Show and discuss progress on anything here for feedback (upload finished work to your journals)
Work in progress
city experiments
I need practice on cities, i used a photo and painted in my building, i'm sure as i get better with this style the buildings will start looking better, we'l see i guess.
tokyo 2100 AD
[IMG]http://members.optusnet.com.au/alti2/lotokyo2100.jpg[/IMG]
A Portrait
[img]http://www.sumea.com.au/simages2/56_ill_portraitL.jpg[/img]
Trying to create something that looks a little more painterly then my usual stuff.
More laying of picked colours, less blending and merging. Using photoshops wet brushes and wet edges.
Photo ref used. Not perfect by any stretch but I am quite happy with how it came out.
[img]http://www.pantmonger.com/scraps/ill_helga.jpg[/img]
While I?m at it tonight have another one, this one is a gift art. It?s a portrait of a friend of mine from a photo of her. I hope she likes it.
Pantmonger
one thing I'd like to suggest and see you try, is to make a palette knife brush for the smudge tool -- a horizontal line with a few breaks of imperfection in it (the knifes edge), set it up to be as fluid and smooth as possible, and angle set to directional.
The reason I'd like to see you try this is as a tool for refinement which mimicks that of classical painting. Instead of blending into things, the palette knife lets you move mass of paint around at different stages of its drying phase, and "scratch" paint into contextual directions... I think that would work quite well to retain your lines and stroke work, but allow you to refine at any chosen level for any area of the work (eg, breaking up the hair line, and scratching suggested layering into the hairs highlight).
anyways, just a suggestion really, I thought it may be something you'd be interested in trying out if you hadn't already [:)]
Sorceror Bob: Thanks, its easy to fall in to repetition even with learning exercises. I keep trying to pull myself up and think about where I am going. I so want to apprentice myself out to an old master *sigh* I don?t suppose you can do that anymore oh for the renaissance.
J.I.Styles: Thanks its definitely something I?ll have a stab at, it sounds interesting. Thanks for the directions.
Pantmonger
Reclining nude
[img]http://www.sumea.com.au/simages2/56_ill_tannudeL.jpg[/img]
I just really liked the original photo and wanted to do it in a softer kind of way.
Info for interested parties.
Image was photo ref (from Domai), and was ?painted? on one layer using a hard brush and pressure linked to opacity control using PhotoShop CS.
Pantmonger
Old traveller
Latest model....
[img]http://members.optusnet.com.au/~rowanfamily/oldman_01.jpg[/img]
[img]http://members.optusnet.com.au/~rowanfamily/oldman_02.jpg[/img]
This was done purely for fun, I didnt have a poly limit in mind so I was liberal with my poly use (just look at the necklace. I havent joined the neck area to the head so ignore the for the moment, also the head hasnt been weilded together yet.
Looking for some hard crits on it.. especialy the mesh construction and the planes around his face (which is supposed to be fora beard btw)probably wont texture ir or anything. Its at about 4.5k
Hi Makk
I'v spotted a few little things that may be issues, but otherwise it's a fairly clean mesh
# The bottom corners of the pockets on his shorts connect to the middle of another polygon which may look a bit odd when animated
# add an extra definition line across the front of his shirt sleeves to help smoothen things out
#You could remove the string from the pendant and texture it instead, unless it's going to be animated
#If the strap which holds his hat in place is paper thin you could weld the end of the first polygon down to the side of his head and replace the rest with textures
#Some of the polygon strips which your using to define the beard could be moved up slightly around the edge of the mouth, to help with blending
It?s nitpicking to the extreme, but I cant see anything else that needs improvement [:)]
deathmatch fighter
meh...Im calling this one finished-
[img]http://members.optusnet.com.au/~rowanfamily/dmfighter_final1.jpg[/img]
Supposed to be a street deathmatch fighter with matching swords.
Unfortunatly I havent learned how to rig so I can only present him in this boring pose.
2254 Tris and 1 1024 texture map.
[img]http://members.optusnet.com.au/~rowanfamily/dmfighter_wire.jpg[/img]
[img]http://members.optusnet.com.au/~rowanfamily/dmfighter_flat.jpg[/img]
For a deathmatch street-fighter he has puny girl hands! :P
Initially I thought it was a funny sort of concept, but upon reflection he would fit right into a 'Mad Max Thunderdome' sort of scene really well. Thanks for posting the texture map too, I'm looking at them through new eyes since the last 3d comp.
hmmm...yeah his hands are quite small, somthiung that can be fixed easily enough.
