I would have liked you to spend a little more time on those fur sticky-outies, Instead of just pulling on the mesh and moving on. Because at first it just looked to me like he was melting or covered in goo.
But other than that crit, very nicely done.
Hey! Thats awesome, is it the Tempietto by Bramante? It looks just like it!
Hey, that's interesting, I looked up the Tempietto by Bramante and yeah, it sure does look exactly like that ref pic I found. The description of that photo I was using says that mausoleum is one of the highlights in the Hauptfriedhof in Frankfurt am Main, Germany and that the design was based on the Tempietto in the cloisters of S. Pietro in Montorio, Rome (1502), the architect was Friedrich Christoph Hausmann.
Glad you noticed that, I was just using that one photo for ref and now I can look up a lot more!
there the porportions work way better, i guess its because of his goofy pose, also hand and feet are more toony and you could bump out the muscles way more, yours look a little flat and could definitely use more volume, keep it up
qmorte... err what do you mean, with how i did o_O
nice spidey, in which timepreiod is he supposed to be?
You are just pure awesomeness Neox!
The first idea for spidey was to make classic red and blue costume, but it is quite simple design, and i am still thinkin about some changes to it, but as for now no good ideas.
and again- bird is superb!
@gaganjain: i dunno the proportions seem pretty off to me, i don't know the ref, but the thighs seem to be ultra long compared to his lower leg
Ah that reminds me, i've been meaning to say! Your airborn char (the main one) has a similar problem except its the other way around, he's got very short thighs but very long forelegs if you know what I mean?? Just something I noticed when browsing through the awesome airborn stuff on moddb.
3/4 of the leaves I manually placed where they needed to be, only the last quarter or so did I think to turn on vertex snapping!? You know, you spend an hour placing leaves and then you learn.
Ah that reminds me, i've been meaning to say! Your char (the main one) has a similar problem except its the other way around, he's got very short thighs but very long forelegs if you know what I mean?? Just something I noticed when browsing through the awesome airborn stuff on moddb.
yep i know exaclty what you mean, we already figured that out but decided to keep him as he is, because there are so many animations already done and we didn't want to put tooo much time in tweaking just yet, i'll have to chack if i can change it easily and if the anims still work then or if i have t reexport all of them
but as for the bird, its the ankle you see there not the knee, it won't be walking much anyways i guess, so far they are lanned to fly away when you come closer
Quokimbo, you could get a better looking, less expensive bush with less than half the tris if you used cards for all the branches and leaves. If you wanted, you could even make the thick base and then use cards for all the small branches and leaves.
I have modeled bushes the way you stated, but when we export them into the source engine, the planes show? The alpha's are not transparent. We have not figured out a way around this...
I have modeled bushes the way you stated, but when we export them into the source engine, the planes show? The alpha's are not transparent. We have not figured out a way around this...
In the texture's .VMT file are you specifying that the texture needs to use the alpha channel for transparency?
If you have grey in your alpha write this:
$translucent 1
or
if your alpha is just black and white
$alphatest 1 (does the same thing but lesser quality)
you may get alphasorting issues (where one alpha plane might render infront of another even though it's behind it). As far as I know, you can't change that except to use 1 bit alpha.
I can not tell you what is being done, I export the .OBJ from Maya, and save out the .TGA from Photoshop with a transparent background. Zip it up and upload it to the forum for someone to get it into the engine...
Here's one I did just before lobster but I didn't like how it came out so there's some major photoshop tweaks on this one:
it's one of the sketches from the back of Brom's Offerings
Tossing about ideas in my head on Saturday for a platformish game. Gonna do a mockup, and then try and prototype it up. For now, I give you Sir Galakid (*groan*)
Tossing about ideas in my head on Saturday for a platformish game. Gonna do a mockup, and then try and prototype it up. For now, I give you Sir Galakid (*groan*)
Cheers for the love, guys!
Made a couple fixes to the kid (for one, the lighting on the helmet was coming from the wrong direction, lol). And added his steed (still pretty early). Since any knight worth his salt needs one. :P
I'll be playing around with the motif/color scheme, since right now it looks like they're representing the Red Cross.
jaco - very nice sculpt, got good forms on the face
obson - really nice! reminds me of niklas jansson's stuff
justin - cool busts justin
ruz - nice work ruz, think the grain of the fabric is maybe too big and strong, might get a sort of moire effect from it.
finished this guy just enough for the sinistercircle comp:
never really happy with the goblin face but when the skull is replacing his head he looks much more fun, might turn him into a full character, an undead scientist/ corpse casanova/ something
Really nice sculpt Kite. I like how you detailed the muscle and skin on the face. What brush do you use most for zbrush (mudbox?) if you don't mind me asking?
