Thanks a ton mat, odium, and slipstream. Odium, I originally had it sharper and I agree it would have looked better, but that map was causing some seem problems so I had to change it up quickly because the deadline was around the corner, so it doesn't have the full effect sadly.
Also, Havok, I really like the style of your model, he looks cool. I am curious what you have planned for the textures.
And mat, killer work! He looks really cool and unique, kinda reminds me a tad of a burmak, but that could be becaue I have GoW on the brain after working on this guy for long :P.
Its looking good, I was about to start a project of a space marine for my next upcoming character after I get around to finishing my knight . hmm maybe i'll make a angry marine.
Eclipse, nice - I was looking through the minicomp thread at GA with my non-artist sister last night and she liked your best because it's so soft and smooth-looking. Good job.
mat, you must finish this.
edit: welp, normals are okay - got to fix a couple "wavy lines"
It's not a lamp at this point, just a hefty 8ft bludgeoning object - thwack Really wish some parts were more detailed; guess I'll do it in the textures...
been working on my online portfolio solving the technical side:
this is how it looks in flash (70 %)
online link: http://www.renderhjs.net/portfolio2k9/dmo1/
right now you can only move the mouse- the animation of the flaps on the side are linked to the mouse position. The page bending is scripted and not animated,- it has some basic collision detection.
for this project I wrote another maxscript in max 9 to export vertex animations from 3dsmax (from any poly object with any modifiers) as a custom binary file.
Vertex positions are compressed with a animated object,- the engine supports n-Gons (no triangulation, less faces = more performance). The format is targeted to be xtra tiny for fast online loading usually below 1 KB.
I am currently working on finishing my first ever project (which, is huge, I might add), that I had actually dropped a month into it. I'm aiming for a "Gears of War" type technology and grime feeling to it, situated on a prehistoric planet (Like Jurassic Park ), which is inhabited by a crazed scientist who captures T-Rex's and Raptors and conducts experiments such as bio-engineering, cryogen (seeing if reptiles can successfully recover from a prolonged sleep) and numerous "armor augmentations".
The point of the project is to help develop my modeling, rendering, lighting and compositing skills all the while creating a scene that I enjoy and am proud of.
Anyways; here follows the terrain (WIP environment), props, models etc etc
I know that looks like a wheel, but I'm not completely satisfied, so I may change it, and with it textured it will look much better, and more "hi-tech"
All are WIPs. One of my new year's resolutions is to complete this project with time to spare.
Replies
Also, Havok, I really like the style of your model, he looks cool. I am curious what you have planned for the textures.
And mat, killer work! He looks really cool and unique, kinda reminds me a tad of a burmak, but that could be becaue I have GoW on the brain after working on this guy for long :P.
Its looking good, I was about to start a project of a space marine for my next upcoming character after I get around to finishing my knight . hmm maybe i'll make a angry marine.
Havoc: Toes look a bit off to me. Otherwise good
Eclipse, nice - I was looking through the minicomp thread at GA with my non-artist sister last night and she liked your best because it's so soft and smooth-looking. Good job.
mat, you must finish this.
edit: welp, normals are okay - got to fix a couple "wavy lines"
It's not a lamp at this point, just a hefty 8ft bludgeoning object - thwack
Really wish some parts were more detailed; guess I'll do it in the textures...
this is how it looks in flash (70 %)
online link:
http://www.renderhjs.net/portfolio2k9/dmo1/
right now you can only move the mouse- the animation of the flaps on the side are linked to the mouse position. The page bending is scripted and not animated,- it has some basic collision detection.
for this project I wrote another maxscript in max 9 to export vertex animations from 3dsmax (from any poly object with any modifiers) as a custom binary file.
Vertex positions are compressed with a animated object,- the engine supports n-Gons (no triangulation, less faces = more performance). The format is targeted to be xtra tiny for fast online loading usually below 1 KB.
I posted about the concept some time ago but I guess it went under
http://boards.polycount.net/showpost.php?p=852273&postcount=81
will create a propper thread once the real page flipping works,- together with all the concept, content ect.
what cant you do?
The point of the project is to help develop my modeling, rendering, lighting and compositing skills all the while creating a scene that I enjoy and am proud of.
Anyways; here follows the terrain (WIP environment), props, models etc etc
I know that looks like a wheel, but I'm not completely satisfied, so I may change it, and with it textured it will look much better, and more "hi-tech"
All are WIPs. One of my new year's resolutions is to complete this project with time to spare.
meh, low poly choji. was bored, did it for the lulz.