SupRore: Thanks for the paintover and yeap it's definitely overworked. It was partly because it was a speed model so I felt a bit more willing to get loose with my style and see where it would take me, but in the end I agree a lot of it is just visual clutter that doesn't serve to enhance the design. I really appreciate the criticism though because sometimes it's hard for me to tell whether or not I'm overdoing it.
here's an update on the insect thing. the protrusion up top are blades connected to spring-action chikenwing arms that protect it's precious mult-eyed head. i'm trying to design him so he can move both forwards and backwards, hence the eyes on the back as well.
leilei - if you have the bottom barrel as the firing one you can logically connect the front sight down to the spindle in the middle of the barrels...if ya wanna.
Cant quite believe how long this has taken about five hours not bad in the grand scheme of things, but it isnt even finished and Ive done much more complex models for this book in less time.
Ruz don't you feel like sculpting big fat assault boots like this and yours is like the coolest thing to do in a scultping app ? Maybe it's because of that screenshot of a white trainer that was posted just before Mudbox got released and also because of the crazy Rainbow Six all-zbrush gear stuf that Sebcesoir did... Don't know why, but it's always fun to do somehow.
Anyways, the basemeshes :
Very simple geo and really just a a few minutes spent on each. I gave the kneepad some thickness before the sculpting pass using a the shell modifier along a spline - that way the border is nice and locked before sculpting, allowing me to focus more on surface details later without the need to worry about annoying and wobbly shape edges.
WOW Pior really looking forward to seeing how this comes out,the polycount is going to be huge when its done, i take it you have a newer comp than last time i spoke to you.
thats AWESOME!
cant wait to see this thing finished!!
are u in for dom war 3 btw? rep the green and black man!
ur work is always full of win!
hell, ur portfolio is one of the few i have bookmarked lol
EDIT:
oh i do french too:
je veux piner ce botte-la!
make sense much?
My first ever mapping pimp :O. I'm making the Raccoon City Police Department for a half-life 1 mod that just came out called resident evil: cold blood.
I just started adding my own textures in yesterday, the plain looking textures are placeholders.
Hehe as a matter of fact Sama the 5-sided gons are no problem at all since this is just a basemesh for sculpting!
The final ingame mesh will be completely different since retopologized (!) according to the highpoly shapes. I find it faster to just mass out bold shapes for the basemeshes rather than spending time to make them quadperfect since it will all be sculpted anyways... Also non-quads topology is quite valid as long as it's not star shaped intersections. For instance if I went all quadastic where the 5-sided polys are, I would get too much density because of the added loops : the horizontal 'missing loop' from the ankle to the shoe tip is thus intentional...
Hi everyone!
I came to do this model approximately year away. She was intended for DominanceWar2. In that time it was criticized for bad anatomy. I have remade it in old school texture technique and turn proportion more "Human" value.
So this is my first time posting, but I have been a long time fan of the forum. I finally mustered up enough courage to show some of the stuff I have been working on.
I heard about the upcoming Dominance War nad have been counting the days until I can start. To pass the time I figured I would do a warm up. here's what came out:
It still has the high-res maps on it -- going to re-arrange UV's and down-res once the whole thing is finished. Mouth can open and is designed to be highly animatable. Body & effects to come
pior, that's a really cool and intricate boot you've got going. Impressive sculpting. It makes the whole high polygon thing more fun and intuitive, don't you agree? Of coures, it has its limitations, but those are easily bypassed by some old-fashioned SubD work
Some of my own sculpting that I'm working on at the moment. All ZBrush, from some simple mesh. Finishing up the head, adding some (I guess) bionic tech. Not satisfied with the eye piece shape and details, so that is being changed right now:
The entire model. Yes, it's from Arshlevon's base, as usual. If you've got a problem with it, try Vagisil.
Replies
Really love that game!
Step 2, lower legs! Lost the back in a crash, I guess it'll be faster to redo anyways.
care to show the wirframes of the meshed you imported in mudbox?