As for the concept, I dont think its that well design as its a bit of a mish mash. Like I wasnt too sure what I would do with the face mask. I should have concepted him out more before I began. Lesson learnt!!
Texture work too is pretty shoddy, especially the boots area.
At the same time there?s definitely some neat things about him. I think the anatomy generally looks pretty good. Possibly some of the smaller scratches on his skin might look a little too much like you would expect scratches to look on metal.
Overall it?s a pretty good job ? I could defiantly imagine him in a Mad Max type environment.
Are you planning on learning how to rig and pose? If you use max, character studio makes it a breeze.
Just looking at that id say the boots stand out the worse. They just dont seem to gell with the rest of the concept well. Other then that though its still a pretty cool texture, that mask looks ten times better in the flat then it does on the model. Which i know dosent help when people only see the model but i think this sort of highlights there might be more faults in the model then you can correct with a texture (the small hands, the mask etc).
Just a tip for you when your taking renders to help give a close rendition of what your character will look like in game and to accurately reproduce your texture, is to use play around with your antialising settings. I frequently use Catmull-Rom Antialising Filter with no filter maps, leave the super samplers on though for normal maps - You can tweak these settings in the 'renderer' tab in max 7.5.
Give it a crack youll find that exactly as Moony says - the texture looks quite blurry on the model, but on the sheet its actually quite sharp and gritty you should be able to clear alot of that away by changing the default max area filters.
thanks palantir. I had a quick go using a biped for rigging (is this character studio? or is that something like an add-on or plugin?) but couldnt figure out how to tweak the skeletion so it would align properly inside the mehs.
Moonunit, yeah for sure. I think the boots are a result of not planning out the concept before starting!
Haz, you posted when I was replying! Thanks for tip, I gonna try it out :)
Edit: just tried it, looking heaps better-
[img]http://members.optusnet.com.au/~rowanfamily/dmfighter_final2_new.jpg[/i…]
Hey Makk, when using CS for rigging and you want to edit the skeleton you have to enter figure mode first by selecting the biped, going to the motion panel, then clicking the figure mode button which should be a big button with a figure on it (suprise!). Then you go about scaling and moving your skeleton to fit your mesh and once that's finished exit figure mode by clicking the button again. Then of course you've got to move onto skinning...
? which is reasonably easy with the physique modifier. Once you?ve adjusted the biped to approximate the proportions of your mesh, add the Physique modifier to the mesh, then click on ?Attach to Node? which is the button of a figure with a + symbol on it, then pick Bip01, then in the initialise window that opens just leave the settings as default to begin with and click the initialise button.
So now you can grab any part of the biped and move it, and if all goes well the mesh will move with it. But then, inevitably, you?ll see the biped is leaving some verts behind and distorting the mesh.
So just undo the movement of the biped, select the mesh and under Physique select envelope (you might find this part easier with transparency turned on, by hitting Alt x). Now it?s just a matter of scaling and positioning the envelopes until it accurately grabs what it?s supposed to. This is basically a trial and error learning process like all things art, but with a little practice it?s not all that hard, and you?ll be setting up biped rigs in no time flat.
Of course then you?ve got to move onto posing and eventually animating?
Did some tweaking...
[img]http://members.optusnet.com.au/~rowanfamily/dmfighter_final3_tweaked.jp…]
[img]http://members.optusnet.com.au/~rowanfamily/dmfighter_face.jpg[/img]
Enlarged the ends of his hands, made his traps bigger and rounded and enlarged the sole of the boots. Also change the texture overlay on the mask and had a go at getting some more colour into the highlights and shadows of his flesh.
Now Im definitly calling this one done, Im so sick of looking at it!!
Thanks for the tips on rigging, I'll have to play around with it
character revisited - priestess
Seems a while since I've posted any 2d work! well over the last few days I did some quick figure studies. I was quite happy with the result so decided to progress one of the studies into a character painting. This character is a re-visit of one I posted some time ago in the form of a model sheet.
