Here is a part of a new personal project I started yesterday. I sketched this "not to far in the future" side arm and then gave it a first pass at modeling.
Here is a part of a new personal project I started yesterday. I sketched this "not to far in the future" side arm and then gave it a first pass at modeling.
Awesome design, although it looks like your smoothed mesh have some smoothing errors, you might need some more control edges?
getting closer to the feeling i want for the materials. black leather is being a bitch though... i want it blacker, but it's almost completely black on the diffuse already...
Try using some colors in your spec to bring out the texture more, you can make your diffuse all black but have some blues/purples in the spec.
when I take a screenshot it looks just how I want it but when its a AVI it looks to dark almost like deadspace, I tried adding more light, and making the ones I have brighter but it keeps turning out the same
Seven - I like it except for the shoulder pads. they feel really out of place being scratched metal/ Why are they scratched when the rest of his suit is fairly pristine. I think this would look better with the traditional blue shoulder pads. The metal just looks out of place.
WIP of an african american female. Please critique the features :] posting the rest of her head soon ;]
Awesome work TerraBite. I can't really offer any crits, but I suggest having a squiz at Mark Newmans stuff (if you have not already). It's freaking awesome and always a good place to look for some direction.
"Just go for it. Pros showing their stuff never discouraged me from posting my crap here."
> You know, you've got a point there. All right, I'll bite, what the hell. Prepare to be unimpressed...
> I'm not sure if any of you have heard of MUGEN, but for those who haven't, it's basically a fighting game engine in which you can create the elements of 2D fighting games like Street Fighter or Mortal Kombat. I've dabbled in MUGEN a little recently and managed to create an original character of my own by the name of Brandy Oteigh.
> I suck at drawing, and in order to get around this problem, I used a 3D model of Brandy as an undersketch for the sprites. The model was originally created for another one of my projects that never saw the light of day, but I was able to make great use of it for MUGEN...
> Sometime in the very distant future, I plan on updating Brandy to Version 2.1, but that project is on hold for now. However, I'm currently working on my second character, which is a Mugenized version of myself. I've overhauled an old 3D model of myself for this project to use as an undersketch for the sprites...
> Creamy in 3D form in his stance...
> Creamy in sprite form in his stance...
> Well that's all for now. I realize that my art isn't exactly professional quality, but then again I'm not a professional artist and have no plans of becoming one. Anyway, I hope that it's at least good enough to entertain at least somebody, which is my overall goal.
i missed leilei posting but suddely it's JATOTEN RASCOT OUT OF NOWHERE. YES, YES, YES. If all y'all haters thinking of cracking wise best realize he was posting on q2pmp/polycount before your balls dropped, children!
that's riding WAY too low in the water. the Mary Rose (tudor ship) sunk because it was too low in the water, and a gust of wind caused it to tilt enough to take on water through the gun ports.
that's riding WAY too low in the water. the Mary Rose (tudor ship) sunk because it was too low in the water, and a gust of wind caused it to tilt enough to take on water through the gun ports.
This is an Ironclad though.
Its a great looking concept. Tiny tiny crit. I'd have staggered the cannon ports along the side rather than have them on top of each other. More like a galleon style ship. I'm no expert but I think they probably did this to maximise strength in the hull. Someone might be able to elaborate.
Currently working on the spec/normal map on this beatch. Hair is too thin and so on, but I'm focusing more on the overall feeling in the skin. Any tips? Maya high quality screen grab btw..
Its a great looking concept. Tiny tiny crit. I'd have staggered the cannon ports along the side rather than have them on top of each other. More like a galleon style ship. I'm no expert but I think they probably did this to maximise strength in the hull. Someone might be able to elaborate.
yeah, but look how high up the gun ports are in the picture you posted, then look at the gun ports in the model. also, the most successful ironclads (meaning, the ones that didn't sink) were the ones that were built the same way as the old wooden ships, they had iron hulls, and iron plates along the outside, but were largely the same.
HMS Warrior was britains first (worlds second, the french beat us to it), and was the most heavily armed and armoured ship in the world. during it's entire lifespan it never fired a gun in combat because nobody wanted to fight it lol.
don't get me wrong, i understand the design. but "you're doin' it wrong" fits here.
Thats alot of guns! I dont think they could possibly have that many and carry enought men ,powder and shot, but I suposed your not acctually going to build it so its fine ^^
Love the steampunk design, are you going to make it even more steampunky ?
Currently working on trying to turn this into a full character model.
Suggestions on getting his hair right would be lovely. I'm new to modeling hair in Maya (and after getting back from GDC I'm kinda hesitant to try to get into Mudbox until the new suite comes out...)
Been working on a modular building set, as I realised my 'tools' project was going to be really similar to Scott Homer's environment that he's working on. I'll carry it on when uni's over, I reckon!
This piece uses 2 1024 textures, one for the top half of the building (brick section) and one for the bottom half (shop fronts).
