[P&P] - What are you working on? 2008 Edition

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  • _Shimmer
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    _Shimmer polycounter lvl 14
    cool stuff all around!
    Rollin, Renaud, Psyko very nice characters!

    been bored and now I feel weak next to you ;)

    nevertheless:

    0001_CrewDoctor.jpg
  • Slum
  • hobodactyl
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    hobodactyl polycounter lvl 13
    Shimmer: Great work on both, it's really cool seeing both ideas executed so well.

    Vitor: Cool quickie :)
  • Junkie_XL
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    Junkie_XL greentooth
    Was working on this a while ago but never posted it. Based on some art by Ed Frank over at McFarlane.


    0.jpg


    1.jpg
  • indian_boy
    shimmer those are wicked!
    both of em

    and vitor
    tht's ace! love it

    Junkie_XL : that is pure pwn! the cloth on the back is a bit too thick imho, but even still, its lovely! diggin it

    PixelMasher:
    thanks for the tips man!
    'the last bit of work' was actually the small keypad that was planned

    bla04-1.jpg
    remember this is just the manual override 'switch' really.
    if automatic maintenace / restart etc fails, then u'd come to this terminal, punch in the PIN. then punch in numeric codes for whatever u want to get done.
    the monitor portion of it is just to display the status of the four pumps which keep the generator running.
    the monitor, btw, might get a facelift. most likely will, including the process of making it black and blue.


    http://img179.imageshack.us/my.php?image=generatoranimateddi6.swf
    wat the generator / generator animation currently looks like ^
    probably will also get a face lift of sorts... not too sure
    will show that model in detail when the time comes. this is just to show u wat the generator / terminal setup works like

    cheers guys
  • Joseph Silverman
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    Joseph Silverman polycounter lvl 12
    this doesnt really deserve an update but w/e, gingers are hilarious.

    o6zpyq.jpg
  • ImSlightlyBored
    reworking my SD art test for kicks
    screen1lk4.jpg
    Posted more in my sketchbook too.
  • beancube
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    beancube polycounter lvl 12
  • Martin Henriksson
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    Martin Henriksson polycounter lvl 9
    Shimmer: Very cool headsculpt :D lots of character! Looks like John Malkovich.
  • bluekangaroo
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    bluekangaroo polycounter lvl 10
    reworking my SD art test for kicks
    screen1lk4.jpg
    Posted more in my sketchbook too.

    thats awesome Alex, did you end up getting get the gig?
  • ImSlightlyBored
    The one I submitted is in my sketchbook; I spent an extra night getting it to this. In the original I obviously had the 20k tri limit and a 7 day turnaround.

    I've ended up breaking the tri limit now as its just a PF scene, and breaking the time limit (7 days)

    My submission wasn't successful, but they did recently offer an interview (vacancys came up and I got lucky.)

    Junkie: That pirate is awesome! love it
    shimmer: that looks awesome too, love the hard edges and style of it. Really like it.
  • System
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    System admin
    Shimmer ImSlightlyBored Junkie_XL wow, bling 8)

    Wall 1024x1024 1234 tris
    diffuse, specular, glossiness, normal
    x normal
    wallmax3.jpg
    max screengrab
    wallmax.jpg
    Looking to put this on a portfoilio so any crits would be really helpful:thumbup:
  • JasonLavoie
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    JasonLavoie polycounter lvl 12
    Damn alex, I know I say this a lot but you are constant inspiration man, the touch ups you did to that art test is really nice man, each piece you are getting better and better :)

    Rawk onz!
  • butt_sahib
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    butt_sahib polycounter lvl 11
    GCMP:
    Very nice work. Though i cant really tell that a specular is at play...yet :)
  • Pope Adam
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    Pope Adam polycounter lvl 11
    Dekard wrote: »
    you plan on making this a portfolio piece? It might be offensive to some folks. :thumbdown:

    Aye, I plan on using this in portfolio.

    Religious topics aren't new to games, movies, stories or cinema - I probably wouldn't like working for someone easily offended by art anyhow, regardless of the subject.
  • butt_sahib
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    butt_sahib polycounter lvl 11
    touche'
  • ImSlightlyBored
    GCMP, following up what butt_sahib said, in xnormal- make your spec color brighter than all- this brings it out alot.
  • Jeremy Lindstrom
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    Jeremy Lindstrom polycounter lvl 14
    Pope Adam wrote: »
    Aye, I plan on using this in portfolio.

