@Ferg - I love your stuff man, really great style and personality to it.
@Harry - I'm not sure what the purpose of the mesh is for(sculpting, animation, etc...), I don't think there is too big of a problem with the forehead loop. I think though you should have another loop going from his upper nosrils to around his mouth.
Adam:
I dunno about the red. The model and basic texture are looking great, but the red doesn't seem to fit somehow. What about a hazard strip sort of yellow and black scheme?
Not sure about the cloth on the barell, there are no NRM-maps applied yet so maybe I can do some stuff with it that way. Kind of WiP still. Modeled for a couple of houres, UVing and texturing took a day.
Small update tonight and below it is a quick colour test for the bot. The plan was to introduce a solid colour to him to contrast against the environments colour palette.
I like the top one more, the red eyes on the bottom one is kind of not doing it for me. I like the smooth finish on 1st pic + white lights for eyes are looking fine to me
Maybe I'm out of line for giving you crits, I'm not as skilled as you are yet, but anyway - I made a quick paint over. Goody luck with the bot:thumbup:
@Freg: Holy shit I have that exact lighter. We've been trying to decide if it's a beaver or a groundhog...you can't really see the tail so it remains questionable. Nice painting BTW :P I need to get back into oil painting.
Hey there everyone, I'm pretty new to modelling and this site but it is really inspiring to see such creativity on show!
I've been working on a few models to implement into the source engine and I'm hoping with your help I can enhance my skills in 3d.
I've been working on this wall lamp for a few days now. It has a diffuse and a simple bump and specular map. I like the colours on the lamp itself, but I'd like to make the metal look more like copper than rust, the bulb could use some work too I think.
If you guys could criticise my work I would be grateful thanks! Here's hoping I reach the skill level of some of you guys soon.
Adam: That's looking great, but I am not a fan of the red.
I like DeusExMatteo's paintover, but I would use an orange, or yellow perhaps rather than red. Think about giving him a construction tool palette for his painted areas like a tractor or power tool maybe.
aesir - Haha, that's coming later. I'm trying to nail down a few things before he gets posed. I'm in 100% agreement with your thoughts and already have things planned.
Scoobypubes - That's an interesting idea. I like it much more than the previously suggested 'black & yellow caution stripes' :poly132: I doubt I'll go with DeusExMatteo's suggested shape composition of where the paint should go as I don't think it lends itself to the character. And it certainly feels more random that way. I'll check out the colour palette of some power tools and see if they help the overall feel vs. no paint at all.
MikeF - It's real-time, in Unreal Editor. The fog is just a simple HeightFog which, now that I'm on a different monitor (re: @ work) I can see its entirely too blue.
Everyone else - Yikes, mixed feelings! I like what ark said, as its something I am trying to nail with this one. I mentioned it a few times but I wanted to do some fun lighting for the environment an introduce a solid, and likely matte, paint job to his head area that contrasts the rest of the scene, and by doing so hopefully compliment the entire shot.
Question - Does anyone know how I can force AA inside of Unreal 3 Editor? I tried it through nVidia, forcing it on 'Unreal Tournament 3' but that didn't work. Is there a way I can specify the editor?
@adam :
Yeah, I know - it's kind of random and I didn't want to ad too much detail to it beacaus of me not knowing anything about where it's going or what kind of bot it is. Just wanted to throw something out there, my instinctive feeling on the design. Looking forward to see what your going to do with it
Thanks for explaining the fog effect, it had me puzzled as well.
hey adam! that robot is sexy its quite similar to something i am designing at the minute! mine alot more rugged tho and hard arms n stuff! anyways nice work.. will put into my inspiration folder thanks!
oh actually here is the first concept ;o its a really rough tumbnail really.. and inspired by ashley woods stuff ;o!
i also started a girly last night! and here she is so far
That's looking pretty sweet, Razorb, though you may want to play with some more different shapes. Right now it's looking really similar to Ashley Wood's Bertie.
yea Swizzle i started off doin that as it was just a major inspiration for me doing it in the first place... thats why its just a thumbnail thingy.. i will do about 20 more designs ! so no worries oh and it will have 4 legs! as its easier to animate for me ;(
Thanks Ferg. Done some of the back. Maybe I went a bit overboard with the drapeyness and I'm gonna change those lower big folds to each be individual. It's only 8144 polys with 2 subd levels.
I've been ill this week but almost better now. Started on some huge chunks of codestuffs which was doing my head in so I took a break from Multivaders and doodled a tim-burtony-style sketch for some music I've been working on:
It's pretty much all Kismet. The Kismet sheet is filled! I wanted to keep as much of it stock as possible just to show off how far we can push the standard engine. It doesn't even use a mutator
Thanks HAL, the fold corners came out ok in terms of smoothness, but there's another way I'd like to do them with more topology control/detail to give extra roundness to inside of the deeper corners, which I will do if I make sleeves/trousers. I might make a whole character with this!:)
Wasker that is disgustingly good hard surface painting. Stop it :poly127:
Moved from speed model thread since they don't want sketches :P
Finishing up a game of TF2 earlier, I got the random urge to make a TF2 life drawing kind of looking thing. If i don't think this is horrible when i look at it later, i might decide to paint it up into a clean piece. Hope the shirtless-ness isn't suggesting any homoerotic story there, i just wanted to practice muscles too.
Shout out to Scott Eaton, before taking his anatomy class this week I was totally lost on muscles. Although I'm probably still far from perfect, thus the practice.
