very cool style there, though i think the spy needs to be rotated horizontally to fit in to the composition. Right not he looks like he doesn't want to be part of the gang.
Also as a spy he should know better than to expose his back amirite
@ Ani - Loving the TF2 characters and style. Just curious, what's keeping the Sniper from falling? If the arrow only went into his hat, he'd be able to move freely right?
@ Slash - Nice concept. The one on the right has a lot of personality to it. Specifically, the heels, heart on the undies, and her giving the middle finger for noticing. Very clever and well done
Thanks for the link shotgun. His work is really awesome!
Some more texturing progress. I plan to break out the hair lowpoly into more finer chunks just so its not completely blocky. I'm trying to keep the high freq detail very vague to keep the anime style a bit.
Thanks for the link shotgun. His work is really awesome!
Some more texturing progress. I plan to break out the hair lowpoly into more finer chunks just so its not completely blocky. I'm trying to keep the high freq detail very vague to keep the anime style a bit.
Man, i just love that model, very nice job! keep up!
This is a small update, don't have much time to work on it now, hope to finish it someday.
Is this going to me a model of a puppet? In any case you should look at some anatomy references. Especially the shoulder parts are dang wrong... Looks like he is wearing some muscle suit for his body and 2 for his arms.
yeap, i kown, anatomy is off, but i'm trying to follow an action figure of him standing on the table in front of me:)) Honestly, i learning zbrush 3/updating my skills.
"Looks like he is wearing some muscle suit for his body and 2 for his arms" - you're right man.
Some great work on the last few pages! Ani, Ruz, Zwebbie, Mathorne, Nick Carver, Shotty, Spacey - y'all kicking out some amazing work
Kite - I can't see your images in anything other than Internet Explorer - Opera and Firefox both show no images... shame as they kick ass! That little guy is looking great - loving the sculpting on his ears!
fat_cap- ack! can't seem to get the images working in firefox for some reason.. so just added links
mvelasquez - really nice model! kind of feel the face might fit the body more if it were marginally less stylised but top work. really nice cloth
Zwebbie - great hard surface modeling
mathorne - cool sketches Bo, really like the greyscale top hatted guy you did btw
omar - maybe post a ref of the figure so people know what you're shooting for?
gaganjain - that's quite a difficult sculpt to match! might help to block out a low poly model first over an image plane to get the pose and proportions closer?
Not exactly how big the players are compared to the plant Mefix, but right now from the animation. It doesn't look like it would do much damage when it explodes. IMHO
explosion animation lacks pop. First have it draw in on itself a bit, then have it explode outward MUCH faster. Pieces rapidly slow down and fall to the ground. It's very slow-mo-ish now and has no power in it.
yes the explosion animation is being approached wrong if this is to be a game model.
Traditional ways to do this in a game is :
1 : Normal mesh is triggered
2 : Very flashy particle effect is used to represent the explosion and 'bits'
3 : While obscured by the explosion effect, the model is swapped for a "post-explosion" version of in this case, the base of the pod.
4 : explosion effect fades and what is left is the shattered stump+goo+whatever.
Basically making the actual mesh explode is going to be more costly than it needs to be. And you can get a much more interesting and dynamic effect using a particle effect system in an engine, and all it costs is whatever 2d images and low res & reused 'gibs' geometry you might also include in the effect.
mvelasquez - that looks ace, can't wait to see it finished.
Mathorne - awesome style, very much reminds me of Stephen Gammell, the guy that did the Scary Stories books. And that's a very good thing.
gaganjain - that's quite a difficult sculpt to match! might help to block out a low poly model first over an image plane to get the pose and proportions closer?
Yes i am still tweaking it..
ref for that batman b/w are less on net.
Will pose it maya on low-poly and import it pose mesh as import as layer then final sculpt on it.
BigHoss, aesir, Art-Machine thanks, I will return to the exploding part when doing a particle system later on, thanks for suggestions Il keep em in mind.
Well I actually think the plant is really well done. A really nice asset. How is the explosion done? Is the extruded mesh modelled in and somehow the blanks are filled in at the time it starts to split apart?
Themadartist: Great looking chicken coop. The only crit I have for you is that the planes that you have the alpha maps on for the grass is causing the fence to go transparent.
Hausfly: Love your alien. I'm not sure bout parts of the suit though. For some reason they just look odd. But it may just be me. Guess as long as it looks how you want then your good to go.
Working on animating faux particle effects hackery in Flash so the programmer can just rip them out of the SWFs directly and into the game during the build. God damn I hate Flash's IDE though, some really backwards keyframing stuff (at least compared to what I'm used to).
Themadartist: Great looking chicken coop. The only crit I have for you is that the planes that you have the alpha maps on for the grass is causing the fence to go transparent..
Thanks guys. Yeah, I was having some weird alpha issues in the viewport. I was using Xoliul's shader and whenever two planes overlapped in the viewport I'd have drawing order issues. Was happening even when I switched to standard materials, so maybe I messed up a setting or something..or Max is just being dumb.
good point fella will try and work in more of the original art's colours and see how it looks
Cheers for the feedback will do an update later when I get some sleep hehe
Did that Gunstar Heroes piece ever get updated?
