i think it would make more sense if it said like "Error: Memory full" and the little progress bar underneath saying 97% or something..
That's why you don't work with shit that needs to be rendered out as a film or picture! Realtime FTW!! :poly142:
HAHAHAH - man, if I had a nickle for every time Ive come in the next morning and all that was on the screen was a "Overwrite existing file?" dialog.... ..Id have like .25 cents or something
HAHAHAH - man, if I had a nickle for every time Ive come in the next morning and all that was on the screen was a "Overwrite existing file?" dialog.... ..Id have like .25 cents or something
I'm a little new to modeler, so what do you think of it? What could be improved other than the low resolution texture since I know about that already? Could I have done something differently? Here's the wireframe.
Dado Almeida - might be just good to finish it with a BSOD, which is pretty much unuversally recognisable.
I remember foing to bed and waking o to find max had crashed after the first of 4000 frames:)
Entering that head sculpting comp over at eat3d, here's my first crack at something. I'm not sure where to go with her, might try out some creatures as well.
Nope. There are a few issues doing that, mainly the position as to which it'll be situated on the board(having to navigate some of the more important artistic features around the trucks so they don't get hidden/cut off when trucks are placed on). The other real issue is there is going to be text situated down in that blank area on the bottom.
All in all though, the illustration is not oriented around accuracy of size or anything. Normal an issue like that would bug the shit out of me, but for this I kinda like the way they are. Sometimes taking artistic freedoms is needed.
True. Besides, a guy with blue text for a face isn't exactly anatomically correct either. Wouldn't it be easier to have an overlay with the limits of the 'canvas' though? Like where the borders are and the position of the trucks.
True. Besides, a guy with blue text for a face isn't exactly anatomically correct either. Wouldn't it be easier to have an overlay with the limits of the 'canvas' though? Like where the borders are and the position of the trucks.
I do have one. I know exactly where things get cut off, I just don't bother with that mock-up until I'm done. If I don't design outside the bleed, I'll end up trying to crunch everything down so it'll fit. On the mock-up(which I will eventually have the design on...it's a full scale deck with 1:1 dimensions, whenever I go back into Photoshop since I'm doing all the linework in Manga Studio at the moment), there's a full bleed, true bleed and a "safe zone" to keep all text inside so it doesn't roll over the edges of the actual deck.
Kinda hard to explain, but along with the design brief I got from the merch company, they included the deck size mock-up in PSD format, so I have actual dimension. When I finish it'll make more sense.
Probably the only movie where the original is immensely better than the director's cut. Blade Runner comes in at a close second, though, depending on which director's cut you're thinking of...
different hair attempt. this time im using softimage http://www.matkovic.com/anto/kristinka-hair.html ICE node and NURBS. to create hair.
its quite technical and gimme headache but i see good potential with this technique.
especially to control complex non-natural hairstyle.
the combing are generated by nurbs UV flow , the main scalp NURBS Emmit the hair.
Thats some quite strong fringing around your image xvampire, is that meant for 3D glasses?
I see a lot of subtle fringing in images posted here, usually more subtle than that, just a pixel or two at most. I still haven't worked out why yet, unless it really is for 3D glasses
Doing some bakes on a high poly I had laying around.
Was it a pain to do a lowpoly? Yes. Was it a huge pain doing the unwrap? Yes. yes! Will I do it again? Yeah
Doing some bakes on a high poly I had laying around.
Was it a pain to do a lowpoly? Yes. Was it a huge pain doing the unwrap? Yes. yes! Will I do it again? Yeah
simple plain player model
made it for a game mode for Garry's mod
so far the only challenge is getting it in game while snapping correctly to the animations well enough that it doesn't look like a jumbled mess.
thanks for all the comments and crits on my killer croc. i did some more work over thanksgiving, i added some hand wraps and did some polypainting. i'll make the texture look a lot better when i'm working on the low poly.
Good stuff spitty! Imvho it would be even more awesome if some of the more pronounced scales where visible through the jeans. I dont mean sticking through, but more like bumping the cloth of the jeans. Hope you get what I mean. Looking forward to the final!
Jesse: Gun looks awesome!
Blackula: Looks great man. Seeing nice improvements in your work!
martynball: looks pretty good for a noob :P Are you going to bake it as well?
Nope. There are a few issues doing that, mainly the position as to which it'll be situated on the board(having to navigate some of the more important artistic features around the trucks so they don't get hidden/cut off when trucks are placed on). The other real issue is there is going to be text situated down in that blank area on the bottom.
All in all though, the illustration is not oriented around accuracy of size or anything. Normal an issue like that would bug the shit out of me, but for this I kinda like the way they are. Sometimes taking artistic freedoms is needed.
As has been mentioned, it wouldn't hurt to make them longer, right now this guys looks like he's off to karaoke followed by some Chinese Takeaway.
Good stuff spitty! Imvho it would be even more awesome if some of the more pronounced scales where visible through the jeans. I dont mean sticking through, but more like bumping the cloth of the jeans. Hope you get what I mean. Looking forward to the final!
Jesse: Gun looks awesome!
Blackula: Looks great man. Seeing nice improvements in your work!
martynball: looks pretty good for a noob :P Are you going to bake it as well?
Doing some bakes on a high poly I had laying around.
Was it a pain to do a lowpoly? Yes. Was it a huge pain doing the unwrap? Yes. yes! Will I do it again? Yeah
It looks quite slow-motiony so you might want to think about speeding the whole thing up quite a lot for starters. After that I'd look into adding weight to make it look a bit less "sound of music" and a bit more intentional and probably a bit more agressive (totally depends on the style of the game you're making but that's what it feels like it needs to me).
