Trying to get this one wrapped up - excuse the funkiness on teh right bicep - think that's because I rammed it on out generic skeleton/ animation set with no proper weighting.
earthquake, thats really cool. love the skin shader man
Her shoulders look a bit odd though, need more roundness
Thtas nice too FAT_CAP, though amazingly proportioned
@ East
Zbrush only? Im curios if that workflow is better than making hard modeling in max, for me its very hard to get inorganic shapes. Whats your trick??
@ EarthQuake
Looks very real, skin shader is sweet. Maybe a bit greasily skin.
@ FAT_CAP
Just cool! But i think you should do something else with the eyes. I wonder how he will look with a realistic pose
@ diffa
Nice character, needs more shadow above the eyes.
EQ: NEXTGEN !!! it shines and blooms everywhere !!!!
I'd tone down the spec a little and make the glossyness a bit wider/softer
other than that, nice pink color, and nice tits
-eq: .. well .. you havn´t something with this girls you always make.., have you? whatever.. looks realy real! nice
-diffa .. this realy rocks!.. but i wouldn´t make the belt of the bag so tight to the body (between her breast and the shoulder) so it looks more tense
this is a model for jedi knight 2/3
the blue things on the hands doen´t have anything to do with the model .. they are there to fix some jk3-sp bug, so ignore them
Something else that could be used at work. I know there are a lot of areas that could be optimized, but I'm not really having to worry about a polycount for these. The texturing is very wip at the moment.
Yep quite manly, good rule of thumb is to make sure the hips are as wide as the shoulders. Also the arms look a bit long, or just too large in general, esp if you consider how skiny the thighs are. Ears are probably too large, and the neck is too wide.
Rens: Thinner neck, narrower shoulder span. Otherwise, spot on.
I must be the only person on this board that's a tiny bit sensitive to nudity.
TheMadArtist: Actually, that's quite good! It looks clean and efficient, looks like it could go right into MGS3.
SupRore: I envy your HP skills, that's simply fantastic! I don't know how you chimps do it, but I want some high poly action myself. Why is it sohard for me?
Thanks, Makkon. It takes some getting used to, but if you work on it for a bit it's not actually that difficult. Just a bit annoying, keeping track of how everything will smooth.
finally. Took me hours, but it's my first full highpoly gun. I figure I'll get into doing it faster eventually.
edit: bigger image, + forgot about the screw on the grip.
A beginning of a new Shotgun model (again not optimised for real time rendering yet... base for normalmap) since I was told that would be needed more urgently in Sauerbraten.
Suggestions on the design are welcome
Who doesn't like triple barreled shotguns?
Well... I'd be worried if my upper barrel was going to destroy my other two barrels. : D
They should be an even length. The upper barrel is going to either warp the metal from making the lower two barrels so hot, or maybe even fuck it up with some buckshot.
Yeah I though about that too... but since Sauerbraten is a completely unrealistic game I though I would give the improved siluette more weight than some stupid realism
(But the lower two barrels have a heatsink )
very nice, however the arms are looking a bit manly, maybe slim them down? Or maybe that's just because I live in Asia and all (slim and pretty) girls here have slim arms...
@ Justin_Meisse
I thought more about stylized insects while making it, must be the simple Zspheres base that make it look like that.
@ commander_keen
Are you using green yellowish lights or is the texture that green? It looks really good but that green makes it look like it belongs underwater and that there is algae on it.
slowly getting towards the end of this. need to finish the arm diffuse texture and rig the face again.
Trousers are still WIP.Need pockets and proper stitching
The model and normals are pretty sweet, Ruz, but I don't like the diffuse or spec (do you even have one?) at all. They hardly seem to be doing anything, and he's got an almost cartoonish flat color look everywhere.
you guys really think its too green? when tweaking the lighting this was the most visually appealing. anyway heres the diffuse, the spec does have a really greenish tint on the concrete so maybe thats causing it, though the spec level in that area is very low.
Replies
I swear, one day I will finish something !
