psychaoz: something looks off with his eyes, like they are too white, or the iris is off, looks like its painted onto a sphere.
might be good to make a full on inner and outer shelled eye,
It also looks really dirty on the front of his face, maybe its a shadow,
or maybe its just me:) looks good otherwise.
Making a church, started with a window:
Ill be doing something more with the faces, but everything else im pretty happy with.
cool work guys, really nice paintings muzz and jackwhat
Mucking about with bobo's brunt sdk made me want to try some old school painted stuff, so i started doodling out a few thumbnails for a cast of sci fi characters with the idea of maybe painting up one. Background is they are part of a mining crew on a giant krupp style platform, which forms a sort of moving township as well.
Was trying out a new workflow for these, which is starting with a sphere, squashing that into shape and remeshing to generate even topology, i love the results, very intuitive to work with and very fast to block out a character. Can even match concept art pretty well with the imageplane function. The miner was doodled out as a messy thumbnail first & the kill frame was just made up on the fly, both are quite awkward in areas, unfinished limbs and need polishing and proper topo+ additions but a fun little experiment. Might try old dom war thumbnails next.
The miner has kind of wonky human proportions but i've rationalised - contracted miners have limbs removed and replaced with interfaces so they can interact with complex mining machinery, hard suits, diggers etc, get plasticky human style prosthetics when they're off duty.
spec maps are still wip until I got the whole scene together but each fishermen is sitting at 7k tris atm next up is building the props and environment
Looking good, although there are some details on the back of the grip that ya missed. Ref
Namely a large screw and the magazine release, but I doubt these details would ever be seen from a game perspective.
@roBot
Good UVs, one thing I'd change is on the pistol grip, instead of keeping the front separated from the sides, I'd weld the edges together and deal with stretching rather than seems.
Need a fresh pair of eyes/crits on this... any hands I model always end up looking flat... maybe once rigged at animated it won't. For a FPS animation.
Blenderhead:
Hands usually have a small arc from the thumb to the pinky. If you pull down the pinky and index finger "bones" you could reduce the flatness of the hand. Also I feel the pinky is a bit too long. ^^
rawtalent: you really should work on presentation. Your first image consisted of a pixelated mess, failing absolutely at showing off the wires. The ones after that were blurry and unlit on a black background, and the latest one is a red blob spinning way too fast on a white background.
I really, really can't give you any advise on the model like this.
@ Blendrehead - Check this out: http://www.antropus.com/images/mao2_36.gif You can model in the details on your low poly mesh. This will also help break up the muscle groups to make your hands look less flat
blenderhead - i think you are missing the curvature along the roots of the fingers, might also be worth stepping back from quads and focussing on the main planes of the hand before making things neat and square? its hard to concentrate on form and make things quaddy at the same time
ocarian - very nice model
3d sketch of the mechanic girl from the thumbnail sheet, my little inner censorius concept guy thinks she'd probably be wearing more practical clothes for welding and grubbing about with engines. but maybe former exotic dancer turned mechanic? dunno but I clearly need to get out more...
Blenderhead:
Hands usually have a small arc from the thumb to the pinky. If you pull down the pinky and index finger "bones" you could reduce the flatness of the hand. Also I feel the pinky is a bit too long. ^^
blenderhead - i think you are missing the curvature along the roots of the fingers, might also be worth stepping back from quads and focussing on the main planes of the hand before making things neat and square? its hard to concentrate on form and make things quaddy at the same time
ocarian - very nice model
3d sketch of the mechanic girl from the thumbnail sheet, my little inner censorius concept guy thinks she'd probably be wearing more practical clothes for welding and grubbing about with engines. but maybe former exotic dancer turned mechanic? dunno but I clearly need to get out more...
wow andy you never cease to amaze and motivate me with every post, so loved the design and proportions of the mobile kill frame, now the mechanic, it has fantastic presence
simply outstanding : D
Loving the styles from both Smo and Kite! There's some amazing work going on in this thread, I love coming here and seeing everyone's stuff, it's really inspiring.
