Awesome getting comments already cool, uh no if I don't get banned LOL? I'll make a thread when I get some color on it, but i'd like to see what you mean vig, thank you for posting about my little owl.
Thanx: Jrandall I will do that, it's a good idea .
Legs need work, threw a flat color texture on it, tired of looking at it with flat gray. Sorry if colors washed out with max default lighting. Oh and the hands need work, thats next.
Vitor: that is really cool! I like how unconventional her whole body and clothing is. Very nice style and good character. However I don't quite understand why her pants' belt line is so low. Seems quite unlikely. But either way it's good, keep it up
Snowfly: Awesome colours and the guy is very cool! I got the Flynn vibes straight away
Head seems a bit small though?
Davision3D: The clothing and proportions are pretty cool, but her face is very scary at the moment. Is it meant to be scary? It's some combination of the eye shape and lip shape that just seems very freakish.
SupRore: HARDER EDGES!
Everything is soft at the moment, especially his lips. Although oddly enough his nostrils look really hard edged and sharp when they should be a softer part!
Eyes are too far apart and the shape of the eyelids is pretty weird too. He's got a decent amount of character but structure and detailing is lacking believability at the moment.
For the outlines, I would say it looks better with them. Also, hawt.
crits: the shading on her rib cage and crotch area looks a bit off. I'd say lessen the highlight on the groin, it makes her look pseudo-pregnant, and smooth out the bottom edge of her rib cage highlight a bit, see how that looks. Overall lookin great, I'm sure my low poly chars would hit it.
My 1st animated model into the source engine. Crap I know but it was a test to see how hard it was lol, wasnt all that bad an experiance now for the real deal..
Snowfly thats a brilliant piece, makes me glad im a Flynn
Hey, MoP, thanks a lot for the crits. At the moment I'm feeling a bit constrained by my computer -- I went up to subd level 7 and tightened a lot of edges up, but it's really chugging at this point.
Will keep refining, but, something more like this?
Cat woke my daughter up nice and early today. Since I was up I finished this one off.
Older Version
Changes:
- Fixed the hickup in the arm when it meets the ground.
- Tweaked the particle effects to be more dramatic and de-spawn more subtly.
- Changed up the texture on the hand a bit.
- Added a few frames for a hand lock up... Hitting the ground might not be a smart idea when you're 100% mechanical, no one ever said Khador Mech's where smart =P
I know its Halloween and im also working on zombie but this is not meant to look scary it should look like a comic stylized beauty! Need some C&C here especially from you MoP!
what okkun said, plus:
close fist when he pulls his hand back, not before.
hold his pose on the ground a little longer, "settle" into the slam.
if fingers are rigged seperately, break up the timing of their motion as they open
torso twist as he stands up is really jerky, smooth it out.
center weight over planted foot as back foot moves up, plant foot, then settle his weight back to center
let the arm lag behind the body just a little bit, both on the smash, and the recoil.
I personally think he should step forward, not back, when he smacks the ground, personal opinion though.
Pretty much followed pior's tut for the diffuse/spec (thanks pior!).
Also, I get these dot artifacts when I bake out the CompleteMaps. Any ideas why this happens? (max8)
spacey: try turning off antialiasing in the render settings, but turn on global supersampler. dunno why but that usually eliminates any dots, and keeps the whole thing nice and smooth.
It seems like forever and a day ago that I had actually worked on this. :S
Was building a set of textures for a city like scene. Just a lighting shot, and then early textures about the place. Nothing too worked up other than diffuse and normal map (just used the diffuse as the specular for the time being)
Replies
Don't know how to texture it, any ideas on some colors?
wat link?
Thanx: Jrandall I will do that, it's a good idea .
EQ: whoo whoo woot!
why does that owl link to an okcupid profile, do you have some sort of owl fetish?
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It's Next Level's (Super Mario Strikers) art test.
Good idea for texturing though so it's useful either way .
Uly:
Yea this is an art-test for nextlevel I had laying around.
Legs need work, threw a flat color texture on it, tired of looking at it with flat gray. Sorry if colors washed out with max default lighting. Oh and the hands need work, thats next.
Like the render?
I struggle with the clothes
Snowfly: Awesome colours and the guy is very cool! I got the Flynn vibes straight away
Head seems a bit small though?
Davision3D: The clothing and proportions are pretty cool, but her face is very scary at the moment. Is it meant to be scary? It's some combination of the eye shape and lip shape that just seems very freakish.
SupRore: HARDER EDGES!
Everything is soft at the moment, especially his lips. Although oddly enough his nostrils look really hard edged and sharp when they should be a softer part!
Eyes are too far apart and the shape of the eyelids is pretty weird too. He's got a decent amount of character but structure and detailing is lacking believability at the moment.
Not sure what would be coolest, with or without the "lineart".
what brushes, tools have you used or method to paint like that such beautifull color variations ? (i'm newwbbie a lot)
crits: the shading on her rib cage and crotch area looks a bit off. I'd say lessen the highlight on the groin, it makes her look pseudo-pregnant, and smooth out the bottom edge of her rib cage highlight a bit, see how that looks. Overall lookin great, I'm sure my low poly chars would hit it.
My 1st animated model into the source engine. Crap I know but it was a test to see how hard it was lol, wasnt all that bad an experiance now for the real deal..
Snowfly thats a brilliant piece, makes me glad im a Flynn
Will keep refining, but, something more like this?
(uhmm....)
Snowfly, loving what you been showing latelly, really nice work. Very nice characters.
Graevling, i see that and think "Solid snake" but with boobs
I received really bad comments from someone on another board, now I'm really sad
Somthing i'll be pimping soon!
Don't know how to texture it, any ideas on some colors?
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gold and silver !
Starting to really accept Max now.
Alex
Older Version
Changes:
- Fixed the hickup in the arm when it meets the ground.
- Tweaked the particle effects to be more dramatic and de-spawn more subtly.
- Changed up the texture on the hand a bit.
- Added a few frames for a hand lock up... Hitting the ground might not be a smart idea when you're 100% mechanical, no one ever said Khador Mech's where smart =P
I know its Halloween and im also working on zombie but this is not meant to look scary it should look like a comic stylized beauty! Need some C&C here especially from you MoP!
Try letting the arm pause for a little bit before slamming down. Will give a more forceful impression I think.
close fist when he pulls his hand back, not before.
hold his pose on the ground a little longer, "settle" into the slam.
if fingers are rigged seperately, break up the timing of their motion as they open
torso twist as he stands up is really jerky, smooth it out.
center weight over planted foot as back foot moves up, plant foot, then settle his weight back to center
let the arm lag behind the body just a little bit, both on the smash, and the recoil.
I personally think he should step forward, not back, when he smacks the ground, personal opinion though.
Pretty much followed pior's tut for the diffuse/spec (thanks pior!).
Also, I get these dot artifacts when I bake out the CompleteMaps. Any ideas why this happens? (max8)
CLick here
Nice animation Vig.
Was building a set of textures for a city like scene. Just a lighting shot, and then early textures about the place. Nothing too worked up other than diffuse and normal map (just used the diffuse as the specular for the time being)
Enix- those eyes are MEGA creepy. ^_^
enix that looks awesome, love the style, the next pokemon game should definately have that style.
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no more poke-me-mon games. k?
byethx
@Johny: I wish they would take the time to put actual textures on all the models .
I think I'm done for now :S. I will attempt to get it rigged and animated to be an actual headcrab replacement later.