpost.php?p=15432&postcount=42), so decided to do something similar, myself. I have no illusions of coming anywhere near the quality and detail of his work. 8 consecutive hours of ZBrush sculpting -- takes so long because I'm concepting while sculpting, which means redoing things all the time -- from Arsh's basemesh when I got back from work today, while watching old eps of Andromeda. Somehow I missed that series totally.. :p

4 million polygons at the highest level. Next is 16 million, and that is starting to make my PC bog down a bit, so will have to retopo it tomorrow and get it to a more comfortable 12M (I modified the basemesh beforehand without considering the levels..)

So far only sculpting, but I'll add some straps and crap that I model in modo.

BuroKun
11-08-2007, 12:46 AM
@East - Thanks.....I edited my posts.

East
11-08-2007, 07:09 AM
BuroKun, cool stuff. Looking really clean. Especially the revolver. Would be great to see it textured :)

Pezzz
11-08-2007, 09:47 AM
http://img404.imageshack.us/img404/9232/mesh222ul4.jpg

http://img141.imageshack.us/img141/8546/usatodayni6.jpg

Texturing a prop.... newspaper vendor. Soon to be in my "Texture Practice" thread. lol

Darksun
11-08-2007, 12:18 PM
Crits appreciated

http://img.photobucket.com/albums/v355/darksungames/Garbage/Keylon_Head_wip5.jpg

Mike_inel
11-09-2007, 06:57 AM
Umm... Maybe i'll post mine too... Well, not really on 3d modeling... (More on 3d programming, since everything's realtime)
http://img100.imageshack.us/img100/9819/wip4ec9.jpg
(It has transparency issue, so gray stuffs are showing, heheh...)

Deto
11-09-2007, 07:38 AM
Do so, Mike ;)

shadowbreeze
11-09-2007, 10:12 PM
ok so here's something i'm working on for a 3dtotal comp.

oh and the tubes will be fur when finished



http://i139.photobucket.com/albums/q287/shadowbreeze99/dark/color.jpg

Darksun
11-10-2007, 02:22 AM
neeto shadowbreeze. That SubD work?

lil update on my crap:
http://img.photobucket.com/albums/v355/darksungames/Garbage/Keylon_head_wip07.jpg

free-willy
11-10-2007, 05:45 AM
Darksun:awesome style,you going for full body or just bust? remember to throw in some blues to the face(something i usually forget!!)

pnyx
11-10-2007, 06:43 AM
Darksun: The features and shading are nice! What you need is color variation. I made a quick overpaint to illustrate what i mean:
http://img443.imageshack.us/img443/556/keylonheadwip07opln5.jpg
i allways do the same rough variation at this point, more yellow on the forehead, red on the cheeks and nose, and a little desaturation around the chin and yaw...
aaaand a bit of blue next to the eyes towards the nose :)
I dont know what your aiming for, but this will definetly help to give the face some life ;)

Darksun
11-10-2007, 02:55 PM
Thanks pnyx, that looks great!
The problem is this guy is supposed to be almost "cheating death". The Character uses evil magic to extend his life & make himself look young and I wanted to show that with the paleness..
your paintover definitely gives him more life, but I was trying to give him more death! :p
dunno, whattaya think?

pnyx
11-11-2007, 01:50 AM
Well, I still think you need more color variation in his face :D
next try:
http://img117.imageshack.us/img117/7329/keylonheadwip07op2va1.jpg

stronger blue around the eyes, and a more greenish grey and yellow on chin and forehead
also i upped the contrast and brightness a bit...

Hope it helps :)

Darksun
11-11-2007, 02:25 PM
That looks great man. I don't know how much color I will add, but I definitely take cues from what you've done there. :thumb:

I don't want him to be a vampire, but I don't want him to be a normal guy so I'll see what I can do. :think:

ShadyD
11-11-2007, 02:59 PM
Darksun, Green and blue can definately help give him a dead feel. Green for the underlying vains and the blue for the paleness. Great stuff! At first i thought it was your own rendition of Hyuuga Neji (Naruto)

Darksun
11-11-2007, 05:14 PM
This is what I've got right now: :think:
http://img.photobucket.com/albums/v355/darksungames/Garbage/Keylon_head_wip08.jpg

rollin
11-12-2007, 10:52 AM
ha.. this is some cute little wip thread :)

680 tries
512^2 diffuse with some unused space (guns? gadgets?)

http://www.maginot.eu/space/mgto/3dlow/stalklow_01d_5.jpg

Amethyst
11-12-2007, 11:17 AM
Hi Rollin,
Weapons are a must if you are in a jungle?.... Nice work, waiting for more..

Darksun
11-12-2007, 02:03 PM
rollin, that's cool man. I like the stocky feel to it. It's a nice change to the uber form-fitted armor, but not quite bulky mech.

@free-willy - I'm doing the full body & might set up a scene at some point. I think it would be good for my portfolio. hope to get at least a spec-map in there.. never done one.

shadowbreeze
11-12-2007, 08:58 PM
Darksun - thanks yeah the HP was all Max work the pic i showed was Normal mapped, but i was finding it lacking some what so here's what i have started again.:D

BTW, the latest update nice:thumb:

rollin - very cool indeed

http://i139.photobucket.com/albums/q287/shadowbreeze99/dark/head.jpg


still alot to do and the subject is your darkside, oh and i'm mucking around with shaders

ThatDon
11-12-2007, 09:12 PM
looking good shadow but his ears are a little too tall, the tip of them should more or less be parallel to the eye line.

shadowbreeze
11-12-2007, 09:15 PM
ThatDon - thanks, but it's my fault the ears are actually slightly umm elven/vampireish i think you get what i mean i should of shown a side view too :confused:

BuroKun
11-12-2007, 09:20 PM
nice detail. the left side of his mouth should be showing some teeth, he looks like hes trying to keep his mouth closed.

shadowbreeze
11-12-2007, 09:22 PM
BuroKun- yeah there will be some teeth i just had them hidden in this shot:lol:

Darksun
11-13-2007, 02:14 AM
shadow breeze- you going for a more detailed version? I love the eyebrows, although I miss the "meatiness" of the old face.

Up dizzate:
Head (http://img.photobucket.com/albums/v355/darksungames/Garbage/keylon_wip11.jpg)
Bracers (http://img.photobucket.com/albums/v355/darksungames/Garbage/keylon_wip10.jpg)
Pauldrons (http://img.photobucket.com/albums/v355/darksungames/Garbage/keylon_wip9.jpg)
I feel like something is wonky with the gilded tracing on the pauldrons. I want to get a away from the PS filterness.:paper: Suggestions?

BuroKun
11-13-2007, 05:49 AM
something to put in the unreal editor, and for a friend.

http://img217.imageshack.us/img217/5435/73676213da1.jpg

Ramseus
11-13-2007, 07:47 PM
COMPANION CUUUUUUUUUUUUUUUUUBE

Darksun, your pauldrons look like the ebony armor from Oblivion. Coincidence?
http://www.gamerstemple.net/vg/games17/001911/001911s13.jpg

Darksun
11-13-2007, 08:01 PM
Haven't played Oblivion. But, looking at the picture on this (http://www.gamerstemple.com/vg/games17/001911/001911s.asp?screen=13)page, it really isn't really that similar. Actually...looks pretty different:think:

gonna try adding some etching to the stone (the armor is made of a black marble-like stone)

BuroKun
11-13-2007, 11:41 PM
Update....working on the texture.

http://img148.imageshack.us/img148/8830/wipuk8.jpg

Darksun
11-14-2007, 01:09 AM
Working on etchings for Armor. Unfortunately, I don't think any of these will really read. Maybe I can use them on a cape, cloak or tapestry (if I make a scene)
http://img.photobucket.com/albums/v355/darksungames/Garbage/etching3.jpghttp://img.photobucket.com/albums/v355/darksungames/Garbage/etching2.jpg

Pezzz
11-14-2007, 02:39 AM
http://img101.imageshack.us/img101/2276/facejpgof3.jpg

trying to get better at zbrush....

BuroKun
11-14-2007, 03:59 AM
I think I might be done with this, plz give crits.
http://img151.imageshack.us/img151/1467/ccfcopyps7.jpg
This is at 100% self illumination

Pezzz
11-14-2007, 05:15 AM
Postin` before I hit the sack...

http://img261.imageshack.us/img261/1354/headedip8.gif


Borokun: I say turn up the contrast and saturation, also try and differentiate those edges with maybe some small white lines that appear to be scratches I think it would pop the edges alot more. It seems a bit to soft for me. Cool stuff though man....

