Kyle, that's stunning! I love the tones on the stone blocks. It's a little hard to tell what material of the trim around the door is though. If it's wood I'd say it needs a slight hue change to take it away from the brass knobs
First time posting! Toke about a week and a half on this modular building kit for class. Still have a lot of things I'd like to do with it, but have to move on to the next project. I'll definitely be revisiting it for portfolio when I have time though!
did 4 climb animations on the lowpoly scout sdk today and implemented them into unity
gonna see if I can do some raytraces or something to check if there is something to climb on, if not he shouldn't climb into the void
climb using the arrow keys!
currently have a flicker bug on the down climb animation, when the animation is finished and the character actually moves down..
thatanimator - Dude, I LOVEEEEE this! It's not only great to see your animations implemented into engine, but the fact that we can actually interact with it makes it that much more impressive! Great use of Unity!
My only crit (and this may be something that can't be fixed) is the feedback period between each key press. What make's games like Uncharted "feel" great is that almost instantaneous feedback from controller to game. I don't know if this is something you can adjust, and if not no worries, I just love that we can interact with this in realtime.
So, felt like making a realistic kukri knife and here is the result Took about 3 and a half days. For texture flats and wireframe, please visit my portfolio.
Been p lazy lately, and playing silent hill 3 again. Wanted to do some heather mason fanart.
Mad props to funky bunnies for savin my bunns on what to do for proper basemesh topology, cos that biz kills my brain normally :poly136:
Me and my Team are currently developing a Point and Click game due for release on Pc
Falchion Games presents: Go To Hell Dave more info can be found here http://www.facebook.com/GoToHellDave
Outside the Gates of Hell Dave enquires about a Taxi
Outside the Burger Bar, Wonder if they serve beef in hell
When You Die and you see your life flash before your eyes
Finished the high poly of the nail gun. I am really happy with it and it pretty much marks my one year of being in art school and working on modeling.
Any comments are welcome
That looks great Matt!
The only thing I could find on there (and it took a while to see) is the edge on the bottom of the handle before you get to the airtank. When you're as close as you are in your bottom image you can start to see the individual faces of the cylinder.
Again, it's a tiny critique on a great model. Let's just say you nailed this one. :poly124:
did 4 climb animations on the lowpoly scout sdk today and implemented them into unity
gonna see if I can do some raytraces or something to check if there is something to climb on, if not he shouldn't climb into the void
climb using the arrow keys!
currently have a flicker bug on the down climb animation, when the animation is finished and the character actually moves down..
Lovely animations. The only thing that bugs me is the scouts right arm when you jump up. It looks a bit odd that it trails for so long since usually you'd grab the ledge with both hands at the same time or at least close to the same time. As it is now all the weight is on one arm for just a little bit too long before the other arm comes up. Still looks good though.
the fact that we can actually interact with it makes it that much more impressive!
yay! :poly121: thank you!
I have a couple more animations on my website which are presented in real time.. its what I do these days :P check it out! *plug* *plug*:poly142:
My only crit is the feedback period between each key press.
yeah! right now I'm waiting for the animation to end until I allow the player to move again. theres about 10 or 15 frames where the character settles, which are of course unnecessary when you want speed :P
the way I've solved the actual movement of the character is that at the end of the animation, he gets teleported X amount of units in whatever direction..
I had the idea of setting a "ok you can move now again" trigger around those 10-15 settle frames, so that you could just spam and keep going smoothly.. but with the teleport solution that I have now, I don't think I can do that..
meh, it's not really a game design reel or anything anyways hehe as long as the animations look good enough I'm happy.. and the delay is not too horrible :poly121:
As it is now all the weight is on one arm for just a little bit too long before the other arm comes up.
I kinda liked that!:poly122:
I'll see if I move his hand up a bit earlier.. but I'm not too sure!!
[ame="http://www.youtube.com/watch?v=o9-LaE4l6fg"]climb wip - YouTube[/ame]
added balls in all directions. gonna try to solve the not-climbing-into-the-void-problem by having the balls collide with climb boxes, if there's no box, he can't climb..
Worked a few hours on terrain in UDK. Thanks to choco/wenda his amazing tutorials.
(This one, because I'm getting PMs about what tutorial. [ame="http://www.youtube.com/watch?v=p0o3bqoM0Qg"]How to create a terrain for Cryengine and UDK Part 1/8 - YouTube[/ame])
Almost finished up a low poly Browning M2 .50 for my River Patrol Boat I posted earlier. Will do a bit more damage for the textures. Comments and crits are welcome!
Finally what my brother and I have been working on is out!
DEFENDERS of the Last Colony, the game made by a couple polycounters in almost a year of spare time and the support of many other here at the forum is released on XBOX LIVE INDIE GAMES!
You can purchase the game for just 80 Ms Points or try out the demo version for free.
Work in Progress: X-44 Sabretooth. Most of the work left to do is fix the stretching at the tracks, the MG, and details on the hull and turret, as well as the heatsink (the fin) on the barrel. 4749 Tris.
