ok worked further on the rendersetup and genereal proportions, didn't tweak the eyebrows that much, dunno why they don#t render right, will look into that later
lolo
you can use the icons on the desktop for specific folders ahah.
check my desktop
i have Clean Up folder with randon shit that needs to be cleaned and a To Do folder..
Also.. that pedobear icon (which i also did) is for lulz related material.
Hey people, well im workin on a famas, ive only just started and got a basic block model, nuhting too impressive, but im now going to start adding alot of detail so it will look very good when im done with it. too ye..
i will keep you guys posted....
this is the first basic tileset of my newest personal project. it's basically a modular system of road tiles (so far) which will allow me to build up a city fairly quickly. :poly142:
it is rather low poly (694 unique tris, but 122 when instanced) as my aim would be to get this running on devices like iPad or similar spec. I also aim for a rather clean simplistic look.
Atm I am still working on the textures for this set, but I thought I'd share what I got done today.
will do another 2-3 basic tilesets with different base style (so I can make different zones - eg. commercial, residential areas etc.) once that's done I will start making buildings
@ Sandro Love the style on the renders. The doc is looking REALLY cool. Looking forward to see how it turns out
@ bitmap haha, how is the selling going? They look really neat!
I'm done with the UV mapping. Maya's packing function REALLY sucks. Spent like two hours of just packing by hand. And i'm done with the bake's, and some detail work. Some text should be there to soon.. Landed on 2966 tris.. i think i'll aim for a 44 tris bullet to (:
ughhh ok finally finished out the hipoly (wait: maybe a detail or two on the magwell). thank you racer and everyone else who has encouraged me, now to tear out all my hair for the bake.
ughhh ok finally finished out the hipoly (wait: maybe a detail or two on the magwell). thank you racer and everyone else who has encouraged me, now to tear out all my hair for the bake.
loads of inaccuracies dude, i dont see the Dare Dicks logo anywhere
I've been working on something more along the lines of an illustration rather than concept for once. Gotta say, I struggled a lot with this one. Need more practice!
this is the first basic tileset of my newest personal project. it's basically a modular system of road tiles (so far) which will allow me to build up a city fairly quickly. :poly142:
it is rather low poly (694 unique tris, but 122 when instanced) as my aim would be to get this running on devices like iPad or similar spec. I also aim for a rather clean simplistic look.
Atm I am still working on the textures for this set, but I thought I'd share what I got done today.
will do another 2-3 basic tilesets with different base style (so I can make different zones - eg. commercial, residential areas etc.) once that's done I will start making buildings
let me know what you think
Looks good, but if you want to use it on a portable device like iphone/ipad you shouldnt care much about instancing geometry. Your better off making it a single mesh/material for less draw calls. Also do you really need that much geometric detail? Where is the camera going to be? maybe you should just bake the entire block down to a single plane, maybe a plane with a bevel at the sidewalks.
If its for something like a GTA game where the camera is only about 100 feet above the ground and always facing mostly down then what you have should work great.
MoP: I've never understand your love to these strange machines which makes these scary noises but the modeling is nice!
more closeups next time though!
Zack Fowler: love it! only the tube looks to flat in two dimensions (roundness and depth)
and these pillars that hold the tube are way to simple and boring looking for using so much screen space.
in short, tube - bad
but except that its looking really nice!
loads of inaccuracies dude, i dont see the Dare Dicks logo anywhere
HATERS CAN HATE BUT DARDICK 4 LYFE
I really liked finishing up the AK high poly, and before launching into the whole process of the full bake I thought I might just relax on Sunday afternoon with a little more sub-d, cement the new skills into place. Well, my complete inability to budget or estimate time meant that "the afternoon" became "all night."
but now at 5am i have another completed weapon in high poly. so there.
The Dardick 1500 pistol is a really odd duck. (Read up about it's special triangular shaped trounds, twenty round revolver that cycled from an internal magazine and fed from clips. What?). It's an engineer's delight, and the market proved it a gunhaver's general horror, all wrapped up in looks only a mother could love. These days it's the essence of a rare collector's item/esoteric ammo collector's honeypot.
Anyway I think I might wait to tackle the AK and just bake the Dardick first, since it's much simpler.
The Dardick 1500 will be featured in my upcoming game. I invite you to do the same.
@jmiles - Fantastic job on the sword - I really like how it turned out and it looks a whole lot better than some of the darker versions you posted earlier. Well done. @catstyle - Looking Awesome - really, just a great job on the gun - some of the patterns are a bit hard to make out but with if you seperate them through the texture I'm sure they'll turn out fine. I look forward to seeing all of this finished.