Next step is to make the building modular for UDK (splitting it into re-usable chunks), and texturing. Then I need to make individual props and the surrounding street for it too. This is so much fun!
Replies
lovely work all ,especially viv
comment and crits are welcome ^^^ thks
Awesome design, although it looks like your smoothed mesh have some smoothing errors, you might need some more control edges?
And another
Try using some colors in your spec to bring out the texture more, you can make your diffuse all black but have some blues/purples in the spec.
I'm not very good at designing things.
when I take a screenshot it looks just how I want it but when its a AVI it looks to dark almost like deadspace, I tried adding more light, and making the ones I have brighter but it keeps turning out the same
any ideas?
little update - almost finished
I working on this on/off for while.
I just love this. Detailed, yet so clean and easy on the eye. Well done.
Awesome work TerraBite. I can't really offer any crits, but I suggest having a squiz at Mark Newmans stuff (if you have not already). It's freaking awesome and always a good place to look for some direction.
http://marknewman.deviantart.com/art/E-V-Female-bust-1-69461328?q=gallery%3Amarknewman%2F8971238&qo=102
"Just go for it. Pros showing their stuff never discouraged me from posting my crap here."
> You know, you've got a point there. All right, I'll bite, what the hell. Prepare to be unimpressed...
> I'm not sure if any of you have heard of MUGEN, but for those who haven't, it's basically a fighting game engine in which you can create the elements of 2D fighting games like Street Fighter or Mortal Kombat. I've dabbled in MUGEN a little recently and managed to create an original character of my own by the name of Brandy Oteigh.
> I suck at drawing, and in order to get around this problem, I used a 3D model of Brandy as an undersketch for the sprites. The model was originally created for another one of my projects that never saw the light of day, but I was able to make great use of it for MUGEN...
> Brandy in 3D form in her stance...
> Brandy in sprite form in her stance...
> Version 1.3 of Brandy in action...
[ame]http://www.youtube.com/watch?v=abvvMheiiIo[/ame]
> Sometime in the very distant future, I plan on updating Brandy to Version 2.1, but that project is on hold for now. However, I'm currently working on my second character, which is a Mugenized version of myself. I've overhauled an old 3D model of myself for this project to use as an undersketch for the sprites...
> Creamy in 3D form in his stance...
> Creamy in sprite form in his stance...
> Well that's all for now. I realize that my art isn't exactly professional quality, but then again I'm not a professional artist and have no plans of becoming one. Anyway, I hope that it's at least good enough to entertain at least somebody, which is my overall goal.
Lego for ever guy!!!
Mickael rest in peace!!!
that's riding WAY too low in the water. the Mary Rose (tudor ship) sunk because it was too low in the water, and a gust of wind caused it to tilt enough to take on water through the gun ports.
This is an Ironclad though.
Its a great looking concept. Tiny tiny crit. I'd have staggered the cannon ports along the side rather than have them on top of each other. More like a galleon style ship. I'm no expert but I think they probably did this to maximise strength in the hull. Someone might be able to elaborate.
@itismario: Thank you.
Currently working on the spec/normal map on this beatch. Hair is too thin and so on, but I'm focusing more on the overall feeling in the skin. Any tips? Maya high quality screen grab btw..
yeah, but look how high up the gun ports are in the picture you posted, then look at the gun ports in the model. also, the most successful ironclads (meaning, the ones that didn't sink) were the ones that were built the same way as the old wooden ships, they had iron hulls, and iron plates along the outside, but were largely the same.
HMS Warrior was britains first (worlds second, the french beat us to it), and was the most heavily armed and armoured ship in the world. during it's entire lifespan it never fired a gun in combat because nobody wanted to fight it lol.
don't get me wrong, i understand the design. but "you're doin' it wrong" fits here.
Thats alot of guns! I dont think they could possibly have that many and carry enought men ,powder and shot, but I suposed your not acctually going to build it so its fine ^^
Love the steampunk design, are you going to make it even more steampunky ?
The fook'n Prawn will be done today
Also uploaded a video turntable of it here: [ame]http://www.youtube.com/watch?v=m-YEG6oY8S8[/ame]
Uploaded with ImageShack.us
Uploaded with ImageShack.us
Suggestions on getting his hair right would be lovely. I'm new to modeling hair in Maya (and after getting back from GDC I'm kinda hesitant to try to get into Mudbox until the new suite comes out...)
This piece uses 2 1024 textures, one for the top half of the building (brick section) and one for the bottom half (shop fronts).
Loosely based off this:
http://upload.wikimedia.org/wikipedia/commons/2/2a/Russell_Lee_street_corner_Dillon_Montana.jpg
Next step is to make the building modular for UDK (splitting it into re-usable chunks), and texturing. Then I need to make individual props and the surrounding street for it too. This is so much fun!
CasketStudios: the guys head is tiiiinnyyyy.. you should check this link in polycounts wiki ;o! bit-o-loomis!
http://wiki.polycount.com/CategoryReferenceAnatomy