Here's my first ever high poly environment piece... Rip it to shreds! I still have a lot more to add, but it's getting there. This is only a day's work so far.
This can survive another page, damnit thats cool.
What happens if you close up here pants and vest a bit more, less belly.
And give them boobs some freedom, less pressure from above and pull them up just a bit.
bellybutton is crazy low btw, even if its style, just curious to see what more it can be
Cool work guys, mr Smo that's particularly awesome
thanks everyone, updated original pic with some of rens amendments and her lecherous geriatric space koala would-be boyfriend.
rens, thanks for the crits. I've pushed up the belly button though probably won't do too much more for now as i don't want to go blind. Maybe explore the koala guy a bit, or do some more thumbnails.
Replies
Trying to finish up the maps for this dude:
might be good to make a full on inner and outer shelled eye,
It also looks really dirty on the front of his face, maybe its a shadow,
or maybe its just me:) looks good otherwise.
Making a church, started with a window:
Ill be doing something more with the faces, but everything else im pretty happy with.
Thanks for your comments, I will try to clean him up and will probably redo the eyes.
beautiful stuff!
cheers sandro
some wip stuff. your shader kicks ass xoliul
roB0T, very nice, really crisp! can't wait to see it textured.
Very early progress on the model, still a lot of work to do and mess about with more detailed hair etc.
You need to add lighting to the scene cos now it is looking almost flat.
I suppose that you can add contr, blue filed light.
Cheytac High Res Refs
Right now your receiver is a bit too boxy, at the top it slants inwards, half way through the ejection port. Magazine looks a bit too wide.
@Millenia
Looking good, although there are some details on the back of the grip that ya missed.
Ref
Namely a large screw and the magazine release, but I doubt these details would ever be seen from a game perspective.
@roBot
Good UVs, one thing I'd change is on the pistol grip, instead of keeping the front separated from the sides, I'd weld the edges together and deal with stretching rather than seems.
Hands usually have a small arc from the thumb to the pinky. If you pull down the pinky and index finger "bones" you could reduce the flatness of the hand. Also I feel the pinky is a bit too long. ^^
I really, really can't give you any advise on the model like this.
[ame]http://www.youtube.com/watch?v=B-5_jLRbHoE[/ame]
Solid Work Here ! as usual
Hop a little personnal work
I working on a new character a IOP (from Ankama's Universe)
Redesign for the exercice
INFO: 5134 triangles
Model made on Maya
ocarian - very nice model
3d sketch of the mechanic girl from the thumbnail sheet, my little inner censorius concept guy thinks she'd probably be wearing more practical clothes for welding and grubbing about with engines. but maybe former exotic dancer turned mechanic? dunno but I clearly need to get out more...
Cheers Svein I will look into both those issues.
Loving that red demon turnaround.
umm - rear shot plz
sideways this looks like a REALLY nice arse
(yea, u'r not the only one who needs to get our more)
nice model ocarian!
I am coming close to finishing this texture for killingpeoples knight sdk model
always so good..
simply outstanding : D
that's all kinds of sick
Here's my first ever high poly environment piece... Rip it to shreds! I still have a lot more to add, but it's getting there. This is only a day's work so far.
-Frank
This can survive another page, damnit thats cool.
What happens if you close up here pants and vest a bit more, less belly.
And give them boobs some freedom, less pressure from above and pull them up just a bit.
bellybutton is crazy low btw, even if its style, just curious to see what more it can be
screengrabbed from unity
thanks everyone, updated original pic with some of rens amendments and her lecherous geriatric space koala would-be boyfriend.
rens, thanks for the crits. I've pushed up the belly button though probably won't do too much more for now as i don't want to go blind. Maybe explore the koala guy a bit, or do some more thumbnails.
ah dang that's way too close, actually had this guy as my main ref
http://thumbnails.hulu.com/14/574/68587_512x288_generated__SLqoS9sghESjI4zuyOikgg.jpg
Cuz moof (coldkodiak) did a gladiator i kinda, wanted to contend?