warriah: hah. Thats tight. The pant creases seem super sharp to me. Perhaps back it up a tad? Anyone in particular?
HAL: Cool gun. Looks like it could be kicked around up a little bit. dirt, scratches, ect. Help make it stand out a little more.. I bet that was really fun getting into source. lol. Good job!
HAL: Cool gun. Looks like it could be kicked around up a little bit. dirt, scratches, ect. Help make it stand out a little more.. I bet that was really fun getting into source. lol. Good job!
Thanks man, I am aware of the fact that it needs a little bit more contrast in the spec map but source is really strange in that.
Compiling for source is quite easy though once you know how it ticks.
hahaha nice Obson, you did a good job sticking with the style. I don't think I'll have an entry for this week's one .
Here is the shield that goes with the sword I posted earlier. I put both of them on the same page. I'm going to go ahead and call this done for now. I shall sit in the darkness and wait patiently for Unearthly.
That looks awesome Kevin. I look forward to seeing your 3d model of these.
@ Heart_Murmur - Blade looks awesome, but not sure about the practicality of the offset pistol grip, would tend to spin in the hand when you tried to chop at something.
Work for my school project, trying to get it to look like plastic, currently rigging it.
we can only use Maya software for rendering.. which is fine for me, i don't know anything about the others.
the hands colour is still a little off as well.
So, I downloaded mudbox 2 trial and started sculpting this dude.
It doesn't seem very user-friendly to me. :poly005: I find default light/shader very uncomfortable for sculpting and brushes behave strangely. It seems their behavior depends on object scale or something. Having really hard time keeping mesh from turning into blobby mass.
Any beginner mudbox tips welcome I don't want to give up yet
Well you can't be having that hard of a time - the sculpt already looks pretty great
As you noted, the sculpting brushes are somewhat affected by object scale. A simple solution to that is to export out one of the included models in the program as an obj and use that as a scale reference before importing your base into Mudbox (don't scale the model directly in Mudbox as that can cause problems). With regards to the default lighting/shader, I agree it is too harsh and difficult to sculpt with. I find that a mix of one directional light, plus one image-based light using the "gessolight" image (this can be found in the textures/lightprobes folder) makes for a much nicer display. Hope that info helps a little.
Working on another alien bust similar to my previous one. Shots are from Mudbox viewport.
Warriah, always a fan all of your models are so different from each other. Talk about versitility something i aim for aswell.or atleast try to
Jeremey, that back needs an anatomy check up. You really should see the placements of the teres muscles,the lattisimus dorsi and teh trapezius's insertion on the spine of the scapula. I also think he seems to be leaning abit forward. Mayeb rotate him some? Excellent work on the face and legs.
It seems their behavior depends on object scale or something.
That's actually pretty much true. Export the base head or base human and open it in another program and that'll give you an idea of what scale you should be using for models.
Work in progress Cyborg model that I am working on last days to learn hard surface. Lots of things that i dont like in here, but its already to late to change. Now I just want to finish this one and start new one, beter one (damn retopo, and textures still to come ....)
Like it alot, although wouldn't it burn? Everything about it gets my attention right away except for the top of half barrel thing connected. Seems to 'plain' compared to the rest. Perhaps another valve or sorts. Nice job!
Work in progress Cyborg model that I am working on last days to learn hard surface. Lots of things that i dont like in here, but its already to late to change. Now I just want to finish this one and start new one, beter one (damn retopo, and textures still to come ....)
It's the next incarnation of Malcolm for UT4
This'd be interesting to see animated with the toed feet.
What are you planning with the textures - will there be more detail for the mid section and on the smooth parts of the armour?
Work in progress Cyborg model that I am working on last days to learn hard surface. Lots of things that i dont like in here, but its already to late to change. Now I just want to finish this one and start new one, beter one (damn retopo, and textures still to come ....)
I thought it was hitler in a super suit when i first saw it, awesome design
That's awesome Konras! Digging the design, handclaw things look a bit rushed and not on par with other parts though.
Swizzle, thanks I did that and helped a lot. It's bizzare that default human basemesh is like 1 grid square wide placed in the middle of 400 square grid. Makes me wonder if mudbox was actually made to sculpt some rugby fields or hobbit weddings j/k
Konras, looks like pretty cool hardsurface work to me, I like everything except the hands, they just look a little bit too much like an 80s tv program robot would have hehe
aesir: got yourself some fun doodles there. is that your dirty laundry I see?
Konras: I want that Hitler cyborg's pants. I would would wear them all around town. hes so rock n roll. Be really cool to see finished. Not really digging those claw toed feet though.
mefix: You have some realistic modeling mixed with some cartoon colored textured style. Very bright. I like that. Its different than all the grim and dirtyness you see on alot of stuff these days. I think you could push it a bit farther though. :thumbup:
the beginning bake of a scene iam starting. front side of a mosque in the max viewport. nadda fancy, still trying to figure out where iam going with this.
Thank you all for comments that's realy cheers me up and motivate to work.
You can trust me, his not Hitler (funny idea btw )
About the design, I must say I am noob in hipoly and even more noob in robotics But after seeing DW IV champion (great work, it realy blew my mind into million pieces) I decided to try my luck and see what I will achieve More over UT3 (Necris and Corrupt) and Bionic Commando also affected my ideas
Now I know, that hand need to be redesigned, and probably torso will get some eye catchers
Ok, so thanks you all once more. Next time I will start new thread because I am pretty sure that I will need help with couple things
Yea Rob make your own thread! Your site doesn't have anything like this stuff you show us, makes it hard to show you to other friends! Sniper I'll hold him down, you start the thread on his PC. GO!
