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[P&P] - What are you working on? 2008 Edition

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  • KikiAlex
  • Havok
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    Havok polycounter lvl 14
    Rick - That is awesome, I can't wait to see more.

    Vitor - That is looking awesome as well, get some strong specular on that blood and make it shine, dude.

    LoTekK - Very disturbing indeed!

    KikiAlex - Looks good so far, keep it up!
  • kite
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    kite polycounter lvl 17
    that's some really cool prop work imslightlybored, I like the paris subway entrance particularly. It'd suit some additional GOW techy bits

    got the mutant underway, i think he's a bit vanilla with his one big mutant arm so maybe do some reprojection oddness with the limbs to get a bit more distortion in there. he's going to have a pair of furry dice, necklace of ears and a stopsign turned into armour of some kind too, legs and arms are pretty wippy still.

    AAAAAAH.jpg
  • Bryan Cavett
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    Bryan Cavett polycounter lvl 19
    kite: stop being so awesome.
  • Ferg
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    Ferg polycounter lvl 17
    beautiful work Kite. The hips look a little off, maybe the thighs intersect the body a liiiittle too low? I don't know. He's a mutant. I aint no mutant doctor.
  • Martin Henriksson
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    Martin Henriksson polycounter lvl 9
    final7mo9.jpg

    This weeks school assignment, would have liked to spend more time to polish on it but im already past deadline so i cant.
  • monkeyboy_garth
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    monkeyboy_garth polycounter lvl 9
    Hey Mr Kite, that is too freakin awesome!

    Made some changes to my hands, making the tops more convex like you suggested. Also paid a bit more attention to the shapes of the fingers when you look straight on.

    hand_wip2.jpg
  • butt_sahib
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    butt_sahib polycounter lvl 11
    kite:
    Excellent work as always. Cant wait to see all the models in one concentrated folio!

    lottek:
    Looking dandy :D
    cant really see the gauntlet working however. I couldnt think of anything either on how to tackle it :P

    Vitor:
    Too much blood at this stage sounds weird. I try to keep those superficial details like blood till the end. BUt to see how it works, its understandable :P Planning on referencing a rhino?

    monkeyboy:-
    finally something from your end after, lets see, A LONG WHILE :)
    Looks great. NOW get as much details in it as possible.


    I really need your help guys. PLease help:-
    2383,juggupdateUHFHW.jpg
  • seforin
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    seforin polycounter lvl 17
    slowly but surely working on him

    duds1.jpg

    hoping alot of the issues were addressed versus last time, still need to fix up wrinkles in pants and redo his shoes and still touch his gloves.
  • Neo_God
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    Neo_God polycounter lvl 18
    kite wrote: »
    that's some really cool prop work imslightlybored, I like the paris subway entrance particularly. It'd suit some additional GOW techy bits

    got the mutant underway, i think he's a bit vanilla with his one big mutant arm so maybe do some reprojection oddness with the limbs to get a bit more distortion in there. he's going to have a pair of furry dice, necklace of ears and a stopsign turned into armour of some kind too, legs and arms are pretty wippy still.

    http://www.adventuresincommuting.com/AAAAAAH.jpg

    Terrific design so far, I love the soft skin hues you used, and the expression on his face is super.
  • Pedro Amorim
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    bloody hell MrKite!! so awesome! in another note, when do we get to see your site?
  • tom.drin
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    tom.drin polycounter lvl 17
    butt_sahib: Normal map looks odd. Try invert green channel of normal map. (Or use checkobox to invert it in shader)
  • Levus
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    Levus polycounter lvl 11
    LoTekK - I like it:)
    kite - looking very characteristic! I like the form!
  • Japhir
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    Japhir polycounter lvl 16
    ok i'll post it here aswell, the sketch threads need to become more popular, there is some amazing stuff going on there for example in Jouste's thread.
    boratpiratekh2.jpg
  • ImSlightlyBored
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    ImSlightlyBored polycounter lvl 13
    kite wrote: »
    that's some really cool prop work imslightlybored, I like the paris subway entrance particularly. It'd suit some additional GOW techy bits

    got the mutant underway, i think he's a bit vanilla with his one big mutant arm so maybe do some reprojection oddness with the limbs to get a bit more distortion in there. he's going to have a pair of furry dice, necklace of ears and a stopsign turned into armour of some kind too, legs and arms are pretty wippy still.
    hey man, cheers. Dont tempt me with GoW or tech! I was originally going to design my own along those exact criteria, but when I realised I needed more variety and I couldn't even come close to the existing ones, I went for those designs.

