Daedalus: Cool, i love your creature designs, and the start on the texture is good. A friend of mine is using the Cipher engine too for a game he's making, I'm doing some models for him - is the engine good and easy to work with from an artist's point of view?
TGZ: Are you using Rorshach's recent Balor (sp?) model for reference for this, TGZ? The chestplate design looks awfully familiar...
Also why are there little white highlights around every edge of the gold hardware where it's adjacent to the grey metal? Looks kinda weird...
Yeah, I'd use less saturation and make the highlights more white/brown rather than bright saturated yellow, that will make it look more like gold.
Good work so far though.
CHEAPALERT: thank but the design change a lot actually. since its my first model done ith max i 've some sentimental link with it thats why i keep reusing it
mop: thank i've done much of the design my self . 'not that good but i'm improving with time.
for cipher. well there's worst. i found it pretty easy as long you know some coding or have someon in you team who can do it. i mean for 100$ its good but no match with engine like ut or Q3
the community is small but growing wich help a lot
Didn't Quake 3 become open-source recently?
Yeah, the other 4 people on the team are all programmers, so I think I'm safe from having to write any code myself
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Didn't Quake 3 become open-source recently?
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Nope, but it's going to. In the meanwhile you could use Q3Fusion (Q2 hacked to death to support q3a stuff), Darkplaces Q1 (Very advanced with perpixel lighting), or FTE Quakeworld (another q1 engine, but supports q2 as well and it's one hell of a combo engine that also supports q3a stuff)
Deadalus: I thought "Gargoyle" was your first, I might still have the mesh around somewhere, there were some great skins for it, someone should get that guy ported to ut2k4 like he originally was :P
Mop, i had the design for the cest plate before ror did, so it would more like he got it from me... Why the white lines, i started to do it at the start and just kept doing it to too many parts so now its too late to change.
Thermidor, something is bothering me about the area under that girl's eyes, it looks like the small eye bags wrap up around the entire eye. Her neck is also looking a bit small, but other than that, great stuff.
I'm really liking that Thegodzero, do you plan to put some gold trim on the helmet? Or is that included in with "Get all the gold work done"?
That's looking pretty nice Omar, sorta has a Vin Deisel vibe to him. Though the ears look a little too far back on the head, might want to check that out.
hey guys im working on this generic spy chick with a skin tight suit, ill make her a blonde bombshell with a pistol+silencer... but right now I'm having anatomy issues, besides her ridiculously huge rack (I will reduce it) any tips on doing the face/head and any other problem areas?
Daedalus I really like your new stuff
great work everybody
a 'monument stand' and an idea i had for a teleport pad for a hl2 level i'm working on for my senior project class... shading on the stand is texture-based for now, just so i can see the actual shape of the thing when i'm workin on it and get a rough idea of what textures look like when i try them out..
as for the chick: The head has a really big star point you might wanna get rid of. and i havnt done too many female characters, but i think the most important thing is subtly. to me, the arms and legs could look a little more feminine. and the area around the boots looks really wierd. you may want to add some geometry detail and see if you can get that connection to flow better.
playing about with final gather , also re textured her , and a new head ... rigging is comming on ok , a few problemed areas still. also , i have to make her hair , its looking bunk at the mo.
Yep, I thought Lego when I saw those horses too, Rooster.
Good work Gauss, they look authentic
Nice work Thermidor too, I see your rendering is working nicely now
Careful not to make the whole scene too bright though, it might look nicer if you have a more obvious single light source, with some subtler underlighting and backlighting, rather than brightness coming from everywhere.
Still working on this - my first semi-realistic hi-poly head. First time for skin shaders as well, so I've spent a little while tweaking to get to here. Learning a lot though. The texture maps are too small to go this close really, but I wanted to see if the lips were working. There are still too few eyelashes, and they're too regular, and I haven't started on Maya fur eyebrows yet.
Made this last night in about an hour because I was sick of looking at my character texture. Didn't bother cleaning it up, there's an extra verticle subdivision in the energy cells and all the faces on the ground plane are still there. It was a lot of fun to make.
Awesome Daz. Remind me to steal your brain someday. Mind you, the belly button looks a bit too low in the midriff?
Sean: Heh, I'm working on a texture for him too... I'm making him look like Gandalf, but I'm not using any reference of any sort... might be interesting to see how he turns out
Looks like that red demon like painting that you did a while back. Love it! Hands look great. Nice and meaty. With the new influx of all these highpoly models i'm going to have to start practicing. Its very inspirational Can't wait to see more.
Thegodzero: I'm totaly digging that man. Keep up the good work.
Daz: Thanks, one of his eyes is a cataract on it. Thats why its blueish. Missed the comment the first time around!
Paul: Awesome. Looking foward to it! Last time you skinned one of my player models I think it was the first one I ever did. I did base my character on Ian McKellen as gandalf but decided I wanted to create my own wizard character.
