Been working on this environment for a while now. It's been an ongoing project among other things. I've gotten all the rooms together and most of the major parts are complete. All that remains on the modeling side of things is to finish the small details. The ceiling needs more detail and I want to do more with the pipes running along the ceiling in the hallway, the doors aren't yet finished, and there are other misc details here and there that I'll be adding
one of a planned platoon of space marine faces that may end up in the WiMP mod for UT2K4 (still to hear on that). "Pearly" here is still in the juicy painting stage, a little too high-con yet, but I like how he's lookin'. Odd silhouette is because he fits into an existing spacesuit skin.
pior - awesome work... with that last pose it looks like you're gearing him up to replace your porfolio babe. lol.
As for the head, I'm honestly not sure yet... I roughed out everything else, but I'm just gonna wing it with the head... its not gonna be female though, I can tell you that much.
I'll post again when I have more to show... may be a while considering that I just downloaded the first season of Farscape. I manage to always find distractions.
@KDR:
Ugg, that face is scary... either do it anime style or realistic (but if you want to do it realistic, you have to work on the face anatomy a lot!).
Right now it looks like the fat neightbour kid, with a very small mouth
flachdrache - haha, yeah, but they should be ok if they stick to the walkway.
Crylar & pior - thanks, it's getting there, I hope to finish the modeling by the weekend then start on the texturing
AdamBrome - Its primarly just a portfolio /demo reel piece designed to show a good sense of detail, environment modeling ability, and texturing. Originally, it was the setting for my demo reel, but with the short time I have left before graduation, I decided that since modeling is what I really love to do, the character animation I would have needed to do for my original demo reel idea would have taken too much time away from modeling, and would have weakened my reel overall.
I'm thinking of adding extra edges to the scanner after the environment is done as so it can be subdivided properly for normal mapping. Then putting it on my portfolio site as an extra piece to go along with a tank model I'm working on for normal mapping.
uv mappin's done, on to texturing.
thing's got... 5 textures currently.. i have a sneaky suspicion that i may have a problem with some on-model transparencies, so it may drop down to 4 textures.
pior: that's adorable, ever experiment with using a few 128s and more creative uv mapping? It's a good way to push portable characters on a technical level.
Intense stuff Kevin.
Normal Mapping Doodle, 3x128x128 normal maps, no diffuse or specs here. All generated fom high poly meshes and manipulated in photoshop. I've been making a lot of these as practice lately, usually spend about an hour on each them.
Practicing/Learning hi-poly. I have the rest of the body almost done too, but this is all I will show for now. Not quitting on the cellobot, just keeping things interesting. I know that the glass-part is unfunctional because of the movement of the jaw, I think I will change it so its just goggles and themouth is exposed. The material on the hood part is too dark, I changed it just before the render and wish I would have left it as light as in some test renders, it lost alot of detail because it is so dark.
uv mapped, ase's imported, base texture and baked shadows on the model. probably gonna change the chrome sections on the wheels to a powdercoat black, looks sexier
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Guranteed to look even scarier than before:
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Ehh.. yes a bit
But atleast it doesn't look that fat anylonger.
I think the biggest problem is that the eyes are too far back, and the ear is too big (or something else is strange about it). I think generally your heads are to flat (in the front back axis).
My advise would be browse the cgtalk forums a bit and have a look at how other people did anime heads. Then try to approximatly rebuild the one that looked best (by looking at the wire frame). This might seem like cheating, but it is a great exercise, and you can modify or rebuild it later on with your own 'creativity'.
For last night's practice model I wanted to do something low end, very low. This also gave me an opportunity to play with more creative uv mapping. This character started as a riot police officer, ended up a golden knight. Anyway, all fun, silly stuff. :P
JK: Actually I started by taking apart Hl1 models I liked and copying the way they were done. Continuously adding my own influence resulted in what I have now... I think I worked in a similar style three years ago.
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JK: Actually I started by taking apart Hl1 models I liked and copying the way they were done. Continuously adding my own influence resulted in what I have now... I think I worked in a similar style three years ago.
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Well sometimes it helps going back to your roots
No seriously I think you are doing quite good models, it is just that there is always something small but really annoying about the anatomy or something similar with your models...
