Sweet mech Slave Zero. If i was to crit it in anyway, i would say the bullet loom is a bit straight at one end and that was hardly worth typing.
Thank you and indeed that looks awkward from the perspective. Thank you for pointing that out. In the modeling pose it looked smooth.
I guess this comes from the ik-chain I used to guide the ammo-chain. The animation setup for the mech is quick and dirty. To do a proper rig on the mech would give better results in posing & the ammo-chain for example, but time was an issue here.
I need to pick up more knowledge about building basic rigs and stuff. *Rembers slipgate centrals dominance war videos*
Bogdan recently did an amazing concept of a female centaur and I absolutely fell in love. Wanted to take a crack at a quick bust! I'm no Bogdan.. but you gotta start somewhere right!
Guess who?? . I never do likeness sculpts and have been staring at this for too long. Its for a new model I'm working on. Critique would be awesome haha.
Guess who?? . I never do likeness sculpts and have been staring at this for too long. Its for a new model I'm working on. Critique would be awesome haha.
I recently made a try of Quixel suite, took a model did a year ago and mixed the previous texture with maps made with Quixel suite. Render in marmoset toolbag 2. Amazing software !
Thank you and indeed that looks awkward from the perspective. Thank you for pointing that out. In the modeling pose it looked smooth.
I guess this comes from the ik-chain I used to guide the ammo-chain. The animation setup for the mech is quick and dirty. To do a proper rig on the mech would give better results in posing & the ammo-chain for example, but time was an issue here.
I need to pick up more knowledge about building basic rigs and stuff. *Rembers slipgate centrals dominance war videos*
It might be overkill but I would love to see a desert or urban camo textured version in a scene with a manga type young pilot chick indulging in some sort of youthful antics together. Or is that too cliche?
Do you mind showing how you layed out your UVs? The texture is amazing, specifically on the wood! The transition from the horizontal grain to vertical grain blends so well.
looks really cool swizzle. i think the grime might work better if it were placed more in certain areas along the cuffs and bottom instead of an overall splattering.
I've been further prototyping the desired rigging & texturing style for CARTONEROS today. This is what I've landed on:
The character has a body covered with various boxes. The rig is a standard humanoid rig with secondary bones for the boxes. All weights of the "armor" are skinned to these secondary bones. I hope to achieve a "shaky feel" for the character's boxes.
What do you guys think? THANKS.
I'll post prototype animations in an update to our kickstarter
By the way: I overlooked this masterpiece on the last pages and it definitely didn't got enough praise here. So I just quote it because I can.
(Guess it was featured in the recap, anyway)
Awesome work and great time lapse! How long did it take you? I have to pick up blender. I tried it one time but the first steps seem so different to other tools. Maybe just me.
Do you mind showing how you layed out your UVs? The texture is amazing, specifically on the wood! The transition from the horizontal grain to vertical grain blends so well.
This is still very much a WIP, but I'm starting to get this generator room up and functional. I can't decide if I need to change out some a couple of these low walls. Let me know if you have any input!
Replies
Thank you and indeed that looks awkward from the perspective. Thank you for pointing that out. In the modeling pose it looked smooth.
I guess this comes from the ik-chain I used to guide the ammo-chain. The animation setup for the mech is quick and dirty. To do a proper rig on the mech would give better results in posing & the ammo-chain for example, but time was an issue here.
I need to pick up more knowledge about building basic rigs and stuff. *Rembers slipgate centrals dominance war videos*
so fucking hot. great work!
me: rendering moar stuff for folio, office desk scene+ assets in toolbag
Wip
Xoulil Shader 2.0 3ds Max. No lights or anything.
Pey'J from Beyond good and evil
Yeeee son. That hardware material is look hawt.
hey thanks
yeah I'll make doom4 next week :poly142:
[ame="
getting a bit bored of this.. but it was fun enough
have to get back to BIP :poly127:
Here is a little more work on an anatomy study, been struggling a bit with the torso today.
Started to finish this MP5.
More Screens in the Thread
http://www.polycount.com/forum/showthread.php?t=136681
But seriously, this looks ace.
[IMG]http:///Users/AlphaMac/Desktop/Main Work /Work in progressShots/Adison_WIP.jpg[/IMG]
Meanwhile, experimenting in Marmoset.
Cross post from my main thread
[IMG]http:///Users/AlphaMac/Desktop/Main Work /Work in progressShots/Adison_WIP.jpg[/IMG]
Made the low res and brought it into marmosecs.Face was unwrapped and has polypaint
Not really concerned with polycount tbh. I guess its around 50k
always lot of amazing stuff here !
I recently made a try of Quixel suite, took a model did a year ago and mixed the previous texture with maps made with Quixel suite. Render in marmoset toolbag 2. Amazing software !
It might be overkill but I would love to see a desert or urban camo textured version in a scene with a manga type young pilot chick indulging in some sort of youthful antics together. Or is that too cliche?
Higher res HERE
Also guys everyone's doing some pretty awesome work around here!
@scott one day i'll be as cool as you! xD
Edit: its 2k tris btw, hate my brain
please animate this so that it is saying 'It's a trap!'
or
animate it and have him doing standup, like louis ck.
The eye makes me think it is a kind and understanding individual.
Do you mind showing how you layed out your UVs? The texture is amazing, specifically on the wood! The transition from the horizontal grain to vertical grain blends so well.
Cross post from : here
Great! That creepd me out. I should get some sleep.
Up for new profile image ravenslayer?
The character has a body covered with various boxes. The rig is a standard humanoid rig with secondary bones for the boxes. All weights of the "armor" are skinned to these secondary bones. I hope to achieve a "shaky feel" for the character's boxes.
What do you guys think?
I'll post prototype animations in an update to our kickstarter
By the way: I overlooked this masterpiece on the last pages and it definitely didn't got enough praise here. So I just quote it because I can.
(Guess it was featured in the recap, anyway)
Awesome work and great time lapse! How long did it take you? I have to pick up blender. I tried it one time but the first steps seem so different to other tools. Maybe just me.
@HowardDay- That is stupidly rad!
I finally got some time to finish up my Bebop properly. More breakdown shots on my thread and site:
sketch thread
here are some textures i was messing with.
So dope! When I was on Hawken I always wanted to do a cardboard mech skin. Love it.
So I guess now that I have an entry thread ( http://www.polycount.com/forum/showthread.php?t=137020 ) I have officially entered PETROL/BLOOD.
And i just wanted to say i;m flabbergasted about the great work everybody is showing! Woowww!!
I'm almost ashamed to show my stuff
Anyhow this are some of the projects i'm working on in 2014.
// The gun was designed by MeckanicalMind.
hey dude, posted some pics about that here: http://www.polycount.com/forum/showthread.php?t=137011
I'm just in love with that !:poly121:
@Kon Artist Amazing textures !
Still working on the substance comp, messsing with a pose and material currently.
Cool jacket Xavier!
Like it a lot. You seemed to have got the hang of MD