Warning: Can we stop with the bullshit in here? Thanks.
This means everyone. Acknowledge this post silently and do not respond to it.
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Warning: Can we stop with the bullshit in here? Thanks.
This means everyone. Acknowledge this post silently and do not respond to it.
I'm with Polar. This is getting annoying.
hahaha
e: BAHAHA you tell em p0lar. um, er, i mean, not responding...
No ankles, and fat legs- you need to seriously practice drawing legs.
Edit: Same thing with arms + elbows... or lack thereof.
I'll call your arm-leg things wormies. :)
The anatomy on your half human monster is unrealistic. I'm with dwood, you should define the elbows and knees. That would make a giant step from scribble to drawing.
So basically, what everyone is saying is study human anatomy, and then slap some fur, tails, and snouts on it. And if you want to get really exotic, then you can study some animal anatomy and throw a reverse knee in there.
Basically, your characters have no definition in their separate body components. Two squiggly lines an arm does not make...nor does it make a torso.
Nice train. Needs the other sides.
I see what you mean about the elbows and legs, something was bothering me last night but I couldn't put my finger on what, I Think you nailed it though!
Also that arm leg thing is called klonoa <: (((
It's neither though, it's a sketch, which is before the actual drawing !
Why were they crying?
because they think prancing around is "art"
That's a really nice fountain.
I saw this line of people marching across the center field. They were dressed like that and had black paint smeared all over their body at random. I figured shit was goin' down so I bring out my camera and start taking pictures. They climb up onto that fountain and just stand there, motionless, while the crowds gather. Then they started yelling and screaming and crying, descending into the lower pool to splash around a bit. After about 10 minutes of this, they put on their serious faces and walked out in a line. Crowd: *not sure if clap*
Sometimes I am ashamed to be an art student.
Working on getting a decent skybox in Crysis.
Got the terrain fleshed out, got some forerunner constructs all worked out and modulated so I can rearrange how I please but I'm looking into setting up sky boxes via the editor.
I want to know if there's anything else to be done to the Halo ring to look like that it's actually in space.
I currently have it set as a distance cloud and a render of the ring exported from 3ds max with a alpha channel.
Any tip's or suggestions on what to change about the ring would be appreciated.
Also any tutorials anyone thinks maybe usefull for lighting scenes would be appreciated as well.
Fade it out more; it shouldn't appear quite so vividly.
The clouds should cover it up for one, but I think the brightness doesn't need to much adjustment. Fade it just a little bit.
A project I did in Comp. Art and Design 1 at my school. It was just using a silhouette in the picture.
http://i148.photobucket.com/albums/s...rojectcopy.png
Digital Media Flash project
First time using flash, like, ever. I'm sure I fucked something up.
The fact that the horizon line is still there when he's falling.
if the horizon line wasn't there, he'd be underground. The only thing that bothers me about it is the fact that he jumps headfirst but lands in the opposite position. Other than that, love it. Made me smile
He lands on his face, his body arches over forward and flops down. That's how I drew it, anyway. Kind of hard to discern at a high FPS.
if you slowed that part down a bit, gave it more emphasis it might just add to the magic.
The apparent angle at which he falls and the angle the letters fly out of his mouth as he falls don't match; it looks like he's swooping down, but really, he's just falling.
Also, maybe you should exaggerate the level of the horizon a bit, and have it down a bit lower for the guy on the cliff, then raise it up some as he falls.
http://www.modacity.net/forums/attac...1&d=1244950362
Do this.
'nuff said.
@Sever: way too close man; that's uncomfortably close.
I love that Concept picture, I can't find it's original source and the others that went with it. There was one of a dome structure that would have fit perfectly with the Forerunner City on Onyx as it was described in the book.
Same.
I'm actually looking into if I can get the ring to look somewhat similar, it might look close but then again the ring is 10k Km's in diameter so i would guess it would look pretty big in the sky anyway.
Guess I gotta get cracking at trying to make renders look good for this to work well.
Edit:
This seems to be as close to the angle in that concept picture as I could manage.
http://img31.imageshack.us/img31/422/halop.jpg
http://derekdennison.codebrainshideout.net/49er.jpg
Fucking people, how do they work? Halp please
(its going to be made into a vector figure to go on a shirt for a school project)
e:
http://derekdennison.codebrainshideout.net/49er2.jpg
e2:
How do i hands?
http://derekdennison.codebrainshideout.net/49er3.jpg
His crotch is right under his stomach...
You mean this?
http://halo.bungie.org/misc/paul_dav...tionuknown.jpg
The artist is Paul Davies. He's got a few more Halo related pieces at a HBO gallery: http://halo.bungie.org/misc/artofpauldavies.html
That! God that's a gorgeous picture.
