Prs-Phil: Thanks man! Agreed on the definition of the muscles, I wasnt really thinking when I was sculpting it Luckily all it takes is a bit of smoothing and inflating:
First off... YAY! 200 pages and still going strong!
Secondly.. 'nother update to Gears of Time.
- added another set of cogs
- moved some other cogs / changed rotation speeds
- swapped numbers for roman numerals on clock
- animated roman numberals on clock
- added some test weapon / health / shield / adrenaline pickups
Speaking of the pickups, be sure to take a look at what the shield pickups ended up doing when I put their bases inside the cog mover... what a twist!
Sweet stuff Flaagan, it's definitely coming along. Right now my main critique is that it'd probably feel a lot more cohesive (and show attention to detail) if you were to make all the cogs work together in a large system. I notice that there are some area's like that, but if you could make everything go together it'd be sweet.
Also, it's very silver right now, why not make some brass cogs ors something, add in some variation
Will start making my own shaders for the map when I'm done adding cogs and such. I thought originally about making it all one single piece, but the idea is that it's an ethereal kind of place, so not necessarily all of the machine is visibly connected. I may be adding some particle effects to tie pieces / the machine together if I feel it's necessary. As it is some of the pieces I've made to work together don't necessarily 'fit' together all the time, and I'd like to avoid the headache of debugging those issues as much as possible.
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Your Prince looks freakin sweat dude! Cant wait to see it finished.
just finished this thing, its for an art test. Sorry its so big.
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Finish your lower levels before you even THINK of doing that 10 million poly noise skin detail man, its much more important that your forms read than having some skin pore detail that dosent add anything to the model.
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Your Prince looks freakin sweat dude! Cant wait to see it finished.
just finished this thing, its for an art test. Sorry its so big.
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Finish your lower levels before you even THINK of doing that 10 million poly noise skin detail man, its much more important that your forms read than having some skin pore detail that dosent add anything to the model.
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Yeah, I was going to make the same comment, it looks like you skipped a level of detail. You went from getting your basic shape, to doing the super fine details. There needs to be that middle level detail in there.
Here are two old guy faces so you can see the sort of old flesh details.
Waiting around the art department of the local uni while my GF was working on a project i did this little guy. Clay is funnnnnnnnn and i feel like mudbox has taught me to sculpt. Eyes are halfass cause i'm too shakey to detail that small.
Got a little frustrated with a bit of my level and changed around / tweaked the location and number of a few pieces;
would appreciate it if anyone who's recently tried out the level to give this new setup a go.
The pickup locations aren't permanent, but if they do / don't work, let me know.
He has hair on his chest! WTF, why no shaved bodybuilder type? It looks great Johny, I love the colors, especially on the arms. I think the dark spots on his abdomen are too strong though. Can't wait to see more
Flaagan, I like the layout much more now. It's far less frusterating because there's less chance of falling off, more play area.
Some comments on it though... for DM it's a very open level, there's not enough cover. If you add in some more larger pieces that block out line of sight in some area's it might help keep the game more action oriented and just having people sit around sniping.
Also, the big keg o health on the one gear by the start point, I like the position, but when I jump onto the gear and ride it around I somehow end up falling into the static mesh and getting stuck inside. Not sure how this is happening, but it's a fairly large, game breaking bug. (Also, I don't know that I saw anything under that gear to catch someone who falls off by going all the way around on it.)
Anyways, it's deffinatly looking good, I think the change was for the better.
Johny:crazy proportions for the legs,but the texturing is looking awesome.
achmedthesnake:the only thing that looks slightly off is the trousers,the rest of the texturing has depth,but the trousers seem way too flat,other than that good job on getting it finished.
As far as the torch shader.. open up the FireEngine.utx, look under Liquids, at the WetTexture Lava_03Pro. I used that in a combiner to create this glowing coals effect: http://studioflaagan.com/temp/coals.mov
Replies
Prs-Phil: Thanks man! Agreed on the definition of the muscles, I wasnt really thinking when I was sculpting it Luckily all it takes is a bit of smoothing and inflating:
I still have to tweak the Speedo
We will concur polycount one foreigner at a time!
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Dit klink vir my soos n plan
Nice definiesie op jou ou se rug spiere.
EDIT: I hereby christen this 200th page with lackluster modellage!
Secondly.. 'nother update to Gears of Time.
- added another set of cogs
- moved some other cogs / changed rotation speeds
- swapped numbers for roman numerals on clock
- animated roman numberals on clock
- added some test weapon / health / shield / adrenaline pickups
Speaking of the pickups, be sure to take a look at what the shield pickups ended up doing when I put their bases inside the cog mover... what a twist!
gearsoftime.ut2
Also, it's very silver right now, why not make some brass cogs ors something, add in some variation
And that shield pick up is cool. I like it.
just finished this thing, its for an art test. Sorry its so big.
cue katamari damacy theme.
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You sir, are a nutter. That is all.
Your Prince looks freakin sweat dude! Cant wait to see it finished.
just finished this thing, its for an art test. Sorry its so big.
[/ QUOTE ]
Finish your lower levels before you even THINK of doing that 10 million poly noise skin detail man, its much more important that your forms read than having some skin pore detail that dosent add anything to the model.
[ QUOTE ]
Your Prince looks freakin sweat dude! Cant wait to see it finished.
just finished this thing, its for an art test. Sorry its so big.
[/ QUOTE ]
Finish your lower levels before you even THINK of doing that 10 million poly noise skin detail man, its much more important that your forms read than having some skin pore detail that dosent add anything to the model.
[/ QUOTE ]
Yeah, I was going to make the same comment, it looks like you skipped a level of detail. You went from getting your basic shape, to doing the super fine details. There needs to be that middle level detail in there.
Here are two old guy faces so you can see the sort of old flesh details.
a lantern for a much larger scene I'm doing. A tad under 300 tris
diffuse + spec (my first spec at that)
would appreciate it if anyone who's recently tried out the level to give this new setup a go.
The pickup locations aren't permanent, but if they do / don't work, let me know.
http://studioflaagan.com/files/DM-GearsofTime.ut2
Some comments on it though... for DM it's a very open level, there's not enough cover. If you add in some more larger pieces that block out line of sight in some area's it might help keep the game more action oriented and just having people sit around sniping.
Also, the big keg o health on the one gear by the start point, I like the position, but when I jump onto the gear and ride it around I somehow end up falling into the static mesh and getting stuck inside. Not sure how this is happening, but it's a fairly large, game breaking bug. (Also, I don't know that I saw anything under that gear to catch someone who falls off by going all the way around on it.)
Anyways, it's deffinatly looking good, I think the change was for the better.
and the concept for the next supervillian comp 'the mighty paper-bag'
achmedthesnake:the only thing that looks slightly off is the trousers,the rest of the texturing has depth,but the trousers seem way too flat,other than that good job on getting it finished.
And don't let Poop call you a Spaniard!
-caseyjones
I'm still learning unrealEd, I whipped this torch shader up (still need to work on the metal base)
As far as the torch shader.. open up the FireEngine.utx, look under Liquids, at the WetTexture Lava_03Pro. I used that in a combiner to create this glowing coals effect:
http://studioflaagan.com/temp/coals.mov
Thx Neox for the reply your concept is looking great as usual too