adamlewis:Great body sculpt!Excellent!
Ruz:Awsome texture works!
and thanks all dude's comment for my works!
it almost done:)still need some little adjust:)
Darth- that character is SUPER awesome. AAA work! (except the snake hand) I`d say just symmetry the other arm over. Right now that arm is killing it and it looks like he`s got some sort of weird sock puppet on his arm. You should either put a big heap of extra love into the creature hand, or axe it all together. Just my 2cents.
More detailing.
edit:user error on the baking issue :P
Cheers, b1ll, caseofchill, Slaught, Johnny.
Ruz glad you picked up on the expression, thats what this ones about!
Slum are they long dick years? :P Theres a whole list of reasons for my lack of doing and posting.
Ruz thats looking solid as! Extra shoulder loop maybe?
Dang Darth, those armpits are HOT! very nicely done. I agree with konstruct about the snake hand. Unless it gets some hot normal map that makes it work, its bringing the character down.
just messing with the mats right now. Shooting to do something similar to figuro castle from ff6. Lots more metal crap, gears, machinery etc... hit crunch at work, so my personal production time has gone to the crapper.
MOP, yeah I didn't want to give my character a 'wang' as it would just cause schoolboy sniggers:)
that's ace firestarter. you could export the low poly to max , uv then you can actualy bake it in zbrush even if the models are not the same by capturing a mesh and projecting.
yeah i think my model need more loops, its less than 4000 polys right now.
darth.perry - amazing work man, can we see the flats please.
Ugh...very busy with non-3D projects recently. Still looking for employment, primarily. Thankfully enough, I have found the time to work on my Flash 3D model viewer.
Here's the current progress.
I finally have my own webhosting now, as well. So no worries on bandwidth or broken links. (finally, I should have purchased that hosting years ago) I'll post a download version of the viewer in its actual thread a little later tonight. I'd love for some of you polycounters to play around with it and tell me what needs changing.
Patience, Armanguy, patience. All things come to those who wait. Part of the reason that its taken me a little longer to get this app running is that I had to upgrade to the latest version of the 3D engine I was working with mid-way. And the new version has several shaders that the old version didn't support. So yes, there will be a lit version coming up. However, you can forget normal mapping. This is flash, which is extremely CPU limited. You aren't going to be getting stellar 3D performance out of this anytime soon. An advanced shader like normal mapping just isn't in the cards.
At the moment, you can use this flash player to load any ASE, 3DS, or DAE model that you have uploaded to the internet, along with whatever skin you've uploaded to the internet. The model and texture are both loaded dynamically. You can tweak several of the specifics of the viewer yourself, allowing you to readjust the angle you are looking at the model from, the speed at which it rotates and zooms out, the limits to which it will zoom in and out, and even readjust the height of the model's origin.
hey richard.. the flash viewer works great. it would be really awesome though if you could just grab the model and rotate by moving the mouse left/right. buttons to turn the model arent very comfortable you see maybe replace the zoom buttons with magnifier icons? just to make it look a bit more sleek
Thanks guys. Ruz that was done in max using the Hair/Fur modifier (previously known as Shave and a Haircut) and renders in a few seconds. Because its a sheep I can use thicker strands with fewer segments. I'll take a screen grab of the settings if you're interested in trying them out on your sheep.
I made a cut length map (simple B/W map) which is why it looks so poofy, too much white not enough gray variation, easy fix tho. I also used the defuse for the strand tip/root color. From beginning to finished render it was about 4hrs broken up over two days. Unwrapping and painting the defuse took the longest, the hair/fur was a snap.
cheers vig I will have a look at the fur stuff in max after I its actaully a rework of a sheep a made for a UT mod back in 2002 called 'pearman'.
the sheep was an exploding foot and mouth sheep:)
Great stuff nooba! What engine are you using / or is this just in a 3d app?
Critiques [just my skewed opinion] The rocks all seem a bit rounded. Throw some sharp edges and jaggedness in there! Also the bricks on that structure could use some breaking up. Throw some variety in there!
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toki, I'm not sure if I understand you correctly. Are you referring to some anatomical issue, or just the overall appearance of the character?
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No anitomical issue I was just making a (stupid) comment about if the chick in your ref looks scary. It was my bad attempt at a joke.
Hey, the latest tweaks are a great improvement! Might be good to get a look at her back and side also.
started on a feng zhu concept today which needs to be done by friday for a showreel.
Bad times. They're only fringe details though so should hold up, and they were purely box modelled.
Edit:
Quick question when working to a concept as an environment artist.
Do I just follow it verbatim? I see opportunitys to add in small details or add in some wear, but I'm cautious it'll seem like I can't follow concepts.
