Nice work but the back of her heel looks huge/abnormal & I can see the pose is a graceful one so she's supposed to be slender but I feel she could do with much more skinny arms and legs to really show it off.
Thanks for the crits guys, I will get to work on fixing the neck and heel for sure. Im not sure about the arms and legs though, they were thinner originally but they didn't seem to fit. I will mess with it.
@ jam-i-am - Great work with his face man. The gun looks pretty sweet as well, but I have the same thought as blenderhead. Would his fingers fit into the trigger gaurd?
@ rollin - That would awesome dude, I love the extra punch your tweaks add to the character.
Bit more work on Mystique. Arms still need work, hands are pretty much untouched, but the rest is getting close to done on the highpoly. Gonna try a ZBrush pass for the skin effect she had going on in the X-Men movies.
Modelled her eyelashes and a snake arm band thingy too.
Super- thanks, yes this is within mudbox, its actually one of the default lights(Late Afternoon) and one of the default shaders(Tan).
Blenderhead- that's a good question, to be completely honest i don't know as of yet because i haven't created his hands. however I'm sure i will have to adjust and fudge things to make it work.
arshlevon- thanks man, hahaha!! unless you want to cost insomniac a ton of money i wouldnt suggest that...hehe.. took way too long to model this, thanks for the consideration though.
nrek-thanks dude, as i mentioned to super when i get his hands in the scene i will be fudging and adjusting shit to fit, however at this time im not sure if it will fit, the holes seems a tad small.
Finished a laser rifle from a drawing someone else gave me
Based off of the last one here,
Stock a bit screwed up, and too many vertices in the front on top of the gun. Dunno how to fix that, I guess just not have them so tightly together, but that was the look of the gun.
Almost done, was a good practise. Next time I need to add more surface detail or it ends up a bit plastic eh?
How do you guys manage good skin details on the diffuse?
Thats such a fucking amazing piece to my eyes. As for superficial detail, i'd suggest maybe trying some more prominent pores and stubble. that kind of thing, if you want it on the normal map, you could maybe get away with painting as a height and converting.
The tones are seriously beautiful.
There are still a lot of details that I need to model, but it's coming along pretty will. I've never modeled a gun before, so there's been a bit of a learning curve. I don't look forward to modeling the ejection port.
I've been really lazy on this thing - about 6-7 hours in but its taken closer to 13 or so since I am slacking like crazy - Too much internet, not enough self discipline. It's fun though when I get in the groove
Haven't done a detail pass on the legs yet, gonna take the flat areas into zBrush to sculpt some cool shit as soon as I figure out what that cool shit is.
Probably gonna re-work some of the bits in the back as I make more progress, but I need to flesh it out more first.
Finished a laser rifle from a drawing someone else gave me
Based off of the last one here,
Stock a bit screwed up, and too many vertices in the front on top of the gun. Dunno how to fix that, I guess just not have them so tightly together, but that was the look of the gun.
Post a screen without the wires. It looks like you've got the top all wrong - they have it drawn as a curved surface breaking away in the back to the venting, you've got some sort of weird triangular prism thing.
Where'd you get the concepts from? They look sexy fun.
man, so many years, since i last posted a model of mine. just been browsing your awesome works and saving them to my reference folder
at the moment i'm working only on custom models for tf2 (because i can't handle all these nifty next-gen-uber-stuff )and this shall be my latest addition:
edit: meh, i'm always last poster
did a quick color change, since someone requested a "neutral" version as well.
I think I'll be pumping more polygons in the barrel but, the stock, closest to the viewer. Not too sure if I should add more there.
Weird shading errors at the stock but that's just the renderer.
Need to half the amount of verts I'm using when I do up the low poly.
Going to concentrate on the sillhouette which is why I'm thinking I won't need more polys at the stock in the first person view but, I might be wrong.
Will the normal map cloak it when I bake down a high poly?
