[IMG]https://dl-web.dropbox.com/get/Public/[Critical Point_Incursion]/media2_file_20.jpg[/IMG]
Level Design by Pleun "Ssswing" Meuwissen
Environment Created by Peter "pAldred" Aldred
Additional Assets by midwinterdreams, kev2m, kaze369 & Aragao
[IMG]https://dl-web.dropbox.com/get/Public/[Critical Point_Incursion]/media2_file_28.jpg[/IMG]
Level design by Matt Lefevere, environment art by Jason Mathews, Peter Aldred, Blake Mitchell, and other contributors from the TA team
[IMG]https://dl-web.dropbox.com/get/Public/[Critical Point_Incursion]/media2_file_12.jpg[/IMG]
Level design by Spin, additional work by Matt Lefevere, Peter Aldred, Jason Mathews, Blake Mitchell, and other members of the TA team
@ ironmonkey: Cool frankenstein!
@ joymepls: Nice suit. For my taste the feet seem quite thin from the front. So I aagree with the others. The jetpack is a nice idea although the upper wings give the impression it's facing backwards. Or is there any other use for that backpack? Anyway: Nice work!
I've been off from 3D for a long time. I thought it was time to get back again so i wanted to start with a simple object to get into the mood. Here's my Glock knife to start with
Hi all this is my first post on the forums and ima bit jelly at everyone else work so i thought i may as well post some of my own.
These are modular pieces i'm making for a single player project if anyone has any comments on how i can make these better please tell me(btw this is all WIP).
Cool concepts Dado!
Especially like the first three rows
ala0323 that is awesome!
Nice work gir!
He looks a little pale around the nose
3dFreak I think all of them are a little too saturated and a complicated logo would turn her shirt area into a busy mess.
Personally I would go for somehting a little more muted but since this is a kind of punk/emo character maybe look up some current fashion of those groups to get some ideas.
Nice work so far!
Here's what I've been working on tonight instead of what I should've been working on:
Trying out MudBox texturing for the first time. Starting out clean, and then going to dirty it up.
But to be honest, there are a lot of basic things MudBox should have but doesn't. And it's finding decent workarounds that's taking a while, when a single button will do.
Hi guys, I'm working on a monkey king sculpt based off the concept of Daren Bader. I hope to do it justice. I'm about 2 hours into this so far. It's been awhile since I've sculpted so I wanted to get back in the hang of things.
I'm also doing this trim texture sheet kit thingy that all the cool kids seem to be on these days.
Boop.
Quick UDK question. I'm currently stretching my lightmap UV's rather significantly to completely fill the 0-1 space, my thought is that since the maps will be baked down the stretching won't matter and that the lightmaps will benefit from the extra resolution. But I intend to use the lightmap UV's for my tiling detail maps so the stretching may become inconvenient down the line. So what I wonder is: does UDK build a lightmap atlas, and is it smart enough to ignore empty space in the UV maps?
HitmonInfinity, hey, where did u get my concept? moof, thx for the feedback, will use less damaged textures next time. there're no promises about legs tho :poly121:. Slave_zero, thx for your comment, i think this backpack and wings are absolutely useless. There are only rocket packs on sides using like a weapons.
Here is a class project we did in the first half of the quarter for "Mapping for Games"... Based off of someone else's concept. The whole map uses one colour texture, which consists of an AO map in one channel, decals in another channel, and specular in the last. We also used one normal map. I was one of the Environment/Prop modelers.
Any critique is much appreciated.
@ Scythe:
The model looks great and it's a good start on the texture, but I feel that the gray/blue dark shadows kill the texture.
Under her butt/between her legs you use the more red and saturated shadows which works really well, but toward the boots (and under her chin) you're using real dark desaturated blue/purple shadows which doesn't really work for skin.
This might be on purpose, in which case I'm looking forward to see what you'll do with it, but so far it takes away rather than add to the texture/model for me.
Here is a class project we did in the first half of the quarter for "Mapping for Games"... Based off of someone else's concept. The whole map uses one colour texture, which consists of an AO map in one channel, decals in another channel, and specular in the last. We also used one normal map. I was one of the Environment/Prop modelers.
Any critique is much appreciated.
@ Scythe:
The model looks great and it's a good start on the texture, but I feel that the gray/blue dark shadows kill the texture.
Under her butt/between her legs you use the more red and saturated shadows which works really well, but toward the boots (and under her chin) you're using real dark desaturated blue/purple shadows which doesn't really work for skin.
This might be on purpose, in which case I'm looking forward to see what you'll do with it, but so far it takes away rather than add to the texture/model for me.
My 2 cents.
Quoted for truth. I'd say it's really a start. I'm trying various things to see which is better. As for the blue, dark saturated area, i plan on redoing them. (I did the whole face several time (till in found something i was please with, but haven't touched the neck back) It will eventually have reddish warm shadows. The back on the neck will be hidden by her hair, as well as a little of her side face. But that doesn't means i won't do it clean .
Butt wire coming in a sec. Thanks for the advices !
My showdown entry
it's supposed to be Franz Kafka, it's hard to sculpt likeness though.
Dude, nobody knows how Kafka looked anyway ^^. It's not really important. But it will be difficult to make people guess who he is, it's really a difficult choice you made. I hope you will find a way.
I started to sculpt Christopher Lloyd for my Roger Rabbit project :
Great work guys.. !
stunning work the last pages !
@ onetru: nice work.. ndo2 only right ?
@ Makkon : love it.. nice Colors on the sword !
@ vickgaza : nice texturework !
@ Grimmstrom : following your progress since you started the thread, nice work !
@ Scythe
Replies
WIP thread is here
learning a lot about skin tones.
