Yeah, that's just a screenshot of the OBJ imported into Max with some temporary teeth in there. I've just got a hollow mouth hole in ZBrush...
Also since that screenshot I've fixed the abs (they were too high and small) and also the lats/ribs so they look more natural.
Lil' more work... he looks better in 3d
Need to work more on the legs and hands, also give him more stroggish accoutrements (big weapon arm and energy backpack, anyone?)...
cheap: tough, i like it... maybe next time you could be a little less obnoxious and post some actual critique? Or maybe from now on you'd like your gargoyle model threads to be full of one-line insult replies?
arsh: heh... good suggestion... maybe I will and maybe I won't! You'll just have to wait and see.
make him hideous , repusling when u touch him pus comes out...
add a machine in the belly that connects to the brain or something thru an umbilical cord that sucks the life of the embrion that ashlevon suggested
Cool looking spider, Mop! Quake 4 is the first game in the series that I've touched, so no comment on how close it is to the original design.
Some more practice...
I can't decide whether or not I like edge extrude modeling. I can bust out decent edge loops much faster than I could with box modeling, but I wonder if the overall form and volume of my model is suffering. Maybe I just need more practice.
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cheap: tough, i like it... maybe next time you could be a little less obnoxious and post some actual critique? Or maybe from now on you'd like your gargoyle model threads to be full of one-line insult replies?
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The vore was great before you gave it a strogg pace-maker.
oh and for the record, I have not made any gargoyles this year yet, not even in 2d scraps
heh, its an adaptive skin in zbrush, with really low resolution setting and 0 smoothing. Hawken, I'd be surprised if you did it that way? seems like itd be very tough to match it up with a sprite
Sectaurs: I was thinking i might put a tarbaby in there (the little blue bouncy blobs from Q1), it kinda makes sense that vores give birth to them... a gun-toting human baby is just cheesy and unnecessary, though
I love shamblers.
So...Fuzzy and huggable.
Quake for the win.
That is, the originals. My experience with Quake 4 leaves me with one conclusion. I hate it.
cholden: yer a machine!
Mop: I'm liking the Vor idea more after seeing the concept :-)
rooster: love the render!! That would make a nice desktop
I've been working a bit differently on my house model, texturing and modeling at the same time, It looks like I might have this finished by Monday or Tuesday!
Not bad there, almighty_gir ... my main crits right now is even though she's meant to be female, her face and proportions are not very female.
The breasts are fine proportion-wise (although modelling nipples = why?), but she needs more hip shape on her. Also in that area, the pants look really boring. Big belt buckle, pouches, braces, belts, anything there to break up the boredom. It's a big flat area right now, and that needs rectifying.
Also something that's stopping her looking feminine is the face - mainly in the profile. The jaw is jutting out too much and seems too sharp. Moving the jaw back will also result in the lower lip going further back, and faces look more feminine when the upper lip is slightly further out than the lower lip.
Likewise I'd soften the shape of the nose and angle it up a little.
That said the mesh seems to be pretty good, just go over it and tweak to get more interesting and pleasing shapes - right now she's looking very rigid and tubular.
ok, ill go about editing it some now =] thanks for the pointers MoP. modeling females is always hard for me (despite the fact i spend so long looking at them every day).
Glad you like it, Ghost. It was just meant to be some quick practice, but I guess it's now a full blown WIP. A search for Froud just returns a bunch of long-dead fansites, so I'm not sure what direction you want me to take it in.
Awesome concept, Mop! I like your color palette too.
i made a self portrait about 2 years ago, it was my first attemt at a human head. i opened it back up recently and noticed it looked nothing like me. mostly cause i used the photos of my face in an orthagraphic view so i was modeling the perpective. i went back and changed the topology and tweeked it up. before i wanted to animate the face so i tried to model in every wrinkle of my face. now i would just blend displacement maps. here is the new head, not exactly what i look like, but much closer. someone that knows me let me know if anything is way off.
Replies
Also since that screenshot I've fixed the abs (they were too high and small) and also the lats/ribs so they look more natural.
Need to work more on the legs and hands, also give him more stroggish accoutrements (big weapon arm and energy backpack, anyone?)...
looks really sweet man.
arsh: heh... good suggestion... maybe I will and maybe I won't! You'll just have to wait and see.
add a machine in the belly that connects to the brain or something thru an umbilical cord that sucks the life of the embrion that ashlevon suggested
Some more practice...
I can't decide whether or not I like edge extrude modeling. I can bust out decent edge loops much faster than I could with box modeling, but I wonder if the overall form and volume of my model is suffering. Maybe I just need more practice.
cheap: tough, i like it... maybe next time you could be a little less obnoxious and post some actual critique? Or maybe from now on you'd like your gargoyle model threads to be full of one-line insult replies?
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The vore was great before you gave it a strogg pace-maker.
oh and for the record, I have not made any gargoyles this year yet, not even in 2d scraps
been modeling this, started about 1.5 hours ago, no refs or anything, just seeing what i come out with.
and now ive run into a wall -_-
anyone got any idea's on like, a head, or hairstyle? or even what kind of weapons? anything =/
anyone got any idea's on like, a head, or hairstyle? or even what kind of weapons?
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oh no, you ruined the gnarr
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no, I did.
ill repost the pic tomorrow, when youve all stopped drinking that crunk >;D
materials http://chrisholden.net/utility_tex.jpg
what the heck, let's get dirty hehe
some old crap but hey -- penis!
er, yeah.. where was I..
Mop,
I'm
laughing
my
ass
off!
Rooster, you need to tell me how you did that!
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I'm guessing it's not the same way I did my avatar
Hawken: I was thinking about your avatar, thats the reason i asked. If you used a different method, please explain!
Other than that ommission, looks great.
So...Fuzzy and huggable.
Quake for the win.
That is, the originals. My experience with Quake 4 leaves me with one conclusion. I hate it.
Mop: I'm liking the Vor idea more after seeing the concept :-)
rooster: love the render!! That would make a nice desktop
I've been working a bit differently on my house model, texturing and modeling at the same time, It looks like I might have this finished by Monday or Tuesday!
Learning zbrush; base mesh was modeled in Max.
The breasts are fine proportion-wise (although modelling nipples = why?), but she needs more hip shape on her. Also in that area, the pants look really boring. Big belt buckle, pouches, braces, belts, anything there to break up the boredom. It's a big flat area right now, and that needs rectifying.
Also something that's stopping her looking feminine is the face - mainly in the profile. The jaw is jutting out too much and seems too sharp. Moving the jaw back will also result in the lower lip going further back, and faces look more feminine when the upper lip is slightly further out than the lower lip.
Likewise I'd soften the shape of the nose and angle it up a little.
That said the mesh seems to be pretty good, just go over it and tweak to get more interesting and pleasing shapes - right now she's looking very rigid and tubular.
Keep it up
ok, ill go about editing it some now =] thanks for the pointers MoP. modeling females is always hard for me (despite the fact i spend so long looking at them every day).
Starting to become more familiar with patch modeling; it's a lot of fun!
That's supposed to be a frog, by the way. I think I should work from reference next time.
He's a player character for a game/mod design I have in mind.
OpenCanvas sketch:
WIP Photoshop painting:
Hopefully will have him ready to model and normal-map soon.
Awesome concept, Mop! I like your color palette too.