neox. It's based on this concept. I don't want to stray to much from it but I kiiind of agree. Honor the creator etc. Skulls + gun were the theme of the competition it came from.
I could remove it though I guess. I don't know. Hmm.
There's always cool stuff here. Hopefully, I can contribute a little with this one.
This was something I did trying to learn how to use Zbrush. I just went back and tried to clean it up and make it a little better. This is just the decimated version rendered out of Max. I plan on continuing this and finishing out the rest of the building entrance this was a part of (already started, but not worth showing the rest yet).
Also, perhaps make the ejection port a bit deeper, so it reads a bit better. Another thought is that the sling buckle perhaps looks too small. Sizing it up would also add to the general bulkiness of the gun, methinks.
neox. It's based on this concept. I don't want to stray to much from it but I kiiind of agree. Honor the creator etc. Skulls + gun were the theme of the competition it came from.
I could remove it though I guess. I don't know. Hmm.
Well you could go for a skull that just looks a little different/ ie has the bottom jaw present. Although I also like the sound of that bolt and bar option...
P.I.G. I'm loving that gun, although with the overall utilitarian style of it I don't think the skull is really bringing anything to the party. If you a totally stuck on the idea of putting a skull down there, maybe try stylizing into more simple, geometric shapes. Perhaps even a skull shaped out of actual functional bits.
JFletcher: Gotta love the toxic post-apoc redneck.
love that latest one JFletcher.
some really nice guns in the last few pages. (I have to tackle one next so that should be fun)
great paintings as usual ferg
latest version of bruce. sick of looking at this piece
all the buttons, laces/studs etc a re now baked in. still a bit more to do on the holster and straps. takes forever
under 10,000 tris still
smedjeback looks really good! how did you get the glass windows to display like that? I wondered if using a seperate model for the windows is the only way to get alpha to work?
Frogfish, nice work so far. And I'm not just saying that because it's a gal in a skirt. I really like the hand position right now. It's really intense. As for the boots, I'd say play with some styles.
Just some suggestions
a popular site like bluefly has tons of options and usually a turntable reference. But that's just me nit picking. Keep it up!
Yeh makes you think of those weird bulky guys.
If there was something more neutral on front maybe something that also rotates as the
clip emptys i could perfectly see a tf2 scout or engineer pimping one of these
As you can see there is no real shape solving going on at the moment, just throwing very quick splines extrudes and booleans together to fill in volumes. I wont take that step much further - next is building a mini library of primitive shapes to define the visual vocabulary of that guy so that repeating them all over him unifies the design a bit more (bolts, capsules, also the look of the seam lines between panels, and so on ...). At this point it's also a good time to send some screengrabs of current state to photoshop in order to get a final hybrid 2D/3D concept.
Also I might do some 3DCoat voxel sculpting on this since even such a dirty geo might import fine in it! That would let me define the surface quality of the green parts very easily. Don't want to go too sculpy on it tho.
Working like this makes robots VERY fast and easy to build, I think!
Hey guys! I don't post on here much, but now seems like a good time to start!
Here's a w.i.p of a building I'm working on, I'm not very familiar with modelling buildings so I would really appreciate some feedback and general advice.
I want the LOD to be quite high so it can viewed quite close up from all round.
Not sure if I should create my own thread but I'll just post it here for now.
Another blog update. Mainly just some models I've gotten done over the past week or two. Also, some bushes made in Speedtree. Gonna start putting it all together in the editor now.
xenobond: can u post the alphas/textures for the effects u did for the chr plz? I want to try to do something like that but dont no how to paint the alpha map like that.
i would massage the shape of the eyes a little bit. Give them a nice curve and a suggestion of a tear duct .. At the moment it's hard to distinguish where her upper and lower eyelids would be
i was thinking of overlaying photo ref and just crazybumping in some texture around the eyes, i think i'd rather kill myself than wait for the AO to bake again
Trying doublesmooth method. This model was more than 2 years old, and it took me like, less than eight hours or so to make it into a high poly, make it more accurate, make a new low poly from the high poly, UV that low poly, and then bake normals and AO.
