crazyfingers,
using tga's i think could be the bulk of the aliasing issue, use dd's for screenshots and finals, it looks like you have no mipping as well, and the im not sure if you have your post processing quality up all the way.
and blizz really cares about the mod community, i think that latest issue with that world of SC was a nameing conflict copyrite issue(don't think you can name your mods with blizz owned names).but i don't know and can't speak in any official capacity.
Just did a little test with DDs's, no dice. It's a bit of a headache as i'm still running XP 64 bit and my photoshop isn't able to handle the dds format so i need to use gimp as a crutch. We will definitely be tackling this issue at some point in the future. Just got pulled off troubleshooting textures to revamp some more assets, for now bloated targas will have to suffice in order to get the ball rolling.
I really do appreciate the input Meshia, when i get a chance i'll try out some mipmap setting and some different compression settings, but these guys are really workin' me to the bone on getting massive ammounts of assets retooled and in engine in a short period of time so we can move forward to animating and rigging. Fine tuning and cleanup has to wait.
In the coming weeks i may shoot you a PM if i can't resolve the issue, wont be anything major.
Sorry for derailing the thread guys, help comes in unlikely places though.
jesse - really like the design but it doesnt make sense as a gun (i hate myself for saying this) the mag would need intersect the trigger guard at the back of the mag for it to be able to get the bullets near enough to the barrel and the bullet would then be really far away from the hammer ?
again sorry cos i really like the design - feel free to disprove me
jesse - really like the design but it doesnt make sense as a gun (i hate myself for saying this) the mag would need intersect the trigger guard at the back of the mag for it to be able to get the bullets near enough to the barrel and the bullet would then be really far away from the hammer ?
again sorry cos i really like the design - feel free to disprove me
Totally agree with ya. Trust me I have gone into the ins and outs on how this gun would function in a traditional sense and can't figure it out but it's not my design and it's video game magic
Just like how does the chainsaw blade on the Lancer pass through the magazine yet doesn't destroy the bullets...
Looking really good so far--my only suggestion is to try to soften her up overall, especially in the eye area. The tones are looking a little harsh right now, which imo is having a masucline effect on her.
I'm stickin my nose as its something that I love so much! I'm not sure if youre going for the pastel look with these, and if so this halfassed paintover doesnt really matter. It's just that contrast is such an awesome thing to use, it can give things so much more presence and really make the highlights pop.
But aside that, theres no harm in adding saturation and colour to the picture either - as an example, zhuzhu is so fucking good at that.
@Jackwhat: The pastel look is just temporary, I'll soften texture later. Thank yor the paintover and for the references, ZhuZhu is a beast! BTW, your environment looks good, but I think you could tone down a little bit the fartest mountains, to add some depth to your scene.
moof: Crazy gun, man! Looking forward for specular.
Keres, Thanx, and yeah, I´ll put another angle there next time I present it.
Steen, Thank you, and yeah your right, that part of the texture is stretched atm, I thought of skipping remapping those UVs, thinking it did not show too much, but I might go back and clean that up.
sltrOlsson, thanx, and yeah, its all on a single 1024 diffuse (spec normal etc and a 512 occlusion).
Snader, Your right about giving the flag some more love, I´ll do that when I get back to it. thanx.
What about her clothes? some details should be coloured or at least darker or lighter, I cant get of my mind that it looks like the grey from Zbrush :P
anyhoo, I thought this looked kinda neato, made it share time. no spec yet.
Very nice gun moof!
One crit is that i think the front handle should carry the whole gun and hold i balanced. That way the gun can hang in your shoulder and you could use the back handle to navigate the gun. Now it seams like the user need to hold use hardcore muscles to carry the gun.
I could be awfully mistaken, but thats how it looks to me. could also fix it with a belt to hold the gun with the shoulder. recoil would be harder if you move the handle to what i said tough.
moof: I really really like this, totally makes me think of UT3 guns or something that could be in BulletStorm.
crazyfool: Maybe some color variation on her costume? You have buttons, seams, and even rope/leather strap stuff in there, lots of ways to make her even more interesting.
Here's a side project I'm working along side my water hut. First time doing foliage in this manner... more ss's in my 3D Sketchbook
KristianT > kaptainkernals is right. You're also correct to notice you'd need serious muscles to carry it. The character I had in mind when creating it is a super oversized big dude.
So I guess I'll just show this, since i never posted it; character is the male:
greevar: It looks like you've got normal maps applied to the wood of the barrel.
That being the case, why not just bake the metal bands down into your texture?
I think it'll read better, and use less tri's than what you've got going here.
Crazyfool: She's got man-hands and maybe a short-torso?
Moof: With all the tris' in that gun, it strikes me that you could spare a few more to round out that stock a little? Nothing else on it reads as blocky or "hey, I'm a low poly model".
Replies
using tga's i think could be the bulk of the aliasing issue, use dd's for screenshots and finals, it looks like you have no mipping as well, and the im not sure if you have your post processing quality up all the way.
and blizz really cares about the mod community, i think that latest issue with that world of SC was a nameing conflict copyrite issue(don't think you can name your mods with blizz owned names).but i don't know and can't speak in any official capacity.
