Ladies
http://i.imgur.com/JgUq1.jpg
http://i.imgur.com/Obzty.jpg
Printable View
they look a bit like dwarfs. (short)
other than that, fukin' A!
Yeah, with the size I draw, trying to draw heads smaller makes them muddled and stupid looking. So I draw at about six heads high.
I think rather than drawing them six heads high, you could go for seven. Sometimes it isn't the size of the head on the body, but the height of the body itself.
Messing around with the source sdk :nigel:
Lol. That's cool, but I would be so sad if those shut that slow in my space ship. I loved the idea in Dead Space 2.
Well. I mean. The dead space 2 approach was to have a switch you could shoot to close it right away, or else you got sucked out. So I mean... you could work something like that... like have an override switch somewhere, but difficult to get to while being sucked out the window... That would be cool.
somsone did the same like 6 years back where it would suck bodies and shit from the engire map down the hallways and such. was cool to see
Looking for some crit on materials as well as any suggestions on where the phantom blue streaks in the shader are coming from.
On the bitmap the blue isn't there, possible cryengine artefact?
http://i1141.photobucket.com/albums/...1-24-56-62.png
the blue shit is the sky being reflected.
In the exact same place each time?
Look on the fender of the Dalek itself.
You see a odd blue bit just as it meets the "skirt" section.
EXACTLY BECAUSE it's in the same place each time.
I guess im not really looking for crit on this, because I am a terrible artist who is bad at being an artist. However I thought I'd post it anyways, because it was a fun way to waste my day
on paper: http://turboimg.com/p/yke1338762153u.jpgIn
3d: http://turboimg.com/p/yke1338778390m.pNG
Complete with Googlesearch textures! ... Partly.
Attachment 2867Attachment 2868
Just a texture that I'm testing out for my Joust/Glacius level.
floating chains
Not sure if that texture works with those bends...
The map narrows disagrees...
looks cool enough to me!
not impressed, just looks cool enough to me!
I like it!
it's foot is a turn off... I think it may be to wide?
furries have big feet
and most furries have foot fetishes
managed to get some free time to do these
http://www.youtube.com/watch?v=UYpzACsaSHA
The goal was to create a br anim set that has the exact same timing as the pistol, so one could use it as a simple pistol skin to have a rifle as the main weapon while keeping the classic gameplay intact.
model = CMT
pretty much any error in these has no excuse
I'm just lazy
I'd say the key poses don't seem terrible but the transition between all of them seems too smooth.
I'm by no means an animator, but something doesn't look right with that reload, as if the timing is inconsistent or sluggish.
Stop screwing up the animations for my model! <:saddowns:>
In other news... It looks alright. Lol
I think theres to much movement of the gun after the clip is pulled out. I think that might be the problem. Otherwise it looks cool to me!
It moves at a constant speed throughout which is probably why it looks so weird. There's not really much noticeable difference in force like there should be. It goes from one area to the next, fluidly yes, but without much real style/interesting movements that I would care to look at.
Oh, and when you import your FP Arms...make sure you check "Import nodes as bones."
Also: Select Nodes>Right Click>Properties>Uncheck "Renderable"
Was waiting for someone to point that out.
Can't be bothered to fix it though, or anything else. My effort quota has been exceeded.
I don't give a shit! :D
I'm not very satisfied with making these at all. Reiterating the battle rifle set all over again did nothing to appease my creativity. Should try something entirely new next time.
Been missing with minecraft lately and thought I would reconstruct a 1 to 1 (or atleast as close to 1:1) model of the Lighthouse of Alexandria. The tower is 47x47x138m. The outer wall is 117x117 and I think around 20m tall. It took a few days but I finished :D
According to minecraft, the building consists of 60K+ blocks.
I don't like how its all blocky. Fix it.
Someones got alot of time on their hands! looks neat man.
is it a pony
working on materials for the Daleks.
The red in the background is CE3 bitching about materials missing on the ground.
http://i1141.photobucket.com/albums/...0-06-15-17.jpg
http://i1141.photobucket.com/albums/...9-35-02-58.jpghttp://i1141.photobucket.com/albums/...4-24-48-96.jpg
Way too much specular going on with the plunger arm and blaster imo.
EXTERMINATE! EXTERMINATE! EXTERMINAAAAAAAATE!!!!
That is all.
whipped this somewhat-of-a-self-portrait sketch up in about 30 minutes or so, could have spent the time to polish it up a lot more but I'm ADD as fuck and that's my excuse as to why I don't put any effort into anything I create sooo yeah I'm glad we've reached an understanding.
http://sadpanda.us/images/1073130-EO8IDRH.png
Reminds me of Skrillex.
sup.
why bro
why
DONT QUESTION ME
don't make it worse :V
Hello
http://www.youtube.com/watch?v=ctPph9Ukcu4&feature=plcp
Something ive been working on, on and off for the past year.
this is about six months old but
http://sadpanda.us/images/1096418-R68FX3P.png
Second attempt at sculpt+retopo. red edges are UV seams
... Is that supposed to be a jakal?
a personal, stylized take on one, but yes
Quills, teeth, claws are hidden
dude....
no.
that's past 'personal stylised', that's an abomnation.
