is there any gun experts out there that can show me how the firing pin looks like when the shogun is opened for reloading? cuz i don no how to model that part. Im thinking of animating it thats y i need to no.
Hello, I just managed (bloody hell) to bake all normal for pieces of armor (11 656 tri). Damn it was crazy but I learned realy much during that process. Hope you like it Still some fixes are to be done, but now I need to go sleep because itd 4:00 AM here
but...as is, doesn't look like it would be able to carry someone past the first marker. Its mounted like a horse, but bipedal....placement of saddle, raise posture? posture seems bending over too far, or its balance is bothersome.
ratios, tusks to hooves + stout tail feel disharmonious. id thicken some and make the tail more delicate i think
ok picture worth 1000 words,,this is what i was trying to say
but...as is, doesn't look like it would be able to carry someone past the first marker. Its mounted like a horse, but bipedal....placement of saddle, raise posture? posture seems bending over too far, or its balance is bothersome.
Long time no see everyone. I see you guys have been up to making awesome stuff as always.
Since I cant post a lot of stuff I done... yet, and did not wanted to return empty handed I worked a bit on the mech. Started the 3D of the Axe Guitar and started on the concept for the mech itself.
Feedback in text or picture is highly appreciated. ^_^
warcraft style orc. didnt have a bulky character in my folio, actually first time sculpting one, i know it looks a bit rough, i felt like treating the surface differently than i usually do
hope ya like im super open to crits, i think ill make gear for him and pose him for the folio.
is there any gun experts out there that can show me how the firing pin looks like when the shogun is opened for reloading? cuz i don no how to model that part. Im thinking of animating it thats y i need to no.
Don't bother animating the firing pins. They spring back into the receiver after firing. The player would never see them. You could animate the shell extractor ( see blue on pic below. Ignore the arrows, they where already in the pic. ) As the barrel is tilted down the shell extractor springs up and ejects the spent shells.
The firing pins in this ref have screws that can be removed to replace the firing pin. The actual firing pin is the center hole and the 3 outer holes are where a special wrench goes to remove the retaining screw.
Wow ThatDon, those non symmetrical shapes are really nice (maybe even to much non symmtry near belly:p), they looks strong and natural. Texture gave it lots of definition, I wonder how would look clean clay render
(lit sphere shading, aka matcap)
cull region is created by scaling along normals ("push modifier") and rendering that into depthmap, later doing something similar to shadowmapping to kill the fragments around the focus objects
without the nicer shading, but using a different culling technique.
2d circle is generated by transforming all vertices into a small 1x1 rendertarget. Uses MRT and 2 textures to get min/max dimension, which is then used to derive circle radius and center for later culling.
looks real nice garagarape.. hows unity treating ya? .. i was thinking about switching over to that engine from dark places.. but havent seen any reason yet apart from its physics and price ;o
Razorb, thanks!
Unity seems easy to familiarize with.
Not to many weird menus, it is quite logicaly built.
I don't know it very well though.
That's why I'm trying to make a scenery with it
(And also because I failed installing UDK )
There's already some things a little bit boring in Unity,
but may be that's because I don't have the pro edition
(didn't found how to display "double side" for example).
What I like about it is its stability. No sudden shut down
like in Ut edditor.
Good luck with it if you try it.
Guys I needs the help of the Polyverse! I'm working on a spacial awareness project for my games design course and we're currently in the blocking out and sketching down process. We've been given our poly budget and our dimensions, we've also been told it has to be a research facility of some sort and the level has to basically narrate itself which is all good and well. I've gone for a rebel charged Soviet Russian Biological warfare lab. (Its crazy I know but I thought I'd break the class mould of trying to make something that a Half-Life game has already done) I've gathered up all of my research that I need to bang some sketches out and get designing, I've pottered about the pimping catergory and I've got a few pages of sketches done on my key room but now I come to a huge roadblock in the form of being a stereotypical sadist! I'm putting in a room were the drugs and biological effects are tested and I'm running short on ideas that don't wander off into the catergory of going with the trend in alot of other video games and becomming over the top or unessercerily gory. (I apologise if I've spelt some things wrong) Gore is all good and well but it's a bio-weapons lab I don't exactly feel the need for gore or psychological inflictions such as a first sketch which was basically a bed people were strapped too whilst needles were rammed into them from above. I'm now stuck for ideas on ways to do the testing room that aren't violent and in your face. There will obviously have to be something in your face about it however I'd just rather it was eye catching rather than gruesome. Anybody have any ideas or possible refrences they can guide me towards? Any help appreciated.
