Um fyi, Gear's use's Unreal engine 2 and UT3 use's Unreal engine 3. There's a difference you know. Also, you seem a bit angry with some post's in here. If you don't like them, then just ignore them.
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Uhhhhhhhhhhhhhhhhhhhh
http://en.wikipedia.org/wiki/Gears_of_War
Also, ironic that you're calling him out for being agressive with a tone like that in your post.Quote:
Engine Unreal Engine 3.0 with PhysX
Whats with this huge pissing contest that I just missed?
People seem to think im angry, when I'm not. My text looks angry, but I'm actually quite neutral on my end.
:/
I'm over it.
I think it's the repeated use of the word "fuck" and it's variations that makes you appear frustrated and angry.
Unreal Engine 2.2:
http://img361.imageshack.us/img361/7...ngine22ow0.jpg
Unreal Engine 3 (Gears of War):
http://img147.imageshack.us/img147/4...realhdrfu9.jpg
Don't know how you could get the two confused, really. :\
Your text didn't look like angry, it looked like
RAAAAGE
Glad to hear you're over it though.
Okay then.... Anything else done to the chopper?
GET TOO ZE CHOOPA!!!!!
In b4 GET TO ZEE-
oh. dammit.
Look, I'm sorry I rage'd out on the situation, but the reason I got angry is because I'm really starting to notice more personal opinion, rather than constructive criticism.
A select few of you need to realize that posts like "it's too rusty" and "i think it would be better like this" or "try this colour" is a personal thing. When I read all those posts, I get all these conflicting points of view. I wanted criticsm on what I posted. If you think it's too rusty, or whatever, that doesn't matter. What matters is how I can make it better. That's why Con and Kalubs posts were helpful to me, because they were actual constructive, helpful criticism, that got to the point, where it was useful, and in a way that explained why they thought so.
However, simply spurting out things like:
"It's overdone"
That doesn't help at all. That is just your opinion, which is useless to me.
Please just try to look at the work as a direction, and be oberservative rather than judgemental on how YOU would like it to look.
That's all I ask. Just judge on how it is, and how it could be better. A total change of stylistic choice (i.e. colour, design) is useless and annoying to me, because it seems like it's all just +1 posting. Regardless of how you think it's style or pizazzz could be better, that doesn't matter. I can't try and please everyone. Just help me make what I have better.
Great work, Dano, but I do have a bit of crit.
As this thing is supposed to be dilapidated, I don't think that the seams are too thick. As time goes on, structural supports wear down and oxidize, and the gaps will get bigger between panels.
On the other hand, I think that rather than one consistent lineweight going through the whole thing, some should be thinner. 3-5 different line thicknesses would've served you better and contributed to the distressed feel of the heli.
Also, I think that the paint could've benefited from the dab of a grunge brush in parts to show perhaps it worn through to the metal or something. The wear is just a bit too consistent.
Dane, mate, there's this thing called jpeg compression; I really don't like having to try differentiate between it and the texturing work on the skin. Save your renders as high a quality as you can without ridiculous filesizes and go with higher res ones at that, because quite frankly my eyesight is bad enough as it is without having to strain them to see what's what.
On the subject of the skin, and what I can see from it, a few things:
If it's meant to have been out in the open, there's a lot more you can do than straight rust and grime. Warped, dented, or loose panels; bullet/shrapnel damage and cannonshell blowouts; shattered or crazed glass panels; perished rubber on the tires; very rough normals in the rusty areas; the list goes on, but those are some of the pretty major things. Of those the first I'd go for would be the rougher normals. Right now, the normals are certainly showing off the detail as far as the panels go but the rust and grime shares (or at least seems to, I can't tell at this res) the comparatively smooth and glossy appearance of the metal in all but colour and flat texture. Axe any shine at all on the rust and really roughen the normals up there so it genuinely looks rusty. Bring out the reds and browns a little more from the colour of the metal, too. A lot of games tend to show rust as a sort of washed-out subdued brown (like most materials these days, sigh) when more often than not it ranges from flaming orange to near-black all on the one object. Add cracks and crazing to a few of the windows (not all of them, it'd ruin the effect), and make the tires look partially perished and eaten away rather than just muddy and wet. The loose panels and shit may be going a bit too neglected, but it'd certainly enhance the feel of it.
Feel free to utterly ignore any of that, just my take on it as a lover of all things derelict
Way to revive a dead argument Teek.
And a long time ago.