(or at least put them in a doodle section of your site)
Replies
One of my favourites HL2 concepts, the Prowler!
I'd suggest longer arms, and thinner legs to emphasize this emaciated and tortured look.
HAL: Cool gun. Looks like it could be kicked around up a little bit. dirt, scratches, ect. Help make it stand out a little more.. I bet that was really fun getting into source. lol. Good job!
diffuse needs lots of love. no spec yet.
good handling of the cloth folds
Gonna turn this into some lowpoly goodness, still WIP.
Thanks man, I am aware of the fact that it needs a little bit more contrast in the spec map but source is really strange in that.
Compiling for source is quite easy though once you know how it ticks.
getting cosy with 3.5
Diffu: man that is a sweet game with some nice physics, how did you write it up?
Mehrangarh Fort detail.. will work on inner parts tomorrow
That looks awesome Kevin. I look forward to seeing your 3d model of these.
A quick play in photoshop :
Greyscale :
Coloured :
Work for my school project, trying to get it to look like plastic, currently rigging it.
we can only use Maya software for rendering.. which is fine for me, i don't know anything about the others.
the hands colour is still a little off as well.
I used to spend a lot of time trying to get things not to look like plastic. funny.
Thanks Kenny. I have a WIP thread in the pimping and previews section named "sword and shield WIP".
http://boards.polycount.net/showthread.php?t=65838
Hope everything is well! My name is Kelvin btw not Kevin!
It doesn't seem very user-friendly to me. :poly005: I find default light/shader very uncomfortable for sculpting and brushes behave strangely. It seems their behavior depends on object scale or something. Having really hard time keeping mesh from turning into blobby mass.
Any beginner mudbox tips welcome I don't want to give up yet
As you noted, the sculpting brushes are somewhat affected by object scale. A simple solution to that is to export out one of the included models in the program as an obj and use that as a scale reference before importing your base into Mudbox (don't scale the model directly in Mudbox as that can cause problems). With regards to the default lighting/shader, I agree it is too harsh and difficult to sculpt with. I find that a mix of one directional light, plus one image-based light using the "gessolight" image (this can be found in the textures/lightprobes folder) makes for a much nicer display. Hope that info helps a little.
Working on another alien bust similar to my previous one. Shots are from Mudbox viewport.
here's the wireframe:
Jeremey, that back needs an anatomy check up. You really should see the placements of the teres muscles,the lattisimus dorsi and teh trapezius's insertion on the spine of the scapula. I also think he seems to be leaning abit forward. Mayeb rotate him some? Excellent work on the face and legs.
Steam jump pad
That's actually pretty much true. Export the base head or base human and open it in another program and that'll give you an idea of what scale you should be using for models.
Like it alot, although wouldn't it burn? Everything about it gets my attention right away except for the top of half barrel thing connected. Seems to 'plain' compared to the rest. Perhaps another valve or sorts. Nice job!
That's pretty kickass. Keep going.
Mefix:
I agree with sicsided; add something to the tank. A big pressure gauge and/or hand wheel would be excellent.
It's the next incarnation of Malcolm for UT4
This'd be interesting to see animated with the toed feet.
What are you planning with the textures - will there be more detail for the mid section and on the smooth parts of the armour?
my little brother kip's first zbrush sculpt! wow he's awesome, watch out!
that looks like what i made in zbrush yesterday. i cried.
I thought it was hitler in a super suit when i first saw it, awesome design
too much bionic commando
Swizzle, thanks I did that and helped a lot. It's bizzare that default human basemesh is like 1 grid square wide placed in the middle of 400 square grid. Makes me wonder if mudbox was actually made to sculpt some rugby fields or hobbit weddings j/k
moleskin, no omissions, in order.
Konras: I want that Hitler cyborg's pants. I would would wear them all around town. hes so rock n roll. Be really cool to see finished. Not really digging those claw toed feet though.
mefix: You have some realistic modeling mixed with some cartoon colored textured style. Very bright. I like that. Its different than all the grim and dirtyness you see on alot of stuff these days. I think you could push it a bit farther though. :thumbup:
the beginning bake of a scene iam starting. front side of a mosque in the max viewport. nadda fancy, still trying to figure out where iam going with this.
cool sketches aesir
finally got my new pc and thought I would give Xoliul's shader a try
shadows are pretty low res which is my only beef with it. pretty easy to use overall
(feet are messed up, not the shader at fault)
Just messing round with some sub-d. Ill retopo and make it a game asset now...
since tf2 everyone loves hats..
here are hats
this should be the next model I'll create
something simple this time I hope..
You can trust me, his not Hitler (funny idea btw )
About the design, I must say I am noob in hipoly and even more noob in robotics But after seeing DW IV champion (great work, it realy blew my mind into million pieces) I decided to try my luck and see what I will achieve More over UT3 (Necris and Corrupt) and Bionic Commando also affected my ideas
Now I know, that hand need to be redesigned, and probably torso will get some eye catchers
Ok, so thanks you all once more. Next time I will start new thread because I am pretty sure that I will need help with couple things
i'd like to see them all in one place
ant monster wip
(or at least put them in a doodle section of your site)