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poopipe
08-03-2009, 10:03 AM
big toe:

there should be fish skeletons floating in that.

i dont know why, there just should

Joseph Pomeisl
08-03-2009, 08:46 PM
More painting. Started on the back, but not much going on there.

BiG ToE-3DT
09-03-2009, 01:17 AM
more spunk of the Monkey:

this time with more fish bones.

katana
09-03-2009, 08:58 AM
Been working this Peugeot 206 since the mini ended...getting there.

http://img.photobucket.com/albums/v112/katana2665/206WIRER.jpg

http://img.photobucket.com/albums/v112/katana2665/206WIREF.jpg

Joseph Pomeisl
10-03-2009, 01:00 AM
Call it done, so technically it doesn't belong here. Sorry 'bout that.

Pickman
10-03-2009, 03:50 AM
Call it done, so technically it doesn't belong here. Sorry 'bout that.

Me either! Mine is done too!

http://img19.imageshack.us/img19/1042/pickfin.jpg (http://img19.imageshack.us/my.php?image=pickfin.jpg)

This was all done with Buzzy's super sweet shaders. Including a hacked 4light version of his SSS shader. (thats right a monkey with a keyboard and mouse can cut and paste from one code to another. YAY!:dance:)

poopipe
10-03-2009, 08:10 AM
:smug:thats right a monkey with a keyboard and mouse can cut and paste from one code to another. YAY!:dance:)


it's true.

some monkeys even manage to make a career of it for a few years :smug:

katana
11-03-2009, 01:01 AM
First experiments using dome lighting and hdri. Tutorial by Aziz Khan found on 3D Total...

http://img.photobucket.com/albums/v112/katana2665/RH_lighting_test.jpg

Joseph Pomeisl
13-03-2009, 07:48 PM
I'm working on making my right hand jealous. I told it 'don't worry, you're the one doing all the work; just 'cus I look at Lefty more doesn't mean I appreciate you any less.' Then Righty flipped me off.

katana
15-03-2009, 01:09 AM
Getting closer...a half dozen details on the body, wheels/tires and underside. Then the rest of it of course.

http://img.photobucket.com/albums/v112/katana2665/206.jpg

Tetsuya
15-03-2009, 02:13 AM
a character for my AP art project, crits on wireframe/proportions?

DeadlyFreeze
15-03-2009, 02:16 AM
Looks spot on to me, nice work.

BiG ToE-3DT
15-03-2009, 04:24 AM
hard to tell from that angle, can you post a front and side view.

Joseph Pomeisl
15-03-2009, 06:58 PM
Trying to get that bloom effect, screened a high contrast/blur render in PS. Is it working or too much?

reroshaggy
18-03-2009, 08:01 PM
looks ok if you can get a hold of Flaming Pears "aetherize and Melencholytron" filters. Aetherize makes everything dreamy ..ish, Melencholytron is an amazing blur filter.

Joseph Pomeisl
27-03-2009, 03:21 PM
Thanks for that - pretty neat stuff.

BiG ToE-3DT
23-07-2009, 06:29 PM
Afro...
http://i55.photobucket.com/albums/g129/DJBiGToE/003-11.jpg

BiG ToE-3DT
01-08-2009, 03:38 PM
http://i55.photobucket.com/albums/g129/DJBiGToE/013-6.jpghttp://i55.photobucket.com/albums/g129/DJBiGToE/014-6.jpg

BiG ToE-3DT
03-08-2009, 04:54 AM
http://i55.photobucket.com/albums/g129/DJBiGToE/030-8.jpg

Joseph Pomeisl
09-08-2009, 08:10 PM
Probably model this in the near future...feel free to refine/model him if you'd like; just send me a line if you do, por favor:D

chris_solo
09-08-2009, 10:17 PM
Hey king! you know what?.. >>>>>>>>>>< I love you brotha :D

Joseph Pomeisl
09-08-2009, 10:22 PM
...I love you more...

BiG ToE-3DT
09-08-2009, 10:59 PM
this gives me an idea for a low poly comp. What if we took a single concept, everyone used it, but did a twist, to make it their own. Or not. Just saying.

