Badass Vulture there Livewire. I love seeing well done BattleMechs. Were you using the high polys from the "Mechwarrior: Living Legends" Crytek Mod? It's got that kind of feel to it. I love the way you handled the form, especially the hip actuator. Well done.
Neox: You owe me a new pair of pants. Valias owes me a beer for the bouncing smilies.... so I'm starting to keep serious tabs on this noise. If I swung in another direction though, I would seriously want to have oiled man sex with you. That version of Storm is just pure awesome man. I'm rooting for ya!!!!!!!!!
- Livewire -: that's nice dude! i would aim for a more complex hard surface design for your next project. that design is very boxy like (as a result of the time it was made of course), so it doesn't really show off what you could seriously do in a hardcore way... still a really strong piece, but not a ton of really huge complex shapes if you catch my drift.
something i'ma workin' on before i revisit my SigSauer.... ears are high-ish.... wip in a huge way :P
That's looking really nice, lildragn. It's actually spot-on! @shotgun: Thanks, man. I don't really know about the colors. I just wanted to do a simple muscle painting exercise on the orc and didn't really plan ahead as much as I should have. Mistake learned now anyway... I added the tribal signs to his cap and clothes too. I'll post a thread with the updated version when I have time. @catstyle: Thanks! @achmedthesnake: Heheh... It took me a short while before I got it... Good one though!
Actually firebert it was because it looked a bit like a model i made in the jawline area
so i figured you had used that particular skull.
not a criticism just curious
its tough though, heads are stinking hard to get right.
Ruz: ahhhhh! i see! my bad... a bit dazed and exhausted from the week... the skull... not the stock default head... my bad! totally see what you are saying though. i sculpted the jawline in completely wrong (amongst other things) but opened the mouth initially for setup for later baking and lip sculpting, so the jaw should be angled upwards more towards the back.... my shit still sux though... the eyes really make it look goofy.... crap for crap for crap. :P
yeah was referring to the skull not the generic base meshy thing
anyway just keep at it Firebert its half way there now.
I would drop the ears down a bit though.
For the hair and tash, you should give the slash 2 brush a go. works ok
re the eyes I normally just use plain spheres as a guide. The one above has the eyes as part of the base mesh though
I think this is my first post here ... or maybe second. At any rate, I've read so many great threads here and gained so much mileage from reading the wiki that I figured I should show something I did recently.
This scene is the result of reading a lot of stuff here and, of course, nagging my co-workers whenever I couldn't figure something out or had bad work flow or what-have-you. I did all the meshes myself and assembled the textures as well - I'm a level designer/scripter at work so this is new territory for me.
Anyway, here's what I did (in UDK):
And the wireframe for those who are interested:
Thanks! This site has been an awesome learning resource!
Badass Vulture there Livewire. I love seeing well done BattleMechs. Were you using the high polys from the "Mechwarrior: Living Legends" Crytek Mod? It's got that kind of feel to it. I love the way you handled the form, especially the hip actuator. Well done.
Yep! I used them for reference as well as some side and front blueprints I managed to find on the internet, and thanks!
Final images for my Comicon entry. Would've liked to have a more dynamic pose for the beauty shot (or even something based on one of Adam Hughes' covers), but ran out of time towards the end. Had a blast working on this though, and much was learned
1196 tris really ??? i'm sure you miss a number ... probably something more like 11960...
Anyway, the model is really cool; i'm not a huge fan of her head but the suit with all these details is really awesome. Excellent work !
Working on weapons for an oblivion mod :B
texture not by me, though I edited it. Learning to use normal maps, finally!! What have I been doing all this time? Shying away from ever even unwrapping, maybe :poly122:
Final images for my Comicon entry. Would've liked to have a more dynamic pose for the beauty shot (or even something based on one of Adam Hughes' covers), but ran out of time towards the end. Had a blast working on this though, and much was learned
Gorgeous work Jaco! I'd love to see a making-of for this if you ever get a chance! =]
Wow cool ship NBLM, looks like fatal inertia but better the cuts around the rear turbine seem to be a little too strong though, other then that love it
Replies
r0xmys0x> Like that look you got going on. Reminds me of the old Commandos PC game.
Commandos ref #1
Commandos ref #2
I also Tryied out for the Arenanet Internship heres my crab
Cheers!
~t
Me working on this:
Lildragon, that turned out sick dewD!
I don't remember him having such pronounced nasolabial folds - his face is a bit more chubby in the film.
On the other hand, if you're not going for a literal interpretation then feel free to ignore all of the above haha.
Cool work
- Livewire -: that's nice dude! i would aim for a more complex hard surface design for your next project. that design is very boxy like (as a result of the time it was made of course), so it doesn't really show off what you could seriously do in a hardcore way... still a really strong piece, but not a ton of really huge complex shapes if you catch my drift.
something i'ma workin' on before i revisit my SigSauer.... ears are high-ish.... wip in a huge way :P
@shotgun: Thanks, man. I don't really know about the colors. I just wanted to do a simple muscle painting exercise on the orc and didn't really plan ahead as much as I should have. Mistake learned now anyway... I added the tribal signs to his cap and clothes too. I'll post a thread with the updated version when I have time.
@catstyle: Thanks!
@achmedthesnake: Heheh... It took me a short while before I got it... Good one though!
so i figured you had used that particular skull.
not a criticism just curious
its tough though, heads are stinking hard to get right.
anyway just keep at it Firebert its half way there now.
I would drop the ears down a bit though.
For the hair and tash, you should give the slash 2 brush a go. works ok
re the eyes I normally just use plain spheres as a guide. The one above has the eyes as part of the base mesh though
"World of Level Design" is holding another one of it's challenges and this time around it was a haunted house (http://worldofleveldesign.com/categories/level_design_challenges/halloween-level-design-game-enviroment-challenge-2010.php). I created an entry for it that I would say is 98% complete (give or take).
This scene is the result of reading a lot of stuff here and, of course, nagging my co-workers whenever I couldn't figure something out or had bad work flow or what-have-you. I did all the meshes myself and assembled the textures as well - I'm a level designer/scripter at work so this is new territory for me.
Anyway, here's what I did (in UDK):
And the wireframe for those who are interested:
Thanks! This site has been an awesome learning resource!
Yep! I used them for reference as well as some side and front blueprints I managed to find on the internet, and thanks!
Quick little prop to practice modeling wrapped tape. And to show some halloween spirit. Starting the textures now.
Anyway, the model is really cool; i'm not a huge fan of her head but the suit with all these details is really awesome. Excellent work !
texture not by me, though I edited it. Learning to use normal maps, finally!! What have I been doing all this time? Shying away from ever even unwrapping, maybe :poly122:
Hey Jaco, do you have a making-of thread for your Cat Woman?
please?
I like how taking a screenshot seems to remove glow and lighting effects.
Gorgeous work Jaco! I'd love to see a making-of for this if you ever get a chance! =]
You learned to do this in a month?
Man, I have some catching up to do :')
so inspiring!
My first low-poly hard-surface model that I plan to texture and put in a scene (not counting accesoires for characters).
This model started out as uv-practice but having fun with it, so want to finish it.
Only did the main green pat at the moment (still very much wip) and no spec map yet.
Currently standing at 1464 triangles.
(sorry bout the language)
Jaco> yeah baby. 1196 tris though huh?