Kinda going for the mandela/buddhist art thing here. I know theres not alot of love out there for the abstract/non representational but here it goes...wheeee
Made in Photoshop from images rendered out of Chaoscope, a strange attractor rendering app
Japhir : I can see the boots are taking a bit of a stretching too (I think). Im new to unwrapping so dont take my word on it . The shoulders and coller are pains in the asses from what I worked on anyway...good luck bud!
conte, might be a good idea to make the polygons as square as possible along the legs for when you subdivide and start adding details. Same with the cloth, and forearms.
A car for a test for a game design education. Apparently, they want a maximum of 1024^2 for the texture. I'm struggling with going for the full detail of the 1024 or going for the more (I think) sensible 512.
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East, look on legs, i am adding loops only there, where could be details.
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Not sure I understand, but.. I'm just saying when making a mesh for ZBrush/Mudbox it's good practice to have square polygons everywhere. You never know when you want to start adding some finer surface texture into the mesh.
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Jumping way out of my comfort zone and doing a highpoly gun. Concept by my teacher Emer Tanciatco.
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Not to diss your teacher, but that concept has way to little detail to base a highpoly model on. So you really need to take your artistic freedom and change that.
For example those big ass screws on the scope: looks nice on such a small concept picture but really bad and undetailed on the actual model.
Heyo Nate, a good start for a hipoly, but there's a few things concerning both A, the concept, and B, your execution.
The concept is missing some things that a regular ol' assault rifle would always have. First thing I noticed was that there's no bolt for the ejection port. Second, the barrel doesn't seem to line up properly with the frame of the weapon. On the two sections of the gun, with the little break in between, there's no barrel running through, which would be impossible. The barrel runs from very close to where the magazine starts, to wherever it ends, so make sure the frame accomodates for that. The stock looks very uncomfortable. |: (
On your model... The foregrip looks like a ribbed dildo. : ( We're in the business of killing, not punishing (or pleasuring) our enemies' various orifices, Nate. (For shame!) Just flatten out that bottom, and make sure the waves on the grip are made for a human hand. Your attachment system for the top of the gun's frame is looking a little weird too, though the concept didn't show much. Most assault rifles have a standardized 'mounting platform', for which various kind of scopes, dooznicks and whatnots can be attached to. I'll link you up with the most popular NA model, the Picatinny Rail. Another problem that seems to stem from the lack of a profile concept, is how the barrel is attached to the frame of the gun. There's a different ways, but for that particular 'shape' of an assault rifle, it looks like it'd have some space to it.
See the opening on the front of the gun? For a large frame like your gun, for it to be a solid volume would place far too much weight at the end of the firearm, thus making it a little unwieldy, on the other hand, he seems to have drawn in perforations for exhaust, so I'm a little weirded out by what's going on in the concept. Like JK said, you may want to take some artistic license in making it seem a little more functional.
well the old box modeling way wasn't working for me, so i'm trying the edge extrusion method. unfortunately, this has led to me not knowing what each loop is doing =/
Hey thanks JK and Uly. Yea thats why it was way out of my comfort zone, I know nothing about guns. So I was modelling completely off of the concept. And haha I know what you mean about the foregrip, it was the first thing I knew that needed changing. Thanks for the reference and the feedback Ill see what I can do.
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- BoBo
Cammy White from the Street Fighter Series.
I'm floored by the level of work here. Makes me not wanna post my puny offerings
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LIERR!!! Cool style & pic, looking forward to seeing more of your stuff.
Made in Photoshop from images rendered out of Chaoscope, a strange attractor rendering app
uv's are done (exept for the stretching on the collar :P)
crits and comments welcome!
Nice style! Her cheeks need to be more red
@ Japhir
Looks good, his cloth looks kinda simple to me you should do a lot with that in the texture.
@ Noel Cower
Nice details, what is that small thing on his shoulder that deserves that amount of polys?
edit: forgot
concept from guild wars art
Say hello to five years ago.
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Haha! Nice.
I'm sure if I was drinking milk at the time, it would have been coming right back out my nose.
976 triangles.
I probably stretched the page, right? Sorry
East, look on legs, i am adding loops only there, where could be details.
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Not sure I understand, but.. I'm just saying when making a mesh for ZBrush/Mudbox it's good practice to have square polygons everywhere. You never know when you want to start adding some finer surface texture into the mesh.
(also cannot wait to see the rest)
I haven't had time to paint this much anymore, but...
I rebaked the uv's a few time to clean up the model and straighen some areas etc.
save space? i see only unique texture everywhere
Jumping way out of my comfort zone and doing a highpoly gun. Concept by my teacher Emer Tanciatco.
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Not to diss your teacher, but that concept has way to little detail to base a highpoly model on. So you really need to take your artistic freedom and change that.
For example those big ass screws on the scope: looks nice on such a small concept picture but really bad and undetailed on the actual model.
The concept is missing some things that a regular ol' assault rifle would always have. First thing I noticed was that there's no bolt for the ejection port. Second, the barrel doesn't seem to line up properly with the frame of the weapon. On the two sections of the gun, with the little break in between, there's no barrel running through, which would be impossible. The barrel runs from very close to where the magazine starts, to wherever it ends, so make sure the frame accomodates for that. The stock looks very uncomfortable. |: (
On your model... The foregrip looks like a ribbed dildo. : ( We're in the business of killing, not punishing (or pleasuring) our enemies' various orifices, Nate. (For shame!) Just flatten out that bottom, and make sure the waves on the grip are made for a human hand. Your attachment system for the top of the gun's frame is looking a little weird too, though the concept didn't show much. Most assault rifles have a standardized 'mounting platform', for which various kind of scopes, dooznicks and whatnots can be attached to. I'll link you up with the most popular NA model, the Picatinny Rail. Another problem that seems to stem from the lack of a profile concept, is how the barrel is attached to the frame of the gun. There's a different ways, but for that particular 'shape' of an assault rifle, it looks like it'd have some space to it.
See the opening on the front of the gun? For a large frame like your gun, for it to be a solid volume would place far too much weight at the end of the firearm, thus making it a little unwieldy, on the other hand, he seems to have drawn in perforations for exhaust, so I'm a little weirded out by what's going on in the concept. Like JK said, you may want to take some artistic license in making it seem a little more functional.
Mudbox? Silo? Zbrush?
lets make some crabsticks
Very low poly diver. Hoping to get some texture practice out of it.
Plus, I think it looks kinda cool. Arms maybe later, doubtful though
no, hands are unnecessary
edit: forgot
You're going to regret it later on.
high poly human =o
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DUDE... where can I get those concept pictures (for free)???
But yeah, what Soul said And maybe also pimped a little bit to early