got stressed today, so i modelled this up.. rushed the wood texture.. it's done, but not worth a thread of it's own (IMO). 244 tris, 2 512's (texture and transparency).
I'm working on Yamer's (http://yamer.deviantart.com) character Brook for some fun because I truely LOVE the design, just some hands and feet left then the dreaded skin .
I hope I can show off my other project, but i'm still waiting on the okay to do so.
[/ QUOTE ]
You may want to consider knocking the supports for the railings out as 3D geometry and having that information show through in the texture. Using alpha's on things like that will drastically save you polycount.
I've no idea what this is for/your limitations but I thought I'd mention this.
Thanks, it's architectural visualization so there really isn't a polygon limit. First and probably last thanks to the guy being a nightmare to work with. I don't think they even had an architect design the building. Fire escapes where never designed intot he plan so I had to put those in. Then there's all the changes he's asking for. I may have to remove that last garage bay cause he doesn't know if the city will approve it.
Once this is finished I'm probably going to look for work and see if there are any local architectual visualization places in the Vancouver area. But if that falls through I have a couple possible projects lined up then there's the plan to go take a drafting program in the fall.
The wall won't be so washed out in the final renders. I'm starting to consider making a game environment level version, but that won't be for a little bit I think.
Hmm, weird Daz. I think I actually preferred it last time I saw it, with the very blank smooth face (your original painting of this guy seems to have a much smoother face too, less hard lines).
Don't get me wrong, it looks very cool... but I'm not really a fan of the mouth area right now.
Well, Im kind of glad you said that Paul, because Im really not sure about it. I mean, I dont really know what it is. Gills?! So Im floundering a bit ( fish pun unintentional )
I prefer the blank mouth too. Weird. Ah well, I'll detail out the rest of the body perhaps and come back to the face later.
If the fish pun was unintentional, you wouldn't have said so afterwards... floundering indeed
I also figured out what's partly making me think it looks "wrong" - the underlying shape of the mouth area behind the gills/whatever is actually forming a silly grin, with all the surrounding shapes and flow aiming upwards, whereas in your painting (your avatar I'm looking at), it seems to be a downward flow in the muscle shapes around the mouth, and the underlying shape is more of a wide-open scream, making it seem tormented rather than ... well, cheeky.
If I had to say the expression was anything now, I'd have to say it looks like a cheeky demon, even with the eyebrows like that... heh.
Still trying to figure out this things anatomy is a pain in the ass. Nothing on earth has a structure like this thing. If any of you guys have any ideas how it might work let me know.
I'm trying to build a low poly bus here, I just started, and something doesn't feel right when doing the windows etc.? I'm having difficulties with the meshwork where I feel the polygons could have been used more efficiently. This will be imported ingame and triangulated.
@TGZ:
Looking good, love the back. i'd revisit the wings and look at the wing structure of bats where the fingers support the membranes.. right now they dont look really beliavable.
Heres a quick 3d 'sketch' that I worked on yesterday. I had a concept in mind but nothing on paper yet, so I threw down some basic shapes and came up with this after a few hours.
Really I was just trying to get a basic idea, work on a silhouette, and try to come up with a character that could 'read' well with a quick glance. As it turns out, thats rather impossible to gauge accurately when the form isnt complete yet Regardless, it was a fun way to start a model, as opposed to tweaking every little detail as I go along.
Pseudo, TGZ, nice stuff these last couple of posts!
I've made a start on a concept for the current CGChat contest... looks like a really good competition this time round, basically designing really heavy armour for humans/aliens/creatures/whatever... fun!
Pretty much done the sketch, gonna do a Photoshop painting over it next, I think:
Mop, nice work man, same for you pseudo. I find it funny that i had just finished that heavy knight a few weeks ago and here this comp comes up.. and now i have this girl to do who has to be light... Damn you crule world! Damn you!!! hehe
TGZ: the archer girl looks great. And the creature is looking interesting. Have you tried looking at Hammerhead sharks and or pterodactyls for inspiration on convincing anatomy?
ye daz!
i might raise the corner of the mouth a little, its a little too "middle" to my taste. but wahtever
i like it!
i think the dilemma uve been having with his face can be resolved with the lazy artists's favorite saying: "less is more"
TGZ - that ridged chestplate and sternum area is the anchor for the massive muscle necessary to pull those wings down, and give the creature lift. I had to do something similar with this (albeit much simplified): http://www.gmanx.com/image-files/BondBat%20SkG.jpg
lookin' mighty fine tho'.
