Swizzle, hexagons! I was planning to add tons of hexagons, must of forgot about those. Dammit will have to do another one of these.
ES_139- Updated below, people have started to walk on it.
Been trying to keep the sandpaper monster locked in the closet, but sometimes it breaks free and wrecks some shit! Will have to learn to tame that beast.
Even though the sculpt's not finished, I wanted to mess around with rendering and compositing.
Now when I finalise the sculpt, I can just drop it into the scene and render it for instant turnaround goodness
made a model to test an old game engine called Dark Sun.
It's an old engine which unfortunately doesn't use normal maps - it uses greyscale bump maps. But it actually looks okay in the engine regardless. Sadly this is like the first piece of personal art I've actually completed since 2006. lol
Aahhh, looks soo good, man!! mmm.. Did you make it from a concept art? Whenever I look at it I find your work so awesome! Almost like a visual peak sensation, ehem. :thumbup::poly121:
Ours is somewhat newer, supports relfection and normal, spec maps:
finally got to check out Skottie Youngs Wonderful Wizard of OZ
I love his work! He has a 300pg book of sketches for $99. Then a 100pg book for less. Also he his currently working on Marvelous Land of Oz. Check out his new stuff!
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.
Thanks a lot man, much appreciated, especially from someone that worked on the original.
These are all great things that i'l be keeping in mind, but as you guessed this is really just a test scene for color as well as modularity. I have about 2 more sets of major props to finish up before i can start doing some actual city layout. But the way i've got it set up now i can drag and drop everything for a complete rooftop in about 5 minutes, so that should go fairly smooth.
Then its onto background buildings, not sure how i'm going to handle that stuff just yet
So yeah, first post of the year. Something I am working on:
A L4D2 campaign with Fearlezz, a great TF2 mapper. We're doing each 2 maps (that is planned, maybe a 5th if we go fast but I doubt it). Tons of custom models and textures (and hopefully I can compile a snowshader). But meh I'll make a thread once I have more to show, this is only an hour in. This is a level that has not been done before, an indoor subtropical swimming pool (or whatever it is called in English). It's just the lobby so far
Yes you are allowed to laugh with source engine btw.
Snipergen, if you want to create some nice snow in Source, take a look at the snow from TF2. It's not realistic, but they did some pretty cool stuff to make it look good. If you have any questions about getting textures on displacements to look good, I'd be happy to offer advice.
So yeah, first post of the year. Something I am working on:
A L4D2 campaign with Fearlezz, a great TF2 mapper. We're doing each 2 maps (that is planned, maybe a 5th if we go fast but I doubt it). Tons of custom models and textures (and hopefully I can compile a snowshader). But meh I'll make a thread once I have more to show, this is only an hour in. This is a level that has not been done before, an indoor subtropical swimming pool (or whatever it is called in English). It's just the lobby so far
Yes you are allowed to laugh with source engine btw.
Source is ALLIIIIIVE!
You should remember that you cannot have custom shaders in the game, though you can achieve some really sexy effects using Proxies.
Just some quick WIP shots of my Pawn for the mini comp over at GA. I'm doing a zombie based on this concept by John Grello. Clothes are just blocked in to give me an idea of where I should focus on detailing. Crits welcome.
Well, don't agree on lengthening the arms, I think they look a bit longer than the average human being actually, the thing that looks a bit weird to me is the shin to foot area, can't tell what it is exactly, but I think it could be a bit shorter.
I have never studied anatomy so I could be completely wrong ^^, nice model anyway.
Well he says this is part of a ship, so i would imagine this sort of prop would be instanced a lot, so adding in all that raw geo may not seem like a big deal on a singular asset, but if its something that is repeated 40 times, its going to make a huge impact.
@dkk: Haha yeah, I'm looking for a new avatar to unify across all forums and stuff. Thanks for the crits, I'll play with the length of the forearms and the feet and see what looks best.
@ima: The feet and ankles are very wip, I just roughed them in to get something ready to present, I'll definitely be working on them. I think what's making them seem long is that the protruding bones of the ankle are positioned too low right now, so I can definitely fix that.:)
@bommel: Nice! that looks rad, I really like the presentation.
