driller - looks bad ass, but wouldn't this thing run out of ammo fairly quick with every inch containing some sort of ammunition greedy contraption? cool tho
Been getting in to photography quite a bit lately, mainly to
focus on scene composition. Also watching a number of movies to get some ideas.
Annnyhoo, here's some results of that. Without getting in to details the scene is made for story telling with a character in a series of pictures. I wish I could draw worth a damn, if I could I'd sketch in the character rather than give lame descriptions.
00 - Was thinking loading screen
01 - character on one of the perches, over looking the city
02 - heading to his target to make the assassination
03 - the character would be on the roof that is in the foreground, but he'd be looking downward towards the ground, focusing on a pair of characters
04 - and just for shits & giggles to show portion of the scene
1st one, yes. Good composition, although almmost 50/50 split between sky/earth. Runs straight from top left to lower right.
2nd one, not so much. You put a guy on any of those tops, then he's right in the middle of the picture. I'd recommend to pan over to the right, so he is off on the left side and you can see more of the city.
3rd one, kind of a weird angle/fov. Maybe pull it down so that it is as if taken at normal eye level?
4th one, you've got the scene broken in half. Eek! 2 smokestacks on the left foreground, two on the right.
5th one, alot of nothing going on here. Might be able to get some nice looking patterns depending on the time of day, but there isn't much happening design wise. Even if you stuck a close up of some guy lookiny out at the city, you couldn't really tell what he could be looking at, thinking of, or much of anything.
Adam looking good, the one thing that caught my attention was that you're using a long lens in each of those shots. You might want to switch it up some and try some with wider angle shots and less DOF blur?
love the way unreal ed makes things look better than they are. It's all textured and done, just gotta split it in to mat groups. I'm doing it a bad way, I know, but its just for rendering.
Oi - good foodback Xenobond. I'm going to attempt your suggestions. the type of game i was thinking it'd be for works with a lot of "BSG" akward-quick-zoom camera movements but I agree with your ideas more
(Skybox&Sky Tex (c) Epic games)
So this is done sans photoshop smoke adding in. For future reference, how the hell do you do any decent foliage in UE3 considering it hates alphas? And how do I build NICE shadows - in the second image (Realtime viewport) I had the hammers casting shadows on the floor, but when I hit BUILD they disappear? What am I missing here?
AdamBrome : great stuff man, the depth-of-field stuff and camera angles alone are already making it start to look cinematic. UV map hell ahead though, right?
Renaud : very nice and "swooshy". Texture that sucker please.
Vampire character I'm making for a mod of the excellent indie game Mount and Blade. Ignore the hairline, its just there as a guide.
That's cool, cheeseontoast. A mod that overhauled the rest of M&B's art would be awesome, the game is brilliant but the team doesn't really seem to have the resources to make it look all that great.
eh, dont like posting the same thing twice in one night, but i didn't think i'd work anymore on this guy... Will probably refine the face or start throwing some gear on him soon, probably going to cover the legs and most of the arms, which aren't really anywhere near done. Arsh's base!
It's supposed to become a playermodel for an open-source MP-FPS based in a post apocalyptic setting (using the Sauerbraten engine with it's new md5 support Still pretty much a pipedream so far however).
Waist seems too narrow for a grown man, and while the helmet does increase the percieved size of the head, I think your guy's head is still too big. Hell, even if it's 100% anatomically correct, it still looks a bit weird
Holy fucking shit, I had no idea how time consuming normal maps are. This is my first one, 3ds max + zbrush3. It took me the whole day to fix the little things in photoshop, if anyone knows of any in-depth tutorials on using the cage (other than poop's) I'd appreciate it!
konstruct: So, are you doing the Maxx justice and making him in Max
JKMakowka: As a general rule, try to make the legs (bottom of crotch to bottom of foot) the same height as the rest of the body (bottom of crotch to top of head).
t4paN: Is that design from somewhere? I could swear I've seen something alot like it a long time ago.
[ QUOTE ]
Is that design from somewhere? I could swear I've seen something alot like it a long time ago.
[/ QUOTE ]
Hopefully it isn't, I drew the concepts for that myself, but if you find the one that you think looks like it, I'd like to see it too. It is loosely based on a triceratops though, so maybe that's what you have in mind?