That might be a really cool skybox to make....
Does anyone know of a way to change the bitmap size in 3ds UV editor without skewering the UV's already there?
I've been working on something and unless the bitmap size is 2/1 the bitmap seems skewered, but I need to add the other half in but each time I try to add more space the entire thing is scaled along with the changes.
Diagram below for what I mean.
change it in the advanced options tab aswell as in the render window?
Attachment 1813
Another project I did in my class, it was to crop out images. I was just wanting some comments or crits on the pieces, as well as my previous silhoutte one. thanks:neckbeard:
Ignore this, sorry bout the double.
D-D-D-Double post!
How the fuck do I draw feet in shoes in perspective
No really how
http://i.imgur.com/wM0ec.jpg
Triangle? Could you elaborate? I'm not sure what you mean, and I can't see what basic shapes you used to construct the feet in your drawing, since you just drew it using lines without constructing from geometric shapes, which is what I need to be doing right now.
Fuck anatomy.
I just did mitten hands
http://derekdennison.codebrainshideout.net/49er4.jpg
This is the first person I've ever seriously attempted drawing before. No refs besides the style thing that I showed before
I typically work with a more organic bent, I'd probably go with ellipses or blocks of some kind that can give me a feel for the perspective, rather than something as angular and 2-dimensional as triangles. Huh.
It's ALL two dimensional until you add lighting and shading. Also, ellipses don't provide you with a profile as well as triangles. I typically draw with a more organic bent myself, but I still use triangles because they offer a broader selection of general shapes compared to an ellipse. You'll find that after you block out with ellipses, you end up filling in with angular shapes anyways to give definition and then smoothing them out to be more organic. I just skip the ellipse step because I generally don't need it unless it's a pose I've never even remotely worked with.
Blocks are just as two dimensional as triangles. If you look at the second leg in that example, I did add a fourth side on the left, I just didn't bother erasing the now extraneous vertex. That is how I shape my feet, because feet from any angle tend to look similar to triangles. Limbs are usually stretched diamonds (I draw a stick skeleton, then add a long triangle to either side). Torsos are an hour glass of some type (even males, just less pronounced) and can also be viewed as an inverted triangle on top of right-side-up triangle, irregardless of whether or not you drew the tips. See what I'm getting at? The only way to achieve that with an ellipse is to draw several horizontal ellipses of varying widths, but then you end up drawing an hourglass outline around those anyways.
No, I mean, I'd like to get a better feel for things by constructing with three-dimensional objects like boxes, so I can get a better feel for the perspective. Constructing with triangles doesn't give me that, and I need that.
Finally got the thumbnails aligning properly on my website and updated the header/background: http://timo.modacity.net CSS is such a bitch >:C
Oh gosh.
Well, I can't deny that you seem to be improving quite a bit.
Aside from the gray area you loved to be (and assured me you'd stop) trodding on with your art, one thing always bothering me about these were the hands. The edges of yours are the same width as the rest of the arm, they should fan out from the wrist. Seriously, look down.
I'd hardly consider that to qualify as the gray area! As for the hands, yeah you're right, they're still pretty bad, gonna work on them more!
First attempt at drawing cartoons, drew a basic layout on paper, then scanned it in and then went over lines and added colour and rough shading.
Still WIP...The idea is to have either him shooting fire out the nosel, or have a big fire to the right and he's pissed because its huge and will take alot of effort...oh and it is suppose to be a fire extinguisher.
Hoping Mr Big crits :D *hint*, any tips/advice for shading/adding highlights? Like are there any places I should add more...or take more away (the teeth will have a lower opacity in next version).
Oh yeah, the idea of this is to be a wallpaper, hence why theres no background stuff.
http://limited-development.net/images/comic1.png
Is it drawn with brushes and a mouse? It might be this crappy low res screen I have to use right now but the lines look very messy.
You need to define your light source, the shadows are going in a bunch of different directions. Their opacity all looks good besides the teeth, but that shadow doesn't look right, needs tweeking. The shadow at the top of the body should curving the opposite way. Doesn't need anymore colors, keep it simple like that.
Otherwise I like it, reminds me of aqua team hunger force.
I'm using the pen tool, freehand I stand no chance, as I'm lefty. I've redone a few areas, the end of the hose I have fixed the join, and I've redone the two loops that hold the hose to the main body. Changed the body shadow to what I think, you meant. The light source will be to the right and possibly also top right (depending where I add the fire).
I should get some references for how teeth are done in comics, right now my only reference picture is a real fire extinguisher.
