Messing around a bit with lights and such. finished up the mesh for the gauss rifle the other day. Still some tweaking on the textures to do so some feedback would be great
Cool stuff going on here, thought I could share what I'm doing. My idea was to create a small, childish Riddick.
I used a childs proportions and the concept piece turned out like this:
But when I sculpted him, I changed my mind and made his shoulders wider,
arms bigger and legs smaller. So far, it looks like this:
The point with the design was to keep his face like Vin Diesel, to keep his cool image and at the same time make him riddick-ulous (had to make that old joke). Hope you like it!
Cool stuff going on here, thought I could share what I'm doing. My idea was to create a small, childish Riddick.
I used a childs proportions and the concept piece turned out like this:
But when I sculpted him, I changed my mind and made his shoulders wider,
arms bigger and legs smaller. So far, it looks like this:
The point with the design was to keep his face like Vin Diesel, to keep his cool image and at the same time make him riddick-ulous (had to make that old joke). Hope you like it!
Died a little inside.
Here's my anim00tions. Character courtesy of JGcount!
I'm hoping to have it all finished and colored by the end of the week, at which point I'll post it here. You can also just find it in my sketchbook and illustration threads.
Let me know if you ever do start on it and I can clear up any questions about the concept.
Re-worked some of the hud elements & coloring. Still some bugs with it. Newer particle FX as well. Might double the size of the planet texture, too. Depends on perf.
g2000. Spatz. cheers guys. if i can lift my sack high enough i'll give it a try. will need a few more dry hits to get the confidence i think
worker > runner
:
that's real cool and all (I love what i can see of him) but could you maybe like, SHOW THE MODEL? this feels like I'm looking at the back of girl who might be really hot but she turn around.
that's real cool and all (I love what i can see of him) but could you maybe like, SHOW THE MODEL? this feels like I'm looking at the back of girl who might be really hot but she turn around.
and then she was a dude ?
sorry man. they're intended to be simple shape studies. focusing on the big forms and such. spin them to get the read in ' motion '. here's a shot of the raw balls sketch :
I'm hoping to have it all finished and colored by the end of the week, at which point I'll post it here. You can also just find it in my sketchbook and illustration threads.
Let me know if you ever do start on it and I can clear up any questions about the concept.
dood! yes!~ let me finish a couple more small scene for the port and this is on! thanks!
Been working on this mostly during lunches. Still lots of work to do obviously but hoping to get a decent bust out of it. I'm basing this on various predator references however this is the main one.
Is this using one of the lighting solutions provided as a preset? I can't wait to dable with the new foliage system
no preset, i followed chris albeluhn's great tut on outdoor lighting, it really helps (with some tweaks to adjust it to the scene, as i didnt want it to be fully illuminated)
no preset, i followed chris albeluhn's great tut on outdoor lighting, it really helps (with some tweaks to adjust it to the scene, as i didnt want it to be fully illuminated)
plus exponential height fog to simulate atmospheric perspective.
I've used that tut in the past, very helpful! I asked because I knew you were working on lighting a little while ago, and that was one of the new features in June UDK.
I've used that tut in the past, very helpful! I asked because I knew you were working on lighting a little while ago, and that was one of the new features in June UDK.
yea indeed, as soon as i installed it i went checking the templates, god theyre awesome! theyve got now 4 templates, each one for a time of the day (morning, daytime, afternoon and night). you place the skysphere on your map, and add the instanced mat on it, bam there you have it. besides, you can tweak the material to your like, adding color/desaturating, etc (usual udk stuff). plain wonderful.
still to try the new foliage system. wondering if its very ram consumptive, my laptop has 2 gig of ram, so i cant be doing much if it eats loads of ram hahah
Working away on this portfolio piece, hand painted MMO style Ogre, mainly just a rough block out for the texture apart from the face and 'hat', which i've started to detail.
Is this using one of the lighting solutions provided as a preset? I can't wait to dable with the new foliage system
hey, im quoting your post again, just because i happened to test the preset... it just... well judge it by yourself :P
no tweaking on the lights, only copy and paste from the template into my scene.
pros: its wonderful. this setting is the one for "daytime".
cons: bug with "multiple suns", cant seem to fix it. there are multiple suns in the skysphere, and for each sun there's a light source (even if you plant a single light in the scene. the material is responsible for multiplying it for as much suns as you have in your scene).
