Word. Don't know why you don't get more comments but that is one awesome model.
Any plans on how you are going to render it out? Very curious to see what kind of colors you go for. I personally hope for a halfrotting blueish more realistic kind of thing instead of a whole, nice and neat pale freshly cut kind of thing.
Yay, dynamic puddles! I always try to think of ways to do that when I'm walking around, just don't know anything about shaders so I forget about it by the time I'm back at the computer. Makes me happy to see someone else doing this, thankyou. (:
Eeehh... I don't really have any work to show except for maybe this rough concept for a character in a 2D game; still not really big on concept art, but I guess he's kind of neat. Chunky-chibi fantasy-scifi stuff.
Ruz: It's a good start fella and great to see you trying some animation stuffs
Just a few comments
Firstly its always good to do your render with some frame numbers on there for animation stuff as it makes it much easier to give more specific critiques - also good is if you make it a .mov instead of a gif, that way people can scrub through it
I think the main problem you have at the moment is everything is super linear, the hands travel on the same path backwards as they do forwards - everything in animation works on arcs even the body parts, so try to break that up and get a more circular motion and it'll look a lot smoother
Also your upper body twist extremes seem to hit at the same time as the contact point for the feet - you can normally get a better result by having the upperbody extreme hit on the down position for the legs. Also for the upper body it looks like everything is keyed on the same frame at the moment, for the different spine sections you can get a more organic feel by offsetting them from each other a frame or two
Everything on there is very vertical at the moment - get a little horizontal rotation in that body and it'll look great
Just thought I'd post this after seeing Swizzle's thread and realising I don't see people posting many morph targets. I guess they're not used that often for games stuff?
it's for a tvc. she'll be made out of ice cream..
frettchen - Thanks for the advice. I will bear that in mind as I go through it again.
I am also using my Richard Williams animators survival kit book and actually trying to understand it this time:)
nightshade - yeah I still have the anims for that, but wanted to focus on the walk cycles for now
Ruz: You can't go wrong with the Richard Williams stuff to be honest - we have the DVD's of his at my office as well which are an amazing watch
I really love seeing more animation stuff on here - I realize people here are primarily about modeling/texturing but its nice to see the things I actually feel comfortable with
you gotta be careful with the colours though as its base colour is fleshy pink instead of white so all the colours will be off but a bit of playing with the shader and its all fine
It's not my work, but I figure this is the most viewed thread, and I think the offer is limited. edit: Yeah it's only available for 2 hours 38 minutes.
Also read this somewhere:
"If we raise over $1,000,000 USD [convert] then Gish, Penumbra Overture, and Lugaru will release their source code!" - they're currently at $946,755
@ sltrOlsson-- I like the form actually.. and the poly count seems spot on. one thing I will say is that you seem to be using one smoothing group and some of the faces that should be noticeably on different light planes should be separated. another thing.. I dont think it would be necessary to have the holes in the chamber for your low poly.. I think your normals will take care of that easily.. and have to think.. besides attention to detail or presentation.. in a game, how often will we see the actual holes in the chamber up close?... I think you could kill those.. just my opinion tho.. still solid work.. keep it up!
@ sltrOlsson-- I like the form actually.. and the poly count seems spot on. one thing I will say is that you seem to be using one smoothing group and some of the faces that should be noticeably on different light planes should be separated. another thing.. I dont think it would be necessary to have the holes in the chamber for your low poly.. I think your normals will take care of that easily.. and have to think.. besides attention to detail or presentation.. in a game, how often will we see the actual holes in the chamber up close?... I think you could kill those.. just my opinion tho.. still solid work.. keep it up!
I guess by smoothing groups you mean the hard and soft edges? I have them like that so that the normal bake will work properly. I get a lot of waving and stuff otherwise. On everything but on the barrel the hard edges are just for "looks" so i can see what's what.. I may be right about the holes! Maybe should but some bullets their instead! Thx for the feedback!
@Cactus
You don't need nearly that many cuts for the glass. That aside though, it looks nice. Have you considered throwing it into the team fortress thread?
@StrOllson
Naw you're fine. In fact, I'd add a few more tris to the front of the barrel, where it looks like boolean shapes. Are you not forgetting the long thin (matchstick sized) ting near the cylinder/chambers? Also there seems to be a selector of some kind on the ref.
just got to fix some lighting issues, change the spec on some of the textures and figure out how to keep udk from blurring my textures as allot of the detail dissapears when i move away from the building.
I am currently working on an indie project with some of my friends entitled "ECHO" Here's a sneak peak on the environment we are working on for the trailer. Once we have the trailer finished I hope to make an official thread on PC to show our work and explain more of the game. If you are interested in hearing more, check out the links in my signature.
This is without props or any other effects, which we will be adding later. The lighting is also just for promotional and test purposes.
@ man_o_mule I guess it's the mipmaping that kicks in when you move away. Don't know how to change it though. It looks a bit to clean and uniform, maybe try to blend some materials on the brick texture? Maybe try out that vertex blending technic?
@Snader Forgot to mention that this is a WIP (: It's like 15% lowpoly stuff left and 10% HP left (: Theirs not even a trigger on this one
Bit of a current WIP of mine, any crap that looks like it could use tweaking / changing point it out because i'm going blind on this thing now, prob some obvious things i'm missing.
well i think the 1P view is pretty weak, the sights look awfully primitive and the hammer is kind of boring and small. personally i think the slide grooves are too big and deep :O
also im a little confused, you've modeled the chamber and the ejection port, but the slide isn't back... those details should be above the mag, but they are above the trigger group? the slide is right as far as i can tell. anyway idk it is a wip
-The hammer looks incredibly weak right now. It's pretty thin and generally under-scaled.
