Adam: I think maybe you've got your numbers reversed.
I'd say you could do without a few more polys on that gloved hand. The ring you've got going through the abdomen doesnt seem to be contributing much to the silhouette, but Im guess it'll be nice when it comes to animation/deformation.
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Adam: I think maybe you've got your numbers reversed.
I'd say you could do without a few more polys on that gloved hand. The ring you've got going through the abdomen doesnt seem to be contributing much to the silhouette, but Im guess it'll be nice when it comes to animation/deformation.
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LOL, yeah they are reversed. I'd even caught it and fixed it in a new image, but forgot to update it! What can I say, it was late. Thanks for pointing it out though, I fixed it now.
Which ring are you talking about, the one going through his belly armor? I figured I'd need at least one edgeloop there for deformation, and it affects the silhouette more from the side. I'll look into the gloved hand next time I work on it, hopefully tonight. Thanks for commenting!
some great stuff ther donmario, you got a good likeness in the guy in the suit and the chick is hard to fault. perhaps her shoulders are a tad too bulky, but thats down to personal preference I suppose
The Combine African Corps is the hardest unit to get in and one of the most venturous parts of the Combine Army. The environmental conditions in certain parts of Africa are too extreme for parts of the Combine technology, more simple and reliable weaponsystems are used instead. The population is heavily armed and poor. Many of the warlords reorganized themselfes to resist against the Combine rule. They're stiff-necked and incalculable fighters, especially when they're drugged with Khat. The CAC is the Combine answer to this threat to the progress of mankind.
A reskin I did today. The credits go to valve, I just used plenty of overlays and repainted some shading and parts of the texture.
although I was told to remove the rifle, as he would not be using / needing it.
This is his current state:
He's sitting at 2773 tris, all told. Also, there will be no normal, spec, or bump map - DoW only accepts diffuse and Ambient maps. And then, some areas will be greyscale so they can be Team Colorable, specifically the breastplate and gloves.
neo he really needs to have a more sunken in eye soket and more darkness around the eye. He also needs viens all black and dead yet full. check out my huntress chicks chest for what i'm talking about.
dfacto: i meant Van Burren, the game that was in development at Black Isle and was supposed to be fallout 3, but got canceled before Bethesda acquired the rights to it. heres an early screenshot from that game ( http://www.nma-fallout.com/forum/album_page.php?pic_id=129 )
Wow, never heard of that Mr_Rockstar. I always thought it was something that had never seen the light of day, aside from that gasbot conceptart that made the rounds.
Alright, here it is with Antialiasing, and texture filters turned on, I usually turn them off, because there are times when I like it to look gritty and raw, you know?. I tweaked him around a bit as well.
Looks pretty great MoP!
I dont know if youre planning on revisiting this guy or doing any more work, but I'd say he could use a bit more medium frequency detail. You've got some fine wrinkles, skin bumpyness, etc. You've got the major forms...but seemingly missing the inbetween forms. The jaw looks a littl sharp for the head shape you've defined so far. I'd say go down to a low level of sub division and run an inflate tool along that jawline. The nostril interiors look a tad sharp as well...ears too!
MoP: i have to agree with Scoobs, right now it looks like you just threw a bump map on your hi res model.
And please if you revisit him do a proper ear.
Good calls Spacemonkey and Scoob, I was thinking the exact same thing myself. it seems to happen with a lot of the Zbrush stuff I do... I'll get a rough base sorted out, then immediately jump into the fine detail without spending long enough on the "in-between" stage. I'll go over him again to get more medium frequency detail in and sort out those ears.
Also might take a shot at texturing him realistically to see how believable I can get it.
OK, spent another hour or so just going over it, bringing out the forms a little more and adding some detail. He's even a bit more exaggerated than the photo refs I'm using... the real guy's face is actually pretty smooth for the most part. I've made him appear a little older and heavy-set here.
Good call Ruz, in fact you made me look at my refs again and I realised there's a whole host of things I've overlooked. I'll try to sort it all out tomorrow. Cheers!