I really do appreciate the input Meshia, when i get a chance i'll try out some mipmap setting and some different compression settings, but these guys are really workin' me to the bone on getting massive ammounts of assets retooled and in engine in a short period of time so we can move forward to animating and rigging. Fine tuning and cleanup has to wait.
In the coming weeks i may shoot you a PM if i can't resolve the issue, wont be anything major.
Sorry for derailing the thread guys, help comes in unlikely places though.
again sorry cos i really like the design - feel free to disprove me
a wee traditional doodle!
Awesome !!! I love it , it's very poetical and all the scene is beautifull, i really love the idea behind the paint, bravo !!
Totally agree with ya. Trust me I have gone into the ins and outs on how this gun would function in a traditional sense and can't figure it out but it's not my design and it's video game magic
Just like how does the chainsaw blade on the Lancer pass through the magazine yet doesn't destroy the bullets...
It just does.
but.. no teeth?
firebert: Nah baby it aint like that, I just really like you is all, I wanna do it right with ya. Daphz, on the other hand, is a slutbag.
Now that, is pretty special..Straight out of the bonce "TALENT".
some progrezz on my building.
Another portrait study. It's still WIP.
Finished up this winchester
Looking really good so far--my only suggestion is to try to soften her up overall, especially in the eye area. The tones are looking a little harsh right now, which imo is having a masucline effect on her.
But aside that, theres no harm in adding saturation and colour to the picture either - as an example, zhuzhu is so fucking good at that.
http://zhuzhu.deviantart.com/art/Sweetie-85138595?q=gallery%3Azhuzhu%2F6903447&qo=180
http://zhuzhu.deviantart.com/art/Oilpainting-Studies-in-Painter-54308761?q=gallery%3Azhuzhu%2F6903447&qo=336
http://zhuzhu.deviantart.com/art/Ballet-Dancer-53426965?q=gallery%3Azhuzhu%2F6903447&qo=406
Those things are much better at highlighting what im talking about than this paintover but yea, keep cracking!
And a study... tinkering with technique shit still
make it sparkle...
to death.
anyhoo, I thought this looked kinda neato, made it share time. no spec yet.
That gun is looking so badass
@Jackwhat: The pastel look is just temporary, I'll soften texture later. Thank yor the paintover and for the references, ZhuZhu is a beast! BTW, your environment looks good, but I think you could tone down a little bit the fartest mountains, to add some depth to your scene.
moof: Crazy gun, man! Looking forward for specular.
Can't wait to see it finished.
Here's what i'll work on the next weeks :
Damn 2D art is hard (need to do more)
This robot is a mix of differents Warjacks you can found here : http://privateerpress.com/warmachine/gallery/cygnar/warjacks (these robots are so cool , so i decided to create a mix of some of them)
ok..
here is my current working model.
moof - cool work! loving the model..
Coolest nerf gun ever!
Steen, Thank you, and yeah your right, that part of the texture is stretched atm, I thought of skipping remapping those UVs, thinking it did not show too much, but I might go back and clean that up.
sltrOlsson, thanx, and yeah, its all on a single 1024 diffuse (spec normal etc and a 512 occlusion).
Snader, Your right about giving the flag some more love, I´ll do that when I get back to it. thanx.
Kwakkie, those pixels look good dood!
Very nice gun moof!
One crit is that i think the front handle should carry the whole gun and hold i balanced. That way the gun can hang in your shoulder and you could use the back handle to navigate the gun. Now it seams like the user need to hold use hardcore muscles to carry the gun.
I could be awfully mistaken, but thats how it looks to me. could also fix it with a belt to hold the gun with the shoulder. recoil would be harder if you move the handle to what i said tough.
crazyfool: Maybe some color variation on her costume? You have buttons, seams, and even rope/leather strap stuff in there, lots of ways to make her even more interesting.
Here's a side project I'm working along side my water hut. First time doing foliage in this manner... more ss's in my 3D Sketchbook
Penelope Cruz is hawt :poly121:
I think the spec on the metal bands are a bit hot and I haven't added smoothing groups.
Diffuse only.
Diffuse only.
and the more detailed Knight:
Not sure yet if i can already move on to the low polys.
jramauri
GoSsS
alexdubbeat
Emeriastone
Stromberg90
wi_2
whats_true
sltrOlsson
eY3lEs5-
Thanks dudes
KristianT > kaptainkernals is right. You're also correct to notice you'd need serious muscles to carry it. The character I had in mind when creating it is a super oversized big dude.
So I guess I'll just show this, since i never posted it; character is the male:
Someday I'll get to modeling him.
daily speed sketch that crazyfool started at GA. theme is zombies but thats changing tomorrow. lots of fun.
in the mean time, BRAINZ!
That being the case, why not just bake the metal bands down into your texture?
I think it'll read better, and use less tri's than what you've got going here.
Crazyfool: She's got man-hands and maybe a short-torso?
Moof: With all the tris' in that gun, it strikes me that you could spare a few more to round out that stock a little? Nothing else on it reads as blocky or "hey, I'm a low poly model".