In terms of adding weight I'd probably work on the root's Y-axis motion to make him fall more quickly on the down motion and have the up motion more gradual and accelerating towards the apex. I also think you could be doing more with the spine in terms of its (world) Z-axis rotation (you can use the root's X translation to counter this). Try and get a sense of his weight being transferred from foot to foot as he goes.
You could also probably do with having the foot bend a bit more at the toe so the foot lifts up and he pushes off with his foot bent and the toe still flat on the ground (this will probably help stop the legs locking out so much too).
It might also be useful to put a ground plane in with a texture on it that moves backward at a constant speed as reference so you can make sure the feet stay planted when they are on the ground.
Replies
i think it would make more sense if it said like "Error: Memory full" and the little progress bar underneath saying 97% or something..
That's why you don't work with shit that needs to be rendered out as a film or picture! Realtime FTW!! :poly142:
HAHAHAH - man, if I had a nickle for every time Ive come in the next morning and all that was on the screen was a "Overwrite existing file?" dialog.... ..Id have like .25 cents or something
Great comic tho, def keep posting!
this
While not exactly realtime art, I thought I would post it.
Extra points for people that guess what building it is.
Looks suspiciously like the Phillips Exeter Academy Library
I'm a little new to modeler, so what do you think of it? What could be improved other than the low resolution texture since I know about that already? Could I have done something differently? Here's the wireframe.
Where's the birdy? There's the birdy!!
I remember foing to bed and waking o to find max had crashed after the first of 4000 frames:)
Point!
Yeah, I've seen it. Alex Roman is god when it comes to arch viz.
Commission update.
This is the last piece of art I get to do before I pack up, fly out and move to Austin!
Nope. There are a few issues doing that, mainly the position as to which it'll be situated on the board(having to navigate some of the more important artistic features around the trucks so they don't get hidden/cut off when trucks are placed on). The other real issue is there is going to be text situated down in that blank area on the bottom.
All in all though, the illustration is not oriented around accuracy of size or anything. Normal an issue like that would bug the shit out of me, but for this I kinda like the way they are. Sometimes taking artistic freedoms is needed.
I do have one. I know exactly where things get cut off, I just don't bother with that mock-up until I'm done. If I don't design outside the bleed, I'll end up trying to crunch everything down so it'll fit. On the mock-up(which I will eventually have the design on...it's a full scale deck with 1:1 dimensions, whenever I go back into Photoshop since I'm doing all the linework in Manga Studio at the moment), there's a full bleed, true bleed and a "safe zone" to keep all text inside so it doesn't roll over the edges of the actual deck.
Kinda hard to explain, but along with the design brief I got from the merch company, they included the deck size mock-up in PSD format, so I have actual dimension. When I finish it'll make more sense.
[ame]http://www.youtube.com/watch?v=-qWvYJ6PRUo[/ame]
...I hope it's recognizable
here a little thing i work at the moment, still a lot to do..
*edit
http://i3.photobucket.com/albums/y90/arriev/women2.jpg - earlier post-efect
different hair attempt. this time im using softimage http://www.matkovic.com/anto/kristinka-hair.html ICE node and NURBS. to create hair.
its quite technical and gimme headache but i see good potential with this technique.
especially to control complex non-natural hairstyle.
the combing are generated by nurbs UV flow , the main scalp NURBS Emmit the hair.
I see a lot of subtle fringing in images posted here, usually more subtle than that, just a pixel or two at most. I still haven't worked out why yet, unless it really is for 3D glasses
Was it a pain to do a lowpoly? Yes. Was it a huge pain doing the unwrap? Yes. yes! Will I do it again? Yeah
This is what i have left to do on the lowpoly...
http://dl.dropbox.com/u/469564/notimpressive1.jpg - Other lowpoly parts.
http://dl.dropbox.com/u/469564/notimpressive2.jpg - High
hi Wahlgren , its coming along! i really like your hard surface modeling
@Y_M
thanks for mentioning i fixed up following the feedback
Very nice!
I't Frank from Donnie Darko, Its funny because im planing to do one my self, but I will follow shapes from the original one.
simple plain player model
made it for a game mode for Garry's mod
so far the only challenge is getting it in game while snapping correctly to the animations well enough that it doesn't look like a jumbled mess.
Here is my latest model which is the Shotgun from Halo:Reach, would love some crit from pro's. Not the best edge flow in some parts:
Lowpoly:
Jesse: Gun looks awesome!
Blackula: Looks great man. Seeing nice improvements in your work!
martynball: looks pretty good for a noob :P Are you going to bake it as well?
As has been mentioned, it wouldn't hurt to make them longer, right now this guys looks like he's off to karaoke followed by some Chinese Takeaway.
Hipoly looks nice! Now loet`s shoot some zomies!
Concept : http://img13.imageshack.us/img13/43.ds.jpg
Hi zenarion,
It looks quite slow-motiony so you might want to think about speeding the whole thing up quite a lot for starters. After that I'd look into adding weight to make it look a bit less "sound of music" and a bit more intentional and probably a bit more agressive (totally depends on the style of the game you're making but that's what it feels like it needs to me).
In terms of adding weight I'd probably work on the root's Y-axis motion to make him fall more quickly on the down motion and have the up motion more gradual and accelerating towards the apex. I also think you could be doing more with the spine in terms of its (world) Z-axis rotation (you can use the root's X translation to counter this). Try and get a sense of his weight being transferred from foot to foot as he goes.
You could also probably do with having the foot bend a bit more at the toe so the foot lifts up and he pushes off with his foot bent and the toe still flat on the ground (this will probably help stop the legs locking out so much too).
It might also be useful to put a ground plane in with a texture on it that moves backward at a constant speed as reference so you can make sure the feet stay planted when they are on the ground.