    Religious topics aren't new to games, movies, stories or cinema - I probably wouldn't like working for someone easily offended by art anyhow, regardless of the subject.


    Well, in the way you are portraying could possibly be new and offensive. You aren't killing demons, etc..

    I'm just suggesting you'd be better off portraying a neutral point of view with a 'portfolio piece' since you are selling yourself rather then put something someone might offensive you'd want to sell yourself and your art not your ideals and views, and not everyone that views your site might not be the person you'd end up working for, imagine that the HR person saw your work and before even forwarding your work she was offended and instead just went to the next prospective employee. Now, if you just label it something innocuous it won't be a huge deal, but if you label it in your portfolio "MACHINE THAT HOLDS BODY OF CHRIST AFTER SECOND COMING TO SYPHON HIS ENERGY TO USE AS A WEAPON" you might have some issues with folks.
  • DrillerKiller
  • System
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    System admin
    Thanks for the advice, didn't add specular map to xnormal render as there seemed there was no place for one, is there a way to see specular and or glosiness with xnormal?
  • Emil Mujanovic
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    Emil Mujanovic polycounter lvl 13
    20081120-003.jpg

    Couldn't come up with anything fun for the DK challenge at GA.org last night, so I did this quick paint (from reference). Trying to get better with colour, refine my workflow and generally speed up my painting.
    Bit over an hour.

    -caseyjones
  • JohnnyRaptor
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    JohnnyRaptor polycounter lvl 11
    everyone, what gender is this?

    4ugv7o.jpg
  • Emil Mujanovic
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    Emil Mujanovic polycounter lvl 13
    Looks feminine to me.

    -caseyjones
  • Baddcog
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    Baddcog polycounter lvl 9
    everyone, what gender is this?

    Hermaphrodite? LOL
  • JohnnyRaptor
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    JohnnyRaptor polycounter lvl 11
    *jumpsoutthewindow*
  • Pope Adam
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    Pope Adam polycounter lvl 11
    Dekard wrote: »
    Well, in the way you are portraying could possibly be new and offensive. You aren't killing demons, etc..

    I'm just suggesting you'd be better off portraying a neutral point of view with a 'portfolio piece' since you are selling yourself rather then put something someone might offensive you'd want to sell yourself and your art not your ideals and views, and not everyone that views your site might not be the person you'd end up working for, imagine that the HR person saw your work and before even forwarding your work she was offended and instead just went to the next prospective employee. Now, if you just label it something innocuous it won't be a huge deal, but if you label it in your portfolio "MACHINE THAT HOLDS BODY OF CHRIST AFTER SECOND COMING TO SYPHON HIS ENERGY TO USE AS A WEAPON" you might have some issues with folks.

    indeed sir, indeed. at this point, all that will be included in the portfolio is that it is called The Ark and it looks cool. The backstory is actually less blasphemous than implied, and I'd be glad to share it in another thread. Good point though, not aiming to hurt anyone's feelings, just making arts.

    Here's updates on texture:
    ark03-1.jpg

    edit: JohnnyRaptor - female imo
  • ImSlightlyBored
    GCMP wrote: »
    Thanks for the advice, didn't add specular map to xnormal render as there seemed there was no place for one, is there a way to see specular and or glosiness with xnormal?
    yeah there should be!
    I always recall it accepting specular slots and a seperate gloss slot.
    Might be wrong as I never use gloss maps as a seperate file so dont use it in xnormal, but theres definitely a spec map slot.

    I was in a rush last time I posted so I'll make make it a little clearer (Sorry!)
    basically if you keep your spec at bright white and knock down ambient and light colors to something greyer (or equivalent values) then your spec will quite literally shine through. It's not entirely accurate to what you'll get in engine, (without shader work) but its good to check if your spec is working the way you want it to etc.

    As for your piece, I would suggest (as its going to a portfolio) making it modular and getting a lot of pieces out of your single texture sheet. Lego sets are king! For brick walls I like to do broken variants, as you can easily get single bricks out of a tiled texture.

    Couple of minor things as well if you dont mind
    Bricks are a little red for my liking. (I accept that bricks come in all shapes and colours!)

    AO bake.

    Make it a little more obvious where the concrete blocks meet the brick wall. This could just be some little cracking on the bricks (maybe a little growth growing from the cracks?) as well as a little bit of wear on the edging of the concrete.

