This is a WIP of a sci-fi turret i been working on for some 8 hours or so total, its my first own design and i just started playing around with maya, adding things, nothing is from reference or concept.
thanks for your advices :-)
I looked far to long on this reference ^^
hopefully it is so good that i can now move on on the big project where the hand will be used
The finger positions donยดt seem right to me, made some guidelines in red(i rushed them, middlefinger and thumb look ok to me, the lines are just there to have them all) to show what i mean(the green one shows how unnaturaly the finger bends)
The metal gear solid rising trailer inspired me to do this
(Click the image for 6000x1000)
Not as realistic as the Render in the Trailer, especialy the materials, but I like the result. Any tips on how to improve the material are welcome
[ame="http://www.youtube.com/watch?v=-c8GL8-Wluc"]Also tried to create such a cammera fly.[/ame]
During summer break from school (three weeks off), I decided to model a samurai helmet. Here is my progress so far after a couple of days of working on it. Probably 75 percent done with the high poly at this point. Should be able to finish it up tomorrow, and start the low poly.
love the atmosphere in that piece cholden.good stuff
I have toyed with the idea recently of turning to environment art and these kind of pieces inspire me to have a go.
I had heard that environmental artists have more fun/are better looking and are generally treated better than character artists:)
Wow, nice Doc Rob! Is this for film or is this next-next-next-next-gen?
My Old-Gen-Low-Poly-Crap - missing faces on the bottom of static meshes always bugs me, especially on PowerCores, made a mesh to sit under, may just continue building more and more modular pieces until I get something interesting.
well now that I'm finished with my tf2 theme I can take my time to make some other stuff. Ever since we released ghostbusters I've been wanting to get some gb love into tf2. Although, Spetch beat me to it with the ze goggles.
papa austin: honestly that giant screenshot doesn't do you a favor, first of all, is this a specular or is your texture resolution higher then the texture you put in? there are those suepr fine lines on it here and there. Also you should definitely get rid of those ugly texture seams, you've got some grasspatches obviously floating around etc. a lot of mistakes no one would have noticed when the screenshot was smaller or the player would be moving around in your level
@papa austin: I agree with neox, there's no need to show your work this big. I really dig your scene, but at this resolution people start to notice flaws that would've been invisible otherwise. Also, are you using black background on your leaves diffuse texture? There are black borders around all of them, if you're using black try paiting the background with a green that matches the leaves color more or less.
Replies
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Quick sculpt from basemesh:
The finger positions donยดt seem right to me, made some guidelines in red(i rushed them, middlefinger and thumb look ok to me, the lines are just there to have them all) to show what i mean(the green one shows how unnaturaly the finger bends)
(Click the image for 6000x1000)
Not as realistic as the Render in the Trailer, especialy the materials, but I like the result. Any tips on how to improve the material are welcome
[ame="http://www.youtube.com/watch?v=-c8GL8-Wluc"]Also tried to create such a cammera fly.[/ame]
changed it
on the right you can see the new one
and im now retopologising a motorbike
Haha Yes! damned drop bears. Sharpen her up me matey's
Not all fat man bellies hang. This is a Pot belly.... Bit like mine actually.
I'm a bit lazy but I have to finish that creepy guy...
Eh... don't ask.
He is pretty silly for forgetting an umbrella though.
awesome stuff, jfletcher
Hey, show us the pieces for this!
I actually posted that scene in Divine Rage's thread, which can be downloaded here:
http://chrisholden.net/procbuildtest.zip
If you look at it, you will notice I followed the documentation damn near exactly, so just looking at the docs will show you about the same thing.
http://udn.epicgames.com/Three/ProceduralBuildingsTutorial.html
It's a lot of fun to scale the buildings around and watch them randomly update with new floors and windows.
EDIT: never mind Blue Gender would require it to have a vagina or anus on its face.
wouldn't blue gender require both a vagina and an anus on the face?
anyways solid modeling blaizer, the mouth parts took a ton of work im sure. looks very mean...in a good way!
Cheers. Love your little sausage also
Falling down?
Here's a rough sculpt on the Goblin.
I have toyed with the idea recently of turning to environment art and these kind of pieces inspire me to have a go.
I had heard that environmental artists have more fun/are better looking and are generally treated better than character artists:)
I have some more images in the thread but I rarely check the main section of P&P anymore myself, so I thought it was worth a post in here.
decided to have a go at some hard surface high poly modelling,
i think next time ill try something a bit more complex :P
My Old-Gen-Low-Poly-Crap - missing faces on the bottom of static meshes always bugs me, especially on PowerCores, made a mesh to sit under, may just continue building more and more modular pieces until I get something interesting.
ghost trap.. eh.. "heal trap"?
just a base diffuse layed down with some AO.
http://dl.dropbox.com/u/1916709/Highres_Screenshot_seniorsheet.jpg
[ame]http://www.youtube.com/watch?v=tg6U4mSE9LE[/ame]