Spent half the afternoon yesterday modeling this little fella . .
Then I tried skinning him (to a biped with helpers, like Poopinmymouth always does it) but am still kind of stuck with that. I got everything set up, but it's pretty damn hard to get it all working out ok. And now i've just found out there's a one triangle hole in both of his hands.... Does anyone know how to fill it up without ruining all the skinning data?
edit - Japhir, In max im pretty sure you should be able to drop down the stack and add the tri no problem, the skin modifier should pick up the changes and try its best to give appropriate weights to whatever you've added. I regularly add geo to skinned models this way to easily skin up say any accessories they might be wearing or whatever, that way they match the base body 100%. Save beforehand though, just in case
Finished rendering this piece and also a quick muscle study 90~ish % from memory to practice. Its coloured and shit because i'm doubling it up as a uni assignment.
edit - Japhir, In max im pretty sure you should be able to drop down the stack and add the tri no problem, the skin modifier should pick up the changes and try its best to give appropriate weights to whatever you've added. I regularly add geo to skinned models this way to easily skin up say any accessories they might be wearing or whatever, that way they match the base body 100%. Save beforehand though, just in case
Finished rendering this piece and also a quick muscle study 90~ish % from memory to practice. Its coloured and shit because i'm doubling it up as a uni assignment.
This armored chick is reall really cool. It looks completely funtional minus the high heels. Would love to see a real life version of this hehe.
tda: lots of that armour really reminds me of the Metroid power suit x3 guess it's the crotch/pelvis and those extreme knees.. but yeah also the chest keel. Neato. Yes I am obsessed.
and huzzah, gonna call it a night. Err, morning.. 4 am x_x
gonna post in the low poly thread when it gets a bit more finished
Speedpaint topic was "In a Jar" - not exactly a speedpaint as a result, more like "2 lunches and an evening paint"
Zomg I super love this!!!! Very nice, I love the idea behind it, with the faded guy in the bg peering at her... Awesome. I just wonder what that tag beside the jar says?
Firebert - Damn, that's sick!!! Looks so realistic, like I could just pick it up off the screen...
Japhir - I've never found a solution for that myself... I've tried, but it always ends up being re-skinsville for me. Do share if you find a better solution!! :P
Got my first paycheck ever doing some commission work for a SC2 mod. Didn't realize it at the time but while working on a personal Starcraft mod a few months back i picked up some technical skills that are pretty sought after by mod teams. Stoked to have something to keep me busy while i wait to hear back from various studios.
Spent the past few days getting massive amounts of already finished art assets in-engine, while cleaning up some assets that needed a bit of a texture face lift. Looking forward to making some custom environment art and some mech units, should be fun and for the first time ever... a little lucrative! Woot.
Jeff! You never told me you be makin Dollah Dollah Billz yo with your SC2. And I always made fun of you when I saw you on steam in the SC Editor...boy do I feel like an asshole.
But yea, Looks really rad! I'd too be interested to seeing what your workflow is for RTS
@Erich: Wouldn't call it dollah dollah, but it's enough to get me out on the weekends and enough work to keep me busy during the weekdays, exactly what i needed. Oh, and you are an asshole
I'm sure i'll make an update down the road once we get more art done, need to see what the team lead is ok with sharing. If there's enough interest in tutorials and such I'll definitely see what i can do, but in all honesty the best way to learn these engines is to just jump in and start turning some dials.
@Atlus: Not bad for a first go. Main crit would be to clean up poly flow on flat faces. If you look at the rear of the gun there appear to be many extra edge loops that aren't adding details. Also when you have a rounded geometric shape if you blow away the central vertices you can usually save several polygons while in edit poly mode as 3ds max will optimally retopogize polygons. Dunno if you know the shortcut but control + backspace is definitely your friend when trying to reducing your polycount!
tda: thanks, but that doesn't work... check this out:
Japhir, that is a weight-painting issue. The spiky bits on the mesh are where they have come un-done from the skeleton.
In Blender, you highlight the skeleton in 'pose' mode, then you select the mesh and go into 'weight paint' mode and you literally 'paint' on the model how much influence you want the bone to have on the mesh.
I don't know Max that well, but it is bound to have something just as good or better. Just google max and weight painting.
SnaFuBAR: There was a link to a facial topo thread by Dreamer knocking about recently. Your not far with the flow of it though. The structure of the cheekbone and eye is the first thing I notice. It should flow around to the side of the face.
