Skrubbles - Looks awesome, yet like MightyPea pointed out, it looks more menacing on the UV map and I'd blame the eyes since it's got the bright innocent sparklin eyes effect goin on.
Then again, maybe u don't want him to be an uber mean SOB, I have no knowledge wot ur after
t3h Pea: the metaphor is simple but you've executed it nicely
First of all I'd further define the treasure chest by adding some steel trim around the edges. Also the icons blooming out of the chest all seem to merge into eachother so some defining lines may help or intensify the colour as it appears somewhat washed out perhaps by the blooming effect.
To make the scenery more complete I'd certainly go ahead and set some sails on the mast.
those would just be the directions I'd take, I'm sure you could find a better alternative.
Cheap: You don't fire any large weapon from your hip, except maybe for a minigun. A pistol would be even further forward. Usually you aim via sights and even when you don't aim you have it against your shoulder just in case. A rocket launcher would rest on your shoulder if this game was realistic. It's not so you can't claim this isn't realistic or that is.
The silhouette doesn't fit a rocket launcher though, something that points towards the enemy like that should be a beam/gauss weapon, something accurate. Though if I hadn't played UT2003 I'd have called that thing a super nailgun.
Razor: ack, i get so crosseyed when working on something for long... a mast, duh! I'll see if i can still put something so large in, in the limited time i have left. I'll definately see about those rims on the chest, and maybe making the icons look better
And yes Irritant, proper gamma would be much better than bloom. You do realise that -as pointed out by imag- bloom is the new lensflare? If you could limit using bloom to levels with lots of fog (think Klesks level in q3), that might actually work.
The reflective water looks pretty good, though.
I do notice the engine seems to punch out a lot of details in textures (like q3's bright_bits), is there a way to maybe change that?
The coolest use of light bloom I have seen so far was in a techdemo where it was used to simulate the eyes overreaction to bright light when coming from a dark room into the bright outside
Nice stuff anyways Irritant, what about a watershader like it was used in Half-life2 and Farcry?
Btw any news on the Linux version?
I'll have to look into the gamma. I wasn't aware that the original q2 gamma was much of an issue.
Re: blooms - limiting them to extremely bright surfaces is kind of what it does now. It basically takes a snapshot of the view, adds it to the view and blurs it some. There are a number of parameters that can be changed at the console to tweak it, making it less sensitive or intense. In those screenshots, it was pretty much turned all the way up. Ditto for the water reflection, you can tweak it a number of ways.
MP, not sure what you mean by "punching out details", could you show me an example? I'm not sure there is anything I can do, but you never know.
JK, the linux version is imminent. I recently talked to the person doing the conversion, and he has it compiling, but there are some bugs to work out, namely with some problems he had with my c++ functions and needing to rewrite them in standard c. But they were just two things, namely bot configuration and fog scripts, and it should just be a matter of time...
Thanks for all of the feedback, this is the kind of stuff that will make it better.
Bloom is good for slime and lava surfaces (needs shader bloom through), or for dreamy flashbacks in scripted story telling mode .
GL_ext_env_combine (?) - can push the lighting in q2 to another level (i guess its a sort of defuse light(map).
But it looks good enough (grrrrr:) - th gun is sexy.
Thanks for the kind words guys... and as for his bad-ass-mean-looking texture I didn't intend for him to look evil or anything, so I guess it all worked out in the end
small update to the head texture:
I'm currently blocking in the colors for the body... kinda going to wild west/sci-fi... kinda like the shortlived show Firefly.
looking prety sweet skrubbles.. but i have to agree with poop.. as much as i love dissagreeing with him.. there is no real light source on this guy.. would be an excellent color map for a normal map.. but as is it looks a little flat.. lots of nice surface details no overall volume.. really nice design tho..
skrubbles : Yo dude, I dig that texture.
I'd say, I change the values of certain shadow and highlight area, to give more dept to the texture. Just to sharpen some of the smaller detail. still YAYAY! I dig.
