SaferDan - Thank you for your kind words! The box where u push the button is basically just hanging there with screws that's not visible, and the button is just a blank surface that is pressure sensitive.
I agree that the texture is a bit off. I'll scale it down, thanks
Ged - Thanks man, although it's a bit too saturated as it is now.
The orc Uru
He will be getting some hair to
Though I want to find a good design for some shield straps so he can actually keep it on his back when not using it and not have it floating in the air as it is now, same would go for his two handed sword
this was my first design for domwar5 but I wthink I am going to reboot and do a different idea- I'll still finish him up later though-he is the god of sleep and dreams
So many awesome works here! Really diging Keens Hot dog tank-thingy...
I am working on a Battlefield Heroes inspired version of myself but I am stuck in the face... I suck at topology thought! Cant seem to get myself around to make it look good... Any suggestions or ideas? I was thinking that I might have to retopologize this model so I get a better topology for it...
Concept & Ortho:
And the model in question:
Ive been using Silo 3D 2.2 since I downloaded the trial and decided to use this sketch to learn how to use Silo.
You guys know any good face topology workflow tuts out there you would recomend? Should I just retopologize this later?
Well, thats it! Kick ass job everyone! Keep em comming!
Damn, that Cat Makkon did looks great! Love the colors and the cats facial expression... I can totally see the Not-a-single-fuck-has-been-given look that cats have! :P
Just finished modeling and texturing on this little enviro thingy. The lighting is just two omnis, no shadows or w/e. I'm actually not sure how it will be lit ingame.
Hey fabio brasilien! Really nice anatomy study! I checked out your website and lots of cool stuff there! Sempre eh bom conhecer outros brasileiros nos forums!
Does anyone know how big those Battlefield characters should be? I mean tri-count wise... I got 4112 on mine as it is right now after applying some edge loops to the face...
love ur work Makkon! i was a huge fan of that mod you was working on years back!
oh and a wee sketch!
really awesome sketch as always Aaron! i would love to try and model it but i wouldnt be able to do it justice haha unless i get extra credit for it ;D
combat hot dog cart is ace- I want a battle damage version though. An idea like that deserves a little funk-i-facation. little personalized details that tell a story on that prop is a MUST!
Just finished modeling and texturing on this little enviro thingy. The lighting is just two omnis, no shadows or w/e. I'm actually not sure how it will be lit ingame.
that looks really cool. i remember seeing a tutorial quite a few years ago (i think around 5.. lol) on how to do something like that.
here's a Unibot I've had for a while, I just had the low poly for an xna game I was working on, decided to go back to it. Going to adjust stuff on the high before the bake.
Mr.Wednesday, gwad, crylar - Glad you guys like it!
Konstruct-definitely agree with you. Gonna do my best to accomplish that.
I promise this is the last time I'll update this till it's finished ha.
Nice!
One thing is bugging me though and its not a biggy. But the bicycle frame part of it doesn't work for me. The frame design seems wrong and the angle of the seat post looks odd. Obviously I realise theres no need for pedals but this is what I mean
voice over, and flyby test footage for the trailer I'm working on.
Steps left: Other stained glass windows related to the monologue about the game, baked shadows, music, idle animation for god king, flapping animation for hanging banner things.
Keen, that is beautiful! I know you are not finished yet, but I think I will mention anyway: make sure to get the style looking consistent! I love the clean cell shaded look, almost like a technical drawing, but the ragged dirty canopy doesn't fit in with this!
Also on that subject: the ragged edges of the canopy do not look realistic like that, try to think about where they would tear in real life - you probably wouldn't see consistent tearing along the whole edge like that
BigErn, awesome! And it is very interesting to me because I am working on a very similar urban Chinese environment based around Kowloon city. I would love it if you could post a screenshot of the modular elements you're using and wireframes, because I am a total noob at this kind of thing!
Oh and also, assuming you are using instanced geometry for each modular element - how do you apply decals (like graffiti) onto only one of these instances, without creating a new material for each instance? It is bugging me....
Really like the painted style for this guy but I gotta say that you should check your anatomy because some muscles seem off... Specially in the thighs and the back, are you thinking about applying some normal Map to it later? Keep it up man...
Hey viv, I love that portrait you made there! Is that someone you know? Got a really good vibe from it and love the facial expression... I don't know, just makes me happy!
Replies
still a wip; crits and comments welcome
oh and a wee sketch!
Yes please, I'm always open to new methods for tackling things like these.
I agree that the texture is a bit off. I'll scale it down, thanks
Ged - Thanks man, although it's a bit too saturated as it is now.
Here's a newer version though:
[ame]http://www.youtube.com/watch?v=rG4kfQ922cE[/ame]
I love this, I suddenly want to read a cyberpunk graphic novel in this style.
The orc Uru
He will be getting some hair to
Though I want to find a good design for some shield straps so he can actually keep it on his back when not using it and not have it floating in the air as it is now, same would go for his two handed sword
still in work, but whatever
no spec yet
Curved Arches don't sound so hard, but, a pointed arch tutorial would be great!
once again, super sick piece Zach!
jasp and makkon love that happy to see your personal work jasp, you dont have updating your portfolio, i am waiting for see that ^^
also so many good work here ^^
I am working on a Battlefield Heroes inspired version of myself but I am stuck in the face... I suck at topology thought! Cant seem to get myself around to make it look good... Any suggestions or ideas? I was thinking that I might have to retopologize this model so I get a better topology for it...
Concept & Ortho:
And the model in question:
Ive been using Silo 3D 2.2 since I downloaded the trial and decided to use this sketch to learn how to use Silo.
You guys know any good face topology workflow tuts out there you would recomend? Should I just retopologize this later?
Well, thats it! Kick ass job everyone! Keep em comming!
really awesome sketch as always Aaron! i would love to try and model it but i wouldnt be able to do it justice haha unless i get extra credit for it ;D
3434 tris, UV map almost done
that looks really cool. i remember seeing a tutorial quite a few years ago (i think around 5.. lol) on how to do something like that.
calling it done
Its a phone.
The Legs are still mush, just now blocking out the anatomy.
Uploaded with ImageShack.us
http://www.polycount.com/forum/showthread.php?p=1325941#post1325941
Konstruct-definitely agree with you. Gonna do my best to accomplish that.
I promise this is the last time I'll update this till it's finished ha.
Nice!
One thing is bugging me though and its not a biggy. But the bicycle frame part of it doesn't work for me. The frame design seems wrong and the angle of the seat post looks odd. Obviously I realise theres no need for pedals but this is what I mean
voice over, and flyby test footage for the trailer I'm working on.
Steps left: Other stained glass windows related to the monologue about the game, baked shadows, music, idle animation for god king, flapping animation for hanging banner things.
Also on that subject: the ragged edges of the canopy do not look realistic like that, try to think about where they would tear in real life - you probably wouldn't see consistent tearing along the whole edge like that
BigErn, awesome! And it is very interesting to me because I am working on a very similar urban Chinese environment based around Kowloon city. I would love it if you could post a screenshot of the modular elements you're using and wireframes, because I am a total noob at this kind of thing!
Oh and also, assuming you are using instanced geometry for each modular element - how do you apply decals (like graffiti) onto only one of these instances, without creating a new material for each instance? It is bugging me....
Thanks!
Really like the painted style for this guy but I gotta say that you should check your anatomy because some muscles seem off... Specially in the thighs and the back, are you thinking about applying some normal Map to it later? Keep it up man...