dizzywalnut: not bad, but his face really looks too "mirrored" ... all the flesh is perfectly symmetrical, which is really not how humans are. change some shading, wrinkes and feature positions on one side to make it more realistic and less obviously mirrored.
Thank You Mop -
I did about 20 snaps of Mr. Carradine - so I will look more closer at him , where I can break the look "too mirrored".
Rooster remind me that He's missing also "adams apple".
I've started work at SIDE VIEW and then I will complete them for "model sheet" ... and then 3D work. ( I will use it also as the base of skin ).
You prolly could have stopped at step 2 or 3. By 4 and 5 it looks like you've overpainted the contrast and it ends up looking more stylized/cartoony. Not sure if that is what you were going for or not, but thought I'd point it out.
Having some fun with an old model. Not really going for anything particular, just gettin down with the Zbrushery. Still quite a ways to go with this guy.
Just finished a 1 week short psp "project".
Got a sdk model from my teacher ( igorbazooka.com ) that I rigged and animated. Then I kinda thought I'd be fun to get it into the psp, so a programmer here at school helped me getting it to playback a few animations on the psp. Theres no real gameplay, and I'm not super happy with the animations, but it was all in good fun
And also a video showing me playing it on the psp. Its not the correct speed though, it was captured with a cellphone camera, so I dunno if that has anything to do with the animations looking all slow http://flow3d.net/temp/flekken_psp.mov
And some behind the scenes bonus dvd content (only if you get the collectors edition of King of Ironfisting Tournament - Flekken* : Dark Erection) http://flow3d.net/temp/flekken_rig.jpg
I tend to keep my rigs free of useless controller objects, and keep it as FK as I possibly can. I never got around to using my ik switches on the arms even :P
(oh, and dummy joints are just stupid..)
*: flow3d + tekken = flekken (right?)
We're kinda gonna try making a Ridge Racer kinda thing aswell. Just a week long project or so again, just getting a car to roll down a street..to kill time?
Sorry for the huge post, kinda dont wanna start my own thread
Keep up the awesome work guys!
after some mudbox bustes ( wont show yet ) on my laptop ( CRAP ) and after watching hellsing OAV i decided to make the Casull "joshua" .350 cal or something...its not exactly as the ova , but a remix of the ova and original series...
[ QUOTE ]
after some mudbox bustes ( wont show yet ) on my laptop ( CRAP ) and after watching hellsing OAV i decided to make the Casull "joshua" .350 cal or something...its not exactly as the ova , but a remix of the ova and original series...
Not bad textures, Chris, but the detail is all very straight up-and-down... everythings at right angles, which makes for a pretty boring room/level design. Some more interesting shapes and large non-90-degree angles would really help this room out.
Also, it's very grey... the glowy bits are nice, but everything else looks like it's just a greyscale diffuse map. I'm assuming it's just some sort of quick ambient occlusion bake to go along with the normals until you add some sort of colour?
Additionally, the floor looks very uncomfortable to walk on.
Kat: Looks pretty cool to me, is the the terrain meant to be clipping through the stairs like that? Looks a tad sloppy there, but I'm sure it'll look heaps better with some nice caverny rock textures.
[ QUOTE ]
... is the the terrain meant to be clipping through the stairs like that? Looks a tad sloppy there...
[/ QUOTE ]Not necessarily 'meant' to be ATM, no, that's an 'as is' whilst I work on the rest of the map. I've got a few 'man made' features to add yet, one of which will probably be some form of 'ramp' trim to the edge of the steps so they don't butt through the wall like that (visually that is!).
I'll be posting some info on the textures sometime this week (hopefully) once I've got a few other things sorted out.
nice stuff eld, but it's so boring normal quake/doom stuff
Could someone please tell me how to use ji skinshader in maya?
Or is there a other good realtime skinshader for maya?
It just sucks to present skin with phong shaders
Replies
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!
can't wait to see it lit tho ^^
mwuahahaha!!
Diggin that piece Adam. Those graffitis are floating planes on top of the wall? or what?
[/ QUOTE ]
Floating planes, yah. re: decals!
floating planes dont work very mucho good on my ati laptop card. i want a new pc. darnit
[/ QUOTE ]
Must be the 16-bit zbuffer!
