Noel, I am am excited to see more about your game; often the first thing to fall through on independent games is the artwork, so it's nice to see your dedication to working on it, even (or especially!) on the boring stuff.
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Awesome Kman. Is that a Weathers, Ehoff, or your own concept? Great execution reguardless, just curious who did the concept.
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HOLY CRAP!!KMANS! i always thought you had to of sucked becuase you were on the "otherside" of the office, now i see it was a misplacing.. if i am correct i think that is a Chris Anderson concept.. We did have 2 other concept artists poopy
ski mask dude. I want to get this good enough to put on my reel. if the texture doesn't work out, I'm going with only normal map. trying to finish by friday.
tri count 3560 one 512 color map and spec.
Looking great guys. Los the normal map seems pretty clear, no seams or artifacts which plugin did u use?
This is something i'm working on my freetime. It's a king pet cat. Need a lot of more work, the head needs way more details, then finish up the armor, clothes, fur....
looking neat vitor !!! i would only remove those details around teh leg padings, cause theyr barelly noticable, or make them larger, anyways keep onmto it !!!
Johnny those (i think) are rolled edges on the armor. They are probably there to give a sense of realism (plate armor with rolled edges was/is much safer) not so much as a decorative detail. they aren't supposed to be big.
KDR_11k: I think the face looks fine, but you wanna take a look at that ear, and also the jawline and neck just below the ear. That's the area that looks screwed up.
Nice style on the hair.
Yeah, the concept for that big demon was by Mr. Chris Anderson. Joshuathejamesomgshaw did the concept for this big nugget man.
Both of these bosses run in at about 3k tris, and 3-4 512x512's. They are WAAY too big in game though, but there is nothing I can do about that. I painted them at double res, so there is room for an upgrade later on if they choose to.
I've been wrapping up the latest expansion to SWG. I helped to build Mustafar, the lava planet from Ep3. I did all the special fx on the planet as well as the lava, and environment fx. Built a bunch of the dungeons as well as their fx and world built most of the interiors too.
the trailer and most of the shots dont show the final lava that is in the game now. it's a few steps beyond what you do see there, but you get a good idea of what's going on.
omg r, that site was so slow for me i love lava
kman, that texture work is the shit! you work with chris anderson and joshuathejames? that's pretty rad, i like their work.
mop, she's going to be sexy! like how you got the fun bags spill'n out there..
I'm pretty sure that's because the majority of engines use triangle strips for rendering. Plus, engines don't typically store anything other than triangle indices.
im working on a model of Master Cheif Bat Commander, a guy from the Aquabats. Its my first real unwraped(not fully) and textured model ever. I am up to his ankles and i made them too white, and hairy too, so it looks disgusting! but im fixin it.
Weiser_Cain, I always triangulate my meshes if they're not for sub-division or highpoly stuff. I tend to leave them in quads when "roughly" working an area, so that i can select loops and rings and stuff, then when i think the geometry is getting close to final, i flip edges and triangulate it all so I can see all the edges and keep the flow neat and ordered. It also helps for defining the gouraud shading in the best way possible. I dunno, I guess I could leave it all in quads and edit the triangulation manually... I just like seeing them all as solid edges :P
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Weiser_Cain, I always triangulate my meshes if they're not for sub-division or highpoly stuff. I tend to leave them in quads when "roughly" working an area, so that i can select loops and rings and stuff, then when i think the geometry is getting close to final, i flip edges and triangulate it all so I can see all the edges and keep the flow neat and ordered. It also helps for defining the gouraud shading in the best way possible. I dunno, I guess I could leave it all in quads and edit the triangulation manually... I just like seeing them all as solid edges :P
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This is also nice when you start rigging and animating. Edit Poly's shading smooths out the middle edges on the polygons and thus hides the collapsing of the geometry sometimes. Triangulating the mesh makes these areas much easier to see and fix.
