Killing Peeps - Thanks for the kinds words. I am glad you like.
JKim - Oooo Snap! Thanks for that observation. Those chompers are old and not anatomically correct by far. I am a lazy yoot but, I suppose its time to go make some new chompers.
Cool cool....I hope nobody minds me spamming this thread with me workings. Gonna make a girly girl this time. I should start a thread for my progression with her instead of cluttering this one. Anyway, here is a screen of her and the control cage of the guy I previously posted.
Here is an AVI of his smile shape in action. smile sucka
ctrl-z
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Pretty good on the smile, but one note that in the smile, the lips actually rise in themiddle as well, so that the lips meet just above the gum line, where they would be halfway up the top front teeth in a relaxed moputh, usually.
Heh, his ears are a bit small and a little low, his forehead is a little too sloped as well. There are probably a bunch of aesthetics that could be changed.
Thanks for that input Scott. I know its not accurate, it was a simple test of facial deformation.
Frankie, I always use a mirror for modeling, and animation. I might even go as far as filming myself in motion from different angles.
Cuffs added and head size/tilt fixed, mesh pretty much finished at 3030 triangles, time to get that sucker re-uvw'd and animated (which by then i'll bump my other thread up skinned and all.)
it's kinda fucked up though... the pivot of the bounding box sets the placement. i can send you one of the hairs i did. you can get the size and what not.
I've got some more done to him, and any crits will gladly be accepted. I also am aware that he has two sleeves:) I havn't got to the other arm yet, and am still working on the rest of it.
Crash, that alien looking thing, that is pretty damn sweet looking! For some reason it reminds me of something from FFXI, I think it's just because of the softer highlights on it, it seems a lot of the character textures in that game had them.
Well I've decided to re-work my oldman head, I'm trying to get a z-brush model to look, well not so z-brushy, and it seems to do this, I have to use the smoothing tool A LOT! It's getting easier though. But I also had to rework it because the mesh was just a mess before, I had subdivided it while it was in tris, and that just doesn't work well, so I went back and exported the .obj in quads this time.
Neo_God - I like the way its turning out but something bothers me about the chin. If he were to have a double chin like that, would it be so narrow? I feel like it would reach further to his ears. I dunno maybe Im wrong. His ears stick out pretty far too.
Oh yea, I forgot to mentiion that this is supposed to look fairly stylised, which is why his ears are sticking out, his nose is huge, and his head is strangely narrow. As for the chin, it's not really supposed to be a double chin, but more like sagging flesh. Though the chin bothers me a bit too, to me it's starting to look a bit flat. Thanks for the comment though!
Holy cow Rooster, you have no idea how similar that robot is to one in a short film I'm working on with some mates from school. I'll post a pic later when I get my hands on a render.
[ QUOTE ]
Holy cow Rooster, you have no idea how similar that robot is to one in a short film I'm working on with some mates from school. I'll post a pic later when I get my hands on a render.
[/ QUOTE ]
Actually it looks quite a bit like those in the really nice RPG on the Dreamcast "EGG: Elemental Gimmick Gear".
hehe wierd, the design of mine came from loads of different designs I drew then added bits from each.. Interested to see how yours looks D63. By the way this is more a robot suit thing, theres a guy sits in the top robotnik style
i finally can point at something and have ownership.
I did the muzzel flashes you see on the xwing. I did all the special effects for the new expansion as well. finished them up a while ago, working on worldbuilding now.
Replies
JKim - Oooo Snap! Thanks for that observation. Those chompers are old and not anatomically correct by far. I am a lazy yoot but, I suppose its time to go make some new chompers.
Crash - Dig the alien.
The yoots on this board are so talented.
Trying to make this sucka smile.
Here is an AVI of his smile shape in action.
smile sucka
ctrl-z
[/ QUOTE ]
Pretty good on the smile, but one note that in the smile, the lips actually rise in themiddle as well, so that the lips meet just above the gum line, where they would be halfway up the top front teeth in a relaxed moputh, usually.
Scott
Thanks for that input Scott. I know its not accurate, it was a simple test of facial deformation.
Frankie, I always use a mirror for modeling, and animation. I might even go as far as filming myself in motion from different angles.
Thanks for the input guys....
Cuffs added and head size/tilt fixed, mesh pretty much finished at 3030 triangles, time to get that sucker re-uvw'd and animated (which by then i'll bump my other thread up skinned and all.)
Texture: Renardin
Hard to see aganist a black bg.
http://www.villagephotos.com/members/viewimage.asp?id_=11905423
www.digitalthrone.com
DAMN J00 BLOCKLAND!
it's kinda fucked up though... the pivot of the bounding box sets the placement. i can send you one of the hairs i did. you can get the size and what not.
here ya go...
peaceful warrior, your link prompts a login username and password.
DAMN J00 BLOCKLAND!
[/ QUOTE ]
Blockland roolz.
Omigawd Asthane posted something normal
The ship's not to scale (miscalculated my scaling). The 'final' scale has the player about as big as 1/3 the smaller fin on the rear of the ship.
http://www.studioflaagan.com/spacejumpers/Shot00000.jpg
http://www.studioflaagan.com/spacejumpers/Shot00001.jpg
http://www.studioflaagan.com/spacejumpers/Shot00002.jpg
http://www.studioflaagan.com/spacejumpers/Shot00003.jpg
Well I've decided to re-work my oldman head, I'm trying to get a z-brush model to look, well not so z-brushy, and it seems to do this, I have to use the smoothing tool A LOT! It's getting easier though. But I also had to rework it because the mesh was just a mess before, I had subdivided it while it was in tris, and that just doesn't work well, so I went back and exported the .obj in quads this time.
C&C is very welcomed
spec and environ maps. rivets to follow..
Holy cow Rooster, you have no idea how similar that robot is to one in a short film I'm working on with some mates from school. I'll post a pic later when I get my hands on a render.
[/ QUOTE ]
Actually it looks quite a bit like those in the really nice RPG on the Dreamcast "EGG: Elemental Gimmick Gear".
here's a WIP of our out-door elevators.
i finally can point at something and have ownership.
I did the muzzel flashes you see on the xwing. I did all the special effects for the new expansion as well. finished them up a while ago, working on worldbuilding now.
Both from the same base topology. Might blend them together later on to see what happens!
...still in WIP.
graaarrrr pior your stuff is always so clean and crisp! Great work.
I've been animating this guy, and doing some contract work that i'll post when the game's released.
I'll probobly put up some avi renders later on.
Pior realy nice, how do you get it so smooth? My mesh has some strange patterns going on O.o