    Try and describe where the bricks and concrete meet the ground maybe? Bricks tend to go a different colour when they touch the ground, courtesy of dampness etc.

    On a design note, I feel like the tops of the brickwork could be perhaps plastered/concreted over. One thing I remember as a kid is that brick walls arent ever really brick on top, they were always surfaced differently so they were a joy to walk on. But I think this might be erring on the side of personal preference, so go with what you think for that.

    And finally, what I like doing when I get to do bricks is modelling a few loose bricks, and then making them sit out from the wall a little bit. When these cast shadows it looks effective alongside a good normal map, at the cost of what, 8 tris a brick? good deal! Same can be said for cutting in to your texture and insetting a brick a slight amount, though that can be more expensive so I wouldnt use it as frequently.

    Oh and finally, finally, on a similar note, I'd push those concrete blocks out a little to break the boxiness of it and then they'll cast shadows over the bricks, too, as well as compliment SSAO if its being used.

    I know it seems like I've said alot, but its all just real small crits tbh.

    @JohnnyRaptor:
    Female I think, but one thats got jimmy chin-itis and or is eating a particularly large toffee. Not an.. er, overly female girl, but more feminine than a guy.
  • Massbot
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    Massbot polycounter lvl 10
    Johnny- hrmm female i'd say!

    Driller- lol I like the eyes :) awesome.

    Got some free time on my hands, started a head - been messing around with the hair tonite, will be back on the face/ear/cloth in the morning. Think I may cheer her up a bit as well :P

    girl.jpg
  • Saidin311
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    Saidin311 polycounter lvl 11
    Pope Adam wrote: »
    Here's updates on texture:
    ark03-1.jpg

    I think this looks bad ass. And to be completely honest I wouldn't have a clue what it's purpose was if it was standing alone in a portfolio. Not that I'm any Voice of Reason (pun?) on the subject.
  • The_Kozmonaut
  • super_villain
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    super_villain polycounter lvl 11
    Mmmm....jet fighter

    me262.jpg
  • pliang
    3047777720_824b546071.jpg

    Bah, based off something I've seen before.

    I'm thinking of changing it around a bit.
  • kukk
    _Shimmer wrote: »
    0001_CrewDoctor.jpg

    Yeah!
    A cyber-Lenin!
  • michi.be
    Testing my destructable building assets combined with full breakable vegetation.

    [ame]

    Just a testmap on CE2. :)
  • Neox
  • JohnnyRaptor
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    JohnnyRaptor polycounter lvl 11
    thats pretty cool destruction dude, not too extreme.

    thanks for the guesses dudes, it is a woman indeed, but not as feminine as id like it to be, gotta work on that..
  • Neox
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    Neox sublime tool
    well the problem with women and girls is, that unless you make them totally smooth, they will look too manly if you're not adding a proper feminine haircut, eyeleshes etc.
  • ImSlightlyBored
    michi.be wrote: »
    Testing my destructable building assets combined with full breakable vegetation.
    Just a testmap on CE2. :)
    MAXIMUM CREED
    Looks good man, I really liked how it didnt all crumple in but only the edging
  • JohnnyRaptor
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    JohnnyRaptor polycounter lvl 11
    Neox wrote: »
    well the problem with women and girls is, that unless you make them totally smooth, they will look too manly if you're not adding a proper feminine haircut, eyeleshes etc.



    yeah, im trying to get a feminine face with the bare minimum, and once thats achieved, the hair and the rest will be a bonus that takes it even further.
  • michi.be
    thanks guys. just downloaded the rayfire demo and testing aroung with it. seems i can combine it but have to do some model with it this weekend.

    CE2 physics is a little bit buggy sometimes...or maybe my models are. ;)
  • System
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    System admin
    yeah there should be!
    I always recall it accepting specular slots and a seperate gloss slot.
    Might be wrong as I never use gloss maps as a seperate file so dont use it in xnormal, but theres definitely a spec map slot.

    I was in a rush last time I posted so I'll make make it a little clearer (Sorry!)
    basically if you keep your spec at bright white and knock down ambient and light colors to something greyer (or equivalent values) then your spec will quite literally shine through. It's not entirely accurate to what you'll get in engine, (without shader work) but its good to check if your spec is working the way you want it to etc.

    As for your piece, I would suggest (as its going to a portfolio) making it modular and getting a lot of pieces out of your single texture sheet. Lego sets are king! For brick walls I like to do broken variants, as you can easily get single bricks out of a tiled texture.