I actually thought it was just edited out for artistic/presentation purposes. It's not like I clicked on his zbc thread and saw all the different angles and wip images. I just found a straight on view mixed with a bunch of other male anatomy photos in google.
Anyways, lessons learned, I'm just going to use a mirror from now on
Anyways, lessons learned, I'm just going to use a mirror from now on
oh come on its fine. i study from photos all the time, its not like its a crutch. and there is plenty of wisdom to learn when you study others work as well.
if you really want to be a pure representational artist blindfold yourself, then learn to sculpt using your sense of touch... that way your eyes cant play "tricks" on you with the whole binocular phenomenon.
I agree whole heart-idly, I'm just poking fun at myself for not realizing what I was using as ref was a 3D render. It's just silly and embarrassing is all. :poly136:
Guys I needs the help of the Polyverse! I'm working on a spacial awareness project for my games design course and we're currently in the blocking out and sketching down process. We've been given our poly budget and our dimensions, we've also been told it has to be a research facility of some sort and the level has to basically narrate itself which is all good and well. I've gone for a rebel charged Soviet Russian Biological warfare lab. (Its crazy I know but I thought I'd break the class mould of trying to make something that a Half-Life game has already done) I've gathered up all of my research that I need to bang some sketches out and get designing, I've pottered about the pimping catergory and I've got a few pages of sketches done on my key room but now I come to a huge roadblock in the form of being a stereotypical sadist! I'm putting in a room were the drugs and biological effects are tested and I'm running short on ideas that don't wander off into the catergory of going with the trend in alot of other video games and becomming over the top or unessercerily gory. (I apologise if I've spelt some things wrong) Gore is all good and well but it's a bio-weapons lab I don't exactly feel the need for gore or psychological inflictions such as a first sketch which was basically a bed people were strapped too whilst needles were rammed into them from above. I'm now stuck for ideas on ways to do the testing room that aren't violent and in your face. There will obviously have to be something in your face about it however I'd just rather it was eye catching rather than gruesome. Anybody have any ideas or possible refrences they can guide me towards? Any help appreciated.
Maybe try doing a Swedish Biological warfare lab? Maybe French? Maybe it's in Jibouti?
You are trying to make something that is not cliche, but by using yet another abandoned Soviet biological warfare lab with compulsory mutants and dead bodies you are being very cliche.
It's a pet peeve, I'm tired of these abandoned labs which are always Soviet which always host numerous immoral gruesome experiments on humans.
Now I know that with the iron curtain and all, for the majority of western people the Soviet land was this out of reach place and they could only fantasize what went on in there (and especially with all the propaganda the fantasies were primarily negative.) So yes, I understand why everyone feels compelled to make these stereotypical soviet labs. But guys, it's been 20 years. It's old. It's boring. Try something new.
For example, I'd love to see an abandoned lab in the middle of France. I don't know French very well, so to me it would be really interesting to see signs in French, writing on walls, maybe even spoken french for extra authenticity.
What about an Indian lab? Japanese lab? A lab somewhere in Africa? An American lab?
Or something more thought out, an American lab somewhere in Poland near the border, where the not-so-good-this-time-around Americans are conducting a super secret bioweapon research in order to fight those pesky commies, but then all hell breaks loose.