Evan Smith
11-14-2007, 06:36 AM
Hey Burokun, cool lookin cube. I noticed in your texture it looks like you have some occlusion like shading on the edges of the corner pieces and around the edge of the round heart piece in the middle, but the smaller pieces in-between the corners don't have shading on the edge facing the center. Also the round disk like part with the pink cross through it under the heart piece might look better with some shading near the corner pieces.

ShadyD
11-14-2007, 10:57 AM
The Cube needs spec map to give it that clean sterile look like it did in Portal. Nice one though!

Pezzz
11-14-2007, 06:47 PM
more o dat face....

http://img215.imageshack.us/img215/9722/headed2mc3.jpg

comments and crits more than welcome...

BuroKun
11-14-2007, 09:11 PM
@Pezzz - I would have to say that the eyebrow ridge looks to big. I love the noise, it looks nice. Hrmm.....maybe the wrinkles around the mouth are to deep.

typhus22
11-14-2007, 11:16 PM
wow shadow, really nice look to those heads. what sort of shaders did u use to get that skin to pop like that?

i dont normally post in these WIP posts but well heres my contribution to the the thread:

http://lauch3d.com/agro_screen3.jpg

mind u im still adding details but i got most of it blocked in. anyhoot, crits appreciated. cya!

Darksun
11-15-2007, 12:01 AM
http://img.photobucket.com/albums/v355/darksungames/Garbage/pauldron_wip4.jpghttp://img.photobucket.com/albums/v355/darksungames/Garbage/pauldron_wip3.jpg
http://img.photobucket.com/albums/v355/darksungames/Garbage/pauldron_wip2.jpg

Pezzz
11-15-2007, 04:08 PM
http://img138.imageshack.us/img138/9342/headededfx9.gif

Really cool shader I found here: http://www.zbrushcentral.com/zbc/showthread.php?t=53364

Figured I'd share.

East
11-15-2007, 08:36 PM
Started (and finished, I think -- don't want to overdo it) a new sculpt tonight after being a bit Mass Effect-inspired. Also doing another marathon of Andromeda while sculpting helped a bit.. I transposed her from the T-pose in ZBrush, hence some of the stretching.

Modified Arshlevon basemesh. Vidar Rapp's skin2 matcap. Polycount: 3.8M.

[UPDATE] Just added a pair of glasses.

Thunder Bunny
11-16-2007, 02:16 PM
Nice East, I like the touch with the glasses alot. I also like how you actually modeled the hair too. That's different for the normal just though on a bunch of planes with hair textures on it, not to say that that's a wrong away of sovling the hair problem in 3d. I just think it's really nice to see someone actually take the time to model the hair into the model.

Pezzz, I like what your doing and the shader you found. I'm actually working on a head bust myself is there any place that you got started at?

prototyp3
11-16-2007, 04:41 PM
Started this shark for a contract job. About 900 polys. WIIIIIIP - 100% illuminated, hand painted.
http://www.artbyshawn.com/dump/shark_wip2.jpg

-JL-
11-16-2007, 06:24 PM
Thats a pretty nice shark you got there prototyp3! :)

The tail fin seems a little off though with the very dark/black area...

Pezzz
11-16-2007, 06:37 PM
Pezzz, I like what your doing and the shader you found. I'm actually working on a head bust myself is there any place that you got started at?


Not quite sure I'm understanding this correctly, but I started with a lower poly bust I built in 3DSM imported it into zbrush, once it was in zbrush I started to define the nose and cheekbones. After I got something I liked it was all refine then smooth.

Darksun
11-17-2007, 12:27 AM
http://img.photobucket.com/albums/v355/darksungames/Garbage/Keylon_wip13.jpghttp://img.photobucket.com/albums/v355/darksungames/Garbage/Keylon_wip12.jpg

Mike_inel
11-17-2007, 02:27 AM
Works posted here are very impressive!
I'm embarrassed of showing mine now, but what the heck...
http://img266.imageshack.us/img266/9989/wip7lx3.jpg
They're in-game shots... Still no ambient occlusion though...

fantome
11-18-2007, 06:06 PM
Cool work East, I'm considering switching to ZB3.
I did this today, still wip.

http://img.photobucket.com/albums/v686/maximi/smile.jpg

Darksun
11-18-2007, 09:17 PM
creepy joker head Fantome
Is there something you are planning to do with the eyelids to define them?

update:
http://img.photobucket.com/albums/v355/darksungames/Garbage/hand01.jpghttp://img.photobucket.com/albums/v355/darksungames/Garbage/hand02.jpg

Ramseus
11-18-2007, 09:37 PM
Well, I did it. It had to happen sooner or later. I finally made the obligatory generic oil barrel, plus label/sticker thing. Look how versatile it is, you can stack it two different ways!

http://tyler.brenot.ca/wip/barrel1.jpg
http://tyler.brenot.ca/wip/barrel2.jpg


edit:

fun fact: the texture on the label is from some seemingly random piece of paper, with the writing "route d, dpt 3" on it, in a plastic sleeve, tied to a tree, in the middle of the little forest next to my house. Seriously, in the middle of the forest away from any paths.

chai
11-18-2007, 11:20 PM
Ramseus - what's the texture count on these barrels ?

http://www.svartberg.com/wip/vikingshield_wip_03.jpg

Ramseus
11-18-2007, 11:32 PM
1024x1024... uhh... I think that's next gen spec

Nice shield, but the handle is woefully innaccurate. The handle on a round shield like that is actually just behind the metal dome, which protects your hand.

http://www.albion-swords.com/images/armor/mercenary/shields/anglo-saxon%20viking%20round%20shield%20back.jpg

chai
11-19-2007, 12:11 AM
1024x1024... uhh... I think that's next gen spec

Nice shield, but the handle is woefully innaccurate. The handle on a round shield like that is actually just behind the metal dome, which protects your hand.

http://www.albion-swords.com/images/armor/mercenary/shields/anglo-saxon%20viking%20round%20shield%20back.jpg

damn 1024 for a barrel ? that's crazy.
going for 512x512 for the shield ...

Edit: oh ye you're right, oh well, note taken thx - but changing it isn't worth the effort really ...

Thunder Bunny
11-19-2007, 02:29 PM
Hey I just started messing around with ZBrush 3 and here's what I got so far in it.

Ramseus
11-19-2007, 04:34 PM
damn 1024 for a barrel ? that's crazy.
going for 512x512 for the shield ...

Edit: oh ye you're right, oh well, note taken thx - but changing it isn't worth the effort really ...

Hehe, I guess it was more of just a texturing exercise than something intended for a game, but I still stick by my next gen remark (lol, meaning ps4 and xbox [random numbers]). And most people wouldn't know the differance on the shield handle anyways, I was just saying.

ShadyD
11-19-2007, 04:50 PM
Thunder Bunny: That looks so much like my drunk but friendly neighbour! .. It's Frightning..

Very inspirational thread.
Darksun: I'm watching you! Keep it up!

Ramseus
11-19-2007, 07:17 PM
Add a layer of cracks, adjust colours, and say hello to the newly grunged up oil barrel. Now I'm actually utilizing the full texture resolution.

http://tyler.brenot.ca/wip/barrel3.jpg

kirilot
11-19-2007, 09:30 PM
thats an awesome joker
some hot stuff in here

started toying with zbrush today, didnt save it as a tool so ill just sketch on top and start over :) meant to be some kind of owl man but it looks like an overgrown wolverine or a hobbit of somesort :B

on that note any one have any quick video references? and what happened to the option where videos would play inside of zbrush to show you stuff, definately an improvement in the interface sice last time i touched this stuff, 1.5 maybe?

BuroKun
11-19-2007, 10:24 PM
@Ramseus - that looks great man.

Klash120
11-20-2007, 08:40 AM
Here's a "lo-res" cube of awesome :D
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

Fenixy
11-20-2007, 11:22 AM
hahaha Klash120 that awsome :lol:

Defeat
11-20-2007, 11:46 AM
Haha thats awesome klash! Do you know were I can find some of those other than the portal cube?

