3hrs more guess this makes it not a speedie anymore, whatever ^^
I think this is really great.
You might want to make the cuts in the ears actual cuts though, at the moment they have a kind of trim around them making them look like an intentional shape and not like his ears got cut.
Eraserhead, that is looking really atmospheric. Something like a cross between a sewer, and an asylum :thumbup:
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This one is pretty lame, I have to admit that much. Game character I'm working on at the moment. Was posing him in Maya and got a bit bored, and then a bit carried away. Meet John Cosmos, a guy who flies in space. Posting it here since the character is still WIP :poly124:
Made a "1 click" cheap LOD (render-to-texture) tool for work. It will put textures in the Texture Library based on the Geo file location in the directory structure, and also makes a Cryptic Engine material file in the proper place. So all you have to do is build and unwrap the low res model and click a few buttons and you get the LOD in game in seconds
been working on this for 2 days now and my brain is starting to hurt. when i finish the high poly i'll make a new thread. most of the big detail is in. need to add in all the rivets, screws, etc. as well as do the other side which isn't hard
Okay apparently Zbrush ate my previous sculpt file and i've been forced by me to recreate it asap. So far my time is an hour /half, doing pretty good, and am following more proper anatomy with this one than to go right off the actual movie shots. Legs still need alot of work as is, but will soon finish those in the next 10 minutes or so, hope you enjoy.
I'll keep everyone posted as soon as I finish it, just gotta get my work with Insurgency done first
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@hawken yep you are right i would have done this when texturing him, but i only colorized the given polies and the next loop doesn't work all the way around so i only colorized the working one
Really like how the building is coming along Jason, maybe it needs some drain pipes on the front in order to break up the large silohuette of the buildings itself. The surrounds are top though. Good stuff.
Nice objects man, I`d say the only thing i`d defiantly go back and tweak is the emissive look on some of your light fixtures. Right now there pretty much 100% white and will be tough to get looking good in a scene because of how stark white they are. If you give them more of a subtle and warm gradation, with maybe even some visible gunk, you`ll make your level designer much happier.
Well these pics were taken ingame under lit conditions with all our programs on, bloom colour correction and everything... I think I agree with you. The laptops fine as you are able to give it a custom GUI, so it can look however you want it to look, even like the main menu all animted if you want. As for the lights... Yes, I think I may try tweaking those. Thanks chap.
Ha ha odium, there is nothing like seeing some tasty prop pieces to get the fluids going Nice work man, they have a bit of "Fear" vibe to them.
Yeah I guess they do have a slight FEAR vibe... Thanks man
I actually spent a little time figuring out the rotation speeds in relation to the timing of our engine with our coder, so that the clock model is perfect. By perfect I mean the second hand takes 60 seconds to do 360 degrees, and jumps to the next second, like a real clock, rather than just rotating constantly. I also got the mins and the hours hands exactly right too.
Its annoying that it only lasts until you restart the video, because of how our materials are set up in the renderer, but still if you load a map, it keeps perfect time with you playing, quite funny actually You can look at the clock rather than the scoreboard to see how long you have been playing for lol
Its also possible to do a digital clock this way too, I just cant be arsed
Its actually based on that because Bersek is our coders name, and he loves Boca... I've had the whole "Its not got the correct Number of stars!" chat many times loooooool.
Squirrely Jones: hah great tutorial! thanks! wouldn't this method be great in combination with Slideknit? then you could lay out your model in the shape of your uv's in a second, select by element the parts that don't need fur and delete them, than have the convenience of shaping the fur flat and you can render it all with a regular camera. I'm currently trying it out for commercial work, so i can't show it, but so far it seems great!
partial wheel component of a wheel droid I'm doing. Using a concept from Tj frame as a base to work from and put my own spin on it. no pun intended. :P
was forced to make a character in like 1 day and texture and then was already scrapped because he looked to much like a little kid versus a big headed retard doll
Eh might finish him on my own , after I move to washington
Here is a test I completed 2 weeks ago for a game company. I didnt end up getting the position but it was great to get outside my normal setting or work. It has color, spec, normal, and incandescent maps(1024x1024' s)
If you would like to see wires, texture maps and such visit my flickr portfolio .
Replies
Quick environment I did today; just to practice some lighting in UE3, nothing special:
works well "as is"!!
I think this is really great.
You might want to make the cuts in the ears actual cuts though, at the moment they have a kind of trim around them making them look like an intentional shape and not like his ears got cut.
this pose FTW
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This one is pretty lame, I have to admit that much. Game character I'm working on at the moment. Was posing him in Maya and got a bit bored, and then a bit carried away. Meet John Cosmos, a guy who flies in space. Posting it here since the character is still WIP :poly124:
Background blatantly stolen from NASA.
AHMAGAWD! This just made my WEEK! Amazing modelling!
http://vimeo.com/2875902
Video
Im also expanding it to work in a more general pipeline with non-LOD render-to-texture features like lightmaps and stuff.
been working on this for 2 days now and my brain is starting to hurt. when i finish the high poly i'll make a new thread. most of the big detail is in. need to add in all the rivets, screws, etc. as well as do the other side which isn't hard
and looking hawt, racer
man its a death gun of death and lazer beamz
dickhole
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Okay apparently Zbrush ate my previous sculpt file and i've been forced by me to recreate it asap. So far my time is an hour /half, doing pretty good, and am following more proper anatomy with this one than to go right off the actual movie shots. Legs still need alot of work as is, but will soon finish those in the next 10 minutes or so, hope you enjoy.
I'll keep everyone posted as soon as I finish it, just gotta get my work with Insurgency done first
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@crazymat: way better
@east: thats cool
Love Stich neox, nice one.
Yeah I guess they do have a slight FEAR vibe... Thanks man
I actually spent a little time figuring out the rotation speeds in relation to the timing of our engine with our coder, so that the clock model is perfect. By perfect I mean the second hand takes 60 seconds to do 360 degrees, and jumps to the next second, like a real clock, rather than just rotating constantly. I also got the mins and the hours hands exactly right too.
Its annoying that it only lasts until you restart the video, because of how our materials are set up in the renderer, but still if you load a map, it keeps perfect time with you playing, quite funny actually You can look at the clock rather than the scoreboard to see how long you have been playing for lol
Its also possible to do a digital clock this way too, I just cant be arsed
www.squirrelyjones.com/public/fur.pdf
2 down 1 to go
thanks very much for sharing
Its actually based on that because Bersek is our coders name, and he loves Boca... I've had the whole "Its not got the correct Number of stars!" chat many times loooooool.
Max Zorin
Eh might finish him on my own , after I move to washington
It's obviously the Hamburger Helper Hand:
Started on a new character.... sorta practicing.
Sculpting atm.
If you would like to see wires, texture maps and such visit my flickr portfolio .