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So what are you working on?

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  • Japhir
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    Japhir polycounter lvl 17
    thanks!
    the blotches for the head and back where located at the same places as in a real tokay-gecko's head and back, the other ones are indeed random :P (although vaguely the same distance apart as in the reference) i don't really know how to make it less muddy... i didn't use low-opacity brushes on purpous as to avoid making it muddy, but apperently it didn't really work.
    thanks again for your comment!
    reference: http://upload.wikimedia.org/wikipedia/commons/thumb/5/57/Tokay_Gecko.jpg/434px-Tokay_Gecko.jpg
  • rooster
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    rooster mod
    I can see where you're coming from looking at the reference, but don't forget the gecko is trying to look hard to spot/confusing but ingame you want things to read as well as possible (but reminiscent of the subject)

    maybe you could vary the strength of the blotches, reduce them in areas where it's more important to see the features (eg head)
  • rollin
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    rollin polycounter
    nothing "new" or "wip" but too less to make an owne thread

    working a lot with combustion and vegas lately
    so tryed them to polish some renders.. nice tools smile.gif

    raceIMG_darFly.jpg

    darFly_5f_wide.jpg
  • Japhir
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    Japhir polycounter lvl 17
    finished, i'd like to spend some more time on it but i can't tongue.gifgeckopresentationwd6.jpg
  • ImSlightlyBored
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    ImSlightlyBored polycounter lvl 13
    I am going to hate the low poly of this. I can sense it already. Any tips? Budget of probably around 1,000 tris though I'm flexible. Thinking of using Parallax mapping which I've never used before. Am I right in thinking that will potentially get me nice results on the center globe?

    1,141,056 tris, all hand modelled (no sculpting for me, though zBrush did help with its alpha to 3d tool.)

    hipolybk9.jpg

    few loose ends to do yet though (namely some things arent sculpted rock and float off the backing plane, which isnt acceptable)
  • nutsy
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    nutsy polycounter lvl 18
    Vass....you work for IGT?
    I was at G2E this week, got a few pics of the Star Wars machine myself, and played it a while laugh.gif
  • Ruz
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    Ruz insane polycounter
    rollin thas really cool man
  • dur23
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    dur23 polycounter lvl 20
  • rollin
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    rollin polycounter
    THE nutsy who painted waaay waaay waaaay waaay back this ogre kind of guy with the axe, everyone on these forums "tagged" ?

    and thx ruz !

    ImSlightlyBored, never made such a part for (normal)mapping.. but i´m not sure how much you have to care about the overlaying and "not-out-of-the-stone-made" stuff.. you can´t see "behind" when its rendered, and as long as it is rendered straight from above you shouldn´t have problems .... at least i guess smile.gif
  • breakneck
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    breakneck polycounter lvl 13
    heres the start of my model, the concept is back on page 360 or 361 of this thread. I'm working on it slowly but it is coming along nicely. Plus i'm learning maya with this project as well.

    Untitled-1-2.jpg
  • Makkon
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    Makkon polycounter
    rollin: Some real intricate detail, I'm very impressed! I have to say I love the lighting and mood of the scene, that really sells me.
    ImSlightlyBored: That's epic, man!

    I'm modeling Avatar Aang, here's a start on his face.
    aang001.jpg
  • demoncage
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    demoncage polycounter lvl 18
    face is lookin' tight Makkon
  • Chai
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    Chai polycounter lvl 18
    gonna make a bunch of these
    vikingshield_wip_03.jpg
  • Wells
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    Wells polycounter lvl 18
    your dropshadow is a little much on those scratches.

    what exactly is that black and white layer supposed to be? at first i thought it was supposed to be paint, but that doesn't seem to be the case. the wood texture bothers me... doesn't look 'right' for that type of weapon... it looks like a wood floor, not something they would have been able to create back then [assuming this is a period shield].

    straps come off reading as metal?
  • EarthQuake
    HIS face? Looks like a trap to me! REVERSE TRAP!
  • Vitor
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    Vitor polycounter lvl 18
    haha, makkon stills with doubts since he lastest character. Well done EarthQuake, you really nailed it laugh.gif at first he got me.
  • Chai
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    Chai polycounter lvl 18
    [ QUOTE ]
    your dropshadow is a little much on those scratches.

    what exactly is that black and white layer supposed to be? at first i thought it was supposed to be paint, but that doesn't seem to be the case. the wood texture bothers me... doesn't look 'right' for that type of weapon... it looks like a wood floor, not something they would have been able to create back then [assuming this is a period shield].

    straps come off reading as metal?

    [/ QUOTE ]

    Thanks for the comments Sectaurs !
    1. when you say my dropshadow on the scratches, you mean the outline stroke ?
    2. the black and white -is- supposed to be paint, and I agree it doesn't look as credible as the other parts of the texture - I'd appreciate if you can give me pointers of how to make it seem more like paint.
    3. I agree about the wood, it does look too clean and polished, was hoping to find some proper refs of how a wood should have looked.
    4. What do you mean by straps coming off reading as metal, they are leather ...