[img]http://www.sumea.com.au/simages2/258_character_conceptL.jpg[/img]
Hey, I remember this from a while back. When you say quick figure studies do you mean from life or reference or just from the top of your ninja shirted head? One thing I noticed straight away (because its the first thing I always look for) is that you seem to have avoided doing the hands and feet to the same level of detail as the rest of the figure. The rest of the figure looks spot on though, you've got a nice sense of weight going with the pose of the figure.
But yes, add feet. Unless she's re-enacting the end of T2, in which case your next drawing should have her on her knees screaming at the ceiling, about to explode.
the figure was from photo reference - much faster to get good natural pose. I left the hands and feet out simple because they aren't important to the concept. But just for you Azazel I have added some :P
Actually your comment made me think that it might be a good detail to include, especially as I want to use it in my on-line portfolio.
[img]http://home.iprimus.com.au/johnnewall/images/illustration/concept_creat…]
Recent Works (image heavy)
I've been doing a heap of stuf in Photoshop recently, both to get better at painting in the damn thing (still find Painter a lot more intuitive in that area) and also to try and work on my speed and the general unproductiveness problem I've been having lately. So...
These three were done after I found out about this little contest here: http://www.deathfall.com/contest.php I don't know if I'm actually going to enter it but it gave me ideas so I decided to act on it.
[IMG]http://img.photobucket.com/albums/v16/Azazel/dragon02.jpg[/IMG]
[IMG]http://img.photobucket.com/albums/v16/Azazel/wizard01.jpg[/IMG]
[IMG]http://img.photobucket.com/albums/v16/Azazel/wizard02.jpg[/IMG]
If you're wondering why the quality seems to be drying up as they go along its because the last one was finished at 4am and by that point I was thinking along the lines of, "it needs something in the background...sky."
These ones were done as part of an exercise just to try and draw all day and to try and get all the pictures done in one hour. I've found that the need to eat and shows like 24 can get in the way though. These aren't all of them, the others were a bit...crap.
[IMG]http://img.photobucket.com/albums/v16/Azazel/tentacle.jpg[/IMG]
[IMG]http://img.photobucket.com/albums/v16/Azazel/tentacle2.jpg[/IMG]
[IMG]http://img.photobucket.com/albums/v16/Azazel/landscape3.jpg[/IMG]
[IMG]http://img.photobucket.com/albums/v16/Azazel/firedemon.jpg[/IMG]
This is one that I want to make a detailed as possible and spend a lot of time on, unfortunately I'm not really happy with the center piece so I'll probably start it again at a later date.
[IMG]http://img.photobucket.com/albums/v16/Azazel/machine_interior_01.jpg[/I…]
And finally, I had another go at that low poly modelling thing (I hear there's money to be made in it and a company 'round these parts recently got bought out by a larger US firm). I'm not really familiar with making stuff for real-time so I aimed at the tri level that I could see on the models in the HL2 model, which usually had them around 5000 tris. I'll have to have another go at this soon.
Before I forget, I was having a go at texturing this thing but it looks like all of the textures are very washed out but I'm wondering if this is because I'm rendering it in XSI. Does anyone know of a good way to test a model to see how it would look in-game, preferabley without actually loading it into a game engine?
[IMG]http://img.photobucket.com/albums/v16/Azazel/2d_medic_01.jpg[/IMG]
[IMG]http://img.photobucket.com/albums/v16/Azazel/gasmask_guy_wire.jpg[/IMG]
[IMG]http://img.photobucket.com/albums/v16/Azazel/gasmask_guy_hdri.jpg[/IMG]
I leave now and will not apologise for wounding your bandwidth.
Edited: because As MoonUnit pointed out, I R stoo-ped.
Heh cept you forgot image tags, so our bandwidth is saved. Love the "tentacle" shot, reminds me of old horror movies (you know the kind, "that murky thing from the swamp!" "the guy with the tentacles and such from under the bed!" etc.) especially because of the simple patterns and washed purple enviroment. Real nightmare before christmas flash back there :P
I am the one hiding under your bed, teeth ground sharp and eyes glowing red. I am the one hiding under your stairs, fingers like snakes and spiders in my hair
Dead City
Work for a comic called Dead City.
heres another from the concept stage of the comic-
A Hellion Head Hunter.
