Working on a sci-fi hallway.
Some Highpolys followed by some import tests (ue3)
Colours are just there for separation purposes.
Original concept is on the Dead Space website. It's a tram hallway. I think I might go for the cleaner look because I like it. We'll see.
check it out...some tires here..YEAH!!...Nothing special..Maybe you can put them on your Humme pliang . I suppose I'll do the hubs tomorrow.
Oh and Im sure you all recognize the tires from cgtextures...They are continentals but stupid as I am I forgot to add the C and AL at the end to fix that...Oh well, it will jsut practice anyways.
Continued to texture the engineering room. The engine, chair, desk and trolley weren't modelled by me, I've just done the computer at the bottom and the floor mesh/texture. Wanting to get the walls done next, something a little industrial looking.
Vitor, his hips look very pushed in, wouldnt it be better to take a bit of an angular approach? i.e. where youve got the dint have that kinda out and pointy. Tryin to get a mental image from how loomis does his blocking out.
Thats looks sweet Demon! If I were to crit something id crit the skin, it lacks texture or depth. Throw in some vibrant midtones or some slightly turquoise ish blues/greens possibly?
Ack im spamming at the moment, I'm gunna call it quits around about here on my L4D concept. I tried colouring it but as i started out in black and white I would of had to redo a lot to get it to the quality I'd like. /angst.
Excuse size/spam.
Looks nice DP, well done! Personally I'd throw a few dozen buckets of gore, dirt and general wear and tear at those textures. I like my zombies filthy.
Really nice DP. I would also like some more dirt though, still I like the clean version as well.
Well, not much left on the viking. Will give the face some more loving not to mention the hair, and take a look how the specular acts while playing. Right now in character selection it reacts pretty strong on that backlight.
I have more done on this guy, but I thought i would show this, wanna get this and my level done before the end of november, so i really have to step it up.
WarmGun is looking great man, you guys are doing some gooooodd things Keep it up!
It doesn't look like if his goggles were pulled down they'd fit over his eyes. Too much space in the nose section. Cool stuff though!
Jackwhat, some seriously awesome sketches from you, dude. Always digging your stuff. It always inspires me to actually do more studies and just random sketches. I'd love to see a timelapse vid of your workflow.
Gore is especially something I would have liked to play with, but completely ran out of time. I would have liked to shade it more too, but this was all I could do within the time alotted. :poly136:
I need to practice my texturing more, LOL! :poly142:
DemonPrincess she's looking hot, nice job:)
Jackwhat like the concept alot, the steam looks like he is very hot but it also gave me the idea that with the blisters shown his arm could be infected, giving off some bubbling steamy puss!
Would love some crits on this if poss...
Tried to plan out textures for this part and feel pretty good about the direction it's going except for the map size and it needs some grass. Not sure whether to make opacity planes for that or use diffuse and normal. Whole scene (some parts not shown) @ 20,000 tri's approx.
yeah, for grass, I'd use alpha cards, unless you want it quite flat. Depends on the focal point of it all - I guess its a large enviro you can get quite close to, so I'd alpha card it.
Havent had a good experience with normal mapped grass before now; if you do normal it, I'd go with very light strength, most of the depth could be spec mapped.
Really nice DP. I would also like some more dirt though, still I like the clean version as well.
Well, not much left on the viking. Will give the face some more loving not to mention the hair, and take a look how the specular acts while playing. Right now in character selection it reacts pretty strong on that backlight.
Aimbiz, that's looking great. Rock-solid proportions, and a really clean design that's easy to read. It's a nice break from the crazy overdetailing that you see everywhere. Looking forward to your final!
For some reason I love pixel art. Maybe because it reminds me of the old days. Anyways here's something I don't see often on here... a sprite I did just to see what I could do, and possibly use it for a 2D game. The view is supposed to be isometric. I'm not yet sure if I want to hand draw the sprites or use 3d rendered ones....
tires and hubs in the house ..I'll be probably be setting these in teh corner of a garage setting with a large tool box a 50 gal plastic crash can and a few other things.
Hey man...dont ask me...thats what my reference showed...I thought it looked nifty so I did it..
