Dug up this mesh a day ago. Wanted to play around with some alpha stuff, so I made some kind of matrix transparant cyborg chick out of it x]
Tons of wasted polys right now, but I never intended for it to be transparant to begin with!
She weighs in at 1370 tris right now, which is quite a ton
1x 256 color w/transparancy (body)
1x 64 color w/transparancy (fx) Death to pixel filters!!
flow 3d that is some nice flowing 3d.
i like the way the black section of the texture flows down her arms when it gets to the arms, looks coolness. would like to see more stuff done with normals like this, like in doom 3.
@tremulant: heh, not really, if it was the Styers way there'd be an 8-pack on the guy. I sat in on his low poly workshop a few quaters back, it was....ok. By the end of the workshop the character looked more alien than human.
Anywho, progress...
Well, I won't be finishing in time for the Blizzard contest, but I'll continue to finish my entry piece, I've progressed far enough that I can't put it down.
Anyways, here's the rifle modeled and ready for normal mapping, I'm doing Nova from Starcraft Ghost.
replicant, maybe try starting your own thread. And try asking nicely. Also, Arshlevon is from LA and knows a lot about Zbrush and I'm sure he would love to get together and rap 3d and that would be sweet.
Nothing too exciting, just trying to get some more natural forms and gestures into my characters. Here's a quick basemesh that I threw together a couple of nights ago. He feels a lot less rigid than my previous attempts, anyways.
I think I'll work on my foundations for a while before doing more 3D. I keep trying to hide my craptastic drawing skills, but I don't think I'll be able to get any better at modeling without some serious 2D work.
zcubed: good idea... I made the same decision about a year ago. It's paid off in SPADES. SPADES I TELL YOU. I'm no rembrandt, but the progress I've made with my 2d has definitely helped my 3d, especially the anatomy. So much easier to practice anatomy in a sketchbook.
Here's my first "personal" model since I got hired at the studio that just shut down and laid me off. Wanted to see just how much I was stagnating there. Turns out, I was stagnating a lot.
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Nothing too exciting, just trying to get some more natural forms and gestures into my characters. Here's a quick basemesh that I threw together a couple of nights ago. He feels a lot less rigid than my previous attempts, anyways.
I think I'll work on my foundations for a while before doing more 3D. I keep trying to hide my craptastic drawing skills, but I don't think I'll be able to get any better at modeling without some serious 2D work.
[/ QUOTE ]
arse is a bit odd.
I took up drawing seriously about 3 years ago, before that I could only do web design and 3d. Paid off for me too.
Fix some flow issues with the leg attachment to the torso, added the feet. Still need to work on the legs some more, head, and the arms in general. Spent awhile trying to get the hands right...needless to say, still working on that. Hands have always been a huge problem for me. Anyhow, here we are...more progress:
Thanks for the inspirational words, Ferg/Hawken. Amazing how much progress you two have made in a few short years.
Hawken - Yeah, I see what you mean. I think it might just be the shading, but I'll take another look at the area.
Ironbear - Thanks a lot, though I'm quite sure it's not perfect . I've tried playing around with the size of the head and it skews the proportional look that I'm going for. Maybe I'm just not familiar enough with proportions to accurately assess that sort of thing. I'm not smart enough to work from reference, so it's very likely that you're on to something.
I kno this prolly isnt the place for this but here what ive been working on for the challenge, but since it probably isnt going on any more i might as well post it.
the 3d was stared and it might be finished but this is definately more progressed than the 3d(just bloking out stages),
a design ive made for crazy (not really) plane design (50 s era, gone mad)
does any one else do this, make plans with splines, i love it for getting the forms really right after some quick scetchin.
oh and heresthe model
yo needed some high poly lovin, woot woot 4k of tris, my head is spinning.
decided to model with reflection map on ( its harsh cos any crap shading, edge loops shows up loads, really good for teaching how to get the focomplicated edgeloops/forms right.
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Gir, That's a massive improvment from sinse your last update. My only crit would be that muscles woudn't show through a bullet proof vest.
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snake doesnt wear a bullet proof vest. its actually a thermal feedback outfit, designed to provide muscular, cardiovascular, and thermal support in the freezing cold temperatures he had to endure.
to all intent and purposes, snake starts his missions "naked", and has to acquire all weapons/armour on-site.
later in the game, you can find some body armour, and it looks much more like a kevlar vest, than what he wears to begin with.