Joseph Pomeisl
10-08-2009, 12:48 AM
hrmm...that might work. If everyone were allowed to add gadgets and whatnot, there could be a good deal of variety. Style choices would vary as well. Not a bad idea...

poopipe
10-08-2009, 08:30 AM
this gives me an idea for a low poly comp. What if we took a single concept, everyone used it, but did a twist, to make it their own. Or not. Just saying.

thats a very good idea

Ghost-D
02-10-2009, 07:12 AM
Just a little sculpting in Zbrush.
http://artbyghostdog.files.wordpress.com/2009/10/dmorse02.jpg
http://artbyghostdog.files.wordpress.com/2009/10/dmorse01.jpg
Maybe I could turn him into whole real-time character later. I already did some normal maps test on lowest subdiv. level and it came out very nicely.

And a progress GIF, just in case anyone would like to see it:
http://artbyghostdog.files.wordpress.com/2009/10/morsesculpting.gif

Perversonality
02-10-2009, 08:13 AM
Solid likeness there Ghost. Great work

poopipe
02-10-2009, 06:44 PM
yes,

that head's very close indeed - i recognised him without reading the name which is pretty damn good going.

I wonder whether the body wants to be a bit bulkier though - memory* says his uniform was quite a tight fit in the movie.




* a memory which is far from infallible

katana
06-10-2009, 12:53 PM
http://img.photobucket.com/albums/v112/katana2665/Sci_fi_metal_test.jpg

Just picking up the missing pieces in learning shading networks, hypershade, ect...thought this was interesting. I figure the spots a bit to hot, but I like it just the same.

hellkorgi
28-10-2009, 04:56 AM
Ghost-D: That's some cool sculpting, man!

Trying to model some monster in spirit of halloween
http://img.photobucket.com/albums/v699/s1l3nt_fox/concept_art/scaryMonster-003.jpg
http://www.artbyjeremy.com/others/MonsterBeetleCapture-003.jpg

Joseph Pomeisl
31-01-2010, 12:03 AM
working on this here gun - just the normals and Ao for now. and some quick renders:D

http://img693.imageshack.us/img693/28/gun1u.jpg
http://img208.imageshack.us/img208/8762/gun2u.jpg
http://img300.imageshack.us/img300/1687/gun3.jpg

rocneasta
31-01-2010, 12:24 AM
looking good, don't squeeze the trigger

Joseph Pomeisl
14-02-2010, 05:34 PM
...here's a further along version of the realtime web model viewer (this time using the Shadow Queen model from awhile back);
now has buttons to swap between wire, flat, and textured model:

http://josephpomeisl.webs.com/SQ_viewer.html

**double-clicking the buttons seems to work better**

poopipe
14-02-2010, 07:15 PM
i got a bit of time to work on my failed entry for the survivor comp.

This has been without any doubt the most awkward and unreasonable bake I have ever had the displeasure of being involved with - I won't go into details beyond saying that I had this chopped into something like 100 parts and used 4 different methods of baking normals to get it done. There's still fixes to make (distortion around the boot straps and bad smoothing on the holster in particular) but I can hack those with photoshop


anyways, I ditched the competition spec when I realised for certain the whole lot wasn't going to fit on one 2048 map, there's a 2048 for the body, 1024 for the backpack and 1024 for the gun at the moment (all perfetly reasonable given her obvious importance in the game world).
We're at 10k (and 11) tris.

I'm hoping to pop the buckles out with the diffuse, if that doesn't work I'm going to have to model them in. I'll post again if I ever finish it :D

BiG ToE-3DT
14-02-2010, 08:03 PM
would like to see this with at least some basic colors dropped on.

Joseph Pomeisl: the only thing that stands out, it's a bit on the dark side in the flat view. But then that could just be my sorry excuses of a monitor.

poopipe
16-02-2010, 09:51 PM
et voila!

the buckles looked rubbish so I made some more - its a few hundred extra polys but it was worth it

hmm, looks like I need to flip the green channel in the normals on some of those belts.

Joseph Pomeisl
17-02-2010, 01:46 AM
liking that cloth color alot.

poopipe
17-02-2010, 08:30 AM
I thought it was too strong but in the cold light of day and through the mist of man flu I'm warming to it.
I've learnt a lot of lessons from this one.