Thunder Bunny
11-20-2007, 11:50 AM
Why would you not want the "companion cube." Remember if the compaion cube says anything to you we strongly requiment not listening to it...

I just had a great idea, since Half-Life 2 is modable why don't you export the texture for the companion cub and print that out in your pattern instead of drawing it...

Japhir
11-20-2007, 01:27 PM
lol clash :P
http://img61.imageshack.us/img61/1341/triceratankpn6.jpg
a triceratank (triceratops+tank) for the mini challenge at polycount. just a basic silhouette first.

Klash120
11-20-2007, 05:17 PM
Thunder Bunny: I beleive some one did that already on some papercraft site.
I would of... but dont have the time really to dig around and figure out how to extract the texture or whatever you do for the mod thing .__ .

Besides, during work, when I was waiting for these renders, I was drawing the cube :3 kept me from being bored :D

Armanguy
11-20-2007, 05:49 PM
http://www.armanguy.net/couchnormalsheet.jpg

Darksun
11-20-2007, 10:34 PM
Very inspirational thread.
Darksun: I'm watching you! Keep it up!
:inocent: hehe
more.. You won't see the pants much in the final product..
http://img.photobucket.com/albums/v355/darksungames/Garbage/pants4.jpghttp://img.photobucket.com/albums/v355/darksungames/Garbage/pants1.jpghttp://img.photobucket.com/albums/v355/darksungames/Garbage/pants2.jpghttp://img.photobucket.com/albums/v355/darksungames/Garbage/pants3.jpg

kirilot
11-21-2007, 12:52 AM
any one know how to change, or where to change the setting in zb3 so that when u hit shift ,and the smoothing brush comes up, it stays the same size as the current brush? right now when i hit shift the smoothing brush comes up but its twice the size...

rollin
11-21-2007, 04:48 AM
cool stuff here around..

darksun: your textures are supernice in the microworld.. but macrowise your overall level of detail and color is bit unbalanced (hands rock, shoulderpad doesnīt) itīs still wip, so i say nothing about the bit undetailed leather parts ;)

east: very nice! but this glasses.. uhaa.. donīt want to meet that woman *G*

fantome: JOKEEEER .. cool :)

so this an old dod hl1 mod model iīv reworked a bit

body - 1314 tris + 256^2 diffuse
helmet - 196 tris + 128^2 diffuse
saber stuff isnīt optimized - 342 tries

not the best uv-layout, but its realy hard to make it better with this way of unwrapping. suggestions about that? (donīt want to double-use tex space on the body though..)

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

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

Defeat
11-21-2007, 10:52 AM
Wow rollin I love it! Love the style and everything. I would love to see more work like that.

Darksun
11-21-2007, 12:40 PM
darksun: your textures are supernice in the microworld.. but macrowise your overall level of detail and color is bit unbalanced (hands rock, shoulderpad doesnīt) itīs still wip, so i say nothing about the bit undetailed leather parts ;)
Thanks for the comments rollin. I've been going back & forth over the overall coat color & detail. I needed someone else to point it out too, heh :lucky:

For the shoulder pad, are you referring to the armor? I'm a bit unsure how to deal with that.. It may simply be a matter of doing the the shading on the gilding by hand. :think:

Zombie Nazi ftw tho :thumb: Love the shading on the boots.

edit: need input on how this looks: (coat)
http://img.photobucket.com/albums/v355/darksungames/Garbage/coat_maybe.jpg

BiG ToE
11-22-2007, 12:33 AM
http://i55.photobucket.com/albums/g129/DJBiGToE/032-5.jpg

rollin
11-22-2007, 04:05 AM
Darksun: if you want real crit i would start your owne thread..

but a quiky: your armor or what it should be (purple stuff) looks like marble and doesnīt fit with the gold-stuff on it imo

the brownish leather is turning out better and better.. so i would say your biggest "problem" are the armor plates .. maybe make them realy thick leather or shiny "silver/gold" or black-metall with ornaments or such stuff

Laarf
11-23-2007, 02:59 PM
im kinda new in modeling and this is only the second model im working on. i know u advenced level guyz it looks easy to do. :o so it would be nice if u give some critic to me how could i make this glock better or some tips :)

Ramseus
11-23-2007, 03:51 PM
first off, don't render with default lighting, just take a screenshot (with edged faces on, btw)

Laarf
11-23-2007, 04:04 PM
is that good now?

ThatDon
11-23-2007, 04:06 PM
I think the glock needs to be slightly wider IRC.

Laarf
11-23-2007, 04:19 PM
after that screen shot i made a little bit wider :}

Fenixy
11-23-2007, 04:24 PM
i hope this will help with gun
http://www.3dtotal.com/team/Tutorials_3/making_of_walther_p99/making_of_walther_p99_01.asp
and
http://www.3dtotal.com/team/Tutorials/polgun/gunmodel.asp

Thunder Bunny
11-23-2007, 08:33 PM
Hey guys here's another update

butt_sahib
11-24-2007, 11:56 PM
A roughed down toilet.
http://i55.photobucket.com/albums/g145/butt_sahib911/toiletdone.jpg

The drain was added later.
polycoutn 420 tris

BuroKun
11-25-2007, 03:06 AM
@butt_sahib - ......eh....little to much.....hehe

butt_sahib
11-25-2007, 06:49 AM
burokun:
Hehe yeah i know. BUt thats what was asked.
To make it urban...to give the feeling its in an abandoned city.

heres a hand im working on now.....will be normal mapped ofcourse. :)
limit is 500-1000 tris

Kwakkie
11-25-2007, 07:04 AM
Right now it looks as if the toilet is made out of stone. The texture would definately benefit from a bit more work on it

butt_sahib
11-25-2007, 07:57 AM
kwakkie
Thnks alot.
Def. agree with the stone comment. Waht do you think i should do? Increase the spec?

benclark
11-25-2007, 01:56 PM
hi guys, great forum. I've been lurking here for quite a while, so I figured I'd grow a pair and post something. This is the low res for a Tau firewarrior model based on a painting by Paul Dainton. The high res is to be resin printed for a friend to paint, the game res model is going into a warhammer mod for Unreal.
low res is still a WIP...
http://i57.photobucket.com/albums/g237/goat987/tauwip4.jpg
hi res head...
http://i57.photobucket.com/albums/g237/goat987/hireshead-1.jpg

bb0x
11-25-2007, 03:04 PM
Heh alchemist.. looking nice. Got a picture of that painting?

Btw nice to see you here aswell XD

Razorb
11-25-2007, 03:32 PM
Alchemist101: kick ass high res mesh :D more more more

butt_sahib: wuuuuts tha handy for ? :D looks cool btw

butt_sahib
11-26-2007, 12:43 PM
Alchemist:
Excellent modelling.
The details in the face are hardcore XD

raz:
Hehe thanks bro :P
The arm is for THC (hope its on standard) :P

done i thnk
960 Tris each
http://i55.photobucket.com/albums/g145/butt_sahib911/armdone.jpg

p.s.
I was thinking about the stone comment....well isnt it "supposed" to be made out of material similar to stone? :\

Pezzz
11-28-2007, 05:13 AM
Base model with msmooth applied...

http://img528.imageshack.us/img528/5652/wipak3.jpg

Butt_Sahib: Diggin` the arm man. Though the texture looks obviously photosourced... Forgive me if I'm wrong but I wish you 'd make it look a bit sharper and all.

Kwakkie
11-28-2007, 05:35 AM
hi res head...
http://i57.photobucket.com/albums/g237/goat987/hireshead-1.jpg
Am I the only one that thinks it looks like voldemort with a vagina in the middle of his head? :uhh: :D
http://content.answers.com/main/content/wp/en/thumb/8/8b/240px-Ralphfiennesvoldemort.JPG

Japhir
11-28-2007, 11:12 AM
@ kwakkie: hell yeah your the only one :p if you think a vagina looks like that i don't want to know about your sexual experiences :D lol JK

cookepuss
11-28-2007, 01:20 PM
@Pezzz: Care to show your wire? There's some weird stuff going on in the head right now.

