Chip's so right... the anim might have been more believable without the bin then. Still a rather plain and stiff cycle tho.
Heavy anim today ; once again, quick wip, no curve editing yet. Click thumbnail for avi :
Hmmm I'd better start a new thread for him now...
Btw what do you prefer as a codec for this kind of showcase? Mov or avi, and if avi, which one is playable on Macs? I'm using a default win codec here (cinepak) but I'm not sure if it's that 'universal' outside the windows world.
I was thinking about using plain old Mpegs too since every machine can play them but still need to find the appropriate converter.
eeek the low-poly man is coming to get me. lol, loving the low poly work. Ikraan, imo the pants look more realistic than the top of half of the model which is making it look weird. Looking good Renaud.
lovin the low poly characters you guys. Pior, your animations are coming along nicely... nitpickin that your second one seems a bit jerky/robotic, but playing with the animation curves should fix that up.
hey scrubbles, read your site, nice to see a digipen grad on here, didnt know if they existed, I have one more year myself....cool model, cant wait for a head
Pior really nice animation, but in second one i beleive he moves to fast for who it loads a big "box" like him. Smaller steps i think is the key
Btw, i prefer Avi´s but im not in mac. Cheers!
cranked this sucker out this saturday afternoon / evening cause i wanted to work on something different than my Magnum model. This multi-gun is for a UT2k4 mod i'm part of in my college's Game Dev Club. the idea is that the weapon for the space marine side is a single gun that changes to fit the purpose, where as the space pirate's have three seperate, cobbled-together weapons (someone else has already modeled thos i believe). the basic blaster mode is used when the player is flying about in space, does light damage, but fires rapidly. the rifle and cutter modes are both only enabled when a player has landed on a ship hull and is draining power off of the ship. the rifle will more than likely be slightly faster than the standard ut sniper rifle, with a zoomed view. the cutter is a tool used to cut away chunks of the ship's hull to expose areas for bombs to be planted.
things it still needs (besides texture):
-polygons for animated textures between the blades (if applicable)
-some other lil designs the guys may want on there
[ QUOTE ]
hey scrubbles, read your site, nice to see a digipen grad on here, didnt know if they existed, I have one more year myself....cool model, cant wait for a head
[/ QUOTE ]
animatr - they exist, but I'm not one of them. Never mentioned that I graduated Digipen on my resume just listed it... I only attended one year. At the time I went the instructors weren't exactly the best... not that they couldn't do what they taught, but mainly they weren't around much to help out so I ended up teaching myself everything anyway... I figured I didn't need to waste another year paying to teach myself... but now I hear that you guys have better instructors, so I hope things are going better for you then they did for me.... as for the head, its coming soon.
Hehe, well haven't posted anything for a while so thought I'd post one of the things I'm working on. This'll be one of the weapons for a HL2 mod I'm working on, hehe.
striking atmospherics & lighting, NoSeRider, i get a definite undersea feeling in the rendering. the transition from organic to mechanical in the model is intriguingly ambiguous. very cool.
my latest -- plan for model & a webposter treatment exercising some digital painting techniques. may end up as a machinima character.
i take it you've been watching the 3dBuzz tutorials too, huh KP?
that, i guess you'd almost want to call it a techno-china temple, scene is turning out two steps above awesome!
flaagan, (everytime i type your name i hit tab after fla as if i'm typing to you in mirc) i have a class for unreal. took me four hours to make that fire .. what 3dBuzz tutorials? link me up!
thanks for the comment on Maria 2205, KP -- oldskool pro is just fine by me.
your nippo-steampunk scene is incredible -- so meticulous. surface finish contrasts are schweet.
nitpicking: differing height of the stairway & foreground railings seems slightly out of kilter. i like the way it breaks up the linearity of that area, but for some reason that portion doesn't look as unified as the rest of the scene. prob'ly just me. and are the pagoda lights targeted for some color? they seem a bit monochrome as is.
This is what's to be a chapel graveyard scene. I haven't really set the mood, and the more I look at this, the more silly errors I see. Designed as portable game art. Total textures are currently just shy of 2x128x128 (mostly 32x32's), and the scene is around 400 triangles.
btw: this was made with sony psp in mind, if any of you have one, drop this image on it for the full effect. Keeping in mind, it's not fully optimized.
Dang scrubbles. I was afraid you were gonna botch it on the head, but you just made me pee a little. This is a rockin model and I loved the way you did the thumbs. I can't wait to see the texture, and the gun designs you come up with. Go go!
thanks guys, means alot coming from people I admire (awww)... honestly the head was an afterthought so I basically modeled it without a set design in mind... so needless to say I'm glad it actually worked with the body.
I should start UVmapping this guy tonight (after seeing episode III again)..... joy
Heres a little something i started working on today. I've been waiting patiently for Kingdom Hearts 2 to come out, and I couldn't stand waiting, so i decided to make my favorite character from ff, Zell, in the style of KH. the concept is just a reworked drawing of riku. the first picture is the concept, then the start of the model, a pic of my reference for zell, and a pic of the style im going for. I would love to hear what anyone thinks. http://quaggs.homestead.com/files/zelldrawing.jpg
KP.. http://3dbuzz.com/vbforum/sv_home.php
have to a bit of digging to find the vids..
better yet, go get the dvd version of ut2k4, it comes with a bonus dvd that has all the (necessary) tutorials organized nicely.