Also, Feng Zhu craftily obscured the doorway in his art. This is up to me to fill in the blanks, right?
feel free to embellish a little, 2d =/= 3d and it makes sense to add little details where needed. Just don't lose the spirit and major forms of the concept.
Replies
Looks good tho.
Ruz:Awsome texture works!
and thanks all dude's comment for my works!
it almost done:)still need some little adjust:)
Tyler: I Def like the white
More detailing.
edit:user error on the baking issue :P
Cheers, b1ll, caseofchill, Slaught, Johnny.
Ruz glad you picked up on the expression, thats what this ones about!
Slum are they long dick years? :P Theres a whole list of reasons for my lack of doing and posting.
Ruz thats looking solid as! Extra shoulder loop maybe?
Whats the Res on this model?
Playing around with hair/fur, still a little poofy...
that's ace firestarter. you could export the low poly to max , uv then you can actualy bake it in zbrush even if the models are not the same by capturing a mesh and projecting.
yeah i think my model need more loops, its less than 4000 polys right now.
darth.perry - amazing work man, can we see the flats please.
Nice Vig how long did it take to render?
Sculpting satyr and bacchante, minus satyr. Head too small?
anatomies a bit off, but was a just a quick test.
your wool looks good though, was that done in max?
Here's the current progress.
And here's a link to a functional example. Click Here For Example
I finally have my own webhosting now, as well. So no worries on bandwidth or broken links. (finally, I should have purchased that hosting years ago) I'll post a download version of the viewer in its actual thread a little later tonight. I'd love for some of you polycounters to play around with it and tell me what needs changing.
At the moment, you can use this flash player to load any ASE, 3DS, or DAE model that you have uploaded to the internet, along with whatever skin you've uploaded to the internet. The model and texture are both loaded dynamically. You can tweak several of the specifics of the viewer yourself, allowing you to readjust the angle you are looking at the model from, the speed at which it rotates and zooms out, the limits to which it will zoom in and out, and even readjust the height of the model's origin.
how can i try it out with my own files?
I made a cut length map (simple B/W map) which is why it looks so poofy, too much white not enough gray variation, easy fix tho. I also used the defuse for the strand tip/root color. From beginning to finished render it was about 4hrs broken up over two days. Unwrapping and painting the defuse took the longest, the hair/fur was a snap.
the sheep was an exploding foot and mouth sheep:)
A post-apocalyptic assault rifle.
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A Chechen one? ;D
Click the images for a larger resolution
C&C welcome, looking forward to what you think!
Critiques [just my skewed opinion] The rocks all seem a bit rounded. Throw some sharp edges and jaggedness in there! Also the bricks on that structure could use some breaking up. Throw some variety in there!
Like some moss:
http://www.dynamicorange.com/blog/wallpaper/DryStoneWall_1600x1200.jpg
Or some different stones:
http://www.sandhillspavers.com/images/walkways/1large.jpg
http://www.sandhillspavers.com/images/walkways/3large.jpg
I like the turquoise accents. Effective way of adding color. Nice Work!
A Chechen one? ;D
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Yup, because they look so ace.
It's based on this picture http://www.instablogsimages.com/images/2007/10/29/kylie-minogue_279.jpg
I know the likeness isn't really there, but that's okay.. I was more into this for getting a try at shading/lighting
toki, I'm not sure if I understand you correctly. Are you referring to some anatomical issue, or just the overall appearance of the character?
[/ QUOTE ]
No anitomical issue I was just making a (stupid) comment about if the chick in your ref looks scary. It was my bad attempt at a joke.
Hey, the latest tweaks are a great improvement! Might be good to get a look at her back and side also.
Did you sculpt him in that pose or is that after rig/transpose?
here is my wip entry for the dominance war, i admit it: i'm a traitor
still need to come up with some feet design...
Super - Ultra awesome... GET RID OF THE ZIDANE FACE THO
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HAHA! Knew this was coming.
Jokes aside, it looks really nice. But I don't get the creases in the skin near the abs. Looks like he's wearing a really fitted t-shirt or something.
-caseyjones
PolyHertz, sculpted in that pose as I had it in mind when I build the basemesh.
Tried a few techniques on the hair, but nothing that I'm happy with so.. I dunno. Might not end up as Blanka now.
Bad times. They're only fringe details though so should hold up, and they were purely box modelled.
Edit:
Quick question when working to a concept as an environment artist.
Do I just follow it verbatim? I see opportunitys to add in small details or add in some wear, but I'm cautious it'll seem like I can't follow concepts.
Also, Feng Zhu craftily obscured the doorway in his art. This is up to me to fill in the blanks, right?
And yeah, fill in the blanks.