Kwakkie
11-28-2007, 01:21 PM
@ kwakkie: hell yeah your the only one :p if you think a vagina looks like that i don't want to know about your sexual experiences :D lol JK
Uhm... yeah... well... I was talking about an ALIEN vagina of course!!! :phew: :D

HotHandSandwich
11-28-2007, 04:34 PM
Severed Zombie Hand
http://i24.photobucket.com/albums/c44/deadxiii/SubmissionPC.jpg
my submission for my friend's Hitote Project (http://hitoteproject.deviantart.com)

Pezzz
11-28-2007, 09:38 PM
http://img516.imageshack.us/img516/3189/wirelk5.gif

Tell me whats up cookepuss... I know there's wasted geometry but this is just for the sculpt... I'm going to turn this dood into a mobish looking street brawler with a wife beater and those large 30's slacks with suspenders and bloody him up. I used a sinatra mugshot as rough reference for the face.

typhus22
11-28-2007, 09:57 PM
sweet tau alchemist! lovely sculpt though i always thought of them as being softer and not as veteren looking. still all in all sweet

Chasarsis
11-29-2007, 02:12 PM
About as far as I could get in an hour. Now I'm commited to doing one of these a day
http://img.photobucket.com/albums/v416/temetry/headsketch.jpg

Japhir
11-29-2007, 02:27 PM
i dug up an old model and worked on it again:
http://img153.imageshack.us/img153/5987/nagasirenwipyb8.jpg
I don't really like the tail, i think its a bit dull, but once in action it should look much better.
the middle nose- and fleece edges will be removed once i'm done with the symmetry modifier.
C&C welcome!

BuroKun
11-29-2007, 10:04 PM
@HotHandSandwich - very nice, got to love the zombies, nice work.

BiG ToE
11-30-2007, 12:18 AM
model is for an game art comp over at 3D Total (the prizes or crazy):thumb:
screengrabs on texture work:
http://i55.photobucket.com/albums/g129/DJBiGToE/037.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/038-2.jpg

Japhir
11-30-2007, 01:45 PM
damn i feel really dumb now, but somehow i can't get these uv's right... usually after fiddling around a bit it all comes together but this time it seems to me like it's impossible to create efficient uv's..
so that's why i would really love the person who can make a paintover of this image to show me a way to do it. (and if your not really in to me loving you i might just really like you :p)
so here is the puzzle:
http://img404.imageshack.us/img404/9526/nagasirenhelpuvsjx1.jpg

and when the puzzle is solved and the uv's are done (and maybe after some tweaking the model a bit more) i will release this one as an SDK if anybody is interested.

and yeah, i am prosponing my entry for the mini challenge :P i doodled a bit in zbrush already, but i kinda hate doing highpoly stuff so i might just go with plain diffuse :D

BuroKun
11-30-2007, 09:46 PM
dusted of my zbrush today, need to be using it more. I'm not sure what this is, some kind of demon/alien. I didn't get a chance to start on the legs. Oh, I started with the base model that was given for the armor mini-comp.

butt_sahib
12-01-2007, 01:38 PM
ALLO ALLO

Pezz:
Thanks :D
Yeah that hand sucked :\ will fix the proportions aswell as the textures.
Love the polyflow btw ;)

bigt:
Thats a very nice model -lub the texture on the face/

ITS SEMI-FINALS WEEK. WHICH MEANS MORE 3D than mostly done in 3-4 months combined ;)

update on some work im doing with props and crap for an excellent standalone horror FPS co-op/multiplayer game :)
All of these are either on a single plane with 128's or in the range of 100-250k's with 256's.
http://i55.photobucket.com/albums/g145/butt_sahib911/lightdoneguess.jpg
http://i55.photobucket.com/albums/g145/butt_sahib911/alarm_1.jpg
http://i55.photobucket.com/albums/g145/butt_sahib911/sewer_1-1.jpg
http://i55.photobucket.com/albums/g145/butt_sahib911/vent_1.jpg
http://i55.photobucket.com/albums/g145/butt_sahib911/sewer_1.jpg
http://i55.photobucket.com/albums/g145/butt_sahib911/exitsigndonegues.jpg
http://i55.photobucket.com/albums/g145/butt_sahib911/AC_1.jpg
http://i55.photobucket.com/albums/g145/butt_sahib911/stopsign_1.jpg

Also, i thought i'd make a napsack. Could be used for survivors aswell or as a prop.
JUst the high poly atm.
http://i55.photobucket.com/albums/g145/butt_sahib911/baghigh.jpg

Also started with the vandalised/blownup/destroyed van. I think im done withg the modelling. WIll start uv's soon.
http://i55.photobucket.com/albums/g145/butt_sahib911/van1.jpg

Also,
Trying to get as much character as i can
http://i55.photobucket.com/albums/g145/butt_sahib911/head1b.jpg

Male head for the game
http://i55.photobucket.com/albums/g145/butt_sahib911/head2-male.jpg

Also modelled female head.
http://i55.photobucket.com/albums/g145/butt_sahib911/head3-female.jpg

The second head was an attempt at making my bro.Very difficult :\
From Arsh's base

p.s.
most phototextures taken from cgtextures.com

Mappers interested? contact yours truly :\

conman44
12-04-2007, 03:40 PM
been working on this and i think its done but im not sure... hehe

http://img84.imageshack.us/img84/7497/coltnavydoneyp0.jpg

poopinmymouth
12-04-2007, 06:22 PM
Working on something a little different. 360 panoramics reprojected as stereographic projections, resulting in "little planets".

http://www.poopinmymouth.com/net/pics/panoramics/lp_04.jpg

http://www.poopinmymouth.com/net/pics/panoramics/lp_02.jpg

More here: http://www.poopinmymouth.com/net/pics/panoramics/panoramics.html

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

ThatDon
12-04-2007, 06:49 PM
Super Cool Poop.

simple_minded
12-04-2007, 07:03 PM
Hey party people, lots of cool stuff on this thread, figured I throw up a model. This is a sorta Sci-Fi German/Nazi paratrooper that my friend Leon concepted, you guys can check him out at thewayisleon.com, you can join his cult if you'd like......

Heres the model, all comments are welcome!

http://img252.imageshack.us/img252/4410/wireswipor5.jpg


http://img155.imageshack.us/img155/4651/tropper7ia6.jpg


http://img252.imageshack.us/img252/1870/tropper8zf3.jpg

Althought the wires say wip, the model is done, wip is for the over all process I suppose....

!BAMF!

Pezzz
12-04-2007, 07:39 PM
Butt_Sahib: I wouldn't go as far as to say it sucked... It's a very nice model and looks like it has a good normal map. I was just saying the text seemed a little obviously photosourced. Thank you for the compliment, should probably get around to finishing that mewdel.

PoopInMyMouth: Those are so awesome.

AchmedtheSnake
12-04-2007, 07:44 PM
http://i56.photobucket.com/albums/g192/achmedthesnake/lobster_progress01.gif

just blocking him out..BEWARE MY CLAW OF JUSTICE!

EricElwell
12-04-2007, 08:41 PM
haha! crazy awesome ben!

Ramseus
12-04-2007, 08:45 PM
AchmedtheSnake, wouldn't it make more sense to just have that claw in the texture instead of arbitrarily just floating there?

Poop, coolio. What kind of mega wide angle lens do you need to do that?

yoyomon
12-04-2007, 09:00 PM
thats pretty awesome poop. Wish I had a pair of 3d glasses with me (stereoscopic right?)

BuroKun
12-04-2007, 09:05 PM
@poopinmymouth - O.o
@simple_minded - cool man.
@AchmedtheSnake - nice start, he looks cool.

simple_minded
12-04-2007, 09:22 PM
AchmedtheSnake----> I think the model looks great so far. But I agree with Ramseus on the claw. It looks cool for now the way it is, It shows us the claw placement, but in the end texturing it on would be best.


!BAMF!

hobodactyl
12-04-2007, 11:45 PM
Hey everyone, some really cool stuff going on. Poop, that is looking pretty crazy! Here's where I'm at for my comp over at Threedy

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

Hope to get a fair amount done tomorrow... thinking about changing the helmet.

poopinmymouth
12-05-2007, 03:07 AM
Not stereoscopic, stereographic.

It's a 17mm lens, but each one is made out of 46 images. 3 rows of 15, plus one straight down with the tripod removed. I asked for an 8mm for Christmas, and I'd only need 13 if I do get it.

Achmed, cool model!

