really nice updates guys. nice to see danr join the frey.
very nice arsh, wow. if you could throw down your flats in your next update or when you're finished, that would be much appreciated. i enjoy looking at them, i learn quite a bit just from looking at them.
Fun stuff.. The imps on here are totaly rad. Would be awesome to some how incorporte them all into a small game for fun.
I had a tough time with some of this. Is there a good application out there for painting on models like Deep Paint? Last i used a program (deep paint etc..) like that i hated them. Does anybody use these types of programs and had them work out good for them?
this is one of the few times ive textured something organic usualy i only do guns and props im also new to burn and dodge i usualy use a base layer and a series of adjustment layers to texture ...so any tips or crits would be helpful.
btw if someone could help with displaying the images that would be helpful so far ive tried [image]
Edited to fix images. I think the problem was that you had a space between the end of the URL and the closing tag. You might want to use smaller renders in future though, these images seem rather too big. 640x480 or 800x600 is fine for textures at 512x512 res, I'd think. - MoP
the flesh looks awesome franklyn, dig it. the hands seem a bit detached from the arms, mainly because the pattern that moves to the hands does not continue above the bracers.
dig it though, should look cool in the end
damn you poo, stealing my strap mojo. I have an idea for a skin, i may blast somethin out this weekend.
thanks a lot guys im going to sort out the issue with the pattern and color of the hand make it merge in with teh upper area. as for the muscle painting i really just threw something on to see where it would appear so yeha right now it isnt accurate at all i will be tweaking it as i go on. as i said before im not that familiar with organic skinning so im probably going to make a lot more mistakes thanks for pointing that out. btw i'd like to know what the red and grey map is for a friend of mine told me it defines the light and dark areas or something like that.
Hey fellows, I thought Id get in this mix and offer up something . While Id love to contribute a skin, itll probably take me months to finish and this thread will be long gone. Soooo, I decided to skin and rigg this bitch up. After 2 days with little sleep, Ive finished the rigg! Woohoo!
Im going to do some character animation on him now after I catch up on some sleep. The whole skeleton was designed and built entirely from scratch in Maya 7. I skin weighted him in half a day and rigged it in 2 days.
Everything is joint driven. Even the PeePee. Its just Maya hair attached to joints, so this rigg will export to game engines perfectly. I went all-out on this rigg. Put some features like auto forearm twists.
I used some of your skins you posted(no one posted teeth or wings yet) as temp, but as soon as you fellows get them all done, I will put them all in the project folder and offer the rigg publically when I finish tightening up some areas.
I had a hell of a fun time with this so far, Bobos mesh skinned flawlessly, I didnt have to add a single vert or edge whatsoever.
Download my movie file for a complete rigg overview:
Bone count is a little high for Q3A but it'll export nicely in UT2003/4. I would have to do over 40 custom animation cycles though. Working on a UT project now with another mesh..
Mop, I spent an unusually long amount of time on the "penis" dynamics. It was freaking me out
All the skins are monsters and devils I am try make a skin into the "corpse bride" stile, the final model will have long hair and I must texture the cock , I have a problem with the horns of the character that break the style to me of the character, I have decided to choose to put to him hair long and to use the horns like hairdos of century XV (judges),now the textures are fast paint and photo collapse ,still a sketche them i draw all the texture well.
Yeah, really cool there, Timex. I love the suit! Although how are you going to work out his package poping out of the suit? Maybe some open zipper area or something?
Talk about taking it in a different direction
MoP : Thanks
The_podman : thanks , yeah I thought about playing with the zip ,but Pior said to me that I can eliminate it with alpha and is right, the inner poligonos are not eliminated.
Podman cool work with the rig i want see new animations .
Hehe Podman that's cool (maybe MOV or AVI'd be better than EXE though?)... i love the torso and arm motion, that's really good. The legs still need some work - he looks like he has a limp, and the foot motion seems a bit jerky compared to the smooth arm motion.
Nice work!
Ha! Thanks, It's hard to get smooth IK motion on the legs. They are so short and stubby. Should've used this character to test out Maya 7's FBIK they aquired from Kaydara. You can switch to FK legs "on the fly" and even blend IKFK on legs. It's really cool. Rotations with IK are a bitch!
Thanks, man. I'll post a .swf next time. Bink is good for cycles cause you can set it to "loop" automatically and the file size is tini tiny with high video quality.
Hmmm. perhaps there is another way..
I've been testing out Maya 7's FBIK and it's pretty damn impressive. Floor "contacts" alone would save me a ton of time. Here's a prototype video. Check it out:
(Right-click.. save as)
yeti! I love it. But don't leave him his furry wang, if his belly is bare, let him dangle folicle-free as well. Lady Yeti hate picking hairs out of their teeth.
Cool looking skin. I would put some dangling alpha plane hairs on his crotch area along with a darker hue in that region, give him that game-yeti character feel to it.
wow, really different there, chip. He's a lot less menacing looking with that skin. I would vary the hues in the "T" area of the face(forehead, nose, etc.)
Maybe give that red in his eyes a pinch more saturation so it's not looking so cool against that blue.
i r teh pimp!
a more serious attempt today. will i actually finish it???
his mouth is supposed to open 3-ways.. meh
lol
my "illustration" teacher gave me a personal demo today on how to use dodge and burn.
you see, it lets you push the values, she knowingly pointed out, while still maintaining original line quality.
i raised an eyebrow in surprise.
you can even config it, she relentlessly continued, and set it to focus on the highlights!
