Show and discuss progress on anything here for feedback (upload finished work to your journals)
Work in progress
bosis leech (monster)
[IMG]http://members.optusnet.com.au/altiquek/monster2.jpg[/IMG]
trying out my hand at monsters for a while.
thoughts and critic very welcome.
thanks for the helpfull thoughts and critics.
made some changes, i like this one better.
[IMG]http://members.optusnet.com.au/altiquek/monsterupdate.jpg[/IMG]
I'm liking the revised teal/blue version better; just feels more refined and tight.
One thing I'd really like to see is a bit more unified and consistent feel to the rendering of the piece. more range to the lighting, chuck in a secondary rim light to pick up details in un-defined areas; I think if you spent just an extra hour and did things like pull out volume on details like the belly button, and upper torso, it would give you a lot tighter and more "finished" feeling piece.
Only other idea would be to play around and create some new fiber type of brushes; gentle thickness in, and medium flow, and I think your single brush strokes would look a lot more appealing ( like the strokes on the bottom of the legs). It would just give it a little more sense of direction and gesture in your strokes.
Hellion WIP
Hey everyone, just something I've been working on throughout the week. I'm planning on creating the character naked and will later be creating seperate armour peice which I will attach. The character will have muliple 2048 diffuse, specular, and normal maps textures with a poly count up to 20 000 tris including all armour and weapon. I will also be animating it and will add some cloth simulation. The aim is to create a film quality character that might be seen in the future video games as technology progresses. So far just modeling the low poly naked model, nearly done. The concept is by Herman Ng. C & C are welcome as always. :)
[img]http://www.sumea.com.au/forum/attached/delmo/2005785413_HellionWIP01.JP…]
Hey Pat, that's looking really awesome aye. I can't wait to see him normal mapped [:D]
quote:can we see the concept?
You can veiw the copncept here: [url]http://www.kalescentstudios.com/images/LRG_Hellion.jpg[/url]
Hes such a cool beast! :)
quote:ahh a new website layout too (so your forgiven for linking through/pimping your site rather than directing straight to the image )
looks nice, i like this design a little better than the previous one.
Heh, I had to sneak it in somewhere ;)
Now that I look at the guy, the feet seem like the need to be raised so that he walks on the ball of his foot. Sort of like a a T-rex. The feet need a bit more tweaking, as the concept's foot isn't really as triangular as it is on the model.
denz: Thanks mate.
popawheelie: Cheers budheh, I will most definitely be using zbrush for the high poly source model due to the organic shapes.
LiveWire: Hey man, yeah he has some mean spikes on his armour.
Anuxinamoon: The feet were just blocked out at that stage. I tryed the T-rex type feet and looked strange.
Anyway, here's the final stage of the mesh.
[img]http://www.sumea.com.au/forum/attached/delmo/200571175114_HellionWires…]
looking really nice, good clean model. One thing that stands out, and im being alittle over the top, is the polys around the middle of the back, the polys lose flow. Shouldn't this area look similiar to the base of the spine, in regards to the topology.
I agree with the other posters that the feet look alittle flat (maybe the need a to slope off more at the edges, but on the other hand, he's a big mother and they usually have bigass flat feet. Not to mention veins and tendons in zbrush running across the top of the feet as they are now, would make it look more natural.(but im sure u know that.)
keep up the good work!
pop
Anuxinamoon: I think I'll texture the naked mesh first and then start building the armour on top.
Malus: I've worked on the feet a bit more gave it more of a feet shape from the bottom view and gave it an arch.
MarkMash: Thanks.
unknowncity555: oops, sorry forgot to answer your question on the last post. I'm using 3ds max for the low poly and zbrush for the high poly source model.
Pop: Yeah true I noticed that too might cut some polys out of there.
Thanks for the comments. I will update with renders of the finished high when I'm done.
Hey all, I thought I would post an updated progress of how the models coming along. I've normaled what I've done of the high poly so far.
[img]http://www.sumea.com.au/forum/attached/delmo/2005825123757_HellionNorma…]
[img]http://www.sumea.com.au/forum/attached/delmo/2005825123854_HellionNorma…]
[img]http://www.sumea.com.au/forum/attached/delmo/2005825123950_HellionNorma…]
Hey all, sorry havn't posted much I've been alittle ill. Im getting close to the texture stage now, about 95 percent completed the modeling. Still need to do some polishing up and his weapon.
3DArty: Yeah, I hope I really improve on this texture job. I'm planning to hand paint majority of it so we will have to see what happens.
Wizenedoldman: Thanks budheh!
MoonUnit: yeah thats true. I'll change it when I go through and start polishing.
Sorceror Bob: I havn't modelled a wang since it's game art. If I was creating a statue or doing a whole anatomical study I probably would model in genetelia.
Anuxinamoon: I'm not sure if that's nessasry true, just depends on the purpose of the model.
[img]http://www.sumea.com.au/forum/attached/delmo/200591671652_HellionNormal…]
[img]http://www.sumea.com.au/forum/attached/delmo/200591671754_HellionNormal…"[/img]
[img]http://www.sumea.com.au/forum/attached/delmo/20059167195_Wires01.jpg[/i…]
[img]http://www.sumea.com.au/forum/attached/delmo/200591672037_Wires02.jpg[/…]
is the armour made up of seperate elements (it looks like it), or is it mostly attached to the mesh? i ask becuase the high-res model looks like one solid mesh, and i was wondering how that works for the normal map when some parts of the low res model, such as the body, are below others, such as the armour. i would have thought you normal map each part seperatly, doing it all as one works does it?
Codyalday: Thanks for the kind words bud.
LiveWire: Yeah your right, the armour parts are seperate elements. The model you see there is the normal mapped version. I've rendered the normal maps as I've progressed so I can get an idea of where I'm heading. Rendering out normals for a character in one shot will result to messy normals without using a cage. I find the best way for me is to render out the normals in seperate objects.
Livewire: You can render it all in one hit as well - and it does work, you just need greater control of the cage and ultimately more cleaning up in photoshop - which can get pretty tedious and time consuming. So like Pat, I choose seperate elements also, you can have alot more control over each piece with a simpler cage, and far less cleanup time.
cool, that's what i thought
but now i'm even more impressed - i thought the high detail renders were shots of the high res model! one ting i dont like about normal mapping is how obvious the silloette often stnds out (this is the case with many current gen games anyway, due to the lowish polycounts, thankfull that's set to change very shortly), but you've done a great job in preventing that with this model, even on close inspection it's hard to tell that it's not a highres model, very nice.
