looks stiff as a...stick, and you once again went higher subd levels too soon ...uuuse reeefs man...last comment ill make to your stuff btw , dont want to annoy you more :P
Aww, I love it when you do that! It's so funny to see you get worked up.
ok calling it quits on this dude, some tweaks since last post (modeled some wrinkles, tweaked shape, face definition, texture tweaks and some subtle gradients)
rooster: looking awesome, my only suggestion is working in some more cool colors to balance it out and add some contrast. is it photoshop or 3d paint of some sort?
thanks for the feedback!
Spinks: aye you've got a good point here, I've been neglecting the colour balance- just having too much fun doodling.. I'll go back to it in a bit and try to add some nuance. Texture was done 50/50 in mudbox and SAI
DrillerKiller
another good point.. I basically just stuck with the first thing I drew, it's something I'll pay more attention to next time around
for now though, I might move onto something more.. fiendish
Reminds me of the demon from Quake. Quite cool. I noticed you made the sketch version of the hat guy then a painted version, now a sketch version of a fiend... what could you be up to? So many creative possibilities. Still loving the messy NPR.
Been away for a bit, too busy with school work to even touch 3d stuff. Anyway, I decided to get back into things, and I just watched Bram Stoker's Dracula and I liked the idea of an old Nobleman monster. So I'm working on making a troll nobleman past his prime.
looks great neo, I think what you're aiming for is coming through in the face
sorry to spam the thread.. don't really think they deserve their own atm
i decided to scale back the fiend's attributes more in line with the original, since the big claws would prevent him from doing his original run, which I like.. (not that I'm animating it). Also made a few shapes more aggressive
Dusting off an old unifinished project, here's a section of a wall, single texture sheet (the section repeats many times all the way around the building) It's about 1800 tris per section, could be reduced if i didn't inset the porthole. Sorry about the interface in the etqw shot, my windows partition crashed today so i can't do a new one. Also need to break up my smoothing on the model.
been practicing weapon modeling. Going to be 1st attempt at normal mapping a weapon... so unwrap is next. Any feedback before I unwrap will be most appreciated.
sure harry, here are my ref. I modeled it to the sheets and have had other people look at it. I havent heard many issues that I havent fixed, but would really appreciate any feedback.
achmed, i'd try to break the silhouette a bit, right now the normalmap gives him a lot of depth the silhouete can't hold up, it's very smooth, a bit more edgyness would help him i think
maybe something like this, green is your silhouette http://polyphobia.de/nonpublic/beefed.jpg
you already started giving him some form but i think you can push this further
rooster, you are THE MAN
btw if you finish that fiend, I will happily rig/animate it, want to practise that stuff anyway (Maya or Max, whatever you're working in)
Learning to model in max, this is my first creation so far. I'm liking how easy it is so far, and i love the modifier tools, though i still need to come up with a good keyboard configuration so i can access all my tools at the push of a key rather than searching and clicking.
any crits? or any examples of butt geometry? lol
Oh, can anyone tell me what function will convert selected vertexes into a face?
nice work indecom!
if i where you i'd set up some shortcuts for select edge loop, select edge ring, connect, bridge etc. read this to see what everybody else uses.
Thanks for the link Japhir, i'm sure that will help me out a lot. I got a script that does what i want now so i'm alright in that department. I think after just one day's worth of tutorial and interface learning, i'm doing fairly well, i only wish i could switch to a resolution higher than 1024*768. I just feel so cramped, and cant fit all the buttons i want on my screen.
I'm converting from blender to max, and its relatively rocky but the foundation of modeling remains the same, and the fancy features of max really help speed things along. I love how simple it is to extrude edges
indecom:
I wouldnt recommend using scripts for EVERYTHING you do, especially if there are other standard ways of doing it which are equally fast/easy.
I have my keyboard set as Ctrl+1 to convert to vertex, Ctrl+2 to edges and Ctrl+4 for plys.
As neox mentioned, you can also use the quad menu (right click)
that's wicked josh, good job on the gecko dude ambiz. @butt, thats pretty funny, though i'm really just using them as a base to build a general female mesh, not going to be making her suit.
Thanks for the link Japhir, i'm sure that will help me out a lot. I got a script that does what i want now so i'm alright in that department. I think after just one day's worth of tutorial and interface learning, i'm doing fairly well, i only wish i could switch to a resolution higher than 1024*768. I just feel so cramped, and cant fit all the buttons i want on my screen.
