The glock is looking pretty good. The only critique I have right now is that some of the edges are maybe too thin, particularly on the sights. I remember seeing your stuff a while ago and can't wait to see it finished.
long time forum creeper but a non-poster, until now.
Heres something I've been working on recently which I could use some feedback on. I plan to put a 4 armed 'guy' in the middle who controls it via 4 levers.
Anyone looking to work out their hard surface modeling, i suggest taking a look at some of their environment concept art, really cool shapes going on there.
Working on the texture for an old model I did some time ago. Not 100% done but getting close I think. I went for diffuse only. Max viewport 100% self illuminated.
CataFa , I'd suggest adding a bit of a sleeve going maybe half-way down the upper arm just to break it up a little. You could put some chainmail or some of that scale armor on it to make it look like it fits a little better.
Anyone looking to work out their hard surface modeling, i suggest taking a look at some of their environment concept art, really cool shapes going on there.
nice one J diddly
just wondering how big your map sizes are gonna be because some of those mega high freq things might not translate. Thinking only the ones on the front two panels (hinged) really.
solid work man
SplatPixel - great start for the first one, keep working away on it, seems like you have a good idea of where it needs to go already
CataFa - looking nice but highlights on the torso armor are contradicting the top down light you have going on the shoulders and thigh pads
still plugging away on this scene, got quite way to go. just wanted to throw a quick comp together in ps to see where it was heading.
Finally found enough free time to finish the modelling on this engine over the weekend. Am going to take it into mudbox to add weld seams, some general wear and tear and some damage.
cool work guys, that's a particularly awesome sculpt mat!
noodling out a sort of heavy inspired monk character who'll use a giant bell as a weapon, still blocking in the costume before I get into the sculpt so there's lots of extraneous junk and clipping at the moment
also wanted to do a super bulky character so i've repurposed an old base model with the idea of turning him into a balloon-armed old fashioned wolfman, thinking maybe 1930s gangbusters era with tommy guns, grenades. Can't bring myself to give him those weird fat hulk wristhands though...
cool work guys, that's a particularly awesome sculpt mat!
noodling out a sort of heavy inspired monk character who'll use a giant bell as a weapon, still blocking in the costume before I get into the sculpt so there's lots of extraneous junk and clipping at the moment
also wanted to do a super bulky character so i've repurposed an old base model with the idea of turning him into a balloon-armed old fashioned wolfman, thinking maybe 1930s gangbusters era with tommy guns, grenades. Can't bring myself to give him those weird fat hulk wristhands though...
always killer work kite. love the proportions of the monk! great cloth too.
small critter for a friend, haven't painted anything without the help of 3d in ages, have to go through this from time to time
@kite superstrange proportions on the first one, yet working really well, i'm always too fearsome to go that extreme, very nice stuff, as usual blabla :P
Wrapped this up tonight. It's called the 'Beholder' and its a vehicle I found on Georgi Simeonov's website.
The model I had started long ago when I was rather uncomfortable with highpoly modeling. To open it up now, since I've been having a lot of fun with it and 'getting it' more-so was a bit of a bummer. It was previously worked on rather sloppy (if I do say so). So, I finished it with what I know now and moved on. There's a lot more 'floaties' in this then I'd have cared for and I left a few things out from the concept for the sake of time and my poor PC (11million triangles and she barely functions).
lookin sweet adam.
I finally got around to starting my new personal project.. just hope I can find time to work on it more:
oh, and I already got around to fixing the cylinder handle on the cab.. it flows a lot smoother now into the sides instead of just intersecting
Didn't cut all the holes into the big pieces of geo yet though for stuff like the back of the head's power plug and fan thingy, not to mention all the input jacks. still deciding if I want to model in the meshes or save it for a map.
edit: HAHA Apparently I was impatient with the second shot, saved it before the render even finished!~
Replies
lol, nice work j
Whoa it's loom!
The glock is looking pretty good. The only critique I have right now is that some of the edges are maybe too thin, particularly on the sights. I remember seeing your stuff a while ago and can't wait to see it finished.
some great stuff of late , looks good so far jason. nice monkey, warriah
i't's not mine, it's jason l's work, i just quoted
long time forum creeper but a non-poster, until now.
Heres something I've been working on recently which I could use some feedback on. I plan to put a 4 armed 'guy' in the middle who controls it via 4 levers.
"If I see no pee, its not for me" (just made that up).
I call it... wall.
Oh, by the way, i'm working on a scene based off of this crazy concept art from the Natural Selection 2 team (weop, coming soon!) found here - http://www.naturalselection2.com/picture/refinery_hallway.jpg?pictureId=2411497
Anyone looking to work out their hard surface modeling, i suggest taking a look at some of their environment concept art, really cool shapes going on there.
and your Luthier is the shizz man, got it set as my wallpaper right now.
-J
face still needs a lot of work. mostly doing this to get use to sculpting in mudbox.
Jason i hate you
me too
just wondering how big your map sizes are gonna be because some of those mega high freq things might not translate. Thinking only the ones on the front two panels (hinged) really.
solid work man
CataFa - looking nice but highlights on the torso armor are contradicting the top down light you have going on the shoulders and thigh pads
still plugging away on this scene, got quite way to go. just wanted to throw a quick comp together in ps to see where it was heading.
noodling out a sort of heavy inspired monk character who'll use a giant bell as a weapon, still blocking in the costume before I get into the sculpt so there's lots of extraneous junk and clipping at the moment
also wanted to do a super bulky character so i've repurposed an old base model with the idea of turning him into a balloon-armed old fashioned wolfman, thinking maybe 1930s gangbusters era with tommy guns, grenades. Can't bring myself to give him those weird fat hulk wristhands though...
not cool man
always killer work kite. love the proportions of the monk! great cloth too.
small critter for a friend, haven't painted anything without the help of 3d in ages, have to go through this from time to time
@kite superstrange proportions on the first one, yet working really well, i'm always too fearsome to go that extreme, very nice stuff, as usual blabla :P
Here's a mockup I am working on for an animation. Still need to work in the special effects for the nearly naked guy.
Texture in photoshop
Rigging and shape keys in Blender
Awesome shapes, awesome cloth, awesome weight
Just another study for me this weekend:
The model I had started long ago when I was rather uncomfortable with highpoly modeling. To open it up now, since I've been having a lot of fun with it and 'getting it' more-so was a bit of a bummer. It was previously worked on rather sloppy (if I do say so). So, I finished it with what I know now and moved on. There's a lot more 'floaties' in this then I'd have cared for and I left a few things out from the concept for the sake of time and my poor PC (11million triangles and she barely functions).
Anyway, enough blabbering. Here's the goods:
I finally got around to starting my new personal project.. just hope I can find time to work on it more:
oh, and I already got around to fixing the cylinder handle on the cab.. it flows a lot smoother now into the sides instead of just intersecting
Didn't cut all the holes into the big pieces of geo yet though for stuff like the back of the head's power plug and fan thingy, not to mention all the input jacks. still deciding if I want to model in the meshes or save it for a map.
edit: HAHA Apparently I was impatient with the second shot, saved it before the render even finished!~
subtools nightmare..hope my pc can handle it during sculpting stages