Jeremy-S: Wicked modeling. I really like the hard surfaced areas. I'm not sure if you did it on purpose, but the the structures in the middle of the pecks and right under the ribs seem to draw the eye in since they almost make a circle. If that wasn't your intention, maybe softening it up in the peck area could balance things out. Very cool modeling none the less. Can't wait to see more.
Jason that looks like something out of mass effect :P i should know lol great stuff man! hows your unreal scene set up for those screens it looks really nice!
Took some quick screenies in unreal, I WILL get this into marmoset... just need to figure out how it works >:(
Marmoset's easy-peasy.
Save your model as an OBJ and your textures as TGAs
Open Marmoset
Click on Material Editor
Under the File tab click Open Mesh to browse for your OBJ and open it
Click on the Mat tab and select Phong Environment (since this is a world model and not a character)
Use the Diffuse Map, Normal Map and Specular map buttons to search for your textures
Make sure to check the box that says "use specularity"
The C and R buttons clear a texture and reload a texture, respectively
The Blend Modes let you select whether your model will use the alpha channel of the diffuse to control opacity, among other things
The Render tab lets you adjust post-processing effects
The Sky tab lets you select a different sky file from Marmoset\toolbag\base\sky
I think i don't have the proper updates or something... i think it has to do with that opengl mumbo jumbo and i still haven't read the how to about that I'll get there though! Hopefully this weekend.
AE!!! Its been awhile man, we never talk anymore... I do however have rens to replace you... for now!!!! The steup itself was very quick man, the basics, I messed around with some post processing, and then messed with it a bit more in photoshop (the edge blur etc.)
Just something quick basically... really cool little comp.
Woogity it has a lot of problems, the most notable of which is the masculine upper body. Look at that back it is buff and huge. A slim woman's back muscles cause concave shapes not muscle volume. Most of what you're feeling is off will have to do with masculine proportions and features. Bottom line becomes, stop making a man with woman features, spend time studying women for a while. Treat them as another animal entirely so you don't just fall back on habbits of male anatomy.
AE!!! Its been awhile man, we never talk anymore... I do however have rens to replace you... for now!!!!
Rens will never replace what we had!
Also the reason we don't talk is i don't use my old MSN anymore add me up on my new one armanseuphoria@hotmail.com i use it at work to so we can talk all day will be BFF's again and then you can ditch that halo loving rens :poly142:
yea i built id off a male base i have that i modified a bit, i was using refrence but i guess its harder to see major form issues than details esp with posed refrence...
Here's something I've been working on the past few weeks. Really early stage stuff from my game. Everything is totally WIP, but it's getting there.
[ame]http://www.youtube.com/watch?v=44VAYGfXRFo[/ame]
diffa: Cool! I love rally games and I'd totally play one on my iPod Touch
This.
I have an iPod Touch and I've been thinking about getting a couple of games for it, but nothing looked too terribly interesting. It'd be sweet to get something besides solitaire and support a Polycounter at the same time.
To Do:
- engine,
- suspension components,
- cage cabotage,
- seats and cockpit equipment,
- textures (how I had inspired, I'll hi-poly of NURBS and then burn normals)
Swizzle, thanks I'll add those in. Never thought of that, actually.
As far as the future of this guy, I'm probably just gonna leave him at this high res version. I have nothing planned for him as far as low poly, map generation, and all that.
Ani - really digging your style - the other scene you posted, did you hand-paint your textures or were the shadows/rim light all achieved with shaders/rendering ?
@ diffa - have you thought about a fast-start off the line like the real rally cars do, where they rev up and hit the launch button - think it was on top gear or something, an automatic dual-clutch system.
Replies
Still working on it, but I'd figure I should dirty up this thread a bit.
(image below)
This was based off of Paul Richards awesomely awesome crate sketches.
Can you post the concept?
Took some quick screenies in unreal, I WILL get this into marmoset... just need to figure out how it works >:(
[img][/img]
Marmoset's easy-peasy.