Joseph Pomeisl
01-03-2010, 08:07 PM
any progress, poop?

Perversonality
01-03-2010, 08:57 PM
Nice design there mate. Hope you are going to finish her off :)

chris_solo
01-03-2010, 09:09 PM
I started a robot!
made with 3dcoat for moment.

poopipe
05-03-2010, 02:00 PM
Nice design there mate. Hope you are going to finish her off :)


I will, I promised the missus. I'm mid-rebuild on 3 of my machines at the moment so have only got the laptop functioning right now.


chris_solo
that robot thing is interesting - can we get a better lit shot so i can see whats going on?

chris_solo
05-03-2010, 06:10 PM
thank poopipe for comment :)
sorry I didn't understand your second sentence, you want another render shot?
I haven't quite developed the rest of the body (arms and legs)...soon.

folktrollish
01-04-2010, 01:51 AM
Hello! ~4,000 tris so far, any comments or advise are welcome

terry1337
06-05-2010, 09:57 AM
im kinda new 2 3d moddeling could any body give me some nice tuts on character moddeling and stuff i really want 2 improve my work











http://www.inserttalent.nl/~gm12542/ yes its dutch but let it load before clicking XD im not such a good site builder my self tnx:dance:

terry1337
06-05-2010, 10:04 AM
and im not so good in low poly so i could use some help with that :D

BiG ToE-3DT
06-07-2010, 04:07 AM
punching bag
http://i55.photobucket.com/albums/g129/DJBiGToE/002-12.jpghttp://i55.photobucket.com/albums/g129/DJBiGToE/001-17.jpg

Chris.Y
19-02-2011, 08:31 PM
Some stuff that I've done the last two days :3

http://img543.imageshack.us/img543/9025/doubleodoor2.jpg

http://img12.imageshack.us/img12/6884/airco.jpg

StefanC
20-02-2011, 01:07 AM
thats some very impressive texture work you did there Chris Y :haha:

emoxic
27-05-2011, 09:10 AM
ugh, you guys, you are all wizards.

so i've been lurking for a little bit, but i've got a question. i've got this cloak. its one sheet of polys. see attachment. i've set the material to be 2sided. is it possible to give each side a different map? its a cloak, so i'd want an outside texture, and an inside one like a liner. how do you guys? i tried mapping it, and the texture just turns shows up on both sides (which works fantastically for the "low poly" hair test i did), can't really figure out how to get a second one (i am probably missing something obvious :\ )

BiG ToE-3DT
27-05-2011, 01:04 PM
two textures for a single sided poly, can't do it. If you want the inside to have a seperate/different texture, you would need to "thicken" the cloack. An easy way to do this, select all the pollies of the cloack you want a "second" texture for, alt-drag, this makes a copy of those pollies. Move them back to wear they came from. Unwrap them, texture them. There you go.

YEAROFTHEOX
28-05-2011, 08:44 PM
Actually, you can, just use the 'double sided' material, (if you're using max).

needse
16-07-2011, 09:28 AM
hi guys ive made this game model for a client but i new to game modeling .the model is around 27000 polys with the sails does this seem like alot or about right ?

BiG ToE-3DT
16-07-2011, 05:30 PM
that's alot.

needse
16-07-2011, 06:27 PM
cheers big toe

BiG ToE-3DT
16-07-2011, 10:11 PM
find out what they need, then just cut it down to fit.

needse
17-07-2011, 09:21 AM
yeah that would be nice big toe but ive got to figure it out myself (i have no help im afraid ) i also need to make a harbor level for the boat to race around in . any ideas on poly count for say an entire level? the machine running the game will be very high spec.i just haven't a clue whats alot of polys and whats not

BiG ToE-3DT
17-07-2011, 11:55 PM
ok, well if its a ps3 game, then you may be ok with a 20k tri count. How big is your texture?

needse
18-07-2011, 12:09 AM
text is 4000 ive got the polys down to around 12000 now sound any good ?


how many objects this sort of size could populate a scene very roughly in say a ps3 game (like crysis 2 mush have a million polys in the levels)

BiG ToE-3DT
18-07-2011, 12:15 AM
well, it's hard to say as far as how many in total(scene)

but, 12,000 for the boat is great. Make sure you are counting tris.

needse
18-07-2011, 12:16 AM
oh good cheers for ya help big toe

newhere
21-07-2011, 11:17 PM
Animation:
http://www.youtube.com/watch?v=36HwtOyTc4M

YKantBobReed
28-07-2011, 11:49 PM
My "Character modeling for Games" class has me doing a character that I've decided should look like someone in particular. Here are the current Wips. Let me know who you think it is, so I can decide if I'm on the right track.

