just wanted to say that as the year draws to an end.. this thread delivered much win.
and with that in mind i hope that 2011 will be the same in terms of awesome (if not more :=)
Hi all, my modelling tool has hit release. Now working on tutorial videos, doco, etc.
I've decided to make it shareware, where it's free to try out for up to 30 days.
Also working on a game as proof-of-concept. At this point, I'm thinking I'll give the source + data away for free sampling. Not sure yet.
Making videos of progress as I go along. Feel free to check out my site, www.modelsmith3d.com for more details.
It's been a long eight years, but it's starting to look pretty cool. Everyone I've wrangled to give it a good try has been positive.
just wanted to say that as the year draws to an end.. this thread delivered much win.
and with that in mind i hope that 2011 will be the same in terms of awesome (if not more :=)
Here here!!!
A good year of sweet sweet loving for my eyes in here!
I'm not too sure whether the buttons actual order are that practical ? The way the display pops up, these would be placed in a weird up,down,up,down order. I'd say they should be rotated 90° ? Also I think you could make the edges not razorsharp
Thanks for the suggestions acumen, they will be suitably noted! I know what you mean about the buttons eh, gonna flip em and make the edges more smoother, I thought it would be enough but you're right, they're still toooo sharp.
What do you think Acumen? I drank some mango milk and worked on it a bit, sorry if it's too dark . Seems like the keys are floating, will fix that next time cause it's time for bed.
Edges are better, most definitely, but the buttons are too big, imo. Not very elegant and I think we'll still have the normal keyboard on future devices, don't you think so too ?
Also shouldn't the display stuff actually go inward and not be on top of the device ?
Maybe just check some similar devices from tech expos and see how they do stuff.
The shapes looks great! but my only complain is that she looks a bit anorexic, or that she has the body of a thin 12 years old girl, it looks like she has not developed the natural curves that a woman gets when she grows up totally.
Working on my portfolio for the first time in like 3 years since I'm recently out of a job. Here are shots from my most recent projects.
I've been lacking qualified critique, so a friend referred me to Polycount. I can already tell the community here is cool, I should be spending a lot of time here.
Sci-fi room. Going for something other than the standard blue and white clean-room we're seeing a lot of these days.
PixelGoat that looks wicked dude! Engine looks very promising!
I on the other hand trying some studio lighting tests, trying to get a feel of like a product placement rig for the phone I'm working on. Doesn't look half bad, very fast render too!
Thanks for the reactions on the grunt guys,
HAL, I tried some variations in skin, and also simplified it ect, but i'm not yet pleased. It also got worse with less detail, so it is hard to find a good balance.. to work!
Hahahaha Andreas! you made my days Were it so easy.
Mezz, thanks!
Made an easy photo, ends up that more then half the details are lost.
A few more weeks and it should be about done.
The cloudy bits on the left/right, still need a few layers, so it will be darker ect.
catstyle: really nice forms man, strange to see such well developed forms in a character so thin, read what you are going for interesting. i still think she could benefit from having a little more meat on her arms at least.
@SuPa - coming along nicely but I think his forehead is too high. Most of the TF2 characters actually have their eyes above the halfway point of their heads, so you could either move his eyes up or pull the top of his head down
PixelGoat: The skybox is a bit bright compared to the rest of the scene. It demonstrates good HDR and blooming quite well, but I suggest throwing an evening skybox on there to demonstrate darker scenes. It still looks great!
Been working on a female as my folio needs one so much harder than bearded fellas haha, I put a bit of polypaint on her to give me a better idea of the forms, wanna fix up the corners of her mouth and then start working into her. Thinking of doing some crazy armour and maybe medium to short hair?
I love that you're working on Manny, crazyfool. I've often wondered how I'd up-rez Grim Fandango. The route you picked has the potential to lose out on some of that "dia de los muertos" inspired charm, as it's quite a unique art style, but going straight realism with it is always popular! Excited to see it finished.
In my ongoing attempts to actually finish soemthing outside a contest I'm bringing this guy back again. I don't know if he's the longest running wip on the internetz but I bet he's pretty close Started back in '08 and gone through a few revisions, and even a few forums to get here:
Much better. But his eyes are way too far apart, they should be about one eye apart
Can we see a profile of his head? I remember Swizzle posting something about TF2 head silhouettes in the TF2 1800s thread:
Their noses tend to line up with their foreheads.
Their jawlines, at least in profile, seem quite square (but their chins are all different).
