Installed ut3 to get back into played some duels and 3-4 player matches and realised how much i really liked the ut3 maps without vehicles so made a page of notes about and drew up a map layout
Added some necris meshes in, going to add a few more and the bridge then start placing down pickups and weapons. Then i'll add bot paths and do some playtesting.
Thoroughly tested bot paths and added more meshes had a few problems with bots getting stuck in the cave of the flak cannon spawn but i've resolved the issue.
Thinking of adding some support pillars under the bridge, should probably work on making the brushes for the floor and other gaps left with the googlesketch up undersketch
I've done alot more work on lighting and adding heightfog to the map. Shall post up some screen shots when i'm next working on it. For now i'm currently painting this...
Experimented alot with the background been looking at alot of stormy weather clouds and colour schemes/time day etc come up painted some clouds and basic water, created a seemless wood textures from my own photos and warpend it in perspective on a softlight layer under the painted plank lines/highlights
Added a shadow reworking the lighting on the character trying to hold back into rushing into things. Took a break and am approaching the second half of this piece with new eyes. Shadow of the front perhaps way to crisp and dark for Diffused background lighting to cast!
Drastic increase in the contrast of the foreground spider needed and more detail two the mid and background spider to be added. Shadow needs to also be cast from spiders.
Been working on a texture for all the buildings above and this raptor model. Have been researching practicing and testing importing my buildings into the starcraft 2 engine.
Andy-- keep up the volume, but you need to spend time with reference-- for people, guns, dinosaurs etc. For example, you have a good start on your SM15, I can tell it's a gun, but there's a bunch of things that don't make sense about it. The 'anatomy' of the weapon is all wrong. Spend some time looking at bullpups, like the FAMAS or Steyr AUG, and if you really want to get it right then you need to start learning about the actual mechanisms that drive a weapon's operation. Right now your weapon is too oblong, the sights don't match up, there's no ejection port, safety, magazine release, or seams along the body. How was this weapon put together? Right now it's just one giant slab of metal.
This may seem nit-picky, but it's things like this that will help carry you from being an amateur into a professional. Same goes for human anatomy-- i want to see studies done directly from reference. You have to build up your understanding of the material world before you can properly invent form.
Thanks for the comments er there's definatley a saftey switch there it's prettey much identical to the p90 safety/automatic switch. Nice spot with the sights i noticed that shortly after posting this wip shot ^_^.
Not nit-picky at all friend i'll look more into gun anatomy before continuing i am prettey new to designing rifles. As for dinosaurs i've been looking at them non stop hehe i even had dream about em last night so hopefully i'm getting the grasp there anatomy hehe.
Regarding you paintings/drawing - you seem to have quite a common problem. that a lot of begging artist have ( me too!:) ). You go into detail to soon, try working with larger brush to work out the shape and mass first. Work with the object as whole and in stages - don't polish one part of it whilst other is two steps behind.
Another tip of anatomy and general proportional/perspective mistakes - flip the image in the process - you will see them instantly.
Been working on these textures over the last week and a half, a few of the grass textures and 1 on the brick textures where made earlier that though. All made from my own photos of course running out of photos to use though, need to go on a texture hunt with my camera soon. Also made 13 decals so far as well.
Working on the Dark Age texture, unwrapping it to the low poly Archery range. My main limitations are file size of the textures due to them being stored in the map file, so all buildings share the one texture. There will be 1 texture for each age. However the models small in file size so i will have a seperate model for each age with slightly different details/sillouettes.
The Low Poly Archery range currently looks like this with the dark age texture
now to add the team color banner and sclupt a slightly high poly version with more detail to the model unique to the dark
age texture.
Replies
Started working on a male basemesh from digmon style/proportioned characters
Quick A3 observation of rapide http://images.xboxfrance.com/7/5024/artwork/zoom/5404.jpg
done in pencil copic caio markers and ballpoint pen
Then started work on it in sketchup
I've done alot more work on lighting and adding heightfog to the map. Shall post up some screen shots when i'm next working on it. For now i'm currently painting this...
DARKER BELT WAIST TYE
hIGH LIGHTS ABOVE THE SHADOW
ON TOP OF EYE GAPS
HIGH LIGHT ONTOP OF MASK
NEATEN AND WORK ON TROUSERS
SWORD SCABBARD PATTERN?
TROUSER PATTERN?
BRACER PATTERNS?
HAIR SILLOUETTE!
BLADE HILT
Doodled some weapon thumbnails earlier this morning
and the final piece for my dragonrider is finally finished
The wooly frost spider painting currently looks like
This may seem nit-picky, but it's things like this that will help carry you from being an amateur into a professional. Same goes for human anatomy-- i want to see studies done directly from reference. You have to build up your understanding of the material world before you can properly invent form.
Good luck, and keep posting.
Not nit-picky at all friend i'll look more into gun anatomy before continuing i am prettey new to designing rifles. As for dinosaurs i've been looking at them non stop hehe i even had dream about em last night so hopefully i'm getting the grasp there anatomy hehe.
nice to see people from Uni posting on Polycount.
Damian from MMO Game Design.
Currently continuing this painting at the moment
here's what the smg looks like at the moment
Regarding you paintings/drawing - you seem to have quite a common problem. that a lot of begging artist have ( me too!:) ). You go into detail to soon, try working with larger brush to work out the shape and mass first. Work with the object as whole and in stages - don't polish one part of it whilst other is two steps behind.
Another tip of anatomy and general proportional/perspective mistakes - flip the image in the process - you will see them instantly.
Working on the hair atm
The Low Poly Archery range currently looks like this with the dark age texture
now to add the team color banner and sclupt a slightly high poly version with more detail to the model unique to the dark
age texture.
and am currently unwrapping the Guildhall