I'm converting from blender to max, and its relatively rocky but the foundation of modeling remains the same, and the fancy features of max really help speed things along. I love how simple it is to extrude edges
Get the meshtools + cspolytool scripts from www.scriptspot.com, set up hotkeys and quad menus then press ctrl+x to get maximum screenspace This does mean you have to know what you're doing though since the modifier menu goes away... Having said that, you can hide everything but the modifier menu in the customize menu. It's in one of the sub menus that I've forgotten the name of, "show ui" maybe?
Replies
Aww, I love it when you do that! It's so funny to see you get worked up.
First time doing a pistol texture, pretty tough to get my head round for some reason.
WIRE:
http://img123.imageshack.us/my.php?image=wireuspfs4.jpg
It's a sconce for a snowy mining town
Spinks: aye you've got a good point here, I've been neglecting the colour balance- just having too much fun doodling.. I'll go back to it in a bit and try to add some nuance. Texture was done 50/50 in mudbox and SAI
DrillerKiller
another good point.. I basically just stuck with the first thing I drew, it's something I'll pay more attention to next time around
for now though, I might move onto something more.. fiendish
Just roughing things out now.
sorry to spam the thread.. don't really think they deserve their own atm
i decided to scale back the fiend's attributes more in line with the original, since the big claws would prevent him from doing his original run, which I like.. (not that I'm animating it). Also made a few shapes more aggressive
i hope you make a tutorial for that sort of effect, im guessing its just alpha/opacity maps?
This bus is for Blitzkrieg-Mod:
http://www.blitzkrieg-mod.com
Kirin, youve got a lot of errors, if you want me to address them all i can, but if you arent going for accuracy thats ok.
http://www.pixagogo.com/9865254616
haha glad to see you finally working on him(?) again lol
Clever going with the sexy shadow. Gives him such balance
maybe something like this, green is your silhouette
http://polyphobia.de/nonpublic/beefed.jpg
you already started giving him some form but i think you can push this further
Ah bugger!! don't know why I've done that, thanks for telling me mate.
Im studieing Nymphs and Satyr by William Bouguereau.
Practicing oilpainting, since this is my 3rd attempt i have no clue what im doing.
I put down part of the base, going to fill in the rest today and try to add another layer in a couple days.
Its on a 18x24cm canvas board
taken from my sketch thread
-woog
btw if you finish that fiend, I will happily rig/animate it, want to practise that stuff anyway (Maya or Max, whatever you're working in)
As much as I like normal mapped stuff, I still think there is a lot more individualism in hand
painted textures.
Chunkey - are the biceps/upper arms too short? coming along though
Rens - I like to see that loose style, her spine curve is looking good so far
any crits? or any examples of butt geometry? lol
Oh, can anyone tell me what function will convert selected vertexes into a face?
if i where you i'd set up some shortcuts for select edge loop, select edge ring, connect, bridge etc. read this to see what everybody else uses.
"convert to vertex, edge, face"
I'm converting from blender to max, and its relatively rocky but the foundation of modeling remains the same, and the fancy features of max really help speed things along. I love how simple it is to extrude edges
I wouldnt recommend using scripts for EVERYTHING you do, especially if there are other standard ways of doing it which are equally fast/easy.
I have my keyboard set as Ctrl+1 to convert to vertex, Ctrl+2 to edges and Ctrl+4 for plys.
As neox mentioned, you can also use the quad menu (right click)
Also, LOLZ
I WANT MORE OF THOSES. fun style.
Ben
Been working on this one as usual.
@butt, thats pretty funny, though i'm really just using them as a base to build a general female mesh, not going to be making her suit.
Aw snap, sweet TF2 stuff.
The grnade launcher looks pretty authentic to me.
I love this guy but i still think he needs gecko fingers more like this,
http://farm4.static.flickr.com/3064/2514333659_71400093e2.jpg?v=0
Josh great work!
Its kinda like a multi-tool, it can transform in different type of weapons and can also be used as scissors for sliceing enemys heads off.
Get the meshtools + cspolytool scripts from www.scriptspot.com, set up hotkeys and quad menus then press ctrl+x to get maximum screenspace This does mean you have to know what you're doing though since the modifier menu goes away... Having said that, you can hide everything but the modifier menu in the customize menu. It's in one of the sub menus that I've forgotten the name of, "show ui" maybe?