Just some goofy robot I'm messing with...not meant to be Robby The Robot, but along those lines I guess. Excuse the black backround, was having trouble with Deep Exploration's renders of the trans areas on his lower torso. Those dark areas there are to be filled with an electric like shader.
Not really extended torso, it's just natural (matched to a couple of photo references). I think you guys just got used to looking at stylized small head, big chest, huge muscles kind of dudes, so that regular people begin to look strange.
Lookin great so far on davey. However, I'd advise against modeling them like ILM did unless you plan on rigging each tentactle seperately with their own bones, which most games engines would probably have trouble handling and would be a pain to animate without a lot of scripted controls. It would probably be easier to just have a couple bones that can control the secondary motion of the entire tentacle beard.
at last I baked this high poly I did this summer. oportunity to go and try maya 8, some nice new features but damn, why did they renamed everything? Oh yeah I eventually stole Bobo's horns on this one
I'm also giving a try at machines texturing with normal map. I knew I wasn't efficient in machines, but hey normal map is just one step further, it's terrible. I know I can do it, I have to hehe (coming from a little project, sorry, only in french ^^ http://www.mentalwarp.com/~fmp/forum/ )
i'm working on this character head... it used to be much more detailed but i wanted the character in total to stay about 2000 polygons so i had to reduce the head's polycount...
since my levels for my game are on hold untill the foilage and terrain system is implemented i decided to make soem ground props. the first being a well:
jarrod, the wood texture on top of the roof is not looking very realistic... real wood has way fewer contrast and is kind of "smooth" other then that, great job! love the stones!
oh ok, i thought you where going for natural wood, like beams. (i actually had to look up that word ) The wood on the picture is made of wood totally grinded and then glued together, so that's why its looking diffrent.
wood thends to go either very dry and full of tiny holes (we have lots of wood at our home so thats why i know about that ) or it can go really spongy and wet, then it is really fragile and tends to break very easily. i think the first one is a wet one and the second one a dry one...
looks cool, i'd cut out a couple of those stones and make them stick in or out a little bit just so it doesn't look so much like a cylinder with a normal map applied to it
I'm aiming for something ps2 spec, this is all RTTd just under 6k polies, around about 10 256s or so. Of course the trees would probably glitch like hell muh
I've yet to really touch the building textures I'll weather them up next and add mud etc to the entrance
I did the mud in mudbox! w00t
crits welcome
edit: I got it down to about 7 256s without much noticable drop (not pictured)
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he looks like he lost a tenner and found a fiver
like the style tho
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...bad boy
Yeah I've got already some crits to his "regard -look" and his eyebrow . Well , You confirm this crits.
I will re-touch him a little bit.
REF:
Thanks, Rooster
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you messed up the eyebrows.
ouups ... Johny Your <u>Jack Sparrow</u> is HOT STUFF !!!
TEXTURE TEXTURE TEXTURE .
I'm thinking about Jack too.
...W.I.P.
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It looks SO much like him
not sure if I should continue with the original Dante, or turn it into DMC2 Dante
more Dante Progress
OMG, I have a boring naked dude that I am working on too.
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maybe its just me but his abs/mid-section look too long.
knocking out a few different busts for practice.
We are breeding a race of superior naked extended torso dudes... yes thats it <nods>
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Maybe by wearing long coats they can appear taller and more threatening
HAH!!
Crash - crazy viking person better start to explain
I dumped my Street Fighter Redesign model that I never finished into Mudbox to test things out.
I'll be adding braided hair once I work out how best to achieve it, along with teeth, a rope belt and some bangles.
at last I baked this high poly I did this summer. oportunity to go and try maya 8, some nice new features but damn, why did they renamed everything? Oh yeah I eventually stole Bobo's horns on this one
I'm also giving a try at machines texturing with normal map. I knew I wasn't efficient in machines, but hey normal map is just one step further, it's terrible. I know I can do it, I have to hehe (coming from a little project, sorry, only in french ^^ http://www.mentalwarp.com/~fmp/forum/ )
happy new year blabla
might totally redo the head. c&Cs?
now that i see it it looks like the arms are too long on the second pic... but i don't know about that for sure...
however i'll try decreasing the contrast of the wood tex and see how it looks.
edit: here we go, i do think it looks better. should i decrease it more or is that good?:
still need to scan my concept but my scanner doesn't work at the moment... still got a lot to do...
i was going for something liek that but a little more progressed in rotting.
wood thends to go either very dry and full of tiny holes (we have lots of wood at our home so thats why i know about that ) or it can go really spongy and wet, then it is really fragile and tends to break very easily. i think the first one is a wet one and the second one a dry one...
i might add an edge loop so i can get rid of that annoying line near the top of the stones.
2064 tris for the head
512x512 diffuse, I plan on making a spec for it though.
I've yet to really touch the building textures I'll weather them up next and add mud etc to the entrance
I did the mud in mudbox! w00t
crits welcome
edit: I got it down to about 7 256s without much noticable drop (not pictured)