@makkon: yep, sittin in a cafe in downtown salt lake now, still waiting for intertrons at the house. Shoot me a pm with some im details or something and perhaps we can meet up for some non-caffeinated, non-alcoholic beverages
Here's yesterday's sketchin... workin on my female forms. Snakehook hair fail... scruffy surfer hair kinda makin her look dudish. Definitely lookin for some crits on this one... she's lookin pretty boyish and I'm tryin to figure out natural female forms.
I don't think she looks dudish at all! Nothing on her screams "man!". I see a young woman w/ a modern styled haircut, maybe 130lbs. The neck is graceful, small shoulders, pretty lips, very young average female. Sure she doesn't look like the typical sultry supermodel watermelon-boobs and 12-inch waist exaggeration that is everywhere, she looks feminine and young.
If I were to only look at her head, I could see a bit of boyishness, but women and young boys have very similar facial structures. With a body sculpted she would obviously be a very beautiful young woman. I think your female form is quite nice and subtle so far.
If you wanted to push away from realism, you could make her cheekbones more prominent, her nose smaller/pointier, or her eyes bigger or something, but I think your form is quite lovely.
Last time I visited Utah, it smelled funny, and I saw, swear to god, orange UFOs doing impossible things; zipping in and out of clouds. My friends in the other car can confirm this.
We now simply accept strange things happen in Utah.
And to whomever asked for a larger one...whenever I finish I'll upload it at a larger size. The image itself is actually retardedly large...16.5"x16.5" at 600DPI resolution, so it's almost a 10K x 10K pixel image heh.
sampson - that scene is awesome
taylor pelto - love your rocks man i really need to improve on mine!
jeffro - that walkway is very interesting, i cant wait to see more
Working on this for part of a larger level, just a walkway that continues (those white dividey bits i haven't started texturing yet)
From the texture standpoint I find it extremely nice to and easy to look at. The walkway itself looks really repetitive and tiled in some areas while in others it doesn't. I also don't like that pattern you created, where some stone pieces look up in the air, others sink more into the ground. I critted this on someone elses work where it was much more obvious, but it just seems to be a common way of adding detail to the ground. Rotate and move some bricks and it'll be cool - Peris tutorial for the win
I mean, from what I get when looking at such similar ancient bricks walkways reference pictures on google is, that sure some of these have uneven stones and stuff but the overall effect is very natural, organic and flowing, e.g. bent or curved as a whole entity by a heavy vehicle driving over it.
But with your distribution I would think something like this:
"Now these smart people had the ability of crafting these super even stones/bricks and aligned them perfectly on the horizontal axis, yet it looks like some idiot took a hammer and punched on the stones here, then turned around 180 degrees and punched there"
You can argue, boy what a load of text for nothing but some walkway, and I'm sure you'd win in court
But I remember when someone smart wrote something about the environment telling a story and I always seem to get stuck on this part when looking at people's environments. I think there would be a much more delicate way of arranging the stonework to make it look believably used.
In reality you can just ignore my happystory and move on
ferg i think might be what's doing it is the nose, it's pretty damn big for a chicks nose, shrinking it might give it a more feminine look
Really? It looks like an average nose to me, on the realistic side.
To push game-style feminine, it could be smaller/pointier. but I think that, textured and with a realistic-proportioned body, she would not looked boyish at all!
Long time no post. Decided to get back into doing some stuff in my free time. Gonna create a low poly and texture of this USP high poly I did a year or so ago.
Long time no post. Decided to get back into doing some stuff in my free time. Gonna create a low poly and texture of this USP high poly I did a year or so ago.
Your slide needs to be wider. Also, the edges of the back should be much softer and there should be a curve across the width of it. Actually, the whole width of the gun feels a little off.
Redid the medieval brick wall I have been working on since the first one sucked ass. I'm much happier with this attempt so far. Still trying to decide if I should add more to the diffuse or not.
Thanks for the crits guys, I shrank the nose a bit and toned down the smile lines a little... I think I scaled the head down slightly as well. Callin it done.