Therm: I just don't like the way it looks, the result would look more like FLCL's Canti than what I was aiming for. The concept didn't work the way I wanted so it's back to the drawing board.
Tried my hand at an art-test for Dissonance. Failed to notice the specs changed twice since I had started and submitted. They didn't go for it, but it was good practice for me, as my texturing skills need work. 1 evening to model, two to texture. 2100 tris and a 512
you failed to meet their specifications? it looks pretty good, but not necessarily realistic. poly count seems a tad high though, but that just may be me.
Replies
enough blahblah here some picture.
most of polycount is around 3000-3500
http://img172.exs.cx/img172/4711/v1kt0r1hr.jpg<br />
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Welcome back! (For a brief period of time)
I muss gargoyle hunter so fucking much actually
When i get all the gold work done i'll corect the color of it, to more of a brown. Or so i hope...
TGZ: Are you using Rorshach's recent Balor (sp?) model for reference for this, TGZ? The chestplate design looks awfully familiar...
Also why are there little white highlights around every edge of the gold hardware where it's adjacent to the grey metal? Looks kinda weird...
Yeah, I'd use less saturation and make the highlights more white/brown rather than bright saturated yellow, that will make it look more like gold.
Good work so far though.
wire:
mop: thank i've done much of the design my self . 'not that good but i'm improving with time.
for cipher. well there's worst. i found it pretty easy as long you know some coding or have someon in you team who can do it. i mean for 100$ its good but no match with engine like ut or Q3
the community is small but growing wich help a lot
Yeah, the other 4 people on the team are all programmers, so I think I'm safe from having to write any code myself
Didn't Quake 3 become open-source recently?
[/ QUOTE ]
Nope, but it's going to. In the meanwhile you could use Q3Fusion (Q2 hacked to death to support q3a stuff), Darkplaces Q1 (Very advanced with perpixel lighting), or FTE Quakeworld (another q1 engine, but supports q2 as well and it's one hell of a combo engine that also supports q3a stuff)
Deadalus: I thought "Gargoyle" was your first, I might still have the mesh around somewhere, there were some great skins for it, someone should get that guy ported to ut2k4 like he originally was :P
Doing this one at work between customers. Wings3d is a rockin little proggy.
I'm really liking that Thegodzero, do you plan to put some gold trim on the helmet? Or is that included in with "Get all the gold work done"?
That's looking pretty nice Omar, sorta has a Vin Deisel vibe to him. Though the ears look a little too far back on the head, might want to check that out.
ZeroG that armor guy looks awesome.
unfortunatly i cant figure out how to post images yet.
Daedalus I really like your new stuff
great work everybody
Thanks steady
Napalm Blaster
positron pistol
Shock Gun
playing about with final gather , also re textured her , and a new head ... rigging is comming on ok , a few problemed areas still. also , i have to make her hair , its looking bunk at the mo.
Comments and critis are really welcome
heres one of my WiP, [image]http://[/image]
tiny turn around!!
http://jeremymariez.free.fr/fichiers/350z-01.zip
bladewing
monument stand
tree
http://www.gimcracker.com/archives/Moist-Lips.jpg
Good work Gauss, they look authentic
Nice work Thermidor too, I see your rendering is working nicely now
Careful not to make the whole scene too bright though, it might look nicer if you have a more obvious single light source, with some subtler underlighting and backlighting, rather than brightness coming from everywhere.
Full of wonder and mystery
But if the blocks were made of sand
Many twould be in misery!
I think Bloackland is an ancient realm found within the Lego UNIVERSE!!!!!!!!!!!!!!!!!!!!!! Sorry, I like nostalgic feelings :P
Thermidor: really like how she's coming on, but to me the bags under her eyes look slightly too pronounced. Cool work nonetheless
Unwrap and texture: Miguel Diaz
Mech. Didn't work out as planned. I'll do a new concept and try again.
I'm new to design that isn't character work.
still wip and kinda bleh.... not my best work.
Not sure where Im going with this. It's an anatomy study more than anything but I doubt it will end up human
Sean: Heh, I'm working on a texture for him too... I'm making him look like Gandalf, but I'm not using any reference of any sort... might be interesting to see how he turns out
http://home.comcast.net/~dpattenden/images/2D_demon2.jpg
KDR - whats wrong with it ?... i think it has potential.
Still chugging along, a very slow chug but a chug none the less.
Daz: Thanks, one of his eyes is a cataract on it. Thats why its blueish. Missed the comment the first time around!
Paul: Awesome. Looking foward to it! Last time you skinned one of my player models I think it was the first one I ever did. I did base my character on Ian McKellen as gandalf but decided I wanted to create my own wizard character.
im about to start some metal-areas on my char and just wondering how to do it.
Tried my hand at an art-test for Dissonance. Failed to notice the specs changed twice since I had started and submitted. They didn't go for it, but it was good practice for me, as my texturing skills need work. 1 evening to model, two to texture. 2100 tris and a 512