Anyways, those are my two cents. If you want to keep your current setting, then I can only say that labs are usually pretty clean and sterile. Think about how you can intimidate the player given an environment that is clean initially but then get's overrun.
As I was writing this I suddenly remembered Portal. It's not a scary game, it's not meant to be scary. But I thought the empty observational rooms and then the empty offices weree pretty eerie. They were clean, but the absence of people and the fact that you have no idea how long it's been empty like this gave it an eerie feeling. (for me at least)
Last but not least, if you don't want to go all gory, think with porta-...erm, think with implications. You don't need explicit arms and legs and eyeballs to make a creepy scene, you can do just fine (and probably better) by implying what happened. You are doing something with bioweapons, and the thing about bioweapons is that they are relatively clean. You don't get blown to pieces (although maybe your insides do) like with explosives, and you don't get torn apart so that your legs are on the other side of the room (although your insides my turn to soup) like a crazy mutant animal would.
a friend of mine is doing a live painting in a couple weeks and wanted me to work up something, so, yeah... thought it would be good to get into zb3.5r3... much faster than r2... form brush is really fluid and nice. anyway...
still wip, and the body isn't a real concern as he's only using it as a silhouette and blurring it out in the painting... his focus is more from the chest/neck up, and he hasn't decided what the final view he's gonna use for the live painting, so we're hoping that some printouts of this will be good reference for him to build upon immediate ideas when he does do the live painting... good lord i ramble... sheesh
Replies
is there any gun experts out there that can show me how the firing pin looks like when the shogun is opened for reloading? cuz i don no how to model that part. Im thinking of animating it thats y i need to no.
Frustrated not to take part in this year Unearthly Challenge,
I decided to make my own contest. It has only one entry
but nevermind.
I'm giving a try to Unity.
Don't know what are the good points of this editor yet
for I've just opened it yesterday.
Next step: Put some trees in here and see what
their shades on the ground could look like.
Erased wip shot (final = #7023)
Looks borderlands-ish, I like how all of the angles are basically the same.
Bigger version:
http://i50.tinypic.com/npmdxg.jpg
Cheers and ... ZzzzzZzzzZzzzzzzzz
edit:
sweet bake konras
but...as is, doesn't look like it would be able to carry someone past the first marker. Its mounted like a horse, but bipedal....placement of saddle, raise posture? posture seems bending over too far, or its balance is bothersome.
ratios, tusks to hooves + stout tail feel disharmonious. id thicken some and make the tail more delicate i think
ok picture worth 1000 words,,this is what i was trying to say
Yay for quick mouse drawings.
The....
Fuuuu....
Nice piece either way Fletch, would love to see that Octopus coloured
Somehow, those yellow cables look wrong at it since you have nearly everything mechanic covered with an encasement.
it's for this:
http://boards.polycount.net/showthread.php?t=64978
Something I worked on in the last two weeks. An Art Test for a company. Was challengeing to meet the 5mb texture limit and still make it look good.
Since I cant post a lot of stuff I done... yet, and did not wanted to return empty handed I worked a bit on the mech. Started the 3D of the Axe Guitar and started on the concept for the mech itself.
Feedback in text or picture is highly appreciated. ^_^
Wow, nice work on this one, Dark. :thumbup:
hope ya like im super open to crits, i think ill make gear for him and pose him for the folio.
-Woog
Now this.... this is dirty!
I love it man!
Don't bother animating the firing pins. They spring back into the receiver after firing. The player would never see them. You could animate the shell extractor ( see blue on pic below. Ignore the arrows, they where already in the pic. ) As the barrel is tilted down the shell extractor springs up and ejects the spent shells.
The firing pins in this ref have screws that can be removed to replace the firing pin. The actual firing pin is the center hole and the 3 outer holes are where a special wrench goes to remove the retaining screw.
sweet. love the definition of the muscles :thumbup:
-woog
did you use my body as reference?
Looks great!