[WATCHED] I say the lips are toostretched inward the face, they should protude a bit more, but the upper part of the face is spot on (this is what made me say it was him)
Replies
I don't think she looks dudish at all! Nothing on her screams "man!". I see a young woman w/ a modern styled haircut, maybe 130lbs. The neck is graceful, small shoulders, pretty lips, very young average female. Sure she doesn't look like the typical sultry supermodel watermelon-boobs and 12-inch waist exaggeration that is everywhere, she looks feminine and young.
If I were to only look at her head, I could see a bit of boyishness, but women and young boys have very similar facial structures. With a body sculpted she would obviously be a very beautiful young woman. I think your female form is quite nice and subtle so far.
If you wanted to push away from realism, you could make her cheekbones more prominent, her nose smaller/pointier, or her eyes bigger or something, but I think your form is quite lovely.
High rez
In engine
taylorpelto: That worked surprisingly well. Keep pushing it, bro
We now simply accept strange things happen in Utah.
That's what I know about Utah.
Colossal: what are we looking at exactly?
Almost done.
And to whomever asked for a larger one...whenever I finish I'll upload it at a larger size. The image itself is actually retardedly large...16.5"x16.5" at 600DPI resolution, so it's almost a 10K x 10K pixel image heh.
taylor pelto - love your rocks man i really need to improve on mine!
jeffro - that walkway is very interesting, i cant wait to see more
From the texture standpoint I find it extremely nice to and easy to look at. The walkway itself looks really repetitive and tiled in some areas while in others it doesn't. I also don't like that pattern you created, where some stone pieces look up in the air, others sink more into the ground. I critted this on someone elses work where it was much more obvious, but it just seems to be a common way of adding detail to the ground. Rotate and move some bricks and it'll be cool - Peris tutorial for the win
I mean, from what I get when looking at such similar ancient bricks walkways reference pictures on google is, that sure some of these have uneven stones and stuff but the overall effect is very natural, organic and flowing, e.g. bent or curved as a whole entity by a heavy vehicle driving over it.
But with your distribution I would think something like this:
"Now these smart people had the ability of crafting these super even stones/bricks and aligned them perfectly on the horizontal axis, yet it looks like some idiot took a hammer and punched on the stones here, then turned around 180 degrees and punched there"
You can argue, boy what a load of text for nothing but some walkway, and I'm sure you'd win in court
But I remember when someone smart wrote something about the environment telling a story and I always seem to get stuck on this part when looking at people's environments. I think there would be a much more delicate way of arranging the stonework to make it look believably used.
In reality you can just ignore my happystory and move on
cheesy, i know.
Really? It looks like an average nose to me, on the realistic side.
To push game-style feminine, it could be smaller/pointier. but I think that, textured and with a realistic-proportioned body, she would not looked boyish at all!
Your slide needs to be wider. Also, the edges of the back should be much softer and there should be a curve across the width of it. Actually, the whole width of the gun feels a little off.
Check out gunbroker.com for more awesome refs.
Ship AI for school project on iPhone
You can properly guess where the design is based off haha
might make my own thread actually
Been putting Blender 2.5 through its paces- sculpt, retopo, unwrap, AO/normal bake, spline modeling, viewport render...
I'm not sure why, but that guy reminds me of Dr. Mephesto from South Park.
Here's my little crappy thing. I have to clean up the edges though.
(edited post for slight update)
thanks! i paint at 1024.
Yes. Taped nips are almost better than naked nips because they leave something to the imagination and they give some options for fun design.
Also, I just totally realized that my DomWar pre-challenge guy needs tape X's on his flappy mantitty nips. Awesome.
Lemme know what you think!
[ame]http://www.youtube.com/watch?v=O4-_0VnTg7s&feature=share[/ame]
is that a cock?
No, that was a poorly designed place holder mic... XD
(I hoped no one would make the joke, but I forgot it was polycount, the home of cocktanks.)
do you know who it is?
also did a 20 minute quick variation for fun (this should tell you who it is if you didnt know )
http://i1021.photobucket.com/albums/af334/LakierosJordy/gandalfversionsculpt.jpg?t=1289764278
[WATCHED] I say the lips are toostretched inward the face, they should protude a bit more, but the upper part of the face is spot on (this is what made me say it was him)
Here's another update on my crappy thing.
...
...my face...
..without my explicit permission.
This continues to look weird, despite 3 reskins.