I would put in a much bigger springing force at the point where he climbs the tree from running. atm he just sort of hits the tree and attaches to it over a frame or two, then does his climbing thing. I think you will get much better results if you have a real nice coil and spring thing where he pounces up the tree at first. It's hard to describe what I mean but hopefully you get me. I know the poses arent all laid out for the last part, but I'd suggest something similar to this for him leaping off the tree, a very protracted coil+spring horizontally off the branch, leading into his backflip thing.
I'm gonna link an animation I did to show you what I mean, not saying 'animate like me, I'm amazing!' Just trying to illustrate the concept (in this case, the coil/spring stuff in the small alien character:
I've been working on this scene for awhile. This is an experiment for me to learn the ins and outs of modular mesh sets and how to create the pieces necessary to build a complete environment.
I played around with a post process material today to add the outline effect and then added some stepped shading for that toon-ish look. I like how it mixes with the existing lighting and ambient occlusion maps on the meshes.
Definitely going to try and finish this set before getting distracted (like I usually do)!
Depends on how you do them, I suppose. If you make them as real-time outlines they'll naturally be thinner at a distance.. you could also mess with the mipmaps or other such properties to change their colour at a distance.
To make them in real-time, duplicate your mesh, apply push/inflate with your desired thickness (might want to reduce detail in this extra mesh), flip all normals, apply a dark material.
If post processing.. mix the lines layerwith a depth render?
I finally got around to doing some (semi)personal 3d, started this guy for a workshop last month and he's almost done.
Since I'm an idiot and new to Marmoset I didn't keep a higher res screenshot or the lights & post settings from that shot so I'm gonna have to redo that sometime. The hologram is a separate max render btw.
Megaman Tribte for the Udon Megaman Tribute book :: ]
it's Phantom, Zero and X
Th front person, her arm is hard to make out. Here front arm is tangent to here back arm, makeing it look funky~ Maybe thicken the lines to give it some depth?
peppi: Awesome work! really nicely stylized. What is the hologram in his hand?
crosspost from my work in progress char, bakes done and some texturing. Still plan on visiting the body sculpt though, need to define the forms some more, add details and make the transition from his hand stumps to the guns more interesting.
Here's an update on that astronaut character. Worked on the booots, helmet ring and wristbands. Next step is the head and communications cap. Then gotta make a helmet!
Here is a question from my curiosity, PogoP: will that space suit wrinkle when in the vacuum of space? O_O
Sooo for once finished a body mesh in a day!! Never got it so fast before, not to say I don't have stuff to fix - needs more geo anywhere, let me know? Added the dick for fun, I am supposed to add clothes xD. Around 3K tris at the moment.
Finished this rubble project. I ended up redoing some sculpting, adding a lot more mid scale forms, and then adding more rubble objects overall. There are a few slightly out of place objects but for now im not going to worry about it.
mind> you do know when you cut off the image like that, it drives many to insanity?
inkfish> I'm liking it so far. Those cables going from his gun hands to the back need some poly love though. You might think about taking them out, 'cause it kinda brings it all down when you can't get the fidelity out of a prominent shape like that.
hey there, I haven't posted on the forums in a long while. Been working on these two guys on my free time (between Dead Space 2!). I still have some more work to put into them both, but let me know what you think!
JDinges gave me some great feedback for Doomsday, which I have worked into this latest shot and I also need to adjust Superman's wrists, the anatomy feels wrong. (Looks like he has some sort of bracer under his skin.)
Dude... that has to be the best superman model I have seen so far! If you make that hair curl/flip/cowlick thing a bit longer and curlier and you might nail it.
... and it misses a focal point IMO. the eye is jumping around not sure what to focus on. I would probably make the xray the focal point. maybe accentuate it with some more lights.
Edit: also the fluorescent light from the ceiling seems to give off very little light which looks a bit strange.
I made my first models and got them in-game. I like to think they're pretty good for a first. But the textures are garbage, i know. I attempted to go with an asian theme. But that didn't work.
I hope to use these for a killing floor map composed entirely of custom content. I have a long way to go...
The reason it looks like garbage is because the engine Killing Floor runs on does not support bump maps or a high poly-count. Not that i know how to make that stuff. I just picked up 3ds max like 2 weeks ago.
