Here's a comm unit thing I've been working on, sitting on 194 tris. Next I need to figure how I'm going to do a volumetric, holographic type lighting effect emitting from the lens in the center.
Lazerus: Its a good start but he feels very floaty, he looks like an astronaut running on the moon, not some giant robot who would carry a good deal of weight around
Lazerus: Its a good start but he feels very floaty, he looks like an astronaut running on the moon, not some giant robot who would carry a good deal of weight around
Yeah your spot on with it but i'm not sure how to get the weight in there!
What i was thinking of;
-Drop shoulders on foot down.
-Lower pelvis on foot down.
-Delay foot down's knee lift/push. - adds more recovery to each step as 'part name' deals with weight/stress before pushing up.
Is there anything else i should look into? It's my first time animating so i sort of winged it so far ;')
Apparently Toyota did all they could to stunt any attempt at modeling their car! What usually works for hard-surface modeling basically goes out the window, because of the manufacturing methods they use (carbon weave), based on the grain of that and how it bends (and how they've chosen to bend it). See, the bottom of the sidepod intake looked fine, but at the top it looked pinched, and that's how I modeled it. Same with the bottom of the oil cooler intake on the airbox (tiny slits at the top of the car beside the center intake).
Other parts, like the gills in the rear wing, were just a nightmare. Same with the front wing endplates! They bend around 2 axis, then twist into a different two axis while splitting into two parts that almost overlap each other!
Yeah your spot on with it but i'm not sure how to get the weight in there!
What i was thinking of;
-Drop shoulders on foot down.
-Lower pelvis on foot down.
-Delay foot down's knee lift/push. - adds more recovery to each step as 'part name' deals with weight/stress before pushing up.
Is there anything else i should look into? It's my first time animating so i sort of winged it so far ;')
Those will all help definitely but one key thing to notice is that his torso barely dips(if even at all) so you need to bring his torso down on the down position and leave it there for a few frames because he'll need time to recover from the step. Right now he's just bouncing around, he's not putting any weight into his steps
That's very nice!, Papagersi! The slight squint she has helps give her a real character and loses some of the sterility that we are all guilty of sometimes when creating "perfect" looking character models. Great work!
katzeimsack: That's great man! Look's like someone needs to lay off the brains.
Anyways, I've been watching these forums and all the insane work being posted for a while and figured now's a good a time as any to get in on the fun.
Here's a thing I'm calling finished. I wanted to try doing hard-surface modelling in zbrush and this is what I came up with. I also want to try rigging her but I'm new to this whole character modelling thing and am not too sure how to go about it.
Been working on this fantasy porn chick my roommate had in his drawings the past couple days. Face is awful right now but I like where everything else is going right now. Tell me what you guys think looks bad.
This was a scene I did inspired by the Fable video game series. It was a final project in which I started building just the pub in the very middle of the scene and then built the scene around it. Comments and critiques are much appreciated.
This was the pub I modeled first that is the center of the whole scene.
Kane3D - That looks awesome man.! Absolutely love the style
Well heres just a small scene ive been working on in UDK thats loosely based on a Deus Ex concept
Still got so much to do though.! Not really began any Spec maps properly yet and got a load of other things that need sorting Any crits would be awesome though
hay manuel as you are not online, i did a very quick overpaint, because i think fat zombie could be much fatter, maybe even way fatter than on my OP
i guess the zombielike cheeks fight with his fatness, okay he is a zombie but also he has eaten A LOT of brains, give him some meat in the face
and i think his high skull shape makes him look somewhat intelligent, i guess he could look dumber overall
Same goes for the slim and brute guy, i guess the proportions could be overall more iconic and extreme, the direction is cool and i'm not sure what you polybudget can handle some things might not work due to the low polycount but still i think it could be more stylized
Been doing more small projects, trying to focus on material definition; working on my weakest area. The latest one is this stick grenade,
I think I might have boosted the contrast on the wooden handle's specular detail a bit much, it's not looking as uniform as I'd like it to. It's all part of the learning!
MORE than 16 sides? CHOO CRAZY!! I was quite chuffed to get it below 1k tbh, I suppose if it was meant to be right up in your face in a first-person game then I'd have given it more of a curve, but the aim of the project was really all about making the wood look like wood, and making the metal look like metal.
MORE than 16 sides? CHOO CRAZY!! I was quite chuffed to get it below 1k tbh, I suppose if it was meant to be right up in your face in a first-person game then I'd have given it more of a curve, but the aim of the project was really all about making the wood look like wood, and making the metal look like metal.
i thought that skinny type material is plastic or something....doesn't strike me as wood. i think u should put another diffuse texture...something with wood veins.
And u can lower to 10 sides without being a problem as a game asset
Well heres just a small scene ive been working on in UDK thats loosely based on a Deus Ex concept
Still got so much to do though.! Not really began any Spec maps properly yet and got a load of other things that need sorting Any crits would be awesome though
[/QUOTE]
grantthompson, this is looking great so far. What I'm really diggin' is the reflection. I think you're really capturing the style of the game. I would say get some more objects in the scene because right now it looks empty. Definitely get more of those story telling elements in there that will really sell this scene. Again overall great work!
The point is not that you have too little sides on the explosive part, or that you have too many on the wood. The point is that you have the same amount on both. Similar to how larger objects get a larger texture, larger objects should get more geometry.
If your largest cylinder is 16 sided, the wooden part can get away with 12 or 14 side,s I reckon. And since you have like 15 segments, cutting 2 or 4 sides will save you 60 or 120 triangles for very little effort.