Really good crit :)
I'll be sure to do all the stuff you mentioned. I knew I needed to do those things, but I wasn't quite sure with the team on how rusty and damaged they wanted it. Their replies reflected heavily on yours, so rusty and gnarly it is :)
I might mudbox the model to get the dented and worn metal look and overlay a photoshop normal to get more fine detail, and the windows, are a bit of a problem however. Theres no cockpit inside the model, so I was a bit worried how it would look if I cracked the glass with opacity, to show the flipped normals of the inside of the model, which is why I made the glass more dirt and water streaked instead. I think I should be able to make it cracked though if I just make it cracked instead of actually broken.
Yeah, go with crazed glass rather than broken through. So riddled with cracks it's impossible to see through, and with some nice big bullseyes :P
Hey, can I ask a slightly related technical question?
You're talking about overlaying a normalmap with finer detail, do you simply use transparency to do that or do you use a different mode like overlay or multiply?
I know I'm not Dane, and I've made a whopping 2 normal maps in my entire life, but I recall a very interesting article on the subject of combining normal maps, if you want to becompletely accurate and preciseanal about it:
http://www.projectoffset.com/blog.php?id=74
You just copy another normal map onto an existing normal map in photoshop as a layer, set it to Overlay in the blending mode panel. It doesn't change the image at all because of the way the colours are represented, it just adds onto the one underneath it.
Btw
Diffuse, Original is 2048
Model by Tweek, the pro leet master, and textures and uvw's by me.
She's meant for UT3, a custom character Tweek concepted/modelled and I then put my own twist on it.
Ok;
First of all, shes not nude, the plate extends up underneath her vag area from the back.
Shes blueish green and bronze with silver and gold because I like that colour scheme. I wanted her armour to be scratched up enough on the hard edges to show that her armour has infact been through a trot.
Her hair has streaks through it, because I think the colour brings out the colour of her eyes.
Her eyes are lizard esque because shes a fantasy type Wyvern/Dragon Empress character.
The colour scheme is consitent throughout the whole armour because I didn't want certain pieces of it to be contrasted out and didn't want the piece to seem broken up. I wanted the armour to look as though it's a constant flowing thing.
The skin/muscle normal map isn't perfect, but how about you try painting a greyscale heightmap for muscle on a flat photoshop canvas. I tried to mudbox, but I my PC kept crashing it.
She has purple hair because I wanted her to.
She has black lipstick because I wanted something to contrast the bottom area of her face, and I just like black lipstick.
The armour does look uncomfortable, but dammit, I like the way the skin looks against the green and bronze hues of the armour. I'm going to paint an undersuit for her anyway to satisfy you logic bandwagoners.
There is a slight hazyness to everything because of the volumetric light I added.
Very few of the uv's are mirrored, but I think I managed to grab enough detail out of 2048 anyway, so it doesn't matter. I wanted her to look varied anyway.
Some uv areas are a little blurrier than others, but that was due to importance of resolution. I didn't want her skin to look blurred and blotchy, so I had to sacrifice some of the armour detail. I certainly didn't want to waste uv space on something that was pretty much obscure anyway, noticeably the rear of the shoulder plate on her left.
That should about cover it. Any errors (not design choices) you do notice is pretty much nitpicking, to be quite fair here.
I hate to type all that shit up, but I feel if I don't, I'm gunna run through a whole rigmaroll again of explaining everything to each individual person because they missed a post or two, resulting in me getting pissed off.
Wow, that looks great Dane. I'm especially loving theasseyes. The lizard eyes works very well here. +rep
REQUESTING RIGGED AND BENT OVER WITH HER HIND QUARTERS FACING ME. THANKYOU
EDIT: Must spread rep. :(
Any colour scheme requests you want, post them, and I'll make a render.
Hair colour, hair highlight colour, colour1, colour2, colour3
Blonde, no hightlights, red,black,orange for example.
Looks fantastic. even though you didn't make the model could we see a wireframe just for curiosity sake?
i was starting to wonder when you were going to post this :o
"And thus, Dane embarked on his ill-fated journey into the creation of 3d-modeled pornography..."
no, srsly, great work.
Awesome, looks like you spent a lot of time on her breasts :D Because you have even added small veins onto them Lol.
Looks good, Good model and textures.
I like. Very interesting color choices too. Just out of curiosity, do these tattoos on her body and face symbolize anything? They give her a very shaman-esque sort of feeling.
Edit: If shes a playable character, those arms are going to be cool to play with in FP
Now make a male version.
I still hate that model, but you did a good job skinning it.
i said this on halomaps but seen as your on here allot of the time i will repeat.
