Alphavader: hey thanks man! yeah the space does look a little wider now that i changed her thighs up, i'll keep an eye on it while doing the low and fix it up if it still feels a bit much ^__^ ANizza_waaarg: love all that crazy little detail that you've put into him Snefer: that blows my mind, only 2 hour? crazy stuff, definitely looks awesome! JFletcher: i think she's looking really good so far, maybe add some eyelashes to see how they work with the eyes, and perhaps shave a bit of the jawline and chin off? it might be the angle playing a trick on me though :P either way can't wait to see more
Hey Torr, what are you working in, in that stream? modo? also what is that awesome shader you have on it? is that something custom or native to the program you were in? I was liking a lot of the modelling workflow in whatever app that was, just interested.
finally managed to get two different landing states to fire off depending on how far you've been falling. did a couple of buildings that you can jump down from just to celebrate
gonna go to Dreamhack (27 years old, about time to play with the kids I figure) to get away from the wife and hopefully get some me-time to devote a bit to further developing this
like working on the run (which has an additive btw! not super noticeable though, mostly on the hands..) and the jumps.. basically, every animation except the idle :poly136:
good stuff thatanimator - just been messing with unity myself oddly enough on exactly the same kind of thing.
and not getting very far, got the basics set up.
Are there any camera controllers you think are best to use or did you do all your own scripts?
Joopson - I think the paintover is a better, mainly the eyes and the overall softness
First one is far more appealing for students. A pro made a paintover and made it look much better and more realistic. If he disregards the paintover, he'll get slammed when his folio is being reviewed for a job. Just saying...
Are there any camera controllers you think are best to use
hey thanks
best, dunno. I'm using the standard asset mouse orbit one. got a empty game obejct under the root of the character which the camera targets. thinking of offsetting it a bit though, not having the character in the center
but yeah, no real advice on what camera controller would be best.. :poly141:
how basic did you set up? don't take my jerb!:poly118:
First one is far more appealing for students. A pro made a paintover and made it look much better and more realistic. If he disregards the paintover, he'll get slammed when his folio is being reviewed for a job. Just saying...
Sure, there are things that could be improved; I just think the paintover took away a lot of of character, while only fixing a few of the issues. She looks like a robot to me in the paintover.
And what do you mean, it's more appealing to students? What does that have to do with anything?
jFletcher's original is more appealing to me, aesthetically. Opinions are opinions.
Now, the paintover got a few things very right. The nose, for one, is softer and prettier. She looks a bit too piggish in the original. Also, he took away the frown, and softened the eyebags lines, which were wonderful ideas. But other than that, I think the paintover didn't improve much. I'd say to JFletcher to soften the harsh details, but keep the proportions of the original; which may not be the golden ratio, but are very pleasing to my eye, and feel very natural.
thatanimator - yeah like the gears of war one:)could target the cam to the biped head also.
makes me a little seasick though
thanks man, its good to see other people doing this stuff. yeah my knowledge is very basic and my animation is way behind yours. I had a few probs with the cam stuff, but anyway will post up soem progress when i get time
trying to do a quick sci-fi character to prove to a company I can do art things! the face is a tweaked default zbrush face right now... ill make my version of the face tomorrow hopefully. amazing stuff as always peeps! keep it up!
JFletcher, i like the way she looks.
The eye's are a bit creepy, mostly because the tear ducts and stuff look really deep in there. Possibly to fix that a bit so it doesn't look like shes looking into my soul?
:P
finally managed to get two different landing states to fire off depending on how far you've been falling. did a couple of buildings that you can jump down from just to celebrate
gonna go to Dreamhack (27 years old, about time to play with the kids I figure) to get away from the wife and hopefully get some me-time to devote a bit to further developing this
like working on the run (which has an additive btw! not super noticeable though, mostly on the hands..) and the jumps.. basically, every animation except the idle :poly136:
The animation is very nice, but just a heads up - if you jump successively by holding down the space bar, the game assumes that you are still falling from the initial button press, triggering the second landing animation.
Not much of an issue now, but might prove a problem if you decide to have fall damage, as a player could potentially wipe themselves out just by jumping on the spot.
thatanimator: It's a good idea to cache a ref to the animation component in the Awake () function.
var anim : Animation;
function Awake () {
anim = this.animation;
}
Then when replace all your animation.something commands with anim.something - it works out to be far more efficient in the long run as it doesn't need to keep finding the animation component each time you call something from it.