Pior: nice boots
Looking awesome pior, your hard-surface sculpting skills are crazy
508 tris
@Jaco
I think it´s Wizard of Oz
Really cool Slaught! =O
here's an update on the insect thing. the protrusion up top are blades connected to spring-action chikenwing arms that protect it's precious mult-eyed head. i'm trying to design him so he can move both forwards and backwards, hence the eyes on the back as well.
LAZY barrels here.
Very strange creature, i imagine his movements looking very funny
@ monkeyboy_garth
Very cool! His pose/move is great!
@ Cojax
Very nice pillar
- BoBo
Cant quite believe how long this has taken about five hours not bad in the grand scheme of things, but it isnt even finished and Ive done much more complex models for this book in less time.
"lili the pandroid" designed by one of my friends.
texture 128x128, needs a few tweaks.
original sketch can be found here
nice lili tennis - gotta do the flying waterscooter thing
some unreal3 tests - still think it looks better in max apart form the glow, but eh.
Ruz don't you feel like sculpting big fat assault boots like this and yours is like the coolest thing to do in a scultping app ? Maybe it's because of that screenshot of a white trainer that was posted just before Mudbox got released and also because of the crazy Rainbow Six all-zbrush gear stuf that Sebcesoir did... Don't know why, but it's always fun to do somehow.
Anyways, the basemeshes :
Very simple geo and really just a a few minutes spent on each. I gave the kneepad some thickness before the sculpting pass using a the shell modifier along a spline - that way the border is nice and locked before sculpting, allowing me to focus more on surface details later without the need to worry about annoying and wobbly shape edges.
Bon par contre les quads qui ont 5 points moyen.... et paf!
thats AWESOME!
cant wait to see this thing finished!!
are u in for dom war 3 btw? rep the green and black man!
ur work is always full of win!
hell, ur portfolio is one of the few i have bookmarked lol
EDIT:
oh i do french too:
je veux piner ce botte-la!
make sense much?
I just started adding my own textures in yesterday, the plain looking textures are placeholders.
The final ingame mesh will be completely different since retopologized (!) according to the highpoly shapes. I find it faster to just mass out bold shapes for the basemeshes rather than spending time to make them quadperfect since it will all be sculpted anyways... Also non-quads topology is quite valid as long as it's not star shaped intersections. For instance if I went all quadastic where the 5-sided polys are, I would get too much density because of the added loops : the horizontal 'missing loop' from the ankle to the shoe tip is thus intentional...
Paf
worked on a new model this weekend.
"lili the pandroid" designed by one of my friends.
texture 128x128, needs a few tweaks.
original sketch can be found here
[/ QUOTE ]
Very nice! Win!
(Funny how a Trophy is holding a Trophy)That's FredH's wacky concepts for ya, which is featured below.
Environment WIP
I came to do this model approximately year away. She was intended for DominanceWar2. In that time it was criticized for bad anatomy. I have remade it in old school texture technique and turn proportion more "Human" value.
http://img216.imageshack.us/img216/3777/oksy02wr0.jpg
and tennis you're awesome!
(edit: ..reposting, cause I'm special and managed to delete my 1st post )
I heard about the upcoming Dominance War nad have been counting the days until I can start. To pass the time I figured I would do a warm up. here's what came out:
It still has the high-res maps on it -- going to re-arrange UV's and down-res once the whole thing is finished. Mouth can open and is designed to be highly animatable. Body & effects to come
Some of my own sculpting that I'm working on at the moment. All ZBrush, from some simple mesh. Finishing up the head, adding some (I guess) bionic tech. Not satisfied with the eye piece shape and details, so that is being changed right now:
The entire model. Yes, it's from Arshlevon's base, as usual. If you've got a problem with it, try Vagisil.
Adding some Leyendecker pants... hope to have the bust done by tonight.
Yay for one legged spacemarines! Thanks for the kind words Indianboy.