Well he says this is part of a ship, so i would imagine this sort of prop would be instanced a lot, so adding in all that raw geo may not seem like a big deal on a singular asset, but if its something that is repeated 40 times, its going to make a huge impact.
exactly, if you count the rings in the weels there would be 8 rings on each cannon, there will be 16 cannons instanced on the ship, that would be 128 rings and if each ring would have 50 poly's or so, it would already be ~6000 poly's for such small details.
seven, looking good! I think maybe you should make the edges of the globules more crisp and maybe put some rimming around some of them. They're looking blurry compared to crisper details of the face
whoa, nice seven. I agree with supa, could use some nice crisp edges, maybe some little filaments of stretched flesh... he also kinda looks like he has a mustache.
Replies
"I say we nuke the site from orbit, only way to be sure."
ES_139- Updated below, people have started to walk on it.
Been trying to keep the sandpaper monster locked in the closet, but sometimes it breaks free and wrecks some shit! Will have to learn to tame that beast.
Please dear god tell me you wouldnt mind seeing that animated? ;-D
Either way Mop extreme kudos thats a lovely model!
And to everyone else, some brilliant stuff coming along already! ;-D
Aahhh, looks soo good, man!! mmm.. Did you make it from a concept art? Whenever I look at it I find your work so awesome! Almost like a visual peak sensation, ehem. :thumbup::poly121:
Ours is somewhat newer, supports relfection and normal, spec maps:
I love his work! He has a 300pg book of sketches for $99. Then a 100pg book for less. Also he his currently working on Marvelous Land of Oz. Check out his new stuff!
Thanks , I used 3ds max to model it all, photoshop for the textures and the UDK to render it.
Thanks a lot man, much appreciated, especially from someone that worked on the original.
These are all great things that i'l be keeping in mind, but as you guessed this is really just a test scene for color as well as modularity. I have about 2 more sets of major props to finish up before i can start doing some actual city layout. But the way i've got it set up now i can drag and drop everything for a complete rooftop in about 5 minutes, so that should go fairly smooth.
Then its onto background buildings, not sure how i'm going to handle that stuff just yet
A L4D2 campaign with Fearlezz, a great TF2 mapper. We're doing each 2 maps (that is planned, maybe a 5th if we go fast but I doubt it). Tons of custom models and textures (and hopefully I can compile a snowshader). But meh I'll make a thread once I have more to show, this is only an hour in. This is a level that has not been done before, an indoor subtropical swimming pool (or whatever it is called in English). It's just the lobby so far
Yes you are allowed to laugh with source engine btw.
Source is ALLIIIIIVE!
You should remember that you cannot have custom shaders in the game, though you can achieve some really sexy effects using Proxies.
Yeah, awesome work everyone!
Here is a old rusty wrench I am working on (just baked):
I promise to post up some game art next time!
i think the torso is a bit weird, you should make those legs longer
pixelchaot - Cool render!
This is a highpoly model of a pillar that I am creating for my next environment piece - Ascension.
Just some quick WIP shots of my Pawn for the mini comp over at GA. I'm doing a zombie based on this concept by John Grello. Clothes are just blocked in to give me an idea of where I should focus on detailing. Crits welcome.
I have never studied anatomy so I could be completely wrong ^^, nice model anyway.
though only normal so far:P
@ima: The feet and ankles are very wip, I just roughed them in to get something ready to present, I'll definitely be working on them. I think what's making them seem long is that the protruding bones of the ankle are positioned too low right now, so I can definitely fix that.:)
@bommel: Nice! that looks rad, I really like the presentation.
turpedo: great stuff, even the pole holding up the banner has some nice style to it.
Damnit, I was going to do a model of Spike some day but now I feel like that would be a bit less original.
Good proportions so far but you might want to retopo him.
exactly, if you count the rings in the weels there would be 8 rings on each cannon, there will be 16 cannons instanced on the ship, that would be 128 rings and if each ring would have 50 poly's or so, it would already be ~6000 poly's for such small details.
a Voltran Ekol
my ref :poly114b:
http://zofftygalerie3d.free.fr/polycount/007_glamur.jpg
edit: uploaded timelapse to http://vimeo.com/8788809
afternoon sketch...
recorded a timelapse of this... also got to play with some post effects in ps, not sure if I made it look better or worse heh
perfect opportunity to plug my tut which is very similar http://vimeo.com/4976913
except i should probabl re record the audio. it sucked ass
Fuck yes!
That is how it should have looked.
was already looking at it, thanks for sharing your techniques:)
Ferg, that's pretty awesome for a sketch lol. Thanks for recording the timelapse too