That looks cool, Ruz. I'm in the mist of modeling a semi high-poly head (playing around with sub-d's) and your work will serve as a great reference. Wonderful work, pure beauty.
Here is my work btw.
PlatSajack - I would suggest you try and go slightly lower in poly count, try and get the form of the mesh more accurate, before you start putting in the more detailed stuff.
You can always add more detail later when you are happy with the form. get lots of reference also
n30g3n3s1s - Thanks, will post the flats soon. Actually the flats don't look so hot, but the model seems to be carrying most of the detail.
Remember the Q2 Werewolf I did? Well here's one for UT2K4. The textures are temporary, and more of a test to see how the Opacity Chell and FIn idea works. This is being done in Maya. I hate texture assignments and painting maps.. Bleh... But I am loving Maya's modeller.
Sjet: Its because I simply don't have time for a custom rig and animation job and he is too large for the juggernaut skeleton. I suppose I could see about altering the socket definition to compensate, but at the moment the little odditys in the rig will have to stay.
heh Here's a rough animatic of my animation. This is just an edit of stills, which gives a little an idea of the style and story. (Pear wakes up, looks outside, and falls out of his window)
Enjoy
Jerome: Yeah, lots of work needed on the eyes/mouth/nose area. Thx for the crit
Ice: thanks
JBoskma: Thats really really cool. Are you going to keep the shaky cam? or is that just a result of the stills. I think it accualy might ADD something to the anim.
heh the cam really reminded me of those oldscool traditional 2d animation cameras, where they screen the storyboard. But it was a result of scaling stills in the editing program. In the final it won't be there.
Whoa, Scoob, that guy's muscles are insanely defined ... I don't think the ribcage area should be that sharply defined either. Good start though, I just reckon if it's a "generic" human, you should tone down the muscles a bit - leave enough detail to define them, but don't go overboard and make him a ridiculous bodybuilder, IMHO that look is just weird
Welcome to the boards DCon Cool model, though it lacks creativity in all ways. Looks to me like an Unreal Tournament Juggernaut with personal addons at various places. Solid mesh, cool render. Are you going to skin it yourself?
He is a lot like the juggernaut, hints I am using the juggernauts biped skeleton. I like that class of characters in the game and wanted to make my own character that fix right into the games theme. Here is a pose shot
Replies
I model atm - weapons, items and a set of three "twins".
HighPoly, midpoly and lowpoly.
Here is a pic of the lowpoly twins.
I have to fix the lowerarms again (grrrr - i dont like hands ), time to go on to texturing.
Oh, lowdragon is it - german version of the name just sounds better .
It will be in the same texture style as the demons i made before.
thought I would repost this default head I am working on
Here is my work btw.
Geesh... how I wish I could model. Cheers.
You can always add more detail later when you are happy with the form. get lots of reference also
n30g3n3s1s - Thanks, will post the flats soon. Actually the flats don't look so hot, but the model seems to be carrying most of the detail.
I'm working on a horse! Gonna make a cowboy to ride it next.
http://chrisholden.net/rope01.jpg
Here's what i worked on tonight. finished unwrapping all these; color-coded for my sanity
old model i'm redoying for my current projet
(it was a request from cheap alert if i remember correctly)
Got back to working on Balor recently. Early days still.
Nice stuff daedalus.. skin looks really creammy smooth. Cheap awta be hitting the cieling looking at that one.
Ror. Sweet helmet. I like the multi layering it has.
Remember the Q2 Werewolf I did? Well here's one for UT2K4. The textures are temporary, and more of a test to see how the Opacity Chell and FIn idea works. This is being done in Maya. I hate texture assignments and painting maps.. Bleh... But I am loving Maya's modeller.
http://www.rdwarf.com/edbado/LJPics/2004/Lupinefuzz.jpg
WIRES
http://www.rdwarf.com/edbado/LJPics/2004/lupinewire.gif
Scott
And just finished with this guy as a playable character model in UT2004, downloadable here: Click me!
VRay render of the Frankenstein Pear:
Day
Night
Day:
Night:
they could use a little texture/color to them though cool stuff!
Download Here.
Now for the battles of good vs evil.
BTW JBoskma. the buildings are excelent.
Quirky fantastic stuff.
Enjoy
Ice: thanks
JBoskma: Thats really really cool. Are you going to keep the shaky cam? or is that just a result of the stills. I think it accualy might ADD something to the anim.
Its very rough. ug.
MoP
He is a lot like the juggernaut, hints I am using the juggernauts biped skeleton. I like that class of characters in the game and wanted to make my own character that fix right into the games theme. Here is a pose shot
I have already started skinning him.