IMO she looks a bit "husky" in the body. I understand the head isn't your sculpt, so I'm not really looking at that...
I don't really see anything that screams "sci-fi" to me yet either.
Decided to try and spend some time this summer attempting to suck less.
So I use a base head that I made a few moths back, give myself a 2 hour time limit and try to sculpt a head every day, might not due weekends though...
Edit didnt want to bump unnecessarily so I'll just put todays here,
Im doing an art test for a game company. Just experimenting with lighting.
There should be huge moon behind all that stuff. Going to add it in photoshop probably.
NEWFOUNDLAND is a short game trailer that me and Aleksandr Jerjomin have made for major year 2 project in Uni in 2 and a half months.
We have won “UHAnimation Games Art Award 2012″ on 30.05.12 which was a huge surprise for both of us, as the competitors were really good and better than us I think.
Some progress on my project for the finals. No color correction etc. has been done yet and I have a new bunch of renders being crunched on the farm that fixes the banner simulations(so they dont penetrate the pillars)
[ame="http://www.youtube.com/watch?v=_njGJHIYaAM"]School final - Assassin's Creed Environment Progess 4 - YouTube[/ame]
Dammed max 2012 *student is bugging out on me. All the floating tool bars auto load and refuse to hide. Renderer, materials an max script are also broken. Ugh re-install time i think. Fuck knows what's caused it all ;S
So a screen grab of my latest mecha project will have to do ;')
Just playing around with the masses of the leg, there'll be one more joint mass for the hip connection. There'll also be a cover for the knee joint area.
I going for a aero dynamic feel, everything tempered nicely. Should be fun
Anyway, I'm still tweaking all the maps.
Tips are appreciated tho!
IMO a bit uniform. Overall ok, lack of spec detail/shapes and fairly uniform creases/grain. Corners are nice and not too sharp which is cool. How's the uvlayout? I'm guessing some of it is because you're saving texture space.
Replies
Work in progress Cthulhu/Necronomicon scene
Actually less may be more, this better?
created a new female base mesh for my next character, face is generic as fuck at the moment but i'm just getting the basic stuff done.
gonna do a full concept for the character maybe this weekend when i'm done (ish?) with my base mesh sculpt.
any general crits on facial proportions? could use a fresh pair of eyes.
edit:
neck is way too long I think, probably because I was tampering with the head for way too long. >.<
ANizza_waaarg: love all that crazy little detail that you've put into him
Snefer: that blows my mind, only 2 hour? crazy stuff, definitely looks awesome!
JFletcher: i think she's looking really good so far, maybe add some eyelashes to see how they work with the eyes, and perhaps shave a bit of the jawline and chin off? it might be the angle playing a trick on me though :P either way can't wait to see more
I started a new creature and am tracking progress/taking CnC in my first Polycount thread. Exciting
More in the thread though.
http://www.polycount.com/forum/showthread.php?t=100332
finally managed to get two different landing states to fire off depending on how far you've been falling. did a couple of buildings that you can jump down from just to celebrate
http://thatanimator.com/dump/beeunity/
playable like always there ^
gonna go to Dreamhack (27 years old, about time to play with the kids I figure) to get away from the wife and hopefully get some me-time to devote a bit to further developing this
like working on the run (which has an additive btw! not super noticeable though, mostly on the hands..) and the jumps.. basically, every animation except the idle :poly136:
Full thread here: http://www.polycount.com/forum/showthread.php?p=1602651
I'd love to see those guys on matcapgrey or something like
like them a lot.
I respectfully disagree with that paintover. The first is more appealing to me.
and not getting very far, got the basics set up.
Are there any camera controllers you think are best to use or did you do all your own scripts?
Joopson - I think the paintover is a better, mainly the eyes and the overall softness
best, dunno. I'm using the standard asset mouse orbit one. got a empty game obejct under the root of the character which the camera targets. thinking of offsetting it a bit though, not having the character in the center
but yeah, no real advice on what camera controller would be best.. :poly141:
how basic did you set up? don't take my jerb!:poly118:
:poly136:
Sure, there are things that could be improved; I just think the paintover took away a lot of of character, while only fixing a few of the issues. She looks like a robot to me in the paintover.