I'm working on learning how to 3D model, use Sandbox2 editor, and make music in Reason4 and Ableton LOL ~ Anyways, here is my work in progress vehicle that I plan on exporting to crysis for a zombie mod (This is my First 3D model since I am just learning how to use 3ds max, and of course I did this out of thin air from help of digital tutors videos)
(Can somebody help me out and link me to learning how to model low poly?) as I don't know anything about modeling for gaming)
Replies
@Harry - I'm not sure what the purpose of the mesh is for(sculpting, animation, etc...), I don't think there is too big of a problem with the forehead loop. I think though you should have another loop going from his upper nosrils to around his mouth.
I dunno about the red. The model and basic texture are looking great, but the red doesn't seem to fit somehow. What about a hazard strip sort of yellow and black scheme?
Not sure about the cloth on the barell, there are no NRM-maps applied yet so maybe I can do some stuff with it that way. Kind of WiP still. Modeled for a couple of houres, UVing and texturing took a day.
Tips, crits and so on are very wellcome
I like the top one more, the red eyes on the bottom one is kind of not doing it for me. I like the smooth finish on 1st pic + white lights for eyes are looking fine to me
Maybe I'm out of line for giving you crits, I'm not as skilled as you are yet, but anyway - I made a quick paint over. Goody luck with the bot:thumbup:
I've been working on a few models to implement into the source engine and I'm hoping with your help I can enhance my skills in 3d.
I've been working on this wall lamp for a few days now. It has a diffuse and a simple bump and specular map. I like the colours on the lamp itself, but I'd like to make the metal look more like copper than rust, the bulb could use some work too I think.
If you guys could criticise my work I would be grateful thanks! Here's hoping I reach the skill level of some of you guys soon.
I like DeusExMatteo's paintover, but I would use an orange, or yellow perhaps rather than red. Think about giving him a construction tool palette for his painted areas like a tractor or power tool maybe.
Scoobypubes - That's an interesting idea. I like it much more than the previously suggested 'black & yellow caution stripes' :poly132: I doubt I'll go with DeusExMatteo's suggested shape composition of where the paint should go as I don't think it lends itself to the character. And it certainly feels more random that way. I'll check out the colour palette of some power tools and see if they help the overall feel vs. no paint at all.
MikeF - It's real-time, in Unreal Editor. The fog is just a simple HeightFog which, now that I'm on a different monitor (re: @ work) I can see its entirely too blue.
Everyone else - Yikes, mixed feelings! I like what ark said, as its something I am trying to nail with this one. I mentioned it a few times but I wanted to do some fun lighting for the environment an introduce a solid, and likely matte, paint job to his head area that contrasts the rest of the scene, and by doing so hopefully compliment the entire shot.
Question - Does anyone know how I can force AA inside of Unreal 3 Editor? I tried it through nVidia, forcing it on 'Unreal Tournament 3' but that didn't work. Is there a way I can specify the editor?
Yeah, I know - it's kind of random and I didn't want to ad too much detail to it beacaus of me not knowing anything about where it's going or what kind of bot it is. Just wanted to throw something out there, my instinctive feeling on the design. Looking forward to see what your going to do with it
Thanks for explaining the fog effect, it had me puzzled as well.
Maybe it's possible using supersampling, but I dont know if it'll work in-editor.
Btw Adam, the robot is great but the enviro behind is not the best I've seen from you. Lighting is a bit bland.
(character by Pior)
Teaser wip shot of my mod/map DM_Spectrum. Due for release some time next week!
Don't think UE3 uses deferred shading.
oh actually here is the first concept ;o its a really rough tumbnail really.. and inspired by ashley woods stuff ;o!
i also started a girly last night! and here she is so far
Razorb -> Great droids, love the rendering on that
razorb, i really like those robots concepts so far!
oh and thanks everyone!
haha so awesome!
Reminds me of The Neverhood somehow, which is good.
Here's a little w.i.p anim:
That knight looks great corv
mp3 it was made for
Soooo much to doooooooo...
And two days to do it. Fuck.
I used the same reference photo as you on a painting i did for school
what shaders were used?
I always have problems with those triangle shapes in blender.
Though I didn't try out modeling clothes like you did.
first attempt is a miserable failure, so i restarted it. second attempt went better, but it still got that damn muddy feel.
Saw this some time ago on moddb and I think its awesome!
Is it all done through Kismet? If so, that Kismet setup must look crazy!
@ Swizzle
looks very cool!
It looks like "The Joker" mixed with a fairy
It's pretty much all Kismet. The Kismet sheet is filled! I wanted to keep as much of it stock as possible just to show off how far we can push the standard engine. It doesn't even use a mutator
-Woog
looks like you are missing some real highlights,
they always make my drawings feel much more lifely
far out swizzle!
Thanks!
Ruz:
I agree that the pose needs some work. I'm still trying to figure out exactly what I want to do with it.
conte:
It's the skin shader in Marmoset.
Art-Machine:
It's for the Comicon Challenge over at GA.
here's some crap I whipped together, I've got a pilot girl going in 3d (trying out soem hard surface modelling) and I thought she could use a ride.
Not sure if I'll go with this design. I want it too feel more russian (red blok, baby).
Updated.
Here's the new:
wasker, really nice painting man
Moved from speed model thread since they don't want sketches :P
Finishing up a game of TF2 earlier, I got the random urge to make a TF2 life drawing kind of looking thing. If i don't think this is horrible when i look at it later, i might decide to paint it up into a clean piece. Hope the shirtless-ness isn't suggesting any homoerotic story there, i just wanted to practice muscles too.
Shout out to Scott Eaton, before taking his anatomy class this week I was totally lost on muscles. Although I'm probably still far from perfect, thus the practice.
(Can somebody help me out and link me to learning how to model low poly?) as I don't know anything about modeling for gaming)