Jackwhat another nice climb there. Has to be devils tower.
Heres a shot of potter on delicate arch. They banned climbing on named arches 3 days after his accent. Climbing with bolted gear was banned on the arches previously. I guess the parks service thought that would stop people. Well everyone but Dean cause he just didn't use gear lol.
Unsure of what colour scheme to go with for him - all accessories have been greyed out for the minute. Im thinking bottom right or top left at the minute - what do other people think?
I dunno if this approach is best for this kinda of exaggerated character proportions , I do believe that the bowling balls attached to her chest need to be brought closer together so they dont look...like bowling balls attached to her chest :P
lips need alot of attention to detail same for nose. Work on form and proportions and then details big recommendation. Keep it up, I dont see comic rendition character keeping to those crazy proportions often on here
Cool shawk, Davision3D. Amusing to see it flop about in the physics editor
Spent more time on the texture before deciding not to be so poly-tight. Bevelled some things out and made a high LOD mesh that gets toggled close-up and during cutscenes.
im still currently playing with the shader but so far what im getting, I need to play with his spec map and the rim light right now the effects arent what I want...but is getting the softer edge look Im starting to go for....shaders are hard and free time is short ~_~
I dunno if this approach is best for this kinda of exaggerated character proportions , I do believe that the bowling balls attached to her chest need to be brought closer together so they dont look...like bowling balls attached to her chest :P
lips need alot of attention to detail same for nose. Work on form and proportions and then details big recommendation. Keep it up, I dont see comic rendition character keeping to those crazy proportions often on here
Glad to see someone is amused by it, lol... not sure what you mean by "this approach". I adjusted her booblies a little but not sure if there's a way around the bowling ball thing though being the mass lumps they are.
heres a small update...I'v only had about 3 or 4 hours to work on it..which makes me kinda sad. Im hoping by friday it will be done but I wouldnt be surprised if it goes a little longer than that.:poly127:
zerafian, looking sweet.
Japhir, loving the proportion.
Messing about with the mud 09 trial... Sculpted from the default primative mud head in about one and a half hours. I hate to admit it but its growing on me but still took at least twice as long as it does in ZB3.
Excuse the really bad polypainting, had to mess with it..
Klash - looks good but could do with some small details imo. The form is excellent and you have some medium shapes in there but not much to really push the nmap
Very much a WIP, its a tileset for a gameproject we are doing in school atm. Not finished with any of the textures and going to add some more stuff, a doortile! ;p some more signs on the different floors and stuff and probably a couple of biiiig signs on top of the roof. Might also make some groundtiles for presentation when im done with the rest.
The black parts is supposed to be windows, they will have a high reflectivity/cubemap reflections when ingame.
@japhir: i'd try to give it more depth with another color right now it goes from blue which is like 50% brightness to black, give it maybe some brighter less saturated blue from top or something its just right now very blue and flat, yes the beast is blue but you could improve it alot with different colored shadows and highlights
@sephorin: if i understood right what you are trying to do with the shading, i'd definitely ramp the shading more
My Monitor is on the fritz, the top half is all red tinted so doing this study was a chore because i had to keep swaying my fucking head to eyeball the colours right. Gotta send it off to get repaired or something . Kinda got annoyed half way through this one.
Xaltar: It probably took you longer cause you're not used to mudbox shortcuts/interface. I still have yet to learn Zbrush due to its clunky interface whereas in Mudbox I just picked it right up.
cool ship, klash. i like it really like that landscape too, jackwhat. very nice!
finished the hallway and now flicking about onto some animations for npcs. these are sitting down and typing. i wanted to exaggerate the speed and movement a little to give it a more 'arcadey' feel to it:
wow some bloody awesome work in all these posts latley, I should get working on something of my own at some point.
Zera: nice variations , how long for each texture roughly? maybe some logos/labels might help add some added detail but it looks pretty good as is.
Neox: pimp shit as usualy, everything ive seen for airborne has been totally infused with a coherent style and looks like it all fits in the same world perfectly.
Driller: interesting work, reminds me of that old pc game iron storm kinda. looks pretty solid, maybe a bit more color variation could help things pop a bit.
