Wetterschneider, damn cool Enix, that gives me a pang of fanboy excitement, love the nobody design, and you've done a good job with him
edit: thought I'd post this one too, my shadow's are borked and don't have time to fix it (getting holes and garbage in them) Thinking this shader's going as far as it will, going to try to start something fresh soon
Skeptical Nate: Good work. I would suggest pushing the vines a bit more. Build some diffent colors in and a bit of contrats. right now they seem neon green.
Adam: Cant wait to see the textures on that. I like the shot so far.
J.I. What can I say. I dig it. I should work on getting beter with shaders. I would say the tip of his nose looks just the slightest stretched but you can barely see it. nice piece.
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Wetterschneider, damn cool Enix, that gives me a pang of fanboy excitement, love the nobody design, and you've done a good job with him
edit: thought I'd post this one too, my shadow's are borked and don't have time to fix it (getting holes and garbage in them) Thinking this shader's going as far as it will, going to try to start something fresh soon
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Oh well man, even without perfect shadows its still like the coolest most bad ass shader of all time.
First time I've actually posted something here so I thought I'd post a shot from a Quake 4 MP map I'm working on; modelled in Blender 3D. I'll be 'reporting' on my progress on my own webbly site for those that are interested.
Just a Model i work on. He´s Called Chiip - WIP ^^
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Considering the nose is probablly the most important feature of your character, i would get soem reference as to what a nose actually looks like and try to model it accurately
Nice one EQ, that's looking great. As a side question, why did you turn on faceted faces? That was one of the best reasons to switch to MudBox in my opinion. Regardless, it looks nice, and has a really sexy mouth and nostril area, and lots of nice subtle facial detail throughout.
Ben: Thanks, I've been working more in facted mode as i go, it helps to make a much smoother mesh when you're looking at the raw polys instead of smoothed, where its easy to get messy/bloddy details happening. I've heard some people actually talking about rendering out normals liek this too, that you get crisper detail but i have not taken the time to try it yet. Bug vahl about that if you really want to know
Squirrely - nice site. A couple of typo's though (put in caps) =
"And finalLy to contact me for any reason be it women troubles, lottery prediCtions, or job offers, click on that big ol contact button."
Replies
edit: thought I'd post this one too, my shadow's are borked and don't have time to fix it (getting holes and garbage in them) Thinking this shader's going as far as it will, going to try to start something fresh soon
Skeptical Nate: Good work. I would suggest pushing the vines a bit more. Build some diffent colors in and a bit of contrats. right now they seem neon green.
Adam: Cant wait to see the textures on that. I like the shot so far.
J.I. What can I say. I dig it. I should work on getting beter with shaders. I would say the tip of his nose looks just the slightest stretched but you can barely see it. nice piece.
Did some more Zb on the big guy:
Wetterschneider, damn cool Enix, that gives me a pang of fanboy excitement, love the nobody design, and you've done a good job with him
edit: thought I'd post this one too, my shadow's are borked and don't have time to fix it (getting holes and garbage in them) Thinking this shader's going as far as it will, going to try to start something fresh soon
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Oh well man, even without perfect shadows its still like the coolest most bad ass shader of all time.
larger shot
...now i want to make a bull
http://www.yannarthusbertrand.com/yann2/affichage_bestiauxAutre.php?reference=BB-019&pais=Bovins
I think i´ll give him his own thread soon so i can stop spamming the S.w.a.y.w.o. Thread
I really need to learn how to use the pen tool to make clean curve lines... doh
Yea, I know this ceiling is crap, just testing more materials. Finally got an idea of the environment I want to put them in, and it's not this. :P
holy carp, 1000th post.
normal mapped handheld plasma torch. Modelled in Silo, rendered in modo with PS postwork.
Low Poly:http://img237.imageshack.us/img237/9061/plasmaknifemodowireio9.jpg
High Poly:http://img237.imageshack.us/img237/2508/plasmaknifemodohighvd6.jpg
Engine render:http://img65.imageshack.us/img65/5937/plasmaknifeeqingameuw9.jpg
Texture at 512x512. Full size is 2048x2048: http://img65.imageshack.us/img65/1326/plasmaknifecolorjk8.jpg
Just a Model i work on. He´s Called Chiip - WIP ^^
Just a Model i work on. He´s Called Chiip - WIP ^^
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Considering the nose is probablly the most important feature of your character, i would get soem reference as to what a nose actually looks like and try to model it accurately
someone give me mudbox
LP aint mine, just the N/S/D maps
Little update: ...I think i´ll give him his own thread soon so i can stop spamming the S.w.a.y.w.o. Thread
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Hey Slaught, a Merc from Deathrow? Nice! That was such a sleeper hit. At least, it looks like one. Did you use it for inspiration?
Yeah.
For the head and torso area, after that i got kinda carried away and just started throwing together stuff.
And I also finished my website, well the html version anyway.
www.squirrelyjones.com
"And finalLy to contact me for any reason be it women troubles, lottery prediCtions, or job offers, click on that big ol contact button."
Playing in mud is fun
will finish him tomorrow
mostly the same NM, the pattern at the top of the handle was generated from simple floating geo.
sketch, not sure if I'll take it any farther
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http://boards.polycount.net/showflat.php...;gonew=1#UNREAD
guess who
nearly finished!
comments please, want to finish it tomorrow...