"the only problem i can see is if all the armor is metal how does she move her legs (knees easily) but moving her quads up would be impossible to move with the metal going around her legs (i might be wrong but it does look like metal there) very flexible metal ?? XD"
and i read the description
"I wanted her armour to be scratched up enough on the hard edges to show that her armour has infact been through a trot."
we now know why XD
lol soz nitpicking?
Dane, could you possibly post the normal map?
that tattoo on her boobs is a bit weird.
otherwise, very cool.
something seems off with the model in certain places, such as the face, it just doesnt seem to match up to a beautiful women.
that's totally subjective
http://www.640pixels.com/get/articleimage.aspx?id=134
i think her chin is a little too pronounced or long and her eyes are (or look like) there below the center of her forehead. the first pic is the worst, but it just looks a little to *insert enlightening word here* (butch?) to be an image of beauty.
she's just got a manly feel.
sorta like a tranni with a boob job, somethings not quite right and it's hard to put your finger on it, but when you drop down those pants, or scroll down... your in for the shock of your life.
Eye of the beholder and all that, although I personally agree, she's not what I'd call beautiful
Ironically I think that photo you posted isn't a good example of beautiful. Don't be fooled by plucked eyebrows and makeup. Her upper lip is too straight and she has no shape around her mouth, it's all too smooth and blended in, and the bottom of her nose and how it moves along towards the upper lip is pretty weird looking. Looks like she'd have the mouth and teeth of a horse.
Also, insidia is supposed to be a strong woman, not a nail filing one. Shes' going to have some slight tomboyishness to her. I however personally don't see the transexual thing at all.
http://img389.imageshack.us/img389/6771/11720381nd4.jpg
http://img388.imageshack.us/img388/4355/47511011sh2.jpg
Tomboyish women look like tomboys because of how they act behave and most importantly of all, their developed muscles. It doesnt mean they have chins as if they've been on steroids or anything like that, They are well toned. something the model seems to lack around the arms and legs.
They can still be very, very feminine, but the way the forehead and chin is constructed is too similar to that of a male. in proportion it doesnt add up to an empress or a shining symbol of beauty.
sorry but it's just the way i see it.
and a strong person comes from their stance, charisma, articulate speaking and their eyes showing depth (in my opinion). Doesnt have alot to do with facial features i'm afraid :/
Why are you talking about stance and muscles when It's clearly obvious that she is in a standard unrigged model pose.
The rest is EXTREMELY opinionated. I thought I demonstrated how I feel about subjective personal composed opinions about style. No opinions of beauty matter. Fact is, Tweek modelled her, he modelled it in his vision of what looked beautiful to him, and I think it looks beautiful too, and I'm sure other people do too. Are we wrong?
Also, I've seen the chicks you think are hawt, and they are nawwt Mr Zizra :downs:
But thats my opinion. You wouldn't care, why should I.
a huh.
you dont have to be flexing or in a jumping position to show off muscle tone :fail:
I think she's hawwwt.
its just your texture making her look like a tranny.
one thing i noticed, is that the lipstick of out of bounds, especially on her upperlip.
The textures are fine, and I'm pretty sure that no average "beautiful" women would be running around dressed like that fighting and what not. It is meant to look fierce and strong. He has done a good job, and to perfect something like that into what EVERYONE will think of as beautiful and what not, is virtually impossible as dane said, opinions will vary... a lot. He has done a good job. One thing dane... in games there is always one thing that pisses me off about characters. Their hair, it's always soo chunky, it makes the whole thing look a whole lot more unrealistic. Is it possible to like, break up the chunks as much as you can to make the hair flow and like bounce around in game a lot more realisticly? I'm guessing it would be a lot of work, but then again, I don't know what I'm talking about when it comes to actually making shit.
^YOU GET NOTHING :ARGH:
Care to explain?
k I'll fix the lips, but i only made them bigger to make her look more girly. Thinner lips is gunna make her actually look like a tranny.
Also:
http://img406.imageshack.us/img406/5445/wg49er1fz9.jpg
http://img412.imageshack.us/img412/6346/wg49er2nf1.jpg
http://img114.imageshack.us/img114/6760/wg49er3ro2.jpg
http://img139.imageshack.us/img139/7765/wg49er4ka7.jpg
This was actually a challenge. I had to learn alot of new things to get this one done.
Also, it does have a normal map, the ambient occlusion just kills alot of the normal depth, but on the other hand makes it look a less 3d than it is, which is why Crysis looks pretty realistic, because everything is affected by ao, but the armoured characters still have alot of normal detail becasue the suits have alot of specular, whihc also helps bring out normal depth. I can't make cloth shiny, so I have to trade off for sexy realistic lighting ambience or nice normal detail with suck lighting.