They are attached anywhere you like...
edit: But in all seriousness Im pretty sure the smaller ones in the middle are a sort of cap....an extra sturdy cap I suppose. Then the outter ones actually attach to the hub that sits inside the rotor.
fuck psycho that looks awesome, i would just work a tad more on them folds, get reference of that kind of tissue from the intranats ! also that gun is tight ! add some more detail or change the shape of the trigger and some parts that might look boring, or put parts from other weapons like he putted things together
also that render is pretty good ! what was your setup ? glad to see you posting dude. French.
Replies
Working on a sci-fi hallway.
Some Highpolys followed by some import tests (ue3)
Colours are just there for separation purposes.
Original concept is on the Dead Space website. It's a tram hallway. I think I might go for the cleaner look because I like it. We'll see.
Oh and Im sure you all recognize the tires from cgtextures...They are continentals but stupid as I am I forgot to add the C and AL at the end to fix that...Oh well, it will jsut practice anyways.
A quick 1hour Study from Rens' awesome photo.
A random sculpt for a big lamp deco
still wip and unposed
NICE!
< got a big smile on my face >
Vitor; http://i62.photobucket.com/albums/h91/Jackwhat/bridgman.jpg
^ Illustrates what im getting at
And the texture flat:
just some random changes that came to mind,- just for fun
Ack im spamming at the moment, I'm gunna call it quits around about here on my L4D concept. I tried colouring it but as i started out in black and white I would of had to redo a lot to get it to the quality I'd like. /angst.
Excuse size/spam.
She looks like she'd make an awesome SDK.
Well, not much left on the viking. Will give the face some more loving not to mention the hair, and take a look how the specular acts while playing. Right now in character selection it reacts pretty strong on that backlight.
It doesn't look like if his goggles were pulled down they'd fit over his eyes. Too much space in the nose section. Cool stuff though!
-caseyjones
Gore is especially something I would have liked to play with, but completely ran out of time. I would have liked to shade it more too, but this was all I could do within the time alotted. :poly136:
I need to practice my texturing more, LOL! :poly142:
Jackwhat like the concept alot, the steam looks like he is very hot but it also gave me the idea that with the blisters shown his arm could be infected, giving off some bubbling steamy puss!
Would love some crits on this if poss...
Tried to plan out textures for this part and feel pretty good about the direction it's going except for the map size and it needs some grass. Not sure whether to make opacity planes for that or use diffuse and normal. Whole scene (some parts not shown) @ 20,000 tri's approx.
Havent had a good experience with normal mapped grass before now; if you do normal it, I'd go with very light strength, most of the depth could be spec mapped.
Wonder if that's sarcasm. Perhaps the mighty EarthQuake could offer some 'constructive' criticism..
lol
hahahahahaha
renau galand
http://srsbsns.nl/rel2.avi
Right-click > save target as, you know the drill. :poly124:
Everything but the Glock model is by me.
Hey man...dont ask me...thats what my reference showed...I thought it looked nifty so I did it..
They are attached anywhere you like...
edit: But in all seriousness Im pretty sure the smaller ones in the middle are a sort of cap....an extra sturdy cap I suppose. Then the outter ones actually attach to the hub that sits inside the rotor.
check this link..it was on the first page when I googled truck axles..Apparently theres a cap that goes over the center smaller ones.I suppose their for extra support for tire attachment due to hulling heavy stuff. http://lh6.ggpht.com/_kGugknj3qHQ/Rop_1kQdp7I/AAAAAAAAAVI/jENdxbDM33Q/CIMG1933.JPG
I've not touched 3D in a while so decided to freshen myself up with more TF2 fan love
What did you encode this with, I can't play it?
The normals are a bit f'ed up on the hands though, will fix that and probably rebake the normal maps..
hair is a bit of a placeholder/test.. haven't got the hang of it yet!
I'd love to see the maps used and the wire!
(Sorry if you posted them already on previous pages, I'm not a huge fan of these WIP threads with milions of pages! :P)
also that render is pretty good ! what was your setup ? glad to see you posting dude. French.