Nice work so far. Especially the jaw.
How did you model that? Did you use box modeling or modeling from plane?
I always use plane for modeling a head (starting from the tip of the nose) but I´m having trouble to make a good "joint" between frontal and side-view.
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I first made a strip that defined the profile view and the made the eye and mouth loops fron that. Then from the back of the head I partly modelled the neckmuscles, and from there on it all came together pretty nice.
Modelled ears and made one of those fancy turnaroundthingmajigs!
started working on this, needto work on the specular and the diffuse , i want it more red with more contrast in it, its 320 polygons, there's 2 of these in this picture
The spec on that roof doesn't look right... way too much, I'd say. Assuming by the coloring and texture that its terracotta tiles? They have very very little spec on them
Yeah living in Southern California I see those types of roofs all the time and they aren't that shiny. Even when wet they aren't quite that shiny. A little bit of spec but not on the whole thing.
yeah i changed the spec and the diffuse, the diffuse is more desaturated and brown now, the spec still needs to be lowered then, cant get to my computer,i'll upload new one soon.
Also what colour spec should i use for that material?
Hi guys. Here´s my latest wip - roman warrior. Hope I´ll finish this one.
Right now it´s 1340 triangles, but there are many tris around the centre of mirroring (especially on the helmet) I´m going to take care of later, when the model is done and ready for unwrapping.
I was working on this just for fun and I believe that the armor isn´t exact so if anyone finds some (historical) inaccuracy, please, tell me. I like when my work is made perfectly, especially in case like this.
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Hi guys. Here´s my latest wip - roman warrior. Hope I´ll finish this one.
Right now it´s 1340 triangles, but there are many tris around the centre of mirroring (especially on the helmet) I´m going to take care of later, when the model is done and ready for unwrapping.
I was working on this just for fun and I believe that the armor isn´t exact so if anyone finds some (historical) inaccuracy, please, tell me. I like when my work is made perfectly, especially in case like this.
Yay! I made a shield for oblivion! This is just the normal map and a pure white (with some baked in light) diffuse at the moment:
@ Davision3D It's pretty highpoly, and the sharp look is because I hardly ever use the soft brushes in mudbox, only the scratch brush, as well as the flatten tool.
cool shield!, nice tutorial too... I wanted to make a sci-fi weapon for oblivion haha, it would be hilarious to walk around cyrodil blowing stuff up with a rocket launcher..for a little while anyway
@ daghen
Comeing along nicely. I think his head is hard to read but the texture can do there a lot.
@ Vitor
Cool model but i hate bunny killers!
Are this 5 egdes cylinder on the side? If you want the model that low poly you should better make them only in the texture! The band could also be partly textured on the body.
@ IronHawk
Nice, but the freamework on the side should also be beveled to get something in the normal map.
Makkon
Cool character! The face looks very feminine but something is missing on the body. The ears are strange because it looks like she trys to hear whats behind her.
Davision3D: Actually... that's a male. Does he really look that feminine? If so I really ought to rebuild the face entirely.
And adding boobs to an underdeveloped masculine body would be wierd. Perhaps the child-like proportions contribute to the whole feminine thing, maybe it's something that should be rethought. I might need to slim down the pelvis or something...
but a female counterpart isn't a bad idea.
@ Makkon
Its mainly the pointed chin. The small nose makes it also a bit feminine. Of course the child-like proportions contribute also to this but then the pose makes it more adult.
But the main problem is i just try to see too much human in this. He should have some fox elements in him right? Thats much about colour and fur that are not yet seeable.
Starfox has pointed chin and it works for me: http://www.geocities.jp/electro01aso/starfox.DW.jpg
Hey Makkon thats a kewl character, I thought it was male originally cause it kinda reminds me of Ratchet and Clank. The other guys suggestions about the chin etc sound good.