Edit:
I'm redoing this one, the old one had a crappy uv, and I didn't like colors:
JKMakowka,
Interesting so far Looks like it could launch some pretty heavy stuff. Will it be an energy based weapon, or projectiles?
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Rocket launcher replacement... sort of inspired by Quake3
Btw: updated the picture
Trying to get this one wrapped up - excuse the funkiness on teh right bicep - think that's because I rammed it on out generic skeleton/ animation set with no proper weighting.
Her shoulders look a bit odd though, need more roundness
Thtas nice too FAT_CAP, though amazingly proportioned
@ East
Zbrush only? Im curios if that workflow is better than making hard modeling in max, for me its very hard to get inorganic shapes. Whats your trick??
@ EarthQuake
Looks very real, skin shader is sweet. Maybe a bit greasily skin.
@ FAT_CAP
Just cool! But i think you should do something else with the eyes. I wonder how he will look with a realistic pose
@ diffa
Nice character, needs more shadow above the eyes.
I'd tone down the spec a little and make the glossyness a bit wider/softer
other than that, nice pink color, and nice tits
EQ, nice job on the chick, her cheeks and lips are especially cool.
-eq: .. well .. you havn´t something with this girls you always make.., have you? whatever.. looks realy real! nice
-diffa .. this realy rocks!.. but i wouldn´t make the belt of the bag so tight to the body (between her breast and the shoulder) so it looks more tense
this is a model for jedi knight 2/3
the blue things on the hands doen´t have anything to do with the model .. they are there to fix some jk3-sp bug, so ignore them
1x 512^2 diffuse and 1472 tries
ugh, gotta get used to this highpoly weapon stuff.
I must be the only person on this board that's a tiny bit sensitive to nudity.
TheMadArtist: Actually, that's quite good! It looks clean and efficient, looks like it could go right into MGS3.
SupRore: I envy your HP skills, that's simply fantastic! I don't know how you chimps do it, but I want some high poly action myself. Why is it sohard for me?
Need to go back and re-do/fix those wheels.... i don't think they're the right kind of suspention on this vehicle
Just a little test for floating geometry :] 1x512 (diffuse, spec, normal)
ARRRRRGGGHHHHH TheMadArtist!!!!!! You beat me to that vehicle .__. Lol, Nice job though. Makes me want to hurry up & finish my crappy one:
Need to go back and re-do/fix those wheels.... i don't think they're the right kind of suspention on this vehicle
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That's faaar from crappy dude. You've got alot more detail in your geometry than I do, very cool.
finally. Took me hours, but it's my first full highpoly gun. I figure I'll get into doing it faster eventually.
edit: bigger image, + forgot about the screw on the grip.
A beginning of a new Shotgun model (again not optimised for real time rendering yet... base for normalmap) since I was told that would be needed more urgently in Sauerbraten.
Suggestions on the design are welcome
Well... I'd be worried if my upper barrel was going to destroy my other two barrels. : D
They should be an even length. The upper barrel is going to either warp the metal from making the lower two barrels so hot, or maybe even fuck it up with some buckshot.
My ref isn't the best, but it works something like this:
I'll study it a bit closer and figure out the exact mechanism when I'm doing the lowpoly.
(But the lower two barrels have a heatsink )
Trying to learn texturing and unwrapping, a long road ahead...
...brains!
little update,
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very nice, however the arms are looking a bit manly, maybe slim them down? Or maybe that's just because I live in Asia and all (slim and pretty) girls here have slim arms...
I thought more about stylized insects while making it, must be the simple Zspheres base that make it look like that.
@ commander_keen
Are you using green yellowish lights or is the texture that green? It looks really good but that green makes it look like it belongs underwater and that there is algae on it.
slowly getting towards the end of this. need to finish the arm diffuse texture and rig the face again.
Trousers are still WIP.Need pockets and proper stitching
I have just started working in to the diffuse.
There again i quite like the cartoony look myself:)
alternate lighting http://i11.tinypic.com/4lf5t9c.jpg
(old: http://i15.tinypic.com/4mtas5l.jpg)
Anyone got any crits to offer?