Oh and btw the front hair to too far away from the forhead.
Replies
killingpeople: what app are you using to model that scene? ...
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oup, sorry for the late reply adam. it's max 7.
http://members.cox.net/wisdim/img/3D08.jpg
i'll have an update with 3-4 more hours of work tonight hopefully.
(Q3 model)
Been trying to work on my face texturing. Models from thhe head thread.
And dino for halfelife2mod.
Have some work to do on the folds in her sleeves and then I'll move on to her legs and boots.
very lovely....even sexy
She's starting to look really nice!
Etienne
Still having fun with handheld-friendly specs. Char and bin fit on a 256.
my sith lords lightsaber
and a wireframe
Almost done!
Posing is fun, Skinordie2 rocks my socks.
Many possibilities regarding animations sequences. kicking in the bin, unloading it, jumping on it...
And Og', Gimenez is cool
As for the head, I'm honestly not sure yet... I roughed out everything else, but I'm just gonna wing it with the head... its not gonna be female though, I can tell you that much.
I'll post again when I have more to show... may be a while considering that I just downloaded the first season of Farscape. I manage to always find distractions.
Pior, very well done. I don't much like the expression on his face but everything else is tight.
Kevin, this is looking ace. What's your plan for this? Use it to create normals from?
Ugg, that face is scary... either do it anime style or realistic (but if you want to do it realistic, you have to work on the face anatomy a lot!).
Right now it looks like the fat neightbour kid, with a very small mouth
HERE
flachdrache - haha, yeah, but they should be ok if they stick to the walkway.
Crylar & pior - thanks, it's getting there, I hope to finish the modeling by the weekend then start on the texturing
AdamBrome - Its primarly just a portfolio /demo reel piece designed to show a good sense of detail, environment modeling ability, and texturing. Originally, it was the setting for my demo reel, but with the short time I have left before graduation, I decided that since modeling is what I really love to do, the character animation I would have needed to do for my original demo reel idea would have taken too much time away from modeling, and would have weakened my reel overall.
I'm thinking of adding extra edges to the scanner after the environment is done as so it can be subdivided properly for normal mapping. Then putting it on my portfolio site as an extra piece to go along with a tank model I'm working on for normal mapping.
uv mappin's done, on to texturing.
thing's got... 5 textures currently.. i have a sneaky suspicion that i may have a problem with some on-model transparencies, so it may drop down to 4 textures.
Intense stuff Kevin.
Normal Mapping Doodle, 3x128x128 normal maps, no diffuse or specs here. All generated fom high poly meshes and manipulated in photoshop. I've been making a lot of these as practice lately, usually spend about an hour on each them.
2 256 diffuse maps, 2 256 bump maps, and 1 256 spec map so far.
Guranteed to look even scarier than before:
[/ QUOTE ]
Ehh.. yes a bit
But atleast it doesn't look that fat anylonger.
I think the biggest problem is that the eyes are too far back, and the ear is too big (or something else is strange about it). I think generally your heads are to flat (in the front back axis).
My advise would be browse the cgtalk forums a bit and have a look at how other people did anime heads. Then try to approximatly rebuild the one that looked best (by looking at the wire frame). This might seem like cheating, but it is a great exercise, and you can modify or rebuild it later on with your own 'creativity'.
Check out these two threads, both by AndyH (he is doing a great job on stylized characters... anime and 'pixar' style):
http://www.cgtalk.com/showthread.php?t=163101&page=1&pp=15&highlight=game+anime
http://www.cgtalk.com/showthread.php?t=111782&page=1&pp=15&highlight=Erica
2-3 hours total.
If you can guess who it is, then I shall be happy need to find some decent refs for the upper half though, the shit ones I got are killing me
JK: Actually I started by taking apart Hl1 models I liked and copying the way they were done. Continuously adding my own influence resulted in what I have now... I think I worked in a similar style three years ago.
[/ QUOTE ]
Well sometimes it helps going back to your roots
No seriously I think you are doing quite good models, it is just that there is always something small but really annoying about the anatomy or something similar with your models...
Oh and btw the front hair to too far away from the forhead.
smoother mov