[ QUOTE ]
Haha, that looks fit for Firebrand. By looking at the second pic I feel like to scrap and start over and plagiarize your edgeloops... :P
ANYHOW, another weapon added to my growing q1 weapon arsenal - THE SUPAR MAGNUM PISTOL, only 177 tris!
[/ QUOTE ]
You should just try and find that human modeling tut in blender and find some good muscle refs, i got a good front and back one that is drawn that neo found and sent me that i can send you if you want.
Btw what are about the max poly counts for models in quake 1? i image very little but still i am curious.
[ QUOTE ]
Btw what are about the max poly counts for models in quake 1? i image very little but still i am curious.
[/ QUOTE ]
4096 triangles, however most modern q1 engines support up to 65536.
Only tuts i can find on blender on human modeling is involving subd's so that's not what I want, besides, I can model okay already, i'd rather learn from studying other's work rather than going through a tutorial. :P
[ QUOTE ]
[ QUOTE ]
Btw what are about the max poly counts for models in quake 1? i image very little but still i am curious.
[/ QUOTE ]
4096 triangles, however most modern q1 engines support up to 65536.
Only tuts i can find on blender on human modeling is involving subd's so that's not what I want, besides, I can model okay already, i'd rather learn from studying other's work rather than going through a tutorial. :P
[/ QUOTE ]
thats what i do basically, study pictures and other peoples work to get a good feeling of anatomy, when i see a good model with good proportions and good flow or a wicked drawing or picture, my first instinct is to save it to my refs folder, must have hundreds of different models/pics/drawings stored in that folder
Well, I'm calling this guy done. I took a long break from him, and now that I finished all the little bits, there are parts that I don't like, but that'll have to be put into a new model.
cool kman! the techno union dude ! by far one of the more outstanding new species of aliens in the new star wars movies, great job doing the body and the metal looks especially well done.
Replies
Still working on some wierdness in the side view on this one.
I really like the modeled eyebrows, though.
Only really worked on its head tonight.
Wires....
http://img.photobucket.com/albums/v19/SABRE/3D%20ART/Sobek_pic01.jpg
http://img.photobucket.com/albums/v19/SABRE/3D%20ART/Sobek_pic02.jpg
http://img.photobucket.com/albums/v19/SABRE/3D%20ART/Sobek_pic03.jpg
[/ QUOTE ]
HOLY SHIT ! Ok, whatever you do? Do *not* turn off the lights when this model is done.....
Shades are dull at the moment and it's a 256x256
Model for the current CGChat comp.
Woohoo!
And
I hope I can show off my other project, but i'm still waiting on the okay to do so.
Figured I should through my hat in also
And
I hope I can show off my other project, but i'm still waiting on the okay to do so.
[/ QUOTE ]
You may want to consider knocking the supports for the railings out as 3D geometry and having that information show through in the texture. Using alpha's on things like that will drastically save you polycount.
I've no idea what this is for/your limitations but I thought I'd mention this.
Good job so far.
Once this is finished I'm probably going to look for work and see if there are any local architectual visualization places in the Vancouver area. But if that falls through I have a couple possible projects lined up then there's the plan to go take a drafting program in the fall.
The wall won't be so washed out in the final renders. I'm starting to consider making a game environment level version, but that won't be for a little bit I think.
Don't get me wrong, it looks very cool... but I'm not really a fan of the mouth area right now.
I prefer the blank mouth too. Weird. Ah well, I'll detail out the rest of the body perhaps and come back to the face later.
Silva: solid mesh man, very clean and good use of polygons
@Daz: absolutely infatuated with this (I presume) demon, superb detail and definition...
