Home Stickies

[P&P] - What Are You Working On? 2009 Edition!

13940424445154

Replies

  • mat
    Options
    Offline / Send Message
    mat
    ghost-d - very kind of you, turtles all the way :D also you asked about the polycount. its sitting at 5.3K tris atm with a 2048^2 map will most liekly be around 6K when extra pieces are all added in but heres a wireframe for you
    turtlepowawires.gif
    morte - thanks very much. about the scales i guess they do look a tad standoutish most of the time it ends up being the opposite way for me...
    ruz - thanks dude. glad i could scare someone, always a heartwarming feeling :)
    tumerboy - ta for your c&c. the reason i went with quite humanistic arms and legs is primarily not to have too much distance from that of the original design and they are mutated, plus was using reference of a crazy funky turtle. cant remember what it was called but it had the scales running all down its legs and 5 meaty finger claws thought it looked cool so used it to make him.
    you do make a good point though cheers for your input :)

    also sorry for spamming but just like to add a little deviation aswell
    this was an old bust i sculpted of emperor zombie from "the amazing screw on head" my fav character from it. this is a 3d print that i just got a picture of and i was speechless when i saw it was like <3. it was doen by the guys at www.protodemon.com they are quality +++ and great to deal with. the photo was taken with owners camera phone as he wanted to send a quick pic so thats why its lowish quality. cant wait to see this baby in person
    emperorzombie.jpg
  • Mechadus
    Options
    Offline / Send Message
    @ Blenderhead - thanks! I really gotta play that game at some point, you arent the first person who has told me it looks like it comes from GOW. Ive got to finish this DeadSpace obsession of mine first :P

    @ Kevin Johnstone - Thanks a ton - I really appreciate that coming from somebody of your skill level! This is my first real low poly environment piece, but I plan on doing a bunch more to get my porfolio where it needs to be if Im ever going to get a game job. Thats a great idea about recycling it with an FFD.
  • Thegodzero
    Options
    Offline / Send Message
    Thegodzero polycounter lvl 18
    Mat i would totally buy that if it was painted!
  • Pope Adam
    Options
    Offline / Send Message
    Pope Adam polycounter lvl 11
    Good stuffs here as always - Mechadus - I really like whaty ou have so far - anxious to see more textures :P

    I'm working on an old soviet train... still hashing out the doorway.
    trainrender01copy.jpg
  • MoP
    Options
    Offline / Send Message
    MoP polycounter lvl 18
    So, uh, I was up at my parents' house over the weekend, and dug up some really old backup CDs.

    I thought most of this stuff was lost forever... this is 8 years old now.
    glad.jpg

    I also found SDKs for pretty much every Q3 model and thereafter:
    • Aerites (vahl)
    • Bloodseeker (can't remember who did that one, a robot thing)
    • Cinder (malengine and/or poopinmymouth)
    • Capt. Koollight (pior)
    • Koopid (pesti, I think?)
    • Mhaul (malengine, if I remember right)
    • Mole (Gwot/HyPer)
    • Da Jinga (pior)
    • Samjai (SkullboX)
    • Skater (vahl, I think)
    • Strik (SouL/Crash?)
    • Beast (nutsy/Harlequin, if I remember right)
    Maybe I should make a "retro SDK" thread. I also found some really, really old projects (like from when I was 15-16) and kinda want to have a crack at re-working them, and seeing the difference.
  • moose
    Options
    Offline / Send Message
    moose polycount sponsor
    oh man, mop, lol - i have all those sdks too. i found them the other day. Nearly all of them have 1/2 made skins, with the exception of Pior's kickboxer dude. I vote for an oldschool sdk thread, would bring back memories :)

    and mat, that print is really freakin awesome! how big is it?
  • Tumerboy
    Options
    Offline / Send Message
    Tumerboy polycounter lvl 17
    Hey Mat, no worries.

    I think exaggerated scales on the legs and arms could be good, but there's something weird with them now. Maybe what it is, is that yours look like snake scales with the scales very merged into the flesh, whereas turtles tend to have very wrinkled, leathery skin (like elephants), with scales on top.

