Ironmonkey - Hes looking great, I think you could possibly push his proportions a bit further aswell, but I think the main issue might be the bind pose as his elbows and knees seem to be angled towards the body too much. If your hands are parallel to the body then your biceps should actually curl slightly towards the body and not out. adjusting the knee and lower legs should help with his balance too.
But take it with a pinch of salt as its only quick, hes looking great though
Something Iยดve been having fun with in spare time:
Itยดs 2718 tris so far - Iยดm not going for super-lowpoly model, just having fun (I can optimize later). The texture is still in progress and I also need to model the machine-gun for him. If thereยดs enough time Iยดd like to make a full set of Oddworld characters.
Started this guy yesterday, as a speed model, and decided to try to improve him a bit more. But I think it was just a waste of time. Hahaha!
No it wasn't a waste of time partially because I'm gonna study what you did here :poly142:
I like how you interpret the anatomy and I'm also going to study how you painted him. Maybe you think of it as a quick job, but I like that as an altogether coherent style that I would like to understand
tagobarantino, thanks for the feedback, no offense taken ever that's why we post for the crits.
Scooby, thanks for the feed back man! I agree with you about the proportions but I
do see what he was talking about after looking at him his legs seemed a bit stumpy.
I made some slight changes to him size and proportionally. I'll post some more views of him especially the face and hopefully get a better read on him.
Crazyfool, I missed your PAINTOVER before I submittted the last image, thanks man I like your ideas in the paintover. I will try to push the form a bit more btw big fan of your work.
Thanks guys for all the feedback!
We just released WorldAlpha Sniper in closed beta. It has artwork from artists I met here on polycount. Check it out at http://www.worldalphasniper.com
That's some mad work there foreverrendering! Totally missed your thread so this was a nice surprise as I haven't seen anything form you in a long time.
Now I'm heading over to your thread to study the wireframes!
I got a bit over excited about the new Batman trailer. The whole thing took about 9 hours, 4 for Bale and 5 for the Batman as I accidently sculped some of the older suit!
Pancakes: You re very kind, my friend. In fact is not 100% my interpretation, I was trying to make a bust of Hugo (Street Fighter III). I feel really glad you like it. Painting was partially made in Zbrush, using Mask by cavity, and part in PS, using ZApplink. On final image I made some minor retouches in PS too.
Godling: Thank you, man. Now, I want to watch "The Door"! Haha!
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.
hey thanks a ton! yeah the space-spamming is an issue still, haven't bothered with it. shouldn't be too difficult to add a slight delay between the jumps, just to let the land animation play out at least a couple of frames.
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.
thank you! I'm not a programmer of any sort.. what I have managed to salvage together now is based on lots of reference documentation and copy pasting :poly136:
I guess I should get around to doing something like you described, but first I have to get my states in order, not having them being referenced by a number but by an Enum :poly141:
[ame="http://www.youtube.com/watch?v=KKvOfIJ6iCg"]citywip - YouTube[/ame]
today I slapped a couple of buildings together to form a bit of a city.
the climbing script I've got running atm is bugged, so I've put it on hold for a bit, working on the level instead..
but I'm gonna need climbing later.. right now it feels like you'd want to jump higher and further to be able to jump between the buildings, but that might be remedied if I have climbing..
Thanks to recently working with illustrator I've been able to get the hang of the splines in max and they are bloody handy for wiring and curves! *only used them on the back of the foot so far but ima loving it aha ;3
# Got to say i'm really digging iray too. So much simpler aha
cheers @all!
also got some udk love to contribute!
currently working on this udk environment.
used all custom built speedtrees (with sample textures though) and own props.
still very much to do. especially very much polishing and details to do.
Working on a robot suit designed by a friend of mine, heavily inspired by Ironman. Here are the legs so far, still loops to smooth and snap to fit them perfectly. Holes will be covered by some kind of muscle-like wires(Like the ones at the Crysis Suit)
I'ts my first work in a hard surface/subD model so critics are always welcome.(And tips too!)
ok, finally decided to get back to this again, although it's still lacking a heck of alot of textures and detail, but it's getting there. Fair few things i want to get in there from my first concept too. Plus i went a bit crazy on the particle effects, i've actually toned it down a massive amount from what it used to be as well, but meh when it's in realtime it looks much better than these pics maybe i'll make a video of it when it's more in a finished state.
Replies
But take it with a pinch of salt as its only quick, hes looking great though
Crosspost of my newly created thread here : http://www.polycount.com/forum/showthread.php?p=1613929#post1613929
No it wasn't a waste of time partially because I'm gonna study what you did here :poly142:
I like how you interpret the anatomy and I'm also going to study how you painted him. Maybe you think of it as a quick job, but I like that as an altogether coherent style that I would like to understand
Scooby, thanks for the feed back man! I agree with you about the proportions but I
do see what he was talking about after looking at him his legs seemed a bit stumpy.
I made some slight changes to him size and proportionally. I'll post some more views of him especially the face and hopefully get a better read on him.
Uploaded with ImageShack.us
Thanks guys for all the feedback!
Oh, sorry. Then nice
Nice work. Great style.
Wip of Miku's hair!
Oh my god.
I can't wait to see your breakdown for this.
-+1000 tris - 1024x1024 Diffuse, Normal, Specular - UDK
More work on the jacket
http://www.polycount.com/forum/showthread.php?t=88670
I finally came up with a name for this piece
Now I'm heading over to your thread to study the wireframes!
I really love this, added to my inspiration folder.
Godling: Thank you, man. Now, I want to watch "The Door"! Haha!
foreverending: Man, this is so sexy! Incredible.
this is what came out from it!
thank you! I'm not a programmer of any sort.. what I have managed to salvage together now is based on lots of reference documentation and copy pasting :poly136:
I guess I should get around to doing something like you described, but first I have to get my states in order, not having them being referenced by a number but by an Enum :poly141:
[ame="http://www.youtube.com/watch?v=KKvOfIJ6iCg"]citywip - YouTube[/ame]
today I slapped a couple of buildings together to form a bit of a city.
the climbing script I've got running atm is bugged, so I've put it on hold for a bit, working on the level instead..
but I'm gonna need climbing later.. right now it feels like you'd want to jump higher and further to be able to jump between the buildings, but that might be remedied if I have climbing..
Thanks to recently working with illustrator I've been able to get the hang of the splines in max and they are bloody handy for wiring and curves! *only used them on the back of the foot so far but ima loving it aha ;3
# Got to say i'm really digging iray too. So much simpler aha
working some more on this
also recorded tonights sculpting http://www.livestream.com/polydrawer/video?clipId=pla_35c0a656-5091-4a6a-9e1c-fbf19f8c57e9&utm_source=lslibrary&utm_medium=ui-thumb
I know it's no where near as fantastic as most of the things being posted on the site but I just finished the DT intro to modelling in Maya.
Just want to cross post our Trailer for Recruits
[ame="http://www.youtube.com/watch?v=GUOwZm89dj0"]Recruits - Alpha Teaser Trailer [HD] - YouTube[/ame]
also got some udk love to contribute!
currently working on this udk environment.
used all custom built speedtrees (with sample textures though) and own props.
still very much to do. especially very much polishing and details to do.
here are moar pics
I'ts my first work in a hard surface/subD model so critics are always welcome.(And tips too!)
had some time to work on texturing today! still missing plants and random stuff lying around, but it's getting where I want it
^generic shootey man
Dayummmmmm! Show the flats! and the wires. Love it.
Hard at work on retopologizing him and bkaing him down.