I used Mudbox to get a very rough head shape, but it was mostly just plain ol' poly modeling. I did steal a couple of small pieces from TF2 models, like the hands and ears since all the hands and ears are pretty much identical and I didn't want to recreate them from scratch, but I modeled everything else.
I also deviated significantly from the Mudbox head rough once I had all the topology I wanted because the proportions were ugly as fuck.
Oh cool, thanks for sharing. Kudos for the modeling, looks straight out of TF2 and I don't mean just the style, but also poly count and density, the way you do the little details. You've captured the way they do their models 100%.
Hello everybody! I'm new around here as well as pretty new to CG as well, so any help on your part would be greatly appreciated. Very impressed so far by a ton of works posted here.
I'm sure there's an explanation on how to show an image instead of a link somewhere... I'll do my best to find it for my next post
Made in 2 month. I discovered the world of the modeling (and texturing) for the first time (under XSI) and the UDK too. I tried to make a library with a huge staircase.
A lot of textures are wip (staircase, books on the shelves, window's ray, ...), I'm too lazy to redo them, one day maybe... I just updated my scene for the june b
I actuall meant on his head, like on-top, just for a little more visual variety, but it looks more than fine as is. though i was just going to ask if you were going to add the logo to his sleave as well.
shit that was quick. now you get(re: HAVE) to start up a thread for all of them y'know...
Here is something I've been working on a bit in the last few days (also working on an entry for the low poly Time Machine comp) Gave him a 5k limit and hit that nail on the head! UV unwrap is done now so just gotta tighten it up and then start to texture.
this is my progress for the LPC#3 Time Machine comp. 2k on the nose, 512x512 diffuse with alpha channel, GI. Not 100% sold on the orange so if you have any suggestions please shoot!
After years of modeling in Maya, i finally took a couple of days to work with Max. The DT tutorial proved helpful, and I'm pretty happy with the 'monkey see- monkey do approach. It's also interesting to note the different names for functions in the comparison of the two apps.
*and i just spotted the chain link I referenced...lol, oh well.
Well... this (half)character it's finished for me... It's my first "serious" model with normal map and I have learned a lot... Now it's time to do more characters to have a good portfolio!
Nice Start HAL, I don't think I've ever seen this mech done properly, despite it being so popular.
Oh and it's not a Fuchikoma (which are the smaller ones, like the Tachikomas, but from the comic), it's the T08A2 spider-tank.
You're talking about albedotint, which is, according to valve, a "work in progress feature" which is "unsupported."
I thought "unsupported" might have just meant they dont offer any help on using it, so i tried it out anyway, but it didn't seem to work.
Did you ever actually manage to get it to work?
Yeah, I did. The DoD guys used it a bit as well. It's a bit weird though. As I said, you really have to crank up the spec map to be very bright to notice any real effect.
I think I've been over-estimating my skill and experience level and getting frustrated and not finishing things.. taking on things too ambitious and not even getting close to completing them.
Finally realised this and it feels great to be making things, and it's fun again
Looks pretty nice. I know youre trying to follow the concept to the T, but those inward rectangular bevels are kinda boring. Some things just dont translate that well/cool from concept>3d.
This warrants its own thread i must say, youve got some work ahead of you
Replies
^^
Aw, I love you too, Scudzywudzy.
I also deviated significantly from the Mudbox head rough once I had all the topology I wanted because the proportions were ugly as fuck.
Got a bit of color laid down. Now I think I'm going to take a nap; passing out at the computer is probably unhealthy.
Some leather armor im making for a Mount & Blade mod:
might be cool if he had some kinda old-timey goggles or something, just too add a little oomph to the already excellent head.
I'm sure there's an explanation on how to show an image instead of a link somewhere... I'll do my best to find it for my next post
http://fc06.deviantart.net/fs71/i/2010/181/b/e/Hiding_in_plain_sight_by_MystiqueX.jpg
A quietly hilarious character in an otherwise pretty bad film.
Goggles loose around the neck I'd go for, why would you want to cover up that fantastic face more than that lovely tash does already?
Love love love it, swizzle please do others once you finish this one
Made in 2 month. I discovered the world of the modeling (and texturing) for the first time (under XSI) and the UDK too. I tried to make a library with a huge staircase.
A lot of textures are wip (staircase, books on the shelves, window's ray, ...), I'm too lazy to redo them, one day maybe... I just updated my scene for the june b
Thanks!
HonkyPunch:
Gently. Last time somebody touched them, I ended up chafed and bruised.
ScudzAlmighty, Y_M:
I was going to put some goggles hanging around his neck, but I decided it'd make the already busy upper chest way too noisy.
Zack Fowler:
Funny, I was thinking about that movie as I was building this guy and I couldn't figure out what was making me think of it. Interesting.
Got it imported into Source as a static prop. Mmmmm, phong.
shit that was quick. now you get(re: HAVE) to start up a thread for all of them y'know...
Since Orge/Torchlight hates me I went back to modding UT2004, very basic modular pieces for a flying vehicle ONS map.
Team coloured lights are modified banners, so when you capture a node the whole thing changes colour.
imho the moustash should come up a little bit in his philtrum, would give it a nicer shape overall.
@scudz on the head would ruin that lovely hair!
I considered putting the goggles on his head, but I guess I just didn't get around to it for some reason or another. Maybe I'll add 'em.
Here is something I've been working on a bit in the last few days (also working on an entry for the low poly Time Machine comp) Gave him a 5k limit and hit that nail on the head! UV unwrap is done now so just gotta tighten it up and then start to texture.
this is my progress for the LPC#3 Time Machine comp. 2k on the nose, 512x512 diffuse with alpha channel, GI. Not 100% sold on the orange so if you have any suggestions please shoot!
I don't particularly like it but I'm satisfied for now.
Shotgun and other things tomorrow.
thats pretty awesome for a first timer. well done!
@swizzle
cool as hell
*and i just spotted the chain link I referenced...lol, oh well.
rocks my socks off !
working on a concrete mixer for tf2 - just simple ao bake so far:
babyblue version can be found here:
http://www.acumen-design.de/projects/show/concrete_mixer_wip3.jpg
Very nice work!
@evillair
If I was a Deathmetalband I´d hire you for my album covers!
340 tris
I made some pants.
I did a little pose test on my dragonsculpt.
Next step is retopo.
Does she have the goosebumps? :P
And if it is a she, you gotta thin out that neck, cause she has some man-neck going on right now!
Thank you!
Looking great so far.
Oh and it's not a Fuchikoma (which are the smaller ones, like the Tachikomas, but from the comic), it's the T08A2 spider-tank.
Yeah, I did. The DoD guys used it a bit as well. It's a bit weird though. As I said, you really have to crank up the spec map to be very bright to notice any real effect.
Going to try and polish this one to finish, still really early days though.
I think I've been over-estimating my skill and experience level and getting frustrated and not finishing things.. taking on things too ambitious and not even getting close to completing them.
Finally realised this and it feels great to be making things, and it's fun again
So my current asset is this crate using this concept art by Colin Geller:
Hipoly render
This warrants its own thread i must say, youve got some work ahead of you
First part of Destiny, from Stargate Universe(UDK):
(Finding it hard to predict what Lightmass will do to my textures, so Im just testing )