A Sculptris skeleton I've been doing. Figured I'd do a study of all the bones. In progress. The shaderball and background are made to look like they are effecting each other.
Cool design, but how the heck do you hold it, let alone fire it?
You know what design is? Design is the fusion of form and function. Good design describes its function out of its form. It shows you how to handle and what to do with it without words. By just make it look cool its just random.
Its not a good or cool design if you ask how it works.
The model you are talking about looks good in modeling technical wise, but lacks design.
c0ldhands and Rumkugel
The best way to hold it is uncomfortably.
By the way Rum Kugel, that sculpt is pretty awesome, I love the feet and head!
Thanks Conte!
acapulco, you're talking about industrial design rather than general design. General design is how something is aesthetically structured. By I.D. standards, it is pretty awful, as it's just a greebled up rod with blades and guns stuck to it with questionable usability. However when I extrapolated the sort of mechanical collage Mezz used in her concept I decided to take it to a more ridiculous level with no serious concern regarding functionality.
SpeCter, This is off the top of my head, but I would imagine the firing pin would operate on a sort of oscillating mechanism going back and forth between barrels while another mechanism is sliding bullets into the chambers and perhaps a curved chute leading to the top where the shells are pushed out of the opening. However I think I'll take you're suggestion on making the opening larger.
The tiling texture along the walls isn't what I wanted, so I'll be changing it. The lighting is also experimental right now, there will be a hole in the ceiling where the sunlight is popping in as well Oh, and not all my textures are not done yet :P I know my lighting is too dark right now, but I'm experimenting with UDKs lighting system for the first time. I'll get there.
Bunny, you're off to a great start, great concept and a pretty solid design, I'd just like to see a little bit more attention to the legs. Right now they just seem plain, which is probably better, but I guarantee you can add some sort of extra function.
Pogo, as far as the actual modeling of the drapery goes, that looks excellent to me.
And Prophecies I'm stoked to see you got it in the engine, I'd like to see a lot more updates on this.
This is lookin really good, but it looks a bit off and it took me a minute to realize why: the border of the cloth along the ground is waaaayyy too smooth. It should be a lot more jagged, with some hard corners where one section of cloth covers another... folds shouldn't all just smooth our near the edge like that, there should be some large overlaps and edges protruding. Take a look at THIS and the shapes going on to see what I mean.
6000 tris. already. budget was "6-8k", have about half the lowpoly left to model. fuck my life.
what did i say? did i not say "hey mark, you better watch it!"
now look at ya.
you'll figure it out dude. i'm just giving you shit because, well, i told ya so.
what did i say? did i not say "hey mark, you better watch it!"
now look at ya.
you'll figure it out dude. i'm just giving you shit because, well, i told ya so.
Yeah I know josh, I'm a failure of a modeller, etc :poly122:
I like the designs Vrav, but I got to ask, how does it feel to work on such a steep angle, IMHO it'd be better, at least for me, to conceptualize the hairs in a more eye to eye level rather from above as you did. Is there any specific reason you prefer to do it like this? Only scenario where I feel I'd be doing it would be if that was the player's point of view in the game.
Raider - your grip looks impossibly thin and would be very uncomfortable to hold. Also, the size of the trigger relative to the grip is way too big. I'm digging it though.
Always room for more variants, but trying to get an idea.
No facial hair yet, sadly! Curly mustachios are needed.
edit: okay, here is some indiscriminate scribbling for facial hairs! They'd all be interchangeable, though.
Sergeant's seems a little untamed for a military man. However 'Can't Be Trusted' is spot on and reminds me of every crazy I've seen in downtown Toronto.
cheers marks i knew there was something off but looking at it for ~5hrs makes it hard to kinda figure out what it was, but i've been on a roll so just kept adding different aspects to it.
Raider! nice shotgun but what do you need two magazines for? Also the lowest tubular magazine looks to hold 10 gauge slugs while the barrel looks like 12 or 16 gauge...small
Also stock looks like a place holder. Maybe some flimsy metal like the AKS would look nice, just some ideas. I like the overall look of it
Working on the high poly version of my Skywarps Head
Reference located here http://i271.photobucket.com/albums/jj132/jaredjarboe5789/1234890648728.jpg
Sorry best shot i could find
Not really sure if this head design is going to work with the body's design, but we'll see. I'm having a lot of fun with this guy . Obviously there are a couple errors in the smooth as you can see, but they will be fixed
**update**
Didn't want to spam this thread with posts so ill just update this one, got the eyes going
Here is one of two self-portraits that I created this week for an Advanced Digital Imaging class this quarter. I used 2D and 3D elements composited in Photoshop for this one.