-The edges around the grip area generally look too sharp. Main offender is just behind the trigger, looks almost as if there's no bevel there.
-Some rather obvious pinching on the metal base of the grip, I'm guessing that's simply a lack of geo.
- The rear of the gun is looking rather bland and box shaped. This could be a problem with the concept you're following (if there is one) but I'd say it needs something more there. I wouldn't advise following it 1:1 but this image perfectly illustrates my point:
Replies
Any plans on how you are going to render it out? Very curious to see what kind of colors you go for. I personally hope for a halfrotting blueish more realistic kind of thing instead of a whole, nice and neat pale freshly cut kind of thing.
Anyway, thought I would chip in with what I'm currently busying myself with, a polikarpov I-16.
Two teams in Antarctica. Oh, and I love the lasso tool.
THERE WILL BE BLOOD!
unlit
Lit, different variation
working on a little prop for a new character i shall be starting soonish
Eeehh... I don't really have any work to show except for maybe this rough concept for a character in a 2D game; still not really big on concept art, but I guess he's kind of neat. Chunky-chibi fantasy-scifi stuff.
mr smo. love the texturing.
last anim for now. gave up on the run cycle for now- cheers for the advice anyway hawken and blenderhead.
left leg jerks at the end, some issues with my curves.
Biped is weird in that you get jaggedy anim curves and I haven't sussed it out yet
Just a few comments
Firstly its always good to do your render with some frame numbers on there for animation stuff as it makes it much easier to give more specific critiques - also good is if you make it a .mov instead of a gif, that way people can scrub through it
I think the main problem you have at the moment is everything is super linear, the hands travel on the same path backwards as they do forwards - everything in animation works on arcs even the body parts, so try to break that up and get a more circular motion and it'll look a lot smoother
Also your upper body twist extremes seem to hit at the same time as the contact point for the feet - you can normally get a better result by having the upperbody extreme hit on the down position for the legs. Also for the upper body it looks like everything is keyed on the same frame at the moment, for the different spine sections you can get a more organic feel by offsetting them from each other a frame or two
Everything on there is very vertical at the moment - get a little horizontal rotation in that body and it'll look great
it's for a tvc. she'll be made out of ice cream..
where's his baseball bat, i seem to remember seeing him with one. it would make that walk look much more purposeful.
I am also using my Richard Williams animators survival kit book and actually trying to understand it this time:)
nightshade - yeah I still have the anims for that, but wanted to focus on the walk cycles for now
aniceto - looking great so far.
I really love seeing more animation stuff on here - I realize people here are primarily about modeling/texturing but its nice to see the things I actually feel comfortable with
Something along those lines maybe?
http://www.dropbox.com/gallery/69111/1//Mechs?h=2bb75d
heres where Im at so far, I want to add some texture to the fabric next and then think up a cool base/background
thanx! thats awesome stuff...! :thumbup:
http://www.zbrushcentral.com/attachment.php?attachmentid=171654
you gotta be careful with the colours though as its base colour is fleshy pink instead of white so all the colours will be off but a bit of playing with the shader and its all fine
here's my current pimp.. almost done i think.. suggestions n crits appreciated
I friggin' suck at normals T____T
It's not my work, but I figure this is the most viewed thread, and I think the offer is limited. edit: Yeah it's only available for 2 hours 38 minutes.
Also read this somewhere:
"If we raise over $1,000,000 USD [convert] then Gish, Penumbra Overture, and Lugaru will release their source code!" - they're currently at $946,755
awesome!!!
You should throw these in the concept tag thread dude
that looks amazing.
...heh, but thanks i guess
For a Hoth map i'm making for source. Also I'm still trying to fine tune my modeling skill.
I guess by smoothing groups you mean the hard and soft edges? I have them like that so that the normal bake will work properly. I get a lot of waving and stuff otherwise. On everything but on the barrel the hard edges are just for "looks" so i can see what's what.. I may be right about the holes! Maybe should but some bullets their instead! Thx for the feedback!
made some shaaaaades!
You don't need nearly that many cuts for the glass. That aside though, it looks nice. Have you considered throwing it into the team fortress thread?
@StrOllson
Naw you're fine. In fact, I'd add a few more tris to the front of the barrel, where it looks like boolean shapes. Are you not forgetting the long thin (matchstick sized) ting near the cylinder/chambers? Also there seems to be a selector of some kind on the ref.
!
Stroll at the countryside. God I love the lasso tool. Yeah, il stop for now, getting out of hand.
just got to fix some lighting issues, change the spec on some of the textures and figure out how to keep udk from blurring my textures as allot of the detail dissapears when i move away from the building.
This is without props or any other effects, which we will be adding later. The lighting is also just for promotional and test purposes.
@Snader Forgot to mention that this is a WIP (: It's like 15% lowpoly stuff left and 10% HP left (: Theirs not even a trigger on this one
also im a little confused, you've modeled the chamber and the ejection port, but the slide isn't back... those details should be above the mag, but they are above the trigger group? the slide is right as far as i can tell. anyway idk it is a wip
-The hammer looks incredibly weak right now. It's pretty thin and generally under-scaled.
-The edges around the grip area generally look too sharp. Main offender is just behind the trigger, looks almost as if there's no bevel there.
-Some rather obvious pinching on the metal base of the grip, I'm guessing that's simply a lack of geo.
- The rear of the gun is looking rather bland and box shaped. This could be a problem with the concept you're following (if there is one) but I'd say it needs something more there. I wouldn't advise following it 1:1 but this image perfectly illustrates my point: