the studio i work at just announced the title (Global Agenda)we've been working on. Still in pre-production. Here's 2 of my characters... you can KIND of see them heh.
another shot from Global Agenda containing no work by me hehehe
EDIT: Photobucket is being dumb and not letting me post thumbnails so i'll post them tomorrow. Sorry. If none of the images are working just checkout the main page.
cool stuffs dudes!
some ds stuff, for a homebrew project.. 64x64 texture.. i am actually thinking of busting up 4 32x32 textures so i can use like 16 color palette on each. havent pasted the uvs for the other eye, thats why he has the goofy highlight.
@Arsh: Looking good! Can't wait to see 'em when it's done!
Starting some DS Versions of System Shock 2 and Bioshock characters to practice in Max. Here's a concept image of Goggles, muttering what must be the bestgame ending EVAR..
Dang that's win Arsh. I think you could push the contrast a tad, especially on the nose tip, the eyelid ledge, and in the iris itself, but the silhouette is rocking for that low poly. Aces out most of the next gen stuff posted recently, hahah.
hey some good work but im confused - is this a wip or finshed?
if so you may as well up the uv space on the face and shrink the body if it is to be all black
i liked wanked out a leilei for unreal tournament (and half-life, but not exported to that yet) in 2 days of boredom. Looks weird mainly due to ue1's crazy lighting model. Skin is as flat as it gets.
hey some good work but im confused - is this a wip or finshed?
if so you may as well up the uv space on the face and shrink the body if it is to be all black
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I think it's pretty obvious that it isn't finished yet.
@arsh: soooo cute! maybe a little big/too many polygons for ds? but well it's looking great
here is a quick sketch for one of the airborn Characters, really dirty, he is the owner of the distillery where you'll get the good ol' brand whiskey barrels you need to construct the glider o_O
I fell in love with Jill - Linda Hardys character in Immortel so i used her as reference: http://hardwired.hu/upload/3DF2/CSK/headref.jpg
3DSMax said: 951296 poly. Mudbox said Visible polys: 450K
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starting modeling a ufo last night
click for biggie more angles
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how the hell do you model so fast? you always seem to pull really great works out in a really short time.
would you mind perhaps doing a video cap of yourself modeling? i'd be interested in seeing your workflow.
Just a little normal mapping test, the normal map on the floor is created from a mesh (the textures are crap, just playin'), the ones on the walls are really old that I've never seen in action before (didn't have any knoewledge of any 3D application back then and Hammer did not like them for some reason).
Replies
wrooom wroooom
still a lot of stuff to do befor i can build the lowres version
:edit: and a quick concept of on of those islands...
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any chance of PM'ing me about what you're making? I want in!
thats it^
and yeah i have most all those toys too...
the studio i work at just announced the title (Global Agenda)we've been working on. Still in pre-production. Here's 2 of my characters... you can KIND of see them heh.
another shot from Global Agenda containing no work by me hehehe
EDIT: Photobucket is being dumb and not letting me post thumbnails so i'll post them tomorrow. Sorry. If none of the images are working just checkout the main page.
some ds stuff, for a homebrew project.. 64x64 texture.. i am actually thinking of busting up 4 32x32 textures so i can use like 16 color palette on each. havent pasted the uvs for the other eye, thats why he has the goofy highlight.
Starting some DS Versions of System Shock 2 and Bioshock characters to practice in Max. Here's a concept image of Goggles, muttering what must be the best game ending EVAR..
hey some good work but im confused - is this a wip or finshed?
if so you may as well up the uv space on the face and shrink the body if it is to be all black
arshlevon *
hey some good work but im confused - is this a wip or finshed?
if so you may as well up the uv space on the face and shrink the body if it is to be all black
[/ QUOTE ]
I think it's pretty obvious that it isn't finished yet.
here is a quick sketch for one of the airborn Characters, really dirty, he is the owner of the distillery where you'll get the good ol' brand whiskey barrels you need to construct the glider o_O
My only problem with it is... too much hairy man boob.
where the fuck is the red nose?
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oops forgot one layer... red enough?
Ferg: Nice concept, very cool start...love the face and hands.
Turnarounds:
Quicktime 8MB
http://hardwired.hu/upload/3DF2/CSK/CSKHead.mov
XviD 6MB
http://hardwired.hu/upload/3DF2/CSK/CSKHead.avi
http://hardwired.hu/upload/3DF2/CSK/CSKHFinal.jpg
I fell in love with Jill - Linda Hardys character in Immortel so i used her as reference:
http://hardwired.hu/upload/3DF2/CSK/headref.jpg
3DSMax said: 951296 poly. Mudbox said Visible polys: 450K
334 Tris
512 Diffuse
700 tris so far. I'm Trying to knock it down a little more if i can or ill just keep it here.
I believe the concept was from hawkprey for ut2k3/4.
(Looking good too, Icewolve.)
now heading for the logo, need to work a little more on the shapes and change the "O" to a stylized propeller
click for biggie more angles
starting modeling a ufo last night
click for biggie more angles
[/ QUOTE ]
how the hell do you model so fast? you always seem to pull really great works out in a really short time.
would you mind perhaps doing a video cap of yourself modeling? i'd be interested in seeing your workflow.
just a sketch of what i plan on painting this weekend. The whole thing will take up about a 20 foot panel on a wall.
Just a little normal mapping test, the normal map on the floor is created from a mesh (the textures are crap, just playin'), the ones on the walls are really old that I've never seen in action before (didn't have any knoewledge of any 3D application back then and Hammer did not like them for some reason).
Anyway, it's old but here's the texture: http://www.yay.se/textures/concrete-wall.jpg
Here's a low poly weapon I did in some spare time, 240 tris:
paper models for the win.
the wood thing is a tribute for that wood model is the first thing i was able to compile for CS:S
horray for the geekiness
-caseyjones