Thanks for all the kind words guys Poop and arshlevon, I'll play around with getting more of a lightsource in there. And b1ll... thanks (big fan of your work) I'll play around with the highlights and shadows... I'm still pretty new to modeling/texturing characters. This'll actually be the first one that'll be finished. LOL. My current job just involves environments (not in games) where we just use procedural textures and let the lights do to hard work... so I'm trying my best to break outta that because I desparetly wanna be a character artist.
Anyeay, enough yip-yap... here's the base colors for the body. I'm going for more of a grungy-sci-fi/western mood (kinda like the shortlived show Firefly).
Obviously, I haven't down any detailing in the body yet... besides the lower green arms which are basically gonna stay like that. I don't want him to have gigantic overly defined muscles that are on a crapload of cliche game characters. Thoughts?
Dang, I love the look of the bare arms below the covered arms. This is really a great model and one you should be proud of once finished. Very pimp, If this is one of your first efforts, I don't think you'll have much trouble finding work after a couple more.
been chugging away on this guy still... I wouldn't be posting such a minor update, but the drapery has been kicking my butt...so any feedback/advice is welcome
Great work on that Joe, the cape is beautiful. I love how you managed to get the nice fat folds as well as teh Y-folds. Too many people just make razor sharp tubes that never fade in or out. I'd say now, I'd do some larger scale lighting, where the shoulders are a bit brighter than the bottom. See if you can make it even more voluminous.
Looks pretty damn good, Denz. The abs seem a little too big, though, and that belly button looks like a giant eye! Love the back muscles and chest though.
I've learned so much about topnotch modeling on this board, figgered it's time to try out a few new (to me anyway) techniques like edge-aware modeling. model is one day's work in Maya 5 PLE (hence the no-AA renders) faster than I've ever modeled. Target is 3000 polys with a max of 3500, will be rigged for use in UnrealEngine2. Currently about 1150 tris when fully triangulated.
Here's the plan for the full model if you haven't seen it before:
there comes a time in a man's life when he looks unreal editor in the face and says, "i will concure you and have sex with your hot sister, baby." or something.
not pleased with my level stuff yet. it'sa gett'n dere.
just a suggestion: would you guys mind making new posts for this? it seems like there is a TON of great wip work here... and isnt the purpose of the Pimping and Previews forum to post your finished and work in progress stuff?
I never come to this thread, and have been wondering why no one is posting anything lately. To my findings though, its all in here.
Replies
How about pulling that rocket launcher back eh, because holding it like a pistol right in front of you destroys the sense of rocket massness
Then again, maybe u don't want him to be an uber mean SOB, I have no knowledge wot ur after
t3h Pea: the metaphor is simple but you've executed it nicely
First of all I'd further define the treasure chest by adding some steel trim around the edges. Also the icons blooming out of the chest all seem to merge into eachother so some defining lines may help or intensify the colour as it appears somewhat washed out perhaps by the blooming effect.
To make the scenery more complete I'd certainly go ahead and set some sails on the mast.
those would just be the directions I'd take, I'm sure you could find a better alternative.
The silhouette doesn't fit a rocket launcher though, something that points towards the enemy like that should be a beam/gauss weapon, something accurate. Though if I hadn't played UT2003 I'd have called that thing a super nailgun.
And yes Irritant, proper gamma would be much better than bloom. You do realise that -as pointed out by imag- bloom is the new lensflare? If you could limit using bloom to levels with lots of fog (think Klesks level in q3), that might actually work.
The reflective water looks pretty good, though.
I do notice the engine seems to punch out a lot of details in textures (like q3's bright_bits), is there a way to maybe change that?
Nice stuff anyways Irritant, what about a watershader like it was used in Half-life2 and Farcry?
Btw any news on the Linux version?