Looking great Pat. [:)]
Come on Livewire, the silhoutte is geberally only noticable in screen grabs, an animated model will be drawing your eyes focus elsewhere, especially if the normal maps are intricate.
Just look at Doom 3, models are blocky as all hell and in a static shot they look it but in the middle of the game you stop noticing it because of the animation, lighting and atmosphere etc.
Picky, picky. [:P]
WIP- Foreign Legion deserter-pls crit/comment
Hey all, Started a new model. Thought I'd put it up for have a look at, comment/crit and all that good stuff. It's for my demo reel i'm putting together, so i need it to be tight.
Concept.
The model is of a foreign legion deserter, during the later half of WW2. Why is he deserting? To get back to his loved ones I suppose... He was stationed in Africa, and now hes making his way thru the desert, dodging his old comrades and other desert nasties. Hes taken on my of a nomad look for dusguise purposes.
This model has been quite difficult, the modelling itself has been pretty straight forward, but the references have been hard to get a hold of.(my local library sucks and the universities wasn't much better.) I like to research, particulary these type of characters, and my aim to get things historically correct. i don't know why im such a stickler for it, just like to model that way. I've tried making it up or adding additions i see fit, and it bugs the hell outer me when i see something that I have modeled that wasnt in use at the time. Anyways enuf ranting.
I'm sticking to a poly count of 5k tris. (for the character, weapons separate)I'm aiming for the middle ground of todays tech and next gen. For the textures i was going for a 512, then i thought &^%* it, i'll do a 1024. I can always reduce the size. Im goin to add an alpha as well, for giggles.
wire- the head/face looks long because its hard to make the smaller details out of the african turban.
**useless info** I originally modelled a turban from indiana jones, raiders of the lost ark, the scene when hes in the map room.(had a good reference from some Indy fan boys.) Then i found out thats its an egyptian style (very similar), it looked ok, but it bugged me, so i remoddled it, african desert style. ( i know..im nutty)
[img]http://www.sumea.com.au/forum/attached/popawheelie/200577115713_frontwi…]
The pants/hands arent joined as yet, and for some reason i forgot to add the water bottles/pouches/holster in the render. The gear makes the model complete, without gear hes pretty plain. Also his eyes aren't bug like from the desert sun, hes wearing goggles.
[img]http://www.sumea.com.au/forum/attached/popawheelie/200577115851_pers_re…]
I modelled his weapon and his horse aswell, ill post it up soon. I was thinkin camel, but the foreign legion had horses during their calvery days.(ww2 is a little late for horses, so maybe he stole/traded it from a nomad.) , and horses are cooler than camels. (but then theres motorbikes...pfft not stealthy enuf.)
Anyways crit/comment, go to town on it. Im about 6 hours into the moddling, so theres maybe small mistakes.
ps. sorry for the rambling.
pop
Hi pop,
Interesting choice of character - good progress so far.
First thing that jumps out to me is the length of his arms - elbows while relaxed at the side should be just sitting above hips and the hand should be about a hand / hand and half below the groin.
Im making judgement based on where his hips appear to be on the model.
Other thing is you want to clean up those deformation areas, some strange construction going on around the knees. if you plan on animating or posing him at all that is.
A rule I always try to think about is that low polygon modelling is all about the silhouette. Whack a jet black material on your model and set it up to spin a 360 - if you have verts and exta polygons that arent doing absolutely anything for the silhouette then most likely you can cull them off and tighten your budget up. This is also a good way to check out whether there are any areas on your model that look more jagged than others - and smooth them off.
With a 5000 tri budget you should be able to achieve a pretty smooth mesh while viewing from any distance [:)] Hope that Helps.
Sorry I haven't posted up some updates, been modelling some things for a game we are making at school. Nothing pretty, just test models for programmers. (normal mapped rocks and such.)
Anyways Ill post up some of the progress i have made on this model. I revamped the whole model and thru it in zbrush2, then normal mapped it. BUT, now the base model doenst really need 5k in tri's. It could actually be closer to 3k or a bit less. Anyways enuf ranting, ill post up some work tonight, when i get back from work.
pop
Army Guy WIP
I found a wire frame pic of a model done buy James Brian Jones (aka)BoBo the seal, and found that multiple people had had a go at texturing it. I wanted to have a go at it as well so I made the model from the pic, unwraped it and now I'm texturing it. It's still early day's yet, and I don't want to rush the texture, but if anyone has any comments on the work so far please let me know.
I think when I finish I'll try getting him into UT 2004
[img]http://www.sumea.com.au/simages2/415_Brunt_FaceL.jpg[/img]
[img]http://www.sumea.com.au/forum/attached/Falco/20056300120_Brunt_Front_Ba…]
[img]http://www.sumea.com.au/simages2/415_Brunt_Face_TextureL.jpg[/img]
May help somewhat, but here's a crash course on skin tones, taken from my notes:
Skin tones are an art in and of themselves - General rule of thumb when it comes to skin tones is that it's the complete opposite to most every other material in colour temperatures; skin is cooler in its bright/high ranges, warmer in its low/dark ranges.
Saturation ramps off in a bell curve from the transmissive properties that the translucent layers of flesh fat and tissue give. It has a high falloff range for this, so thick and thin areas are very different in comparison.
Since skin itself is extremely thin and see through, most of the time you're looking at the structure underneath; because of this there are many local points of interest where the underlying structure gives different visible results - the "puffy" look of the eyes, the softer look of the cartledge of the nose, the redder areas of extremities where blood is circulated more flush and closer to the surface, the stripping of sinew etc.
Generally, highlights are cooler and secondary highlighting occurs from extreme glancing angles from the reflective properties of the oiliness.
I'll probably be compiling these pretty soon with pics to illustrate the points, but for now I hope at least some of it made sense and helps you out.
Thanks for all the advise every one, I cant wait to see those pics Joel, they would help out alot.
I was tryin to give a slightly cartoonish feel to him because I had given up trying to get a perfect skin tone for him, so I went over the top with the shadowing of his face to make look more over the top. He does have alot of obvious problems that I found hard to correct because I could not find any reference pics of the face I wanted. I even took many photos of my own face but the lighting wasn't good and when I painted it onto the model it looked all wrong.
If any one knows of websites with pictures of peoples faces are please let me know because I do my best work with realy good reference art. thanx
ps. thems my lips [:)]
Just a quick update. I finished his boots, tried to make them look over the top. Hope thats what they look like.