Im still working on the skin, the forehead is kinda dull, eyes suck too...once I get those looking right i'll add the hair. It's looking dark on some monitors, guess I'll have to calibrate.
Replies
dude. awesome. ha. since that's going so well maybe you might like to model up his whole collection ?
Just 40 hours left on the clock to get this thing finished!
Uploaded with ImageShack.us
They are pretty awesome:
www.wanderlustgame.com
Cool stuff going on here, thought I could share what I'm doing. My idea was to create a small, childish Riddick.
I used a childs proportions and the concept piece turned out like this:
But when I sculpted him, I changed my mind and made his shoulders wider,
arms bigger and legs smaller. So far, it looks like this:
The point with the design was to keep his face like Vin Diesel, to keep his cool image and at the same time make him riddick-ulous (had to make that old joke). Hope you like it!
I'd like any crits/tips/workflow tips for this sort of thing. I could hardly find any reference or methods for this on the interwebs.
Still working on the rhino suit:
Died a little inside.
Here's my anim00tions. Character courtesy of JGcount!
http://dl.dropbox.com/u/8701158/Weeklymation/GeoffreyWipCezardeAlmeida01.mov
Working on textures now. 8D
Dude if you don't model this i will. I love modeling characters and this would be a nice side project!
I'm hoping to have it all finished and colored by the end of the week, at which point I'll post it here. You can also just find it in my sketchbook and illustration threads.
Let me know if you ever do start on it and I can clear up any questions about the concept.
worker > runner
:
Re-worked some of the hud elements & coloring. Still some bugs with it. Newer particle FX as well. Might double the size of the planet texture, too. Depends on perf.
that's real cool and all (I love what i can see of him) but could you maybe like, SHOW THE MODEL? this feels like I'm looking at the back of girl who might be really hot but she turn around.
Check the Nexus BSG linky in my sig. It's a Battlestar Galactica mod for an old space RTS game called Nexus: The Jupiter Incident.
...It's in his sig
edit: man himself beat me to it
and then she was a dude ?
sorry man. they're intended to be simple shape studies. focusing on the big forms and such. spin them to get the read in ' motion '. here's a shot of the raw balls sketch :
but it's very awesome sir
Low-poly Earl in Marm with polypaint to photoshop skin:
Thanks! Not sure if I'll do more of his designs. Maybe, but not sure. I know Adam did a great job on one of them a while back.
june 11 udk FTW xD
[ame]http://www.youtube.com/watch?v=a1BsQEp-xPY[/ame]
dood! yes!~ let me finish a couple more small scene for the port and this is on! thanks!
Is this using one of the lighting solutions provided as a preset? I can't wait to dable with the new foliage system
Here
no preset, i followed chris albeluhn's great tut on outdoor lighting, it really helps (with some tweaks to adjust it to the scene, as i didnt want it to be fully illuminated)
http://www.chrisalbeluhn.com/UT3_Basic_Lighting_Tutorial.html
plus exponential height fog to simulate atmospheric perspective.
I've used that tut in the past, very helpful! I asked because I knew you were working on lighting a little while ago, and that was one of the new features in June UDK.
yea indeed, as soon as i installed it i went checking the templates, god theyre awesome! theyve got now 4 templates, each one for a time of the day (morning, daytime, afternoon and night). you place the skysphere on your map, and add the instanced mat on it, bam there you have it. besides, you can tweak the material to your like, adding color/desaturating, etc (usual udk stuff). plain wonderful.
still to try the new foliage system. wondering if its very ram consumptive, my laptop has 2 gig of ram, so i cant be doing much if it eats loads of ram hahah
edit: ...and just found your art dump.
DROOOOOLING!!!
[EDIT] Also, Freaking amazing concepts, fightpunch. Top notch work, man
hey, im quoting your post again, just because i happened to test the preset... it just... well judge it by yourself :P
no tweaking on the lights, only copy and paste from the template into my scene.
pros: its wonderful. this setting is the one for "daytime".
cons: bug with "multiple suns", cant seem to fix it. there are multiple suns in the skysphere, and for each sun there's a light source (even if you plant a single light in the scene. the material is responsible for multiplying it for as much suns as you have in your scene).
[ame]http://www.youtube.com/watch?v=2_7KIYc8EDE[/ame]
Im still working on the skin, the forehead is kinda dull, eyes suck too...once I get those looking right i'll add the hair. It's looking dark on some monitors, guess I'll have to calibrate.
Far right is my favourite. Great shapes.