Replies
somthing old and unfinished, figured i'd post it anyways.
nice topo demoncage
TWilson - very nice model, tex needs a bit of work though as others have mentioned
Care to share the concept ?
Sorry if you're not taking crits since you say it's not finished - Overall the textures are monochromatic.
Rushed this out for my folio end of last year, but decided to go back and do some touchup (also added a spec map)
Turnaround
Flats
Wires
Things he needs: Eye lashes, beard fuzz, hair plane fixes, HAT everything, face specular...what else?
makes me think of "legend of the fall"
only have one advice,if the mustache have no normalsmap,it looks better:)
I'm doing this for my final year project at uni. I'm gonna have to fix the jagged normal map edges right now..
/edit head is around 900 tris
focus on scene composition. Also watching a number of movies to get some ideas.
Annnyhoo, here's some results of that. Without getting in to details the scene is made for story telling with a character in a series of pictures. I wish I could draw worth a damn, if I could I'd sketch in the character rather than give lame descriptions.
00 - Was thinking loading screen
01 - character on one of the perches, over looking the city
02 - heading to his target to make the assassination
03 - the character would be on the roof that is in the foreground, but he'd be looking downward towards the ground, focusing on a pair of characters
04 - and just for shits & giggles to show portion of the scene
2nd one, not so much. You put a guy on any of those tops, then he's right in the middle of the picture. I'd recommend to pan over to the right, so he is off on the left side and you can see more of the city.
3rd one, kind of a weird angle/fov. Maybe pull it down so that it is as if taken at normal eye level?
4th one, you've got the scene broken in half. Eek! 2 smokestacks on the left foreground, two on the right.
5th one, alot of nothing going on here. Might be able to get some nice looking patterns depending on the time of day, but there isn't much happening design wise. Even if you stuck a close up of some guy lookiny out at the city, you couldn't really tell what he could be looking at, thinking of, or much of anything.
just a thought.
adambrome: first shot is cool, but i agree with xenobond on the other 4, they're pretty boring and not very well framed.
love the way unreal ed makes things look better than they are. It's all textured and done, just gotta split it in to mat groups. I'm doing it a bad way, I know, but its just for rendering.
Concept by Feng Zhu
will try and have more open later in the weekend
owowow
I haven't really done anything interesting lately, some generic bodybuilder sort of doodling:
anatomy is pretty messed up everywhere, eh.
edit: Arsh's base, of course, which i'm sure most of you could see from a glance.
Bit of level geometry for a school project I'm working on. Baked lighting is delicious.
(Skybox&Sky Tex (c) Epic games)
So this is done sans photoshop smoke adding in. For future reference, how the hell do you do any decent foliage in UE3 considering it hates alphas? And how do I build NICE shadows - in the second image (Realtime viewport) I had the hammers casting shadows on the floor, but when I hit BUILD they disappear? What am I missing here?
Ho hum time to start the next project
-Nice shadows have everything to do with light map resolution.
-Create a light map for the model and give it a decent res.
Renaud : very nice and "swooshy". Texture that sucker please.
Vampire character I'm making for a mod of the excellent indie game Mount and Blade. Ignore the hairline, its just there as a guide.
eh, dont like posting the same thing twice in one night, but i didn't think i'd work anymore on this guy... Will probably refine the face or start throwing some gear on him soon, probably going to cover the legs and most of the arms, which aren't really anywhere near done. Arsh's base!
that inviroment rocks but I expect nothing less from you.
-Renaud Galand
Yes do the rest of the body looks nice so far,
DOW3 Entry
sweet konstruct
Meshflow partially based on Arsh's base man.
It's supposed to become a playermodel for an open-source MP-FPS based in a post apocalyptic setting (using the Sauerbraten engine with it's new md5 support Still pretty much a pipedream so far however).
JKMakowka: As a general rule, try to make the legs (bottom of crotch to bottom of foot) the same height as the rest of the body (bottom of crotch to top of head).
t4paN: Is that design from somewhere? I could swear I've seen something alot like it a long time ago.
Is that design from somewhere? I could swear I've seen something alot like it a long time ago.
[/ QUOTE ]
Hopefully it isn't, I drew the concepts for that myself, but if you find the one that you think looks like it, I'd like to see it too. It is loosely based on a triceratops though, so maybe that's what you have in mind?