[img]http://www.sumea.com.au/forum/attached/Falco/2005783562_Brunt_Body_Text…]
[img]http://www.sumea.com.au/forum/attached/Falco/20057835735_Boots.jpg[/img]
wouldnt mind a pair :D only crit is that ring is allmost white and really stands out against the other greys (not nesacarily a completely awfull thing, especially if your going for over the top but still probably too much because when it gets too white, it stops looking like metal), id suggest toning it down a bit.
monsters weekly.
something to fill in the time.
this is a plague zombie puker.
their purpose in life is to spread their toxins and contagents to as many hosts as possible.
Inhabiting mostly dank stagnent, swampy environments- their plague can also be spread via fly or mosquito larve, making their ark of infection very large.
[IMG]http://members.optusnet.com.au/altiquek/bigmonster2.jpg[/IMG]
LOL + ewwwwww
Can't comment about pachyderm gonads, but I really like the style of providing enough detail as required and leaving the rest to imagination. I don't know a damn thing about it, but it sounds to me like you'd be a very employable concept artist, since you know when to stop with the polishing.
I love it!
Please Crit - She, Just Landed
Hi guys from nu member, ex melbournian kiwi
programmer-artist currently in Bangkok :)
Id like your critiques on this piece that
Ive just put up on cgtalk here -
http://www.cgtalk.com/showthread.php?t=251144
Cheers, cool site!
I agree with all that was said on cgtalk, plus you need to sort out your light sources. There seem to be a lot of contradicting shadow areas. The pillars in the background suggest that the main light source is coming from the far top left, the foreground suggests that it is coming from the top.
cheers.
How To Make Chrome In PhotoShop
This is how I Make something look like its done in Chrome
The steps here where done in just over one hour in PhotoShop.
1:
The background is up to you but to show what ive done
it makes it ezyer to see.
2:
Most Chrome that you see will change as you know depending
on the reflection. So thats one of the things that I found
hard to get around, but if you keep the light blue, the brown,
gray, and white,in there its hard to go wrong.
3:
Now the one thing you can do when you get to the
end of what I have done here is add a photo over the top
of it and bring the-
( Opacity ) of that layer from your photo from 100%
down any where to 5%/10% as a overlay. It can be what
ever you like that would look like it would work in
what you are doing. But do try and find a photo that is
close to your scene,
tools used: BLUR,SMUDGE,PAINTBRUSH,ELLIPTICAL MARQUEE,LIQUIFY,ERASER.
I hope this helps some of you this may or may not be the right
way for this to be done but I find it works well for me. and if you
can see how I have done it. It may work as well for you to.
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/200561995457_ChromeWIP.jp…]
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/2005619104419_Chromephoto…]
Wyvern Lancer WIP
Hi guys,
Just wanted to open this up - Over the next 5-6 months in my spare time im going to be building a character with a budget that some would consider rediculous. [:D]
Im thinking somewhere in the vicinity of 25,000 Tris for the Knight and about 15,000 - 25,000 Tris for his mount. Not to mention a plethora of 2048 or possibly 4096 textures.
I plan on modelling and texturing him naked ( with loincloth [:p] ) basically in a paper doll format, with each piece of armour modelled as a seperate entity in order for some in-game tech to perform things like smashing pieces of his armour off if he takes a heavy blow.
Wow just thinking about those possibilities makes me drool. [:0] Imagine running around in game and seeing a warrior with a massive suit of armour and on one side a massive smash / dent / claw mark... youd be like [:0] i wonder what did that *gulp*.
Rediculous! I hear you say. Well I have no idea when in-game characters will get this proposterus - but im going to take a stab at it now anyway. By Christmas I hope to have an amazing piece of work.
Stay Tuned...
Denz: 6 months should be about right - at maybe an hour or 2 every weekend night I think accurately by around christmas I should have something thats not too shabby.
Heres the first progress - just a screengrab straight out of max.
Not really focussing too much on flow and topology just yet. Will wait until more of this guy is blocked out.
Spot the 5 sided polygon! [:D]
[img]http://www.sumea.com.au/forum/attached/hazard/200561965345_Wyvern_Knigh…]
Hey, nice project! I admire the dedication [:)]
START RANT! WOO! Judging by current progression and trends, those specs should be hit in around 3 years. (*edit* just to clarify, that's 3 years 'til we hit that in dev, so plus another 2-3 years 'til that hits market) That's just based off a linear progression though, but I kind of expect another branching like what pixel shaders introduced (possibility of multiple passes, normal mapping, viable material effects etc). So, for example, instead of using 4096's, we most probably will be looking at 2048's with a lot of different material passes like:
diffuse
spec
gloss (as in reflective glossiness, not specular "gloss")
emmission
translucency
transparency and IOR combos
plus any custom based fx pass such as micro virtual displacement in place of bump mapping and for fur effects, or fresnel based "peach fuzz" type effects.
We can do pretty much all of this right now, but severely limited as to how complex/accurate the passes are, how many co-exist, and how nicely they play with each other. END RANT! AWWW...
He's looking good so far, I'll be following the progression very well [;)]
I can't wait till huge Physics chips are the norm and we can start throwing millions of calcs a sec at them without a care in the world. Imagine have a chainmail suilt on a guy that accurately moved and reacted.... take a heavy enough blow and the individual links could actually break off... Oh stop me now!
Castles where every single brick actually acts.... like a brick. Smash it with the old catapult in the right spot and watch it come down.
*drool* One Day in a not too distant future.
JI & MDobele: Now now boys, I know its exciting but your heavy panting and drooling is fogging up the joint [:0]
Heres a quick progress shot of the back:
[img]http://www.sumea.com.au/forum/attached/hazard/200562010374_Wyvern_Knigh…]
Minor Update - its all I could manage tonight.
[img]http://www.sumea.com.au/forum/attached/hazard/2005621142924_Wyvern_Knig…]
Chipping away slowly - starting to block out the bi/tricep's.
[img]http://www.sumea.com.au/forum/attached/hazard/20057311479_Wyvern_Knight…]
Looking to finish of his arms and hands this week *crosses fingers*
Hey haz, saw this little article and thought you'd be interested. Someones trying to put the kind of thing your creating in game.
"Just aiming at their heads doesn't guarantee a one-shot kill, though, because the helmets in Bet On Soldier aren't just there as a requisite of the generic soldier art design. A slug that lands a little too high will knock their helmets off, and you can actually target specific zones of the body and see the effects of your attacks with an integrated MechWarrior-style body frame icon. It popups whenever you put your crosshairs over them. And you can actually see their armor and shields become more damaged."
http://pc.ign.com/articles/630/630201p1.html
I doubt you'll be able to shoot of every plate of armour but its a start :P
Very nice! I think all game models in the future will have at least 50-100 polys for a belly button. Couldnt u do something like this with todays tech (with a lower poly count and tex size) by using something similar to dynamic textures and PMT-poly morphing tech? hmm maybe not, especially seeing i made up the term poly morphing technology. :) Definately gunna need a HDR map, then it will be technologically hip.
