Nope, but you can buy it for $19.95! I picked it up last week and so far my only regret is the inability to customize my shortcuts. Otherwise, its awesome.
yeah so this guy, i made s secret pack with myself to finish all the models i have started, this ones first, put him in the pose, zbrushing out some details, want to go back after the zbrush and make better topology...
Dude!! show me your wenis!!!!
yo Achmed, your pic isnt working, deviantart doesnt allow hotlinking. i saw it on cgchat though and its looking pretty snazzy, id like to see how it turns out
I like how that looks, looks freaking cool. What kinda lighting did you use. Is this a game level or just an environemnt. Looks good, look forward to more shots.
hey striff, could you post the photo that youre working from? assuming there is one. the way those corbels under the rampart come down to such a tight point looks very unlikely... but prove me wrong
If I knew what a corbel or rampart was I could tell ya if you were right hehe, I havn't taken any architecture classes yet.
And Makk, that is looking pretty sweet, reminds me of Star Fox somewhat.
Cay it is just an environment for now. As for the lighting it is just a spot light with no decay, set with a light blue color. I also have final gather turned on.
hey striff, nice, I was totally wrong. the rampart is that castley looking thing at the top of the wall, and a corbel is a vertical bracket or thing that supports a ceiling or projection from a wall. In this case, the corbels were those long triangular things supporting the rampart projection... and they are in fact as long and pointy as you made them.
one thing I see that you could do that would improve this is to make the shapes and construction of those arches a bit more accurate. The whole arch should not be exactly a semicircle, but a semicircle with a short vertical bit supporting either end. like the arch is actually raised up from the springing point, or part where it meets the horizontal at the base. also, you should add a row a stones along the outside edge of the arch to separate it from the normal wall courses. errr...I drew a little diagram of what I'm trying to explain, with yours on the left and my suggestion on the right: http://www.scottduquette.com/tmp/sienna_arches_01.jpg
hope this wasnt too confusing! keep it up, great to see some more architecture on here.
ps: also I think all the stonework could be scaled up a bit (meaning more smaller bricks), and possibly be more sensitive to where the cracks in the texture fall on your model. you dont want a seam between two bricks to ever fall on a 90 degree edge of your model, or anywhere close.
And yes, cholden's right, the eye area is human. Try bringing back the brow and forehead and smooth it all out, only humans and apes have jutting brows - see Lemur or cat.
What are you using for reference? I love the swept back ears.
Hmmm, probably a good idea, LAGtheNoggin. My ref was actually based off of an older concept I did a few months ago. http://img.photobucket.com/albums/v671/Makkon/fuzz.jpg THe brow looks fine in the concept, but I guess it doesn't trasnlate well into 3d.
I've been modeling out the skull of the guy so that I could try to give him better facial anatomy. I thought it looked pretty cool. If I can get his skull to look proper, then I can give him a proper face too. I can change the brow in the skull tomorrow after school, so it looks more like the pictures you posted.
Paintovers anyone?!?
[EDIT]
I got a bit of time before I have to go to bed. I tweaked the brow a bit to have a smoother transition. Perhaps that'll fix his demented face.
Nice concept! Well, if the brow works in concept it will work in 3D, it's simply a matter of interpretation.
Hmmm. That's an improvement towards a more animal-like skull, maybe try pulling that centre line a little outwards for some rounder forehead, but I don't think it's the skull alone that's giving you the human feel there. The problem lies in the muscle and expression: in concept you have your character squinting hard, it's the muscles making the bulge; whereas in 3D it looks like he's at rest, suggesting narrow deep-set human-like eyes are his natural shape. Get some eye lids in there and make em squint.
Here's a pair of eyes I'm thinking of. Clicky. Note how much eye lid there would be if he was squinting.
And a red line, I'm not very good at these, sorry, I made him angry...
Completely rebuilt his face, based off of the skull. What a test of patience... I think I got a look I can live with; screw the concept, he looks better this way. He looks a bit bug eyed, but I was referencing from a cat (he's sort of based off of a cat and fox). He looks much younger, much more cartoonish, which is what I wanted. I can make him squint in facial animation, but for now I think I'll leave it in this nutral state.