I think I'll call the HP done:
im gonna steal the round part details for my project, is that ok?
Harry: You've got some normal errors, and I'm curious whether the backside of the grip is meant to curve inwards in the middle? It seemed strange to me, but might actually be correct, I can't be sure.
Also, it looks like you have to turn some edges, look at the specular highlight on the safety (I think? The thing on the back, up top?)
Harry: You've got some normal errors, and I'm curious whether the backside of the grip is meant to curve inwards in the middle? It seemed strange to me, but might actually be correct, I can't be sure.
Also, it looks like you have to turn some edges, look at the specular highlight on the safety (I think? The thing on the back, up top?)
It just looks like that cause of the envmap i carelessly slapped on. Some of the errors are probably aggravated by that too... But I know there are a couple. Im not sure what you mean about the safety, but the thing IRL is a pretty bizarre shape, http://farm3.static.flickr.com/2533/3888715693_6166b7f992.jpg
does that confirm whether you're seeing an error or just a weirdly shaped object?
sltrOlsson, The logo and checkering i'm putting on in photoshop, the grip grooves are on now and i'll probably put the trigger guard grooves on in photoshop.
I see what you mean with there needing to be a curve at the bottom of the trigger guard, its kinda too late to be worth fixing now buttttt i'll see if i can just fudge it by shifting polies around
I'll post an update when i have enough done to warrant an update, don't wanna keep spamming beretta pics with minor edits
It just looks like that cause of the envmap i carelessly slapped on. Some of the errors are probably aggravated by that too... But I know there are a couple. Im not sure what you mean about the safety, but the thing IRL is a pretty bizarre shape, http://farm3.static.flickr.com/2533/3888715693_6166b7f992.jpg
does that confirm whether you're seeing an error or just a weirdly shaped object?
sltrOlsson, The logo and checkering i'm putting on in photoshop, the grip grooves are on now and i'll probably put the trigger guard grooves on in photoshop.
I see what you mean with there needing to be a curve at the bottom of the trigger guard, its kinda too late to be worth fixing now buttttt i'll see if i can just fudge it by shifting polies around
I'll post an update when i have enough done to warrant an update, don't wanna keep spamming beretta pics with minor edits
Harry his comment on the safety actually referred to the hammer - in your rear view you can see your spec highlight is at a slant instead of going straight across, just means you need to turn some edges in the low poly to get that working correctly.
your experimental animation is growing on me Ruz! i think you updated it recently, it's got some nice marching while completely blitzed wibe now that i can really appreciate!
what makes it even more hilarious is the totally straight face on the character which totally works, since most drunk people try their best to look sober, esp in a sober crowd.
Replies
Anyways, I got chance to mess around with vray.. Fun fun fun...
And I'm making my own scifi-ish version of doc zoidberg from futurama
UDK wip sh1t.
lolo
you can use the icons on the desktop for specific folders ahah.
check my desktop
i have Clean Up folder with randon shit that needs to be cleaned and a To Do folder..
Also.. that pedobear icon (which i also did) is for lulz related material.
i will keep you guys posted....
Blade
this is the first basic tileset of my newest personal project. it's basically a modular system of road tiles (so far) which will allow me to build up a city fairly quickly. :poly142:
it is rather low poly (694 unique tris, but 122 when instanced) as my aim would be to get this running on devices like iPad or similar spec. I also aim for a rather clean simplistic look.
Atm I am still working on the textures for this set, but I thought I'd share what I got done today.
will do another 2-3 basic tilesets with different base style (so I can make different zones - eg. commercial, residential areas etc.) once that's done I will start making buildings
let me know what you think
@ bitmap haha, how is the selling going? They look really neat!
I'm done with the UV mapping. Maya's packing function REALLY sucks. Spent like two hours of just packing by hand. And i'm done with the bake's, and some detail work. Some text should be there to soon.. Landed on 2966 tris.. i think i'll aim for a 44 tris bullet to (:
Should've kept the holes in the cylinder IMO.
By nilixdelnori
That's the reference. I'm also going to put scales on its body. I just didn't want to draw them on the ref.
By nilixdelnori
Progress so far.
Good fucking boy! (Y)
haha.
Really, though, should be cool! Zspheres are a mystery to me, but they seem to work well if you know how to work 'em.