Great work! looking forward to the updates.
pop
Wow, its been a while - spent a few hours on this guy tonight.
I done some rigging tests on his back and shoulder muscles to see how they would work and flex, and wasnt too happy with what was happening to the flow so I reconfigured it since last time.
I've blocked out the hands and I've also blocked out the legs but they are hidden at the moment [:p]
Currently at 5986 tris.
[img]http://www.sumea.com.au/forum/attached/hazard/20059211454_Knight1.jpg[/…]
[img]http://www.sumea.com.au/forum/attached/hazard/20059211526_Knight2.jpg[/…]
Got his bum knocked out - going to do some rig tests to see how the muscles work under some strain - so might be making some adjustments to the flow there - but you can see the basic shape anyhow.
I forgot to count the tris of the hands in the last polycount, all up and total now he is at 8020 tri's - A mere 3rd of my budget used [:0] I suspect about another 2000 - 3000 will be used finishing his body, and then the rest will be for his armour - cloak etc.
[img]http://www.sumea.com.au/forum/attached/hazard/20059611935_Wyvern-Lancer…]
Small update - Sorry Sorceror Bob, no wang either [:P]
[img]http://www.sumea.com.au/forum/attached/hazard/20059844129_Wyvern-Lancer…]
[img]http://www.sumea.com.au/forum/attached/hazard/20059844313_Wyvern-Lancer…]
Sorcerer Bob: Your right, the forearms arent quite beefy enough yet and slightly lacking in length - the elbows im going to hit again along with the wrist area when I finish blocking out the mesh. Theres a few other niggles to sort out yet also.
Livewire: There are already R - Rated games, and have been for as long as I can remember [;)]
Moonunit: Yeah hes fairly well muscled this guy, I'm using some human reference of mainly body shaper type physiques rather than outright beefcake hulks.
Livewire: There has been R Rated content games in Australia for as long as I remember.... they were just minus the 'R Rating' have to know where to look though [:0]
Anyway - Update Time. Here he is in all his stocky glory - looks a bit funny just yet with the beginnings of armour on his top half and bugger all down below. [:I]
[img]http://www.sumea.com.au/forum/attached/hazard/20059169367_Wyvern_Knight…]
[img]http://www.sumea.com.au/forum/attached/hazard/200591693643_Wyvern_Knigh…]
[img]http://www.sumea.com.au/forum/attached/hazard/200591693736_Wyvern_Knigh…]
[img]http://www.sumea.com.au/forum/attached/hazard/200591693818_Wyvern_Knigh…]
girls in red (partial nudity)
had some fun with this one.
any thoughts ?
[IMG]http://members.optusnet.com.au/altiquek/newcoveridea.jpg[/IMG]
Hey Alti, it's looking good -- I'm enjoying your pieces a lot more recently - your style is fast developing, and it's feeling more and more unique as The-Alti-Style [:)] I always feel hard pressed to crit on your pieces because I never feel too confident in what you intended, and what are valid crits [:)]
with that said, here's some thoughts on the piece:
- her left arm seems stunted, her right arm seems elongated; kind of a warping of length playing off each arm
-The mixed media works well, but could do with a little more refinement in eye-attracting areas.
-slight colour differance could be used to distinguish layers more clearly (eg, slightly cooler and less saturated colours on receding distance, warmer and more saturated on closer). Just a suggestion as opposed to using just pure tonal range to seperate distanced layers.
-has a good compositional feel
-I like the suggestion factor of the shadowy areas and glowy red eyes
-the pose looks a little awkward like you wouldn't be able to sustain it for more than a few seconds -- a bit more dynamic "slumped" pose with a greater shift of weight towards the center of mass could fix that.
-the lines across her body are a bit confusing as to if she's clothed in a skintight suit with seaming, or if those are lines on her actual flesh (or whatever she's composed of if those are "shell" seams).
-another pass on the girl in the upper ranges could've popped her apart a bit more; I think it's a border break/rim light, but the chair seems to have a higher range than the girl, so some specular pops on her skin could really make her stand apart in more detailed form.
I think that's about it, hope some of it helps [:)] Like I said, I'm never too sure about crits for your work since it always seems to have a definitive stylistic feel to it, so I hope that helps you
Hey Alti, I like the red theme you've got going on, JIStyles covered most of the crits. Probably the most glaring things about the image would have to be the pose and angle you've chosen. A flat, side on view of her sitting there is quite a boring compositional choice. There are so many other angles which can add more dynamic to your image. Also, the white outline around her hands stands out quite a lot. I understand what you're trying to achieve doing this, but using plain white when the rest of your image is in a red hue really skews your attention and focus on the image.
Anyway, I hope this helps, just my 2 cents :)
J.I.styles > thanks so much for the good honest and helpfull critics on this piece, over all from the responces all over the net i feel i have learned a great deal from the mistakes i have made on this particular piece, lets hope there will be less in the next.
Over the past few months i can feel my style changing abit, becoming more defined as i experiment with different teckniques and materials, some day i hope to be comfortable in my own style that i have created over a few more years of experiments.
oh and i added that seam because i just was getting a flat feeling and wanted something for the eye to trace down to the feet.
Lechy> yeah she is rubbery, sorry about the brick :)
Jason> cheers man , and yeah all critic is a help to me.
i crave it like a fat man craves cake.
a fun opencanvas sketch
of a blue ring octupuss hunting in high society.
[IMG]http://members.optusnet.com.au/altiquek/bluering.jpg[/IMG]
yay, finally a web update
Hi guys, finally got around to updating my website. Moved it to a new host that I shouldn't be afraid of sucking the bandwidth from for now on, and spent a chunk of time on doing a design I like [:)]
there's some recent content on there, but the vast majority of what I've been doing recently is still in nda or equivelant limbo.
anyways, hope you like -- I'd appreciate some comments [:)]
[url]http://www.jistyles.com[/url]
Click it! Click it!
Hey, it looks great, bit of a fantasy art style. Things load quickly and all seemed to work fine (using explorer 6 on PC and dial-up).