(lit sphere shading, aka matcap)
cull region is created by scaling along normals ("push modifier") and rendering that into depthmap, later doing something similar to shadowmapping to kill the fragments around the focus objects
without the nicer shading, but using a different culling technique.
2d circle is generated by transforming all vertices into a small 1x1 rendertarget. Uses MRT and 2 textures to get min/max dimension, which is then used to derive circle radius and center for later culling.
-Woog
here is a Westernboy for GA.
to the dentist though...
Little update on the autumn env.
Need to add other trees, bushes
and may be a big stone in the center
like we have in Britany.
"We want...a shrubery!"
Erased wip shot (final = #7023)
Hurray for Study's of Studys...:(
http://www.zbrushcentral.com/showthread.php?t=57740
awesome stuff garaga! the shadows are coming out great.
love the hat kipiripi!
-woog
Unity seems easy to familiarize with.
Not to many weird menus, it is quite logicaly built.
I don't know it very well though.
That's why I'm trying to make a scenery with it
(And also because I failed installing UDK )
There's already some things a little bit boring in Unity,
but may be that's because I don't have the pro edition
(didn't found how to display "double side" for example).
What I like about it is its stability. No sudden shut down
like in Ut edditor.
Good luck with it if you try it.
Anyways, lessons learned, I'm just going to use a mirror from now on
if you really want to be a pure representational artist blindfold yourself, then learn to sculpt using your sense of touch... that way your eyes cant play "tricks" on you with the whole binocular phenomenon.
Kidding...
Maybe try doing a Swedish Biological warfare lab? Maybe French? Maybe it's in Jibouti?
You are trying to make something that is not cliche, but by using yet another abandoned Soviet biological warfare lab with compulsory mutants and dead bodies you are being very cliche.
It's a pet peeve, I'm tired of these abandoned labs which are always Soviet which always host numerous immoral gruesome experiments on humans.
Now I know that with the iron curtain and all, for the majority of western people the Soviet land was this out of reach place and they could only fantasize what went on in there (and especially with all the propaganda the fantasies were primarily negative.) So yes, I understand why everyone feels compelled to make these stereotypical soviet labs. But guys, it's been 20 years. It's old. It's boring. Try something new.
For example, I'd love to see an abandoned lab in the middle of France. I don't know French very well, so to me it would be really interesting to see signs in French, writing on walls, maybe even spoken french for extra authenticity.
What about an Indian lab? Japanese lab? A lab somewhere in Africa? An American lab?
Or something more thought out, an American lab somewhere in Poland near the border, where the not-so-good-this-time-around Americans are conducting a super secret bioweapon research in order to fight those pesky commies, but then all hell breaks loose.
Anyways, those are my two cents. If you want to keep your current setting, then I can only say that labs are usually pretty clean and sterile. Think about how you can intimidate the player given an environment that is clean initially but then get's overrun.
As I was writing this I suddenly remembered Portal. It's not a scary game, it's not meant to be scary. But I thought the empty observational rooms and then the empty offices weree pretty eerie. They were clean, but the absence of people and the fact that you have no idea how long it's been empty like this gave it an eerie feeling. (for me at least)
Last but not least, if you don't want to go all gory, think with porta-...erm, think with implications. You don't need explicit arms and legs and eyeballs to make a creepy scene, you can do just fine (and probably better) by implying what happened. You are doing something with bioweapons, and the thing about bioweapons is that they are relatively clean. You don't get blown to pieces (although maybe your insides do) like with explosives, and you don't get torn apart so that your legs are on the other side of the room (although your insides my turn to soup) like a crazy mutant animal would.
Anyways, that's some abstract food for thought.
Done a bit more work on this...
time for some sleep
still wip, and the body isn't a real concern as he's only using it as a silhouette and blurring it out in the painting... his focus is more from the chest/neck up, and he hasn't decided what the final view he's gonna use for the live painting, so we're hoping that some printouts of this will be good reference for him to build upon immediate ideas when he does do the live painting... good lord i ramble... sheesh
did this for someones bday the other day, quickie cat