I also figured out what's partly making me think it looks "wrong" - the underlying shape of the mouth area behind the gills/whatever is actually forming a silly grin, with all the surrounding shapes and flow aiming upwards, whereas in your painting (your avatar I'm looking at), it seems to be a downward flow in the muscle shapes around the mouth, and the underlying shape is more of a wide-open scream, making it seem tormented rather than ... well, cheeky.
If I had to say the expression was anything now, I'd have to say it looks like a cheeky demon, even with the eyebrows like that... heh.
little update
another little update
Now on to the hands and forarms.
Still trying to figure out this things anatomy is a pain in the ass. Nothing on earth has a structure like this thing. If any of you guys have any ideas how it might work let me know.
I'd just like some feedback before continuing it.
Looking good, love the back. i'd revisit the wings and look at the wing structure of bats where the fingers support the membranes.. right now they dont look really beliavable.
Really I was just trying to get a basic idea, work on a silhouette, and try to come up with a character that could 'read' well with a quick glance. As it turns out, thats rather impossible to gauge accurately when the form isnt complete yet Regardless, it was a fun way to start a model, as opposed to tweaking every little detail as I go along.
Some wireframe goodness also...
Polycount:2200
I've made a start on a concept for the current CGChat contest... looks like a really good competition this time round, basically designing really heavy armour for humans/aliens/creatures/whatever... fun!
Pretty much done the sketch, gonna do a Photoshop painting over it next, I think:
I love the Triceratops armour MoP.
TGZ: the archer girl looks great. And the creature is looking interesting. Have you tried looking at Hammerhead sharks and or pterodactyls for inspiration on convincing anatomy?
i might raise the corner of the mouth a little, its a little too "middle" to my taste. but wahtever
i like it!
i think the dilemma uve been having with his face can be resolved with the lazy artists's favorite saying: "less is more"
first shot
second shot
ANYHOW, another weapon added to my growing q1 weapon arsenal - THE SUPAR MAGNUM PISTOL, only 177 tris!
Did a little paint over of what i think it should look like.
Bahahaha i looked for pictures and found this...hahahhaahaa
http://objective.jesussave.us/pterosaurs.html
http://www.gmanx.com/image-files/BondBat%20SkG.jpg
lookin' mighty fine tho'.
Haha, that looks fit for Firebrand. By looking at the second pic I feel like to scrap and start over and plagiarize your edgeloops... :P
ANYHOW, another weapon added to my growing q1 weapon arsenal - THE SUPAR MAGNUM PISTOL, only 177 tris!
[/ QUOTE ]
You should just try and find that human modeling tut in blender and find some good muscle refs, i got a good front and back one that is drawn that neo found and sent me that i can send you if you want.
Btw what are about the max poly counts for models in quake 1? i image very little but still i am curious.
Btw what are about the max poly counts for models in quake 1? i image very little but still i am curious.
[/ QUOTE ]
4096 triangles, however most modern q1 engines support up to 65536.
Only tuts i can find on blender on human modeling is involving subd's so that's not what I want, besides, I can model okay already, i'd rather learn from studying other's work rather than going through a tutorial. :P
[ QUOTE ]
Btw what are about the max poly counts for models in quake 1? i image very little but still i am curious.
[/ QUOTE ]
4096 triangles, however most modern q1 engines support up to 65536.
Only tuts i can find on blender on human modeling is involving subd's so that's not what I want, besides, I can model okay already, i'd rather learn from studying other's work rather than going through a tutorial. :P
[/ QUOTE ]
thats what i do basically, study pictures and other peoples work to get a good feeling of anatomy, when i see a good model with good proportions and good flow or a wicked drawing or picture, my first instinct is to save it to my refs folder, must have hundreds of different models/pics/drawings stored in that folder
Length: 8'1" (246.3cm).
Polygons: 94,000.
Time: 2 hours 30 minutes.
Software: 3dsmax, ZBrush.
Still needs a little more detailing (especially around the bone crest at the back).
Texture is just a planar-mapped photo for testing purposes.
That's looking nice and shiny there, KMan. Love the face and neck gear arrangement ... sharp as always!