    Gopher%20Tortoise.JPG
    tortoise.jpg

    As for the appendage proportions, I think the length and articulation is fine. I just think it would look cool if you beefed them out like tortoise legs:

    turtle-info5.gif
    tortoise_foot.jpg


    And with less-humany hands/feet.
  • MoP
    Options
    Offline / Send Message
    MoP polycounter lvl 18
    moose, heh, one of the best finds was my model of your "Blump" concept ... I always loved that guy, but back then I didn't have the skill to do him justice. I have all the old models and textures lying around here, do you still have the concept you did? I wanted to have another crack at it once DomWar is over!
  • ironbearxl
    Options
    Offline / Send Message
    ironbearxl polycounter lvl 18
    gyromite smick, 1818 tris, still wip:

    smick_lp_01.jpg
  • Pope Adam
    Options
    Offline / Send Message
    Pope Adam polycounter lvl 11
    fixed my door and felt the need to update lewl
    trainrender05copy.jpg
  • Tillman
    Options
    Offline / Send Message
    A little update on a character im working on, in the rigging stages....

    Huh.jpg?t=1239769725
  • Tumerboy
    Options
    Offline / Send Message
    Tumerboy polycounter lvl 17
    Hey Pope that's lookin sweet!

    The cattle guard is a little weird right now though.
  • Pope Adam
    Options
    Offline / Send Message
    Pope Adam polycounter lvl 11
    aye Nick, it's kinda janky right now. I'll be attacking it tomorrow morning using some more photo reference...

    got a little pinchy and long and blobby toward he end... i just gotta redo it now. If I make it right next time it'll really sell it i hope! :P

    cheers
  • HAL
    Options
    Offline / Send Message
    HAL polycounter lvl 13
    Stuff I'm working on, needs a little fixing here and there and that's it

    e:/ btw the concept is from that strange first final fantasy movie

    almostdone.jpg
  • Ruz
    Options
    Offline / Send Message
    Ruz polycount lvl 666
    guardpose.jpg

    eyes1.jpg



    Getting closer to the right look now, just debating what accessories to leave out/include

    Tillman - looks nice and clean. good so far

    cute ironbearxl - reminds me of th maya free sample rigged bird from years ago
  • Wahlgren
    Options
    Offline / Send Message
    Wahlgren polycounter lvl 17
    Looks good ruz but I dont know. Maybe uping the contrast/brightness a bit on the uniform? It´s a bit hard to see the details.

    It´s probably just my monitor.
  • StJoris
    Options
    Offline / Send Message
    Good going indeed Ruz, going out on a limb by saying he's too wide. Like you stretched him horizontally. Fix that and he's good to go.
  • ImSlightlyBored
    Options
    Offline / Send Message
    ImSlightlyBored polycounter lvl 13
    Two props for a project I'm working on
    both made within an hour, need to do diffuse and specular maps still and a little more work on their shaders. They are both large store signs, the ice cream cone is lit from inside so thats why it's yellower (done a first pass shader.)

    screenshots realtime no photoshop : D

    props.jpg
    can't wait to show off the scene properly but theres a bit more work and decorating to be done
  • Andreas
    Options
    Offline / Send Message
    Andreas polycounter lvl 11
    Wow that is some nice shader work!
  • Mechadus
    Options
    Offline / Send Message
    @ PopeAdam-

    Very nice man, and thanks for the compliment - Your stuff is getting good fast! Thats a great model of your train car - I sort of agree that the cow catcher is a little odd, but thats a tough shape to get right. Overall I love the proportions and details. That model is very much the style I want to use for the cab of that steam truck Im working on. Rock on

    -N
  • dur23
    Options
    Offline / Send Message
    dur23 polycounter lvl 19
    MoP wrote: »
    So, uh, I was up at my parents' house over the weekend, and dug up some really old backup CDs.

    I thought most of this stuff was lost forever... this is 8 years old now.


