How did you know it was a bevel? :P hehe it was a quickee but I did say please excuse the dodgy advert, nyway I quite like the font, each to their own!
I see you are working at a new Ma.k project, nice choice mate, I love the details! Gonna finish mine someday, right now im working on a fantasy enviroment project. Good luck futher on!
Spent all weekend so far getting my animations in-game (well 90% of the weekend getting the different branches of the engine merged back into the trunk). Starting to feel a bit more like a game now. Getting there slowly.
That game's lookin' to be awesome, dummeh. The guy at the keyboard needs one of those "goddamit" animations where he just gets frustrated and pounds the keyboard with his fists.
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.
There are ways to make very large breasts "settle" into the body a bit more though. I would start by drooping them down just a bit, then blending in the seam around the top and middle. Also, I would make her torso and hips a bit wider, so they have more of a sturdy base for attachment. Making the hips wider will also reduce the effect of "bowling balls attached to a toothpick". On women, the hips are usually at least as wide as the widest part of the chest anyway, which in this case would be... very wide.
Lastly, the shoulders on your model seem to be detached from the body. I would bring them in a bit, and make the breast flow into the shoulder muscle, as well as fanning out the back muscle into the shoulder at the back. I would also make the shoulders more prominent overall, again to match the size of the chest more. Same for the neck, it could be (very) slightly thicker as well.
Lastly I would bring the breasts a bit closer to each other, so that the chest isn't as wide without really making the boobs smaller.
Trying to catch up to the wonders I have seen in the unearthly challenge, its an amazing time to be learning environment creation... Im building a new environment, here is a rope post barrier thing... its still a wip, no spec yet.
Something I started tonight, only a little over an hour in. Going to work on the ground and wall first, then work to the house I suppose. The cube textures on the wall were just to be sure the tiling texture was scaled right.
Just horsing around a little bit in Silo. Been on a bit of a Star Trek kick lately. We'll see how long it lasts. no textures, just materials and lighting in Silo viewport.
@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
thanks so much! i added some less saturated highlights.
so here is the update! i still need to zombify him some more. i decided not to change the model to be even zombier (hehe) but to just leave it as it is, and focus on the diffuse.
LOL DemonPrincess!!!! great montage hahaha
your model is looking excellent, like poop said, very efficient. Reminds me of Paul Steed's quake 3 stuff but BETTER.
Lookin great Japhir but I think he could get even more zombie battle damage in order to bring the point across quicker.
Scooby nice model, CANT WAIT FOR the new movie!!!1
aimbiz i would try to push his silhouete further, right now everything is high frequency detail and no interesting shapes in the overall form occur but still solid sculpting
As most of you have probably forgotten by now I have been working on making a machinima using the unreal engine (ut3). Well I am happy to say we have completed the entry for the Make Something Unreal Contest. It can be found here
It's my first wag at doing something like this and we really like how it turned out. All of the animation is custom, including the vehicles. Characters are all mocap'd except for the faces which we used faceFX. Still learning about faceFX and know it will improve throughout the series. Though this episode had to be condensed because of the contest rules, the complete saga spans 3 seasons.
We are working in earnest on season one, cheers guys - thanks for watching.
Been continuing to light the ship environment. Almost happy with it now (ignore the white doors - they're dynamic objects so don't have light/ao maps. Screenshot is in-game with diffuse textures disabled.
dummeh:
Anti-Aliasing? also those red areas are they some kind of areas for detection? - I really like what you created so far for it. Any project website where I can read more about engine, goals,...?
Thanks renderhjs. There's no project website yet as the game is still quite early in production. I was thinking of creating a thread in p&p to explain the game in a little more detail - The basic idea behind the game is a sci-fi-sandbox game where people can make their own missions and play them with friends online.
The red area is the inside of the medical beds. The lighting shot doesn't show the glass panels since they're unlit - bit clearer in this shot:
Most of the awesome props and art were created by our art guy, Carl, but I have been helping out where I can with textures and models and have also been putting it all together and lighting it. I've mostly been making the engine/game/editors/tools/etc.
Antialising turned on in the screenshots, though some of the lightmaps have odd lighty-bleedy-thing. Is there a way to automatically avoid the lightmap pixel bleeding in 3dsmax or is it a case of manually adjusting baked textures?
Replies
Hey man, yea I'm planning on making that into a game model.
{image removed to free up webspace}
[ame]http://uk.youtube.com/watch?v=JwDd1m3X-TQ[/ame]
There are ways to make very large breasts "settle" into the body a bit more though. I would start by drooping them down just a bit, then blending in the seam around the top and middle. Also, I would make her torso and hips a bit wider, so they have more of a sturdy base for attachment. Making the hips wider will also reduce the effect of "bowling balls attached to a toothpick". On women, the hips are usually at least as wide as the widest part of the chest anyway, which in this case would be... very wide.
Lastly, the shoulders on your model seem to be detached from the body. I would bring them in a bit, and make the breast flow into the shoulder muscle, as well as fanning out the back muscle into the shoulder at the back. I would also make the shoulders more prominent overall, again to match the size of the chest more. Same for the neck, it could be (very) slightly thicker as well.
Lastly I would bring the breasts a bit closer to each other, so that the chest isn't as wide without really making the boobs smaller.
Here's an overpaint animation of what I mean:
nothing to see here, move along
^^click to enlarge^^
(was a crit)
thanks!
i know i know, here it is :P.
thanks!
thanks so much! i added some less saturated highlights.
so here is the update! i still need to zombify him some more. i decided not to change the model to be even zombier (hehe) but to just leave it as it is, and focus on the diffuse.
Puh, she has magical resizable boobies anyway. So I'm going with what I think looks good. :poly129:
I think the texture could use a sharpen or two. Also, isn't Beast a hairy fella?
your model is looking excellent, like poop said, very efficient. Reminds me of Paul Steed's quake 3 stuff but BETTER.
Lookin great Japhir but I think he could get even more zombie battle damage in order to bring the point across quicker.
Scooby nice model, CANT WAIT FOR the new movie!!!1
His nipple is stretched.
http://www.treadster.com/doubleKill.html
It's my first wag at doing something like this and we really like how it turned out. All of the animation is custom, including the vehicles. Characters are all mocap'd except for the faces which we used faceFX. Still learning about faceFX and know it will improve throughout the series. Though this episode had to be condensed because of the contest rules, the complete saga spans 3 seasons.
We are working in earnest on season one, cheers guys - thanks for watching.
This is a random goblin or what-so-ever ugly creature.
Been continuing to light the ship environment. Almost happy with it now (ignore the white doors - they're dynamic objects so don't have light/ao maps. Screenshot is in-game with diffuse textures disabled.
Anti-Aliasing? also those red areas are they some kind of areas for detection? - I really like what you created so far for it. Any project website where I can read more about engine, goals,...?
The red area is the inside of the medical beds. The lighting shot doesn't show the glass panels since they're unlit - bit clearer in this shot:
Most of the awesome props and art were created by our art guy, Carl, but I have been helping out where I can with textures and models and have also been putting it all together and lighting it. I've mostly been making the engine/game/editors/tools/etc.
Antialising turned on in the screenshots, though some of the lightmaps have odd lighty-bleedy-thing. Is there a way to automatically avoid the lightmap pixel bleeding in 3dsmax or is it a case of manually adjusting baked textures?
Really enjoying your meshflow Demon, can't wait to see them textures :P
Looks to me like they are GROWING. Yours should be BIGGER!!!