[img]http://members.optusnet.com.au/drummonds/hellion.jpg[/img]
I dont have a propper name for this dude yet, but yeah, hope you dig it so far. also check out the sketching process of him in open canvas
heres the link to the [URL=http://members.optusnet.com.au/drummonds/sketchwithpickle.wpe].wpe file so you can have a look at him unfold[/URL]
[IMG]http://members.optusnet.com.au/drummonds/larry.jpg[/IMG]
Larriett. shes preety in a squid way
[IMG]http://members.optusnet.com.au/drummonds/larryett.jpg[/IMG]
the idea changes abit while i'm sketchin her, so have a look [URL=http://members.optusnet.com.au/altiquek/squidman.wpe]here, you need opencanvas of this file dosnt work for you[/URL]
good stuff alti - your character design is becoming a lot more "solid" recently, showing exactly what you want to portray instead of leaving too much up to the interpretation of the viewer (which in itself isn't a bad thing either :D )
love the glasses on Larriett, but that front tentacle is positioned rather phallicly if you don't notice it curves back to the side [;)]
System wars!
hi , here is my next attempt to paint in photoshop.
Please comment!
[img]http://www.sumea.com.au/forum/attached/scottiebrack/20058106950_systems…]
good job, but just a quick comment - try and focus a little more on environmental interaction and unifying all the elements in the scene -- eg, what the base lighting would be on the ships given the environments structure, what the metal would be reflecting (like hinting more at the brownish ground). Little things like this are easy put in by just asking yourself simple questions, like "would the paint occlude that reflection more than the metal because it's more gloss?"
the other thing I noticed is a little more intangible - there's a few little elements which are confusing for a viewer to 'read' easily. The colours of the engine streaks for example teaches me as a viewer that the two ships in the left distance are the same type even though I can't see the ships themselves, however, that rule is broken by the lower right ships engine tail being yellow as opposed to the other two's blue. This sort of thing isn't anything big but it can confuse a viewer... maybe something to think about.
Bomberman...
Just started working on a simple bomberman style game. Ill be doing the art and my bro will be coding. Dunno how far we will get as were both working at games companys now...
Heres the main hero, Mr Atomic Bomberman as we all know him.
[img]http://www.users.on.net/~firefox/bronson/explosive/media/character.jpg[…]
And a mock level while testing expressions
[img]http://www.users.on.net/~firefox/bronson/explosive/media/expressions.jp…]
all modeled using my new trackball im trying to get used to also :P
Heres a large render of bomberman skined and posed, chessey but oh well ;P
http://www.users.on.net/~firefox/bronson/explosive/wip/bomberman.jpg
and An ingame wip shot... looking plain atm
[img]http://www.users.on.net/~firefox/bronson/explosive/wip/bombermaningame…]
Samus Fusion Suit
just a WIP. no polycount in mind save to say i want it to be "about this density".
very cincomplete, a lot that needs to be altered and some parts that are obviously unfinshed (eg: the feet), but comming along nicely so i figured i'd post a shot or two. i've definatly got the hang of Maya now, though i still prefer max for poly modeling.
i'm thinking about normal mapping this, though this version i'll probably put into unreal, and then go back and do a version better suited to normal maps.
Link:
[url="http://img234.imageshack.us/my.php?image=fusionworking7cw.jpg"][img]http://img234.imageshack.us/img234/8603/fusionworking7cw.th.jpg[/img][/…]
The little pencil thread
Some pencil work of mine starting with a zombie.
[img]http://www.sumea.com.au/forum/attached/Lechy/200572813718_zombie.jpg[/i…]
Oops, I should have mentioned that the zombie is getting his arm blown off by some wannabe hero. Speaking of heros, it's the Pencil Avenger and his arch nemesis Eraser Head.
Insert Image: [img]http://www.sumea.com.au/forum/attached/Lechy/2005811450_PencilAvenger_0…]
I just came back from a weekend at thredbo. This is my first time on a snowboard going on the t-bar.
Insert Image: [img]http://www.sumea.com.au/forum/attached/Lechy/20059523446_Thredbo.jpg[/i…]
ha ha haa you gotta love the ole Tbars. As a snowboarder and skier i know how hard it is for boarders to get on those things (especially first time ones) also especially vs skiers. Still the snows a lot of fun :D awesome drawing man, youve got awesome style and seemingly the ability to knock up figures with ease (or maybe you just make it look easy)
starmaps (big download)
Trying to creat beleivable star phenomina, stellar cloud and what not.
