Some more progress...EARS! YAY! Now I'm working on the hair shape and then after I'm past that I'll go on to the upper torso. I also think this will be the last post in this thread for this project...I'll be putting it in it's own thread for Pimping & Previews.
I've started a thread for this in pimpin' and previews now titled SUPERMAN. I tweaked the ear proportions and positioning since this last image seen here. Lookin' for crits as always so I can get this thing looking good. See ya there.
@ironbearxl: Interesting reinterpretation of the subject. Yours looks like a real suit out of leather or something like that, while the original seemed more like some 'magic' energy suit or something like that.
I would be careful with the amount of noise you put into it though. The upperpart of the butt for example should be smoother, as rightnow it looks a bit like 'orange-skin' *ehhhww*
Poop its a warjack from a table top game called WARMACHINE(You have to type it in all caps the rules say so). It's like Warhammer40k but with less crying and more destruction. Thier mottos are "play like you have a pair" and "Steam Powered Miniture Combat".
If you like the art style check out Matt Wilson's site . Believe it or not most of his stuff is done traditionally without the help of paint programs, which makes his art that much cooler. No CTRL-Z when using oil/canvas.
Rooster, I really like the claws, it goes a long way in telling you what type of animal it is good stuff!=)
I put some desktop backgrounds together using some of Matt Wilson's art. I had to paint in some details to make the backgrounds fit across the screen. Since a friend of mine plays Cygnar the first two I did are for him. Khador are coming next
you should run it through one of those cnc machines and use it as your "avatar"... and then run pipes through your guy and hook it up to a air pump for fishtanks and run a bypass to suck in fog machine fog and then it'll look like smoke?? that might jst be the coolest tabletop doom ever!
Thanks killingpeople! Here's the final version of Xaero's head. I'm going to release an SDK of this one, because I'm not happy with the way it turned out, he needs to look more pissed off and less stoned
Mop: I really love the idea, and it's coming along nicely. One thing that catches my eye though is that it didnt read as 'antler' right away. while the bottom part looks great, how it molds into the handle, it almost looks artificial. maybe some more twisty-turniness toward the base would make it look less like an axe handle growing out of an antler. The head is pretty, I knew it was obsidian right away.
That looks actually pretty good (definitly your best work so far), just the feet really need to be improved.
Ok and I don't think it is a good idea to meshsmooth the hair like that.
Oh and I almost missed the obligatory statement: 'a anime chick AGAIN?'
sinistergfx: Heh, I thaught something looked weird, guess I've been staring at it for to long .
Here's the fixed version, along with 2 other heads I did recently.
I think youve got the exterior corners of the eyes drooping too low in all of your heads there, but I liquified that first one to bring it more into line.
Its tough though, because I cant tell how much of it is perspective and how much is modeling.
Cryx
This one took me a while because I couldn't find quality drawn art for the Cryx. I ended up coloring Terminus, which took up a good chunck of time.
I decided yesterday, that today, I would devote to making a model, and finishing it. and I did. I spent about 9 or 10 hours on this.
I still need to draw up some concepts for the weilder of this weapon.
I am getting close to being done with her.
She's got a diffuse, specular and normal map. Still need to make the bump map and then I can start rigging her for either D3 or Q4. I think that D3 will be a bit easier.
I know that I could have used a bit less poly on the low-poly model. But she's about 3000 at the moment so no problem for these pc games.
[ QUOTE ]
Still need to make the bump map and then I can start rigging her for either D3 or Q4. I think that D3 will be a bit easier.
[/ QUOTE ]
Actually D3 gonna fail if you try as i know, without extra mods
ppms wont work and you need to fit that model to the existing
rig of the D3 ppms to get it working.
Quake 4 is the better pick for that, there is only an issue
that the ppm wont show in char select screen automaticly,
and dont worry about polys so much since it is the mp and
the standartmodels of Quake 4 are around 2000 polys.
Aside from the ear, he is also lacking a real back of his head, or something like that. And the lips are really too 'little', even if that is sort of intentional.
[ QUOTE ]
Aside from the ear, he is also lacking a real back of his head, or something like that. And the lips are really too 'little', even if that is sort of intentional.
[/ QUOTE ]
I think the "back of head" comment is really too deep of a neck. Too much Z-depth on that neck.
[ QUOTE ]
[ QUOTE ]
Still need to make the bump map and then I can start rigging her for either D3 or Q4. I think that D3 will be a bit easier.
