wait sinistergfx and AdamBrome the cool ninja model is not from me i just made an unpro quote there from thomasp post he made the model and dervers all creidtz and critics ^^
To avoid confusion; you should have used the quote tag in your post. Even then, I dunno why people would "quote" images; referring to people by name works just as well and doesn't create unnecessary clutter.
ya graves, nice model but the head and neck are out of whack, seems like they belong on a super buff guy but the rest of the model seems to be a guy of average build. I like the design though. And his calve-muscles look like they could use some more polies for clean definition.
Looking great Johny. Feels pretty muscular though. Reminds me of that freaky weightlifting kid Still, don't know what the concept is so I shouldn't really be commenting on his musculature.
Funny, I had the urge to do a baby of late (as it were).
I used the grip from the spas 12, filling and widening it with car filler. The wood out the front is a brace for the blade. Some parts are coated with foil which will have the covering paint knocked back to reveal it in little areas. The last shot is upside down to get a feel for the finished thing while it dries on the table. Detailing and paint next
Adam: I've got no idea what purpose your structure serves but it looks quite derelict. The rusted look combined with the gaping holes for windows remind me quite a bit of a horror story. Lots of people associate something startling with horror, though for me it's the unnatural or starkly odd that causes the most terror. The idea of ACESNDING up into this place is quite unnerving somehow, possibly because having it below ground or even at ground level could have someone accidentally ending up in it. With this place you have to make a conscious decision to enter it... oddly chilling.
They're actually in water Steakhouse, like an oil rig.
Redsand fort is in the Thames estuary, and they are a series of offshore forts designed to keep the Nazi's out.
Adam: looking great actually. Instantly recognisable. You probably have this, but If not here's a link to the website of the restoration project. Tons of pics there: http://www.project-redsand.com/cgi-bin/fpa.cgi
Heya Daz, malcolm passed that link on to me mid-way thru the 2D pass on this and instantly found images to areas I had to guess on. I've added my own touches to the tower (like the welded panelling on the top of the towers - first image).
Also, the tower I did isn't a replica of any specific tower, but just made of the cooler bits I found from all of them. The plan is to copy the tower 6 more times then rearrange some pieces around and introduce new modular ones to make them look different, that is... if I have the time. I'd like to have this wrapped up for Monday.
Practicing some facial meshflow after the desaster that was the previous one I made.
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Not bad, especially the mouth area looks good.
You really need to work on the connection of the nose.
The best way would be to use the loops of the lower cheeks (those running outside of the fold that runs to the corner of the nose) and let them run all the way up the the nose and across the middle of it. This way you also get nice circular loops around the nostrils.
Otherwise: (my standard remark on almost all faces ) the outer corner of the eyes, where the upper on the lower eyelit meet, looks a lot better if you have the loop of the upper lit go outwards to the ear. But worry about that later and fix the nose first.
vahl, i like that colorscheme. btw, why do you model hands in that bent pose - or is that bump on top of her wrist there to hold some additional detail?
i haven't been lazy either so far it's not really a texture, mostly plain colors that scream for surface detail. and lots of normal map annoyances to clean up.
To be honest i'd prefer that both France and Spain loose But good that France won, i think that the way too confident spanish actitude (i live at 2km from spain, i know what i'm talking about ;D) was deserving this.. 3-1 was even soft, a few more france goals would be great
here's another of the lopoly rts type buildings Ive been working on, there are many others (mostly yet un-done...), kicking around some grass with this one. about 400 tris + 1 512x color/normal/spec for the building, some change for the grass:
I've been enjoying reading the forums for a while and I've been wanting to start posting but haven't had anything substantal to pimp really. But I'm starting now, I'm pimping my gif avatar I just finished.
okay.. really looking for some help here..
my general's proportions are looking off. any one out there wanna give me their eye for a minute? what could i do to give him a more commanding presence? what's jacked up about his proportions?
ive been staring at him way too long and need some fresh eyes and a paintover or two...
what could make a younger general(mid 30's) give off that General of the Imperial Navy presence?
thanks for the kind comments people! here's a wireframe, the dense zbrushed parts started out from an old lowpoly mesh full of triangles. no exciting topology in there and i didn't keep the in-betweens.
And the feet have faaar too many polys, ZCubed
Give the feet more shape, take out those excess edges which are forming long thin polys, and add those polys back in at the wrists (and elbows probably), which will currently look very weird when deforming.
Nice proportions and style, just the mesh needs a bit of cleaning up and optimising then he'll be good to go for UV and rig.
