vahl i woudnt worry about it. Last week at the store i saw a magazine with natalie portman on the cover and because the page with bent she looked like a guy.
This is only the second time I've posted any 3d on here. I haven't touched 3d stuffs since 4 months ago. Tear me a new one, please. I need to get better. =D
They're still WIP, so crits are very very welcome. I know my UV's are wasteful. I kind of went into this this evening with no plans, and it shows. I'll probably tighten things up in the UV's so I can sqeeze in another prop, possibly.
nice! The hoops need something to show how it's all held together (gotta love rivets). There's quite a few good sites on barrel making which might help: http://www.rootsweb.com/~flbbm/heritage/cooper/barrelmaking.htm. Keep working on the pewter, the lions head looks like a different material at the moment. I do like the cloth wrapped handle tho.
psyk0 - he looks great. I think he could stand to be just a tad bit wider... not enough to ruin the gaunt look you're going for, but right now he looks a bit too vertically stretched.
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psyk0 - he looks great. I think he could stand to be just a tad bit wider... not enough to ruin the gaunt look you're going for, but right now he looks a bit too vertically stretched.
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Agreed, i really followed the reference closely, probably had some distortion in it. Glad you like .
Ruz, that's looking sweet! However his face is looking a little dull, and is lacking some subtle pigments. Also he needs an imperfection here and there, also the line on his brow is looking a little too hard, I would soften that edge up a bit.
Shephiro, youve got the bayonet fitting all wrong mate =[
i realise thats not the best picture, but ill describe how they fit (i used to fire those rifles, and perform bayonet practice). basically, there were two types of bayonet for that rifle, a "pigsticker", which is like a spike. and a knife. both fit onto the rifle the same way, they are mounted onto the muzzle at 45degree's then twisted into place, where they are locked until you wish to release them. the holding block actually covers the entire muzzle.
FunkaDelicDass - looking stylish
SHEPEIRO - nice,but reckon thats a bit clean looking, few dirt overlays maybe
psyko - where the bottom of the ears meet the head seems too smooth. They should curve back under a little
frotymoose - reckon I have a ways to go in this yet. mesh flow is a bit borked really
neogod - I will try get a bit more variation in when I am totally happy with the basic shape/look of the mesh
after adding .obj and .3ds conversion tools for "luxinia", I started on quake3 .bsp. Although they are converted to big meshes and loose their "portal" informations (only become volume nodes), But I might be doing the portal visibility precomputation for optimized rendering some day, too.
the aim is to provide more "content" generating tools. So far we only had .md3 conversion and 3dsmax/c4d exporters.
Although I want to furhter improve the 3dsmax exporting as well, currently mesh/collision data export is doable. But a maxscript for more "scene" informations such as lights/projectors... would be cool
ruz, looks very nice, though I think your light setup is making it ugly. green ambient??
also looks you are giving the face all unique UV space but the texture is mirrored. maybe you plan to change that later?
Rooster: Hell yeah! Your stuff for that guy is looking better all the time. I love the bike. It would be cool if it had some kind of wing/fin in the back, kind of like on a helicopter. Maybe with a big blinky light on it
noritsune - yeah i am not so hot with lighting. Re the uv space, hm i will probably leave it like this, because I plan to make it a bit more unsymmetrical when I am happy with the mesh.
here is the latest WIP. Took off the textures to make it more readable
just a start... to a castle hall/manor house/palace hall environment I've wanted to do. the end product will be "haunted" (cobwebs) and possibly blizzard-able???
Playing through Metroid Prime Hunters (DS), and wanted to recreate some of the environments. My total textures add up to be around 1x128x128, though in the game they use 128s regularly. Low specs are fun.
the two alpha colors (white beam and blue) aren't included here as they are small dots. This is actually a 144x128, as the grate expands outside the room.
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would look better with anime eyes ?
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do you watch/read berserk at all?
They're still WIP, so crits are very very welcome. I know my UV's are wasteful. I kind of went into this this evening with no plans, and it shows. I'll probably tighten things up in the UV's so I can sqeeze in another prop, possibly.
A self project i have come back to working on recently...
a ship i'm workin on it...
Did a little more work on my guitar hero entry:
psyk0 - he looks great. I think he could stand to be just a tad bit wider... not enough to ruin the gaunt look you're going for, but right now he looks a bit too vertically stretched.
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Agreed, i really followed the reference closely, probably had some distortion in it. Glad you like .
i realise thats not the best picture, but ill describe how they fit (i used to fire those rifles, and perform bayonet practice). basically, there were two types of bayonet for that rifle, a "pigsticker", which is like a spike. and a knife. both fit onto the rifle the same way, they are mounted onto the muzzle at 45degree's then twisted into place, where they are locked until you wish to release them. the holding block actually covers the entire muzzle.
SHEPEIRO - nice,but reckon thats a bit clean looking, few dirt overlays maybe
psyko - where the bottom of the ears meet the head seems too smooth. They should curve back under a little
frotymoose - reckon I have a ways to go in this yet. mesh flow is a bit borked really
neogod - I will try get a bit more variation in when I am totally happy with the basic shape/look of the mesh
the aim is to provide more "content" generating tools. So far we only had .md3 conversion and 3dsmax/c4d exporters.
Although I want to furhter improve the 3dsmax exporting as well, currently mesh/collision data export is doable. But a maxscript for more "scene" informations such as lights/projectors... would be cool
For some reason his mask looks way too long.
ruz, looks very nice, though I think your light setup is making it ugly. green ambient??
also looks you are giving the face all unique UV space but the texture is mirrored. maybe you plan to change that later?
here is the latest WIP. Took off the textures to make it more readable
Rooster, that is lovely, really like the metal
he has the look of marlon brando, vitor
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Yeah, If you're going for marlon brando, then good stuff, because I looked at it and immediatly thought "I'll make him an offer he can't refuse"
photosourced the eyes. the rest came from hard work, perceverance, and killing a few people with the annoyance it caused...
guess who its meant to look like?
here is what I 'm workin on, after the pokemon here are the stupimon... and here is the first one, ornitomouse, still needs some work on the texture..
and also a dwarf (not the race) waiter...
If you moved the eyes deeper she would look less asian.
whats the flat look like?
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the two alpha colors (white beam and blue) aren't included here as they are small dots. This is actually a 144x128, as the grate expands outside the room.