    I'd appreciate your answers on these smile.gif

    I also made some different schemes for it
    shieldpack.jpg
  • Joao Sapiro
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    Joao Sapiro sublime tool
    i would recomend that for the paint parts where there are irregularities that you add wood beneath it, either it was a really bad smith or he has an incredible shaky hand , or i could be wrong and he made it rshed , but the backpart doesnt show that.i am biased. looks cool nontheless smile.gif
  • Wells
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    Wells polycounter lvl 18
    i guess it's the bevel and emboss you used, not a dropshadow, my bad. but it's too much... makes the color material look way too thick, more like hide than paint.

    let some of the wood-grain show through the paint. make the scratches go into the wood - showing the brighter inside of the wood, not just the outer wood texture... swords and arrows wouldn't just chip the paint off and leave the wood beneath pristine.

    the straps look very similar to your metal.

    will write more later
  • boomz
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    boomz polycounter lvl 9
    Likewise - Its coming along. Someone suggested earlier that you increase the size of the grenades... I would suggest the same thing. Also, changing their overall shape would be good too. Are they grenade launcher rounds or actual hand grenades? If hand grenades, I'd suggest looking up fragmentation grenades, if rounds, they're more cylindrical and sometimes shaped much like bullets. I'd change that color on them regardless of what you do... that first render with the cyan pellets around his waist... my first thought was why does a man at war need so much fucking viagra? haha. I'd make them black and specular, rimmed with yellow paint or something. Play with the color scheme. Also, I'd remove one so he's not so symmetrical (prolly on the gun-side so it visually lightens that side up some). Its hard to tell the belt buckle is a skull... I might also suggest some scar tissue around the areas where he has metal plating and whatnot. Keep it up though!
  • Makkon
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    Makkon polycounter
    EarthQuake: Eh? Reverse trap? Whachu talkinbout?
    Vitor: Don't give me that look!

    Ref: http://screenshots.avatarspiritmedia.net/302/284.jpg
    aang002.jpg
  • Chai
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    Chai polycounter lvl 18
    Anyway I've decided to give up on the heavy wear on the shields, and make something more subtle ... thanks for your comments, time to move on ...
    Hopefully with time and practice I'll have a better grasp on the many faults ...

    vikingshield_wip_05.jpg
  • Josh_Singh
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    Josh_Singh polycounter lvl 18
  • Joao Sapiro
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    Joao Sapiro sublime tool
    makkon love the edgeloop and shape man, congrats !
  • Lord McMutton
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    Lord McMutton polycounter lvl 17
  • Klash120
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    Klash120 polycounter lvl 11
    Weee, been a while. Here's a "lo-res" cube of awesome laugh.gif
    the one-and-only, "Companion Cube"!!!!!

    2050280470_975b37116d_o.jpg

    2049494805_cdb8691fa3_o.jpg

    texturing :3

    2050280442_58530bccb0_o.jpg
  • EarthQuake
    ahh yeah there you go makkon, that makes him look a bit less girlish with the hair.
  • Rens
    practicing my drawing skills

    facesketch01.jpg
  • Joseph Silverman
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    Joseph Silverman polycounter lvl 17
    Chai, the bleeding between the different colors of paints makes very little sense. Looks as if whoever painted it shook it around a bit before it dried, that wouldn't come from wear. As for the damage, it's still way too deep. I dunno if it's in your diffuse or normal, but it's way too soft. Paint is a paper thin sheet, and chips off as such -- as it is, it looks like a cloth that was torn a way, there's a lot of soft shadowing and depth. Everything else is looking great, if you make those two fixes you'll have a very believable piece on your hands.
  • rollin
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    rollin polycounter
    reworking again an old model .. 1. pic i have is from 05.2005 smile.gif .. mjam.. bit slow ha?!

    however..


    model: 1314 tries (too many in the head...)

    and (not realy optimized)
    helmet: 196 tries
    saberstuff 342 tries

    oh.. and i use it in hl 1(!!!) dod

    bk_death_2g_a.jpg

    do not ask me why i have mapped the sole twice.. i have no idear!

    bk_death_tex.jpg
  • Joao Sapiro
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    Joao Sapiro sublime tool
    damnit rollin stip beeing awesome !maybe a tad wasted space due to the uvw layout of the shirt frown.gif ?
  • rollin
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    rollin polycounter
    thx smile.gif
    ja.. 2005 layout wink.gif just played with the model a bit and done bit on the texture .. the layout is .. ahh.. don´t know.. weird.. what was i thinking? stupid soles..

    edit: ok it´s not THAT weird.. the problem is: if i want that amount of unique tex-space.. without uv-edges around the shoulders.. its hard to map it in some other way .. so the reason i´v put the 2.nd sole in there was bc there was tex-space i hardly could use

    is there maybe some better technique? .. this body-kross isn´t the best thing to play with in the uv frown.gif
  • Joao Sapiro
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    Joao Sapiro sublime tool
    its just that the texture is awesome, but you are loosing alot of resolution due to how the layout is dysplayed frown.gif you could have mirrored the soles and give them little space and use the rest for the arms and pants smile.gif
  • rollin
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    rollin polycounter
    you first have to make it wrong until you know how to make it right smile.gif

    ha ha no thats all bullshit.. i´v just done it, so people are talking to me.. hello? helloohhooo? wink.gif
  • Makkon
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    Makkon polycounter
    Hi Rollin! Cool model, what's for lunch? Have you seen my cat?
    :P