And for those intrested: Some story and technical stuff about this tank:
The XM44 is the new Main Battle Tank of the Glizean Union, and the first tank to be built with a pure railgun. Earlier tanks either used hybrids or chemical cannons, never has a railgun-only tank been built. Its gun allows to be aimed more than 90 degrees upwards, and 30 degrees down. It's powered by a single microfusion reactor, and the railgun has 8 capacitors instead of the traditional one, allowing for a much higher rate of fire than usual, since one capacitor is used at a time to fire, while the others are recharged by the reactor. The XM-44 Was developed as a response to the Terrans' latest forcefield and armor technologies, and is due to enter service in 2263, 2 years from now.
The Sabretooth has 5 types of ammunition, of which 3 are usually loaded. A Tungsten slug in a sabot is the default ammunition, with extreme penetration power, able to pierce several tanks in a row. Next is a frangible slug, which desintegrates on impact, transfering all energy to the target, usually used to destroy forceshields before firing with armor piercing ammunition. Next is a cluster warhead, used to fight large or multiple targets at long range, such as tank formations or airfields. The tank can also be loaded with FLAK shells, if it's deployed on the exterior of spaceships to aid in defense, or if anti-air support is required. And lastly, the shotgun shell. 8 fin-stabilized rods in a sabot. As soon as the sabot comes off, the rods start to fan out like buckshot from a shotgun, allowing to hit multiple targets at once, such as a horde of Zombies, large insects or similar peskynesses.
The tank also posesses 4 RCS thrusters for low-gravity environments, and 4 retrorockets to slow down during air drops. The tracks can be fitted with magnetic pads for the use on spaceship exteriors, or similar situations. It uses metastable metallic deuterium and helium 3 as fuel.
nice wip jose, really like where you're heading, now add more definition
first deformation test to see the limitations of the topology, and they kick in pretty quick on parts like the eyebrows, so i think i'll make them float, will fit his hair better anyways ^^
@Dan! - Vlad is looking rad man, I really dig how he's coming along @JoseConseco - cool man, I wanna see more of that! @Neox - everything airborne is looking awesome!
@Dan! - Vlad is looking rad man, I really dig how he's coming along @JoseConseco - cool man, I wanna see more of that! @Neox - everything airborne is looking awesome!
just about done with quirt. xposting.
looks great, except - hair on shoulders? i thought its forearms..
Alright, so I got approximately 4 days to turn this turd into art.
I might make a thread when I got some more progress, and when it actually starts looking like something.
Here is something I have been meaning to finish for a while, but have been ignoring.
Looking at it now after a long absence, it looks really simple and plain.
The reason I stopped working on it was that I was going to try and do fur shells all over, and that is hard and weird and did not look good. I may post some pictures of that failed attempt...
I'm giving a little break from stylized stuff and trying a likeness exercise. Mr. Fedor Emelianenko. Crits and tips in how to make him look more organic and natural are welcome.
Just doing alittle restored german castle diorama type piece. Getting some tileable and vertex blending practice in. Going to be doing the whole tower with a rocky/grassy base.
I'm giving a little break from stylized stuff and trying a likeness exercise. Mr. Fedor Emelianenko. Crits and tips in how to make him look more organic and natural are welcome.
Cool dude, I personally find it helpful to slap a generic texture on the eyes especially for likeness sculpts - otherwise its like a shot in the dark ey
Replies
I still have a ways to go with this but yeah A dudes head. Hair took awhile to do. Just blocking in some suit stuff.
Trying to improve this portfolio piece and my Zbrush at the same time.
PS : Ignore the sand :P
I'm making motions and studying kismet.
http://thatanimator.com/dump/tf2scoutunity/
did 4 climb animations on the lowpoly scout sdk today and implemented them into unity
gonna see if I can do some raytraces or something to check if there is something to climb on, if not he shouldn't climb into the void
climb using the arrow keys!
currently have a flicker bug on the down climb animation, when the animation is finished and the character actually moves down..
My only crit (and this may be something that can't be fixed) is the feedback period between each key press. What make's games like Uncharted "feel" great is that almost instantaneous feedback from controller to game. I don't know if this is something you can adjust, and if not no worries, I just love that we can interact with this in realtime.
More of this please
Mad props to funky bunnies for savin my bunns on what to do for proper basemesh topology, cos that biz kills my brain normally :poly136:
[ame="http://www.youtube.com/watch?v=WDCktKqHBGQ"]Silent Hill 3 - You're Not Here - YouTube[/ame]
Any comments are welcome
Falchion Games presents: Go To Hell Dave more info can be found here http://www.facebook.com/GoToHellDave
Outside the Gates of Hell Dave enquires about a Taxi
Outside the Burger Bar, Wonder if they serve beef in hell
When You Die and you see your life flash before your eyes
That looks great Matt!
The only thing I could find on there (and it took a while to see) is the edge on the bottom of the handle before you get to the airtank. When you're as close as you are in your bottom image you can start to see the individual faces of the cylinder.
Again, it's a tiny critique on a great model. Let's just say you nailed this one. :poly124:
KyleJensen, That is some awesome stuff man! Damn...
Lots of other cool work since the weekend and I like the mood in that painting REKLAS!
