I had never heard of the character Porco Rosso before. When I had the idea I thought it would be fun to make a Pig Pilot just because of the saying "When Pigs Fly."
I was sure it had been done plenty of times before though, since it wasn't that original of an idea. I'll be adding some pics of Porco to my reference folder. I like the name Porco Rosso too - maybe I will just end up calling this a redesign of that character
Man, the jowls on that pig head are awesome, I hope you find the motivation to finish it, cause if it looks this good now...
Working on a new enviro with normal,spec, and emissive, lots of props and detailing to go.
It's looking good, but I'd say all that detail in the stand and base is offset by the lack of detail in the ground. I would maybe revisit that ground and give it some more love like the rest of the piece.
yea i noticed that, its just that the floor of the room that this thing is in is so massive that the floor get s stretched because i dont want to tile it too much, i need to tweak something.
Heh...SEKNeox's awesome work reminds me of a mod I'm making for Oblivion (it's a little further along than this screenie shows (there's a huge castle in the works and the path to it is done, little hut village halfway and all) and everything handmade by me...as you can maybe tell by the less than stellar texture work ):
I'm also working on a dojo (hell, everyone needs to have made one! Right?), but this is more a lighting testrender than anything else...the idea is a setting sun coming through the front door, getting reflected off the ground into teh corner (if that makes sense):
Can't decide if I like the flat roof better than the hollowed one:
And finally the first female I'm making which actually looks female And yes, I did mean to make her a bit butch...if she ever makes it to a FPS, she better look like she can kick your arse :P
Damn MacD, is that a Oblivion-climbing map!?
I remember having a blast with those maps from Counter-Strike...
Until I fell down, started to laugh uncontrollable, and... well, here we are
I guess it kinda is I like me my platformers :P
But I've been playtesting and have come up with a solution to inevitable frustrations. First off, jumping isn't such a focus...much of it is either closing on archer/wizardtype characters or distance sniping (depending on if you want to smash, archer or wizzard your foes to smithereens ). And just walking: Oblivion's liberal playercharacter collision detection takes care of the rest (I swear, the gaps over which you can walk in the game are quite entertaining if you don't take care ).
Also, I've added in invisible walls around the platforms so that if you ever fall off, you slide down to a point close to where you fell off. I still need to get a custom air-whoosh sound effect going when you hit those slides, so it seems as if it's the wind which deposits you slightly lower. You can still commit hari-kiri if you want to though, to enjoy the scenery flashing by as you plumet :P
My biggest problem is probably going to be segmenting the huge castle you are adventuring up to. I'm not to sure how exactly to handle it yet (even though I've pretty much finished the mock up), and I really don't want it to be just a front gate loading screen type thing; I want to wander around the castle/emir's wizard tower a bit.
[ QUOTE ]
I guess it kinda is I like me my platformers :P
But I've been playtesting and have come up with a solution to inevitable frustrations. First off, jumping isn't such a focus...much of it is either closing on archer/wizardtype characters or distance sniping (depending on if you want to smash, archer or wizzard your foes to smithereens ). And just walking: Oblivion's liberal playercharacter collision detection takes care of the rest (I swear, the gaps over which you can walk in the game are quite entertaining if you don't take care ).
Also, I've added in invisible walls around the platforms so that if you ever fall off, you slide down to a point close to where you fell off. I still need to get a custom air-whoosh sound effect going when you hit those slides, so it seems as if it's the wind which deposits you slightly lower. You can still commit hari-kiri if you want to though, to enjoy the scenery flashing by as you plumet :P
My biggest problem is probably going to be segmenting the huge castle you are adventuring up to. I'm not to sure how exactly to handle it yet (even though I've pretty much finished the mock up), and I really don't want it to be just a front gate loading screen type thing; I want to wander around the castle/emir's wizard tower a bit.