[img]http://members.optusnet.com.au/altiquek/starmap.jpg[/img]
[img]http://members.optusnet.com.au/altiquek/starmap2.jpg[/img]
Good start Alti, love your nebula's, got a few things to say though. In the first image there's way too many stars, the image seems clogged up with a uniform wash of small stars which isn't really what space is like, there's a whole lot more blackness to it than that. The second one is much more balanced, but I'd recommend changing the colours of a lot of the stars too, they come in all colours, but are quite often red or blue. And also where the nebulas are, the stars behind these should be much dimmer than the ones surrounding them, in fact I'd remove all but the brightest ones.
planatary scapes year 2440 mars city, teraforming for 300 years has made mars a brown colour, it has lost its redness over a few hundered years of rain.
Mars city has over 4 million people calling it home, mostly research tecnitions and terraforming personel.
hope you dig it.
[img]http://members.optusnet.com.au/altiquek/population.jpg[/img]
1951 Ford F-1
[img]http://www.sumea.com.au/forum/attached/wizenedoldman/2005727204133_ford…]
This is more or less a prop for U-235 studios 'Tribal Clash' project and comes with fully removable doors and bonnet. It's been textured using a 512x512 mixmap for the main body (rust/paint) areas and a 512x512 diffuse map for the remainder of the model. Fire and rendering not done by me. Crits and comments welcome.
this was created in just a couple of days - its good work, considering Wizen' had to guess how our inhouse shaders would look (such as the mixmaps)
it has been set-up to be pretty much destroyable (definately not a static prop) and looks great dropping 1/2 tonne slabe of concrete on it and watching the bonnet spin off and the doors swing :)
Damaged Street
Hey all,
Was just mucking around in Max with materials and sunlight so I decided to put a scene together. I am working on a robot who is going to stroll down the street also.
Don't worry about the fire it is only a marker at the moment for sizing, it won't look that crap ion the end!!
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/SCG/200572622046_Alley3.jpg"]Alley3.jpg[/url]
50.27 KB
Someone let the coder near the art tools again :D
[img]http://kez.dontknowdontcare.com/gallery/img/draw/refined.jpg[/img]
[img]http://kez.dontknowdontcare.com/gallery/img/draw/stf_x.jpg[/img]
[img]http://kez.dontknowdontcare.com/gallery/img/draw/shadow.jpg[/img]
Oh and an explination for my silence up until now... I got my 2nd class, category A honors with my thesis on evolutionary triangle strip generation (which might get published next year at graphite if i'm lucky).
So in other words, look out world (and firstly brisbane)... for a *fully armed and operational* kezza hath been unleashed upon thee!
Hehe... kez likes the girlies... but then again, who doesn't! The best thing going for all three, I'd have to point out the foreshortening in the second image especially. On top of that, the second also conveys a lot of subtle emotion. It's kinda that line between looking normal, and looking blank and lifeless (eg, they don't need to be drama queens to look like there's cogs turning in those little penciled heads of theirs, and you've captured that quite well).
first one has a few basic pose and proportional problems that don't look like stylistic choices (namely the head angle and size in relation to the rest of the body, then the resulting spinal twist), the last one looks more experimentive so I'll refrain from crits since I don't feel I understand it enough on first glance.
Good job... now I'm expecting you to crit my artist code when I post some HLSL shaders ok? [:D]
Another attempt
[img]http://kez.dontknowdontcare.com/gallery/img/draw/idreamof_cen.jpg[/img]
I have a real thing for beads for some reason... I blame my tormented youth. Turbo pascal and assembly is no way to raise a child.
The Sad Childhood of Sharkboy
This started out as an idea for a series of pictures based off a sketch I've got lying around which means that at some point there may be an adulthood and old age picture to go with this. Just looking at I can see some areas that need work but I think I've also spent enough time on it to call it done. At some later point I may go back and detail some of the stuff, such as the walls and floor, back up.
Done in Painter 8 at a4x400dpi.