Some quick old man bald bust:
sry for the low jpg image just Mspaint on this computer lol
looks cool brome! are you working from a reference picture?
[/ QUOTE ]
Go watch the movie Underworld
(walkthrough "photosourcing" ).
Any crits ?
I did about 20 snaps of Mr. Carradine - so I will look more closer at him , where I can break the look "too mirrored".
Rooster remind me that He's missing also "adams apple".
I've started work at SIDE VIEW and then I will complete them for "model sheet" ... and then 3D work.
( I will use it also as the base of skin ).
C64 palette, unfortunately not adhering to any proper modes. Perhaps next time...
*Edit* this post is aimed at Walnut, BTW.
started textruening still too much to do to really give crtitcs
lil test
arm katze.. right behind you
hmm should start my som char *amkopfkratz*
http://speedfreak999.fortunecity.com/6legs.html
still got a ways to go with the diff and spec
it`s for a game called Apocalypse Dude....
ingame:
and here is the Colormap 256*256:
Got a sdk model from my teacher ( igorbazooka.com ) that I rigged and animated. Then I kinda thought I'd be fun to get it into the psp, so a programmer here at school helped me getting it to playback a few animations on the psp. Theres no real gameplay, and I'm not super happy with the animations, but it was all in good fun
And some gameplay video (captured in the psp!)
http://flow3d.net/temp/flekken.avi
And also a video showing me playing it on the psp. Its not the correct speed though, it was captured with a cellphone camera, so I dunno if that has anything to do with the animations looking all slow
http://flow3d.net/temp/flekken_psp.mov
And some behind the scenes bonus dvd content (only if you get the collectors edition of King of Ironfisting Tournament - Flekken* : Dark Erection)
http://flow3d.net/temp/flekken_rig.jpg
I tend to keep my rigs free of useless controller objects, and keep it as FK as I possibly can. I never got around to using my ik switches on the arms even :P
(oh, and dummy joints are just stupid..)
*: flow3d + tekken = flekken (right?)
We're kinda gonna try making a Ridge Racer kinda thing aswell. Just a week long project or so again, just getting a car to roll down a street..to kill time?
Sorry for the huge post, kinda dont wanna start my own thread
Keep up the awesome work guys!
ahhhh personal work?!?!?! ohnoes!!!
[/ QUOTE ]
and its a HEAD for once!!
flow3d: nice! I'd love to work on a psp project
(anyone else think that thread should be stickied?)
after some mudbox bustes ( wont show yet ) on my laptop ( CRAP ) and after watching hellsing OAV i decided to make the Casull "joshua" .350 cal or something...its not exactly as the ova , but a remix of the ova and original series...
[/ QUOTE ]
nice technique.
'Dev diary' of sorts here.
Also, it's very grey... the glowy bits are nice, but everything else looks like it's just a greyscale diffuse map. I'm assuming it's just some sort of quick ambient occlusion bake to go along with the normals until you add some sort of colour?
Additionally, the floor looks very uncomfortable to walk on.
Kat: Looks pretty cool to me, is the the terrain meant to be clipping through the stairs like that? Looks a tad sloppy there, but I'm sure it'll look heaps better with some nice caverny rock textures.
... is the the terrain meant to be clipping through the stairs like that? Looks a tad sloppy there...
[/ QUOTE ]Not necessarily 'meant' to be ATM, no, that's an 'as is' whilst I work on the rest of the map. I've got a few 'man made' features to add yet, one of which will probably be some form of 'ramp' trim to the edge of the steps so they don't butt through the wall like that (visually that is!).
I'll be posting some info on the textures sometime this week (hopefully) once I've got a few other things sorted out.
fooling around
wip. horridhands solly
This is a tileable next gen wall texture i made for my portfolio.
(feet are small in size ,...)
and a scifish tileable wall texture,still wip.
nice stuff eld, but it's so boring normal quake/doom stuff
Could someone please tell me how to use ji skinshader in maya?
Or is there a other good realtime skinshader for maya?
It just sucks to present skin with phong shaders
A couple of sketches in mudbox.