Re: blooms - limiting them to extremely bright surfaces is kind of what it does now. It basically takes a snapshot of the view, adds it to the view and blurs it some. There are a number of parameters that can be changed at the console to tweak it, making it less sensitive or intense. In those screenshots, it was pretty much turned all the way up. Ditto for the water reflection, you can tweak it a number of ways.
MP, not sure what you mean by "punching out details", could you show me an example? I'm not sure there is anything I can do, but you never know.
JK, the linux version is imminent. I recently talked to the person doing the conversion, and he has it compiling, but there are some bugs to work out, namely with some problems he had with my c++ functions and needing to rewrite them in standard c. But they were just two things, namely bot configuration and fog scripts, and it should just be a matter of time...
Thanks for all of the feedback, this is the kind of stuff that will make it better.
GL_ext_env_combine (?) - can push the lighting in q2 to another level (i guess its a sort of defuse light(map).
But it looks good enough (grrrrr:) - th gun is sexy.
- th gun is sexy.
[/ QUOTE ]
Yeah, well, I not-so-subtley sort of ripped off the design from the trident launcher of UT2k3. (ashamed).
This was a nice 8 minute warmup
Nice job on the head scrubbles. I'd like to see you get a little bit more large scale lighting on it, but it's looking really nice.
Dang Demoncage, those are some nice Zbrush heads. did you have reference for those? How dense was your low poly you brought into zbrush?
MightyPea, that's hilaroius. I like it.
Hollowmind, can't wait to see the rest of the model. It reminds me a bit of that princess that fatassasin made.
small update to the head texture:
I'm currently blocking in the colors for the body... kinda going to wild west/sci-fi... kinda like the shortlived show Firefly.
skrubbles: that head's sweet, can't wait to see the rest of the model...good choice on using Firefly for reference .
I'd say, I change the values of certain shadow and highlight area, to give more dept to the texture. Just to sharpen some of the smaller detail. still YAYAY! I dig.
b1ll
Anyeay, enough yip-yap... here's the base colors for the body. I'm going for more of a grungy-sci-fi/western mood (kinda like the shortlived show Firefly).
Obviously, I haven't down any detailing in the body yet... besides the lower green arms which are basically gonna stay like that. I don't want him to have gigantic overly defined muscles that are on a crapload of cliche game characters. Thoughts?
Looking pimp man.
been chugging away on this guy still... I wouldn't be posting such a minor update, but the drapery has been kicking my butt...so any feedback/advice is welcome
http://www.quake2evolved.com
blankslatejoe : AHAHAH dude, Sexy I like that tiny dude,
dudes, MSN me!
benregimbal@hotmail.com
Hey, I think I went to school with a few of your co-workers by the way, josh shaw, jeff murchie, and chris anderson. Tell em I said whats up.
skirt and holster are temporary. just getting a feel for how to apply them
p.s. i suck at hands
Based on a previous character.
But your heads are starting to look more realistic
more zbrush.
http://www.cgchat.com/forum/attachment.php?s=&postid=214218
Just a link at the moment ... don't have access to my FTP here, I'll upload a real image when I get home tomorrow.
Here's the plan for the full model if you haven't seen it before:
Comments/crits are welcome.
Now it should be more apparent that I'm "remaking" her.
btw, your model is really cool
not pleased with my level stuff yet. it'sa gett'n dere.
Skrubbles: looks really cool, I love the look of that guy. keep working on it its gonna look totally badass!
blankslatejoe: same here dude looks slick, I love the face.
denz: nice zbrush stuff, I really like the chest area, neck and top abs, the back is a bit flat but thats cool, it still looks cool
mop: that boot kicks FUCKING ASS! lol really cool.
cheers for the comments. more torso. maybe normalmapped character next.
I never come to this thread, and have been wondering why no one is posting anything lately. To my findings though, its all in here.
make a thread for your shit damnit!
make a thread for your shit damnit!
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I do, generally, I just don't work a lot on personal projects as much as I should. So I post here.
Scott