Probably don't need the web address on the info page (unless it helps with search engine listings) people reading the page will already know it, and could do your email address as a link too, it would match the others as a list of links then.
cheers guys, glad it loads fast enough on dialup.
still have some edits to do on the about page - need to update some of the info etc. Good call about the website link, I really don't need that there :) reason the email isn't a link is simply because of spam filtering; it's an image that looks like text so a spambot can't just harvest it and send me penis extension pill offers [:)]
Open for Critique
i was browsing through the internet and i saw your forums and the nice character sheets that it had. i wanted to practice on my modeling so i modeled the sniper character that was on one of the topics in this forum. i hope ppl like it and i want to comned the people involved in designing these characters they are really impressive. these are 2 screenshots of them i hope you folks enjoy them and please feel free to email me with any feedback. again this was only for leisure and practice training only. [:D]
Insert Image: [img]http://www.sumea.com.au/forum/attached/mashinboo/20056715512_donehighre…]
Insert Image: [img]http://www.sumea.com.au/forum/attached/mashinboo/200567155132_donelowre…]
welcome to the boards -- first up, when presenting work you may want to try renders with a mid gray background and some ambient/secondary lighting as to show your work as clearly as possible, so no blacks bleed into each other and you lose detail (just makes it easier to critique [:)])
It's a good start, at the moment he's a little "blobby" - that is, he could do with some more defined topology like harder edges to seperate stuff like the main chest muscle groups and areas like clavicles and where muscle groups wrap into each other. As a quick test, chamfer a single edge into 3 very close togethor edges to see what I mean. If you go onto a site like spiraloid and a do a search for chest or muscles etc, you're bound to find some great examples of mesh construction like that.
Good job, keep going, keep learning!
life :) study people when you see them, there gestures etc, i find this helps alot.
there are some good books out there. the human figure by John H Vanderpoel i like alot.
This site has some nice ecorche turntables. http://www.reybustos.com/04er/er.html
keep up the good work.
Heres an update to the model im currently workin on. the left arm and shoulder area are i've been improving also, i tweaked the chest area. you can compare them with the previous shots the purpose of the update is to define more muscle definition and make the arms left blooby please let me know if im goin on the right track. thanks i also added more segments on the elbow area to help improve bending during the animation stage please let me know if that was a proper technique for riggin thanks this hi-res shot is currently 9918 tri's i hope to normal map this onto the 2600 tri low rez model. ne suggestions will be greatly appreciated [8D]
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Retribution Characters
Hi Guys,
Heres a couple of the in-game characters weve been working on from U-235's FPS Retribution, check out more about what this games all about here [url]www.u-235.com[/url].
[img]http://www.sumea.com.au/forum/attached/hazard/20056842314_Ricks_Present…]
[img]http://www.sumea.com.au/forum/attached/hazard/20056842438_Crew_Member_P…]
Fantastic. I agree with Souri that the first guys face is realy spot on. I like his clothing as well.
A few questions though, the legs look similar for both characters, are they the same? Also, the texture for their eye's and the creases in the middle of their brow's looks similar as well, was parts on one guys texture used on the other.
great job, I'm assuming these are final delivered assets so not much point on crits [:)] that isn't to say there are actually many points to crit though [8)]
They have a great solid and organic feel to them (no concrete skin here!). There are only a few niggles I could really point out without becoming pedantic. Little things like the eye whites are just a bit too white (gives them a bit of the piercing stare look like they're spacing off). the back view, the thumbs look like they're at an odd angle, and the mirroring may have been hidden better an extra poly over. Anyways, little picks, but it's looking great! great job [:D]
Hey Thanks for the feedback guys [:)]
Conny: Not quite sure what you mean ?? Ill see about getting some wires and things released.
Souri: Cheers dude, yup weve been brushing up on a fair bit of anatomical studies here - always so much to learn, games are the greatest medium as an artist you get to study animals, humans, plants, buildings & structures even physics and other more mentally complex topics, even most fantasy creations are based of one or a combination of those areas.
So much to learn!
Falco: Thanks for the comments, yes some parts get reused, but only a base, not simply copied for use on another texture. For example the legs are similar, though not the same, wrinkles and creases are redone to suit a different cloth material etc.
Joel: Thanks, I agree your work as an artist is never complete. Theres *always* room for improovement. One can only hope as they finish one model to improove the things they missed for the next! Thanks for the crit [:D]
Makk: Cheers Mark, they are quite recent pieces of work.
quote:I've come across some amazing specs for some game characters that are up around 9 - 12 2048 sized texture sheets per character.
ok, now THAT is crazy! i can't imaging why you would need all that texture space! even with your characters at 3x1024 it's a huge amount of detail, and once theyre runing around and everything you wont even notice as much. i begin to think that sometimes extra power is redundant. several 2048's may look great, but does it really look all that differenet in gameplay?
sorry to take this off topic a bit, but in reply to excessive specs vs. perceptual in-game difference, see:
http://pcmedia.ign.com/pc/image/article/613/613140/unreal-tournament-20…
versus
http://pcmedia.ign.com/pc/image/article/613/613140/unreal-tournament-20…
so, not really -- point being is if it's there, the developer will make sure it's noticed because at that point it's a hype and novelty factor unless that's done (eg, possibilities of implimenting basic cinematography like stylistic camera work with close ups and introductions, story telling elements, and scrutinising inspection). that first pic would be good for a character interaction game, even detective point and clicks... think of going over an explorative autopsy to gather clues to solve crime. I'd dig a game like that! There we go... original xcom remade with the ut2007 engine, and the autopsy reports you get to dig around the alien corpses to find weaknesses that give you bonuses [:D] *copyright! cha-ching!*
yeah the only time anyone will really get to see and appreciate the extra detail will be in close ups. so that means cut sceens, and converstations - vampire bloodlines did close ups on the character's faces when you were talking, worked pretty well. in fact come to think of it i wouldnt be surprised if the large amount of detail in NPC faces was ONLY found in NPCs you could talk to. enemies and random wandering NPCs probably didnt have as much detail cos you never got up close enough to see, or at least i never did.
infact, i'd like to see those 2048 maps from UT2007 applyed to a 2500 poly character with no normal mapping or other fany shadders. basicaly a character from UT2004 but with twice the texture res - and see if anyonce can actually notice any difference during gameplay. i doubt it, in a game like unreal if your close enough to another character see the detail you need to work on your aim!
and i'll appologise now aswell for taking the thread off topic [:)]
LiveWire: Mate I would use half a dozen 4096 textures if the budget was there and someone could afford the time to paint the thing. Just in case the camera wanted to zoom into one of the dwarfs hair follicles or something. You never know - it *could* happen.