Heres a render without the ambient occlusion:
http://img404.imageshack.us/img404/5...nambocciw7.jpg
As you can see, more normal detail but but it fails in terms of realism.
Wow.... You uhh, stole those right?
<3
Fraid knot.
:3
YARR I BE A PIRATE, BUT NOT A PIRATE AT THE SAME TIME TOO YARRR!
Tweek, Dane, BABIES NOW.
That way I can employ them in 8-12 years and have them working for $3.18 an hour while I sell the pieces of magnificent art for a fortune. I'm gonna have to eliminate you from the picture though.....
Tweek never modelled that, that's for my ut3 team. I have no idea who modelled it, lol.
Who cares who did what, when will me soon to be diligent workers be here? I already have names for them :3
Do share.
He has skin sleeves on his wrists.
Goddamn, that mod looks really impressive. Does it have a moddb page or anything like that? Awesome skin, as always, Dane. What's the resolution on that?
Rob, search Google for "Warm Gun". It is possibly the best mod I've seen for UT3.
He's referring to this.
http://img410.imageshack.us/img410/6766/fdhsfdjgyc3.jpg
http://img410.imageshack.us/img410/f...jpg/1/w313.png
All very nice, as usual. My only issue is that the buckle on the top sack seems... flat, like it's just painted on his backpack. Maybe it's just the lighting, but maybe you could give it some better contrast in reflectivity to differentiate it from the surrounding materials?
Yeah, sorry. It was early and I was being rushed out the door.
I didn't even notice that. That's weird...
Looks cool. However the bright red sleeves seem to contrast the rest of the clothing, which looks very beaten and worn. Loving the dirt on his boots and the rust on his false leg.
Real Life doesn't colour coordinate, and explosive miner nuts don't either. But I will add some more dirt to it.
Also Lag, the belt buckle is silver, and it has normal maps, and it does indeed stick out. It also shines whereas the cloth around it doesn't. I think it stands out pretty fine. If I brightened it anymore it wouldn't make much sense.
Also, that texture seam your all refering to doesn't show up at all from the diffuse or any of the other maps, so I'm guessing it's a smoothing issue.
Kay.
AgreedQuote:
Kay.
Wtf is that thing?
Momo?
it's a some what depressed Momo from the Avatar series.
And what exactly is a momo?
Momo is a flying leamer like creature from the avatar the last airbender series.
Oh, ok. Thanks.
Lol to the second one. Great work.
sending a message there dane? (@ the first one)
Black lipstick makes her look weird, either that or it's because they look small on the model and you made them way too full with the texture.
whats all this about Zaboomafoo?
I loled at the first one, but not as much as I loled at the second. Lol.
Very nice. I like the way its faded, like a relic from a distant time. Would be a fairly hilarious piece to see in a cover based game like Gears of War, or a modern-futuristic game (such as Killzone) where the setting isn't too far that the image would ruin the setting.
Shit, that's awesome, the best work from you that I've seen so far.
Epic
*sheds a tear*
The raytraced reflection is all wrong for those surfaces, but that flood form is so gorgeous I just don't care.
We all need to drop everything to come together as a community and make the Halo movie in CG, and it needs to look something like that. :3
Hah, yeah I know your right rob, but dammit I've got masterz syndrome, and I like shiny.
Dane, a little idea for you. I am sure you probably do but when people walk on the metal they would make a muddy trail, so you could add a plane other the top of the object with no collision and put some mud on it with transparency. Saves painting all grunge on textures.
http://img391.imageshack.us/img391/7430/63108354it8.jpg
http://img522.imageshack.us/img522/7055/96178345qv7.jpg
http://img522.imageshack.us/img522/6325/83771486kv1.jpg
Massive edit of the original bitmaps, I want to make that perfectly clear. I just don't have the time for from scratch lately. I would, but this is good enough for CE No point in drastically remaking something that is already there and already serves a nice canvas for improvement as it is. Ignore the bumps btw, those are just sketchy ones I threw on for the render.
Nice. Recently appropriated by the Brutes?
Holy mother of.... That looks awesome Dane, would +rep but got to spread around. You always add a bit of awesome customality to your textures. Its mint.
Dane, any idea if you will texture the Scarab yet? It still isnt finished but I am getting a laptop very soon because my mum is going to lend me £600.
doubt it, way too busy
Yeah, still doing it so I'll try a bit of gold line detailing or something on the purple plates.
Fuck, that is beautiful. I'm really loving where this is going, for the most part. Some of the designs you have at the top and at the front make it seem a little less Covenant, and I'm not too sure that the orange-ish colour well look that great ingame.