Getting back into the swing of things... Nice having my laptop along at my network admin job so I can try out ideas while stuff installs / formats / etc..
I'll have vids up once I get a few more done (and figure out where the hell I put my copy of Fraps).
ok thats the latest shot, didn't have the time to finish him for the in terview today, but i guess i have enough oither stuff from paraworld
@johnnyhr: thanks, your's is great too, interesting style! @vitor: yeah its better but some winkles are strange, i'll post a more detailled answer later @animatr: haha, as katze said, you wish you didn't say that, when i'm finished i have to animate him and i'm a really bad animator, so feel welcome to do it :P
flaagan I'm loving the "spritz_hall" particles,would love to see some spaced out map using stuff like that!
sort of like in the small cave on Antalus..but way more!
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you may crytek, it was really impressive, very nice guys over there
@CheapAlert: you might be right about this, and it will always look a little bendy but the style is stylized enough to to let this not look totally stupid, but ofcourse, if it doesn't look good i have to change the topology to get it more flexible, but max' skinning doesn't care if i change the topology beneath, so i can change it afterwards. thanks for the feedback
@kakikokeku (hope i wrote that right ): i'm not quite sure, but something is bothering me with his proportions, maybe the neck is too thick, i'm not quite sure, the last worked better, at least to me
Nice LoTekk! My guy a few posts above was made in Silo 2Beta as well, only I havent done any displacement yet. All polymodeling. Your nostrils look a little funny at present. Keep it up!
[IMG][/img]
these are a few quick shots of something im working on, i havent done my second passes on my textures yet , i havent touched the lighting but hopefully ill get to that stuff soon
Here's a little scene I'm working on. Kind of a future meets fantasy past combo military unit ( If that makes any sense ) I'm trying to keep it within typical game standards.
:getting my hands on Zb texturing tools. Light setup and shader not from me (by Francois Rimasson); still need to figure it out better for my own later...
(need to install photoshop on this computer too getting tired of mspaint jpg's artifacts )
[EDIT]-minor updates from lastest touches. Won't be able to work on it tomorrow, so here is goes...
Hoyt3d, I think it's not too bad in the details.. I think the proportions are a bit off though if you're aiming for a realistic character..
the head is too small, the legs are a bit too long, and the shoulders are a bit too large, (or the hips not enough- or both) ..
Uvs are almost finished. I'll have 3 variants on 1 texture when I'm done. Two with the Dorsal advertising and one with the forward-facing sign.
Then comes the damage models and damage particles (doors hood and wheel) and then comes the blowing up swarms of them with a giant robot (this part comes a little later)
Replies
I'll have vids up once I get a few more done (and figure out where the hell I put my copy of Fraps).
http://studioflaagan.com/images/3d/particles/darkmatter.jpg
http://studioflaagan.com/images/3d/particles/dragonheads.jpg
http://studioflaagan.com/images/3d/particles/spritz_hall.jpg
ok thats the latest shot, didn't have the time to finish him for the in terview today, but i guess i have enough oither stuff from paraworld
@johnnyhr: thanks, your's is great too, interesting style!
@vitor: yeah its better but some winkles are strange, i'll post a more detailled answer later
@animatr: haha, as katze said, you wish you didn't say that, when i'm finished i have to animate him and i'm a really bad animator, so feel welcome to do it :P
mr tickle looking happy
http://studioflaagan.com/temp/particles.wmv
and a shot of some of 'em since the vid compression blurs 'em a bit...
http://studioflaagan.com/temp/particle_wips1.jpg
sort of like in the small cave on Antalus..but way more!
It's fun on what you can do with a simple scrolling texture and clever uvs.
tiny preview of what Im working on
here is a new guy I'm doing for my portfolio... ( I already started the model few weeks ago)
around 3200 tri..
interview neox ? where ?! if i may ask
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you may crytek, it was really impressive, very nice guys over there
@CheapAlert: you might be right about this, and it will always look a little bendy but the style is stylized enough to to let this not look totally stupid, but ofcourse, if it doesn't look good i have to change the topology to get it more flexible, but max' skinning doesn't care if i change the topology beneath, so i can change it afterwards. thanks for the feedback
@kakikokeku (hope i wrote that right ): i'm not quite sure, but something is bothering me with his proportions, maybe the neck is too thick, i'm not quite sure, the last worked better, at least to me
I think the jawline and mouth areas are giving me some grief. Silo 2 from more or less a subdivided cube.
[IMG][/img]
these are a few quick shots of something im working on, i havent done my second passes on my textures yet , i havent touched the lighting but hopefully ill get to that stuff soon
Here's a little scene I'm working on. Kind of a future meets fantasy past combo military unit ( If that makes any sense ) I'm trying to keep it within typical game standards.
seankaremaker, I don't really understand what's happening on the second picture, but I like the statue on the first one!
SEKNeox, thx for the comment, I modified a bit the neck, maybe not enough, but it looks fine for me .. ^^
I also started a special skin for halloweeeeeen ^^
I let you imagine the kind of dishes the dude is bringing
Cheers
:getting my hands on Zb texturing tools. Light setup and shader not from me (by Francois Rimasson); still need to figure it out better for my own later...
(need to install photoshop on this computer too getting tired of mspaint jpg's artifacts )
[EDIT]-minor updates from lastest touches. Won't be able to work on it tomorrow, so here is goes...
Abra
in between everything else. serpent wip :
I'd really appreciate some C&C
-updated it a bit-
the head is too small, the legs are a bit too long, and the shoulders are a bit too large, (or the hips not enough- or both) ..
little update,
still working on me normal maps for this sky sub.
WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
gettin there but gad damn it i hate normal masp sometimes
omg im ze pimping
its a rack.. where you put hay!
and hands are still missing:
the textures are about 50% photosourced + 50% painted
(textures will be scaled down later)
http://tgz3d.com/images/nazi.jpg
Taxis.
Uvs are almost finished. I'll have 3 variants on 1 texture when I'm done. Two with the Dorsal advertising and one with the forward-facing sign.
Then comes the damage models and damage particles (doors hood and wheel) and then comes the blowing up swarms of them with a giant robot (this part comes a little later)