Thanks again, Noggin, for your help
Replies
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OMG THIS IS CLEARLY BEASTIALITY! You should edit your subject to state that this is infact animal PORNOGRAPHY. Think of the children!!!!
ended up leaving him pretty heavy, around 5200 tris
I'm starting to like this whole 'start with a cube & Zbrush it' workflow.
My dildo-like high poly trashcan for normal mapping!!
Hey Brome! Is that program free by any chance? I'd love to try it out.
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Brome? http://www.ambientdesign.com/artragedown.html
There is a free version available for both windows and mac.
My dildo-like high poly trashcan for normal mapping!!
[/ QUOTE ]
hey you should enter that in the contest?!
comments welcome
older version here
Dude!! show me your wenis!!!!
hopefully imageshack works...
Here's a project I started earlier this week. I'm doing a bust of a character I modeled awhile ago for the GTA Character CG Chat comp.
Here's the character
And his much more stylised revamp
Yup, you guessed it, cappuccino-machine.
I like how that looks, looks freaking cool. What kinda lighting did you use. Is this a game level or just an environemnt. Looks good, look forward to more shots.
Chris Y
http://www.cyoungblood.com
[OMGFURRY]
A little cartoon character I've been working on. My dad says it's face looks too human. I dunno.
[/OMGFURRY]
http://upload.wikimedia.org/wikipedia/commons/1/1a/Siena-Torre.jpg
If I knew what a corbel or rampart was I could tell ya if you were right hehe, I havn't taken any architecture classes yet.
And Makk, that is looking pretty sweet, reminds me of Star Fox somewhat.
Cay it is just an environment for now. As for the lighting it is just a spot light with no decay, set with a light blue color. I also have final gather turned on.
one thing I see that you could do that would improve this is to make the shapes and construction of those arches a bit more accurate. The whole arch should not be exactly a semicircle, but a semicircle with a short vertical bit supporting either end. like the arch is actually raised up from the springing point, or part where it meets the horizontal at the base. also, you should add a row a stones along the outside edge of the arch to separate it from the normal wall courses. errr...I drew a little diagram of what I'm trying to explain, with yours on the left and my suggestion on the right:
http://www.scottduquette.com/tmp/sienna_arches_01.jpg
hope this wasnt too confusing! keep it up, great to see some more architecture on here.
ps: also I think all the stonework could be scaled up a bit (meaning more smaller bricks), and possibly be more sensitive to where the cracks in the texture fall on your model. you dont want a seam between two bricks to ever fall on a 90 degree edge of your model, or anywhere close.
And yes, cholden's right, the eye area is human. Try bringing back the brow and forehead and smooth it all out, only humans and apes have jutting brows - see Lemur or cat.
What are you using for reference? I love the swept back ears.
I've been modeling out the skull of the guy so that I could try to give him better facial anatomy. I thought it looked pretty cool. If I can get his skull to look proper, then I can give him a proper face too. I can change the brow in the skull tomorrow after school, so it looks more like the pictures you posted.
Paintovers anyone?!?
[EDIT]
I got a bit of time before I have to go to bed. I tweaked the brow a bit to have a smoother transition. Perhaps that'll fix his demented face.
i think it's fine just continue
here's something from tonight
there's a party going on here and i keep getting pulled into this
i feel like i'm missing out but...
i wonna finish it this time , NO SCHOOL
Hmmm. That's an improvement towards a more animal-like skull, maybe try pulling that centre line a little outwards for some rounder forehead, but I don't think it's the skull alone that's giving you the human feel there. The problem lies in the muscle and expression: in concept you have your character squinting hard, it's the muscles making the bulge; whereas in 3D it looks like he's at rest, suggesting narrow deep-set human-like eyes are his natural shape. Get some eye lids in there and make em squint.
Here's a pair of eyes I'm thinking of. Clicky. Note how much eye lid there would be if he was squinting.
And a red line, I'm not very good at these, sorry, I made him angry...
Good luck!
Thanks again, Noggin, for your help
CGchat comp #32 - Viking
1997 triangles
2 512 diffuse + opacity
http://i2.tinypic.com/x1d0e0.gif
1100 tris, kinda wasteful. New way for me of doing the nose; I don't like it or the ears.
The new head looks much better Makkon, good job!