One thing thats annoying me with a lot of these death knight entries is just how samey the concepts are, there are way too many skulls and generally uninteresting concepts... fuck the spikes go with something a bit more outlandish!
Just look at say... druid t5 shoulders (bark with mushrooms) or priest t6 (bound faces) the class specific tier sets are generally unique and refreshing. Unless youre aim is to make a orgrimmar guard in black? :P
Dont wanna sound like a dick, hell... i didnt even post my entry
sama thats awesome your characters always have the most interesting armor, lovin the boots on that one and im sure its gonna look amazing caus your textures are tops.
A hand for first person view, work in progress, will finish up the highpoly tonight, the textures are polypaint and photosource. A bit red material from zbrush though. Mostly just testing it out. Will go back and focus on the sculpt now instead.
A hand for first person view, work in progress, will finish up the highpoly tonight, the textures are polypaint and photosource. A bit red material from zbrush though. Mostly just testing it out. Will go back and focus on the sculpt now instead.
nice hands, tips of the fingers are a bit plump, and the nails seem a bit small, looks good though:)
Thanks for the comments guys, i haven't really gotten into details yet, specially considering the nails. i kinda got in mind how i want them to look though. why u think im making the left hand? so i can sculpt with my right Wonderful with real live references.
robomaniac:
Solid modeling!
Do you have any references that you follow when making mechs and shit? do you know any reference site i could check for blueprints and such? (no blueprints for gundams )
kp, we both know the d1 UI would be WAAAAY too big for the iphone where as the d2 one with a few adjustments(inventory, and menu tabs) would work great. Hell you could get rid of the potions boxes and replace them with the inventory and menu boxes. Then have the player tap the health or mana globes to use a potion of that type with it grabbing the one with the closest amount to what was needed. The body recover mechanic would have to go away for the mobile version because of the unneeded frustration it would create.
vladino, No need to even use the accelerometer, just taping and multi touch to create a selection boxs. Or at least it would work in my head.
No photosourced textures on this one, but im getting kinda pleased with the highpoly now, will move on to the lowpoly and remake the textures/photosource
Misterboogie: I thought that was done..? Just cleaning it up a bit?
I don't like how realistic that stone texture is in contrast to the cool stylized-ness heart/brain/thing centerpiece.
Hey Elvis, got some quick feedback for you if you're interested:
I'm a big fan of the red vs aqua lighting, but your placement could make more sense. I suggest moving the red to the front, focusing on those red "eyes", and the blue in the back. From this angle the blue source doesn't need t be explained.
To enhance this effect further. I noticed you have a blue lighting from above, so instead of fade-to-black, fill the bottom with hot red lighting. Sort of like there's a lava pit down there. Doesn't have to be lava, again from this angle it doesn't have to be explained but it will aid in scene composition as well as make it look more dangerous. This should help removing all the black, unlite areas.
That angler fish bait coming off the front of the brain just needs to go. It detracts from your good work around the scene, looks low poly, draws the eye in a negative way. I'd just hide/delete it.
The brick has got to go. I'm confident that's a placeholder since it's just a picture of bricks. A quick fix is building columns and a ceiling out of the pipe work you already have as the based of the centerpiece.
Once you've got that, a slight depth of field, increased fov and lite haze/fog would really bring this scene together. Let me know if you're interested in more details on this.
hey steady, yeah spinks is on the money- just shaped planes moved about and curved with soft selection. its like sketching in 3d, and you can edit any stroke as you like. i did genericman as a test but I think itd be fun to design a character that way
rich, you're always one step ahead of everyone else when it comes to trying out totally new stuff using existing tools. great idea, works well too!
i also loved your older stuff where you just used flat material colours all on fullbright to shade a scene, looked great ... maybe combine that with this ?!
hey steady, yeah spinks is on the money- just shaped planes moved about and curved with soft selection. its like sketching in 3d, and you can edit any stroke as you like. i did genericman as a test but I think itd be fun to design a character that way
Rooster, cool idea. I wouldn't have caught it was 3d if steady didn't say anything. What about angles in-between front and side though? Won't it look weird the more contours you add to the model?
manuel: lovin it
plian: i'm really don#t know anything about cars, but i like yours, cool clean presentation
been working on onscreen posteffect outlines as the last possiblity to create outlines in unreal without extra code (at least the last one i know), i assume this is how they'ce done it in Naruto Ultimate Ninjastorm, thanks to crazybutcher, flavius and kazeohin for their help telling me how the math behind that works
but instead of making it pitch black like naruto i colored it with a blurred screentexture
is there a way to maipulate the zbuffer? right now i'm using scenedepth/1000 to get the gradient but i'd love to have a more correct edge detection up close then far away
Neox: how are enabling the post process effect? I've tried messing around with it and it seems like the ppeffect editor lets you do more complex stuff but I've been told it can only be enabled via a script.
it's triggered in the UTEngine.ini you have to change the lines with "DefaultPostProcessName" in it to something like "DefaultPostProcessName=airborn_posteffects.posteffect_01" airborn_posteffect is the package and .posteffect_01 the name of the post process chain
but it crashes the game, so i guess if you only use iot in editor like me right now it's ok, for gameplay i don't know how to make it work without scripting
Neox: Bravo! I really love everything that comes out of Airborn, really nice and refreshing style.