The issue with lines may be due to the fact I'm down sizing the image, I'm working on it at 2000 x 2000, the uploaded image I resize to 600 x 600.
http://limited-development.net/images/comicv2.png
Click here for the full 2000 x 2000 image.
So the pictures range in different sizes, but the thumbnails are all same size...what do you plan to do with vertical photos? Also I recommend putting your email address as an image instead of displaying the actual text, I have a website up that I've told about 3 people the address, yet I get spam emails (from spider info gatherers I expect), so you might get it as well.
Yeah the cast shadow is basically just to show there is a floor there, just not visible.
I'll just group all the vertical thumbnails together like this: http://timo.modacity.net/2010/ breaks the flow a little but it seems like a good compromise.
I was bored.
Wow, cool :D
My favourite part of the old Halo 2 E3 video was when the longsword flew over and bombed the big covie canon. Needs that epic sound...
I just finished my CSC assignment. We had to come up with our own ideas for this final project. I decided to automatically remove happiness from images.
http://con.modacity.net/csc205-4/before.jpg
http://con.modacity.net/csc205-4/after.jpg
Didn't get around to blending the fill region, oh well.
**This was made only using assets with some editing so I can get myself into the UDK and understand it.
The texture on the blinking light doesn't go dark when the actual light flickers.
Attachment 1862
Meh.
yea, what Corndogman said, other than that it looks spiffy. I also didn't like the way the water sounds were done, like... is there a way to just have a volume falloff? It sounded more like when you got to that area the water "started" and then when you walked away it "ended"
Also, camera was uncomfortably close to the ground for most of it.
As for that blinky light thing, if you setup your blink for the light in Kismet, you can wire in a Material Instance Actor to be effected by the same stuff as the light is. If you setup the Material Instance properly then you can get it to animate the emissive channel (or emissive power?.. it's been a while) at the same time as your point light is animated.
Can you have custom FP weapons in UDK? I know you can have custom bipeds, but are custom weapons even possible? Same goes for vehicles.
Of course. Everything is possible with the UDK lol.
Hell, Borderlands runs off the UDK, and that game has 902384 weapons haha.
You don't "mod" the UDK, it's designed to create a game with... so if you're making a game, you sure as hell aren't going to be using Epic's art in your game.
PP-2000 for University assignment. Got a turntable video rendering of both weapons.
I fail at texturing :( And the stock is completely wrong. The module is only Introduction to 3D Modelling, if you see what other people with now experience are making then this will pass with flying colours.
Diffuse Map
Bump Map
Spec Map
Opacity Map
All at 2012 x 2012 or something like that, we were given a set resolution.
http://img690.imageshack.us/img690/7...trender4k1.jpg
http://img96.imageshack.us/img96/867...trender4k2.jpg
http://img408.imageshack.us/img408/2...trender4k3.jpg
http://img593.imageshack.us/img593/6...trender4k4.jpg
How simple is it to use in comparison to CE? Not as in similarities, but as in usability.
I pretty much suck at perspective drawing, also this bolt has nowhere to recoil into, and the barrel looks like it's bent.
http://i.imgur.com/XQyRK.jpg
Don't fret about it. If you redesign the bolt itself, it could work. I can actually make what you have right there work in my head. That perspective is actually pretty good.
Been working on this for an assignment, semesters done now time to fix what got fucked up and add more stuff. Design is heavily influenced by a local school originally built in the 1800's. This is in UDK
http://img687.imageshack.us/img687/6...orhallway2.jpg
http://img813.imageshack.us/img813/7...oorhallway.jpg
http://img33.imageshack.us/img33/549...orbathroom.jpg
http://img715.imageshack.us/img715/3...rclassroom.jpg
Looks good Pen, seems you doing same course as me haha We also have to use UDK, but in the second year I think, at the moment we use Unreal Tournament 3
I actually thought that was a photo at first glance, nice job.
I have my AA turned off by default on my card settings. My card overheats to easily (laptops have poor airflow >_<).
Tell me about it. I'm convinced mine doesn't even have a fan.
Texture on the inside of the trash bin in the last screen looks like it might be stretched vertically a bit, unless I'm misinterpreting.
It could be stretching because there is trash in it.
Didn't even think of that, thought it was metal. Looks fine now that I know what I'm seeing.
@DarkHalo003, if you can use HCE's tools then hopping to the UDK is like... it's a beautiful beautiful thing. The UDK is just insanely easy to play with, and the community for it is massive, and there are profesional training or how to videos teaching you about everything with the UDK.
Try it out and see what ye think.
@PenGuin1362 There is a command you can use to render out a screenshot at a much much higher resolution which you can then scale back down to fake AA pretty well.
