@Dvolution; Thats some pretty amazing stuff, the hammer looks great, although it looks like there should be some fire/smoke coming out of the face of it (Looks kind of like a furnace?)
Anyway, I'm working on assets for a game my friend is making, I'm limited to hard normals, .mtl files and Vertex Colors.
Making vegetation will be tricky though, so does anyone have any idea about how one would go about making leaves using those specifications?
Here's a rifle concept that I'm working on. I started by knocking out a simple 3D-mock to use as a foundation for painting.
Still a lot of work left to do - a first-person view for instance!
The glass orb scope will later have some sort of holographic scope-interface when you look through it, and I've invented a kind of "smart fluid" - a light-bending nanobot-liquid - to make it work.
It will be an energy-based weapon, but I feel that I fail to get that across on the first(or second, or even third) read right now.
I have an idea for the projectile it fires, but I have yet to implement it.
Been working on this: Requesting help with female hands and cloth folds haha i understand the collapsing diamond thing but im having trouble with out reference and trying to figure out whats influencing what. its a silent hill type nurse thingy . also this is my second female model so its pretty rough haha
*cough*
A little further along. Any critique you can send my way? Check out the thread.
(Also. I'm kind of proud to have reached 1000 posts. Stupid, I know!) My Diver's Knife
Cool ships! Construct 2 is super super awesome, make sure to post you progress as soon as possible!
Oh, and I like 19 & 21, if they are to be the protagonist.
Thanks! glad you like them. I had seen construct2 a while ago but it was your little game that inspired me to have a go at it. Can't wait to see more on that!
anyway, here's the VERY bare bones of my shmup game so far. Can't do much yet but it gives you an idea of how it might look. Sorry about nasty background tiling. I just bodged some old concept sketches together to test parallaxing.
As promised, here's this week's Arcanine Enjoy! Oh yeah and Gyarados will be up next...and hes not gunna be as this fluffy I can guarantee that ahahaha
As promised, here's this week's Arcanine Enjoy! Oh yeah and Gyarados will be up next...and hes not gunna be as this fluffy I can guarantee that ahahaha
damn loving the realistic pokemon work you're doing. they all look amazing, can't wait for Gyarados!
As promised, here's this week's Arcanine Enjoy! Oh yeah and Gyarados will be up next...and hes not gunna be as this fluffy I can guarantee that ahahaha
Trying to level up my subd -- which isn't hard as I've essentially just rolled a new character. But I spent a good chunk of this weekend working on my greeble library:
As promised, here's this week's Arcanine Enjoy! Oh yeah and Gyarados will be up next...and hes not gunna be as this fluffy I can guarantee that ahahaha
cg-sammu
Arcanine looks awesome! But I'd go over the paws again, they could be improved, they look a little clumpy (I hope clumpy is the correct translation of what I mean... hehe)
I need to look if you're having a thread for your pokemons!
- chaged from railcart to hovertank
- new mortar animation
- added mortar ammo
- added score and combos
- added primitive loose condition( reload to play again )
- chaged from railcart to hovertank
- new mortar animation
- added mortar ammo
- added score and combos
- added primitive loose condition( reload to play again )
Fun game so far! My only suggestion would be to change it from mouse controls to Keyboard WASD because with the mouse controls it just makes it feel really floaty.
Fun game so far! My only suggestion would be to change it from mouse controls to Keyboard WASD because with the mouse controls it just makes it feel really floaty.
- chaged from railcart to hovertank
- new mortar animation
- added mortar ammo
- added score and combos
- added primitive loose condition( reload to play again )
Fun game so far! My only suggestion would be to change it from mouse controls to Keyboard WASD because with the mouse controls it just makes it feel really floaty.
Nothing fancy here but I decided to dig into recoil in Modo to see how hard it would be to work with it. I figure it might be useful for modeling certain things .. turns out, it's ridiculously simple.
This took 2 minutes to set up (including primitive creation, swearing and option clicking) and 1.5 seconds to simulate. Love Modo.
Replies
Old model ported into CS:GO, just for fun.
I'm going to apologize in advance for the obscene number of images to follow.
I've got a few new pieces to post finally.
This first was an art test I did for the WoW team at Blizz:
The following is some fan art I made for League of Legends:
Aaaand a painting I did:
Keep up the good work everyone!
No more now! Promise!
Anyway, I'm working on assets for a game my friend is making, I'm limited to hard normals, .mtl files and Vertex Colors.
Making vegetation will be tricky though, so does anyone have any idea about how one would go about making leaves using those specifications?
Stairs
Good Stuff I Love the Quality of your WoW Art!
512x256 Wood Trim
Razorb: nice!
Dvolution: nice texture work!
cross post from here
A little further along. Any critique you can send my way? Check out the thread.
(Also. I'm kind of proud to have reached 1000 posts. Stupid, I know!)
My Diver's Knife
shameless crosspost from my thread
Cool ships! Construct 2 is super super awesome, make sure to post you progress as soon as possible!
Oh, and I like 19 & 21, if they are to be the protagonist.
looks sick! love stuff like this
Here's one of my low-poly characters for iPhone game
Cerberus
[ame="http://www.youtube.com/watch?v=kpSa3xs3XhE"]Pingo Vegetation Test - YouTube[/ame]
- BoBo
More at my main thread.
This is the latest one from my sketchbook.
Thanks! glad you like them. I had seen construct2 a while ago but it was your little game that inspired me to have a go at it. Can't wait to see more on that!
anyway, here's the VERY bare bones of my shmup game so far. Can't do much yet but it gives you an idea of how it might look. Sorry about nasty background tiling. I just bodged some old concept sketches together to test parallaxing.
https://dl.dropbox.com/u/100316666/shooter/index.html
damn loving the realistic pokemon work you're doing. they all look amazing, can't wait for Gyarados!
Looks awesome, you did a nice job with the mane.
Aaaaaawwww! He`s so cute
Been working on some wood variants for a new project. Same textures for all of them, just material value changes in UDK.
Arcanine looks awesome! But I'd go over the paws again, they could be improved, they look a little clumpy (I hope clumpy is the correct translation of what I mean... hehe)
I need to look if you're having a thread for your pokemons!
Update on my game:
Playable in browser:
https://dl.dropbox.com/u/16993876/Game2/index.html
changes:
- chaged from railcart to hovertank
- new mortar animation
- added mortar ammo
- added score and combos
- added primitive loose condition( reload to play again )
Here is a dynamesh sculpt I am working on:
...rendered with vray
but thats my only original feature
i sped it up a bit, maybe that feels nicer
Please do, I love the style!
I'm also part of the team working on the cinematic posted earlier by Zwamneus.
Finished with this week's pinup
Filia!!
2/24
Working on a sculpt of Draven from League of Legends to practice my game res stuff. Here is the high poly so far:
This took 2 minutes to set up (including primitive creation, swearing and option clicking) and 1.5 seconds to simulate. Love Modo.