this fell apart pretty quick, and didn't really capture zangiefs expressiveness or character (zangief doesn't ponder to distant horizons)he screams and drools. so i filtered and overlaid like any trash artist would. lesson learned
I don't mean this as a dis, but this reminds me of Benny the Cab from Who Framed Roger Rabbit.
What is the reference for this? A Korean war era Jeep?
What are the plans for this? In game asset or high poly detail?
Looks good, Beatkitano, freaking me out(dont like the legs and feet though).
Yeah I know you don't like res/avp legs. It's one variation with my own twists, there will be more, and more accurate one based on the other movies. Just wait.
Yeah I know you don't like res/avp legs. It's one variation with my own twists, there will be more, and more accurate one based on the other movies. Just wait.
I don't mean this as a dis, but this reminds me of Benny the Cab from Who Framed Roger Rabbit.
What is the reference for this? A Korean war era Jeep?
What are the plans for this? In game asset or high poly detail?
I guess I shouldn't go into auto-design.:poly142: The model is for a larger project set in an alternate 1930s universe. I hesitate to say game project... but that's what it is. I want to make a single level game involving my F. Mason character killing some pseudo Nazis in a fictitious European city. I hope it's not too ambitious. If I can finish the game, I'd like to show it at the next Carolina Game Summit. I'm good friends with the web designer, and he suggested I shoot for it.
Here's the concept [link] It looked good on paper :poly124:
Here's F. Mason [link]
I think what I'll do is start over and simply remake the "Blitz Buggy".
Beatkitano: awesome so far! i do prefer the regular legs too tho (personal preference)
one q about the tail: this is the second model I've seen where the tail spines bulge out at the end of the tail, but this never fits with how I think an alien looks in my mind- where does it come from?
I'm having a bit of a struggle with proportions. This image should explain everything
I posted this somewhere else, unaware that that was the wrong forum, and and someone else said to look into this video I posted earlier. Sadly ,that doesn't help that much, as I still can't tell what I'm doing wrong.
Been working on my Game Production project here at Full Sail. Simple alleyway, houses, etc. I need to stop soft shading everything out of habit. Solid color textures aren't representing what it'll look like later. It's supposed to be realistic. Today was just the "All Models and UVs" milestone.
Although, the jpg doesn't realy show it clearly, some of those shadows and the lights really are blocky like that for some reason. It's not the SSAO and the lightmap quality is higher than it should be... It might be negligible when I throw in new textures but the blockiness of the light is really bothering me.
Beatkitano: awesome so far! i do prefer the regular legs too tho (personal preference)
one q about the tail: this is the second model I've seen where the tail spines bulge out at the end of the tail, but this never fits with how I think an alien looks in my mind- where does it come from?
Its a "test" model for a project, so to speak the dog like legs are there to break the silhouette a bit, and see what's possible in term of animation (it's more complicated, and if we can pull it off with difficulty, without will be a breathe)
Myles, Depth looks really cool! Just my two cents, the boat seems kind of dark in that shot, I feel like all that light pouring in you would have plenty of reflected/caustic light on the boat as well.
I'm having a bit of a struggle with proportions. This image should explain everything
I posted this somewhere else, unaware that that was the wrong forum, and and someone else said to look into this video I posted earlier. Sadly ,that doesn't help that much, as I still can't tell what I'm doing wrong.
Well, even though he put it slightly in perspective, if you look at 0:35 of the video, he puts it to a ruler. It measures the length of the cannon and illustrates the proportions between the different sections of it. Try using that as a ref rather than the image you put there.
@Phones: Sorry for taking so long to post the wires, but I wanted to make some progress before having to wait another 15 minutes of rendering :P Anyway, here it is:
And a 'wireless' render:
You might notice something weird were the trigger is supposed to go, that's because I'm having some troubles to get the shape right after applying TS. Seems I'm going to need some help from the subdiv thread. I also have to weld the grip and the forend and the grip. Might even make a thread for this...
Trying to get better at metal texturing. Was inspired by steffan morrels stuff. Still have to fix the seams, and learn how to make a decent specular.
Aside from your specular, your normalmap doesn't look right at all. Mind showing us the lowpoly with just the normalmap (and one spotlight at a fairly sharp angle to the mesh, ideally) and the highpoly?
it doesn't look right on the mesh, but it also doesn't look right in the texture. That's awfully bright for a flat surface!