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

vied
12-05-2007, 03:46 AM
it is really beautiful poop! http://img526.imageshack.us/img526/2526/smacklg0.gif

chai
12-06-2007, 03:34 AM
Yet more shields.

http://www.svartberg.com/wip/gothic_battle_shield_04.jpg

Pezzz
12-06-2007, 05:46 AM
Chai: Cool shields. Very nice leather strap too....

http://img149.imageshack.us/img149/9984/prev1ol9.jpg

Bored...

free-willy
12-06-2007, 06:19 AM
some good stuff in this thread:thumb:
poop:awesome,they remind me of mario galaxy on first glance..hmmm,now that would be an awesome idea for a mini comp,..make a planet for galaxy :)

SupRore
12-06-2007, 10:40 AM
http://i5.tinypic.com/6s6xvgm.jpg

wip, eh, may make something out of it. Arshbase, no nose version.

Orkze
12-06-2007, 05:40 PM
@chai - awesome shields!

@hobodactyl - really cool, reminds me somehow on Beowulf...?! =)

@sahib - wow, nice props
the ears of the female head are to thick (actually I thought it's another male head)


getting started in Bodypaint...
http://drunken-knights.com/monks_wiki/images/8/87/Wip.jpg

Razorb
12-06-2007, 09:07 PM
SupRore: kick ass sculpt :) love the nose ;o
chai: heh u already know how much we all love ur shields :D fantastic work !
butt_sahib: ur a damn machine ! :D:D

Jus some props for The Hunted :) a free Coop Horror game ! and btw if anyone has any character models or zombie type things ! lying around that they dont mind passing on to us that would be a great help ! :D if they are cool that is heheh :)

Yar a table ;o
http://i3.photobucket.com/albums/y69/Razorb/Table_Razorb.jpg
and yaaar a back door thing to an alley thing heh got simple variations too ! just thought i would show a more detailed one ;D
http://i3.photobucket.com/albums/y69/Razorb/Door_Razorb.jpg

SupRore
12-06-2007, 10:06 PM
Thanks, Razor. Those props are awesome, but the horizontal lines (scratches?) going across the shield on the door like kinda out of place. ANd it seems like the edges could use a touch more wear.

Anyway, decided to go a bit more realistic/subtle with this, eh.

http://i17.tinypic.com/7136f42.jpg

needs hair, should probably have gotten it together before posting.

cookepuss
12-06-2007, 10:12 PM
Not bad so far. The ears and the brow are really the weakest areas right now. With the ears, it's fairly obvious. The shaping just seems wrong. Good start, but it could certainly benefit form some further sculpting. As for the brow, the thing about it is that you can't tell f he's at rest, angry, or just sulking. The downward facing eyebrows seem to confuse the intentions of the underlying muscles.

Just my observation though. I've been staring at the PC all day and I'm going blind. :)

Deto
12-07-2007, 07:10 AM
http://i13.tinypic.com/6nt4j8g.jpg

My first fan art, duh. I just love Krogans, the attitude, woo~! :D So far only max used and only polymodelling. When I'm done with the head (the 'thing over top'), neck/throat and armor piece. I'll take it to mudbox/zbrush for sculpting. All quads , except on areas thrown in green, I haven't worked on them yet. (including the 'hat'... :P)

As for what I'll model is a bust, no full char, not only a face, but shoulders + face :)

ivars
12-07-2007, 01:17 PM
simple_minded: That is a really cool concept. But looks a bit like female hips to me, and maybe the legs are a bit on the short side.

I made these quick heads in Mudbox, using the basic head geometry that comes with the program. Did it just for fun, and to learn :P

yoyomon
12-07-2007, 01:27 PM
Those are some great looking heads Ivars.

thefatladysings
12-07-2007, 06:54 PM
http://i2.photobucket.com/albums/y38/skwuig/biker05.jpg

Chi
12-07-2007, 07:41 PM
Working on the head atm. Am looking for any c&c on the edge loops/flow. Thanks

http://img.photobucket.com/albums/v33/Ghostface/Head_wip.jpg

Szark
12-07-2007, 11:15 PM
Hey,

I'm new here, and thought I'd post some of my work

Here are a couple of props

http://quickimg.com/uploads/a51db02ebb3e570d281ffb34e6f4a049.jpg
http://quickimg.com/uploads/50a86b22bda9a6a637bee56273823abf.jpg
http://quickimg.com/uploads/24e2d4b6bd269c3db84c7ee1cb44656e.jpg

C&C Welcome :)

hobodactyl
12-08-2007, 03:45 AM
Trying to finish this for the threedy comp

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

Texturing all tomorrow, and still gotta make his weapon... ourgh.

indian_boy
12-08-2007, 08:58 AM
http://i174.photobucket.com/albums/w104/indian_boy/Medieval%20Manor%20Level/gateway01_WIP02.jpg

tell me wat u guys think!
displayed in unreal ed's model viewer. normal, spec, and diffuse.

SupRore
12-08-2007, 01:23 PM
Get reference, indian boy. Nothing is harder than trying to texture convincing surfaces without really good reference, until you learn how.

Deto
12-08-2007, 02:13 PM
Time to give some feedback, I've been too inactive lately... erhm... AC+Mass effect+school = No time :D

I'll start with this page... sorry for everyone I'll now forget before this, don't hit me! :lucky:

//

Pezzz: Your tricone is pretty nifty, there's couple of things I'd like to comment on the texture. The 'reflective thing' (silver stripes) should be bumped out in my opinion, as they usually are taped over the painted surface, now it looks more like the silver stripes are actually carved to the form. Especially visible below the stripes where the orange part starts. The other thing is the top, right now the hole seems a bit too 'heavy' in my opinion, I think it would be nicer if you faded the orange to black on top. Slightly faking the depth instead of black dot over it. The third thing is the bottom, the flat thing which lies on the ground. If you made the corner of it (vertically, depth) abit more pyramical (heh, dunno what the right word would be, but the top of the flat thing pretty much 'smaller' than the bottom) the transition would probably look better. As for specular, hmm... I think the dirty ugly (in artistic way ugly :D) orange color shouldn't really have specular at all, while the reflective part would have ALOT of it

SupRore: Pretty nice looking head, no real crits, other than the ear is still a bit too 'sunk in to the head', especially from the top. No comments on ears, I lack vision on them ;) Other thing, the face looks a bit strange, to be honest, not really unrealisticly strange, just a bit strange :)

Orkze: Thats pretty... uhm... freaky settlers-like dude, I don't wanna imagine him carrying logs to the sawmill.. :D The texture needs some smoothing out in shade, there's too much dark and too little smoothness, unless you're making very old person, then its fine of course. As for otherwise, I think you should dark 'very dark' thin lines to the darkest areas to refine the shadows more.. :)

Razorbe: Sweet table :D The texture is good, and I think the model itself is very good too. There's one downside though, the coffee cup marks seem a bit too big, or the table too short vertically. Also the coffee cup marks seem to be 'bumped out' which looks slightly odd, they should have the same bump as the table has, else they stand out strangely. Backdoor: No crits, I don't see anything else to add than making the doorknob with polygons instead of texture, else its great. Digging the old metal looking finish, and the details :)

ivars: That's very nice set of mudbox heads! Nice practice really, only suggestion would be to go to more 'miniscular' details instead of just large forms sketching :)

Thefatladysings: Very nice first post, hehe. Welcome! :D The hat looks a bit too thin, especially the ... visor(?). Going to add some miniscular details to him? Like skin wrinkles, refine the beard a bit more (its somewhat 'melt' to the face)..