sorry bro
but hey.. thanks for the oh so helpful, educating, enlightening feedback, I really appreciate all of those anatomical flaws you pointed out, it and it's definitely going to help me improve my skills as an artist!! I'm so glad you're here to point me in the right direction
http://www.modacity.net/forums/image...lepic118_1.gif
Here's one I saw someone working on on Polycount:
http://i656.photobucket.com/albums/u...kalWIP02-1.jpg
He said the armor was done but was still working on the skin. I think the thing that really bothers me is the tail. It really doesn't seem to fit. I'm not really big on the whole organic modeling thing, but yours also seems to be... tubby? While the Jackals are usually kinda long and thin.
http://images.wikia.com/halo/images/...ackalMajor.png
You can also see how the head flows with the beak instead of having the beak lower and giving it more of a forehead. I can understand stylizing, but those things make it seem kinda just, not the same as a Jackal. If you hadn't said it was, I may have though it was just a dino thing. So I don't know. Also, from what I understand, the T-pose is a little dated, everyone seems to be doing that thing with the arms at a 45. Something to think about too.
Just some thoughts.
pretty sick sculpt, the guy's got some skills for sure. got a link to that thread by any chance?
I'm not sure what the situation is with the t-pose myself, I've been using it as it's made dealing with hands and arms far more managable. I'd imagine moving the geometry around before unwrapping would yield better results for animation deformations, as it will cause less texture stretching. any idea what the benefits for it are?
Looking at it now, there's definitely some improvements to be made with the head, I'll rework the beak if I get back to working on it. The head on mine definitely looks a tad... spherical, and looking at it now, it's a bit of an eyesore.
I know the posture is a bit off as well, jackals tend to lean forward 95% of the time, and not stand entirely upright.
As for the chubiness and the tail, those are by design. Jackals have been walking chicken skeletons throughout the series, and I've knowingly gone off on a tangent - particularly for this character (the goal was shorter and chubbier than most jackals). Had I been modeling a generic jackal, it would have been far thinner, though the tail may have remained as an artistic liberty as the design for them has changed so massively from game to game that I'm not too concerened with keeping things "canon" and I like stubby little tails ok
If there's any feedback for anatomical issues or bad topology as well, I'm all ears. The goal was to have this thing rigged and animated, and if I ever get back to it I'd like to avoid any bad topo that would be problematic.
Thanks so far man.
To be honest the guy didn't have a thread. Or if he did I couldn't find it. He just posted it in the "What are you working on" thread.
This is the guy: http://www.wesley3d.com/Index.htm
Here was his post: http://www.polycount.com/forum/showp...postcount=7821
From what I understand the t-pose was replaced because generally a character didn't have their arms at a 90 degree angle. It made people who do sculpts be able to make the muscle structure a lot better (as our muscles look different at 90 degrees rather than 45) and like you said, to try to avoid texture stretching.
Again, I haven't ventured in to the sculpting stuff too much, so my knowledge is rather limited.
Welll if you're looking to get started venturing into that kind of stuff Pixologic released a Zbrush-Lite style program a while back for free.
http://www.pixologic.com/sculptris/
Alternatively, Blender has a sculpting feature, but it requires a bit more setup
I've been playing with Mudbox for texturing. I haven't played with any sculpt stuff though. I got it for free with the whole student thing. My dad uses Blender's sculpt features for some stuff. It's certainly something I would like to look in to at some point.
mudbox is awesome
Meh. Having troubles skinning the Arch and its normal map. I'll figure it out later.
http://a5.sphotos.ak.fbcdn.net/hphot...10192691_o.jpg
http://a3.sphotos.ak.fbcdn.net/hphot...97912324_o.jpg
Cool tut. I'm trying to get use to zbrush. Especially for sculpting details onto the bricks.
First time working on anything in a while. The firing animation has a special overlay, creating variance between otherwise generic looping firing animations. Ideally it will look like the user is attempting to control the continuous recoil. let me know what you think
The actions seem a bit feeble. Get some more force behind it and it'll look sick.
Oh look, Modacity colors! New mascot? :downs:
yes
I dig it.
Not enough stuff gets posted in here anymore.
I wish the custom mapping scene in TF2 spread down here, very few servers in aus/nz run anything other that 2fert :(
Hey that looks really nice sel.
Also I made a thing in sfm. It's fun to toy around with but I haven't had time to really dig into learning it
Trying to breathe some life into this section.
http://i.imgur.com/foudS.jpg
Nice big hard rock.
dude that
rocks
nice. can we see a wire frame?
You don't want to see the wireframe. Its ugly. I am ashamed of it. It does get the job done for under 7k triangles though.
you can't get crit if you don't post it.
then again, the quality of "crit" around here can vary..
i see you looked at the new Vertex pdf :P
all that green stuff is shitty mang, it looks awful
also, why is your ambient green?
getting rid of the green thigns would make the thing feel much more solid already.
Yep. I was looking through it and got inspired to do something. The green is because I plan on the rock being near a teal light source and I wanted to see how it looked. I was to lazy to bother changing the lighting when saving a screenshot.
Anyways:
I know the triangle count can be reduced greatly. I just wanted the general object done so I could start building the environment it is based in. I'll optimize once I know exactly where it will be and how big it will be.
insert comment about teal here
Whats with the hate on the teal... I like the teal.
I like the teal
Obligatory second post about teal in the last 60 seconds
man fuck your polycrunch horseshit.
make a proper lowpoly