Adjusted the front sight so it didn't appear spindly and fragile, breaking an otherwise flowing sillhouette.
Straightened the grip so the barrel doesn't appear to dip down.
I'll be doing a funky draw and reload animation hence the right side is modelled fully. It's for the Source Engine.
hey guys did some more work on my gungrave entry. go easy on the gun crits, I'm not as proficient at hard surface models.
I m sry if this sounds rude but his face doesen't match his hair. theres just something about him that makes him look awkard as grave. but i like u high poly for the gun
That's way better than your previous entry. Color choice is kinda bad imo. Red writing on turquoise background is hard on the eyes. Chose either one to be saturated - Door or sign.
If you throw some specular in there, and put wear where it belongs, it's gonna get MUCH better, believe me. Try to think about how the door works, how it slides, where it's most likely to be strached. You put a lot of wear on the yellow-and-black stripes, but does it make sense? Is this door exposed to the weather? And the handprint reader is coming out of a grate. Put some dirt where surfaces meet, where it's more likely to build up.
heres an illustration I did yesterday based on a children's story a friend of mine wrote.
its about a wolf that stared a lot at the moon. and then he dies. humm...
I think I'll be pumping more polygons in the barrel but, the stock, closest to the viewer. Not too sure if I should add more there.
Weird shading errors at the stock but that's just the renderer.
Need to half the amount of verts I'm using when I do up the low poly.
Going to concentrate on the sillhouette which is why I'm thinking I won't need more polys at the stock in the first person view but, I might be wrong.
Will the normal map cloak it when I bake down a high poly?
Adjusted the front sight so it didn't appear spindly and fragile, breaking an otherwise flowing sillhouette.
Straightened the grip so the barrel doesn't appear to dip down.
I'll be doing a funky draw and reload animation hence the right side is modelled fully. It's for the Source Engine.
That isn't the standard stock for a Saiga 12, its a after-market mod. If you wanted to save some polys you could put the standard stock on it. Since it would be a FPS model you wouldn't notice the difference.
That isn't the standard stock for a Saiga 12, its a after-market mod. If you wanted to save some polys you could put the standard stock on it. Since it would be a FPS model you wouldn't notice the difference.
Yeah. That was mentioned at NRP and I took their advice.
Everything on the weapon at the moment is out of the box apart from the stock. Wanted it to be a slightly more tactical edition, like the tromix.
Fitted the standard stock on and it does look better.
Replies
and btw.. maybe I should create a tf2 lightwarp mod.. should have known about these ramptextures earlier :poly142:
I like the default setting . but maybe it's possible to create 2-3 cool new ramps .. we'll see...
test1
default
Haha, no, slightly smaller. I now officially hate modeling boats.
How do you guys manage good skin details on the diffuse?
sweet stuff! you have just convinced me that you are the new "gun guy" hope you had fun doing that , because i see a lot of it in your future.
@ jam-i-am - Great work with his face man. The gun looks pretty sweet as well, but I have the same thought as blenderhead. Would his fingers fit into the trigger gaurd?
@ rollin - That would awesome dude, I love the extra punch your tweaks add to the character.
Kite: beautiful haha he looks so dissaproving
Rollin: these are great, love the shader
Nrek: nice work man! traditional sculpture in digital is very interesting!
-Woog
No diffuse or spec really painted yet but normal and AO rendered out from max. Some tweaking still needed....
Modelled her eyelashes and a snake arm band thingy too.
Blenderhead- that's a good question, to be completely honest i don't know as of yet because i haven't created his hands. however I'm sure i will have to adjust and fudge things to make it work.
arshlevon- thanks man, hahaha!! unless you want to cost insomniac a ton of money i wouldnt suggest that...hehe.. took way too long to model this, thanks for the consideration though.
nrek-thanks dude, as i mentioned to super when i get his hands in the scene i will be fudging and adjusting shit to fit, however at this time im not sure if it will fit, the holes seems a tad small.