    Update! He'll have a shirt, but I just want to get the anatomy established, since the shirt will be rather narrow.
    aang003.jpg
  • almighty_gir
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    almighty_gir ngon master
    makon, is the bellybutton really nececary on the low res model? it's not like it adds anything to the visible shape of the model, and even in a final render/in game, the texture will do the work for you.

    just a question/observation =]
  • Joseph Silverman
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    Joseph Silverman polycounter lvl 17
    I think he just modeled it in for anatomy reference, he just said he already said it was going to have a shirt. Plus, it coule be useful with certain shading to model that anyway.
  • Neo_God
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    Neo_God polycounter lvl 18
    Digital mock-up for my Final project for my Printmaking class. I've always liked the whole Russian Constructivist propaganda, so that's what I went with. I can't be absolutely certain the Russian is correct, But from what I can tell it probably is. However, any Ruskies on the board if you see something weird looking with the writing, or I wrote something weird, please tell me.
    Victory.jpg

    I may make a forth portion on the top as well.

    and the final result, I think each portion will be printed on a 24"x30" piece of paper.

    There will be a certain texture to the background that I didn't see the point of mocking up, so the background won't be totally solid.

    Oh, and these designs are not totally original, I sorta pieced them together from old Posters, and just drew them out in that style.
  • rollin
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    rollin polycounter
    damit makkon, you damn cat making me damn cracy laugh.gif
    ah.. and the model comes along very nicely smile.gif i see gow hair *G*

    neo god: nice! only problem i see is the right hand of the right guy.. the shapes look kinda broken
  • Chai
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    Chai polycounter lvl 18
    [ QUOTE ]
    Chai, the bleeding between the different colors of paints makes very little sense. Looks as if whoever painted it shook it around a bit before it dried, that wouldn't come from wear. As for the damage, it's still way too deep. I dunno if it's in your diffuse or normal, but it's way too soft. Paint is a paper thin sheet, and chips off as such -- as it is, it looks like a cloth that was torn a way, there's a lot of soft shadowing and depth. Everything else is looking great, if you make those two fixes you'll have a very believable piece on your hands.

    [/ QUOTE ]

    Thanks SupRore, I finally got what you meant - the depth of the normal should have had more wood on it, to show the depth actually goes inside the wood. (rather than a thick paint)
    I'm done on this model though, but this theory will stay for future textures, thanks laugh.gif
  • Pavel
  • ScoobyDoofus
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    ScoobyDoofus polycounter lvl 20
    ZB_hands.jpg

    Just some ZBrushings...
  • Neo_God
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    Neo_God polycounter lvl 18
    Thanks a bunch Pavel! Though, What do those two words translate to? I figured (Or at least I was under the Impression) that The Words I put on the posters (Going from left to right) were "WORK STRONG", "INDUSTRY", and "GLORY HONOR". Though I did use Babel fish for the translations, so it may have fucked them up.

    Oh, and Scooby, that's a pretty awesome looking hand, a little mat for my tastes, but it's within zbrush, which doesn't do spec maps.
  • shotgun
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    shotgun polycounter lvl 20
    good to see u post scoob.
    i thought there was something incorrect about it, but.. i... gotta go eat.

    hope all is well with u bro
    what happened to that band u were supposed to "confer" with.... ?
  • boostermoose
    Heres my fishing tackle box..or it could be a tool box or a lunch box, whatever. After a summer of half finished projects I've decided to start with small simple projects and work my way up. Here's the high poly, any suggestions before I start making the low poly?

    Highpoly.jpg
    Highpoly2.jpg

    Highpoly3.jpg
  • Japhir
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    Japhir polycounter lvl 17
    a piece of cloth :P
    clothsketchzm4.jpg
  • shotgun
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    shotgun polycounter lvl 20
    what? this makes perfect sense what are you talking about

    besides, makkonz approved it.

    i shall remove it, as a modest inclination.
  • ScoobyDoofus
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    ScoobyDoofus polycounter lvl 20
    Eyal! Heya. No, I never did do that with them. I had a new opportunity just last week, but I dont have a job right now so I cannot afford that. Hopefully I'll talk to you soon!
  • Wendy de Boer
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    Wendy de Boer interpolator
    [ QUOTE ]
    Chai, the bleeding between the different colors of paints makes very little sense. Looks as if whoever painted it shook it around a bit before it dried, that wouldn't come from wear.

    [/ QUOTE ]

    That's not necessarily true. The shields could have been painted in a base color all over and then the black could have been added on top in a second pass. And then the black paint could have peeled a bit showing the original layer underneath.

    I agree with the other feedback though.
  • Slaught
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    Slaught polycounter lvl 18
    @rollins
    Undead soldier = awesomness!

    I´m trying to figure out how to get models and textures into the new UT and how the new materials work.

    Simple shades for everyone:
    shades2nz5.jpg
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