Also... http://udn.epicgames.com/Two/WebHome
and http://wiki.beyondunreal.com/wiki
are my two reference points that I go to for instant info..
and you lucky S.O.B., where are you going that they're teaching a class in UEd?
Replies
pior and choldren.. this stuff looks so cool!!
Heavy anim today ; once again, quick wip, no curve editing yet. Click thumbnail for avi :
Hmmm I'd better start a new thread for him now...
Btw what do you prefer as a codec for this kind of showcase? Mov or avi, and if avi, which one is playable on Macs? I'm using a default win codec here (cinepak) but I'm not sure if it's that 'universal' outside the windows world.
I was thinking about using plain old Mpegs too since every machine can play them but still need to find the appropriate converter.
Thanks for the input
Almost done with the pants and next up are the boots.
Having a hard time with the leather material...
btw, I'm too slow when I do a freestyle texture from scratch... *gniiii*
been lazy.... (guns are just placeholders)
lkraan... this should help with the leather... http://67.15.36.49/team/tutorials/2d_custombrushes3/2d_custombrushes3_1.asp
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Ikraan
great ressource for me cause finally I'm going to realize my first character's skin for my - Goblin/Space Marine
Pior
very funny Your "fat-ish" character.
I prefere the second animation - even if Renaud think that it's too pronounced.
Btw, i prefer Avi´s but im not in mac. Cheers!
ultra.
cranked this sucker out this saturday afternoon / evening cause i wanted to work on something different than my Magnum model. This multi-gun is for a UT2k4 mod i'm part of in my college's Game Dev Club. the idea is that the weapon for the space marine side is a single gun that changes to fit the purpose, where as the space pirate's have three seperate, cobbled-together weapons (someone else has already modeled thos i believe). the basic blaster mode is used when the player is flying about in space, does light damage, but fires rapidly. the rifle and cutter modes are both only enabled when a player has landed on a ship hull and is draining power off of the ship. the rifle will more than likely be slightly faster than the standard ut sniper rifle, with a zoomed view. the cutter is a tool used to cut away chunks of the ship's hull to expose areas for bombs to be planted.
things it still needs (besides texture):
-polygons for animated textures between the blades (if applicable)
-some other lil designs the guys may want on there
hey scrubbles, read your site, nice to see a digipen grad on here, didnt know if they existed, I have one more year myself....cool model, cant wait for a head
[/ QUOTE ]
animatr - they exist, but I'm not one of them. Never mentioned that I graduated Digipen on my resume just listed it... I only attended one year. At the time I went the instructors weren't exactly the best... not that they couldn't do what they taught, but mainly they weren't around much to help out so I ended up teaching myself everything anyway... I figured I didn't need to waste another year paying to teach myself... but now I hear that you guys have better instructors, so I hope things are going better for you then they did for me.... as for the head, its coming soon.
I needed something to model.
frying pan texture
EDIT: Forgot to mention I took the screen grabs int he HL2 MDL Viewer instead of Max.
and still drawing:
ai ai ,what's the great model !
my latest -- plan for model & a webposter treatment exercising some digital painting techniques. may end up as a machinima character.
(thanks for the comments from my last post)
love the gundam gravy you've been cooking el_pig-o-reno.
cool stuff you've been working on noserider.
nice work chip, those have an oldschool pro look to them, if that makes sense.
and unrealED stuff. i made fire! fun.
that, i guess you'd almost want to call it a techno-china temple, scene is turning out two steps above awesome!
... the pipes and wood is looking okay ...
flaagan, (everytime i type your name i hit tab after fla as if i'm typing to you in mirc) i have a class for unreal. took me four hours to make that fire .. what 3dBuzz tutorials? link me up!
your nippo-steampunk scene is incredible -- so meticulous. surface finish contrasts are schweet.
nitpicking: differing height of the stairway & foreground railings seems slightly out of kilter. i like the way it breaks up the linearity of that area, but for some reason that portion doesn't look as unified as the rest of the scene. prob'ly just me. and are the pagoda lights targeted for some color? they seem a bit monochrome as is.
Thanks for the encouragement!
I really gotta start coloring. Renaud Galand is way ahead of me.
btw: this was made with sony psp in mind, if any of you have one, drop this image on it for the full effect. Keeping in mind, it's not fully optimized.
It's 500 tris, and just starting the texture.
the guns are just placeholders for now
Oh yeah Cholden that scene looks great.
Now skin it! SKIN IT!!
I should start UVmapping this guy tonight (after seeing episode III again)..... joy
http://quaggs.homestead.com/files/zelldrawing.jpg
http://quaggs.homestead.com/files/zellface.jpg
http://quaggs.homestead.com/files/rikukh.jpg
have to a bit of digging to find the vids..
better yet, go get the dvd version of ut2k4, it comes with a bonus dvd that has all the (necessary) tutorials organized nicely.
Also...
http://udn.epicgames.com/Two/WebHome
and
http://wiki.beyondunreal.com/wiki
are my two reference points that I go to for instant info..
and you lucky S.O.B., where are you going that they're teaching a class in UEd?
Another couple of hours to go, been a long time since I took the time to polish an image up more!
Lots of cool pieces in here.
r.