The autopsy idea is really cool - and UFO Enemy Unknown would be a fantastic remake, that game kicked ass on so many levels. Hey Joel - how bout we get cracking on it [:P]
I apologise for taking my own thread off topic. [:I]
Staying off topic;
That?s a cool idea about the autopsy thing. As well as something like UFO, a CSI type game would also be really cool, solving crime scenes with high detailed corpses and environments to inspect. Someone make one, I want to play! [:P]
Back on topic;
Those models/textures are really great. World-class stuff.
So how many people did/would typically work on a character model of that calibre? Or is this all your doing Hazard?
Palantir: Theres already a csi game ( I think ??!! someone confirm ? )
Credit always goes to the whole team for everything that we produce whether touched by a single team member or many. Having said that, we have perfected a quite smooth piepline for producing such pieces of work in a relatively short amount of time. Each project we take on has different deadlines, different requirements, and thus creating a flexible pipeline was high on my priority list.
But in answer to your question,
For these paticular models we used 3 Artists:
Myself for the Textures,
Patrick Delmastro for the Modelling/UVW Mapping,
Steph Everett for the Normal Mapping and an Quality Assurance.
Although all 3 of us are capable of producing such pieces alone, we have established a workflow that enables us to cut time and costs drastically - a much more attractive system for potential clients.
This pipeline also enables us to slot into different roles to keep everyones skills fresh and developing nicely. Quite often someone will come up with a new technique for completing something but have to wait their turn before they get a chance to use it [;)] Creates a nice healthy challenging rivalry between the crew.
Stay tuned for a couple of meshes that myself and Patty are working on. We hope to be pushing our skills to the absolute limit and creating something truely impressive in nature - Massive polygon counts and super high resolution hand painted textures. [:o)]
oo nice work kalescent :)
Really like the first guy. clothes look great. hair looks a bit odd, like he has too much dandruff.
eyes are far too white.
I agree about the thumb to, looks disconected from the hand.
He has quite a lack of rib cage.I think it should be more dominant, which would also help take away that sucking in look.
All in all top work :), looking forward to how the game turns out. keep it up.
One thing I wanted to ask you HazarD was are these models going to open there mouths and move their eye's for in-game conversations. I am finding games like Half-Life 2 and Vampire-Bloodlines, where characters talk to you while you play take the game to a whole new level of interaction.
I'd love to see these guys eyes follow me around the room when I play.
Falco: Yep these guys have mesh for inside of the mouth, teeth, tongue and the eyes will be animatable. The polyflow and topology for these models is predominantly focused on the face and head, making lifelike muscle animation in the faces a possibility - like smiling or getting angry and scrucnhing up the nose and eyebrows.
Statue study
[img]http://img69.echo.cx/img69/5416/comp17ep.jpg[/img]
This is a study i decided to do, basically its just a way to improve my head modelling. Normally i would look at other people's topography to do a face but i thought i'd try and do one where i figured it all out myself. I'm reasonably pleased with the result, here are a few views and a mesh.
The actual model came from a sculpture by Alessandro Algardi
[url]http://www.artrenewal.org/asp/database/image.asp?id=13335[/url]
because its on an odd angle i had to keep rotating the model to check whether it was correct (I also used a front and side phtoto of Ian Holm as a quick guide). Nearing the end when i was doing the neck i wasn't as accurate as the face itself so its a bit off.
I'm planning on continuing the rest of his hair and hood (that was what drew me to the sculpture in the first place) and perhaps even do a full body and scene if its going well an i don't lose interest.
Great work so far, but a few things stand out for me. His lower eyelid seems to stick out further than his top eyelid which looks kind of odd to me, I think normally the top eyelid sticks out further, so maybe just pull it further down and back following the curve of the eyeball. He seems a bit more jowly (chubby) in the photo of the statue than in your model. Lastly, the area between his nose and his eyes seems too prominent and looks like it should be pulled back and given more depth.
thanks for all the suggestions, i'm yet to really adress them properly yet because i moved on to the body. i should hopefully get around to tweaking them soon though.
i decided to give him some armour and eventually develop the whole body
[img]http://img296.echo.cx/img296/7506/torso1web8qm.jpg[/img]
thought i'd post a slight update, took off the mirror by altering small parts of either side. I uglied him up even more in the process though. plus an opportunity to try a different rendering style to normal
[img]http://img138.imageshack.us/img138/1928/whole11xw.jpg[/img]
just a quick general tip. the seperation of the muzzle and cheeks, the line that runs from the nose to next to the lips generally forms a gradual definition in and out. So... ascii art to demonstrate! something like:
...---=====---...
other than that, it usually curls down with the flow of the muzzles muscles rather than the cheeks. The smile line forming muscle [:)] oh, and bunk up your shadow res!
Photoshop Work (56k warning)
Hi guys/gals.
This is my first post on these forums. I've been looking through the forums and site for a while now and I have to admit, I've seen some very good work. I was hoping that if I posted some of my own work, I could get some quality feedback on my work.
I'd love to find employment in the field of Graphic Design if any employers are reading :P
Here are a few of my latest works.
Central Processing Unit Artomic of the Month : Atomic Magazine #53
The inspiration for this wallpaper was when I was pondering one day what data travelling through a CPU would look like from the perspective of a lowly 1 or 0.
[img]http://img229.echo.cx/img229/8679/centralprocessingunit48at.jpg[/img]
Case Modification Placed second
I created this wallpaper for a competition held by ozcasemodz.com
The fields were that it had to be a wallpaper with a case modification theme to it, and contain the customcases url and logo which must be designed by the entrant.
[img]http://www.ozcasemodz.com/images/news/2nd.jpg[/img]
Solar Flare
This wallpaper is pretty much what it looks like, a giant explosion! I made this when I realised I didn't have any firey or explosion works made recently.
[img]http://img243.echo.cx/img243/5343/solarflare2mo.jpg[/img]
[RasH]
Banner I made for a Counter Strike: Source clan. He wanted a no bullshit, gritty and tough look to it.
[img]http://img141.echo.cx/img141/2678/rashbyjamesmartin3hq.jpg[/img]
Negative/Positive comments are extremely appreciated!
It's definately a great foundation to work from. Make sure your always up to date with what's happening in the industry and what styles are emerging - then add your spin on things. Read magazines like IDN and Desktop and be inspired!
Be careful over using styles like abstract 3D. While yours looks great, employers are beginning to get tired of it and it could sink you down in the pile so to speak.