Replies
To avoid confusion; you should have used the quote tag in your post. Even then, I dunno why people would "quote" images; referring to people by name works just as well and doesn't create unnecessary clutter.
slowly working in this fackah in freelancing intervals.
Funny, I had the urge to do a baby of late (as it were).
Funny, I had the urge to do a baby of late (as it were).
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Wait, isn't that illegal?
Wip
Going for something stylised for a change.
More on my real 3d warhammer 40K bolter rifle.
I used the grip from the spas 12, filling and widening it with car filler. The wood out the front is a brace for the blade. Some parts are coated with foil which will have the covering paint knocked back to reveal it in little areas. The last shot is upside down to get a feel for the finished thing while it dries on the table. Detailing and paint next
here's a topology i've been working on, any advice to make it better?
cheers
Martin
Getting close.
Redsand fort is in the Thames estuary, and they are a series of offshore forts designed to keep the Nazi's out.
Adam: looking great actually. Instantly recognisable. You probably have this, but If not here's a link to the website of the restoration project. Tons of pics there: http://www.project-redsand.com/cgi-bin/fpa.cgi
Also, the tower I did isn't a replica of any specific tower, but just made of the cooler bits I found from all of them. The plan is to copy the tower 6 more times then rearrange some pieces around and introduce new modular ones to make them look different, that is... if I have the time. I'd like to have this wrapped up for Monday.
Thanks again!
Practicing some facial meshflow after the desaster that was the previous one I made.
(Though still WIP, mind you)
nearing battle status! hoo-ah!
a few more accessories needed.
Practicing some facial meshflow after the desaster that was the previous one I made.
[/ QUOTE ]
Not bad, especially the mouth area looks good.
You really need to work on the connection of the nose.
The best way would be to use the loops of the lower cheeks (those running outside of the fold that runs to the corner of the nose) and let them run all the way up the the nose and across the middle of it. This way you also get nice circular loops around the nostrils.
Otherwise: (my standard remark on almost all faces ) the outer corner of the eyes, where the upper on the lower eyelit meet, looks a lot better if you have the loop of the upper lit go outwards to the ear. But worry about that later and fix the nose first.
374 polys and 256 map.
Done as an afternoon exercise with the wacom.
Also, post more on polycount, we are good people
finishing the girl, testing some stuff in xsi, loads of stuff remaining to do...
i haven't been lazy either so far it's not really a texture, mostly plain colors that scream for surface detail. and lots of normal map annoyances to clean up.
Its a wip...
don't know but it's seams to me too dark .
Thomasp
thats fck'ing awesome , realy nice one. I love it !
Can You show wireframes of Your HIGH POLY model ?
Your work is simply stupefied - amazing.
Oliver
Im' not sure but maybe it's too smooth and the ears are missing more details.
...and So what am I working on ? ( tonight ) -
It's 20.30 h (europe time) and I dresse my son for the match of football FRANCE / ESPAGNE
But football apart, here is what i done today:
Cool stuff too, Daz
Here´s what i´ve been doing the last 2 hours.
here's another of the lopoly rts type buildings Ive been working on, there are many others (mostly yet un-done...), kicking around some grass with this one. about 400 tris + 1 512x color/normal/spec for the building, some change for the grass:
<
Btw, awesome stuff everyone.
(which makes no sense unless you read the last post on the previous page)
okay.. really looking for some help here..
my general's proportions are looking off. any one out there wanna give me their eye for a minute? what could i do to give him a more commanding presence? what's jacked up about his proportions?
ive been staring at him way too long and need some fresh eyes and a paintover or two...
what could make a younger general(mid 30's) give off that General of the Imperial Navy presence?
and with full accessories and some crappy color thrown on:
http://i58.photobucket.com/albums/g242/snemmy/general/war_general_11.jpg
Also my first attempt at normal mapping!
I think it turned out decently. Not too happy with the ears.
Low poly:
http://files.eatpolys.com/3d/headwip.png
And a couple of small turnaround vids:
High poly:
http://files.eatpolys.com/3d/highres.avi
Low poly normal mapped:
http://files.eatpolys.com/3d/normalled.avi
Realy nice model !
great meshflow zcube, really clean ! texture this guy please, dont let him die with dust
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Agreed, although with the edge loops you have you could define the arms and front torso quite a bit more.
Give the feet more shape, take out those excess edges which are forming long thin polys, and add those polys back in at the wrists (and elbows probably), which will currently look very weird when deforming.
Nice proportions and style, just the mesh needs a bit of cleaning up and optimising then he'll be good to go for UV and rig.