ghost-d - very kind of you, turtles all the way 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
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 . 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
@ 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.
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.
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?
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.
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:
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!
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
can't wait to show off the scene properly but theres a bit more work and decorating to be done
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
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.
@ 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.
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
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!
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?
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.
@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
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.
Replies
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 . 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
@ 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.
I'm working on an old soviet train... still hashing out the doorway.
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.and mat, that print is really freakin awesome! how big is it?
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.
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:
And with less-humany hands/feet.
The cattle guard is a little weird right now though.
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
e:/ btw the concept is from that strange first final fantasy movie
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
It´s probably just my monitor.
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
can't wait to show off the scene properly but theres a bit more work and decorating to be done
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
RETRO SDK YUS!PLZ!
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
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
Ruz.........very nice.
Thanks Ruz
no more then 200 tris, 1 256 sheet , all hand painted (required)
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
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
WIP thread - http://boards.polycount.net/showthread.php?p=931878#post931878
doh awsum ropes ...
Very awsum indeed.
looks a bit ropey kio
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.
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
Top two views are from max viewport, and the bottom is a quicky scanline render.. The yellow glow is from a Bum-Fire
-N
needs diffuse and spec loving and more props adding as well as polish
and lighting
argh
running in UE3 no additional post
Mechadus - iz nice! i like!
Shep - Cool! What the hell is it? (nice lighting :P )
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...