Pliang: Really neat and clean renders on those cars, and u seem to practically spit out new cars every day? Working real fast. Cool.
DrillerKiller: Looking cool so far, nice expression, makes me thing of Dany Trejo. Not such a good material to present it with though, its hard to see everything that's going on in there. Are u gonna continue working on it?
Replies
Just look at say... druid t5 shoulders (bark with mushrooms) or priest t6 (bound faces) the class specific tier sets are generally unique and refreshing. Unless youre aim is to make a orgrimmar guard in black? :P
Dont wanna sound like a dick, hell... i didnt even post my entry
Fixing the geometry silhouette as I'm going along. It will be going into a scene I've settled down with.
-woog
Very nice!!
The final result will probably be a lot smoother and with some orange parts.
Some suggestions would be nice.
nice hands, tips of the fingers are a bit plump, and the nails seem a bit small, looks good though:)
wip
and
If only they were real...
Diablo 1 with Diablo 2 interface? ... At least your head is in the right place
The only problem I see with this is the actual control of the game which is way hard to do right with just tap-screen and accelerometer
Solid modeling!
Do you have any references that you follow when making mechs and shit? do you know any reference site i could check for blueprints and such? (no blueprints for gundams )
vladino, No need to even use the accelerometer, just taping and multi touch to create a selection boxs. Or at least it would work in my head.
i am not using any references, i "read" volume from picture
No photosourced textures on this one, but im getting kinda pleased with the highpoly now, will move on to the lowpoly and remake the textures/photosource
it was fun, I reccommend having a go
I don't like how realistic that stone texture is in contrast to the cool stylized-ness heart/brain/thing centerpiece.
Uhhh,... I never finished my Unearthly entry. I'm still in the process of finishing it.
However, I loved how your's came out. Great stuff!
Wanted to mix old Mayan/Aztec with the techy brain. I'm working on the Mayan stuff now.
I'm a big fan of the red vs aqua lighting, but your placement could make more sense. I suggest moving the red to the front, focusing on those red "eyes", and the blue in the back. From this angle the blue source doesn't need t be explained.
To enhance this effect further. I noticed you have a blue lighting from above, so instead of fade-to-black, fill the bottom with hot red lighting. Sort of like there's a lava pit down there. Doesn't have to be lava, again from this angle it doesn't have to be explained but it will aid in scene composition as well as make it look more dangerous. This should help removing all the black, unlite areas.
That angler fish bait coming off the front of the brain just needs to go. It detracts from your good work around the scene, looks low poly, draws the eye in a negative way. I'd just hide/delete it.
The brick has got to go. I'm confident that's a placeholder since it's just a picture of bricks. A quick fix is building columns and a ceiling out of the pipe work you already have as the based of the centerpiece.
Once you've got that, a slight depth of field, increased fov and lite haze/fog would really bring this scene together. Let me know if you're interested in more details on this.
i also loved your older stuff where you just used flat material colours all on fullbright to shade a scene, looked great ... maybe combine that with this ?!
e: I will deform the house later. While editing, i want to keep it as easy to change as possible.
Rooster, cool idea. I wouldn't have caught it was 3d if steady didn't say anything. What about angles in-between front and side though? Won't it look weird the more contours you add to the model?
Katz, beautiful work! Every time I see something new from that project, I want to live there!
i know he's generic, but ... bla.
i probably won't be able to finish him in time for the comp .
Second car to go into the scene I'm working on, a GT500
plian: i'm really don#t know anything about cars, but i like yours, cool clean presentation
been working on onscreen posteffect outlines as the last possiblity to create outlines in unreal without extra code (at least the last one i know), i assume this is how they'ce done it in Naruto Ultimate Ninjastorm, thanks to crazybutcher, flavius and kazeohin for their help telling me how the math behind that works
but instead of making it pitch black like naruto i colored it with a blurred screentexture
is there a way to maipulate the zbuffer? right now i'm using scenedepth/1000 to get the gradient but i'd love to have a more correct edge detection up close then far away
but it crashes the game, so i guess if you only use iot in editor like me right now it's ok, for gameplay i don't know how to make it work without scripting
Pliang: Really neat and clean renders on those cars, and u seem to practically spit out new cars every day? Working real fast. Cool.
DrillerKiller: Looking cool so far, nice expression, makes me thing of Dany Trejo. Not such a good material to present it with though, its hard to see everything that's going on in there. Are u gonna continue working on it?
Anyway, it's cool More cowboys in here!
warmgungho mofo's
work in progresssss