Replies
first attempt at texturing
also this is my first post so sorry if im doing something wrong.
its got about 894 triangles and 593 verts
Blockout of the legs done, and exterior jet form pretty much constructed (small hole in the side to fill in and the engines aren't done yet)
*edit(
Bleh, i wasn't going to post this render because i think it's crap, but here you go anyway
is that... a finger in it's mouth???
What is the reference for this? A Korean war era Jeep?
What are the plans for this? In game asset or high poly detail?
Yeah I know you don't like res/avp legs. It's one variation with my own twists, there will be more, and more accurate one based on the other movies. Just wait.
I like how it looks, it's kinda cute. But I'm not feeling the Jeep, it looks like a Jeep to me in all angles... except for... the front.
Its your model, its cool.
I guess I shouldn't go into auto-design.:poly142: The model is for a larger project set in an alternate 1930s universe. I hesitate to say game project... but that's what it is. I want to make a single level game involving my F. Mason character killing some pseudo Nazis in a fictitious European city. I hope it's not too ambitious. If I can finish the game, I'd like to show it at the next Carolina Game Summit. I'm good friends with the web designer, and he suggested I shoot for it.
Here's the concept [link] It looked good on paper :poly124:
Here's F. Mason [link]
I think what I'll do is start over and simply remake the "Blitz Buggy".
one q about the tail: this is the second model I've seen where the tail spines bulge out at the end of the tail, but this never fits with how I think an alien looks in my mind- where does it come from?
I posted this somewhere else, unaware that that was the wrong forum, and and someone else said to look into this video I posted earlier. Sadly ,that doesn't help that much, as I still can't tell what I'm doing wrong.
Although, the jpg doesn't realy show it clearly, some of those shadows and the lights really are blocky like that for some reason. It's not the SSAO and the lightmap quality is higher than it should be... It might be negligible when I throw in new textures but the blockiness of the light is really bothering me.
Its a "test" model for a project, so to speak the dog like legs are there to break the silhouette a bit, and see what's possible in term of animation (it's more complicated, and if we can pull it off with difficulty, without will be a breathe)
As for the end of teh tail, i think it started with resurrection and continued in the avp movies: http://www.sidetoys.com/im/articles/SS63271/ss63271.jpg
http://ecx.images-amazon.com/images/I/41ryyigovbL.jpg
http://www.aceshowbiz.com/images/news/00024580.jpg
SPinks: awesome character, really nice shader too.
[ame=http://www.youtube.com/watch?v=NdS4vbgfDdA]Triceratops Sculpt[/ame]
Great work on Cry Of Fear btw.
My first character
Well, even though he put it slightly in perspective, if you look at 0:35 of the video, he puts it to a ruler. It measures the length of the cannon and illustrates the proportions between the different sections of it. Try using that as a ref rather than the image you put there.
I'm pretty happy with the result, the new shader system of zb4 is awesome.
Get thee to a 3D Printer NOW. I want a Voyager scaled version of this right now!
Yea, I know it's the Animated fid in a more "normal" proportion, but STILL...
And a 'wireless' render:
You might notice something weird were the trigger is supposed to go, that's because I'm having some troubles to get the shape right after applying TS. Seems I'm going to need some help from the subdiv thread. I also have to weld the grip and the forend and the grip. Might even make a thread for this...
C&C are welcomed
My first attempt at a weapon
Way too thin. Look at pictures.
http://cahemdue.net/images/ChemicalRifle_1.gif
http://cahemdue.net/images/ChemicalRifle_2.gif
@Kitteh
I had it thicker before but it looked too think, I probally should have kept it how it was. Thanks for pointing that out
Basically its an FPS arena shooter inspired by duckhunt.
EDIT: engine is Unity of course
Looks great, what engine?
Whoa that Alien is sick! awesome ... i hope in ZB4 they fix some of the issues like the mesh scaling while import/exporting.
Aside from your specular, your normalmap doesn't look right at all. Mind showing us the lowpoly with just the normalmap (and one spotlight at a fairly sharp angle to the mesh, ideally) and the highpoly?
it doesn't look right on the mesh, but it also doesn't look right in the texture. That's awfully bright for a flat surface!