Crits/comments on diffuse please, spec is just a placeholder (diffuse with no color :P
Correct me if I'm wrong, but this is a grenade like device?
I don't really get that idea from the diffuse. The caution strips and text are cool. I think adding in a warning logo/text would help. I'm not convinced yet with the blue either - have you tried other colours? Perhaps make the cracks dark grey, some sort of text/number on each ball, and vary the gray throughout the model.
Replies
I think many details you have modeled can be deleted ... The normal map will do the work.
You know what design is? Design is the fusion of form and function. Good design describes its function out of its form. It shows you how to handle and what to do with it without words. By just make it look cool its just random.
Its not a good or cool design if you ask how it works.
The model you are talking about looks good in modeling technical wise, but lacks design.
High done.
Low poly now...
c0ldhands and Rumkugel
The best way to hold it is uncomfortably.
By the way Rum Kugel, that sculpt is pretty awesome, I love the feet and head!
Thanks Conte!
acapulco, you're talking about industrial design rather than general design. General design is how something is aesthetically structured. By I.D. standards, it is pretty awful, as it's just a greebled up rod with blades and guns stuck to it with questionable usability. However when I extrapolated the sort of mechanical collage Mezz used in her concept I decided to take it to a more ridiculous level with no serious concern regarding functionality.
SpeCter, This is off the top of my head, but I would imagine the firing pin would operate on a sort of oscillating mechanism going back and forth between barrels while another mechanism is sliding bullets into the chambers and perhaps a curved chute leading to the top where the shells are pushed out of the opening. However I think I'll take you're suggestion on making the opening larger.
Swampbug, that's looking pretty legit so far!
This is what I'm doing at the mo. Big old mean monster that collects/kills people and turns them into puppets.
Working on a cloth study in Zbrush/Max for a little competition environment I'm working on. It's slowly coming together!
But enough chit chat! Here's my attempt to get some sweet forum praise :poly121:
[ame="http://www.youtube.com/watch?v=FnyMdPoJmB0"]http://www.youtube.com/watch?v=FnyMdPoJmB0[/ame]
Pogo, as far as the actual modeling of the drapery goes, that looks excellent to me.
And Prophecies I'm stoked to see you got it in the engine, I'd like to see a lot more updates on this.
I'm working on my first ever scene! It's a subway scene and this is just one of the props.
wipwipwip
More please!
This is lookin really good, but it looks a bit off and it took me a minute to realize why: the border of the cloth along the ground is waaaayyy too smooth. It should be a lot more jagged, with some hard corners where one section of cloth covers another... folds shouldn't all just smooth our near the edge like that, there should be some large overlaps and edges protruding. Take a look at THIS and the shapes going on to see what I mean.
what did i say? did i not say "hey mark, you better watch it!"
now look at ya.
you'll figure it out dude. i'm just giving you shit because, well, i told ya so.
the lighting in that room is hiding how good that griffon looks.
Also got a few new things textured
An old dominiance war character I'm pulling from the vault. Working on the legs/feet currently.
No facial hair yet, sadly! Curly mustachios are needed.
edit: okay, here is some indiscriminate scribbling for facial hairs! They'd all be interchangeable, though.
More pics here (wire, textures etc....)
Yeah I know josh, I'm a failure of a modeller, etc :poly122:
Sergeant's seems a little untamed for a military man. However 'Can't Be Trusted' is spot on and reminds me of every crazy I've seen in downtown Toronto.
digging that building crepator
Also stock looks like a place holder. Maybe some flimsy metal like the AKS would look nice, just some ideas. I like the overall look of it
Crits/comments on diffuse please, spec is just a placeholder (diffuse with no color :P
Working on the high poly version of my Skywarps Head
Reference located here
http://i271.photobucket.com/albums/jj132/jaredjarboe5789/1234890648728.jpg
Sorry best shot i could find
Not really sure if this head design is going to work with the body's design, but we'll see. I'm having a lot of fun with this guy . Obviously there are a couple errors in the smooth as you can see, but they will be fixed
**update**
Didn't want to spam this thread with posts so ill just update this one, got the eyes going
http://ui03.gamespot.com/1570/sonicknucklesimage11_2.jpg
Correct me if I'm wrong, but this is a grenade like device?
I don't really get that idea from the diffuse. The caution strips and text are cool. I think adding in a warning logo/text would help. I'm not convinced yet with the blue either - have you tried other colours? Perhaps make the cracks dark grey, some sort of text/number on each ball, and vary the gray throughout the model.
Not bad though, keep working