I was tired of doing boring generic head practises, so i started this one. It's a human version of the cartoon character Uncle Scrooge. Sry for the low image quality of the pics, but the only 2d program i add here is MSpaint
Haha the scrooge bust is really cool, I like the little spectacles and sideburn planes :P The collar is looking a little "granny" to me though, maybe sharpen the corners like a more conventional guy's collar?
Unless you wanted to preserve the neutral pose, maybe you could try pushing the slightly sour expression he has around the mouth, there's a bunch of character there already though imo.
the triceratops looks a bit like it got it hind legs pulled up in the air. Lower them a bit/get some more weight on them.
nice going sofar! (ps. you ever showed a smoothed version of that kickass gorilla?)
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Will be another digital actor aiming for fucking nextgen!!!
I didn't notice how much it looked like SouL's design, so I hope it can just be thought of as an homage Maybe from the same universe or something.
Texture is photosourced, obviously. I'd start a new thread for my environment pieces if they weren't all so bloody small.
Awesome Kman. Is that a Weathers, Ehoff, or your own concept? Great execution reguardless, just curious who did the concept.
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HOLY CRAP!!KMANS! i always thought you had to of sucked becuase you were on the "otherside" of the office, now i see it was a misplacing.. if i am correct i think that is a Chris Anderson concept.. We did have 2 other concept artists poopy
Finish him!
following cheaps example :P
CLICK ME ^^
tri count 3560 one 512 color map and spec.
This is something i'm working on my freetime. It's a king pet cat. Need a lot of more work, the head needs way more details, then finish up the armor, clothes, fur....
Dug this one out once again becauser the face was still bugging me. Still does but it's getting close.
Nice style on the hair.
Both of these bosses run in at about 3k tris, and 3-4 512x512's. They are WAAY too big in game though, but there is nothing I can do about that. I painted them at double res, so there is room for an upgrade later on if they choose to.
the trailer and most of the shots dont show the final lava that is in the game now. it's a few steps beyond what you do see there, but you get a good idea of what's going on.
http://starwarsgalaxies.station.sony.com/trialsofobiwan/
For the CGChat contest... 3000 tris exactly. Gotta finish her equipment and cannon now.
kman, that texture work is the shit! you work with chris anderson and joshuathejames? that's pretty rad, i like their work.
mop, she's going to be sexy! like how you got the fun bags spill'n out there..
Here's mine after about 2.5 hours.
im working on a model of Master Cheif Bat Commander, a guy from the Aquabats. Its my first real unwraped(not fully) and textured model ever. I am up to his ankles and i made them too white, and hairy too, so it looks disgusting! but im fixin it.
Spinning Girl Thread:
weiser_cain : triangulating is good for j00 !!!, aslo helps to sort out triangle strips
Your monsters are great. Very cool work, man .
Have You any wireframes screen of Your monsters ?
Mop
the mesh is very very clean ! How do You do that ?
I'm Your fan Mop ... You know it ?
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my last work :
Weiser_Cain, I always triangulate my meshes if they're not for sub-division or highpoly stuff. I tend to leave them in quads when "roughly" working an area, so that i can select loops and rings and stuff, then when i think the geometry is getting close to final, i flip edges and triangulate it all so I can see all the edges and keep the flow neat and ordered. It also helps for defining the gouraud shading in the best way possible. I dunno, I guess I could leave it all in quads and edit the triangulation manually... I just like seeing them all as solid edges :P
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This is also nice when you start rigging and animating. Edit Poly's shading smooths out the middle edges on the polygons and thus hides the collapsing of the geometry sometimes. Triangulating the mesh makes these areas much easier to see and fix.
heres an update, fixed the pants area, Now the hands and some minor details and ill be done.
mop-lovin the model so far
textures 128x and two 64x sets
polycount: 640
Unless you wanted to preserve the neutral pose, maybe you could try pushing the slightly sour expression he has around the mouth, there's a bunch of character there already though imo.
MOP : great pirate girl
Cool model vitor maybe some extra definition on the nostrils would make the smoothed version look really cool.
nice going sofar! (ps. you ever showed a smoothed version of that kickass gorilla?)