Basically, you take a traditional low poly model, with smoothing groups, apply a turbosmooth (make it smooth by smoothing groups), do anywhere from 1-3 iterations (controls edge softness), then add another regular turbosmooth. You get a pretty good high poly model with way less effort and way less control edges. The only extra edgeloops needed are to make long polygons subdivide properly (and it has to be all quads). Harry's written a maxscript for it.
Replies
I could remove it though I guess. I don't know. Hmm.
http://2.bp.blogspot.com/_T9n9y1_Lkfs/S3Vu7m10NvI/AAAAAAAAFHA/B-yb7SHv5y4/s1600-h/Guido+Kuip.jpg
I know about demoralizing helmets, but this is ridiculous.
This was something I did trying to learn how to use Zbrush. I just went back and tried to clean it up and make it a little better. This is just the decimated version rendered out of Max. I plan on continuing this and finishing out the rest of the building entrance this was a part of (already started, but not worth showing the rest yet).
http://www.deactivated-guns.co.uk/images/uploads/ppsh41/PPSH41_8.jpg
Also, perhaps make the ejection port a bit deeper, so it reads a bit better. Another thought is that the sling buckle perhaps looks too small. Sizing it up would also add to the general bulkiness of the gun, methinks.
Otherwise, top-notch work mate!
Well you could go for a skull that just looks a little different/ ie has the bottom jaw present. Although I also like the sound of that bolt and bar option...
And fjletcher, that new one is great! Maybe pump up the saturation on some places though
And great work everybody!
@ eric
this should look a bit better, finished it now!
Will start the model soon, i think i'll create a wip thread when i'm ready.
JFletcher: Gotta love the toxic post-apoc redneck.
Something I painted up today.
based of this guy: http://img.redwolfairsoft.com/upload/product/img/EKP-MILI-GANATAN-L.jpg
This is also my first post here and I wanted to say thank you to everyone for the amazing help and inspiration you all provide!
some really nice guns in the last few pages. (I have to tackle one next so that should be fun)
great paintings as usual ferg
latest version of bruce. sick of looking at this piece
all the buttons, laces/studs etc a re now baked in. still a bit more to do on the holster and straps. takes forever
under 10,000 tris still
Great work everyone by the way!
agreed, it kind of warhammerifies it
Just some suggestions
a popular site like bluefly has tons of options and usually a turntable reference. But that's just me nit picking. Keep it up!
If there was something more neutral on front maybe something that also rotates as the
clip emptys i could perfectly see a tf2 scout or engineer pimping one of these
As you can see there is no real shape solving going on at the moment, just throwing very quick splines extrudes and booleans together to fill in volumes. I wont take that step much further - next is building a mini library of primitive shapes to define the visual vocabulary of that guy so that repeating them all over him unifies the design a bit more (bolts, capsules, also the look of the seam lines between panels, and so on ...). At this point it's also a good time to send some screengrabs of current state to photoshop in order to get a final hybrid 2D/3D concept.
Also I might do some 3DCoat voxel sculpting on this since even such a dirty geo might import fine in it! That would let me define the surface quality of the green parts very easily. Don't want to go too sculpy on it tho.
Working like this makes robots VERY fast and easy to build, I think!
oooh that looks good Per! Very nice painterly feel to the texture
Here's a w.i.p of a building I'm working on, I'm not very familiar with modelling buildings so I would really appreciate some feedback and general advice.
I want the LOD to be quite high so it can viewed quite close up from all round.
Not sure if I should create my own thread but I'll just post it here for now.
My reference:
thanks!!!
www.3dryan.blogspot.com
Other than that, looks great !
well i tried just painting some wrinkles and nvidia plugin'd them, the result is... better than i expected
(same for eyebrows)
Diggin it man. Would love to see more.
He skipped out on generic spacemarine bootcamp and ate instead.
not finished at allllll