[IMG]http://img.photobucket.com/albums/v16/Azazel/sad_life_of_sharkboy-child…]
The original pencil drawing (which I'd also like to go back to and detail some more).
[IMG]http://img.photobucket.com/albums/v16/Azazel/sad_life_of_sharkboy-child…]
Here is a quick skecth I did of sharkboy, its not exactly a set of orthos but it should give you the idea. This may even be closer to what I was after but its still not really there. I was after the look of a slightly starved 5 year old child but unfortunately my own inexperience with drawing kids and my fondness for drawing distressed muscle got in the way.
[IMG]http://img.photobucket.com/albums/v16/Azazel/sharkboy_sketch.jpg[/IMG]
The painting has come up really well, Sharkboy is truly hideous. I would love to see the highlights slightly reworked to make him look a bit slimey/mucussy(sp?) just to top off the revolting and pathetic nature of the character.
The character would suit a Tim Burton type of 'childrens' story really well...
Quinn
For OffLimits HL2 MOD
http://www.sumea.com.au/sprofilepic.asp?pic=423_quinn-show-render.jpg&n…
Thx MoonUnit
Yes its an iron plate thats the way it was ment to look, but I still think I need to make him less clean as he is ment to be a rogue. so I think I need to dirty him up a bit.
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/20057219548_linesrender.j…]
Yeah maybe do that, especially if hes sort of living life on the move. The reason i asked about the plate is allthough im sure he didnt buy it from the store, it seems like it would be a bit larger then just covering the sort of center of his chest. Also now that i look at that again, the sort of sash/belt he has strapped around, what is that exactly. It dosent quite look like an ammunition belt... again just curious :P
Im not really the best critic just sharing my thoughts. Speaking of which the wires look good!
girl in tube
[IMG]http://members.optusnet.com.au/altiquek/bottlechick.jpg[/IMG]
a chick in a tube, not a tub. a tube.
Porsche Boxster WIP
Hey all, some hi poly car project that I've been working on for a while, Shiny!
Headlights to come, didn't realise they'd be so tricky.
[img]http://www.members.optusnet.com.au/pwiffen/reel/porsche17.jpg[/img]
Hi Wizenedoldman, it's a difficult one to comment on without seeing the wireframe and only a single image, but I can see some inaccuracies and a few places, and areas where it could use some smoothing out.
The headlight surrounds for instance look lumpy towards the lower outside extemities, the bonnet appears a bit too flat at the front and the curve seems wrong, theres something about the alloys that don't look right as well.
I would say that overall the model lacks a smooth flow and it has shape issues and looks inconsistant.
But don't let my comments dishearten you, cars are difficult things to model and can take a lot of practice before you find a technique that produces consistant models, just keep at it mate. :)
Thanks for the feedback guys, I appreciate it.
Red 5: I totally understand what you mean, considering that this is essentially my first car (I started working on it about two years ago, and have been coming back to it on and off since) it has been more than anything a learning experience and has shown me what to do and what not to do when modelling cars. little inconsistencies in the mesh are very unforgiving, it needs to be smooth as.
I've posted the wires and a clay render so you can see where my mesh is a little bit messy. It's to a point now where it would be more productive to start a new car with my new knowledge than to try and iron out all the little problems with this one.
[img]http://www.members.optusnet.com.au/pwiffen/reel/porsche_clay.jpg[/img]
[img]http://www.members.optusnet.com.au/pwiffen/reel/porsche_front.jpg[/img]
[img]http://www.members.optusnet.com.au/pwiffen/reel/porsche_rear.jpg[/img]
and yeah, the rear has some real problems I never got to fixing.
i really dont know anything about cars so this is what your joe average notices when he sees the model. Two areas stand out as being kinda messy, the headlights and much less so the bit where the front panel meets the door panel. Theres sort obvious faults on the back course, but you know that well enough yourself :P
Goldenchocobo vs Pants, Warjack Combat
Just reserving a thread for a bit of one on one 3D model building combat between myself and Goldenchocobo.
In this thread we will post wips and the like, open for comments and critique to all and sundry.
The Rules Short and Sweet
A Warjack of choice
6000 poly (tri)
1024 texture, normal and specular maps.
Due Midnight the 21st of August or there abouts.
Have at thee.
Pantmonger
Ok This one is my pick to attempt. Good Luck Pants.