Chi: The loops and flow is pretty good, its not really that bad to be honest. What you lack is keeping the form together, which is mainly because of the huge number of loops you're trying to hold together. You could remove almost every other loop you have and you'd have much better control and form over it, and MUCH MUCH easily.. (Don't mean to sound harsh, just a friendly advice). If you wanna test something, it tells you pretty much. Add meshsmooth modifier with 2 iterations and study how your edges act. Every loop should go smoothly, without bigger variations in smoothness, unless they reach larger turn, like on the 'bone head' part of your model which you can ignore. But elsewhere it gives pretty nice overview. Also you can quite nicely notice triangles and fivers you've got.. :)

Nooba: Welcome :D The bomb, the green is great, I'm also digging the slight 'burnt' areas on the model. However the bomb don't have much of wear and tear which I'd go around adding, espcially to the sharp outer corners :) Chest: The lock and the metal on handle are brilliant, very good, but the green hingles (?) look a bit strange and out of place. I think grey metal there would have worked better.. But texturing vice, its only missing rivets, old chests need rivets :) Dravers: Very nice! The texturing is great, again, and brilliant wear there :D But, you should add some more 'damage' to the corners, it would add alot the whole look of it :) And the 'placards' or something, you could add names there to give even mroe detail

Hobodactyl: Thor meets axis soldier? :D Quite good quite good.. If you still have time though... :D You should try pinch tool in mudbox, you could refine alot of sculpting details with it and make it look even better, especially on the beard and wings..

indian_boy: I'm digging it! Somewhat 'cartoonish' llook, dunno if you aimed for it, but you got it nice anyhow. Reminds me of Lizardmen 'housing' in Warhammer :D

Guntharf
12-09-2007, 09:41 AM
Rainy Sunday, So I took a concept I wanted to model for ages and played during a couple of hours with it. (head base mesh from Mudbox). I'll maybe make a whole character of it...

http://i133.photobucket.com/albums/q48/Guntharf/gothic_elf01.jpg

Chasarsis
12-09-2007, 09:55 AM
@Ivars:I love them. They're so full of character and cartoony-ness. It'd be nice to see one (or all :p ) of them fleshed out completely.

@Guntharf: That is awesome. Kinda reminds of WoW, which would make utter sense if that was the concept you wanted to model for ages :)
Only thing that doesn't really match is that the hair on the sides of his head, isn't the same style as the hair on the top of his head. And/or it doesn't mesh into the skull like the hair on top does.

Deto
12-09-2007, 04:15 PM
Progress. Pretty much done with the 'flesh' and 'hat', the back of the neck still lacks any details and the 'curved plane' (which looks terribe) is guide for myself on where to start the armor from :)

http://i14.tinypic.com/71wnn06.jpg

Chi
12-09-2007, 07:49 PM
Thanks for feedback Deto.

Pezzz
12-10-2007, 04:36 AM
Some advice taken, thanks deto for the comments.

http://img156.imageshack.us/img156/897/cones12op3.jpg

Thunder Bunny
12-10-2007, 11:49 AM
Pezz: I think what you've got so far is great. But it doesn't feel enough like rubber to me, Perhaps using your diffuse map for the color Spec map layer in your material might help it give it that rubberness you're looking for. Street cones have a "translusencenes" to them if warm light hits them. I'm not sure if you can emulate that with current game materials and texture effects though. Also the area where the cone meets the base is having a smoothing groups issue, You might need to beval that edge so that you only have 1 smooth group. That should help make it more believiable.

Other then that I think you've done a great job on this. It's really hard to make something mondane like a ball or a chair or a street cone interesting.

Pezzz
12-10-2007, 06:28 PM
Thanks for taking the time to comment Thunder. As far as the smoothing groups go it's because I can't seem to get xnormal to preserve my smoothing, and thats what I was using to screencap out of. As for the rubber feel I figured I could add a shader to it and get that effect. Thanks for the kind words man. Slowly building a portfolio of map assets. Should probably finish some characters and such in spare time too though....

chai
12-11-2007, 04:46 PM
Thanks for taking the time to comment Thunder. As far as the smoothing groups go it's because I can't seem to get xnormal to preserve my smoothing, and thats what I was using to screencap out of. As for the rubber feel I figured I could add a shader to it and get that effect. Thanks for the kind words man. Slowly building a portfolio of map assets. Should probably finish some characters and such in spare time too though....

Hey, it's a cool cone, I dig the current texture and dirt is good.

It's cool you're still in the mood to improve it, if you don't mind my 10 cents :
1. why doesn't the actual cone look round, but rather with flat faces ?
2. smoothing errors ? then why are you using xnormal, isn't 3ds max good enough ? (I use it all the time)
2b. or if you insist of using xnormal, there's always the bruteforce way of seperating the geometry where the smooth groups are, baking isn't as good but it's better than smoothing errors.
3. I don't get that green thing over the cone, doesn't make sense to me.

Keep it up Pezz :)

BiG ToE
12-11-2007, 07:15 PM
http://i55.photobucket.com/albums/g129/DJBiGToE/001-11.png

Pezzz
12-11-2007, 07:21 PM
Update:
http://img411.imageshack.us/img411/8092/conewipio4.jpg

Thanks for the advice. I appreciate it chai. I use XNormal because I like the model viewer... It's just quick and easy to load in the materials and it gives me a good idea of what it would look like in realtime.

Pezzz
12-12-2007, 03:30 AM
more...

http://img120.imageshack.us/img120/5273/benchwipvd6.jpg

AKimine
12-12-2007, 05:51 AM
Still in progress...

http://akimonlet.free.fr/kal_zb03.jpg

butt_sahib
12-12-2007, 06:59 AM
pezz:
Hey that looks awesome :D
Love the texturing :)

I only thing i dont like is its playable value. I think you have way too many of those wood planks there. Even though it might have the same number in the concept/ref. you were using, i would definately decrease the number of the planks by some and scale them up to fit.

p.s
Make sure you get real drity with the rails there :)

p.s2
Also i think you mentioned that your mdoel in xnormal viewer doesnt have smoothign grps. HAve you tried exporting you mdoel with smooting gropus attached (option in the export window) or maybe have you tried the defaul smoothing process in xnormal itself?
Id like to see a wireframe :)

Very nice:)

Akimin:
Love the bust. Nice details and anatomy is great too. However pull those ends of lips inwards and the lips outward more as theyre too flat atm imo.

Nice job :)

bbig_toe:
NIceeee. :D digging the texturing :D MORE BLOOOOOD

SupRore
12-12-2007, 03:08 PM
http://i12.tinypic.com/730zew9.jpg

lowpoly...

Pezzz
12-12-2007, 07:53 PM
Butt_Sahib: Thanks! I'm still workin` on it so I'll be updatin` it later tonight or so. BTW, I added you on msn, so when you finally do sign on remember the name Pezz3D....

Pezzz
12-13-2007, 03:22 AM
http://img150.imageshack.us/img150/7691/benchun7.jpg

Just for kicks, here's the UV...

http://img261.imageshack.us/img261/7434/layoutoo5.jpg

SupRore
12-13-2007, 01:03 PM
Too noisy and busy, pezz. With all of that random detail I'm having a really hard time telling what's what. Materials are cool, but you need to tone down the overlays.


Anyway. Normal map test -- just some quick uvs and a bake, gonna clean up the real nm a lot more. Just wanted to get an idea of how things would look.
http://i7.tinypic.com/7wr8jo2.jpg

wire-
http://i13.tinypic.com/80y1yjn.jpg

Japhir
12-13-2007, 01:49 PM
cool stuff suprore! though he looks pretty sad because of his eybrows and corners of the mouth.

IRONMONKEY
12-13-2007, 09:08 PM
Good stuff going on here!!! Here's a little something I've been working on.

http://i149.photobucket.com/albums/s75/IronmonkeyMG_2007/Beast.jpg

http://i149.photobucket.com/albums/s75/IronmonkeyMG_2007/Beast2.jpg

East
12-14-2007, 08:01 AM
Very cool, IRONMONKEY. Going to bring it into ZBrush/Mudbox? It's looking very sculpt friendly at the moment :)

Started on a somewhat stylised Judge Dredd last night. Figured I would do an existing concept as I suck at coming up with my own. Right now I'm trying to figure out the right face shape. Did a paintover with the helmet so I can see if it looks good or not:

IRONMONKEY
12-14-2007, 11:01 AM
Thanks East. Nice Judge Dredd! Yes he's going to be sculpted still very WIP atm I still gotta finish the base. I plan on putting an armor type uniform on him. Not sure if I'm going with a sci-fi alien theme or a fantasy based one. Open for suggestions.

Deto
12-14-2007, 05:59 PM
Do fantasy based sci-fi. Sort of middleage tech (you know, medieval fantasy kind of sword and sorcery stuff) with some hightech stuff, maybe like gadgets in the fantasy shirt and so on?