Illusion: totally awesome sculpting buddy really like the snake motif at the middle. If I had to make a crit I would say make the cuts on the feather bits that come off the sides of the shield more tooled looking. at the moment they are very organic and kinda clash with the rest of the shield, if they were paralell and of equal depth I think that section would fit in much better. awesome none-the-less
mrrogers: those models do look gr8. some of the anatomy is really solid, some other bits r wonky, like u said. the forearm, as a whole, feels like it's not hooking right to the elbow, too much on the outside. The quads in the legs also start off the pelvic bone on the outside rather than just below the illiac crest. There's a muscle that hooks right off it to the hip bone, and from below that u've got the quads bumping out. Check a book?
Replies
4500 polys:
is there a specific reason why the topology in the ears is so dense? is the guy used for closeups?
been doing way too much super-low poly - I forgot how the topology is supposed to be! xD
I would put in a much bigger springing force at the point where he climbs the tree from running. atm he just sort of hits the tree and attaches to it over a frame or two, then does his climbing thing. I think you will get much better results if you have a real nice coil and spring thing where he pounces up the tree at first. It's hard to describe what I mean but hopefully you get me. I know the poses arent all laid out for the last part, but I'd suggest something similar to this for him leaping off the tree, a very protracted coil+spring horizontally off the branch, leading into his backflip thing.
I'm gonna link an animation I did to show you what I mean, not saying 'animate like me, I'm amazing!' Just trying to illustrate the concept (in this case, the coil/spring stuff in the small alien character:
[ame]http://www.youtube.com/watch?v=My9sUVSeE1g[/ame]
I played around with a post process material today to add the outline effect and then added some stepped shading for that toon-ish look. I like how it mixes with the existing lighting and ambient occlusion maps on the meshes.
Definitely going to try and finish this set before getting distracted (like I usually do)!
This is in UDK.
To make them in real-time, duplicate your mesh, apply push/inflate with your desired thickness (might want to reduce detail in this extra mesh), flip all normals, apply a dark material.
If post processing.. mix the lines layerwith a depth render?
it's Phantom, Zero and X
Workin on my one inch punch...
absolutely love it Peppi
Blitzkrieg plants. Yes please. Fun models all around, and you definitely hit the style.
Th front person, her arm is hard to make out. Here front arm is tangent to here back arm, makeing it look funky~ Maybe thicken the lines to give it some depth?
crosspost from my work in progress char, bakes done and some texturing. Still plan on visiting the body sculpt though, need to define the forms some more, add details and make the transition from his hand stumps to the guns more interesting.
opengl render from vieport+sharpen in post.
Here's an update on that astronaut character. Worked on the booots, helmet ring and wristbands. Next step is the head and communications cap. Then gotta make a helmet!
Sooo for once finished a body mesh in a day!! Never got it so fast before, not to say I don't have stuff to fix - needs more geo anywhere, let me know? Added the dick for fun, I am supposed to add clothes xD. Around 3K tris at the moment.
Not really thought about that haha, it's mainly used for inside spacecraft and is not used for extravehicular activity.
inkfish> I'm liking it so far. Those cables going from his gun hands to the back need some poly love though. You might think about taking them out, 'cause it kinda brings it all down when you can't get the fidelity out of a prominent shape like that.
started on a new Conan scene, planning out the elephant chair here, maybe too early on to post a wip.
[ame="http://www.youtube.com/watch?v=6PQ6335puOc&feature=related"]http://www.youtube.com/watch?v=0oTuiQIKDek[/ame]
JDinges gave me some great feedback for Doomsday, which I have worked into this latest shot and I also need to adjust Superman's wrists, the anatomy feels wrong. (Looks like he has some sort of bracer under his skin.)
Any feedback would be much appreciated, i'm a tad worried it might be too dark.
... and it misses a focal point IMO. the eye is jumping around not sure what to focus on. I would probably make the xray the focal point. maybe accentuate it with some more lights.
Edit: also the fluorescent light from the ceiling seems to give off very little light which looks a bit strange.
I hope to use these for a killing floor map composed entirely of custom content. I have a long way to go...
The reason it looks like garbage is because the engine Killing Floor runs on does not support bump maps or a high poly-count. Not that i know how to make that stuff. I just picked up 3ds max like 2 weeks ago.
please crit so i can improve.
Here is my current model - sketch of the shield, in progress
gotten alittle further with this. more to do stiiiiill
love the style haha
There goes my interpretation of this anime figure- http://www.sakuafk.com/2008/12/07/queens-gate-alice/