lordscottish, really great man iu also like your previous vehicles one thing thou, the texture of this one seems a bit "empty" in the area of the turrent, and that shading is a bit weird, dunno if it is intended, anyways looking good
Looks like a black guy. Vin Diesel doesn't really have the big lips and nose.
Anyhow, since I moved all my other images, I'll post a new one with some texture changes and what-not (tried to make it a bit more colorful and what-not, as everything was rather desaturated and monochromatic previously).
My only suggestion, Jelmer, would be to shorten it, as it's really quite long and with the seat that low it would be very uncomfortable to pedal (steering might be possible if you bend forward, but then you'd probably knee yourself while pedaling). Other than that, love it.
I'm done with the bike. Took me 2 days to model and rig the whole thing. When I move my bike, the chain rotates around the sprocket gears and the wheels turn. The pedals stay flat while going around. The front wheel / handlebar and seat are rotatable and adjustable. Noel: Here's the reference picture for you. It's a ridiculous bike I agree .
Not bad , Vitor.
Couple of things are odd though:
1. At the corner of the mouth: the upper lip should be 'over' the lower lip, not vise versa.
2. The bulge between the eyebrows, where the nose meets the forhead is about the opposite of what should be there.
3. The chin seem a bit too sharp, the the cheek-bone is overly pronounced (compared to the lower half of the face).
4. The ears need to be rotated forward, right now they are too flat on the head.
5. The bottom of the nose (especially the 'nose-holes') need more detail.
Nice work all. Here's something I want to turn into a set of ruins in a dense swamp/jungle-like environment, and I want to play around with normal maps on the lower rez representations... This was an art test I started on, but didn't get the job. It is now my personal project I'm just dabbling on...
And I have also played around with some basic textures and some props I've done, trees and plants. And rendered it in max.
Ewooz pretty good looking stuff to me man. Although it seems somewhat of an inconsistent feel though. The lighting could be better too. Practice that stuff! It makes or breaks the environment.
[ QUOTE ]
Still trying to learn to model heads
I think this first one was my best attempt:
If you could hard critiq the anatomy and loops of the first one it would really help me
[/ QUOTE ]
nice head vitor,
you have style, i think you have good talent,
just keep working working working.
the crit already posted is good,
but i felt i could elaborate on the Why, and perhaps a little more..
so here i go with my scribbly paintor, the perspective /pose is a little skewed on the right one
hope it makes sense anyways.
you are looking for the right things in the wrong places,
you know its not working but you cant point your finger at it.. try flipping the canvas up-side-down.
basically, the nose that goes out of the skull that much will "drag" the rest of the skull out with it. the lower jaw can sink in under it, rarely, but usually it accommodates the upper jaw which in either case must accommodate the nose. you your cheekbones and nasal go far out, but the jaws are way too back in.
the socket is also not realistic (assuming you were going for that). the "border" that sorrounds the eye ball is not so thick. i often make that mistake myself. just study the skull, study where the plane changes are and why is there a plane change there. the Why is very important, dont learn like a robot.
the nose, as somebody posted, doesnt come out right indeed. what you need is to make sure the angle you see on the far side of the face is consistant for the entire socket (those \/\/ red lines). meaning, the angle as the socket curves in on the far outline of the face must correspond with the angle it curves in to the nose. its the same angle, roughly. you can't have the nasal bone portruding in such high point since you are not letting the socket curve in all the way.
the red lines that box that head should help you see how the ear sits on a different plane.
hope you found this hopeful, it was a good exercise for me too. i was told this myself over and over, and it never seems less valid: study the skull.
Thank you Sean McBride and thank you Chris Holden for liking my work! I'll make it a tread, and I'll post more of the items Ive done so far for this environment. Also a description of some trouble I've encountered with Zbrush normal maps imported into max, there are some of the seams showing up in the rendering. And I've done the fix-seam in texture-mode in Zbrush, but it seems that I have to make the exported model quite heavy on the polycount inside Max in order for the seams not to show up. And that's a drag since I want it to be an environment for real-time rendering. The Zbrush version of the cliff is about 1.7 million polys.
Yeah and Sean, I need to work on the lights. It is a science an area that needs a lot of attention and work, no shortcuts there I guess...
I've added a raytrace render, showing more details of the normal map. Although this area is not close to the actual ruins models but an area that you can see from afar when your on the ruins.
I want to make the surrounding landscape interesting buy adding detail by using normal maps. As you can see the rest of the landscape is not textured yet, I've just added maps to them...
She do have different proportions in different games, she even have different clouths sometimes. And it's not even the uber original I'm going for, notice she has a belt with a buckle? I'm doing a gothic version of her.
We've been internally testing and playing this, and it looks like it's about 1 month away from release. I might try to sneak in a couple of new characters, and there is one issue with Linux involving shaders that is still unresolved, as well as menu mouse support in Linux, but for the most part, it's just about ready. Jan Rafaj is working on some optimizations too.
But this is some of the stuff it will have -
8 new levels (25 total, we removed a couple of them, which we considered not up to par with the new content)
Deathball game mode. Similar to UT's Bombing Run.