Their brow ridges are pronounced.
They tend to have underbites or pronounced lower lips.
SuPa-, what's going on with his chin? Where is it? It kinda looks like you broke James Cameron's face.
Be more daring. TF2 characters lead with their chins and noses. The angle of the chin usually matches or mirrors the angle of the forehead and nose. The nose itself usually follows the same angle as the forehead. Lower lips are prominent and chins are large. The lower lip is farther forward than the brow ridge when the character is looking straight ahead. Eyes are above the center of the head to further exaggerate the size of the nose, mouth and chin. Shapes repeat constantly; the forehead looks like the nose, the nose looks like the chin.
Replies
+1 sir, +1
I've decided to make it shareware, where it's free to try out for up to 30 days.
Also working on a game as proof-of-concept. At this point, I'm thinking I'll give the source + data away for free sampling. Not sure yet.
Making videos of progress as I go along. Feel free to check out my site, www.modelsmith3d.com for more details.
It's been a long eight years, but it's starting to look pretty cool. Everyone I've wrangled to give it a good try has been positive.
Here here!!!
A good year of sweet sweet loving for my eyes in here!
Andreas -- lol!!! I second that motion
Diffuse only
I'll probably add some subtle shading to the beard/mustache though
heh, actually this guy is one of my references for rendering too thats funny
I got sth I kinda like working in vray. I can pm you if you are interested. I dont want to make it public yet since its all wip.
Also shouldn't the display stuff actually go inward and not be on top of the device ?
Maybe just check some similar devices from tech expos and see how they do stuff.
practising some female anatomy here, which I might end up turning into a full character one day
suggestions welcome
stuff that ( hopefully ) will be test a facial mocap with my model here
[ame]http://www.youtube.com/watch?v=7Rf1oN8sd0U[/ame]
I've been lacking qualified critique, so a friend referred me to Polycount. I can already tell the community here is cool, I should be spending a lot of time here.
Sci-fi room. Going for something other than the standard blue and white clean-room we're seeing a lot of these days.
[ame="http://www.youtube.com/watch?v=P9vA9qOo77Y"]http://www.youtube.com/watch?v=P9vA9qOo77Y[/ame]
Beast man. Going for a lithe looking character. I've only done a few other Mudbox sculpts, so I'm looking to learn.
I on the other hand trying some studio lighting tests, trying to get a feel of like a product placement rig for the phone I'm working on. Doesn't look half bad, very fast render too!
Just a little more work to do
HAL, I tried some variations in skin, and also simplified it ect, but i'm not yet pleased. It also got worse with less detail, so it is hard to find a good balance.. to work!
Hahahaha Andreas! you made my days
Were it so easy.
Mezz, thanks!
Made an easy photo, ends up that more then half the details are lost.
A few more weeks and it should be about done.
The cloudy bits on the left/right, still need a few layers, so it will be darker ect.
-woog
Does this look better?
and a bit of fun on the side
In my ongoing attempts to actually finish soemthing outside a contest I'm bringing this guy back again. I don't know if he's the longest running wip on the internetz but I bet he's pretty close Started back in '08 and gone through a few revisions, and even a few forums to get here:
God! i love it! i started a low poly copy of him, but you went over the top!, please finish him!
More on that cortex command player model
Much better. But his eyes are way too far apart, they should be about one eye apart
Can we see a profile of his head? I remember Swizzle posting something about TF2 head silhouettes in the TF2 1800s thread:
Their noses tend to line up with their foreheads.
Their jawlines, at least in profile, seem quite square (but their chins are all different).
Their brow ridges are pronounced.
They tend to have underbites or pronounced lower lips.
Just don't let it use its mouth.
Also, I raised the eyes
First thing that sprang to mind when I saw those eyes
Be more daring. TF2 characters lead with their chins and noses. The angle of the chin usually matches or mirrors the angle of the forehead and nose. The nose itself usually follows the same angle as the forehead. Lower lips are prominent and chins are large. The lower lip is farther forward than the brow ridge when the character is looking straight ahead. Eyes are above the center of the head to further exaggerate the size of the nose, mouth and chin. Shapes repeat constantly; the forehead looks like the nose, the nose looks like the chin.
Suggestion for possible improvement:
And an animation to explain things:
I'll try to add some hair as well
Spiral energy...
Swizzle, that's going to my Signature XD
insert giant squid monster on right.
(actually I made him, but he sucks, so you can use your imagination for now).