And what do you mean, it's more appealing to students? What does that have to do with anything?
jFletcher's original is more appealing to me, aesthetically. Opinions are opinions.
Now, the paintover got a few things very right. The nose, for one, is softer and prettier. She looks a bit too piggish in the original. Also, he took away the frown, and softened the eyebags lines, which were wonderful ideas. But other than that, I think the paintover didn't improve much. I'd say to JFletcher to soften the harsh details, but keep the proportions of the original; which may not be the golden ratio, but are very pleasing to my eye, and feel very natural.
makes me a little seasick though
thanks man, its good to see other people doing this stuff. yeah my knowledge is very basic and my animation is way behind yours. I had a few probs with the cam stuff, but anyway will post up soem progress when i get time
C&C very welcome!
link to my thread : http://www.polycount.com/forum/showthread.php?t=100412
The eye's are a bit creepy, mostly because the tear ducts and stuff look really deep in there. Possibly to fix that a bit so it doesn't look like shes looking into my soul?
:P
Not much of an issue now, but might prove a problem if you decide to have fall damage, as a player could potentially wipe themselves out just by jumping on the spot.
Love the graphical style on the dude though
thanks man ...great livestream ... is it possible to download that stream?
can you show maybe a little bit how you made this worn edge material?
Then when replace all your animation.something commands with anim.something - it works out to be far more efficient in the long run as it doesn't need to keep finding the animation component each time you call something from it.
Lovely weight to the animations, by the way
IMO she looks a bit "husky" in the body. I understand the head isn't your sculpt, so I'm not really looking at that...
I don't really see anything that screams "sci-fi" to me yet either.
me too it is very nice in vector - flat color but would be great to see it with a greymatcap too
So I use a base head that I made a few moths back, give myself a 2 hour time limit and try to sculpt a head every day, might not due weekends though...
Edit didnt want to bump unnecessarily so I'll just put todays here,
Thurs:
Mon:
Tues:
Wens:
I am in the process of making some changes to some older work to boost the portfolio.
Slowly painting the texture, but that little man sitting on my monitor keeps blasting sand in my eyes.
Render in UDK
There should be huge moon behind all that stuff. Going to add it in photoshop probably.
NEWFOUNDLAND is a short game trailer that me and Aleksandr Jerjomin have made for major year 2 project in Uni in 2 and a half months.
We have won “UHAnimation Games Art Award 2012″ on 30.05.12 which was a huge surprise for both of us, as the competitors were really good and better than us I think.
http://vimeo.com/42977826
P.s.- not sure how to embed vimeo links
Some of the WIP shots close to final film:
[ame="http://www.youtube.com/watch?v=_njGJHIYaAM"]School final - Assassin's Creed Environment Progess 4 - YouTube[/ame]
Anyway, I'm still tweaking all the maps.
Tips are appreciated tho!
New face. Reverted to old body. And learning how to detail
Trying to get the whole package to under 8k. Currently at 8664...and still have pouches, bullets and straps to do.
1434 tris
So a screen grab of my latest mecha project will have to do ;')
Just playing around with the masses of the leg, there'll be one more joint mass for the hip connection. There'll also be a cover for the knee joint area.
I going for a aero dynamic feel, everything tempered nicely. Should be fun
http://www.polycount.com/forum/showthread.php?p=1603412#post1603412
I recently finished this character. CnC welcomed of course.
https://vimeo.com/40405305
https://vimeo.com/40625481
https://vimeo.com/40625681
all of course WIP and so on - but surprisingly fun to do all the various things myself!
I quite like how dinged up it is - spec not very visible, is it all matte?
IMO a bit uniform. Overall ok, lack of spec detail/shapes and fairly uniform creases/grain. Corners are nice and not too sharp which is cool. How's the uvlayout? I'm guessing some of it is because you're saving texture space.
[edit] i better back myself up with what i am imagining:
http://www.mitzenmacher.net/blog/wp-content/uploads/2007/10/convertible-bench_002.jpg
http://2.bp.blogspot.com/-qEnkjSj8mNM/T02NAmgAKKI/AAAAAAAAA4w/AVninkE9b7E/s1600/DSCN5472.JPG
added some color.
lots of amazing works around.
WIP
wanted to take a break from everything, just a quick zbrush sketch
Working on a tileable brick texture, does the spec look alright on this?