Mutators (instagib, rocket arena, low grav, regeneration, vampire)
Improved Bot AI (too much to list)
Colored names (ripped straight outta Q3 )
Q3 style console (ditto)
Enhanced server browser
Enhanced menu and HUD
Alternate firing modes
Cleaned up an assload of either unused, or poorly written old code(i.e. particles). Runs even faster than ever before despite all the new features.
Replies
Some nonsense. Inspiration should be obvious.
Workflow is simular to the way I draw, I'm thinking of callikng it napkin modeling
I love your style...i´m trying to archive something similar someday
Calling them done and moving on.
about 360's tris each plus or minus 10 (don't have xsi open at the moment to get exact numbers).
Dur: Lookin sweet man...what is it with you and no pants? You should seek help.
lol, looks cool Dur. Except it looks like a duck got stuck in his butt.
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rofl.
Anyhow, since I moved all my other images, I'll post a new one with some texture changes and what-not (tried to make it a bit more colorful and what-not, as everything was rather desaturated and monochromatic previously).
Can we call it "Duckie didn't Dodge"?
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hehe sure...
Ack.
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His cod piece is as big as his head!!
hopefully I won't accidentily delete him half way through like my last guy:
looks really good anyways
otherwise im working on cloud of kh ... ya can see a opened thread by me..
well heres what i got so far now <_<" ... (note: i only have my mouse)
for those not in the know [shame on you!] he's the Cybernetic Ghost of Christmas Past from the Future, from the show Aqua Teen Hunger Force.
I love the robotic ghost of christmas past from the future Now model his version of Santa!!!
I think this first one was my best attempt:
And now some ugly attempts:
If you could hard critiq the anatomy and loops of the first one it would really help me
Couple of things are odd though:
1. At the corner of the mouth: the upper lip should be 'over' the lower lip, not vise versa.
2. The bulge between the eyebrows, where the nose meets the forhead is about the opposite of what should be there.
3. The chin seem a bit too sharp, the the cheek-bone is overly pronounced (compared to the lower half of the face).
4. The ears need to be rotated forward, right now they are too flat on the head.
5. The bottom of the nose (especially the 'nose-holes') need more detail.
I hope that helps a bit.
And I have also played around with some basic textures and some props I've done, trees and plants. And rendered it in max.
Still trying to learn to model heads
I think this first one was my best attempt:
If you could hard critiq the anatomy and loops of the first one it would really help me
[/ QUOTE ]
nice head vitor,
you have style, i think you have good talent,
just keep working working working.
the crit already posted is good,
but i felt i could elaborate on the Why, and perhaps a little more..
so here i go with my scribbly paintor, the perspective /pose is a little skewed on the right one
hope it makes sense anyways.
you are looking for the right things in the wrong places,
you know its not working but you cant point your finger at it.. try flipping the canvas up-side-down.
basically, the nose that goes out of the skull that much will "drag" the rest of the skull out with it. the lower jaw can sink in under it, rarely, but usually it accommodates the upper jaw which in either case must accommodate the nose. you your cheekbones and nasal go far out, but the jaws are way too back in.
the socket is also not realistic (assuming you were going for that). the "border" that sorrounds the eye ball is not so thick. i often make that mistake myself. just study the skull, study where the plane changes are and why is there a plane change there. the Why is very important, dont learn like a robot.
the nose, as somebody posted, doesnt come out right indeed. what you need is to make sure the angle you see on the far side of the face is consistant for the entire socket (those \/\/ red lines). meaning, the angle as the socket curves in on the far outline of the face must correspond with the angle it curves in to the nose. its the same angle, roughly. you can't have the nasal bone portruding in such high point since you are not letting the socket curve in all the way.
the red lines that box that head should help you see how the ear sits on a different plane.
hope you found this hopeful, it was a good exercise for me too. i was told this myself over and over, and it never seems less valid: study the skull.
The Zbrush version of the cliff is about 1.7 million polys.
Yeah and Sean, I need to work on the lights. It is a science an area that needs a lot of attention and work, no shortcuts there I guess...
I want to make the surrounding landscape interesting buy adding detail by using normal maps. As you can see the rest of the landscape is not textured yet, I've just added maps to them...
( I posted an earlier pic of this, but it was in the wrong thread , never done before, will never happen again)
We've been internally testing and playing this, and it looks like it's about 1 month away from release. I might try to sneak in a couple of new characters, and there is one issue with Linux involving shaders that is still unresolved, as well as menu mouse support in Linux, but for the most part, it's just about ready. Jan Rafaj is working on some optimizations too.
But this is some of the stuff it will have -
8 new levels (25 total, we removed a couple of them, which we considered not up to par with the new content)
Deathball game mode. Similar to UT's Bombing Run.
Mutators (instagib, rocket arena, low grav, regeneration, vampire)
Improved Bot AI (too much to list)
Colored names (ripped straight outta Q3 )
Q3 style console (ditto)
Enhanced server browser
Enhanced menu and HUD
Alternate firing modes
Cleaned up an assload of either unused, or poorly written old code(i.e. particles). Runs even faster than ever before despite all the new features.
http://www.planetquake.com/cor/arena