[/ QUOTE ]
Actually D3 gonna fail if you try as i know, without extra mods
ppms wont work and you need to fit that model to the existing
rig of the D3 ppms to get it working.
Quake 4 is the better pick for that, there is only an issue
that the ppm wont show in char select screen automaticly,
and dont worry about polys so much since it is the mp and
the standartmodels of Quake 4 are around 2000 polys.
Replies
I've started a thread for this in pimpin' and previews now titled SUPERMAN. I tweaked the ear proportions and positioning since this last image seen here. Lookin' for crits as always so I can get this thing looking good. See ya there.
His ears are a bit far back as well..
Looks very good though.
I would be careful with the amount of noise you put into it though. The upperpart of the butt for example should be smoother, as rightnow it looks a bit like 'orange-skin' *ehhhww*
edit: dont like to post much in here without adding some kind of progress pic, heres how the sloth concept looks at the mo:
Maybe give him the three big claws on his feet?
I think I'm getting warmer at least -
If you like the art style check out Matt Wilson's site . Believe it or not most of his stuff is done traditionally without the help of paint programs, which makes his art that much cooler. No CTRL-Z when using oil/canvas.
Rooster, I really like the claws, it goes a long way in telling you what type of animal it is good stuff!=)
The art for my desktops comes from;
http://www.mattwilsonart.com/
I am now using these;
Monitor#1
Matt Wilson's original art
Monitor#2
Cygnar_02a_1024 Minus original art
Khador
Some clothing for a character i'm working on (Xaero from Quake 3), I used Zmapper to quickly preview the normal map on the first Sdiv level:
Here's another recent reskin. I did this quick head texture for my bigbrother's absolute favourite game Enemy Territory.
mop, it's good to see you're alive. really loving the hatchet, this model brings virtue to normal mapping.
Proving my inability to use enough detail for hipoly once again.
Ok and I don't think it is a good idea to meshsmooth the hair like that.
Oh and I almost missed the obligatory statement: 'a anime chick AGAIN?'
Here's the fixed version, along with 2 other heads I did recently.
Yes. Really really nice one !
I think youve got the exterior corners of the eyes drooping too low in all of your heads there, but I liquified that first one to bring it more into line.
Its tough though, because I cant tell how much of it is perspective and how much is modeling.
This one took me a while because I couldn't find quality drawn art for the Cryx. I ended up coloring Terminus, which took up a good chunck of time.
Mercs
I still need to draw up some concepts for the weilder of this weapon.
Model:
Maps:
She's got a diffuse, specular and normal map. Still need to make the bump map and then I can start rigging her for either D3 or Q4. I think that D3 will be a bit easier.
I know that I could have used a bit less poly on the low-poly model. But she's about 3000 at the moment so no problem for these pc games.
Here a render of the normal mapped model with the low-poly wireframe on top of it...
http://www.xs4all.nl/~tetsuo/wip/deunan-wip13b.jpg
it's good to see her textured. i like the strips on her suit that have a different specularity.
Neo_God:
good job on accomplishing your goal of finishing a model. very good practice.
Still need to make the bump map and then I can start rigging her for either D3 or Q4. I think that D3 will be a bit easier.
[/ QUOTE ]
Actually D3 gonna fail if you try as i know, without extra mods
ppms wont work and you need to fit that model to the existing
rig of the D3 ppms to get it working.
Quake 4 is the better pick for that, there is only an issue
that the ppm wont show in char select screen automaticly,
and dont worry about polys so much since it is the mp and
the standartmodels of Quake 4 are around 2000 polys.
Im always really impressed by your color choices though.
Aside from the ear, he is also lacking a real back of his head, or something like that. And the lips are really too 'little', even if that is sort of intentional.
[/ QUOTE ]
I think the "back of head" comment is really too deep of a neck. Too much Z-depth on that neck.
kinda feeling next-gen metroid here.
[ QUOTE ]
Still need to make the bump map and then I can start rigging her for either D3 or Q4. I think that D3 will be a bit easier.
[/ QUOTE ]
Actually D3 gonna fail if you try as i know, without extra mods
ppms wont work and you need to fit that model to the existing
rig of the D3 ppms to get it working.
Quake 4 is the better pick for that, there is only an issue
that the ppm wont show in char select screen automaticly,
and dont worry about polys so much since it is the mp and
the standartmodels of Quake 4 are around 2000 polys.
[/ QUOTE ]
Thanks for the tip!
inspeaking of brak WHERE IS IT RARGH LOL