Replies
very nice arsh, wow. if you could throw down your flats in your next update or when you're finished, that would be much appreciated. i enjoy looking at them, i learn quite a bit just from looking at them.
great jobs on the seams too,
are you using a 3d paint program?
Done!
:0! my attempt
I had a tough time with some of this. Is there a good application out there for painting on models like Deep Paint? Last i used a program (deep paint etc..) like that i hated them. Does anybody use these types of programs and had them work out good for them?
I tossed in a wife beater real quick for fun
Came out great rv
Sweet textures goin on all round, odd how a centuries old model gets the life it deserves injected so much later :]
Mr. Sumo it'd be cool to see were you take that one !
rv_el man that looks great ..but it looks like blocked in colors I mean you could add so much more detail to an already great looking texture .
Well im inspired i'll give it ago
Awesome skins in this thread
heres the texture
http://img205.imageshack.us/img205/381/textureflats5dy.jpg
and heres what i have so far
this is one of the few times ive textured something organic usualy i only do guns and props im also new to burn and dodge i usualy use a base layer and a series of adjustment layers to texture ...so any tips or crits would be helpful.
btw if someone could help with displaying the images that would be helpful so far ive tried [image]
Edited to fix images. I think the problem was that you had a space between the end of the URL and the closing tag. You might want to use smaller renders in future though, these images seem rather too big. 640x480 or 800x600 is fine for textures at 512x512 res, I'd think. - MoP
dig it though, should look cool in the end
damn you poo, stealing my strap mojo. I have an idea for a skin, i may blast somethin out this weekend.
Hey fellows, I thought Id get in this mix and offer up something . While Id love to contribute a skin, itll probably take me months to finish and this thread will be long gone. Soooo, I decided to skin and rigg this bitch up. After 2 days with little sleep, Ive finished the rigg! Woohoo!
Im going to do some character animation on him now after I catch up on some sleep. The whole skeleton was designed and built entirely from scratch in Maya 7. I skin weighted him in half a day and rigged it in 2 days.
Everything is joint driven. Even the PeePee. Its just Maya hair attached to joints, so this rigg will export to game engines perfectly. I went all-out on this rigg. Put some features like auto forearm twists.
I used some of your skins you posted(no one posted teeth or wings yet) as temp, but as soon as you fellows get them all done, I will put them all in the project folder and offer the rigg publically when I finish tightening up some areas.
I had a hell of a fun time with this so far, Bobos mesh skinned flawlessly, I didnt have to add a single vert or edge whatsoever.
Download my movie file for a complete rigg overview:
BINK VIDEO VERSION:
http://rodbrett.com/BoboImp/Imp_Rigg.exe
FLASH VERSION:
http://rodbrett.com/BoboImp/Imp_Rigg.swf
Here's an action shot with Pior's skin:
-pod
SHOVE HIM IN Q3A
Mop, I spent an unusually long amount of time on the "penis" dynamics. It was freaking me out
Like penis rigging? Then rig my stuff someday
He seems to import pretty well in UT2003/4. Here's a motion test within the editor:
http://rodbrett.com/BoboImp/Imp_UT_test.exe
Pior and fellows, could you post your "Wings" texture? I don't have any
awesome haha
Will send you the wing+alpha first thing on monday. Nice initiative man! Can't wait to play with Poop's skin
Talk about taking it in a different direction
The_podman : thanks , yeah I thought about playing with the zip ,but Pior said to me that I can eliminate it with alpha and is right, the inner poligonos are not eliminated.
Podman cool work with the rig i want see new animations .
and aw dude, the_podman for pres!
Here's a rough walk WIP with pior's skin:
http://rodbrett.com/BoboImp/Imp_walkWIP.exe
Nice work!
Thanks, man. I'll post a .swf next time. Bink is good for cycles cause you can set it to "loop" automatically and the file size is tini tiny with high video quality.
I've been testing out Maya 7's FBIK and it's pretty damn impressive. Floor "contacts" alone would save me a ton of time. Here's a prototype video. Check it out:
(Right-click.. save as)
http://rodbrett.com/BoboImp/FBIK.swf
Lots of work left fixing the seems. Will try and get some more detail in the face too.
Nice work.
one of two heads done. first time using Blender for this so it's a bit slow. shadeless left, basic key & fill right.
Maybe give that red in his eyes a pinch more saturation so it's not looking so cool against that blue.
-pod
can believe my eyes....
cool stuff podman
paul i just emailed u little son of a ...
ohhh dear now im the qube dude.
this is hardcore..
carry on!
Looking good as usual, arms dont look as detialed as the rest though.
Could we see the flats?
After seeing all these kick ass skins I feel I should redo mine
Pod, sorry for being so late, here are my wings.
http://img.photobucket.com/albums/v242/pior_ubb/imp-wing.jpg
http://img.photobucket.com/albums/v242/pior_ubb/imp-wing_alpha.jpg
So! When will it hit a game?
a more serious attempt today. will i actually finish it???
his mouth is supposed to open 3-ways.. meh
lol
my "illustration" teacher gave me a personal demo today on how to use dodge and burn.
you see, it lets you push the values, she knowingly pointed out, while still maintaining original line quality.
i raised an eyebrow in surprise.
you can even config it, she relentlessly continued, and set it to focus on the highlights!
no fucking way.