Heres what Ive been working on lately, I call it Scavenger. Its a high poly model for a little scene I would like to make.
wow DP, you're improving quite a bit. Reminds me of the kind of paintings you'd see on a church ceiling. Why limit to only 32 colors? Not sure if I like the color of the background on it, makes the whole image seems a bit monochromatic. A more contrasting color would help the figure stand out more.
Replies
Still need a lot of work, and the quick rigging screw it all up
Nice work so far. Especially the jaw.
How did you model that? Did you use box modeling or modeling from plane?
I always use plane for modeling a head (starting from the tip of the nose) but I´m having trouble to make a good "joint" between frontal and side-view.
[/ QUOTE ]
I first made a strip that defined the profile view and the made the eye and mouth loops fron that. Then from the back of the head I partly modelled the neckmuscles, and from there on it all came together pretty nice.
Modelled ears and made one of those fancy turnaroundthingmajigs!
Made for Insurgency
@nooba: cool props! nice wood textures. Are those hand painted or photo's?
I gave this old model a new sheet because he didn't have any
nkoste: Awesome! I don't really like the white highlights though. The whole thing seems rather dull, color wise. But he's a fun character.
oh and go rooster go!
Also what colour spec should i use for that material?
Right now it´s 1340 triangles, but there are many tris around the centre of mirroring (especially on the helmet) I´m going to take care of later, when the model is done and ready for unwrapping.
I was working on this just for fun and I believe that the armor isn´t exact so if anyone finds some (historical) inaccuracy, please, tell me. I like when my work is made perfectly, especially in case like this.
Needs a bit more detail.
revolver is bone
Hi guys. Here´s my latest wip - roman warrior. Hope I´ll finish this one.
Right now it´s 1340 triangles, but there are many tris around the centre of mirroring (especially on the helmet) I´m going to take care of later, when the model is done and ready for unwrapping.
I was working on this just for fun and I believe that the armor isn´t exact so if anyone finds some (historical) inaccuracy, please, tell me. I like when my work is made perfectly, especially in case like this.
[/ QUOTE ]
the mesh is cool.
Ahoj a nazdar
Needs more bloom!
@ Davision3D It's pretty highpoly, and the sharp look is because I hardly ever use the soft brushes in mudbox, only the scratch brush, as well as the flatten tool.
Concept:
Model with flat colours, 50% self illumination
what documentation did you use to get it in game? was there an easy way to do that?
Quick viewport grab in Silo2
Working on a little dumpster project. Trying to do some next gen urban props. Exaggerated some of the framework to add some bulk and style.
Been digging up some semi-older stuff and fixing it. I should REALLY start texturing about now...
Comeing along nicely. I think his head is hard to read but the texture can do there a lot.
@ Vitor
Cool model but i hate bunny killers!
Are this 5 egdes cylinder on the side? If you want the model that low poly you should better make them only in the texture! The band could also be partly textured on the body.
@ IronHawk
Nice, but the freamework on the side should also be beveled to get something in the normal map.
Makkon
Cool character! The face looks very feminine but something is missing on the body. The ears are strange because it looks like she trys to hear whats behind her.
And adding boobs to an underdeveloped masculine body would be wierd. Perhaps the child-like proportions contribute to the whole feminine thing, maybe it's something that should be rethought. I might need to slim down the pelvis or something...
but a female counterpart isn't a bad idea.
Anyway, here's my lastest pixel piece! It's 32 colors.
Its mainly the pointed chin. The small nose makes it also a bit feminine. Of course the child-like proportions contribute also to this but then the pose makes it more adult.
But the main problem is i just try to see too much human in this. He should have some fox elements in him right? Thats much about colour and fur that are not yet seeable.
Starfox has pointed chin and it works for me:
http://www.geocities.jp/electro01aso/starfox.DW.jpg
as my co-worker said when shown the piece:
"That's Retarded Super-Nice."
@Makkon: Can never have enough tots toting guns. Looking forward to the alpha madness which will likely ensue.
Heres what Ive been working on lately, I call it Scavenger. Its a high poly model for a little scene I would like to make.
concept:
3D model with hair and glow paintover: