crazyfool - nice work, been watching this on your gameartisans thread - i'm still interested in how you're gonna get the aplha hair to work, seems you still have sorting problems @ the moment....
Coming along with mah pawn, The body is only blocked out so far. Also these guys wont be standing, they will be kneeling so the pointed feet wont be a problem there.
Awesome painting obson.
Great face crazyfool, it looks really really natural!
ching chan choooong. made this SVU for a mod called 'Ivans Secrets'. UVs comes tomorrow.
the wire-screenshots are old so sorry for the not smoothed models:
The "eye patch" looks strange to me, maybe it's because it has no texture. I am not talking about the lack of symmetry, that's great, but the general look of it is weak and looks like a pancake.
The "eye patch" looks strange to me, maybe it's because it has no texture. I am not talking about the lack of symmetry, that's great, but the general look of it is weak and looks like a pancake.
yeah i know. but its the style of the PSO-Scopes. tsstss, this Russians
To answer a couple of questions, here's a quick process layout (click for full-resolution):
(...)
Side note: If you're feeling adventurous you could also import a higher subdivision level or re-topology mesh from ZBrush and use Skin Wrap (3ds Max) or Wrap deformer (Maya) to attach it to the rig, and use displacement and/or normal-maps to render out a proper animation of the highpoly
I might give that a shot at some point just to see how it goes.
Hey MoP just saw your tutorial but can't seem to get it right since I don't know anything about mental ray (or any renderer actually), so could you maybe upload an example file with the correct light setup and a cube or something so we could take a closer look at it?
That would be very appreciated.
Mad props to acapulco for recommending me Thomas Moran... his paintings blow my mind - A start on another master study which i'm gunna finish and attempt to do justice. The last 2 paintings have really highlighted the whole desatured shiz and contrasts of making yellows look greener when placed next to oranges. I'll work that shit out one day.
Hey everyone! I have been a lurker for several months, and I am loving this website. I thought I'd take this opportunity to show off my newest model. Inspired by L4D.
hellobuddy: For that test run i just used a 3 second mental ray physical sun and sky setup, inside of maya, gonna try a few different solutions along the way, today was very much just a test
Edit: Had to do another render before calling it quits today, think its getting closer now.
I doubled the global illumination to get a better bounce and added a couple directional lights inside of unity
Nice stuff like the buildings and environment stuff especially. I did nto catch the blue people anime' but not afraid to have a little fun with it. Anyways doing this android girl for a upcoming pic.
Going to call this *done* for the time being as its due in friday morning, I will come back to it once I get some free time change a bunch of stuff and add in things I never had time to do.
Nice work mikeF, you nailed the assets pretty much perfectly! A couple of things struck me:
I think you're mixing too much color in the same area. When we were working on ME we made sections of colors, not mix them all on one roof. Also the rooftop structures seem a bit too dense/cluttered, you can have some more empty space on a roof imHo
Also the roof that you need to access to finish this section seems to be blocked on all corners? The slanted green rooftop structure is placed on the corner blocking you to get up there? Also try and keep the goal (the red door) clearly visible and not point it in a direction where the player wont notice it. With playable rooftops you also need to be careful what you place on the side walls of that building, it might give the player the idea they can reach or do moves on it. For instance the flagpoles could let people try do a swing and die, or the yellow sun shields on the right side can make people get on top of them and go down a floor and maybe even reach the street level (that is of course if you plan to have all these moves in your game as well).
Of course this could just be a test piece you were doing to get the assets/lighting to work properly, but I still wanted to point these things out as they are easy to look over.
Some things I am currently working on at the moment. The first one is a front bulkhead, modeled using polys, not SubD's or NURBS, just for the challange. I'm aware (now) that the proportions are off, but it's okay, it was just for modeling practice. The second one is King K. Rool done in a similar style from the old Donkey Kong Country series. I plan on modeling a ship as a scene to make a more complete finalized image.
Replies
Awesome painting obson.
Great face crazyfool, it looks really really natural!
_Calix_ - back muscles are still a bit off
started on the diffuse textures. haven't touched the straps and buckles yet
working on the gun next
Working on different armour styles now.
this is my entry for the steampunk challenge going on at 3dtotal
Lol... That is one hell of a Barrel Racer.
ALso, Can someone give me a link to the chess competition?
http://www.gameartisans.org/forums/showthread.php?t=12611
Skeptical Nate looks good so far
the wire-screenshots are old so sorry for the not smoothed models:
The "eye patch" looks strange to me, maybe it's because it has no texture. I am not talking about the lack of symmetry, that's great, but the general look of it is weak and looks like a pancake.
yeah i know. but its the style of the PSO-Scopes. tsstss, this Russians
Hey MoP just saw your tutorial but can't seem to get it right since I don't know anything about mental ray (or any renderer actually), so could you maybe upload an example file with the correct light setup and a cube or something so we could take a closer look at it?
That would be very appreciated.
Cheers!
Special thanks to Zwebbie for his awesome contribution of the cop model+tex
You may have seen this already, but I only spotted it yesterday, immediately thought of all this ME DS stuff going on - http://mobilegames.about.com/b/2009/12/02/exclusive-pics-of-mirrors-edge-on-the-iphone.htm
And I also used a mashup of Jaime Jones / Tom Scholes and a few others, deleting shit I dont want!
Awesome! The colors are starting to come together; I sent around a selection of the earlier pics around the office, and it was much appreciated!
I dont know what you are using to bake the lightmaps, but try and get color bouncing from the colored areas for the right ME-feeling!
kickzombies: I like the variation of the damage. good stuff
Electro, Thanks man, hadnt seen that before....
hellobuddy: For that test run i just used a 3 second mental ray physical sun and sky setup, inside of maya, gonna try a few different solutions along the way, today was very much just a test
Edit: Had to do another render before calling it quits today, think its getting closer now.
I doubled the global illumination to get a better bounce and added a couple directional lights inside of unity
I think its my first post in 2010 so here is one of my latest models. Hope you like it.
<---I was trying to come up with ideas for a logo/signature thing the other day and made a new avatar thingy out of it, thoughts?
Stop being so talented Sweeden or I'm coming over to steal all your pancakes
Jackwhat, EbolaV and Orb, nice work! 2010 is feeling good so far.
Ebolo - That shit is super clean, great job.
Made a generic scifi floor. Spec / diffuse are still early and WIP.
Tried to not overdo 'fake' details I see alot in scifi stuff. and make the floor seem somewhat usable.
chaosquack looks very clean has any actually walked on it?
Going to call this *done* for the time being as its due in friday morning, I will come back to it once I get some free time change a bunch of stuff and add in things I never had time to do.
I think you're mixing too much color in the same area. When we were working on ME we made sections of colors, not mix them all on one roof. Also the rooftop structures seem a bit too dense/cluttered, you can have some more empty space on a roof imHo
Also the roof that you need to access to finish this section seems to be blocked on all corners? The slanted green rooftop structure is placed on the corner blocking you to get up there? Also try and keep the goal (the red door) clearly visible and not point it in a direction where the player wont notice it. With playable rooftops you also need to be careful what you place on the side walls of that building, it might give the player the idea they can reach or do moves on it. For instance the flagpoles could let people try do a swing and die, or the yellow sun shields on the right side can make people get on top of them and go down a floor and maybe even reach the street level (that is of course if you plan to have all these moves in your game as well).
Of course this could just be a test piece you were doing to get the assets/lighting to work properly, but I still wanted to point these things out as they are easy to look over.
Progressimo!