Save your model as an OBJ and your textures as TGAs
Open Marmoset
Click on Material Editor
Under the File tab click Open Mesh to browse for your OBJ and open it
Click on the Mat tab and select Phong Environment (since this is a world model and not a character)
Use the Diffuse Map, Normal Map and Specular map buttons to search for your textures
Make sure to check the box that says "use specularity"
The C and R buttons clear a texture and reload a texture, respectively
The Blend Modes let you select whether your model will use the alpha channel of the diffuse to control opacity, among other things
The Render tab lets you adjust post-processing effects
The Sky tab lets you select a different sky file from Marmoset\toolbag\base\sky
AE!!! Its been awhile man, we never talk anymore... I do however have rens to replace you... for now!!!! The steup itself was very quick man, the basics, I messed around with some post processing, and then messed with it a bit more in photoshop (the edge blur etc.)
Just something quick basically... really cool little comp.
edit: see... rens is here to save the day!
cmon do it!
edit: seriously, cmon doit!
Nice start Warriah!
Messing around in mudbox, lot more work needed, props to anyone who knows where it's from
I see what you did there!
Appold street to be exact - I work in the building on the left.
http://maps.google.com/maps?q=Appold+St,+Hackney,+Greater+London+EC2A+2,+United+Kingdom&oe=utf-8&client=firefox-a&ie=UTF8&hl=en&cd=1&geocode=FUYkEgMds7_-_w&split=0&sll=37.0625,-95.677068&sspn=23.875,57.630033&ll=51.520547,-0.082054&spn=0.009012,0.01929&t=h&z=16&layer=c&cbll=51.520611,-0.081954&panoid=eN1N8GlsfVFwHBTuvcKGQA&cbp=12,34.28,,0,-4.01
maybe just a bad angle on the head? brow too heavy?
crits would be helpful, only like my 3rd lady
-woog
Here's a quick 3d 'doodle' I just finished.
Ani, well, dayum.
That's the "Alien Assassin" enemy cut from HL2 i think (?)
Rens will never replace what we had!
Also the reason we don't talk is i don't use my old MSN anymore add me up on my new one armanseuphoria@hotmail.com i use it at work to so we can talk all day will be BFF's again and then you can ditch that halo loving rens :poly142:
More changes to the lucha:
Nice progress on the legs of him, underlines the "I am a tank" look pretty well, especially since the legs are a lot shorter now.
thanks Art machine!
-Woog
[ame]http://www.youtube.com/watch?v=44VAYGfXRFo[/ame]
Incidentally I'm going to be in Helsinki next week
i think this one looks better switched photo refs and lowered her center of gravity
whatcha think?
-Woog
This.
I have an iPod Touch and I've been thinking about getting a couple of games for it, but nothing looked too terribly interesting. It'd be sweet to get something besides solitaire and support a Polycounter at the same time.
mouth and ears need more work.
Swizzle, I hope I addressed the backs of the knees correctly. If not, lemme know and I'll change it.
Update:
erm bad photo, its dark in my batcave..
What sort of colors are you planning to use for the textures?
front lights:
To Do:
- engine,
- suspension components,
- cage cabotage,
- seats and cockpit equipment,
- textures (how I had inspired, I'll hi-poly of NURBS and then burn normals)
everything has been done with blender.
PS. sorry for my english
Walk cycle for a game I'm working on. I think I'm getting the hang of this now.
As far as the future of this guy, I'm probably just gonna leave him at this high res version. I have nothing planned for him as far as low poly, map generation, and all that.
Ani - really digging your style - the other scene you posted, did you hand-paint your textures or were the shadows/rim light all achieved with shaders/rendering ?
@ diffa - have you thought about a fast-start off the line like the real rally cars do, where they rev up and hit the launch button - think it was on top gear or something, an automatic dual-clutch system.
Like this :
[ame]http://www.youtube.com/watch?v=Q-ylFpAhXcU[/ame]