Replies
Heres a shot of potter on delicate arch. They banned climbing on named arches 3 days after his accent. Climbing with bolted gear was banned on the arches previously. I guess the parks service thought that would stop people. Well everyone but Dean cause he just didn't use gear lol.
Colours, hope you like em. First time doing this in zb
Kakiku and Dummeh, excellent work
Unsure of what colour scheme to go with for him - all accessories have been greyed out for the minute. Im thinking bottom right or top left at the minute - what do other people think?
TOP LEFT!
L O L on so many levels.
I dunno if this approach is best for this kinda of exaggerated character proportions , I do believe that the bowling balls attached to her chest need to be brought closer together so they dont look...like bowling balls attached to her chest :P
lips need alot of attention to detail same for nose. Work on form and proportions and then details big recommendation. Keep it up, I dont see comic rendition character keeping to those crazy proportions often on here
[ame]http://www.youtube.com/watch?v=7HtMTEHhJ_w[/ame]
Have done that also with my egyptian warlord char, includeing bungee jumping.
[ame]http://www.youtube.com/watch?v=P5GS7oWjH7k[/ame]
I have overdone that testing a bit but its just so much fun!
hehe, yea that would be cool but wouldnt make much sense in the game.
It won´t be so cute when it bites your head off! :P
@ FAT_CAP
nice style, i would pick bottom right.
Spent more time on the texture before deciding not to be so poly-tight. Bevelled some things out and made a high LOD mesh that gets toggled close-up and during cutscenes.
lol, so soon?
Glad to see someone is amused by it, lol... not sure what you mean by "this approach". I adjusted her booblies a little but not sure if there's a way around the bowling ball thing though being the mass lumps they are.
Conclusion: Xnormal = rawks.
Wippiness for current art test.
"Defender" Spaceship wip. Ambient occlusion bake. 100% Lighting.
Low poly, smooth shaded.
Low poly with normals + AO
_cisco
Japhir, loving the proportion.
Messing about with the mud 09 trial... Sculpted from the default primative mud head in about one and a half hours. I hate to admit it but its growing on me but still took at least twice as long as it does in ZB3.
Excuse the really bad polypainting, had to mess with it..
Very much a WIP, its a tileset for a gameproject we are doing in school atm. Not finished with any of the textures and going to add some more stuff, a doortile! ;p some more signs on the different floors and stuff and probably a couple of biiiig signs on top of the roof. Might also make some groundtiles for presentation when im done with the rest.
The black parts is supposed to be windows, they will have a high reflectivity/cubemap reflections when ingame.
@sephorin: if i understood right what you are trying to do with the shading, i'd definitely ramp the shading more
sort of.. working on it still... barely.
Started painting Monika
finished the hallway and now flicking about onto some animations for npcs. these are sitting down and typing. i wanted to exaggerate the speed and movement a little to give it a more 'arcadey' feel to it:
[ame]http://uk.youtube.com/watch?v=D1tOnjeC-TA[/ame]
off to bed now
Too much bump on the first,second and fourth barrel tho.
http://images.elements-net.de/decoy/conventions/images/gallery/2008/_resized/IMG_0392.jpg
[img]http://nonpublic.airbørn.de/wip/neox/chars/Opa/oppa08.jpg[/img]
@Laheen: finish him, i really like where it's heading
have you been to weltenbauers 3rd dimension yesterday :eek:
that was a test:) you passed.. I can definetly agree with you on the first and second. thx
Early WIP still playing with shapes atm.
some random shit from zspheres, trying to make stuff flow together still no idea what it'll be, probably some kind of knight, as the filename says...
Zera: nice variations , how long for each texture roughly? maybe some logos/labels might help add some added detail but it looks pretty good as is.
Neox: pimp shit as usualy, everything ive seen for airborne has been totally infused with a coherent style and looks like it all fits in the same world perfectly.
Driller: interesting work, reminds me of that old pc game iron storm kinda. looks pretty solid, maybe a bit more color variation could help things pop a bit.
Neox, oh man I am so excited for this mod. Potentially my favorite mod ever.
and here is something I have sort of been working on....
update, lol so lazy
I may actually finish this one haha MAYBE!