Its ON!! :)
[img]http://www.sumea.com.au/forum/attached/goldenchocobo/200571975649_MyPic…]
Wow that?s a lot of positive feedback, the pressures on now.
The War Jack I shall be attempting to construct.
[img]http://www.sumea.com.au/forum/attached/Pantmonger/200571921568_Berserke…]
popawheelie: Feel free to construct a War Jack using the same constraints stipulated here, but I would ask that start a new thread for it, just because more then 2 people posting WIPs and getting feedback in one thread gets a little messy and hard to follow.
Pantmonger
[img]http://www.sumea.com.au/forum/attached/Pantmonger/200573134225_WIP-Temp…]
Just thought I?d post a WIP so that people didn?t think we had died, we have just been milestone coloured busy.
Got a chunk of tightening to do and a lot of detail to add to this the basic mesh. Currently about 3500 triangles.
What can I say but trying to figure out what the hidden joints and internals are supposed to be has been an endeavor. Hopefully I?m not to far wrong.
JI: Well I can?t speak for Golden but I am going an amalgamation of the two but with preference given to the concept sketch. I also would like to include a little diorama thing to give the final pose and shot some character, and so I can do a quick try at normal mapping before I attempt to do it for the main mesh.
Pantmonger
Currently about 6130 tris. Still a long way to go.
JI: I am just trying to make some thing that represents the thing, not being to concerned with stylising it. I am mainly using the shots of the model as reference and sometimes going back to the concept for clarification. It might end up like something inbetween. I will defineately be taking liberties on certain sections of the model.
[img]http://www.sumea.com.au/forum/attached/goldenchocobo/20057317535_progre…]
[img]http://www.sumea.com.au/forum/attached/Pantmonger/200586233250_WIP_Orth…]
[img]http://www.sumea.com.au/forum/attached/Pantmonger/200586233336_WIP_angl…]
Basic Mesh pretty much done, now just a matter of a few tweaks here and there, then on to the unwrap.
Edit: Forgot to add, 5989 tri.
Pantmonger
hover car
Hey everyone! I haven't posted here for ages but here's a hover car I did today. Please comment to help me get better. Thanks!!
[img]http://www.sumea.com.au/forum/attached/scottiebrack/20057172148_hoverca…]
very sleek, communicates the smooth curves and style you where going for very well; only two crits I would give are that some lines get lost in that smoothness, like the front green propulsion hole -- my brain knows that it has some form of contour by the receeding edge in the skirting, and combining that with the assumption that it's similar to the back hole, but my eye keeps on only seeing it as a flush hole to the side. Silly brain and eye... they're so confused! Second crit was the interior - intentionally left messy lines, but those lines detract from the pieces quality instead of attracting attention to the other areas.
hope those crits help; I think the first could be resolved with some more indicative and consistent light source to help pop the form and contours out a bit more, and the second... just 10 more minutes roughly painting in some subtle hints of structure in the cabin could go a long way.
TortureMan WIP
Hey guys,
long time no post.
This guy is inspired by some of feng zhu's drawings. I acutally drew the art for this AGES ago, just now decided to model it. I would be greatful if you could give me some clues if there are any major things that need to be addressed in the mesh. Also about the design and proportions, what do you think? I know the helmet is very limiting to facial animation lol. Was thinking of modelling a face underneath and possibly changing the shape of the eye... hole.
I am going to normal map, but wanted some opinions before I have finalised the low poly mesh. He's currently weighing in at 4672 tri's. I think the hand is a bit heavy with poly's though, it also seems a little wrong propotion wise. What do you think on that?
Was wondering abotu modelling the pipe thing going into his arm, how do you think you would rig that so it looks loose and dangly when animated.
Also, since i'm going to normal map him, do you think it's worth putting in some more detail, coz it seems most normal mapped characters these days seem to be 6k -8k.