YKantBobReed
30-07-2011, 10:51 PM
No one appears to have been through here, but I'm posting an update anyway. Please to enjoy.

Warlock 279
31-07-2011, 09:22 PM
Well, I don't recognize a likeness in the face, could just mean I don't know the person you're modeling it after, I do however recognize the overall design as Marc [BlueFley] Brunet's "Blanche" character. Her arms are looking just a tad thin, otherwise looking good.

YKantBobReed
01-08-2011, 01:23 AM
Warlock, thanks for the crit. I did forget to mention that it's not my concept, but since I basically never concept, I don't think anyone would think I was trying to take credit for that. I collect concept art, and sometimes the file in my concept art folder is just called Hi_Rez_01 or something stupid like that, so I didn't know who's it was.

YKantBobReed
12-08-2011, 06:15 AM
Here she is starting to get UVs for the low poly mesh. I like to set up two rainbow gradients, one darker and rotated 90 degrees, checker boarded to figure out UV space. It's a pretty easy setup for in MAX, give a shout if you'd like to know how I make it (and can't noodle it out in your head).

DG87
20-08-2011, 02:10 PM
I rarely keep up in here anymore, I mostly tend to hang out in Polycount. But here is a recent render of what I am working on: The Imperial Fist Fellblade: Iron Breaker

http://i4.photobucket.com/albums/y134/DG_87/IronBeautyShot08-18-11copy.jpg

poopipe
20-12-2011, 11:19 PM
posting anything in here is usually the kiss of death for me but since I've done virtually nothing but rigging and telling developers how to write a 3d engine for the last 6 months I figured I should prove I still know which end of a wacom pen does what...

concepting as I go (oh dear...)

washka
14-01-2012, 02:58 PM
Uwww, sexy style...
Big arms but lill' balls. Quite neat.

Zlatovous
18-08-2012, 04:50 PM
Not sure where to post it, so here I go.

I tried out this tutorial made by Milenia (http://www.youtube.com/watch?v=2Tgy0lBdJK0&feature=BFa&list=PL925958D31D8D30C7) because I needed to freshen out my skills, since I haven't done any 3D for almost a year :-) Also, I needed to step up my texturing.

Here is the out come. Still wip, need to work on the wood, but so far pretty satisfied. Any crit welcome!

I noticed at my previous work that I always put everything I could find into my textures, creating horrible mess with no real details. This time I tried to hold back. Did I succeed or is it still too much? I have been looking at this model for too long so I can't really say :-(

http://img1.rajce.idnes.cz/d0103/6/6921/6921395_e10d65c85bb4bb2e18be774579a60d77/images/m37-shotgun-wip1-1.jpg?ver=2

http://img1.rajce.idnes.cz/d0103/6/6921/6921395_e10d65c85bb4bb2e18be774579a60d77/images/m37-shotgun-wip1-2.jpg?ver=2

Cordero
18-08-2012, 07:24 PM
a real nice comeback my friend! :D

personally, I miss the AO where the wood meets the metal, I feel no connection between the two materials.. if u want to skip ao, u can try rust leaks from the metal onto the wood surface, that could look kinda nice, and would make them come together!

overall I think the metal parts are really nice, I wouldn't change a thing on it, already looks real. But somehow the wood parts are kinda dead for me.. maybe its the specular, because most of the weapons have like a "layer" on top of the wooden parts which makes the wood more tolerand, and also have a kinda plastic highlight to it.. but this is just a wild stab in the dark :D

anyway these are small things, its awesome overall! :D
u should finish the bieber killer gun :D