    Couple of minor things as well if you dont mind
    Bricks are a little red for my liking. (I accept that bricks come in all shapes and colours!)

    AO bake.

    Make it a little more obvious where the concrete blocks meet the brick wall. This could just be some little cracking on the bricks (maybe a little growth growing from the cracks?) as well as a little bit of wear on the edging of the concrete.

    Try and describe where the bricks and concrete meet the ground maybe? Bricks tend to go a different colour when they touch the ground, courtesy of dampness etc.

    On a design note, I feel like the tops of the brickwork could be perhaps plastered/concreted over. One thing I remember as a kid is that brick walls arent ever really brick on top, they were always surfaced differently so they were a joy to walk on. But I think this might be erring on the side of personal preference, so go with what you think for that.

    And finally, what I like doing when I get to do bricks is modelling a few loose bricks, and then making them sit out from the wall a little bit. When these cast shadows it looks effective alongside a good normal map, at the cost of what, 8 tris a brick? good deal! Same can be said for cutting in to your texture and insetting a brick a slight amount, though that can be more expensive so I wouldnt use it as frequently.

    Oh and finally, finally, on a similar note, I'd push those concrete blocks out a little to break the boxiness of it and then they'll cast shadows over the bricks, too, as well as compliment SSAO if its being used.

    I know it seems like I've said alot, but its all just real small crits tbh.

    Thanks for all the crits, wasn't thinking modular when it was made as it's measured out for a scene, might be better of deleting this and starting again :/ Funny you should mention the top of the wall, I was thinking exactly the same thing so I might have gone about this the wrong way from the start... mm, will post another one, try something a bit different... :)
  • Slave_zero
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    Slave_zero polycounter lvl 8
    Here is what I'm working on right now.

    Based on this concept from homeworld II I'm modelling an Interceptor. As soon as I've finished the high-poly mesh I'm going for the Normalmap baking and texturing. Below you can see one first draft of the high-poly model. The model is still WIP and I'm still trying different techniques of smoothing / subdividing to get better high-poly results.

    inteceptor_concept_small.jpg

    interceptor_ocl_small.jpg
  • JohnnyRaptor
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    JohnnyRaptor polycounter lvl 11
    picked up an old project of mine, and started working on its textures while cooking in the background hehe, based on schell designs

    14wvght.jpg
  • alexl
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    alexl polycounter lvl 10
    ImSlightlyBored that SD Art test attempt looks awesome, nice atmosphere.
    JohnnyRaptor, that looks great, is he grinning? looks like a wierd inbetween mix of grinning and not.

    wip_2d_03_t.jpg

    Making progress on my 2d platformer env thingy. (click thumb for a bigger pic as its quite wide atm)
  • butt_sahib
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    butt_sahib polycounter lvl 11
    alexl:
    Wow thats amazing :D
    The cacti will animate!! (guessing from the wireframe) so cool
    how about adding more zing with even more vibrant colours.Might look nice :)

    Slavezero:
    Excellent modeling.
    The low will look suh-weet
  • Cody
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    Cody polycounter lvl 12
    Horrible HORRIBLE paintover, just for funsies. That's great work Johnny raptor, just bored a bit.
    po.jpg
  • JohnnyRaptor
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    JohnnyRaptor polycounter lvl 11
    lol, nice one cody :D dude looks more evil now! i actually have a set of teeth modelled, but havent polypainted them yet so theyr not in the screen :) and not as big as your paintover

    alexl, is that for some game or just doin some art? looks fresh!
  • alexl
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    alexl polycounter lvl 10
    Just some art, dont have the programming skills to make a game :(
    Thanks for the suggestion butt_sahib, I do agree, needs something extra.
  • palm
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    palm polycounter lvl 12
    hammerhead_wip2.jpg
    Max screen using JIStyles_skinshader and post_bloom_fx.
    The glowmap is a fake by adding it into the trans and diffmap. It’s a bit, crappy but it works.;)


    Made this one during the last couple of days. I haven’t posted anything since DW3 so it's about time. It wasn’t suppose to be a Star wars guy but my wife thought it looked like a star wars dude so I thought I might as well add a lightsaber.;) Still needs to be rigged, and maybe Ill tweak the textures some more.
  • Martin Henriksson
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    Martin Henriksson polycounter lvl 9
    Very cool Palm, now give us some nice poses! :D
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