I think I'm getting a bit closer. The earlier image was based upon my own face, but, I suppose I don't have strong features. I'll check around for the thread you mentioned and see if I can adapt what I've got or if a remodel is necessary.
Sixton, low odor, slave_one, willy-wilson, jramauri: Thanks, there's more coming! I definitely need to rework some of them once I am done with all the characters Id like to add! And a special 'big-up' for willy-wilson for making me post here, thx
I´ve created a MG 42 for my examination at school. This is my first time posting stuff here, so feel free to rip me with your merciless but wanted feedback
The MG is off to a good start, but the stock is pretty blocky looking. The stock is actually rounded off in the back, with the forward portion of the wood square.
Some of the other edges are pretty hard as well. There are quite a few really good images on the internet that I found, including plan drawings that help to make it more accurate.
I have attached the MG that I was working on. Hope you don't mind.
There is an awesome forum of MG42 owners and re-builders that post pictures of their work. It's where I found the best images to work from.
Japhir, that is a weight-painting issue. The spiky bits on the mesh are where they have come un-done from the skeleton.
In Blender, you highlight the skeleton in 'pose' mode, then you select the mesh and go into 'weight paint' mode and you literally 'paint' on the model how much influence you want the bone to have on the mesh.
I don't know Max that well, but it is bound to have something just as good or better. Just google max and weight painting.
I know how to skin him, I did that already, but then I found out there was a hole in the mesh that needed to be filled. That messed up all the vertex orders or something like that, which undid all the skinning I had done up to that point.
Thanks for the explaination though.
testing the attach function, since my website is down right now.
Been working on ways to get a clean bake for straps/belts thinner objects. I am quite pleased with this lastest version. The circled strap/belt is the low poly +normal map
Crazyfingers looks cool but when i maximize the picture i notice a lot of aliasing on the art, Like all the white edges on the objects look pretty rough.
First ever proper piece of concept art... We have to make a character for a module at university, and I'm really an environment artist so this is completely new to me. I made that Sumo Wrestler a while ago but didn't try any 2D.
This is just a couple hours' work from earlier today. Just blocked in sketchy outline and some basic colours. Still got a long way to go!
what gives dude?!? you'll put out for CF, but you and i have to "take it slow" and "have dinner first".
*sigh*
you've broken my heart ferg. you've broken my heart.
@JordanW and Meshia: Hadn't even noticed this issue, but it's obvious when assets are put next to base SC2 assets, I will certainly keep an eye on this and thanks for pointing it out. In the interest of time and to keep current assets consistent the mod lead had me keep textures as targas for now, I wouldn't be surprised at all if the SC2 engine simply wasn't optimized to handle these textures and we will most certainly be going dds at some point as right now the file size is ridiculous.
Meshia, that's awesome you worked on this game... and that at least 1 person at blizzard cares about what the mod community is up to! Tell your buddies to get star tools out . Like I said before i'll likely post here and there when we make a good bit more progress.
I know how to skin him, I did that already, but then I found out there was a hole in the mesh that needed to be filled. That messed up all the vertex orders or something like that, which undid all the skinning I had done up to that point.
Thanks for the explaination though.
No probs. Yeah, weight painting (it's probably called something else in Max) is for just such an occurance. Mainly its for after you've matched the skeleton to the mesh and you don't like how something is deforming - you'd go in and manually re-paint the bits you didn't like. I was thinking you could use that to fix the 'new' bits. I don't know Max though, so I'll shut up.
Replies
cool ..my new desktop
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Then I tried skinning him (to a biped with helpers, like Poopinmymouth always does it) but am still kind of stuck with that. I got everything set up, but it's pretty damn hard to get it all working out ok. And now i've just found out there's a one triangle hole in both of his hands.... Does anyone know how to fill it up without ruining all the skinning data?
Finished rendering this piece and also a quick muscle study 90~ish % from memory to practice. Its coloured and shit because i'm doubling it up as a uni assignment.
Loved them! One of best things I saw here last times!
This armored chick is reall really cool. It looks completely funtional minus the high heels. Would love to see a real life version of this hehe.
Speedpaint topic was "In a Jar" - not exactly a speedpaint as a result, more like "2 lunches and an evening paint"
http://img21.imageshack.us/img21/957/goodheadi.jpg
guessing we us url instead of img here?
including how to post the image ( I can't see it )
and huzzah, gonna call it a night. Err, morning.. 4 am x_x
gonna post in the low poly thread when it gets a bit more finished
meh..... *shrug*
working on some shading schtuffz. I saw this shape in the shower and i was like "ALIEN FTW"
R
Meshiah - loving that!