    I also found SDKs for pretty much every Q3 model and thereafter:
    • Aerites (vahl)
    • Bloodseeker (can't remember who did that one, a robot thing)
    • Cinder (malengine and/or poopinmymouth)
    • Capt. Koollight (pior)
    • Koopid (pesti, I think?)
    • Mhaul (malengine, if I remember right)
    • Mole (Gwot/HyPer)
    • Da Jinga (pior)
    • Samjai (SkullboX)
    • Skater (vahl, I think)
    • Strik (SouL/Crash?)
    • Beast (nutsy/Harlequin, if I remember right)
    Maybe I should make a "retro SDK" thread. I also found some really, really old projects (like from when I was 15-16) and kinda want to have a crack at re-working them, and seeing the difference.

    RETRO SDK YUS!PLZ!
  • Tillman
    Options
    Offline / Send Message
    hey Ruz are you using a mixture of handpainted and photo referance?
  • Mechadus
    Options
    Offline / Send Message
    @ Ruz- Thats creepy dude, I think that guy wrote me a speeding ticket last year... Looks scary much like a highway patrol guy down here in Florida!

    Awesome work either way tho. My only comment would be that some sort of backpack would make him look a little more balenced IMHO. Everything you have there is top-notch, but I think adding some more packs could make the shilouette look more interesting.

    -N
  • Ruz
    Options
    Offline / Send Message
    Ruz polycount lvl 666
    Notorious P.I.G -it looks dark on my monitor, but not pitch black. i will test my gamma settings.

    StJoris - thats because I stupidly rendered it from the spotlight view, he is not actually that

    wide.

    Tilman, that all hand painted, with a few pattern overlays, but no photos

    mechadus, he was meant to look a bit nasty, pleased he turned out that way:)

    I am still debating about the packs - he should have a few more, but still mulling over which

    direction to take on them. Might give him a gun also

    cool shader work - ImSlightlyBored

    started a new head tonight

    head2.jpg
  • osman
    Options
    Offline / Send Message
    osman polycounter lvl 18
    I know, a small update, but this is the new window. I'm still playing around with the position of it. And yeah the moss is temp, just playing around.
    261.png
  • Pope Adam
    Options
    Offline / Send Message
    Pope Adam polycounter lvl 11
    lookin sharp OZ, i dig the way you've done the window so far :P
  • Tillman
    Options
    Offline / Send Message
    Tilman, that all hand painted, with a few pattern overlays, but no photos

    Ruz.........very nice.
    Tillman - looks nice and clean. good so far

    Thanks Ruz
  • seforin
    Options
    Offline / Send Message
    seforin polycounter lvl 17
    did this for a little test , hoping to hear back *Fingers crossed*

    no more then 200 tris, 1 256 sheet , all hand painted (required)

    final_chest.jpg
  • Tumerboy
    Options
    Offline / Send Message
    Tumerboy polycounter lvl 17
    That's awesome Remi!
  • vahl
    Options
    Offline / Send Message
    vahl polycounter lvl 18
    Mop : aaah memories... I came across a texture I made for one of your SDK's back in the days think that was for a 24 hours skin challenge or something like that haha
    Ruz :cool stuff man !
    _Oz : cool, looks like there's a lot of fog going on there, or high gamma, may be my laptop's screen tho...

    guess I'm pretty much done with the high, unless there's something really fishy
    donrender.jpg
  • Rens
    Options
    Offline / Send Message
    Looking good Vahl!

    these points really stick out atm

    - the muscle structure from his elbow and down is quite extreem
    - he is missing nipples
    - the toes are too cylinderical
  • Vrav
    Options
    Offline / Send Message
    Vrav polycounter lvl 11
    Ey seforin, I'm seeing a lot of improvements in your texturing. The chest is very cool and I remember those old cars you posted looking great as well. Do keep it up!
  • HellMark
    Options
    Offline / Send Message
    HellMark polycounter lvl 18
    Small WIP update on the chaos shield from Warhammer Online that I'm using to learn high poly and Zbrush.

