oof haha this was a pretty fail attempt at making a speedy of Gadget from rescue rangers but I'll post it anyway because its the only 3d ive done in a bit haha
Still working on my little low poly character. Did some animation work on it,i don't know if i'm allowed to post animations here... Anyway. here are all my loop cycles, which i imported in UDK, and a sequence i did with it.
Can't post directly the video's here, so there are the links :
Thanks Mezz! Now for some reason I thought I could suddenly paint rocks. I think I have quite a few more studies to go before I can start BSing concepts.
Modelled a vending machine over the past couple of days at work.. It's great doing some high poly, subd stuff. Didn't get much chance to do any on Kinect Disneyland!
It's also a nice change from doing lots of handpainted stuff too
oof haha this was a pretty fail attempt at making a speedy of Gadget from rescue rangers but I'll post it anyway because its the only 3d ive done in a bit haha
Heres an old model, I think is one of the first low poly I made, I remember I used Rhino3D (Nurbs) to make the High poly since at that time I was not good at subd at all and I dint even knew how to use Modo properly, apart from using it for the UVmaps and low poly cleaning.
Well, I guess this whole normal mapping thing is going to stick around - time I got serious about it. Diffuse and spec are super temp, straight up cg texture metal with ao bake and crazybump spec.
@Zid that is looking neat. You need to separate your values better. The floor, walls, and ceiling are all relatively the same value. Take a screen into Phoshop and knock it to greyscale. Notice how it is the same value of grey (actually the whole scene aside from the bed most likely). That shouldn't be the case. It makes it hard for the viewer/player/whoever to separate the planes, characters, objects, etc. Try to vary that up some.
I changed some proportional issues that were really bothering me before. He's proportioned a lot more like a little kid now, though I think there may still be a few problems I need to work on.
I also added and removed bits to emphasize that he's wearing a jumpsuit with armor strapped on top. I think it'll be good for material and color contrast to have large, diffuse highlights on cloth next to sharp, hot highlights on the armor. I know that it doesn't exactly fit with the book and how the battle room suits are all one piece, but I've decided that I simply do not care. :poly142:
I still need to give the helmet some love. It looks a bit goofy and nonsensical at the moment.
Nothing like the skills of some on here but this is a High poly ship Im working on for my modeling final at CPCC. The low poly is ready to go and weighs in at 1100 polys.
Hey Swizzle, some days ago i've try something similar for a friend's project and i have to admit that you did catch what i wanted to do way better than me
This is a speed concept art (using a stolenb Blame! background but yaye, speed concept )
the rigging on his arms is making them bend really strange as well as his hands and wrists look wrong proportionally. the hands especially, look small with really thin fingers.
guedin - looking good, would also have guessed april from TMNT :P
dan! - armor coming along nicely, like the hooks from the loin cloth thingy.
funky bunnies - what are you talking about man, you can totally tell its her, no fail here
makecg - awesome char, love the eyes
im also going to do a little crosspost here :P
started the head for my sc2 marine from this place --> sc2 marine bust
Replies
~1 hour somehow
Can't post directly the video's here, so there are the links :
Loops : http://vimeo.com/31781031
Sequence : http://vimeo.com/31863890
I totally dig the armor vs. naval cloth sleeves
There's some HP stuff in here making me feel inadequate as a man.
here's a long needed study.
Working on my low-poly texturing skills ><
Makkon -- Great study!
nice, diggin your take on Ender (at least thats who i assume this is supposed to be). lets see it finished
Here's what i've been working on since i started it at the weekend:
i'm trying to re-create the samurai scene from suckerpunch (film). So far i have all of the large blocked out pieces but no details yet.
edit: main post here: http://www.polycount.com/forum/showthread.php?p=1462807#post1462807
modeled some hair still going
It's also a nice change from doing lots of handpainted stuff too
sweet dude!
Love that speedy Funky Bunnies
Heres an old model, I think is one of the first low poly I made, I remember I used Rhino3D (Nurbs) to make the High poly since at that time I was not good at subd at all and I dint even knew how to use Modo properly, apart from using it for the UVmaps and low poly cleaning.
I put it on Marmoset to see how it looked ^^
Looking great Justin!
@ funky bunnies - so cute
I have a long way to go with anatomy.
The Sticker on the sides doesnt look damaged like the rest, plus the rust is a bit muddy right now, you should add peckles and marks of corrotion.
here are 2 good references
Awesome work man. Tons of style.
@Adam: Hey thanks! Sorry for the late post, ive been pretty busy. Heres 2 shots cropped for iPad format (1024x786). Let me know whatcha think!
@cox: I love her, looks awesome!
@makecg: I love the style of this one!
I changed some proportional issues that were really bothering me before. He's proportioned a lot more like a little kid now, though I think there may still be a few problems I need to work on.
I also added and removed bits to emphasize that he's wearing a jumpsuit with armor strapped on top. I think it'll be good for material and color contrast to have large, diffuse highlights on cloth next to sharp, hot highlights on the armor. I know that it doesn't exactly fit with the book and how the battle room suits are all one piece, but I've decided that I simply do not care. :poly142:
I still need to give the helmet some love. It looks a bit goofy and nonsensical at the moment.
This is a speed concept art (using a stolenb Blame! background but yaye, speed concept )
damn- that sculpts got some soul.
the rigging on his arms is making them bend really strange as well as his hands and wrists look wrong proportionally. the hands especially, look small with really thin fingers.
Finally finished the latest animation I've been working on:
[ame="http://www.youtube.com/watch?v=E1hjkiYe2x4"]Wall Climb With Assistance -- Animation - YouTube[/ame]
(You can view the progress from my thread here: http://www.polycount.com/forum/showthread.php?p=1463332#post1463332 )
dan! - armor coming along nicely, like the hooks from the loin cloth thingy.
funky bunnies - what are you talking about man, you can totally tell its her, no fail here
makecg - awesome char, love the eyes
im also going to do a little crosspost here :P
started the head for my sc2 marine from this place --> sc2 marine bust
did some handpainting practise.
love the captain blood concept art, very inspirational.
hell yeah!
I guess I kept getting frustrated at her rodent-teeth and disney-nose haha
That enviro looks stellar, Zid!
Mrandk that's baller as hell man!
Looks good, little Dy-Lon!
Started a battleaxe-type thing tonight. Envious of those digital downloaders already playing Skyrim. The morning's mail cannot come soon enough! lol