I would suggest posting your work at australianinfront.com.au where all the cool designers hang out. There's only geeks here.
Ink and wash experiments
Here are some more pictures dabbling in ink, I made some color adjustments in photoshop. These ones are about a year old, I'll post some newer ones soon.
[img]http://www.sumea.com.au/forum/attached/Lechy/2005529212936_ColdWorld_hu…]
[img]http://www.sumea.com.au/forum/attached/Lechy/2005529213038_ColdWorld_pr…]
[img]http://www.sumea.com.au/forum/attached/Lechy/200552921308_ColdWorld_pri…]
Really good pieces of work here lechy - the last 2 have an almost ancient disposition due to the freeform brushstrokes and less caution in producing something thaths as sharp as the first piece.
For example I imagine finding the first picture in a recently made book of heroes gone past, and the last 2 in some ancient tome of warriors.
Nice Job [:)]
2d Animation practice
[img]http://kez.dontknowdontcare.com/misc/donk.gif[/img]
Made in 10 mins, flash mx only. My mean rubber-ball based revenge on [url=http://kez.dontknowdontcare.com/misc/partial.jpg]this drawing[/url], for taking so long to draw
[img]http://kez.dontknowdontcare.com/misc/kitten.gif[/img]
Four painful hours, flash mx only. After much consideration, the pen tool in flash isn't so bad, but i much perfer the illustrator one.
Techno Chicken
Hi all
This is the first time i have posted any of my work on sumea so tell me what u think. I started this just after i started learning max 6
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/uberlaron/200552874141_Chicken80…"]Chicken8006007.jpg[/url]
62.78 KB
ha ha that looks neat, one thing that i do notice though is that the chicken appears very flat, like i imagine viewed from the front it would be not incredibly thin but noticeably so. Ofcourse it's a made up techno chicken so there are no rules as such but i think it might look better rounded out a little more
My Sisters Car
I've been wanting to try new things to model and texture so I decided to have a go at my sisters car. The new digital camera works a treat, I got lots of good pics for reference and the texturing.
I have not done many vehicles, and I'm realy interested to find out what people think of my work, especialy anyone who has made cars for games. If anyone has examples of industry work I like to see them so I can see what their doing.
[img]http://www.sumea.com.au/simages2/415_Car_Model01L.jpg[/img]
[img]http://www.sumea.com.au/simages2/415_Car_Model02L.jpg[/img]
[img]http://www.sumea.com.au/forum/attached/Falco/200552855621_Car_Texture.j…]
Some pencil experiments
I've been stuffing around with some traditional media for a while, mainly watercolor pencils. Once I get my head around them I'll try and do some finished pieces. cheers.
[img]http://www.sumea.com.au/forum/attached/Lechy/200552022124_watercolorpen…]
Thanks conundrum, here is another piece done yesterday.
I call it "the stalker" not very original but I think it suits.
[img]http://www.sumea.com.au/forum/attached/Lechy/2005521225415_stalker.jpg[…]
Some marker work this time, I don't use markers as often as I should, so here we go. This one was done watching the footy tonight. cheers.
[img]http://www.sumea.com.au/forum/attached/Lechy/200563827_marker1.jpg[/img]
Programmer Scribbles
Just a collection of my recent b/w doodlings with artrage.
Creature concepts for my portfolio game "Tropiko":
[img]http://kez.dontknowdontcare.com/misc/goldy.jpg[/img]
[img]http://kez.dontknowdontcare.com/misc/tropiko.jpg[/img]
Ninja twister dodgeball (the sport that should not be):
[img]http://kez.dontknowdontcare.com/misc/techball.jpg[/img]
Animals:
[img]http://kez.dontknowdontcare.com/misc/nohands.jpg[/img]
Random doodleage:
[img]http://kez.dontknowdontcare.com/misc/wtf.jpg[/img]
[img]http://kez.dontknowdontcare.com/misc/manakins.jpg[/img]
Really top stuff. You can see the manga influence there. I really like that cat. And the fish game concepts sound cool.
?On average a tropiko will spend 80% of it?s life laughing at predators?. Love it! [:D]
Any chance of showing us a coloured painting sometime?
Though I kind of think you need to stop calling your art ?programmer art? or something similar, because your art skills are quite a developed and separate thing to your programming skills. [:)]
Hmm, maybe some artists around here should write some high-performance code as a kind of payback? [;)]
[img]http://kez.dontknowdontcare.com/misc/pj.jpg[/img]
Pajamazon is copyright of DTH of b3ta (I think). Well I'm pretty sure he invented the character.
Spy Drone
A bit of a worn spy drone. Ive take a log of the time spend to see how fast/slow I am. So far this has taken about 8 hours, and will probly do some more tweaks after I get some feedback.
Thanks
[img]http://www.users.on.net/~firefox/bronson/wip/spy01.jpg[/img]
[img]http://www.users.on.net/~firefox/bronson/wip/spy02.jpg[/img]
[img]http://www.users.on.net/~firefox/bronson/wip/spy03.jpg[/img]
[img]http://www.users.on.net/~firefox/bronson/wip/spy04.jpg[/img]
thats pretty neat, is the circular bit on the shpere supposed to be a camera or a bolt. if its a camera id remove the sort of brown tints from it so it looks more different (yeah, me speak english good) to the metal suface around it. Also the lights might be a bit over saturated, or maybe they just appear that way against the rest of the surface of the model which is fairly similar all round. I can see youve tried to create variaion in the metal textures but when you like say view that from a distance, it all meshes into one really quickly. I think you might need more contrast... notable from the top down view especially.
this is just my ramblings, take it as you will :P
Hey Gibbz, checked you website and saw you're at Torrens Valley TAFE, tell me does Dan Ward still teach 3d there? I was there a few years ago doing multimedia.
As for the spy drone, it's a really neat concept, I like the blending of low and hi tech stuff, it's the sort of thing you might see in one of the Thief games. I agree though it needs more contrast in the metals. What's the poly count and texture size?
I don't think the colours really complement each other very well. You've got a lime green for a mechanical object, a blue translucent strip which makes it look dark green, primary blue and red. I'd give it more of a grey/silver tone with some blue in there, with browns and earth colours for rust and scratches you got. If it was a camouflaged drone, I'd go with a marine kinda green with some white text and military insignia etc. That would look cool.
Also, the welding lines could do with a better placement/design. Maybe have the lines run from the front to the back of the drone and kinking in areas, rather than radially from the centre like you have.
bloodthirsty girl thread
a sketch, more to come.