    WARChaosShieldWIPRender01.jpg

    WIP thread - http://boards.polycount.net/showthread.php?p=931878#post931878
  • Tumerboy
    Options
    Offline / Send Message
    Tumerboy polycounter lvl 17
    looks good Mark!
  • kio
    Options
    Offline / Send Message
    kio polycounter lvl 15
    tauwau.jpg

    doh awsum ropes ...
  • Okt
    Options
    Offline / Send Message
    Okt polycounter lvl 19
    I would assume the single strand is tiled, however for the coiled bits, are they using a unique normal/diffuse? Did you organize out a high, build your shell and bake out to that for those parts?

    Very awsum indeed.
  • Ruz
    Options
    Offline / Send Message
    Ruz polycount lvl 666
    nice vahl, looking forward to the texture

    looks a bit ropey kio :)
  • multivac
    Options
    Offline / Send Message
    rocksz.jpg


    My first normalmapped assets ever - a buncha rocks! (i'm proud):)
    Each uses a normal map with AO in alpha slot.
    They don't have unique diffuse maps,I blend moss and rock texture using AO in a shader to simulate moss growing in crevices,can be used to dynamically "grow" it too.
  • SHEPEIRO
    Options
    Offline / Send Message
    SHEPEIRO polycounter lvl 17
    a little sculpting and lighting work for something im playing with, need to redo the metaly bits

    fin1.jpg
  • Steakhouse
    Options
    Offline / Send Message
    Steakhouse polycounter lvl 18
    Sweet lava rock. Or is that wraith bone?
  • Mechadus
    Options
    Offline / Send Message
    @ Kio -

    Nice man - did you bake that off a high-poly, or is it a clever texture? Im doing something similar and would love to know your process :)

    -N
  • Mechadus
    Options
    Offline / Send Message
    I finally slapped some textures on my slab thingi. yay. Texturing is very difficult for me, so Id appreciate any crits!

    Top two views are from max viewport, and the bottom is a quicky scanline render.. The yellow glow is from a Bum-Fire ;)

    -N

    KROPAT_SLAB_WIP2.jpg
  • kio
    Options
    Offline / Send Message
    kio polycounter lvl 15
    @mechadus, okt - yeah its like okt guessed, its a 512x256 with 4 unique parts and a tiling stripe for "as long as you want to" ropes. the high is basicly just a spline with a tiled rope normalmap which is then baked as a whole to the low polygon object, check out xnormal with the bake basetexture option (maybe max with a normalmap bump material works okay too, im a bit pissed at max for baking so i tried this one with xnormal) - quite easy but took way longer for me to figure out how to do it :D
  • Neox
    Options
    Offline / Send Message
    Neox godlike master sticky
    but now you can bake ropes as long as you want them, to beeeeeeee!!!111
  • jubba
    Options
    Offline / Send Message
    found i concept of urban police in internet here what i have so far tell me if my topology is correct on face plzz.
    front.jpg

    side.jpg
  • ImSlightlyBored
    Options
    Offline / Send Message
    ImSlightlyBored polycounter lvl 13
    heavy wip but whatever
    needs diffuse and spec loving and more props adding as well as polish
    and lighting
    argh
    cLAND.jpg

    running in UE3 no additional post
  • Pope Adam
    Options
    Offline / Send Message
    Pope Adam polycounter lvl 11
    Ah, nice to see the ice cream cones in action! Cool shader ImSlightlyBored :P

    Mechadus - iz nice! i like!

    Shep - Cool! What the hell is it? (nice lighting :P )
  • Neox
    Options
    Offline / Send Message
    Neox godlike master sticky
    very nice and interesting imslightlybored, can you say a little more about the project? what is post and what is texture for instance?
  • acapulco
    Options
    Offline / Send Message
    acapulco polycounter lvl 9
    This is really cool SlightlyBored! Keep it up!
  • Spacey
    Options
    Offline / Send Message
    Spacey polycounter lvl 18
    I fucking love this thread. Nice stuff everyone <3

    Mechadus: All the detail is nice, but it gets lost and turns into one big busy blob. You can alleviate this some by breaking things up. For instance, making the sides of the broken bits darker than the tops. Makes it more readable.

    SlightlyBored: Great style, dude!



    Just some progress...

    bluebomber_wip02.jpg
13940424445154
This discussion has been closed.