Don't cover up that great anatomy you have going on there! I thought the leg was really nicely done, I'd like to see wires. Give her heels or something instead!
Don't cover up that great anatomy you have going on there! I thought the leg was really nicely done, I'd like to see wires. Give her heels or something instead!
Hehe, well it's going to be Mynx from Quake 3, so I'm trying to stick to the original design. I can always reuse the model for another female character though
Here is a small update from the other day, got the wings started with the flaps in the wings, a ton more fine stuff before i start welding the meshes togther. All C&C is welcome.
I made a lame little test piece today - I spent about 4 hours on it so far, mostly just trying to figure out the best way to do a detail like this. Textures need work, but Id appreciate any C&C as Im still horribly noobish. 630 triangles 1x 1024 diff and norm
I made a lame little test piece today - I spent about 4 hours on it so far, mostly just trying to figure out the best way to do a detail like this. Textures need work, but Id appreciate any C&C as Im still horribly noobish. 630 triangles 1x 1024 diff and norm
-N
On the concrete, you could try to tone down the darker/burned areas a bit. And perhaps paint some edge wearin in the crack's. So with a lighter(white-ish) colour.
They do fit together its just I put them separate... I don't know how to use any map but the diffuse map... plus im farely new to the modeling thing or any kind of art really
Blaizer: thats come mighty fine work .. i did some face texturing recently and really mine looks like complete arse now ive seen yours
obson: really nice lookin forward to updates !
Here is something i ragged together.. took about 1 day and a half to do it all ... its not great and not finished but yea just thought i would show it anyway... its diffuse only and some really quick vertex lighting.
still are still things it needs such as a throne.. the carpet thing needs to be moved around n such as it looks to perfect.. water where the deformation in the ground is.. and so on
Haha yeah, very Prince of Persia, but also very great. Love the lighting, everything looks like a painting! I thought it actually was a painting at first.
@Neox
the client who gave me the hand just said that the scanner is really expensive (it costs around 10.000 bucks he said ) I don´t now which type of scannrig it is.
I made a lame little test piece today - I spent about 4 hours on it so far, mostly just trying to figure out the best way to do a detail like this. Textures need work, but Id appreciate any C&C as Im still horribly noobish. 630 triangles 1x 1024 diff and norm
-N
You definitelly exagerated on those dark cracks.
they look fake, concrete would have never break like that, don't forget to spent at least half an hour looking at refs of the prop you're gonna model, it's worth it!
Yeah looks like Vin to me - I thought I'd seen the last of him after we got Wheelman out the way!
If it is Vin its worth looking for all the asymetrical features his face has - we had to take them all out on Wheelman to give a more idealised view of him but it really helps to sell the likeness of him in my opinion.
Watch your topology Slaught. The shape the muscle just under the eye causes curves all the way down to under the chin, whereas yours gets broken up by some very messy topology at the cheek and corner of the mouth. Nice model anyways. I also think its Vin, because of the nose mostly.
Blaizer: thats come mighty fine work .. i did some face texturing recently and really mine looks like complete arse now ive seen yours
obson: really nice lookin forward to updates !
Here is something i ragged together.. took about 1 day and a half to do it all ... its not great and not finished but yea just thought i would show it anyway... its diffuse only and some really quick vertex lighting.
still are still things it needs such as a throne.. the carpet thing needs to be moved around n such as it looks to perfect.. water where the deformation in the ground is.. and so on
did you hand assign these vertex color values ? or did you bake them some how? if they are baked i demand you tell how ( max / maya ? mental ray ? )
i have been looking for a good global illumination vertex bake solution but couldn't figure out anything
Mechadus: I dont know if it's me only but the bricks color and the plaster one don't go very well together. Maybe the eye would read a better separation between destruction layers (plaster/bricks) if one was clearly brighter/darker.
An editor shot of a map I'm busy with Very impatient to finish it and do PS3 tests.
Does anyone knows if UE3 can bake lightmaps trought alpha values (to get foliage shadows instead of poly shadows)?
warby: its just ya normal vertex baked lighting in 3ds then after that in the vertex paint modifier i changed the rgb values a bit to give the overall scene a slight redish tint and then played with contrast a tiny bit more... the lens flare is just faked in photoshop ... its basicly a concept of what i want it to look like when it is ingame... so i can try and match it when i get there...
so yea nothing special oh and thanks guys! one other thing tho... does anyone know any details on when the new unreal stuff will come available ? this below!
Razorb: Thanks, your little map looks beautiful btw, impressive vertex lighting.
HAL: Thanks, actually the map is for an exam this year. It's not meant to be played but I might release a deathmatch or duel version once it's done. Could be fun to play around in it with friends
Still searching for transparent shadows in UT3, but found nothing except the Beast plugin. Any chance to achieve transparent shadows in stock UE3 with lightmaps ?
don't think so
transparent as in how? from masked/translucent materials/alphas or you mean just not fully black shadows?
looks really nice razorb, can't wait to see the water and stuff in there. Dont know about the new UE3 features, a while I assume to see it out of the workplace and in the home (can't wait to get my hands on it!)