[IMG]http://members.optusnet.com.au/altiquek/smalgot.jpg[/IMG]
zombies are on the loose and we need naked women with big guns asap.
[IMG]http://members.optusnet.com.au/altiquek/zombiegungirl.jpg[/IMG]
strange sketch
[IMG]http://members.optusnet.com.au/altiquek/zombiebatler.jpg[/IMG]
[IMG]http://members.optusnet.com.au/altiquek/chickz.jpg[/IMG]
randoms
my hellhound.
this was alot of fun mechanical pencil hb, and photoshop .
[IMG]http://members.optusnet.com.au/altiquek/hellhound.jpg[/IMG]
took a sketch of mine and finished it off.
any thoughts ?
[IMG]http://members.optusnet.com.au/altiquek/alturnat.jpg[/IMG]
Giger Tribute
Hi ya .. some wip's of my latest project.. where i'm working one of Giger's biomechanical images.. into a full 3d animated wall plate..
[img]http://student.ci.qut.edu.au/~n4675215/misc/giger_new_01.jpg[/img]
[img]http://student.ci.qut.edu.au/~n4675215/misc/giger_new_02.jpg[/img]
and a test render
[url]http://student.ci.qut.edu.au/~n4675215/misc/giger_sml.mov[/url]
off this original concept...
[img]http://student.ci.qut.edu.au/~n4675215/misc/giger_source_01.jpg[/img]
Cheers guys
Great start.
I second Moon Unit.
That will look tip top when completed.
That's some hardcore commitment.
Good luck!
Gerhard
http://www.mozsi.com
Thanks for the comments guys... yeah I expect this to a hard project.. so much so that I don't think i'll be constucting the whole image as Moony suggested..
Instead i'll be localising contruction around what i've done already.. perhaps later on I could construct the whole thing...
I'm going to concentrate also on how the piece is animated and the atmosphere of the whole work..
I'll be adding in particle smoke systems and the such to bring out a real ambience that only a Giger piece deserves..
currently I am this stage -->
[img]http://student.ci.qut.edu.au/~n4675215/weblog/media/3d3/giger_02.jpg[/i…]
with some more animation -->[url]http://student.ci.qut.edu.au/~n4675215/weblog/media/3d3/giger_02.mov[/u…]
overall i'm going to go for a huge scale.. or the sensation of it... at the moment I'm playing around with Mental Rays Ambient Occluder shader or dirt map as some people know it...
hopefully I can pull of a real nice render at the end of it all..
Cheers..
Hi ya.. just an update.. now added some particle effects..
[img]http://www.jamietelford.com/weblog/wp-images/giger/giger_smoke_sml.jpg[…]
[url]www.jamietelford.com/weblog/wp-images/giger/giger_smoke_sml.mov[/url]
cheers guys.. more updates to follow ..:)
hehe, all I can say is you're a brave soul to be doing this in nurbs [8)]
it's looking good, I'd like to see more work in the shaders -- and perhaps consider linking stretchy strings of planes from piece to piece and masking in some specular and bumped goo.
eg, something along these lines:
http://www.3dluvr.com/jonkajtys/obrazki/mpegz/zwierzak_web01.mov
Thanks for the comments..
denz --> yeah so far the texturing is pretty basic.. i'm just projecting the scan of have of Giger's piece directly onto the surfaces..
I have problems with the resolution as my scan is only as good as the book i got it from (ARh+) so you can actually make out the points from the orignal printing process..
styles --> I love that link you put in.. great stuff.. cool saliva.. and his work with the skin is great too.. Good idea that putting in gooey bits and the like.. might have to consider it for sure ;)
I guess I am brave using nurbs.. it's working out nicely thou.. I'm more interested in how the curves actually affect the final shape.. and that nurbs tessalate automatically helps heaps in the resolution of the render...
in the meantime here's a current render (600k)
[img]http://www.jamietelford.com/weblog/wp-images/giger/giger_full.jpg[/img]
[url]www.jamietelford.com/weblog/wp-images/giger/giger_full.mov[/url]
This is testing out the final type of animation and cinematic I'm hoping to achieve.. so it should give you an idea of what the final piece should look like.. Things that didnt work out were the Fog effect ( I'm currently re-rendering as I type ) where i stuffed up the scale, so it tends to flicker too much..
Also I've extended out the length by two.. and dropped the camera down much closer to the surface.. so it hugs alot more :D
Hopefully will post the new render soon..
cheers!
hmm well not that Iv looked at the movie(somehow dont have quickitme?? ) but the hole idea of gigers art work is that it looks like 2 things or more and is very organic where yours is just a copy of components and dosent look like mutch or have the flow of mutch of giger work..plus giger work has been copyed so many times its just not cool anymore,sorry but its true
Two Levels
These were craeted for two seperate, yet for some reason very simular, subjects during my last trimester at QANTM. One is a level for the ill fated Scootarama2, and the other is a UT2k4 map. Each are partly inspired by a different game - see if you can guess which ones ! [:D]
[img]http://www.sumea.com.au/simages2/343_UTCave01L.jpg[/img]
[img]http://www.sumea.com.au/simages2/343_UTCave03L.jpg[/img]
[img]http://www.sumea.com.au/simages2/343_AreaHUB01L.jpg[/img]
more pictures and info on my profile (just tying to save myself repatin information here, not to meantion space from all the pics)
[url]http://www.sumea.com.au/sprofilepic.asp?pic=343_UTCave01.jpg&news=1522&…]
not that long really. cant say how long exactly though. i probably spent the same amount of time on each, if not a little more on the UT one. The scootarama one was spead over a greater length of time however, as i was doing other models and assessments during that time (including the layout for the UT level). The UT one was done mostly in the last few weeks after i got the scootarama one finsihed. i would like to continue the UT one though and really polish it.
Sky plate
Hi People
Here is a sky plate that i am working on.
As usual in PS8
All C&C welcome.
Cheers
G
http://www.mozsi.com
[IMG]http://img.photobucket.com/albums/v352/weather/13023fc0.jpg[/IMG]
Hi All
Glad you like the image.
Conundrum.- This res is huge . I am working at about 4000 X 8000 px.
This will eventually be a sky box for the good people at:
http://www.off-limits.be/
Lots of techinical issues to consider before the image is final.( all that 3D stuff that I am shithouse at!!!)
Cheers
Gerhard
Oh thats so cool. I really dig the mish mash of different animal groups you have there; Half human/bird/squid type thing. Wouldn't really want that thing to be stuck on my arm o_O
cool stuff :)
...wait thats a beak isnt it? or 5 million mashing claws?