BuroKun
12-14-2007, 11:52 PM
@Pezzz - do you have any tutorials made? if not, you should totally make some. Great work.

shadowbreeze
12-15-2007, 12:26 AM
ok so here's another project i'm working on i must admit i'ts my first go at this type of creature (4 legs), so i thought i would put it here' to start with and if all goe's well and i continue with it i will make a thread for it, so it can have crit's:D

http://i139.photobucket.com/albums/q287/shadowbreeze99/dark/idea_1.jpg



oh it's for a comp on threedy creature mount so there will be a set and other goodies to go with

yoyomon
12-15-2007, 01:02 AM
Hey shadow, the head looks a bit too small in the 3/4 view compared to his bulky legs. Stomach area too maybe.

Pezzz
12-15-2007, 01:52 AM
BoroKun: Lol, I've never really been asked to make a tutorial... I guess I should. Thanks for the compliment.


Suprore: I tried differentiating things more, I think everything blended because of the it was semi monotone. So hopefully I've fixed that problem. Saturated a bit more and bumped the normal mapping on the wood.

Here's an update. I think this is where I'll leave it be...
http://img132.imageshack.us/img132/6886/benchiemq5.jpg

BuroKun
12-15-2007, 01:48 PM
been messing with my cube in UT3

http://img215.imageshack.us/img215/2869/71388076oj2.jpg

butt_sahib
12-15-2007, 01:59 PM
haha awesome

Pezzz
12-16-2007, 02:04 AM
http://img256.imageshack.us/img256/1381/thetablecl0.jpg

Guntharf
12-16-2007, 05:37 AM
2h of mudbox fun with the base head of the last version.

http://i133.photobucket.com/albums/q48/Guntharf/zombie_mudbox.jpg

East
12-17-2007, 08:17 PM
Pezzz, really nice and classy table. Actually, it borders a bit between classy and tacky, somehow. I like it. What are your thoughts behind it?

Guntharf, I think what really makes that sculpt is something as simple as the eyes. They are looking so utterly dead, and completely lifeless, that they seriously scare the crap out of me..

What I'm currently working on. Result of a coulple of evenings' work while having a marathon of JAG on the TV. Going to give him some hair next:

Pezzz
12-17-2007, 11:44 PM
Pezzz, really nice and classy table. Actually, it borders a bit between classy and tacky, somehow. I like it. What are your thoughts behind it?


I was thinking of a table someone would have done coke on in the 70's. I have another version with lines spread out and a pile of cocaine, but i didn't think it would be very appropriate for the forum. I was just havin` fun when I was making it.

P.S The shoes and jeans on that guy a stupendifferous.

chai
12-18-2007, 09:46 PM
East : yet another cool character from east (despite the weird render :P)
If I may ask - did you sculpt the shoe details, or are they straight from the highpoly ?

Pezzz : you're on fire m8 !
I love the bench, although not very optimized for game content, it doesn't change the fact it looks good - nice texturing and finish :)
The table is cool, kinda weird seeying tiger skin on a table, but it's still solid work :)

Pezzz
12-19-2007, 01:31 AM
Chai: Thanks! I appreciate it. As far as the optimization of the bench it was done for fun. It's not really going to be put to use, as for a I know of at least, but I suppose I should kill a bit of the tri count on it if I plan on putting on a site. Thanks for the comment, I need to keep tri's more in mind when I'm fooling around. :)

East
12-19-2007, 07:51 AM
East : yet another cool character from east (despite the weird render :P)
If I may ask - did you sculpt the shoe details, or are they straight from the highpoly ?
Yeah the render is just a screengrab from ZBrush at 3:15am before passing out from sleep :)

Shoes are sculpted, like everything else in there. The shoes are one part, pants one part, and torso, arms, and head another part.

As you can see, the shoes are very, very simple, they don't even have realistic looking shoe laces. But if needed that can be fixed quickly, and additional details added. But the plan is not to overwork it all as I don't want to put too much time into this one:

Van
12-19-2007, 04:15 PM
Here's something that I've been working on. It was inspired from the wicked queen. This was for a class that I just finished a week ago. It's kinda my first full go at low poly modeling. I really wanted to work on my painting and texturing skills on this one. 3366 tris and two 512x512 color maps. This image is without lights. I still want to put a spec map and rig it just enough to pose. What do you all think?

Van
12-19-2007, 04:27 PM
Here are the color maps.

ThatDon
12-19-2007, 04:48 PM
Side profile looks as if she's going to tip over!

btw, have you tried you hand at next gen art yet?

chai
12-19-2007, 05:40 PM
Yeah the render is just a screengrab from ZBrush at 3:15am before passing out from sleep :)

Shoes are sculpted, like everything else in there. The shoes are one part, pants one part, and torso, arms, and head another part.

As you can see, the shoes are very, very simple, they don't even have realistic looking shoe laces. But if needed that can be fixed quickly, and additional details added. But the plan is not to overwork it all as I don't want to put too much time into this one:

Ahh thanks a lot for the screeny and explanation East !!
I really appreciate it as shoes are one of my weak areas when it comes to characters :)

Tweaker
12-20-2007, 01:23 AM
here is some prop tests I'm working on, just trying to tweak my skillz sense most of the time I do characters. Modeling and textures took 3 days and this is the undead set, I plan to make at least 3 different sets.

http://img208.imageshack.us/img208/4310/undeadsetyc8.jpg

East: another great character from you on the way, I like the mild tone this time around. He just a normal well built dude :confused: ow and nice shoes

Guntharf: all your work makes me sick man, I love it!

MartinH
12-20-2007, 07:50 AM
http://pici.se:8080/pictures/KaNgnjAcY.jpg

BiG ToE
12-20-2007, 10:32 AM
MartinH: at first glance, the arms look too long. But, that's not the problem, it's the legs that are too short.

Deto
12-20-2007, 10:39 AM
Actually his hands are too long, legs are about the right :D He can reach his knees ;)

edit: What I wrote, was sooooo stupid... duh doh damn *forehead slap*. What I meant is, he can reach his knees, while standing up straight.. :D

edit.2: Better critique.: He seems to lack shoulders, or has veeeery small shoulders, I'd probably push them outwards a bit to give more balanced feel to the body. About the backpack, there's a roll of cloth on top (well, over the backpack itself at least, under the hood of it) which seems to lack anyweight, unless its made from wood as well as the backpack, which I doubt. Some bending from weight/sinking together would be nice :) Its nice seeing 'different' kind of sculpts, brrrrilliant :D I dig it :)

MartinH
12-20-2007, 12:24 PM
Actually his hands are too long, legs are about the right :D He can reach his knees ;)

edit: What I wrote, was sooooo stupid... duh doh damn *forehead slap*. What I meant is, he can reach his knees, while standing up straight.. :D

edit.2: Better critique.: He seems to lack shoulders, or has veeeery small shoulders, I'd probably push them outwards a bit to give more balanced feel to the body. About the backpack, there's a roll of cloth on top (well, over the backpack itself at least, under the hood of it) which seems to lack anyweight, unless its made from wood as well as the backpack, which I doubt. Some bending from weight/sinking together would be nice :) Its nice seeing 'different' kind of sculpts, brrrrilliant :D I dig it :)

You are correct that its the arms/hands not the legs that are long, its actually on purpous, they were even longer but i toned them down abit. Was actually abit worried that it would only look like an anatomical mistake rather then design, ill think about adjusting it ;p He isnt human as im sure you can see from the ears (still trying to make him anatomically believeable as a humanoid tho) Good point about the cloth roll, ill definately correct that asap, the backpack is supposed to be some kind of hard frame covered in leather, its actually quite deformed but its hard to see from the sideview ill try to fix that aswell as a small adjustment of the shoulders. Glad you like it and thanks for the crits :)

Van
12-20-2007, 12:32 PM
ThatDon: heheh, it does look like she is tipping over. I was in a bit of a hurry when I was making that character shot and think I may have pulled the rotate tool slightly in that direction.

I have a bunch of hi polys but haven't worked on a next gen yet. That'll be the next project.

Sa74n
12-21-2007, 10:30 AM
trying to get into zbrush. very nice tool so far.
using a yue painting as ref
http://www.sa74n-design.de/temp/yue.jpg

butt_sahib
12-21-2007, 11:02 AM
Loving the sculpt atm.