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Anyone wanna do me a huuuge favor and start a paint over some random crap I did almost 2 years ago. http://thinsoldier.deviantart.com/art/tablet7-63619692
If you look at the full size image there's actually some really interesting random and symmetrical shapes in there! I just suck a trying to "pull" what I think I'm seeing out into a solid shaded shape. I'm hoping seeing someone else do a quickie would give me a good starting point.
Hey guys! Im new to Polycount, the name is Clint MacLean and i just graduated from The Art Institute of Phoenix. Truth be told i've been here off and on for a little while but just never posted seriously or got into it but it seems like the time to get my ass in gear, so here we go!
WIP going to be hand painted (cuz i need to practice)
Replies
Also as a spy he should know better than to expose his back amirite
girlies!
@ Slash - Nice concept. The one on the right has a lot of personality to it. Specifically, the heels, heart on the undies, and her giving the middle finger for noticing. Very clever and well done
@Art-Machine - How do we know if he is even really a red spy...?!
@Dev - Uhhh, his hat is glued or he has an unusually large head. A little oversight on that I guess!
@Tumerboy - Sorry but I already belong to RobG
can you at least turn it into a shirt then?! :P
What? Really? You do have some very familiar sexy style.
Oh what artsy offspring that would be.
really cool sketches slash, think the heels one is my favourite
noodling out some bits and bobs for the mignola comp on over at sinistercircle.com
thinking of making the twisted little goblin guy from the corpse hellboy comic
also began a hellboy with the idea of making him a red son-ish bad nazi version but probably won't finish this
Some more texturing progress. I plan to break out the hair lowpoly into more finer chunks just so its not completely blocky. I'm trying to keep the high freq detail very vague to keep the anime style a bit.
My WebPage
http://tocxdesign.to.ohost.de/
Man, i just love that model, very nice job! keep up!
This is a small update, don't have much time to work on it now, hope to finish it someday.
"Looks like he is wearing some muscle suit for his body and 2 for his arms" - you're right man.
Love that MG08 Zwebbie!
just the feets are imo a bit too small
Spacey, nice1
ani.. yourock
Some nasty little sketches (NUDITY! LOOK AWAY!):
Kite - I can't see your images in anything other than Internet Explorer - Opera and Firefox both show no images... shame as they kick ass! That little guy is looking great - loving the sculpting on his ears!
Ani - thank you for the new wallpaper.
Mathorne - those are cool sketches, the style reminds me of Ralph Steadman.:thumbup:
mvelasquez - really nice model! kind of feel the face might fit the body more if it were marginally less stylised but top work. really nice cloth
Zwebbie - great hard surface modeling
mathorne - cool sketches Bo, really like the greyscale top hatted guy you did btw
omar - maybe post a ref of the figure so people know what you're shooting for?
gaganjain - that's quite a difficult sculpt to match! might help to block out a low poly model first over an image plane to get the pose and proportions closer?
Using Xoliul's 3DS Max Viewport Shader
And some anims:
http://vimeo.com/5663943
http://vimeo.com/5703404
http://vimeo.com/5703429
Traditional ways to do this in a game is :
1 : Normal mesh is triggered
2 : Very flashy particle effect is used to represent the explosion and 'bits'
3 : While obscured by the explosion effect, the model is swapped for a "post-explosion" version of in this case, the base of the pod.
4 : explosion effect fades and what is left is the shattered stump+goo+whatever.
Basically making the actual mesh explode is going to be more costly than it needs to be. And you can get a much more interesting and dynamic effect using a particle effect system in an engine, and all it costs is whatever 2d images and low res & reused 'gibs' geometry you might also include in the effect.
Mathorne - awesome style, very much reminds me of Stephen Gammell, the guy that did the Scary Stories books. And that's a very good thing.
So I made a chicken coop in the last day or so
ref for that batman b/w are less on net.
Will pose it maya on low-poly and import it pose mesh as import as layer then final sculpt on it.
P.S - themadartist that is pretty sweet man.
Hausfly: Love your alien. I'm not sure bout parts of the suit though. For some reason they just look odd. But it may just be me. Guess as long as it looks how you want then your good to go.
http://subreal.net/media/airstrike.html
Beautiful HP work Zwebbie
Thanks guys. Yeah, I was having some weird alpha issues in the viewport. I was using Xoliul's shader and whenever two planes overlapped in the viewport I'd have drawing order issues. Was happening even when I switched to standard materials, so maybe I messed up a setting or something..or Max is just being dumb.
Did that Gunstar Heroes piece ever get updated?
----
Anyone wanna do me a huuuge favor and start a paint over some random crap I did almost 2 years ago.
http://thinsoldier.deviantart.com/art/tablet7-63619692
If you look at the full size image there's actually some really interesting random and symmetrical shapes in there! I just suck a trying to "pull" what I think I'm seeing out into a solid shaded shape. I'm hoping seeing someone else do a quickie would give me a good starting point.
WIP going to be hand painted (cuz i need to practice)
also any ideas of things i could add would help
why does he look so rigid? well cause one i learn how to rig hell be all...wavy?
Still have a lot of detail I want to add and some problem areas to fix. Any feedback appreciated.