Oii! yah, i agree with MoP here. the mouth and nose are quite nice. the eyes are a little funky, but they dont bother me as much.
the only thing that bugs me is the fact that all the different objects on her armour and modeled in on the same piece. i suppose that could be a design thing, where the shoulder pads are, for example, attached to the cloting, so i suppose it'd depend on the texturing, maybe, but right now i get the idea that they're supposed to be a separate piece and it's a quick job..
Thanks, yeah the eyes always get me. I'll see what I can do. The eyeballs are actually larger than they should be. If I'm not mistaken it should be something like 5 across the width of the head, this one's at 4.5
I'm making this for s2games, and i hope they like it, because i can't really spend more time on it. I have a psychology exam to study for, ugh.
Anyway, if you'd like to crit it, that'd be lovely.
Some things i allready know: it's a bit lowpoly for current games.
They all use the same 1024x map, and i'm working on the normalmap as we speak
oh, here's the texture:
btw: this is a lame edit of a wonderful sculpture NOT done by me. just for ha-has, but I allways figured that guy was allways a fat, bald, greasy, green guy with no face. who's with me?
Decided to try some more or less mechanical hipoly modeling (the body is from a previous model, only the "clothes" are what I'm working on). Still trying to get used to the highpoly mindset.
The thing is, when I used the body to generate a normalmap, the lowpoly version's hands were perfect size for Doom 3's skeleton. Either way, no need to keep them that small now, you're right.
Haha, that's cool Rooster - environment for your Dare game, I guess?
One thing - the bottle seems photo-real, and everything else looks a bit more on the cartoony side - is that intentional? I'd maybe make the bottle a little more simple, texture-wise, to make it fit in better.
Still working on the Lupine, but ran into a rigging snag, having the company TD look at it in his spare time, but in the mean time practicing high poly ysing CPS Tools (Faking Sub-D in pure Polygon environment
Hey Scott, how do those CPS tools differ from using SubD's in Maya? I havent used maya in about a year but i remember SubDs in it were a bit cumbersome...
Here's some paintings i've been working on for a personal project of mine.
playing around in zbrush finally. Gonna try and join in on the normal mapping craze. I'm just learning and testing things out.
is it me, or does he kinda resemble Captain Picard? maybe its just the boldness or something. I'm not complaining though... it if it does, then it was intentional LoL.
n3o those boots totally rock, I love the shape and everything, the pants look a little strange, as if the wrinkles are just kinda put all over randomly, still pretty cool, but could probably use some sort of a realistic pattern, unless u were going to crumpled up pants cool stuff tho
n30g3n3s1s: I agree with mr_Rockstar, the boots are really nice, and in general it looks good, but the folds of cloth aren't really following any shapes, they do look random, did you use reference for them or just kinda make them up? They don't look regular enough to seem quite right, I think...
Thanks guys. The normal map was kind of an after thought. When I originaly did the model I had little to no knowledge of normal maps so i had just skinned them. I really worked backwards on this one hehehe. I took the low poly mesh (which fortunately I had some clean edgeloops on) and sub-d'd it. Then went between the self-illum version and the "alt-x mode" in max to see the effect. It was... odd but it worked out ok. It matches the skin perfectly. Since half-life 2 is made so you can run the game with or without the normal maps I would have had to put alot of the shadows into the texture anyway. So it worked out.
Slaught: your guy looks awesome too. Nicely done, I agree with sectaurs though. I think his feet need a little more beef on them. As i said before the model originaly wasn't made for a normal map so they are pretty high. 1044 tri's high >.> Right around the polycount of a medium res half-life2 model.
mr_Rockstar/MoP: Thanks The boots were based on an image i found around the net. The pants folds were made up but i was going for a crumpled look. The guy wearing them is a post apoc civilian soldier so he's not been able to change in... well probobly over a year or two.
Alien dog/cat-like grunt for HL2: pic_01 pic_02 pic_03
Smoothing groups are a mess and so is the lighting, and it's not even closed to being started yet. So who really cares about smoothing groups this early on?
aaaand now.. a pretty much 'final' series of screenshots from the level... (which is a series of four rooms, each with a different theme.. it is NOT a dm or regular gametype level...) http://studioflaagan.com/images/3d/walkways/walkways_1.jpg
Replies
The rest seems to be shaping up nicely
the only thing that bugs me is the fact that all the different objects on her armour and modeled in on the same piece. i suppose that could be a design thing, where the shoulder pads are, for example, attached to the cloting, so i suppose it'd depend on the texturing, maybe, but right now i get the idea that they're supposed to be a separate piece and it's a quick job..
my god i use the word suppose alot.
here's some environment stuff i've been working on.