Lovely animations. The only thing that bugs me is the scouts right arm when you jump up. It looks a bit odd that it trails for so long since usually you'd grab the ledge with both hands at the same time or at least close to the same time. As it is now all the weight is on one arm for just a little bit too long before the other arm comes up. Still looks good though.
Some Sepulchres for a sidescroller prototype I'm working on with a few friends for class.
I have a couple more animations on my website which are presented in real time.. its what I do these days :P check it out! *plug* *plug*:poly142:
yeah! right now I'm waiting for the animation to end until I allow the player to move again. theres about 10 or 15 frames where the character settles, which are of course unnecessary when you want speed :P
the way I've solved the actual movement of the character is that at the end of the animation, he gets teleported X amount of units in whatever direction..
I had the idea of setting a "ok you can move now again" trigger around those 10-15 settle frames, so that you could just spam and keep going smoothly.. but with the teleport solution that I have now, I don't think I can do that..
meh, it's not really a game design reel or anything anyways hehe as long as the animations look good enough I'm happy.. and the delay is not too horrible :poly121:
I kinda liked that!:poly122:
I'll see if I move his hand up a bit earlier.. but I'm not too sure!!
[ame="http://www.youtube.com/watch?v=o9-LaE4l6fg"]climb wip - YouTube[/ame]
added balls in all directions. gonna try to solve the not-climbing-into-the-void-problem by having the balls collide with climb boxes, if there's no box, he can't climb..
(This one, because I'm getting PMs about what tutorial. [ame="http://www.youtube.com/watch?v=p0o3bqoM0Qg"]How to create a terrain for Cryengine and UDK Part 1/8 - YouTube[/ame])
DEFENDERS of the Last Colony, the game made by a couple polycounters in almost a year of spare time and the support of many other here at the forum is released on XBOX LIVE INDIE GAMES!
You can purchase the game for just 80 Ms Points or try out the demo version for free.
http://marketplace.xbox.com/es-ES/Product/Defenders-of-the-Last-Colony/66acd000-77fe-1000-9115-d80258550be1?noSplash=1
For those who doesn't know about the game here's the trailer:
[ame="http://www.youtube.com/watch?v=IIIQi7E99aU"]Defenders of the Last Colony - Launch Trailer - YouTube[/ame]
Cheers!!
Just letting you know that Airborn is still alive and kicking!
Thread: http://www.polycount.com/forum/showthread.php?t=62779&page=17
Damn that's nice!
And for those intrested: Some story and technical stuff about this tank:
The XM44 is the new Main Battle Tank of the Glizean Union, and the first tank to be built with a pure railgun. Earlier tanks either used hybrids or chemical cannons, never has a railgun-only tank been built. Its gun allows to be aimed more than 90 degrees upwards, and 30 degrees down. It's powered by a single microfusion reactor, and the railgun has 8 capacitors instead of the traditional one, allowing for a much higher rate of fire than usual, since one capacitor is used at a time to fire, while the others are recharged by the reactor. The XM-44 Was developed as a response to the Terrans' latest forcefield and armor technologies, and is due to enter service in 2263, 2 years from now.
The Sabretooth has 5 types of ammunition, of which 3 are usually loaded. A Tungsten slug in a sabot is the default ammunition, with extreme penetration power, able to pierce several tanks in a row. Next is a frangible slug, which desintegrates on impact, transfering all energy to the target, usually used to destroy forceshields before firing with armor piercing ammunition. Next is a cluster warhead, used to fight large or multiple targets at long range, such as tank formations or airfields. The tank can also be loaded with FLAK shells, if it's deployed on the exterior of spaceships to aid in defense, or if anti-air support is required. And lastly, the shotgun shell. 8 fin-stabilized rods in a sabot. As soon as the sabot comes off, the rods start to fan out like buckshot from a shotgun, allowing to hit multiple targets at once, such as a horde of Zombies, large insects or similar peskynesses.
The tank also posesses 4 RCS thrusters for low-gravity environments, and 4 retrorockets to slow down during air drops. The tracks can be fitted with magnetic pads for the use on spaceship exteriors, or similar situations. It uses metastable metallic deuterium and helium 3 as fuel.
first deformation test to see the limitations of the topology, and they kick in pretty quick on parts like the eyebrows, so i think i'll make them float, will fit his hair better anyways ^^
@JoseConseco - cool man, I wanna see more of that!
@Neox - everything airborne is looking awesome!
just about done with quirt. xposting.
looks great, except - hair on shoulders? i thought its forearms..
+1 :P
That is really incredibly beautiful. Is it based off of a painting, or anything?
Indeed. I am one such guy
Dude this is awesome! you should make a time lapse
REKLAS - love your work!! do you have a deviantart site? so i can watch ya?
I might make a thread when I got some more progress, and when it actually starts looking like something.
Looking at it now after a long absence, it looks really simple and plain.
The reason I stopped working on it was that I was going to try and do fur shells all over, and that is hard and weird and did not look good. I may post some pictures of that failed attempt...
Enjoy!
Cool dude, I personally find it helpful to slap a generic texture on the eyes especially for likeness sculpts - otherwise its like a shot in the dark ey