Replies
really quick and dirty though
But other than that crit, very nicely done.
Hey, that's interesting, I looked up the Tempietto by Bramante and yeah, it sure does look exactly like that ref pic I found. The description of that photo I was using says that mausoleum is one of the highlights in the Hauptfriedhof in Frankfurt am Main, Germany and that the design was based on the Tempietto in the cloisters of S. Pietro in Montorio, Rome (1502), the architect was Friedrich Christoph Hausmann.
Glad you noticed that, I was just using that one photo for ref and now I can look up a lot more!
I think im done or almost done.
http://boards.polycount.net/showthread.php?t=64453
some stupid bird
@gaganjain: i dunno the proportions seem pretty off to me, i don't know the ref, but the thighs seem to be ultra long compared to his lower leg
Progress on Spidey:
That stupid bird look kool *_^
qmorte... err what do you mean, with how i did o_O
nice spidey, in which timepreiod is he supposed to be?
The first idea for spidey was to make classic red and blue costume, but it is quite simple design, and i am still thinkin about some changes to it, but as for now no good ideas.
and again- bird is superb!
Neox I love the bird.
Morte, Spidey is looking awesome so far but I think his fingers could be a bit wider.
My latest project.
His pants are still very WIP; the baggy stuff on the sides should look a lot more, well, baggy.
Ah that reminds me, i've been meaning to say! Your airborn char (the main one) has a similar problem except its the other way around, he's got very short thighs but very long forelegs if you know what I mean?? Just something I noticed when browsing through the awesome airborn stuff on moddb.
I was bored so I captured me working on the bush...
http://www.screentoaster.com/watch/stVUJQRUZIR11XRl5YXltZU1ZV
3/4 of the leaves I manually placed where they needed to be, only the last quarter or so did I think to turn on vertex snapping!? You know, you spend an hour placing leaves and then you learn.
How does she look?
yep i know exaclty what you mean, we already figured that out but decided to keep him as he is, because there are so many animations already done and we didn't want to put tooo much time in tweaking just yet, i'll have to chack if i can change it easily and if the anims still work then or if i have t reexport all of them
but as for the bird, its the ankle you see there not the knee, it won't be walking much anyways i guess, so far they are lanned to fly away when you come closer
For the comicon challenge.
I got some feedback that he was looking really hellboyish so I changed up his skin and fixed some other things that were bugging me.
I have modeled bushes the way you stated, but when we export them into the source engine, the planes show? The alpha's are not transparent. We have not figured out a way around this...
That screen was taken in Maya, but in source the planes show white...
In the texture's .VMT file are you specifying that the texture needs to use the alpha channel for transparency?
If you have grey in your alpha write this:
$translucent 1
or
if your alpha is just black and white
$alphatest 1 (does the same thing but lesser quality)
you may get alphasorting issues (where one alpha plane might render infront of another even though it's behind it). As far as I know, you can't change that except to use 1 bit alpha.
After banging my head on sculpting convincing eyelids I decided to make this head into everyone's favorite crime fighter:
Here's one I did just before lobster but I didn't like how it came out so there's some major photoshop tweaks on this one:
it's one of the sketches from the back of Brom's Offerings
@ Justin nice one...I wish to make that in 3d...
Cheers
Tossing about ideas in my head on Saturday for a platformish game. Gonna do a mockup, and then try and prototype it up. For now, I give you Sir Galakid (*groan*)
WIP.
making progress on this, though Its hard to get motivated for some reason
just started the straps and gloves need sculpting
Reworked the uv map, uses only one texture now instead of 2
Before:
After:
I love it:thumbup:
Made a couple fixes to the kid (for one, the lighting on the helmet was coming from the wrong direction, lol). And added his steed (still pretty early). Since any knight worth his salt needs one. :P
I'll be playing around with the motif/color scheme, since right now it looks like they're representing the Red Cross.
jaco - very nice sculpt, got good forms on the face
obson - really nice! reminds me of niklas jansson's stuff
justin - cool busts justin
ruz - nice work ruz, think the grain of the fabric is maybe too big and strong, might get a sort of moire effect from it.
finished this guy just enough for the sinistercircle comp:
never really happy with the goblin face but when the skull is replacing his head he looks much more fun, might turn him into a full character, an undead scientist/ corpse casanova/ something
love the skull guy in particular
looking good so far TheMadArtist
Ruz, your realistic humans are are. They look better each time.