That's looking pretty good
Gotta get the upper lip, nostrils and cheeks to move around a bit. The muscle(s) that control the lips connect and run under the nose, people also flare their nostrils during different emotions.
Are you using just morphs or are there bones in there also? Are you animating in the engine or in a 3D package?
Looking cool tho keep it up
Thanks . Good call on the lip/nostrils/cheeks. I hadn't noticed that I'd not weighted the them at all / much. I'm looking to add some bones to flare the nostrils but not sure how effective it'll be with the low poly meshes.
Originally I had experimented with morphs, though wasn't happy with the results. The face now contains several bones and it's a mixture - the mouth and lips are animated in a 3d package and exported (I wanted to be able to add unique characteristics to each person's speech), the eyebrows and cheeks are manipulated by the engine depending on the character's mood.
Thought id invest some time and do a serious study! Tried to not be too wasteful with brush strokes but I ended up reverting back to my normal ways. Really interesting and fun though, Sargent is so good
Hey OBLAST, are the normals turned on in that render? What is that rendered in?
Yeah the normals are on but for some reason I noticed that the map doesn't pop as much in the Marmoset engine. I might need to strengthen my normal with the photoshop overlay method.
Starting to blockout some forms for a personal project I want to finish here in the next little bit. I'll probably make a thread when I have the time after wrapping up my current project which I'll be done with in about 2 weeks.
I did a self portrait sculpt to have printed and give to my Mom as a combined Mother's Day / b-day gift. Other pics of the print here. The glasses are still drying, but will be on in the final.
Hey dude, which service did you use to print that? looks like it came out pretty slick!
Johnny: That is from http://moddler.com/. He's been very nice, and quick so far etc. It should be arriving at my Mom's late this week so I'll know for sure how it is then
Ruz: That could be, this is another pic that shows it from a 3/4 and is a bit more accurate comparison of the weight. I'll do a render of the final sculpt soon, should be interesting to match angles and see how the real and not compare
That looks awesome, kary. I checked out that guys site and I'm tempted to get something prototyped now :P
Building and lighting more rooms, this time for the moon-base. A lounge area and a docking conference room. Props are by various people including myself. I've been using the trial of flatiron to generate the lightmaps this time - so so so much quicker! Literally about 10 clicks and it's baked all lighting onto a single texture map!
Looking at the conference table again, I might need to make it a little smaller.
Off topic: Ajax, if you ever want to release some "old" tracks but are not sure they are cool enough, don't hesitate, pm me, I would be glad to listen to what you call "not decent".
I became instant fan of your work.
Humm, so yeah i hate to post in waywo thread without contributing in some way, so here is a resculpt (presonal interpretation) of the hexen 'chaos serpent' for an upcoming nextgen engine port:
After reading on CGTalk about indie games people are working on, I started thinking about what I'd make if I had the opportunity to design and make my own. Since I've been reading a lot of Hellboy comics lately, I decided it'd be cool to make something with a similar style. So I've been designing a few characters with that in mind:
I'm not sure yet. I want to make a basic platformer in the vein of Metal Slug and Castlevania (just an intro, single level for gameplay demonstration and an outro), and I was thinking of doing high-res sprites for all the animation and stuff. I've been thinking I may hand-draw everything, but I may model some stuff and then do renders for sprite sheets.
as commander keen is one of the main sources of airborn inspiration maybe something from that, but megaman has awesome too
Something like a custom designed side scroller scene that's totally unique would be cool. I'm really digging the pad, I second the suggestion to paint the 128.128/wall lines and text
Off topic: Ajax, if you ever want to release some "old" tracks but are not sure they are cool enough, don't hesitate, pm me, I would be glad to listen to what you call "not decent".
I became instant fan of your work.
Humm, so yeah i hate to post in waywo thread without contributing in some way, so here is a resculpt (presonal interpretation) of the hexen 'chaos serpent' for an upcoming nextgen engine port:
why nobody has told you this is awesome yet is beyond me.
it rocks mate, the only crit i really have is that i'd give him a longer tail, and probably try to make him hunch more. but other than that it's spot on.
yep, but there's brown and green variations in the original game. Anyway its placeholder textures for a friend, i'm only doing the sculpts.
And thank you. The site is not up since the engine is not yet completed. I will tell when it is (and when i have something else to show in the waywothread)
Replies
alien hive cave ish thing only 1 texture so far
Thanks . Good call on the lip/nostrils/cheeks. I hadn't noticed that I'd not weighted the them at all / much. I'm looking to add some bones to flare the nostrils but not sure how effective it'll be with the low poly meshes.
Originally I had experimented with morphs, though wasn't happy with the results. The face now contains several bones and it's a mixture - the mouth and lips are animated in a 3d package and exported (I wanted to be able to add unique characteristics to each person's speech), the eyebrows and cheeks are manipulated by the engine depending on the character's mood.
Anywho, just wanted to post what my texture for the head to see if what I'm doing looks good or not
I'll be coming back to this later. Make the low poly below 1k tris so the normal maps actually have a use.
This is also my first decent model so I'm pretty proud of myself
Yeah the normals are on but for some reason I noticed that the map doesn't pop as much in the Marmoset engine. I might need to strengthen my normal with the photoshop overlay method.
can i hazor your brush?
Thanks to ImageShack for Free Image Hosting
Hey dude, which service did you use to print that? looks like it came out pretty slick!
great color choices Jackwhat
mm 3d prints are cool, might get on done at some point
weird though the print looks thinner in the face than the sculpt kary.
might just be the lighting
Ruz: That could be, this is another pic that shows it from a 3/4 and is a bit more accurate comparison of the weight. I'll do a render of the final sculpt soon, should be interesting to match angles and see how the real and not compare
http://zhuzhu.deviantart.com/art/Z-PS-Brushes-V2-55088505
kitchen almost done, we want do do some 8bit pixel graphics on the front of the bar, any suggestions? ^^
nice lighting in there!
Building and lighting more rooms, this time for the moon-base. A lounge area and a docking conference room. Props are by various people including myself. I've been using the trial of flatiron to generate the lightmaps this time - so so so much quicker! Literally about 10 clicks and it's baked all lighting onto a single texture map!
Looking at the conference table again, I might need to make it a little smaller.
I became instant fan of your work.
Humm, so yeah i hate to post in waywo thread without contributing in some way, so here is a resculpt (presonal interpretation) of the hexen 'chaos serpent' for an upcoming nextgen engine port:
megaman and co!
space raiders are pretty cliche, but awesome nonetheless.. or puck man
spacewar??
oh and beatkitano does that hexen remake ur workin on have a website? nice model btw
messing around with another head. gonna turn him in to a polar explorer or summat
doing a female next
the brute basemesh so far.
inspired by carlos huante's work
Thirdeded.
More armor / weapons to come! Maybe chain mail under pants
why nobody has told you this is awesome yet is beyond me.
it rocks mate, the only crit i really have is that i'd give him a longer tail, and probably try to make him hunch more. but other than that it's spot on.
And thank you. The site is not up since the engine is not yet completed. I will tell when it is (and when i have something else to show in the waywothread)
Your style always reminds me of the Hitman games...only way more awesome and detailed.
I'm working too slowly on this one, too damn slowly....
Your characters looking cool man
love the bone structure in the face
and your whole technique is getting sharper
Space Invaders and Pong XD
Either a landscape and look what this guy is doing!
http://snesmaps.com/
if not cant go wrong with Q-bert! those pixelated snakes and the multicolored pyramid is super win!