I'm making this for s2games, and i hope they like it, because i can't really spend more time on it. I have a psychology exam to study for, ugh.
Anyway, if you'd like to crit it, that'd be lovely.
Some things i allready know: it's a bit lowpoly for current games.
They all use the same 1024x map, and i'm working on the normalmap as we speak
oh, here's the texture:
Coming along nice KDR.
Her shorts and knees seem a litle bit bulky and thick.
And tone down that...
Everybody knows this guy, right?
btw: this is a lame edit of a wonderful sculpture NOT done by me. just for ha-has, but I allways figured that guy was allways a fat, bald, greasy, green guy with no face. who's with me?
Decided to try some more or less mechanical hipoly modeling (the body is from a previous model, only the "clothes" are what I'm working on). Still trying to get used to the highpoly mindset.
Low res with normal map. (low res test normal map render, ignore the grain!)
Those teeny tiny hands look really funny kdr haha. Must be the lack of sleep though. Makes me laugh. Lookin good though!
Trying to get back into some subd modelling. Subject is kinda predictable but it's not meant to be used for anything really.
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yeah I did one of these the other day then I deleted it. for fun.
I don't think we can see the face behind the mask in the anime, but who says you have to do the same thing?
I like it.
Etienne
One thing - the bottle seems photo-real, and everything else looks a bit more on the cartoony side - is that intentional? I'd maybe make the bottle a little more simple, texture-wise, to make it fit in better.
Scott
923 Polys
Did a fast rigging too
Here's some paintings i've been working on for a personal project of mine.
is it me, or does he kinda resemble Captain Picard? maybe its just the boldness or something. I'm not complaining though... it if it does, then it was intentional LoL.
without normal map...
I think it´s the Jaw...very similar to Patrick Stewarts.
Great Stuff!
@n30
Looks awesome!
How many Polys is the mesh?
I´m starting on some clothes right now.
The idea was to have a main mesh from which i can create more characters with different accessories,hair and clothes.
For a fighting game or something maybe
Slaught: your guy looks awesome too. Nicely done, I agree with sectaurs though. I think his feet need a little more beef on them. As i said before the model originaly wasn't made for a normal map so they are pretty high. 1044 tri's high >.> Right around the polycount of a medium res half-life2 model.
mr_Rockstar/MoP: Thanks The boots were based on an image i found around the net. The pants folds were made up but i was going for a crumpled look. The guy wearing them is a post apoc civilian soldier so he's not been able to change in... well probobly over a year or two.
Alien dog/cat-like grunt for HL2:
pic_01
pic_02
pic_03
Smoothing groups are a mess and so is the lighting, and it's not even closed to being started yet. So who really cares about smoothing groups this early on?
i'm sketching out ideas for my futuristic apartment assignment for school.. i'm already behind on it. this is what i came up with for the bathroom.
thumbnails from ealier (before seeing blade runner )
http://www.studioflaagan.com/images/3d/walkways/tiki_wip2.jpg
guy's about 1200 polys, and that's a baked on lighting (i love that stuff!)
update: in engine
gonna give him glowing red eyes, but particle effects wont be started on til all the models are in the level.
Now on to texturing this guy for more practice Time to reread Pior's awesome tut (thanks dude).
bleh.....
now since that's over... I can actually spend time and normal map something that hopefully looks better.
Trying and failing to create hair
http://studioflaagan.com/images/3d/walkways/tikiroom_1.jpg
aaaaaaand nooooow... a vid of the four rooms.. yay for fraps~
http://studioflaagan.com/images/3d/walkways/walkways_wip_demo.wmv
aaaand now.. a pretty much 'final' series of screenshots from the level... (which is a series of four rooms, each with a different theme.. it is NOT a dm or regular gametype level...)
http://studioflaagan.com/images/3d/walkways/walkways_1.jpg
concept: http://artbycep.4t.com/monster2.jpg