Let's hope you do.
loads of inaccuracies dude, i dont see the Dare Dicks logo anywhere
nah sorry, I did it over the course of a couple random doodle sessions.
@sandro - That zoidburg is great, the bust is also sweet
still lots of inaccuracies and missing pieces but I will finish it soon I hope.
@dfacto
I love it.
Goes right into the inspiration folder!
@Sandro
Haha sweet!
Wip:
I've been working on something more along the lines of an illustration rather than concept for once. Gotta say, I struggled a lot with this one. Need more practice!
Oh and mop... natural finishes are icky :P Looks nice though!
Looks good, but if you want to use it on a portable device like iphone/ipad you shouldnt care much about instancing geometry. Your better off making it a single mesh/material for less draw calls. Also do you really need that much geometric detail? Where is the camera going to be? maybe you should just bake the entire block down to a single plane, maybe a plane with a bevel at the sidewalks.
If its for something like a GTA game where the camera is only about 100 feet above the ground and always facing mostly down then what you have should work great.
more closeups next time though!
Zack Fowler: love it! only the tube looks to flat in two dimensions (roundness and depth)
and these pillars that hold the tube are way to simple and boring looking for using so much screen space.
in short, tube - bad
but except that its looking really nice!
gauss, nice paint it pink and call it finished
Slaught: nice proportions
dfacto: !!
HATERS CAN HATE BUT DARDICK 4 LYFE
I really liked finishing up the AK high poly, and before launching into the whole process of the full bake I thought I might just relax on Sunday afternoon with a little more sub-d, cement the new skills into place. Well, my complete inability to budget or estimate time meant that "the afternoon" became "all night."
but now at 5am i have another completed weapon in high poly. so there.
The Dardick 1500 pistol is a really odd duck. (Read up about it's special triangular shaped trounds, twenty round revolver that cycled from an internal magazine and fed from clips. What?). It's an engineer's delight, and the market proved it a gunhaver's general horror, all wrapped up in looks only a mother could love. These days it's the essence of a rare collector's item/esoteric ammo collector's honeypot.
Anyway I think I might wait to tackle the AK and just bake the Dardick first, since it's much simpler.
The Dardick 1500 will be featured in my upcoming game. I invite you to do the same.
ref:
some kind of rifle from the 50s that actually fired tiny rockets
ah here we go
http://en.wikipedia.org/wiki/Gyrojet
not REALLY similar at all but like, similar level of outlandishness
PS. developing erection for Gauss
im gonna steal the round part details for my project, is that ok?
Also, it looks like you have to turn some edges, look at the specular highlight on the safety (I think? The thing on the back, up top?)
@ gauss You have a smoothing error on the hole at the front. A really cool weapon
It just looks like that cause of the envmap i carelessly slapped on. Some of the errors are probably aggravated by that too... But I know there are a couple. Im not sure what you mean about the safety, but the thing IRL is a pretty bizarre shape,
http://farm3.static.flickr.com/2533/3888715693_6166b7f992.jpg
does that confirm whether you're seeing an error or just a weirdly shaped object?
sltrOlsson, The logo and checkering i'm putting on in photoshop, the grip grooves are on now and i'll probably put the trigger guard grooves on in photoshop.
I see what you mean with there needing to be a curve at the bottom of the trigger guard, its kinda too late to be worth fixing now buttttt i'll see if i can just fudge it by shifting polies around
I'll post an update when i have enough done to warrant an update, don't wanna keep spamming beretta pics with minor edits
[ame="http://www.youtube.com/watch?v=q2B02jGhMZw"]http://www.youtube.com/watch?v=q2B02jGhMZw[/ame]
Harry his comment on the safety actually referred to the hammer - in your rear view you can see your spec highlight is at a slant instead of going straight across, just means you need to turn some edges in the low poly to get that working correctly.
Great job Chris, Looks dead on with the concept.
- please man - go ahead.
@ Zack Fowler - That's Beautiful man - all you're paintings show a beautiful use of Greens. Awesome stuff
COOL STUFF! more please...
So yeah, the hammer's got skewed highlights.
this is a warning never to animate when drunk
mah fone. 200 tris and a 512²
edit: Ruz:
Why not? Animation looks fiiine.
OHHHHH ahahahah
lm*f*ao no way thats a real product of drunkenness, you purpousefully made it hilarious
what makes it even more hilarious is the totally straight face on the character which totally works, since most drunk people try their best to look sober, esp in a sober crowd.
Finish zoidberg please.