Replies
Dug up this mesh a day ago. Wanted to play around with some alpha stuff, so I made some kind of matrix transparant cyborg chick out of it x]
Tons of wasted polys right now, but I never intended for it to be transparant to begin with!
She weighs in at 1370 tris right now, which is quite a ton
1x 256 color w/transparancy (body)
1x 64 color w/transparancy (fx)
Death to pixel filters!!
Wires and a playblast so that you can see some of that alpha stuff :P
http://flow3d.net/temp/techanimebabe_w.jpg
http://flow3d.net/temp/techanimebabe.avi
I still have to figure out an animation to do with her..hmm
flow 3d that is some nice flowing 3d.
i like the way the black section of the texture flows down her arms when it gets to the arms, looks coolness. would like to see more stuff done with normals like this, like in doom 3.
Just blocking out shapes.
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Lol, Jeff styers way ..AYE!
Anywho, progress...
Anyways, here's the rifle modeled and ready for normal mapping, I'm doing Nova from Starcraft Ghost.
So does my stuff just flat out blow or what? This is supposed to be a place to get critiques and nobody ever critiques my work.
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This isn't necessarily the thread for C&C. They can get lost in here. As suggested, start a thread and ask nicely
trying to learn good head anatomy.
I think I'll work on my foundations for a while before doing more 3D. I keep trying to hide my craptastic drawing skills, but I don't think I'll be able to get any better at modeling without some serious 2D work.
Here's my first "personal" model since I got hired at the studio that just shut down and laid me off. Wanted to see just how much I was stagnating there. Turns out, I was stagnating a lot.
Nothing too exciting, just trying to get some more natural forms and gestures into my characters. Here's a quick basemesh that I threw together a couple of nights ago. He feels a lot less rigid than my previous attempts, anyways.
I think I'll work on my foundations for a while before doing more 3D. I keep trying to hide my craptastic drawing skills, but I don't think I'll be able to get any better at modeling without some serious 2D work.
[/ QUOTE ]
arse is a bit odd.
I took up drawing seriously about 3 years ago, before that I could only do web design and 3d. Paid off for me too.
Hahahaha Just kidding... no really give it to me.
Almost time to start detailing in MB or ZB2.
That's some good grass you got going on there...give it to me.
Hahahaha Just kidding... no really give it to me.
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shhh, don't tell anyone but I just rendered out some paint effects grass and made a texture out of it.
Hawken - Yeah, I see what you mean. I think it might just be the shading, but I'll take another look at the area.
Ironbear - Thanks a lot, though I'm quite sure it's not perfect . I've tried playing around with the size of the head and it skews the proportional look that I'm going for. Maybe I'm just not familiar enough with proportions to accurately assess that sort of thing. I'm not smart enough to work from reference, so it's very likely that you're on to something.
C&C are welcome
palette challenges
the 3d was stared and it might be finished but this is definately more progressed than the 3d(just bloking out stages),
that pixel art ROcks!
keep on rockin everyone
does any one else do this, make plans with splines, i love it for getting the forms really right after some quick scetchin.
oh and heresthe model
yo needed some high poly lovin, woot woot 4k of tris, my head is spinning.
decided to model with reflection map on ( its harsh cos any crap shading, edge loops shows up loads, really good for teaching how to get the focomplicated edgeloops/forms right.
not really
friggin cool
need to add grass to the terrain and work on the lighting some. I'll make a pimp thread for it after I finish moving to my new webhost!
i've never touched zbrush before but mudbox is fantastic
i would have liked to go on but i am afraid i cant go another subD level due to having 512mb of ram
n1 gir its good to see snake being done right. Are you planning to do any normal map work on it?
Gir, That's a massive improvment from sinse your last update. My only crit would be that muscles woudn't show through a bullet proof vest.
[/ QUOTE ]
snake doesnt wear a bullet proof vest. its actually a thermal feedback outfit, designed to provide muscular, cardiovascular, and thermal support in the freezing cold temperatures he had to endure.
to all intent and purposes, snake starts his missions "naked", and has to acquire all weapons/armour on-site.
later in the game, you can find some body armour, and it looks much more like a kevlar vest, than what he wears to begin with.
Hope U like it.
Rota