    Mutant looks nice! Took me a little while but I finally figured it out - the face reminds me of the guy in the goonies! Cant wait to see where this goes
  • Ruz
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    Ruz polycount lvl 666
    looks great kite, very doom 3 ish
  • BoBo_the_seal
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    BoBo_the_seal polycounter lvl 18
    Kite: That looks soooo nice. love your colors.

    - BoBo
  • dur23
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    dur23 polycounter lvl 19
    haha kite made double nipples.
  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    Kite - looking great as alwasy.

    Seforin - is that from the Street Fighter Dudley challenge?
  • seforin
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    seforin polycounter lvl 17
    Kite - looking great as alwasy.

    Seforin - is that from the Street Fighter Dudley challenge?




    no? It was for fun, theres a challenge somewhere? -_0
  • Armanguy
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    Armanguy polycounter lvl 17
    i think it looks better with a viewport grab but lets see what you guys think of the render :S i did alot of work on it, working with some material more making subtle scratches got rid of the camo.

    942346_20071211_screen008-10.jpg
  • Jesse Moody
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    Jesse Moody polycounter lvl 17
    muddling away...

    7.JPG
  • animeboyz
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    animeboyz polycounter lvl 17
    Just some mecha stuff

    See if you can guess who it is!

    MechaStuff.jpg

    @snake85027

    That's an amazing wood shader, great job!

    @ebagg

    JAWsome!

    @lowTekk

    Awesome Concept! Makes me want to watch the crying game >_>

    @Frozan

    Do you use photo based alphas on the projection editor to get that kind of detail? Or is that all "hand" sculpted in ZBrush

    @SyaPed

    I really like the hat and cloak, they really help make this piece!
  • System
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    System admin
    0819rakugakiredux.jpg

    More tinkering with a previous doodle \o/
  • killingpeople
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    killingpeople polycounter lvl 18
    kite, you have to be surprising even yourself with these last ones, wow man, i don't know your work all that well, i've only been following your work for a few years now, i know it's pretty top notch but these new ones have got to be breaking personal boundaries... really very inspiring. what modeling software are you using to create your last two pieces you've shown here? if you don't mind sharing, some do, how are you coloring these. i don't expect anything detailed.

    ... wow.
  • Martin Henriksson
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    Martin Henriksson polycounter lvl 9
    final11wg7.jpg

    Ok i just had to fix some things on this as they was really bugging me.
  • kite
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    kite polycounter lvl 17
    cheers guys
    thanks for the crit Ferg, he's got a weirdly long torso so it looks a bit odd, i'll tweak the thigh placement

    cheers Kp! they're sculpted in zbrush, the colour is just polypainting. It's a brown material with blue shadows and a little bit of pink and green in the skin tone. The base material is mudcap1 (not sure who made it) which i found on zbrushcentral.

    In terms of software, just z and max though I do have a custom config for zbrush that apes mudbox. Another thing copied from mud is a bunch of brushes derived from lathes of falloff profiles. They're all made using that cool gradient ramp technique of piors. Together with clay and claytubes they give a nice clean stroke, I found the default alphas in Z a bit ragged and the Z falloff seems to be completely broken.

    http://www.adventuresincommuting.com/mudprofiles.jpg
    http://www.adventuresincommuting.com/ui.jpg
    http://www.adventuresincommuting.com/mudbrush.zip
  • Vitor
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    Vitor polycounter lvl 18
    Thanks for sharing all that kite. Some very valuable information for sure. That UI looks pretty robust too, need to rework mine I suppose.

    Did a few more texture work on the rhino. I'm afraid of how it might look on other monitors. I'm using a old CTR one with the gamma/contrast sittings broken, and don't have any other one here to compare. I'll try to take a look later and fix.

    17fq2.jpg
  • Deathead
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    I'm working on a Stielhandgranate(My first model posted on here).
    xt_apollo_pic.php?i=1578133
    Edit: Some interesting facts..
    Polies=180
    Texturesize=512x700(reason being is because I made the texture first on a 512x512 map, then I forgot about the top so I had to make room.)
    Programs used=Blender and Paint.net.
  • Jaco
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    Jaco polycounter lvl 17
    Many thanks for that kite!
  • Japhir
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    Japhir polycounter lvl 16
    wow thanks a lot kite! those alphas are amazing! and so is the ui. took me a while to get it working :P.
    is there a way to set it all as defaults? like max has the maxstart.max file? then i wouldn't have to load those alphas and change the ui etc. all the time.
  • Funky Bunnies
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    Funky Bunnies polycounter lvl 17
    yeah, these rock, Kite. Definitely better than my really lameass setup.