If you just open the console in game and type "tiledshot" it will take a screen shot four times your resolution Its pretty awesome.
http://udn.epicgames.com/Three/Takin...html#Tiledshot
There's the UDN link on it 'cause I don't wanna type out all the stuff and the link is more useful anyways.
awesome, thanks. also some of the assets were rushed because as the deadline was nearing i still had much to do. Over scoped a little bit on this project :x So I need to go back and add some normal maps to a few things. Trashcan might make a little more sense if I do. Also the lockers are much higher resolution but I need to fix the render distance on the texture >_<
Need more specular. Everything looks really dry...
That's exactly what I wanted to achieve. It's not post apocalyptic, not a war zone, not a haunted school. It's a boring ass middle school. I believe "dry" was the exact word I used in the Art Document. Also too much specular and every starts to look wet. Literally.
Yeah I'm definitely considering going to it after I've done a few releases with CE first and get a new laptop more suitable for 3ds Max, rendering, and an engine that can do more graphically and physically. Does it support Single-Player though? I know Unreal Tournament is generally a multiplayer game, even in the campaign mode, but seeing as the UDK has contributed to games like Bioshock and Gears of War I was just curious if I could create a single-player experience with it.
You can do whatever you really want to do with it if you put enough effort into it.
@PenGuin, thanks for making it realistic looking haha.
My instructors all were like BUMP THE SPECULAR MOAR and then it'd look like everything was hosed down and they'd say it's perfect haha.
nubs.
See they tell us the exact opposite. There's different methods you can use in UDK to jack up the power of the normal map to see the normal details so you're not left to rely on super shiny specular map, and map that looks like it just rained.
Personally I believe the lighting is awful. Needs big improvement.
You need to individually look at the types of materials you have. Look at the physical texture of them. For example every picture has the same floor tiles. Those types of tiles are generally glossy, specially with the school lighting. Okay you reflect off a ceiling light, yet reflection is only one aspect of specularity. Your controlling how light bounces off the surface.
Most of the items in your scene look dull. The red lockers I assume are made out of metal, your screenshots could easily portray them as clay. Okay with any brain power you can see they are lockers, therefore you know they are metal however that isnt what the image shouts out. You need them to have more specularity. Real metal shines.
The bathroom scene is the dull-ist to me out of the lot, when it should contain the most life. The urinal needs to be more reflective, right now it has no specularity I think. Typically they are made out of enamel, which is glossy and specially as its in a wet environment. Same goes for the granite worktop around the basins, they are glossy in real life, they need to be more too.
Its great work so far don't get me wrong, although you need to play around with the lighting and the material types alot to get it to be realistic.
The lockers look better up close, I forgot to adjust the LOD and render distance of the texture map on them so they look like piss. I'll try and get a better shot and you'll have to tell me what you think of the up close shot. Again You need to ignore the aspect of dull. That was the exact thing I was aiming for. The level is supposed to instill that dry, boring ass feeling of being stuck in middle school when you wanted to be anywhere else in the world. I agree with the urinal, I'll have to revisit that and the toilet as well, thanks for reminding me. There is much I have added to my list to do now that the assignment pressure is off but I will keep all that in mind and play with the lighting a little. The class rooms I agree are awful, it's one point light in the middle. However tell me what it is about the hallways you dislike, personally I feel it captured a school hallway, but do you think perhaps i should lower each lights intensity a little?
Personally I have no idea how American schools look like, apart from what they are shown like in films. When I say dull, I'm refering to the actual materials and the way the light reflections off them, making them look unrealistic. Not dull as in, boring dull.
The classroom, the blue chairs and (the kickass) funny shaped desks are only reflecting diffuse light, every object absorbs light, blue objects absorb all light apart from blue and that gets reflected back to the viewers eye.
Heres how I see the blue plastic chairs reflecting light, thats what I'd personally try to aim for, but its up to you.
It depends what your goal in this is, whether its to have a fairly realistic looking scene, or whether its more about making the room and objects and not worrying too much about.
I think the classroom scene the light seems a little too 'even', if the light source soley from the lights, then there would be shadows and the light would fall off. Typically theres a few types of light, ambient, spot and diffuse. The sun is technically a spotlight, however its so far away the it acts on the world is like an ambient light source.
I would have the light source defined a bit more, the lights in the room, light projecting through the doorway, sunlight from the blinds at the back. Just play around with it and see what you can come up with.
Our schools do indeed look exactly as you described them, Limited.
Thanks for ideas on lighting. There was a major issue with the clasrooms themselves where the desks for some reason weren't casting shadows, or even ambient occlusion for that matter. So that's one thing that definitely needs fixing. Ill mess around with it some more and see what I can achieve