Hey Duncan, thanks for that video on poly painting. I'll have to take a look at it once I get home from work
Making slow progress here on my current project, I'll have a wip up later.
Drakon, I'm diggin' your dragon. Reminds me of Deathwing, maybe before he got all angry and became on fire. I think the wings could use a better sillhouette, maybe a couple holes/tears near the edge of the wings would help visually tell a story.
I made up this fun logo thingie. It spells out my first name, Ilja (see if you can find it ). I decided that it'd be fun to make it a highpoly mesh for excersise since i haven't been doing any 3d lately... busy busy busy.
'Finished' this for a Uni assignment. Task was to model a self portait and then zombiefy it using zbrush. First time head modelling and first time sculpting so was a big challenge. Parts of the texture are lacking but i was rushing towards the end Any crits much appreciated!
For some reason on the mock the top edge doesn't match up, but the actual file I sent off was on the board template, and it's even all the way around. Don't know why that is.
Looking good DarkKnight, work on the ears and see if you can get more pics of Marshal, specially front ones to nail the a simetries of his face. its the little details that made people recognizable not just the big ones
Fun with Illustrator, downloaded the trial
This took FOREVER
I've been using Illustrator nearly every day for about 8 years. This looks like Live Trace, an Illustrator filter that takes a few seconds to compute from any photo.
Freakshow looks great Alec, i echo snaders crit about the font though. Other than that there's only 2 other things that bug me. First is the peeling paint near the rear, it spreads over the seams in the planks and looks disjointed from everything else, it also makes the planks seem like they are painted on. Second is how straight some of the geometry is, the steps look like they have some nice warping but the trailer almost seems too perfect.
Doubt it Xeno, those spokes look very flimsy and would not support the load of the vehicle, also remember, you can't have spokes on both the front and back. The wheel hub goes inside the wheel - the brake disks / drums etc.
The spokes are on the left in this image, and the hub is visible in the cross section. A wheels spokes are also often curves, of a higher number, and no where near as thin as in your design - and are designed to bear the load with out buckling. -Often determined by thickness, shape and number of spokes. - less spokes, wider, more spokes - thinner.
I've been using Illustrator nearly every day for about 8 years. This looks like Live Trace, an Illustrator filter that takes a few seconds to compute from any photo.
I couldn't disagree more. Live trace is going to result in a hugely different result. The picture posted is incredibly clean. And I don't mean to be rude but you really don't have to substantiate your comment with how long you've been using the program. It's unnecessary and comes off a little condescending in my opinion.
Replies
Ok ok.. Just kidding. Actually this is the most sexiest car I have seen in 3D.
Making slow progress here on my current project, I'll have a wip up later.
Drakon, I'm diggin' your dragon. Reminds me of Deathwing, maybe before he got all angry and became on fire. I think the wings could use a better sillhouette, maybe a couple holes/tears near the edge of the wings would help visually tell a story.
I decided to model an Aaron Beck concept piece, still working on fixing a few normal map issues and seams.
crits are welcome and appreciated:)
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looks cool though great job!
Looks good so far tho onetru
finally finished off my Psymon Stark 14k tris and 2x 2k maps
ultra: nice, keep it up
crazyfool: Super awesome! good job!
Maybe its because of the levels and the fact that you must jump and climb to get to the top.
First draft at cliff texture
Crazyfool - Right Click > Set as Desktop Background. Great Work.
3370 tris and 2048x2048 maps
and nitewalkr said i should post it here
and suggested making a retro shooter
its mostly googled images so dont think im good at anything cgi related
Great stuff, love the textures
Ref :
currently at 8268tris for the whole scene.
Hmm something is looking really off. Like his face is too old or something. Maybe it's just me but he looks more like this guy.
At least that was the first person that came to my head when I saw this.
For some reason on the mock the top edge doesn't match up, but the actual file I sent off was on the board template, and it's even all the way around. Don't know why that is.
Thanks Jesse!
Will be taking a look at his face again, maybe soften some of his features up abit, see how that looks
Edit : here's a better look at his face (hairless still need to figure out how to do that)
Why do not use a better program, neh ?
Looks great :thumbup: especially texturing. I would love to see some flats once you're done :poly142:
I feel like I have gotten more out of this than I originally thought. Not sure If I will do too much more. Thanks guys and gals.
one of the most awesomely insane things I've ever seen on this forum
I've been using Illustrator nearly every day for about 8 years. This looks like Live Trace, an Illustrator filter that takes a few seconds to compute from any photo.
giant (coconut) crab wip!
*edit: curse you photobucket
Medestruit - maybe they rescaled the top part or something?
Pixelgoat - you'll want to look into some techniques to make the brickwork less obviously tiling.
Other than that though, freakin' awesome?
Do you guys think the wheel on the left would work in real life?
The spokes are on the left in this image, and the hub is visible in the cross section. A wheels spokes are also often curves, of a higher number, and no where near as thin as in your design - and are designed to bear the load with out buckling. -Often determined by thickness, shape and number of spokes. - less spokes, wider, more spokes - thinner.
Love it dude