Ive always found sculpting lips with mouth open as a daunting task. lol. So be wary :P

p.s.
Van would definately be interested in seeing some previous projects of yours :D

Guntharf
12-21-2007, 03:34 PM
still working on this guy :

http://i133.photobucket.com/albums/q48/Guntharf/elf_wip02.jpg

AchmedtheSnake
12-23-2007, 10:36 PM
just mudding around, hopefully i'll get him done by new years...

merry xmas, or some generic denominational festive greeting everyone!
http://i56.photobucket.com/albums/g192/achmedthesnake/lob_mdbx01.jpg

butt_sahib
12-24-2007, 12:34 AM
Love the sculpt acmehd. The sharp creases on the forehead are nicely done :)
Just a sculpt? or can we expect something more?

Guntharf
12-24-2007, 09:20 AM
3h doodle

http://i133.photobucket.com/albums/q48/Guntharf/frankenstein02.jpg

TryForce
12-25-2007, 03:36 PM
neat sculpts, mine aint that good but it was out of boredom. been using the basemesh by dom from polycount forums.
http://i84.photobucket.com/albums/k35/TryForceX/boredom-1.jpg

Kuba
12-26-2007, 02:57 AM
Character I've been working on recently, 5815 tris.

http://thundersite.republika.pl/silnoreki2.jpg

butt_sahib
12-26-2007, 08:02 AM
Guntharf:
Looks very nice. LOADS of personality
Nothign to crit. Except i wish you actually made a next-gen bust out of one of these :P

tryforce:
Looks nifty :D

Kuba :
Love the model! Texturing is great too :D LOADS of personality.
Wish you wokred on adding some crazy mechanical components to the armour chest like you did wiht the arms and/or improve the texturing on it as its lokgin abit bland :P nice speculars tho :D
I think it wouldve been abit cooler if he had like a BIG ASS mechanical arm instead of small one :P
The robotic leg looks simple and "feels" as if it wasnt intended so in the first place.
WIRES PLEASE

TryForce
12-26-2007, 08:21 AM
I think it wouldve been abit cooler if he had like a BIG ASS mechanical arm instead of small one :P

Big Ass + mechanical arm = Assformed Shoulder Pooping out an Arm

...dude you are genius! :lol:

thanks butt_sahib :)

Deto
12-26-2007, 02:41 PM
Progress. Wish I had bought better videocard for my laptop, dang... Getting nice lag. Lucky the hide/unhide is fast and effective :)

Edit: Only face is sculpted, and some additional stuff added to throat

http://i12.tinypic.com/6wz8rgy.jpg

Tweaker
12-26-2007, 03:12 PM
:ack: nice monster head Deto, and I'm in that same situation with my video card now and I just upgraded my power and ram, it's a real pain :rolleyes: halfway through deformation painting and your video speed all but kills the creative vibe.

MartinH
12-27-2007, 08:59 AM
http://static.pici.se/pictures/aqnpPjHyb.jpg

Finally got my tablet etc plugged in at home so got some time to play around with him some more, i figured it was kinda wierd that he had so thick clothes on most of his body yet none at all on his forearms. Added some kind of shirt but im really not sure that i like the result. Also changed a bunch of other things.

Deto
12-27-2007, 09:22 AM
MartinH: I love the stitching details on his pants and the texture on them. Also the definement of his cloth and such are much better now :) But the undershirt... I liked him more when he didn't have one. If you really want to give 'cloth' to him, I think you should pull the 'fat sleeves' over, the undershirt seems out of place there. The backpack is much better now too :) Keep it up!

Tweaker: Thanks, its modelled after some small screens I found from Bioware's Mass Effect site. Krogan is name of his race :)

Deto
12-27-2007, 02:49 PM
Update

I need to figure out how I can work the headdress more... as in better details, I've got hard time fixing it cause my laptop is totally running out of memory, or rather, my videocard is :( Sure, with hiding other parts, but... its still getting too heavy and I've got stupid smoothing problem there which I didn't realize before finished the polymodelled part.. Oh well..

http://i19.tinypic.com/6lawmlj.jpg

Marcus Dublin
12-27-2007, 03:44 PM
Deto: Wow Deto, this is a terrific likeness to the Krogan race; I’ll be keeping an eye out for this one!:D

TryForce: Sometime some of the best creations are born out of boredom, the first head is my favorite and it shows some unique and imaginative ideas. Maybe one of these days you can turn it into a complete character.

Guntharf: If you keep this up Guntharf you may have to start a WIP thread to house all of these wonderful works!;)

Deto
12-27-2007, 03:45 PM
Glad you like it Marcus! ^^

I just noticed you can't even see the eyelids from the distance, so... here they are!

http://i17.tinypic.com/8fm8p6o.jpg

AchmedtheSnake
12-28-2007, 04:01 AM
cheers buttsahib,
yup goona make it a full normal mapped char, possibly for import into the unreal engine
any crits anyone (it's a wip)?
http://i56.photobucket.com/albums/g192/achmedthesnake/lob_mdbx02.jpg

East
12-28-2007, 06:49 AM
AchmedtheSnake: Really cool design. Can't wait to see some more detailing on him :)

Deto: It's a good sculpt, but a shame you're having trouble getting more details in, since I think it could use at least one more subdiv to get things to really pop out. If possible, toss it into ZBrush 3 and retopologise the mesh cleverly so you'll max out the density in the right places.

Added some hair to my sculpt, and face detailing. The head itself is at 1.2M polygons in ZBrush. Did some quick polygon painting in ZBrush, but the eyebrows and the hair needs a lot of work. Need to find out if it's possible to bake the colours into a texture..

There's some unintentional 70's Clint Eastwood going on in the profile view.. :rolleyes:

Deto
12-28-2007, 06:57 AM
East.: That's very good looking, reminds me more of grease head mafioso than clint eastwood though :D The 'loop' heading down form the nose seems a bit out of place, the one that goes down to chin. It seems like he's having a bandage or such there instead of skin. hmm... I think the detail is too strong near the nose

As for more iterations, I'll have to wait till mid january. My tabletop comp has much better videocard and should be able to handle one or two iterations more, possibly :)

As for ZBrush, I could take it to ZBrush in school, maybe. If I'd go around painting it, then I'd most likely need ZBrush, to paint the sculpt that is. Do you know any good videotutorials dealing with ZBrush texture painting? I'm completely newbie to Zbrush 3.X...

Keep it up East. Its your sculpts that got me interested in more active sculpting :)

Tweaker
12-28-2007, 03:04 PM
AchmedtheSnake: love your character, I can tell it's probably going to be one heck of a sculpt.

East: nice job on the head and the hair looks really convincing, i like the textures as-well zbrush poly paint is wicked. But I'll have to agree with Deto crits, and that your character head hardly resembles Clint.

chai
12-29-2007, 01:19 AM
last shields in batch, crits welcome :)

http://www.svartberg.com/wip/norman_shield_04.jpg

kubi
12-29-2007, 09:51 AM
Hi, some normalmaped head:

http://i108.photobucket.com/albums/n31/kubisztal/imerhead.jpg

indian_boy
12-30-2007, 12:36 PM
wow this project is going slow for me:
http://i174.photobucket.com/albums/w104/indian_boy/Medieval%20Manor%20Level/gateway01_WIP03.jpg

removed all the dirt, cuz i was told to change it drastically... also, changed the brick 'style' or what not? added some wear...
as of now, theres only a bit of dirtying... i just wanted to show the base before i attempt the dirt.. any general tips on the process are welcome!
and obviously crits on the current state too!

its rendered in 3ds max btw... 3 lights

thanks for all the help so far!

yes yes... thats the exact same post i put on poycount... ctrl c, ctrl v ftw

TryForce
12-30-2007, 12:57 PM
Indian_boy isnt it the same post from Polycount?
xD i never knew there was a forum called Poycount ^^

Good work here :)

indianboy, i think its to much all to noisy doesnt feel real at all...

AchmedtheSnake
12-31-2007, 09:53 PM
after roughing it out, i'm starting to sculpt for proper,
probably redothe chest crest...
http://i56.photobucket.com/albums/g192/achmedthesnake/lob_mdbx03.jpg

benclark
01-01-2008, 01:40 PM
East - love the colours you managed to get in that skin

High res Tau Firewarrior for normal maps...
http://i57.photobucket.com/albums/g237/goat987/Tau_finalHi.jpg

Gavin
01-01-2008, 02:17 PM
Very nice fire warrior, man. Lovin' the contrast of hard and soft surfaces.