Got some more work done on this TF2 map. If you recall, it was very orange the last time I posted. I've been doing a lot of small map-wide changes and then concentrating on detailing smaller areas. I've been slowly building out from this area to the rest of the level and then copying things to the other side as appropriate:
Replies
Don't cover up that great anatomy you have going on there! I thought the leg was really nicely done, I'd like to see wires. Give her heels or something instead!
AMAZING!! :poly124: I admire your attention to detail. Looks like you're having fun Great inspiration and motivation for me Cant wait to play this..
looks great!
Is this a mockup or is it an actual game?
Just asking because it want to play this :poly142: stunning work.
Hehe, well it's going to be Mynx from Quake 3, so I'm trying to stick to the original design. I can always reuse the model for another female character though
Here's a wire:
A little something I made while on Dominance War.
I plan on it eventually being playable. It sort of is right now, all you can do is walk around though.
I'm using construct to put it together which is a pretty easy to use game maker.
http://scirra.com/
this is really cool :P
awwww Pilang's is way cooler and has less shitty pinching errors than mine
I made a lame little test piece today - I spent about 4 hours on it so far, mostly just trying to figure out the best way to do a detail like this. Textures need work, but Id appreciate any C&C as Im still horribly noobish. 630 triangles 1x 1024 diff and norm
-N
the goal is that it is easy to move the fingers into another position
the left version is mine the right version is the original scanned hand
On the concrete, you could try to tone down the darker/burned areas a bit. And perhaps paint some edge wearin in the crack's. So with a lighter(white-ish) colour.
1169 vertices
136 vertices
They do fit together its just I put them separate... I don't know how to use any map but the diffuse map... plus im farely new to the modeling thing or any kind of art really
thats not always the case.
Looks great anyhow
obson: really nice lookin forward to updates !
Here is something i ragged together.. took about 1 day and a half to do it all ... its not great and not finished but yea just thought i would show it anyway... its diffuse only and some really quick vertex lighting.
still are still things it needs such as a throne.. the carpet thing needs to be moved around n such as it looks to perfect.. water where the deformation in the ground is.. and so on
Nice lighting and texture feeling.
the client who gave me the hand just said that the scanner is really expensive (it costs around 10.000 bucks he said ) I don´t now which type of scannrig it is.
one of my very first heads in max/rhino back in around 1995
man that sucks agghhh
guess it's more or less done now, here's a turntable of it, .mov,15megs
You definitelly exagerated on those dark cracks.
they look fake, concrete would have never break like that, don't forget to spent at least half an hour looking at refs of the prop you're gonna model, it's worth it!
Looks nice.
But it´s hard to see the mouth because of the bright skin color.
@Blaizer
Holy crap.
Decided to pop my next-gen-cherry...was going for a likeness but I probably failed.
Slightly stylized.
If it is Vin its worth looking for all the asymetrical features his face has - we had to take them all out on Wheelman to give a more idealised view of him but it really helps to sell the likeness of him in my opinion.
Thanks for the tips guys!
I´m still struggling with the whole "keeping everything in quads" thing.
Wanted to throw this into Mudbox when I´m done.
did you hand assign these vertex color values ? or did you bake them some how? if they are baked i demand you tell how ( max / maya ? mental ray ? )
i have been looking for a good global illumination vertex bake solution but couldn't figure out anything
An editor shot of a map I'm busy with Very impatient to finish it and do PS3 tests.
Does anyone knows if UE3 can bake lightmaps trought alpha values (to get foliage shadows instead of poly shadows)?
warby: its just ya normal vertex baked lighting in 3ds then after that in the vertex paint modifier i changed the rgb values a bit to give the overall scene a slight redish tint and then played with contrast a tiny bit more... the lens flare is just faked in photoshop ... its basicly a concept of what i want it to look like when it is ingame... so i can try and match it when i get there...
so yea nothing special oh and thanks guys! one other thing tho... does anyone know any details on when the new unreal stuff will come available ? this below!
[ame]http://www.youtube.com/watch?v=MOba9IIpkcU[/ame]
Razorb: Huh cool scene, you say it is still wip but that doesn't change the fact that I really like the lighting O_O
Marshal Banana: Maybe a little bit to bright like slaughter suggested?
Vahl: Can't wait to see him textured, lovely work
Virtuosic: I love the patina look
ParoXum: Wow nice scene, you say you bake it for the ps3, so I guess it's ut3?
Any chance of a PC release?
Anyway I worked a bit on my eotech
HAL: Thanks, actually the map is for an exam this year. It's not meant to be played but I might release a deathmatch or duel version once it's done. Could be fun to play around in it with friends
Still searching for transparent shadows in UT3, but found nothing except the Beast plugin. Any chance to achieve transparent shadows in stock UE3 with lightmaps ?
transparent as in how? from masked/translucent materials/alphas or you mean just not fully black shadows?
looks really nice razorb, can't wait to see the water and stuff in there. Dont know about the new UE3 features, a while I assume to see it out of the workplace and in the home (can't wait to get my hands on it!)