[IMG]https://dl-web.dropbox.com/get/Public/[Critical Point_Incursion]/KAR_SR25_sniper_mediamat_720.jpg[/IMG]
The gun was modeled and textured by me.
[IMG]https://dl-web.dropbox.com/get/Public/[Critical Point_Incursion]/media2_file_20.jpg[/IMG]
Level Design by Pleun "Ssswing" Meuwissen
Environment Created by Peter "pAldred" Aldred
Additional Assets by midwinterdreams, kev2m, kaze369 & Aragao
[IMG]https://dl-web.dropbox.com/get/Public/[Critical Point_Incursion]/media2_file_28.jpg[/IMG]
Level design by Matt Lefevere, environment art by Jason Mathews, Peter Aldred, Blake Mitchell, and other contributors from the TA team
[IMG]https://dl-web.dropbox.com/get/Public/[Critical Point_Incursion]/media2_file_12.jpg[/IMG]
Level design by Spin, additional work by Matt Lefevere, Peter Aldred, Jason Mathews, Blake Mitchell, and other members of the TA team
I like the concept. :P
Gotta love trolls man.
Did kinda agree that the feet could probably be tweaked a lil.
Btw
This fuggin rox, I would say on the texture job you posted, it seems a little noisy tho. A lot going on, not a lot of space to rest the eye on
@ joymepls: Nice suit. For my taste the feet seem quite thin from the front. So I aagree with the others. The jetpack is a nice idea although the upper wings give the impression it's facing backwards. Or is there any other use for that backpack? Anyway: Nice work!
A quick pillar thingy just for fun
And yes, some of the modules hasn't been unwrapped completely. (Corners and windows.)
And some texture work. (Very much work in progress!)
Gonna see what it all looks like inside of UDK in a sec.
Ty Selaznog
Yeah, here are textures i used for various assets.
nothing 2 fancy.
ignore the eyes... please!
At the moment i'm making modular pieces for a single player game.
These are modular pieces i'm making for a single player project if anyone has any comments on how i can make these better please tell me(btw this is all WIP).
Especially like the first three rows
ala0323 that is awesome!
Nice work gir!
He looks a little pale around the nose
3dFreak I think all of them are a little too saturated and a complicated logo would turn her shirt area into a busy mess.
Personally I would go for somehting a little more muted but since this is a kind of punk/emo character maybe look up some current fashion of those groups to get some ideas.
Nice work so far!
Here's what I've been working on tonight instead of what I should've been working on:
Concept by the talented Johannes Helgeson.
http://helgesonart.blogspot.de/
heres my thread for more details: http://www.polycount.com/forum/showthread.php?t=105288
I wish i'd be able to spend all my days on this...damn, why is there so little breaks?
Rad stuff everywhere, forgot to say it but moof, this was awesome !
Trying out MudBox texturing for the first time. Starting out clean, and then going to dirty it up.
But to be honest, there are a lot of basic things MudBox should have but doesn't. And it's finding decent workarounds that's taking a while, when a single button will do.
Boop.
Quick UDK question. I'm currently stretching my lightmap UV's rather significantly to completely fill the 0-1 space, my thought is that since the maps will be baked down the stretching won't matter and that the lightmaps will benefit from the extra resolution. But I intend to use the lightmap UV's for my tiling detail maps so the stretching may become inconvenient down the line. So what I wonder is: does UDK build a lightmap atlas, and is it smart enough to ignore empty space in the UV maps?
moof, thx for the feedback, will use less damaged textures next time. there're no promises about legs tho :poly121:.
Slave_zero, thx for your comment, i think this backpack and wings are absolutely useless. There are only rocket packs on sides using like a weapons.
Any critique is much appreciated.
[ame="http://www.youtube.com/watch?v=-xJTyIxw2vo"]Robot Factory - Mapping for Games - YouTube[/ame]
Wires of Dat Ass! pretty pls ._.
The model looks great and it's a good start on the texture, but I feel that the gray/blue dark shadows kill the texture.
Under her butt/between her legs you use the more red and saturated shadows which works really well, but toward the boots (and under her chin) you're using real dark desaturated blue/purple shadows which doesn't really work for skin.
This might be on purpose, in which case I'm looking forward to see what you'll do with it, but so far it takes away rather than add to the texture/model for me.
My 2 cents.
You could try adding a mesh position offset in the Materials texture so that it tiles in world-space rather than object-space
great work!!
Quoted for truth. I'd say it's really a start. I'm trying various things to see which is better. As for the blue, dark saturated area, i plan on redoing them. (I did the whole face several time (till in found something i was please with, but haven't touched the neck back) It will eventually have reddish warm shadows. The back on the neck will be hidden by her hair, as well as a little of her side face. But that doesn't means i won't do it clean .
Butt wire coming in a sec. Thanks for the advices !
it's supposed to be Franz Kafka, it's hard to sculpt likeness though.
Dude, nobody knows how Kafka looked anyway ^^. It's not really important. But it will be difficult to make people guess who he is, it's really a difficult choice you made. I hope you will find a way.
I started to sculpt Christopher Lloyd for my Roger Rabbit project :
Hey, I like this very much!
This one too, very good job!
DAT ASS.
stunning work the last pages !
@ onetru: nice work.. ndo2 only right ?
@ Makkon : love it.. nice Colors on the sword !
@ vickgaza : nice texturework !
@ Grimmstrom : following your progress since you started the thread, nice work !
@ Scythe
3D preview in topic.
Worked mostly on the scenery, still gotta add stuff like rust to the machine.
And a 5mb gif : https://dl.dropbox.com/u/2998568/Coke2.gif