Zomg I super love this!!!! Very nice, I love the idea behind it, with the faded guy in the bg peering at her... Awesome. I just wonder what that tag beside the jar says?
Firebert - Damn, that's sick!!! Looks so realistic, like I could just pick it up off the screen...
Japhir - I've never found a solution for that myself... I've tried, but it always ends up being re-skinsville for me. Do share if you find a better solution!! :P
i'm no real 2D artist but i made a paladin concept in my spare time.
I'm also very interested and maybe a base workflow on creating some of your weapon.
Got my first paycheck ever doing some commission work for a SC2 mod. Didn't realize it at the time but while working on a personal Starcraft mod a few months back i picked up some technical skills that are pretty sought after by mod teams. Stoked to have something to keep me busy while i wait to hear back from various studios.
Spent the past few days getting massive amounts of already finished art assets in-engine, while cleaning up some assets that needed a bit of a texture face lift. Looking forward to making some custom environment art and some mech units, should be fun and for the first time ever... a little lucrative! Woot.
Groza OC!
Lemme know what you think!
But yea, Looks really rad! I'd too be interested to seeing what your workflow is for RTS
Really not too complex, but keep in mind this tutorial doesn't get into the data editor. That's where the real headaches begin, luckily I haven't had to deal with it too much for this gig... at least not yet.
@Erich: Wouldn't call it dollah dollah, but it's enough to get me out on the weekends and enough work to keep me busy during the weekdays, exactly what i needed. Oh, and you are an asshole
I'm sure i'll make an update down the road once we get more art done, need to see what the team lead is ok with sharing. If there's enough interest in tutorials and such I'll definitely see what i can do, but in all honesty the best way to learn these engines is to just jump in and start turning some dials.
@Atlus: Not bad for a first go. Main crit would be to clean up poly flow on flat faces. If you look at the rear of the gun there appear to be many extra edge loops that aren't adding details. Also when you have a rounded geometric shape if you blow away the central vertices you can usually save several polygons while in edit poly mode as 3ds max will optimally retopogize polygons. Dunno if you know the shortcut but control + backspace is definitely your friend when trying to reducing your polycount!
Japhir, that is a weight-painting issue. The spiky bits on the mesh are where they have come un-done from the skeleton.
In Blender, you highlight the skeleton in 'pose' mode, then you select the mesh and go into 'weight paint' mode and you literally 'paint' on the model how much influence you want the bone to have on the mesh.
I don't know Max that well, but it is bound to have something just as good or better. Just google max and weight painting.
Firebert: Nice gun and nice texturing.
Awesome, awesome, awesomeness. Can wait to see the weirder version.
Here's a direct link in case I'm not using img tags correctly :poly134:
http://img33.imageshack.us/img33/7067/head1e.jpg
I think I'm getting a bit closer. The earlier image was based upon my own face, but, I suppose I don't have strong features. I'll check around for the thread you mentioned and see if I can adapt what I've got or if a remodel is necessary.
I know how to skin him, I did that already, but then I found out there was a hole in the mesh that needed to be filled. That messed up all the vertex orders or something like that, which undid all the skinning I had done up to that point.
Thanks for the explaination though.
Been working on ways to get a clean bake for straps/belts thinner objects. I am quite pleased with this lastest version. The circled strap/belt is the low poly +normal map
A few evenings worth of work. It's still WIP as there's a few inaccuracies I need to fix.
do you have links to more of this mod?, i worked on sc2 so im always interested to see what the modders do.keep goin.
This is just a couple hours' work from earlier today. Just blocked in sketchy outline and some basic colours. Still got a long way to go!
Excuse the HUGE size of it, forgot to re-size!
still lots to fix.
(and I do have permission from the concept artist lol)
what gives dude?!? you'll put out for CF, but you and i have to "take it slow" and "have dinner first".
*sigh*
you've broken my heart ferg. you've broken my heart.
kodde: thanks dude
Meshia, that's awesome you worked on this game... and that at least 1 person at blizzard cares about what the mod community is up to! Tell your buddies to get star tools out . Like I said before i'll likely post here and there when we make a good bit more progress.
Thanks all for the feedback and support!
No probs. Yeah, weight painting (it's probably called something else in Max) is for just such an occurance. Mainly its for after you've matched the skeleton to the mesh and you don't like how something is deforming - you'd go in and manually re-paint the bits you didn't like. I was thinking you could use that to fix the 'new' bits. I don't know Max though, so I'll shut up.