Based off of the last one here,
Stock a bit screwed up, and too many vertices in the front on top of the gun. Dunno how to fix that, I guess just not have them so tightly together, but that was the look of the gun.
Thats such a fucking amazing piece to my eyes. As for superficial detail, i'd suggest maybe trying some more prominent pores and stubble. that kind of thing, if you want it on the normal map, you could maybe get away with painting as a height and converting.
The tones are seriously beautiful.
There are still a lot of details that I need to model, but it's coming along pretty will. I've never modeled a gun before, so there's been a bit of a learning curve. I don't look forward to modeling the ejection port.
Haven't done a detail pass on the legs yet, gonna take the flat areas into zBrush to sculpt some cool shit as soon as I figure out what that cool shit is.
Probably gonna re-work some of the bits in the back as I make more progress, but I need to flesh it out more first.
Post a screen without the wires. It looks like you've got the top all wrong - they have it drawn as a curved surface breaking away in the back to the venting, you've got some sort of weird triangular prism thing.
Where'd you get the concepts from? They look sexy fun.
at the moment i'm working only on custom models for tf2 (because i can't handle all these nifty next-gen-uber-stuff )and this shall be my latest addition:
edit: meh, i'm always last poster
did a quick color change, since someone requested a "neutral" version as well.
character looks great rollin
GCMP, her face is a little masculine and her left arm looks a bit off to me. nice overall though
n88tr you should learn how to make clean lowpolys or clean highpolys.. what you're creating atm is neither
I think I'll be pumping more polygons in the barrel but, the stock, closest to the viewer. Not too sure if I should add more there.
Weird shading errors at the stock but that's just the renderer.
Need to half the amount of verts I'm using when I do up the low poly.
Going to concentrate on the sillhouette which is why I'm thinking I won't need more polys at the stock in the first person view but, I might be wrong.
Will the normal map cloak it when I bake down a high poly?
Adjusted the front sight so it didn't appear spindly and fragile, breaking an otherwise flowing sillhouette.
Straightened the grip so the barrel doesn't appear to dip down.
I'll be doing a funky draw and reload animation hence the right side is modelled fully. It's for the Source Engine.
I m sry if this sounds rude but his face doesen't match his hair. theres just something about him that makes him look awkard as grave. but i like u high poly for the gun
Don't forget to put your files on the server, and post the wires & UV pls
That's way better than your previous entry. Color choice is kinda bad imo. Red writing on turquoise background is hard on the eyes. Chose either one to be saturated - Door or sign.
If you throw some specular in there, and put wear where it belongs, it's gonna get MUCH better, believe me. Try to think about how the door works, how it slides, where it's most likely to be strached. You put a lot of wear on the yellow-and-black stripes, but does it make sense? Is this door exposed to the weather? And the handprint reader is coming out of a grate. Put some dirt where surfaces meet, where it's more likely to build up.
Calling the high poly done unless anyone has crits. Thanks.
its about a wolf that stared a lot at the moon. and then he dies. humm...
I got wood, 100% handpainted. the normalmap doesnt show very well though its like 40 polys
I'm working on a Porsche for subD exercise, here's the (wip) wheel after some hours of work:
That isn't the standard stock for a Saiga 12, its a after-market mod. If you wanted to save some polys you could put the standard stock on it. Since it would be a FPS model you wouldn't notice the difference.
I love your wood. What's the texture size?
Yeah. That was mentioned at NRP and I took their advice.
Everything on the weapon at the moment is out of the box apart from the stock. Wanted it to be a slightly more tactical edition, like the tromix.
Fitted the standard stock on and it does look better.
Web Page
http://tocxdesign.ohost.de
Anyone think it's worth developing into a little low/high model? i figure itd be a quick one to sculpt up.
EDIT: messed with the proportions, drew a sword (lol) and started on the side view. Didn't think it warranted another post