"Proper ear" looks like an ear not like something that looks somewhat like an ear.
The ear has specific anatomy just like all other part of the body. While its rather small its also rather complex so i guess most people think its not worth to invest a lot of time perfecting it. Thats why its usully the weakest part of most hi res head models.
I would reccomend getting lots of refs and invest some time to make a very good base ear that you can reuse with some tweaks on all your human heads.
Replies
I'd say you could do without a few more polys on that gloved hand. The ring you've got going through the abdomen doesnt seem to be contributing much to the silhouette, but Im guess it'll be nice when it comes to animation/deformation.
i made a crappy railgun with skin to replace the horrible rail rifle in my project
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Yeah it is crappy.
12 colours. Around 30 min or an hour of work.
Humping action!
Adam: I think maybe you've got your numbers reversed.
I'd say you could do without a few more polys on that gloved hand. The ring you've got going through the abdomen doesnt seem to be contributing much to the silhouette, but Im guess it'll be nice when it comes to animation/deformation.
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LOL, yeah they are reversed. I'd even caught it and fixed it in a new image, but forgot to update it! What can I say, it was late. Thanks for pointing it out though, I fixed it now.
Which ring are you talking about, the one going through his belly armor? I figured I'd need at least one edgeloop there for deformation, and it affects the silhouette more from the side. I'll look into the gloved hand next time I work on it, hopefully tonight. Thanks for commenting!
Vitor - nice work!
Trying to get the inner mouth modeled. I can't decide whether to separate the bottom jaw to make the job easier - then re-attach it later.
A reskin I did today. The credits go to valve, I just used plenty of overlays and repainted some shading and parts of the texture.
http://www.figurinepainters.com/sezioni.php?action=content&idsezione=27&cat=3-showcase-eng
although I was told to remove the rifle, as he would not be using / needing it.
This is his current state:
He's sitting at 2773 tris, all told. Also, there will be no normal, spec, or bump map - DoW only accepts diffuse and Ambient maps. And then, some areas will be greyscale so they can be Team Colorable, specifically the breastplate and gloves.
116 tris
reminds me of the vault costumes from van burren (black isle's fo3)
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Huh? Fallout 3? That doesn't exist yet though.
TGZ, thanks, I'll add in some nice black veins, also I forgot to sink the eye in a little.
Gman, I think so too, the spec map was a quick job, just because I wanted to show something off.
Johny, the resons it's so crispy, is because I rendered it sans Anti-aliasing and the textures are not filtered.
Thanks for the comments!
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Someone copied my idea! and it was YOU!!!!!
About to texture that weapon. I just added simple textures to separate the parts.
It's still for this mod:
http://moddb.com/images/cache/mods/63/631/gallery/water_37389.jpg Does someone know it?
Oh yes, this model is also 2308 tris
http://ldaustinart.com/paul/3d/oldhead_01.jpg
I dont know if youre planning on revisiting this guy or doing any more work, but I'd say he could use a bit more medium frequency detail. You've got some fine wrinkles, skin bumpyness, etc. You've got the major forms...but seemingly missing the inbetween forms. The jaw looks a littl sharp for the head shape you've defined so far. I'd say go down to a low level of sub division and run an inflate tool along that jawline. The nostril interiors look a tad sharp as well...ears too!
And please if you revisit him do a proper ear.
Also might take a shot at texturing him realistically to see how believable I can get it.
Here's the new version (compare with old one)
http://ldaustinart.com/paul/3d/old2head_01.jpg
I reckon if he was textured up properly now, he'd look pretty damn realistic.
Toomas: Can you give me some idea of what a "proper ear" looks like?
I just figured you needed to bring out the bone structure a little more.
The ear has specific anatomy just like all other part of the body. While its rather small its also rather complex so i guess most people think its not worth to invest a lot of time perfecting it. Thats why its usully the weakest part of most hi res head models.
I would reccomend getting lots of refs and invest some time to make a very good base ear that you can reuse with some tweaks on all your human heads.