Same applies to the rope part. Why is that 8 (or more?) sides? 4 or 5 sides should be plenty. Heck I reckon that 3 sides is enough if it's rendered considerably smaller than this.
I get you now! Good point, didn't think of it at the time. The head and handle are both 16 sided and the lil' rope is 8-sided. All those extra polys on the rope would have been better off used on rounding the head. I shall remember that in future, thanks!
Replies
Those are kick ass man!
Number 2 and 3 have some really nice shapes to em.Keep it up meng!
Ended on a child's giddy run/skip aha.
What do u like? short hair or long one?
Nice model, better with the short hair yeah.
And I messed with the PS filters, dealwithit.jpg
Yeah your spot on with it but i'm not sure how to get the weight in there!
What i was thinking of;
-Drop shoulders on foot down.
-Lower pelvis on foot down.
-Delay foot down's knee lift/push. - adds more recovery to each step as 'part name' deals with weight/stress before pushing up.
Is there anything else i should look into? It's my first time animating so i sort of winged it so far ;')
Apparently Toyota did all they could to stunt any attempt at modeling their car! What usually works for hard-surface modeling basically goes out the window, because of the manufacturing methods they use (carbon weave), based on the grain of that and how it bends (and how they've chosen to bend it). See, the bottom of the sidepod intake looked fine, but at the top it looked pinched, and that's how I modeled it. Same with the bottom of the oil cooler intake on the airbox (tiny slits at the top of the car beside the center intake).
Other parts, like the gills in the rear wing, were just a nightmare. Same with the front wing endplates! They bend around 2 axis, then twist into a different two axis while splitting into two parts that almost overlap each other!
KISS boots come to mind,
Those will all help definitely but one key thing to notice is that his torso barely dips(if even at all) so you need to bring his torso down on the down position and leave it there for a few frames because he'll need time to recover from the step. Right now he's just bouncing around, he's not putting any weight into his steps
Fat zombie is fat..
Anyways, I've been watching these forums and all the insane work being posted for a while and figured now's a good a time as any to get in on the fun.
Here's a thing I'm calling finished. I wanted to try doing hard-surface modelling in zbrush and this is what I came up with. I also want to try rigging her but I'm new to this whole character modelling thing and am not too sure how to go about it.
Sexy Jackwhat.
~~~
Some hard surface wall support to build up my library some more.
I'm wondering if there's too much relief in the middle.
This was a scene I did inspired by the Fable video game series. It was a final project in which I started building just the pub in the very middle of the scene and then built the scene around it. Comments and critiques are much appreciated.
This was the pub I modeled first that is the center of the whole scene.
Thanks guys, was pretty set on #2 and #5 before I posted it. A fleshed out version of 2 will go into my unity game as the basic enemy.
does she look slightly 'cross-eyed'? i can't decide..
reference:
Well heres just a small scene ive been working on in UDK thats loosely based on a Deus Ex concept
Still got so much to do though.! Not really began any Spec maps properly yet and got a load of other things that need sorting Any crits would be awesome though
everybody else - holy shit as usual haha.
Trying to get an APB/Saints Row inspired girl goin. The fur collar is temporary until I figure out how to make it work at a lower res.
hay manuel as you are not online, i did a very quick overpaint, because i think fat zombie could be much fatter, maybe even way fatter than on my OP
i guess the zombielike cheeks fight with his fatness, okay he is a zombie but also he has eaten A LOT of brains, give him some meat in the face
and i think his high skull shape makes him look somewhat intelligent, i guess he could look dumber overall
Same goes for the slim and brute guy, i guess the proportions could be overall more iconic and extreme, the direction is cool and i'm not sure what you polybudget can handle some things might not work due to the low polycount but still i think it could be more stylized
You did it right man, first thing I thought before reading the text whas saints row
I think I might have boosted the contrast on the wooden handle's specular detail a bit much, it's not looking as uniform as I'd like it to. It's all part of the learning!
MORE than 16 sides? CHOO CRAZY!! I was quite chuffed to get it below 1k tbh, I suppose if it was meant to be right up in your face in a first-person game then I'd have given it more of a curve, but the aim of the project was really all about making the wood look like wood, and making the metal look like metal.
And u can lower to 10 sides without being a problem as a game asset
Still got so much to do though.! Not really began any Spec maps properly yet and got a load of other things that need sorting Any crits would be awesome though
[/QUOTE]
grantthompson, this is looking great so far. What I'm really diggin' is the reflection. I think you're really capturing the style of the game. I would say get some more objects in the scene because right now it looks empty. Definitely get more of those story telling elements in there that will really sell this scene. Again overall great work!
Ok, let me rephrase then. Smaller cylinder? Less sides!
The point is not that you have too little sides on the explosive part, or that you have too many on the wood. The point is that you have the same amount on both. Similar to how larger objects get a larger texture, larger objects should get more geometry.
If your largest cylinder is 16 sided, the wooden part can get away with 12 or 14 side,s I reckon. And since you have like 15 segments, cutting 2 or 4 sides will save you 60 or 120 triangles for very little effort.
Same applies to the rope part. Why is that 8 (or more?) sides? 4 or 5 sides should be plenty. Heck I reckon that 3 sides is enough if it's rendered considerably smaller than this.
Going to use it to make a 'scfi' city more scfi-ish without alot of work. Hell to the yeah.
FREE GAMES
http://www.polycount.com/forum/showthread.php?t=92511
I'm sorry if I sound like an idiot asking this, but how do you go about placing all those fur cards? You didn't put them all in by hand did you?