Warby the plants are just a small part of what will be in the last picture.. a tropical island shore.. there will be lots of palmtrees and other stuff.. and yeah quite realistic
Some nitpicking tho:
The eyes look like they´re too close together, the mouth looks a tad too low, and the hand is a bit weird.
The thumb especially...right now it looks more like a monkeys hand.
I´d move the thumb lower and rotate it a bit to give it a more relaxed and natural position.
i'm trying to pose my spiderman low poly model (look at the low-poly thread). this is my first time trying to rig a character and i'm facing... lots of trouble :P for instance: i can't select some of the vertices in the physique modifier (they look exactly the same as the others, for example the one on his upperleg) and i just really don't know which verts to assign to which bones.. so help is very welcome. Here are the problem area's: :P
I'll make a real pimp post in a week or two when we have the environment fleshed out and some reasonably well-organized info about the game. By the way, we're looking for an unreal3 FX artist and an animator for this guy, so if that sounds like a good time to you, pm me.
This is my second model in Max. I started it in SketchUp (mostly because that's the height of modeling tools at where I work and I was excited to start on this):
I imported it as a 3ds into Max and here it is now. I work on it a little at a time, when I have time that is.
I'm working my way down the limbs, now. The arms are turning out to be pretty dawnting and the legs are no picnic. But it's really just for fun, so it's cool.
That is looking rad Gavimage, I like how you added that deep sea angler tentacle thing on his forehead. Though it makes me wonder what kind of prey hes trying to attract with it heh.
Gavimage: you tend to make your textures too mono gray black.. they are cool with all the skin details on it but give them some colors.. even if they are very dark and desaturated (unless they aren´t so desaturated, that they look black´n grey )
Gavimage: I have to agree with rollin and I was really impressed when I first saw the model. the color scheme seems very similar to your dom2 entry, except it worked better for that character. If you work in some colors in accordance with your normal map I think it'll look much more interesting.
Looks great Gavimage. I think the little tendons going between muscles making those little holes could use with some more definition though, they look like a blurry line right now.
Replies
that scene however looks like it still has A LONG way to go
3100 triangles and 1x 1024 material i recycled some old unused highpoly models for this
nice using of emissive maps.
metal texture need some work though, some scratches, dirt, rust etc
edit:
1-2 hours, from cube
Warby the plants are just a small part of what will be in the last picture.. a tropical island shore.. there will be lots of palmtrees and other stuff.. and yeah quite realistic
Awsome headgear on that guy Askhat
This is my first pimp here, it's my final sculpt to be used for the BHG Comp over at gameartisans.
He is called Vesuvius
ThatDon. Nice work man. Looking forward to seeing this finished
360 spin http://rapidshare.com/files/32248304/mr.chair.rar.html
Cool and solid model!
I've downloaded Your 360° preview - I see Spec's problem .... go down with Specularity on his cloth and boots.
Some seriously pimp work posted in here the last week! I really need to get out of Guild Wars and into some personal work!
-caseyjones
@gir
Very nice.
Some nitpicking tho:
The eyes look like they´re too close together, the mouth looks a tad too low, and the hand is a bit weird.
The thumb especially...right now it looks more like a monkeys hand.
I´d move the thumb lower and rotate it a bit to give it a more relaxed and natural position.
screencap from unreal3 editor (thanks roboblitz!)
I'll make a real pimp post in a week or two when we have the environment fleshed out and some reasonably well-organized info about the game. By the way, we're looking for an unreal3 FX artist and an animator for this guy, so if that sounds like a good time to you, pm me.
japhir: I dont know much about physique, havent touched it since college, but here's a pdf from autodesk's site that seems to be pretty thorough
http://www.turbosquid.com/FullPreview/Index.cfm/ID/269783
Ferg : looking HAWT !
Next gen for the lulz
http://boards.polycount.net/showflat.php...&PHPSESSID=
YOU FU&%ING ROCK!!!!
I imported it as a 3ds into Max and here it is now. I work on it a little at a time, when I have time that is.
I'm working my way down the limbs, now. The arms are turning out to be pretty dawnting and the legs are no picnic. But it's really just for fun, so it's cool.
Conte, diggin the helmet dude. That's a nice design.
Next gen for the lulz
[/ QUOTE ]
oh. thats pretty cool:D
nice work dfacto.
i love seeing a beautifully made prop
I've got a some more details to add, but this is the upper torso. the full guy is actually minotaur with bottom of his body centaur.
you can see a bigger pic by clicking on the small one.
still have a lot to do though.
Hell, I practically look like that [sans bewbs] and I eat shit all day. I don't even puke it up or anything.
but sec, be realistic, it doesn't look healthy.
( nice poly flow btw )
keep me updated plz