Nice work n30, nomex boots....mmmmmmmm - Smo, that reminds me of 'old skool' macross stuff. Voodoo, good proportion - are his wrists a bit thick? Weiser, nice styling - like a Japanese kids cartoon.
OK, I've done the normal-maps and a quick GI lighting bake for the gun. Low-poly mesh is 1500 triangles, high-poly mesh is around 150000 polys. The crystals are on a 256x256 map, everything else on a 512x512.
Click on the thumbnails for full-size 3dsmax viewport grabs (3 omni lights, Metal Bump shader).
view 1:
view 2:
I think Max7's normal-map renderer kinda mangled the normals on the very front of the gun barrel... gonna run it through Melody and try to get a better quality normal-map.
Anyone got a towel? I gotta wipe up the drool off my keyboard after looking at MoP's model. That's some sick ass shit man. Can't wait to see that actualy character.
@almighty_gir: That texture kicks some serious ass!! hope you'll get it done. My only crits would be that the muscles look too "fibreous" (don't know if you'l understand )
nice adam! /me steals it and rolls round on the floor. Thats win.
After playing with those leet heads in the 'head thread' I got some balls to try my own, its the head of the pilot for my mech - which i posted earlier:
I would have liked to release an SDK but it's for a mod
You could save yourself some time and just touch the normals up in photoshop if you want, smudge and blur tools work well at fixing minor problems. You can also constrain them to specific channels if you just want to edit a specific x,y,z value instead of all of them.
AdamBrome: I dig the environment, but you should change the angle of the camera, bring it a bit lower. It didn't look like it in the wireframes, but now, due to the camera angle, it all looks a bit small: kinda like some sort of kitchen :P
BTW, is it based on something or did you think it up yourself? 'cos it is interesting!
I run on my toes all the time...
I really didn't know where you wanted to go with the female gargoyl so here it is at an early stage so I can change a few things.
I'm already thinking of shortening the horns and making them more dangerous looking.
Questions, do you want hair, if so long or short? Do you want her to be pretty? Lastly is there a better place to discuss this ?
Working on this environment. It's a High tech Lab. Still needs alot of work. The detail on all the objects is still unfinished, and some objects are temporary fillers (Pipes & cables attached to scanner, catwalk & stairs and others).
Replies
lookin good voodoo!
Nice work n30, nomex boots....mmmmmmmm - Smo, that reminds me of 'old skool' macross stuff. Voodoo, good proportion - are his wrists a bit thick? Weiser, nice styling - like a Japanese kids cartoon.
Latest works (painting & tattoo):
Well I'm currently taking renders of my models for my new websites at http://ar.webhop.org/ :P
[/ QUOTE ]
"difficultness" isn't a word.
"difficultness" isn't a word.
[/ QUOTE ]
k k k fixed, thanks for pointing that out
A player clears out a room with the Vaporizer...
[img]http:/users.pandora.be/battusai/undead_female.jpg[/img]
http:/users.pandora.be/battusai/undead_female.jpg (if it doesn't show up )
Click on the thumbnails for full-size 3dsmax viewport grabs (3 omni lights, Metal Bump shader).
view 1:
view 2:
I think Max7's normal-map renderer kinda mangled the normals on the very front of the gun barrel... gonna run it through Melody and try to get a better quality normal-map.
Texturing comes next...
MoP
You may want to give Orb a try for normal map generation, i'm pretty happy with the results it's given me.
I love that gun, espesially it's design. Awe model!
i tryed all normalmappers out there, and Melody + Kaldera works great.
After playing with those leet heads in the 'head thread' I got some balls to try my own, its the head of the pilot for my mech - which i posted earlier:
I would have liked to release an SDK but it's for a mod
Now for a body :I
You could save yourself some time and just touch the normals up in photoshop if you want, smudge and blur tools work well at fixing minor problems. You can also constrain them to specific channels if you just want to edit a specific x,y,z value instead of all of them.
BTW, is it based on something or did you think it up yourself? 'cos it is interesting!
I really didn't know where you wanted to go with the female gargoyl so here it is at an early stage so I can change a few things.
I'm already thinking of shortening the horns and making them more dangerous looking.
Questions, do you want hair, if so long or short? Do you want her to be pretty? Lastly is there a better place to discuss this ?
thats pretty damn cool Kevin
nice stuff as always daz... :P
Neat method. Fastest face I've made in a long time.
Soniq, the fastest shinobi (he has kunais) in the world.
Little more work done.
Attached the ear properly, and smoothed the mesh. Starting on the long road to skin shaderville.
Some fantastic stuff in this thread as always.
*wishes for a scanner*
and an update.
I added alot dirt to the texture cause if your an action dude you don't go around clean.
Link in sig