gauss: very cool, maybe the head is a bit too large? maybe a tiny bit, i'm not too sure tho
fletcher: pretty nice, agree on the boots and kneepads, depending on what your tragetresoultion is, i doubt anyone will see that its been sculpted right away ^^
about the lowpoly, well hummm still sooooooo much stuff to do before i can even think about that, btw i updated the image
praetus: i think the proportions are pretty off, which raptor are you basing it on? especially the legs look strange and the arms are pretty huge o.o
It's a toy from Jurassic Park 3 that I'm mainly working off of. Amusingly enough the toys proportions look terrible to begin with and the base mesh I was originally working off is almost nothing like what I ended with. I agree the arms are a bit large though.
Looks good GCMP the only thing that bothers me is the way the stains/rust bend inwards, it makes the barrel look like its folding in on itself. Try straightening them out a bit, might work better
been working on a small room/level with the Unity engine. I would really encourage people to try it out. Its got a lot of great features, and the work flow is very simple. Anyway, heres how my project turned out.
Check this link below to run around in the level! Unity is awesome for this.. One click export to web. The level is a little dark yes, but no realtime lights, all baked lightmaps. woo.
dang, you set your map down on the car roof for a few seconds and it blows away, next thing you know it's online making bloomin' forum posts..
:P looks cool, it's not almost finished without textures tho
Actually, I have all the textures done. I just cant put the scenery tags into the map because I don't have the right shaders. Ill be sure to pose an ingame pic when its ready. maybe even a vid.
Just to clarify, I made that while part of the team H3MT. However, since I did to all the models and textures (except for bout 2 textures), I can rightfully consider it mine.
o, and im posting some of the textures i used. feel free to use and crit!
cool stuff brandoom! but i thought there was an error at first.. couldnt see anyhting on my screen! only when you said its a bit dark i went back and carefully rotated cam to find the level but yea cool none the less .. ive jsut started playin with unity also! and learning a bit of javascript for it, fun stuff
I am working on a reference photo/texture website. Very new to all of this. Just trying to figure out legalities/licensing and, basically, what I want to accomplish with all of it.
But, where is his hand grenade? (it is typical).
There's only two things that bugs me.
- Is it a shovel on his side? Looks a little tiny.
- The helmet may be slightly too streched in Y axis
(seems to be not wide enough especially seen from behind).
It is really well done and impressive though.
Hope you'll find specialists to help you more.
Don't know much about german army.
acrylic piece for a local illustrator's collective... squid-themed, and was supposed to also be christmas themed, but the xmas aesthetic is really ugly so I sort of didn't do that. Tried to push the rendering a little further than usual on this one...
Samurai character is 180 tris, Red hooded character is 190 tris. The level has 600 triangles in that particular view. The characters only use vertexcolors and the level uses a single 512x512 texture(theres more stuff on that texture that isnt on this screenshot). The level is kind of dull but I was far from finished with it when the project got canned
Replies
looks good sofar.
the kneepads are looking odd tho.
take a look (special the shape of the pad)
http://www.tacticalgeardepot.com/images/Knee%20Black%201.jpg
http://gunmania.net/mart/upload/mall/alta01-1.jpg
issued boots look like these afaik:
http://www.camo-store.com/Boots%20Altama/Images/Altama%20A4150_lg.jpg
but alot of the grunts wear selfbought shoes anyway.
Anyhow, here's the Halo map i've been workin on. Its almost finished too!
:P looks cool, it's not almost finished without textures tho
rooster & roosterMAP, you are the same person? :shifty:
JFletcher, looks crispy apart from the boots
fletcher: pretty nice, agree on the boots and kneepads, depending on what your tragetresoultion is, i doubt anyone will see that its been sculpted right away ^^
about the lowpoly, well hummm still sooooooo much stuff to do before i can even think about that, btw i updated the image
praetus: i think the proportions are pretty off, which raptor are you basing it on? especially the legs look strange and the arms are pretty huge o.o
-Woog
His head looks too high above his body to me.
here's a quick self portrait wip I did instead of doing math homework
been working on a small room/level with the Unity engine. I would really encourage people to try it out. Its got a lot of great features, and the work flow is very simple. Anyway, heres how my project turned out.
Check this link below to run around in the level! Unity is awesome for this.. One click export to web. The level is a little dark yes, but no realtime lights, all baked lightmaps. woo.
http://tallbrandon.com/Unity/warehouse_web.html
Actually, I have all the textures done. I just cant put the scenery tags into the map because I don't have the right shaders. Ill be sure to pose an ingame pic when its ready. maybe even a vid.
Just to clarify, I made that while part of the team H3MT. However, since I did to all the models and textures (except for bout 2 textures), I can rightfully consider it mine.
o, and im posting some of the textures i used. feel free to use and crit!
http://i232.photobucket.com/albums/ee214/wareznoob/H3MT/floor_tile-bump.jpg
http://i232.photobucket.com/albums/ee214/wareznoob/H3MT/floor_tile.jpg
http://i232.photobucket.com/albums/ee214/wareznoob/H3MT/gen_tile-bump.jpg
http://i232.photobucket.com/albums/ee214/wareznoob/H3MT/general_tile-diffuse.jpg
http://i232.photobucket.com/albums/ee214/wareznoob/H3MT/narrows_cliff2b.jpg
Face anatomy study (rife with errors I'm sure):
i tried sculpting (still mouse) with a plane as a base mesh for the torso... working pretty well so far.
a wip :O
Got some bugs to fix and materials and colors to tweak.
Also, if you recognize that gun its based on a concept Rooster did about a million years ago
I'm like the peanut butter in a Polycount sandwich.
Very glad that I stumbled across this forum.
MmmmMMMMmmmm.... Peanut Buttery goodness... mmMMMMmm
thanks doods. did a little texturing on the gear. gun texture is courtesy of rooster's awesome concept + planar map.
But, where is his hand grenade? (it is typical).
There's only two things that bugs me.
- Is it a shovel on his side? Looks a little tiny.
- The helmet may be slightly too streched in Y axis
(seems to be not wide enough especially seen from behind).
It is really well done and impressive though.
Hope you'll find specialists to help you more.
Don't know much about german army.
I've gone back to this and started on the arms:
Stuff for an iphone game that got canned...
Samurai character is 180 tris, Red hooded character is 190 tris. The level has 600 triangles in that particular view. The characters only use vertexcolors and the level uses a single 512x512 texture(theres more stuff on that texture that isnt on this screenshot). The level is kind of dull but I was far from finished with it when the project got canned
Feels like a lot of detail for something that will be covered by a hand and not seen at all in first person view. If that's what you're after.
Placeholder textures, at the moment.
new wip
This is Tulf.