@tacit math: I love his boots! Those are nice. His little backpack is kinda "meh". Its not the size, its the lack of detail. It would be nice to see some pockets or stitches or some stuff hanging out of it or off of it. Something to bring the level of detail seen on his arms and legs etc onto his back.
Thats stunning Tacit!
Love the detailed anatomy and the cool clothes. The weapon is kinda funny... i think he needs huge hammer or something because he needs to use his big muscles somehow. Maybe you can put a big close combat weapon at his back.
I agree that the weapon is somewhat mismatched to his physique, but don't think you need to go with a melee weapon. He strikes me as doing a lot of running/climbing, though, so I kinda think 'hunter' more than gunslinger. Maybe a 1800s rifle to go along with the six shooter?
Wherever you choose to take it, looking awesome. I agree with whoever mentioned the crotch area though, see if you can find some ref of cloth like that, the folds should be much different.
Tacit, dude, that is crazy! I have just started with this sculpting mumbo jumbo and wanted to know if you built your base mesh, used the zbrush primitive one, or something else. For this one, I just used the Mudbox primitive head. I have not done the ears or eyes yet. Cnc is greatly appreciated.
Havok: I see you're trying to go in and add really sharp details before you really have most of the model fleshed out, dont even *think* of doing this. Work out your lower levels and put as much detail into them as you can first, and be carefull with the pinch tool as well, it can create some pretty nasty geometry if you want to go over those areas again and add more detail.
that looks awesome johny! tiny thing I wonder about, the welding on the front tripod leg doesnt look the same as the other two, is that intentional? very cool stuff!
nice gun johny
an hour or two more... messed around with some colours too but got rid of them again because they were rubbish
legs have had about 5 minutes work so far and it shows!
This is the first mechanical model I´m working on, it´s not much so far but this mechanical modelling is killing me
could anyone give me some pointers when I should start going highpoly and how?
Should I keep everything as seperate meshes or are intersecting meshes bad for your normalmap render?
And is it really that important to keep everything quads-only, because that seems almost impossible to me
anyways, here's the model:
based on the m50 Ontos
(threads and wheels are just placeholders)
Here's another model that I am working on. I should have finished him by now.
It was my first full character attempt at modeling. Mesh could have gone better,
edge loops aren't right. Going to texture him and be done.
Wether you should keep it all quads depends on what the purpose of the model is. As I understand it, quads are a very good idea for subdivision modelling and animated models that bend, twist, stretch etc (like characters). But for a low-poly mechanical model like yours there's really no reason to try and keep it all quads. So go nuts!
First Highpoly head
Trying to use sculpt tools in Silo.. not the greatest...
If you are making a sculpt for a normal map, do you throw topology to the wind?
Damn nice Snowfly. Her pose and attitude are great, and the foreground/background red/blue split really pop her out.
Can't say I like the spiky leg things and the rendering of the butt cloak she's got though. Looks to me like she has some sort of metallic forcefield apparatus in place to cup her explosive farts. :P
thanks for all the comments guys. there's a lot of tweaking to do and a lot more detail to go in. other weapons and such. trinkets. the revolver is there to play up the dirty mad max theme i want to run with. post apocolyptic mutant critter
lol vitor wtf..
she as extreme ass camel toe lol
and no toe on the front..
any less cloth and she will have her pubs showing up. lol
back of knees look hot
Replies
Vig: cool! now you can update your avy..
here is the gear (90% done) of my future character (yeah next gen..)
nice aliasing uh?
really liking that too vig . is it going to be shinier?
Compiled my gun for counter-strike:source :]
934 tris, 256 texture.
among other things. i've a lot to learn about sculpting cloth
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600 kinds of awesome! Great pose, love the boots/shin guards.
Nice work man!
Love the detailed anatomy and the cool clothes. The weapon is kinda funny... i think he needs huge hammer or something because he needs to use his big muscles somehow. Maybe you can put a big close combat weapon at his back.
Wherever you choose to take it, looking awesome. I agree with whoever mentioned the crotch area though, see if you can find some ref of cloth like that, the folds should be much different.
isnt very complex
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Not sure what world you live in, but that looks pretty damn complex to me.
Outstanding work.
isnt very complex
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You speaking privledges have been revoked Johnny.
an hour or two more... messed around with some colours too but got rid of them again because they were rubbish
legs have had about 5 minutes work so far and it shows!
could anyone give me some pointers when I should start going highpoly and how?
Should I keep everything as seperate meshes or are intersecting meshes bad for your normalmap render?
And is it really that important to keep everything quads-only, because that seems almost impossible to me
anyways, here's the model:
based on the m50 Ontos
(threads and wheels are just placeholders)
AWESOME MACHINEGUN
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Johny would it be possible to hit you up for a wire frame of the front with the holes cut into the cylinder? did you boolean that?
Looks aces. How long did that take, just out of curiosity?
It was my first full character attempt at modeling. Mesh could have gone better,
edge loops aren't right. Going to texture him and be done.
Wether you should keep it all quads depends on what the purpose of the model is. As I understand it, quads are a very good idea for subdivision modelling and animated models that bend, twist, stretch etc (like characters). But for a low-poly mechanical model like yours there's really no reason to try and keep it all quads. So go nuts!
Final texture on the little evil genius
Still can't figure out the damn raytrace alpha mapping fuckup I've got on the monocle. Guess I might have to ditch it.
On left model only bottom has an attempt with normal map.
On right self illumination with ambiant to black.
I continu to work on diffuse...
Trying to use sculpt tools in Silo.. not the greatest...
If you are making a sculpt for a normal map, do you throw topology to the wind?
Can't say I like the spiky leg things and the rendering of the butt cloak she's got though. Looks to me like she has some sort of metallic forcefield apparatus in place to cup her explosive farts. :P
:
I'm in the front.
Badass costumes Darksun!
Started rendering out in Xnormal:
No artifacts either
Still need to put more polys into the hair, loose some in the face and various other things... like new guns... that look, uhm. good?
cheers.
Snowfly that awesome piece reminds me of the calendar ConceptArt.org had done a bit ago by all the women on that board
she as extreme ass camel toe lol
and no toe on the front..
any less cloth and she will have her pubs showing up. lol
back of knees look hot