FUCK I can't believe I just did this again. Tried doing an incremental save and fucked shit up to where I can't get back to it. :poly127:
Shit I hate myself... I spent so much time on this!
Here's what I got to anyway... :poly117: Making some good progress with my sculpting skills.
The sculpt of the lower bricks is quite working...i'm not sure if u planned to do this later, but i think you've got an issue with the pattern of your brick wall...usually the brick's raw are shifted by half of the brick lenght to make them a lot more stable...
... wait a sec did you just get the image name? Basterd ocd file naming...
hey man do you have a blockout of the whole character? usually a good idea to make sure your whole body and proportions are blocked out before getting into the details, since it can be a pain to alter proportions on a high poly hard surface model.
Motennai, there are many variations of brick bonds. What your are showing is a running bond, what nordahl154 is showing is a stack bond. The strength of a brick wall to resist lateral and torsional forces comes from steel reinforcement and the mortar. Running bond probably is more stable for bricks, but for CMU blocks, it doesn't matter because you will have vertical steel reinforcement and concrete filled cells.
great stuff in here, good for an inspiration/motivation boost
dii: great creture design
afisher: some great likeness there, like the expression
carl brannstrom: sexy pixels
working on a "zombiefication" on one of my heads, needs more assymetri, also having a hard time getting the flesh wounds looking the way I want but I hope I´ll get there eventually
mongrelman, the top half and bottom half seem very disjointed from each other. the top has a great 'swooping' feeling to it, but the bottom seems stiff and not following the line of motion. when i look at it, i imagine the tail would be curling under him more, as if he's about to grab that guy with all his little legs.
Woogity
hey man do you have a blockout of the whole character? usually a good idea to make sure your whole body and proportions are blocked out before getting into the details, since it can be a pain to alter proportions on a high poly hard surface model.
Ahh shit forgot about that' Ill smash up a block out now. In my defense i have 100+ references and ive been using the foot as a point of reference. The bottom leg is 5 'feet' high to the joint and another foot for the knee flare.
Stands at 12k quads atm. Wonder what it would end at when i add the support loops for turbo smooth xD
Joined in on the challenge over at GA....blocking stuff out. It's Luca Blight from Suikoden 2, one of my favorite villains from one of my favorite games.
making very slow progress with this Beetle. almost done with modelling the components; next stage is to apply deformations to give it a smashed up abandoned look, then UVs and textures
anyone got techniques to share for unwrapping sub-div surfaces? I have previously been placing the unwrap modifier underneath Turbosmooth in the stack, but this introduces some bad stretching upon subdivision
you could add another one on top of the turbo smooth and relax the uvs a bit, so your one under the turbo smooth is the main layout and the 2nd one just eases out the stretching to compensate for sub d.
you could add another one on top of the turbo smooth and relax the uvs a bit, so your one under the turbo smooth is the main layout and the 2nd one just eases out the stretching to compensate for sub d.
can't you preserve the UV's when you add the turbosmooth to prevent that from happening in the first place? I've only been using max for a couple months and haven't had to worry about that sorta thing so I don't know for sure though.
polypaint update for Earl, I'll be doing the plaid right in photoshop for the low-res as I just can't figure out how to do it properly in ZB even using spotlight.
SnaFuBAR: Thanks, I sure am! I am torn on whether I should try to start up a team; I have tried before and it didn't go so hot.
i went with only a few people on my team. i find it works better that way. one or two or three people really helps ease the burden, and helps you keep your sanity.
Replies
I'm trying to do a likeness. Mr. Denzel Wanshington.
The sculpt of the lower bricks is quite working...i'm not sure if u planned to do this later, but i think you've got an issue with the pattern of your brick wall...usually the brick's raw are shifted by half of the brick lenght to make them a lot more stable...
Smart bugger ;D
This mourning's 2 hours progress.
... wait a sec did you just get the image name? Basterd ocd file naming...
hey man do you have a blockout of the whole character? usually a good idea to make sure your whole body and proportions are blocked out before getting into the details, since it can be a pain to alter proportions on a high poly hard surface model.
Brick Bonds
Painting progress on my.....thingy. Been doing some redesigning here and there too.
dii: great creture design
afisher: some great likeness there, like the expression
carl brannstrom: sexy pixels
working on a "zombiefication" on one of my heads, needs more assymetri, also having a hard time getting the flesh wounds looking the way I want but I hope I´ll get there eventually
Stands at 12k quads atm. Wonder what it would end at when i add the support loops for turbo smooth xD
Base mesh (wierd parts are alpha planes for fur)
E:
@waedoe Looking nice, I think you could fix your normal map a bit in photoshop
I'm working on Spike's Tactical Biohazard lower receiver. I'm making custom AR-15 rifle, my portfolio needs some fresh stuff.
I don't know what i'm doing
Das brilliant movento...
~Heheh.
making very slow progress with this Beetle. almost done with modelling the components; next stage is to apply deformations to give it a smashed up abandoned look, then UVs and textures
anyone got techniques to share for unwrapping sub-div surfaces? I have previously been placing the unwrap modifier underneath Turbosmooth in the stack, but this introduces some bad stretching upon subdivision
I'll give that a try!
polypaint update for Earl, I'll be doing the plaid right in photoshop for the low-res as I just can't figure out how to do it properly in ZB even using spotlight.
No cookies, internets, buckets of awesome, or any prizes for people capable of naming influencial helicopters.
edit: turbosmooth is bloody amazing
Okay, so I was actually finishing up an old asset :P
that's ultra nice : ]
Now your job is to view:
What Are You Working On? 2010 Edition!
What Are You Working On? 2009 Edition!
What Are You Working On? 2008 Edition
... in the "Archives" section. Good luck
benji: Looks solid so far, quite a funky render you got there
Working on a few projects I need to get done.
Here is one from a bioshock concept I have been working on.
Concept.
Highpoly
Wheelchair textured...
Will put this in a scene I been working on later on..
I was looking at that, without having looked at the name of the creator, and got all nostalgic for orange under-lighting. Gussshhhh.
Working on the Q3 Plasma Rifle, screengrabs from Marmosex Gun Renderer.
Now with goggles
i went with only a few people on my team. i find it works better that way. one or two or three people really helps ease the burden, and helps you keep your sanity.
I spent my night building another asset for the airship tugboat!
http://www.polycount.com/forum/showthread.php?p=1392114#post1392114
I second that motion!
Concept:
Haha :poly124:
Tugboats coming along well BB.
Seforin thats just plain crazy.