    Japhir: you could dump the alphas in Program Files/Pixologic/Zbrush3/Zstartup or in Zdata
    Also, to set the config as a default, just preferences->Config->Store Config
  • Ryan Smith
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    Ryan Smith polycounter lvl 11
    This thread is always filled with good shit.

    Finally textured that bridge i posted a while back :-)

    bridge_texture.jpg
  • Popeye9
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    Popeye9 polycounter lvl 15
    Thanks Kite for the links. I all ways love getting new alphas.
  • Ruz
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    Ruz polycount lvl 666
    been messing with alpha test hair again. Real pain to get hair looking even half decent

    hairtest.jpg

    This character has turned in to a bit of a test bed for trying out stuff I find hard
  • SouL
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    SouL polycounter lvl 18
    I think you're using too many small strips that are all using the same similar texture.

    One of the best ways to get a good hair texture is to increase the size of the planes you're using for the hair.

    But when you have a hairstyle where it's just simply combed in both sides with a single split, you can actually cover quite a bit of area with just 1 polygon sheet.

    The trick is to paint a really good hair texture that works for most front and overhead shots. You're going to aggravate yourself trying to get hair geometry that works from all angles. That doesn't happen unless you're doing pre-rendered, software solution hair.

    Aim for achieving hair volume through texture and not geometry. And also worry more about the overall shape and form of the hair style. Thinking about it on an "individual hair strand" level doesn't work.

    There are some tricks too for blending the hair texture into the scalp. But I can't be giving away everything, now can I? :)
  • OBlastradiusO
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    OBlastradiusO polycounter lvl 11
    Here's what im working on. It's a alien temple for a game company, and right now the textures are 2048 but will shrink them down soon to 1024. Going to add more stuff too it later and export it into the Unreal 3 engine.

    annexsam16jy4.jpg
  • konstruct
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    konstruct polycounter lvl 18
    I feel you Ruz. i`m about to chuck my PC out the window because of hair planes. I`m trying to do TONS of hair though like some fabio type shit, and its not working out to well. Honsetly I think what you have looks pretty good, but I`m still new at hair even though I`ve been working on it for what feels like months.

    SouL: much thanx for the info!
  • veteehrri
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    veteehrri polycounter lvl 17
    hi guys, lot of great work here and i would like to share something i'm working on too.
    it's w.i.p. from a character that i've started to a contest and didn't finished in time, but and still working on and don't know how far is to finish him as i'm very interested to enter in this Unearthly Challenge.
    wip_07.jpg
    cheers
  • maltuna
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    Been working on this pillar for a environment I'm modeling. Pretty happy with how its turning out.

    mapillarah6.jpg
  • achmedthesnake
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    achmedthesnake polycounter lvl 17
    Soul -you must give usssss your secret hair techniques,(cause i suck at convincing hair aplha/planes) pleeasse
  • Ruz
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    Ruz polycount lvl 666
    hmm actually Soul I don't 'totally' agree with you on that.

    I think a mixture of large and smaller planes to fill in the gaps 'can' work very well.

    The only thing I haven't done is vary the textures/aplhas as you say

    After doing this I have a better idea of where I am going wrong

    Also I think it really depends which kind of style you are going for as to how you approach it.

    Big planes work great for female hairstyles I think.

    Anyway this hairstyle shit will not defeat me agghhh!!

    In all honesty though its a bitch to get right.

    Hairstyles are just chaotic and its hard to pin a definite workflow down.

    They start off looking good, then as you add more to it, they start to look crap

    konstruct yeah it s just a pain really. Check out some of the final fnatasy techniques.

    The hair was stylised but nice looking.


    looks good maltuna : perhaps vary the spec a bit
  • Farfarer
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    An environment I've been working on in the evenings these past 2 weeks to learn some UE3 stuff.

    Seriously digging the material editor, not so much digging that bastard little tickbox to turn on lightmaps.

    There's a whole shit load of stuff I still want to add/change, but had to draw the line and wrap it up.
    Rockefeller_All_Small.jpg
  • benclark
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    chopper pilot - 14000 triangles

    screengrab from maya viewport...
    cpScreengrabFront2.jpg
  • tacit math
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    tacit math polycounter lvl 17
    niiiiice benclark. real sweet form for that ( or any other ) tri count
  • Vitor
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    Vitor polycounter lvl 18
    I would say he forgot a 0 on the end x.O
  • benclark
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    yeah sorry, edited that now - its 14,000 triangles
  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    Ben, that's lovely. Can we see wireframes? I've love to see how much of your budget the harness ate up.
  • benclark
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    thanks Rick, heres a wire....
    cpMesh.jpg
    the harness was a lot of polys. My client wanted them as a seperate mesh :(
  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    Yeah, thought so :)

    It looks great, top work.
15455575960103
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