demoncage, haha yea, i'd like to see some wires as well. While that was slightly humorous and pretty obvious, you should at least imply that you are joking (perhaps with a '') when you post a photograph. I don't really give a damn, but some might. Like I said, not a big deal to me so don't take that the wrong way. I laughed. Anyway:
I've been working on this for a while. I posted a WIP some time ago. I just finished it a week ago. C&C welcome and appreciated.
Hey boomz, what kind of context is that intended for? If it's a shooter or action game or something with a low to the ground camera perspective, i'd say the texel density is way off. Blurry screen and console + highly detailed upper supports and solar panels? That's stuff which is above the player's head most of the time, while the things in plain sight look muddy and low res.
If it's intended for an rts or other mostly top-down game, though, I guess it works. Pretty good texturing either way.
erm I don't know he he.
basically when i reduced the polycount much further, the poor vertex shading started making my bake look a bit rubbish, hence the extra cross sections.
Also I didn't really feel the need to optimise the hell out of it as it not part of any game spec as such, so polycount was not really an issue
Ruz, your phone looks cool, but I think those scratches are in non-sensical places. I suggest leaving them there (sometimes things get scratched in random places) , but adding more, concentrating on edges and corners that would catch on keys and change in pockets and purses, and along edges and corners that would take impact if dropped on the floor or skidded across a table. Just a suggestion.
thats a fair point really.I will have a look at that aspect cheers:)
no interior, though in hindsight it would have been easier to do that. ah well this is my first real try at doing tech stuff
SupRore: It was geared towards a first person rpg, so the texel density should be shifted accordingly. Good point. I had that in my mind, but for some reason I think I was trying to pull the overall piece off in this position, rather than from the in-game perspective. More meticulous UV planning would have helped a lot. I found myself wedging certain things in after the majority of the map was set and some painted, eek. You live and learn. Thanks! I'll keep everything in mind for the next piece I do, which I will concept soon (and will hopefully be a level-chunk, so texel ratio will be high priority).
Yeah, taking the cloths and hands into zbrush so it will look alot more integrated with the head. so are these pieces you're doing contract work or just doing it for fun?
well, they were part of my master plan to rule the world of environmental objects, but I then got bored with them and went back to my character stuff:)
demoncage - yea, pretty much how I see it. If they don't like it, screw 'em. I just didn't know if any mods would hassle you on it. They're cool around here though so I doubt it. I just avoid bitch fits as much as possible.
My piece was fan-art for the upcoming Stargate MMO. It was one of the only concepts that was available at the time and most other concepts had been realized in 3d already, so no sense in making something that they've already completed in 3d.
Your mobster guy is shaping up quite a bit, can't wait to see the sculpt with all of the cloth folds n such. The silhouette concerns me because it is pretty plain, though, its a guy in a suit so not much you can do about it. I'm torn between suggesting giving him more shape (anatomically, adding muscle or slightly exaggerating his features like slenderness) or leaving him as is. will he have any accessories, guns knives grenades moltov?
I think the crotch of the pants might come a little high for my comfort... or the comfort of that character haha. Not sure, but it could maybe use a drop.
[ QUOTE ]
Hey guys, here are a couple props i did to help learn UE3. C&C welcome.
Cheers
[/ QUOTE ]
I would appreciate it if you would finsh the contract I paid you in full for. You have not responded since 31/05/07.
You are also using the work you did for me in your CV, and given that you have not finished the contract it's a bit rich. I have sent you countless PM's, Emails, Phone Calls etc.
I urge Admins to leave this post here as TS_Falcon was paid to do a job and never completed it. Given that he refuses to respond to PM, Email and Phone Calls this is most likely the last resort.
I wanna make a scifi bucket, but make it even higher tech than samas (greebles!)
Looks awesome sama, bobo. Ironbear, I liked the lowpoly a lot, but I'm not really digging the highpoly face. I think the lips and eyes together are what do it, gives her a weird, staring, perplexed look.
Replies
some crap from me , i stayed on subdivision level 1 , i wanted to make most shape out of it. looks like shit, but was fun and quick.
Johny:I think the ears are too far forward, or at least the angle makes them look off, it should sit/line up behind the jaw.
If you feel your own ear/jaw you'll get the picture.
P.S.:Make sure you wipe your hands first cuz i know you been playing with caca all day long.
Cool Lich, Darksun
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tanks!
Ugh.. landscape looks retarded.. having trouble with the stones & trees..
I posted some shots of the model for this guy a while ago. Finally got around to doing some texture work on him.
here's my current wip, i call him bortmeyer, and you will acknowledge him as such:
Soldier looks cool Obson.
I've been working on this for a while. I posted a WIP some time ago. I just finished it a week ago. C&C welcome and appreciated.
If it's intended for an rts or other mostly top-down game, though, I guess it works. Pretty good texturing either way.
bit of practice/fun
basically when i reduced the polycount much further, the poor vertex shading started making my bake look a bit rubbish, hence the extra cross sections.
Also I didn't really feel the need to optimise the hell out of it as it not part of any game spec as such, so polycount was not really an issue
Is there an interior?
no interior, though in hindsight it would have been easier to do that. ah well this is my first real try at doing tech stuff
kinda high poly, but fun to make
here's a slight update on the model. just trying to get everything solid before exporting the bod into zbrush.
Yeah, taking the cloths and hands into zbrush so it will look alot more integrated with the head. so are these pieces you're doing contract work or just doing it for fun?
High Poly for the Naruto Comp over at GA.
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interesting, is that like a adult version of Garra mixed with Akuma?
At least I know it looks cool!
Any comments would helpful. Especially pertaining to edge flow.
http://bdimonkey.wordpress.com/
My piece was fan-art for the upcoming Stargate MMO. It was one of the only concepts that was available at the time and most other concepts had been realized in 3d already, so no sense in making something that they've already completed in 3d.
Your mobster guy is shaping up quite a bit, can't wait to see the sculpt with all of the cloth folds n such. The silhouette concerns me because it is pretty plain, though, its a guy in a suit so not much you can do about it. I'm torn between suggesting giving him more shape (anatomically, adding muscle or slightly exaggerating his features like slenderness) or leaving him as is. will he have any accessories, guns knives grenades moltov?
I think the crotch of the pants might come a little high for my comfort... or the comfort of that character haha. Not sure, but it could maybe use a drop.
OBSON: love your work!! push the colors!
Taking to sculpt...
Hey guys, here are a couple props i did to help learn UE3. C&C welcome.
Cheers
[/ QUOTE ]
I would appreciate it if you would finsh the contract I paid you in full for. You have not responded since 31/05/07.
You are also using the work you did for me in your CV, and given that you have not finished the contract it's a bit rich. I have sent you countless PM's, Emails, Phone Calls etc.
I urge Admins to leave this post here as TS_Falcon was paid to do a job and never completed it. Given that he refuses to respond to PM, Email and Phone Calls this is most likely the last resort.
Polycount : 1330.
One more NPC for Dirty Conscience project!
Finishing the hair on her:
Looking for work.
will wonders never cease?
Looks awesome sama, bobo. Ironbear, I liked the lowpoly a lot, but I'm not really digging the highpoly face. I think the lips and eyes together are what do it, gives her a weird, staring, perplexed look.