"we're currently bringing w§w's design, mainly characters and weapons, to a more mature, more detailed, more original style, mixing Comics / old SF / cyberpunk influences."
A little peice I started on last night, trying to go for a rougish character, giving him a lot of belts and packs and things for daggers, caltrops, and all that funny rogueish stuff. I freestyled the body, thus no head at the moment still hard to do that without reference so whenever I get around to drawing a head I will be finishing it up. Then, on to texturing... whatcha all think so far?
Again, working on my new UT2004 map... Here is a model of a decoration Japanese-ish sword. I will add textures to the sword VERY soon. I'm pretty happy with the model. I don't need it to have a high-poly count, because it will not be really seen when people are bz killing... heh heh ...
Thegodzero: Hmm? What do you mean about memory? I just recognised the concept but I couldn't remember who did it, for all I knew it might have been Brome's - but now that you mention it, I do remember it's Gauss's. Good stuff.
mop i have very bad short term memory, but vert good long term. As in i cant remember who did what yesterday but i will next year... So for me gauss pimped that concept just a few days ago...
Nice gun, i'm with mop i dont know what it is or how it shoots but its cool!
It's railgun version 2.0 :X see if you can find the quake2 railgun hidden in the geometry somewhere! Basicly i wanted to do something somewhat original. The 2 things on the side are capacaters with a fusion cell on the side hehehe. And a clip of like... i duno i'm guessing 20 rounds max.
Whats the funny part? well... railguns have little recoil and its got hydrolic blowback suppressors hahaha.
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I've managed to kick a 4 month long MMORPG habit (dam you CoH and Wow) and have instead spent some quaility time over the last few weeks with my mod. Still epic ammounts to do, but the big replication monsters have been slain (an unreal script thing).
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awesome man, what engine is this? where can i get info? I love Appleseed!
Things I've already fixed since taking this shot:
The guards on the front bumper aren't as wide.
The back wheel covers aren't as long.
The lights are less polys.
haha yeah confusing for forum members. I'm mainly looking for a character artist position but I applied as a high poly enviro artist somewhere so i'm building up somewhat of a portfolio in that area to prove that i have the skills hehe.
Havoc77, Yeah I like Appleseed to, I just got to see the 3d film version today, not bad, but they need to go easy on the specular shaders.
The pictures are from a UT2004 mod I am working on called Union City Blue. It's influenced by a lot of Shirow stuff, Applseseed, Ghost in the shell and mainly Dominion Tank Police, but there is other stuff in there as well. When I've got the alpha finished (hopefully by next week) I'll make a site for it up (another couple of weeks I hope). The mod is primarily a class based 3rd person vehicle team combat game, round based with limited lives. The pictures above show 3 of the vehicles the human player classes uses (the orange tank thingy, the little blue 8 wheeled tank and the helicopter mech). The other 3 classes are cyborgs ...
2 of these borgs are updated version of some player models I made a while ago, but now they are technically vehicles (as far as the code is concerned) and have there own individual weapon systems and can fly,jump and/or hover as well as walk.
Scott, are you planning on taking that into Zbrush? If so, I wouldn't bother so much with all that hard-edge definition of tendons and stuff, it'll just get messy and confusing in Zbrush, IMHO. You could get rid of a lot of the "detail-defining" edges there, just keep the main masses and muscle shapes, and paint everything else in Zbrush.
Replies
modelling with 3dsmax i guess?
´meh i should figure out how to work with saslite better so i can finally show some stuff too >_>
great job all of you xD
*bites the bread* texturing to keep my mind off the world
now to figure out how to attach the legs to the torso, the arms to chest, the feet to the legs...
awesomtastic work everyone !
I did a small test on this Quake3 model I'm doing for Warsow, to see how look with normal map.
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You sure that would fit in their cartoony art direction?
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I did a small test on this Quake3 model I'm doing for Warsow, to see how look with normal map.
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You sure that would fit in their cartoony art direction?
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http://www.warsow.net > look @ the 28/06/2005 news (bottom).
"we're currently bringing w§w's design, mainly characters and weapons, to a more mature, more detailed, more original style, mixing Comics / old SF / cyberpunk influences."
yay.
next: legs
I hope you are.
Look tacked on.
-Dredg
CnC if you wish.
Thank you.
Etienne
Why not go the whole hog?
WIP IT GOOD
btw adam, when are you set to land in vancouver?
Any ideas? :X
Nice gun, i'm with mop i dont know what it is or how it shoots but its cool!
I drew it.
For gauss: muwhahahahahaha!!
It's railgun version 2.0 :X see if you can find the quake2 railgun hidden in the geometry somewhere! Basicly i wanted to do something somewhat original. The 2 things on the side are capacaters with a fusion cell on the side hehehe. And a clip of like... i duno i'm guessing 20 rounds max.
Whats the funny part? well... railguns have little recoil and its got hydrolic blowback suppressors hahaha.
see if you can find the quake2 railgun hidden in the geometry somewhere!
[/ QUOTE ]
The scope!
I've managed to kick a 4 month long MMORPG habit (dam you CoH and Wow) and have instead spent some quaility time over the last few weeks with my mod. Still epic ammounts to do, but the big replication monsters have been slain (an unreal script thing).
[/ QUOTE ]
awesome man, what engine is this? where can i get info? I love Appleseed!
a lil something WIP..
Things I've already fixed since taking this shot:
The guards on the front bumper aren't as wide.
The back wheel covers aren't as long.
The lights are less polys.
This is being made for HL2 specs (5-6k poly)
Some normal mapped map textures i've been whipping up. Quick easy stuff.
The pictures are from a UT2004 mod I am working on called Union City Blue. It's influenced by a lot of Shirow stuff, Applseseed, Ghost in the shell and mainly Dominion Tank Police, but there is other stuff in there as well. When I've got the alpha finished (hopefully by next week) I'll make a site for it up (another couple of weeks I hope). The mod is primarily a class based 3rd person vehicle team combat game, round based with limited lives. The pictures above show 3 of the vehicles the human player classes uses (the orange tank thingy, the little blue 8 wheeled tank and the helicopter mech). The other 3 classes are cyborgs ...
2 of these borgs are updated version of some player models I made a while ago, but now they are technically vehicles (as far as the code is concerned) and have there own individual weapon systems and can fly,jump and/or hover as well as walk.
Scott
Brome: you know there's areas that don't look like the original pic, fix them now!!
blah blah more later