[/ QUOTE ]
since yiou're complaining about the textures, look around on planetelderscrolls.com for any mods for morrowind and oblivion made by me (author name jarrod). i gave the whole modding community permission to use any textures from any of my mods for use in theirs, as long as credit was given of course.
awesome stuff soul vitor cheeseontoast and SEKneox!
serious question time: why the hell did no-one tell me how much fun maya 3dpaint is??
mudbox doodle>retopo with nex>3dpaint
just a sketch y'kno but whoot fun
I'm calling this done for now, need as much portfolio junk as possible at the moment, as we've officially been made redundant (twice in two years now, dammit).
Sogun : Mostly one piece, a 1,000,000 poly mesh in Mudbox. Eyeballs and glove cuffs modelled seperately. The lowpoly is 3900 tris, with a 1024x1024 texture (diffuse, spec, normal with gloss in the spec alpha channel).
Rick Stirling : Do you know if Rockstar are hiring any character artists at the mo? I'm another Silo fanboy, so I'd help you preach THE TRUTH
Its pretty good cheese, but if he wasn't yellow, I'd not have recognized him as Yellow Bastard. Assuming you're going from the movie, you've a ways to go to nail the likeness. Take a looksee
Nice reference there Sectaurs. Yeah, I know he's pretty far off, I'll see what I can do by pulling a few verts around and dicking about with the texture. I don't have the time to go back to the highpoly to do it right, unfortunately.
Hey, StJoris, thanks for the comment, I wanted to mix in some less futuristic elements along with the "bling", like the little hot dog/merch kiosks and stuff. Maybe I'll re-think that though.
yarp.. just relaxing mr brain for the last big dom war push
I like the body head and legs a lot man, only thing not doing it for me is the toes and hands. the hands might just be because they're not posed
Yeah, the hands are a bit too small,flat and girly, and the toes are pretty crappy. My base mesh was lacking a bit in the foot department. Thought I'd get away with it, but clearly not
Hey all, this is my first real post on the polycount forum and I thought it was about time I let people know what I'm workin on.
I decided I wanted to "update" the wardrobes of two well known character classes from one very well know video game franchise. The character classes...The Black and White mage...the game...Final Fantasy! I wanted to make the costumes more realistic and very fashionable. (The Devil Wears Prada meets Fantasy)
As of now I have the Black mage modeled and I'm looking for some heavy feed back for her....theres alot of first for me in this model so any suggestions would be very helpful, thanks.
Oh, and as I was photoshoping these images together I realized that her arms were to short so I did fix that...if anyone else notices too.
That's pretty cool Slum. How do you print your shirts? Do you send the design to a print shop or do you have one of those screen printing machine things? I'd like to make my own shirts, but I'm not really sure how to go about doing it. Anyway, cool stuff, keep rocking.
Slum :Its looking nice.I am second to learn,how you printed it.
Anyway,Boring with my dominancewar entry.
Just,I did a Quicksketch and Quickstarted to model.wip.
Replies
I had never heard of the character Porco Rosso before. When I had the idea I thought it would be fun to make a Pig Pilot just because of the saying "When Pigs Fly."
I was sure it had been done plenty of times before though, since it wasn't that original of an idea. I'll be adding some pics of Porco to my reference folder. I like the name Porco Rosso too - maybe I will just end up calling this a redesign of that character
Working on a new enviro with normal,spec, and emissive, lots of props and detailing to go.
I've always wanted to make his plane. . . maybe this will get me to actually do it. . . nah.
anyways, here's some textures i've been doing in spare time.
cheers
im satisfied
slug/biomech symbiot:
I'm also working on a dojo (hell, everyone needs to have made one! Right?), but this is more a lighting testrender than anything else...the idea is a setting sun coming through the front door, getting reflected off the ground into teh corner (if that makes sense):
Can't decide if I like the flat roof better than the hollowed one:
And finally the first female I'm making which actually looks female And yes, I did mean to make her a bit butch...if she ever makes it to a FPS, she better look like she can kick your arse :P
I remember having a blast with those maps from Counter-Strike...