Anywhere here he is:
Concept:
http://users.bigpond.net.au/marktavares/torturemanSMALL.jpg
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MarkMash/2005714105125_render10…"]render10.jpg[/url]
74.5 KB
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MarkMash/200571410526_render3.jpg"]render3.jpg[/url]
33.87 KB
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MarkMash/2005714105220_render4.j…"]render4.jpg[/url]
36.17 KB
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MarkMash/2005714105233_render5.j…"]render5.jpg[/url]
52.26 KB
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MarkMash/2005714105250_render6.j…"]render6.jpg[/url]
29.62 KB
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MarkMash/2005714105313_render7.j…"]render7.jpg[/url]
33.85 KB
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MarkMash/2005714105343_render8.j…"]render8.jpg[/url]
53.3 KB
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MarkMash/2005714105356_render9.j…"]render9.jpg[/url]
17.76 KB
Any feedback would be very helpful.
EDIT: yeah the hand needs some work still :P
hey mark god to see you posting up here. i've been telling you it's a great way to get feed back and improve, it's about time you listened [:)]
yes the hand has way to any polys, particually underneath. the density is much less elsewhere on the model, so unless you're going for a huge polycount overall then take a lot out of that. also if you're normal mapping then you can do that bumps on the hand that way, unless you want them really big in which case you might want to model them in.
likewaise the knees have a bit too much detail compared to other areas.
finally, i would work on the sholders, there is not enough detail there, edges a re clearly visible from the front and more lops will help with the definition and defomation.
keep working on it mate it's looking good.
Nissan Pulsar Project
Hello everyone,
This is my current project, its an N14 Nissan Pulsar SSS. At the moment its sitting at around 3000 poly's and im not really wanting to go too much higher then that, mabey 4000 if there was a good use for them.
The reason im posting this is to get some advice from some of the more experienced car modellers out there. As this is my first attempt at modelling a car im under the assumption that there are certain ways to best do things, such as the wheels. For example is there a trick to getting the wheels looking nice and smooth without the use of too many poly's (i heard that for GT4 they did something tricky); and would it be worth modelling the brake pads behind the wheels?
Im serious about this model and I dont want to make it, and then realise all these things I could have done a better way... I would rather learn from others as well as myself.
So opinions and ideas are all welcome and very appreciated.
(i have removed the picture as it is now being worked on.)
Hi Jebus, from first glance I see that you need to balance the poly's a little better across the entire model, meaning you have too much detail in some areas and not enough in others.
For starters with a 3k car you could spend about 300 poly's for each wheel/tyre and the rest for the bodywork, and as you've said, there are a lot of little tricks you can use to make it appear as though there's a lot more poly's in the model.
Try using alpha maps to punch out the wheels arches and vent/grill recesses, even use alpha to get rounder looking wheels/tyres... Polyphony are masters of these tricks and manage to get great looking cars with around 4-5k triangles per car.
Actually 3k for a car model is quite low for current consoles, you could easily go to 5k for PS2 and 10k for Xbox.
Keep practicing tho, maybe try a few different approaches to car modelling, there's plenty of tutorials to be found on the net.
Good luck!
Hey Red 5, thankyou very much I appreciate your comments. Your home page shows that your obviously talented at car models and thats exactly the type of response i was after.
I know i said i didnt want to go higher then 4000 poly's but im very tempted to start rounding edges such as around the corners of the windows and around the wheel arch's. One thing i was puzzled about was your comment on using alpha maps for the wheel arch's as ive never seen this done before. To me this would seem like the wheel arch's would not reflect the light properly????
The grill will definately be using alpha maps to get it looking shmick though. The wheels are at around 300 polys at the moment (spot on with your estimate) so i think i might take your advice and up the poly's all around.
One thing you could (or anyone in the know) really help me with are the lights. im puzzled as to whether or not i should extrude the lights a little just to stop them looking as if they are stuck on and too flat.
Oh and before i forget, if anyone knows a good link to getting really good car textures (much like on Red 5's cars) then send away.
And againthankyou for your response Red 5, it is greatly appreciated.
Some animations
Hey, I joined up for the modeller challenge that just finished and thought I'd post up some of my other 3d stuff.
[url]http://damienp.com/Gallery/movies/LowPolyAnim.avi[/url] - This is a short animation of an anime character doing his big super move.
[url]http://damienp.com/Gallery/movies/CreatureWalk2.avi[/url] - I did this guy as a normal map exercise, and because I wanted to use ZBrush 2.
There's some other stuff in the gallery section of my site if anyone wants to check it out at [url]http://damienp.com[/url].
oh wow this is extremely different to anything weve seen you do before, more please :P