Until I fell down, started to laugh uncontrollable, and... well, here we are
But I've been playtesting and have come up with a solution to inevitable frustrations. First off, jumping isn't such a focus...much of it is either closing on archer/wizardtype characters or distance sniping (depending on if you want to smash, archer or wizzard your foes to smithereens ). And just walking: Oblivion's liberal playercharacter collision detection takes care of the rest (I swear, the gaps over which you can walk in the game are quite entertaining if you don't take care ).
Also, I've added in invisible walls around the platforms so that if you ever fall off, you slide down to a point close to where you fell off. I still need to get a custom air-whoosh sound effect going when you hit those slides, so it seems as if it's the wind which deposits you slightly lower. You can still commit hari-kiri if you want to though, to enjoy the scenery flashing by as you plumet :P
My biggest problem is probably going to be segmenting the huge castle you are adventuring up to. I'm not to sure how exactly to handle it yet (even though I've pretty much finished the mock up), and I really don't want it to be just a front gate loading screen type thing; I want to wander around the castle/emir's wizard tower a bit.
I guess it kinda is I like me my platformers :P
But I've been playtesting and have come up with a solution to inevitable frustrations. First off, jumping isn't such a focus...much of it is either closing on archer/wizardtype characters or distance sniping (depending on if you want to smash, archer or wizzard your foes to smithereens ). And just walking: Oblivion's liberal playercharacter collision detection takes care of the rest (I swear, the gaps over which you can walk in the game are quite entertaining if you don't take care ).
Also, I've added in invisible walls around the platforms so that if you ever fall off, you slide down to a point close to where you fell off. I still need to get a custom air-whoosh sound effect going when you hit those slides, so it seems as if it's the wind which deposits you slightly lower. You can still commit hari-kiri if you want to though, to enjoy the scenery flashing by as you plumet :P
My biggest problem is probably going to be segmenting the huge castle you are adventuring up to. I'm not to sure how exactly to handle it yet (even though I've pretty much finished the mock up), and I really don't want it to be just a front gate loading screen type thing; I want to wander around the castle/emir's wizard tower a bit.
[/ QUOTE ]
since yiou're complaining about the textures, look around on planetelderscrolls.com for any mods for morrowind and oblivion made by me (author name jarrod). i gave the whole modding community permission to use any textures from any of my mods for use in theirs, as long as credit was given of course.
wel lfound a few hours to spend into the messenger plane, still a lot of work to do, but i think i'm heading for the lowresversion next
serious question time: why the hell did no-one tell me how much fun maya 3dpaint is??
mudbox doodle>retopo with nex>3dpaint
just a sketch y'kno but whoot fun
[/ QUOTE ]
HAHAHA! It's Buckethead! Rad.
-caseyjones
Sogun : Mostly one piece, a 1,000,000 poly mesh in Mudbox. Eyeballs and glove cuffs modelled seperately. The lowpoly is 3900 tris, with a 1024x1024 texture (diffuse, spec, normal with gloss in the spec alpha channel).
Rick Stirling : Do you know if Rockstar are hiring any character artists at the mo? I'm another Silo fanboy, so I'd help you preach THE TRUTH
Take a looksee
anyways here's what i got now.
very weap
oh well
Minor update on the yellow bastard, still not a great likeness, but better than before.
I like the body head and legs a lot man, only thing not doing it for me is the toes and hands. the hands might just be because they're not posed
light test, he'll be dressed.
first go at mudboxing for gameartists.net comp..
- got runners up
I decided I wanted to "update" the wardrobes of two well known character classes from one very well know video game franchise. The character classes...The Black and White mage...the game...Final Fantasy! I wanted to make the costumes more realistic and very fashionable. (The Devil Wears Prada meets Fantasy)
As of now I have the Black mage modeled and I'm looking for some heavy feed back for her....theres alot of first for me in this model so any suggestions would be very helpful, thanks.
Oh, and as I was photoshoping these images together I realized that her arms were to short so I did fix that...if anyone else notices too.
Just finished this shirt, and they got shipped friday. The model is yours-truly
Anyway,Boring with my dominancewar entry.
Just,I did a Quicksketch and Quickstarted to model.wip.