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| What is everyone working on? #2 (Forums : Pimpage & Posing : What is everyone working on? #2) | Post Reply | |
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| Jun 16 2009, 6:21pm Anchor | ||
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Try bending his lower legs more, so they're slightly more straight. Think about where most of his weight would be going - it'd be slightly behind his hooves. Also, i like the second model alot - looks like a sloth demon type of thing. Also, how are you creating these models, out of curiosity? -- Every mountain can be climbed. |
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| Jun 16 2009, 7:20pm Anchor | ||
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Thanks again for your input, Miyavii. My insperation for the fat monster was the mancubus from doom. XSI for base mesh, maya for UV mapping, Zbrush for detailing. Photoshop + photos i took for the textures. I can make the base mesh faster with XSI, but i've ordered some books on maya to hopefully eliminate XSI from my workflow without slowing things down. Edited by: ngs616 |
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| Jun 16 2009, 9:19pm Anchor | ||
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Hey ngs616 I think you should add some more detail to your low poly mesh, like a snout and hands. It will increase your potential for more detail. But this is what I was able to accomplish today. I managed to model a eagles head, UV map it and do my Alpha textures for the feathers and place them. They still need some work and I still need to take the head into Zbrush and add detail to it. Edited by: Nightwolf63 |
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| Jun 16 2009, 11:28pm Anchor | ||
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Thanks for the tip nightwolf, i agree. |
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Jun 17 2009, 3:18am Anchor | |
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ngs616 wrote:Thanks again for your input, Miyavii. My insperation for the fat monster was the mancubus from doom.
XSI for base mesh, maya for UV mapping, Zbrush for detailing. Photoshop + photos i took for the textures. I can make the base mesh faster with XSI, but i've ordered some books on maya to hopefully eliminate XSI from my workflow without slowing things down. Interesting work flow. ^Even with the pixelation he cleary has muscles and a human organic torso.
^Here is a example of a baron some one has made.
^ In this we can see how i have put it "over the top" your detailing of the muscles in comparison with a "competing model" I can't see or find the base mesh of the model on the right, but id assume the mesh flow would be like this (less polygons but same mesh flow.) Your production flow (pipeline) is as follows. At no stage do you turn your detail mesh (zbush one) back into a game workable mesh. The pipleline should look like. Basemesh1 (xsi/maya/3dsmax) -> zbush -> Redo Topology (xsi/maya/3dsmax) -> UV -> (xsi/maya/3dsmax) -> Bake Normals (xsi/maya/3dsmax) -> Photoshop. Ill expand. Really you need to watch some tuts and if theres some intrest ill make one. Good luck |
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Jun 17 2009, 6:03am Anchor | |
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The AZA has spoken!!! And yes there is definately interest, I'm trying to learn modeling in Max but GOD there are so many BUTTON! And some buttons won't work unless some are clicked/unclicked, and since you don't know which button that is it get's even more complicated! I think I'm gonna hang myself. |
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| Jun 17 2009, 8:21am Anchor | ||
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Thank you for all the information Tkaza. I didn't mean it was my complete workflow; just what i had done so far for those models. But you have given me some useful tips, thank you. And the muscle on my model do not protrude from the base mesh. For the record i like my barons legs better then the "competitors" Thank you for the information, Tkaza. Can you show me some of your character models? Edited by: ngs616 |
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Jun 17 2009, 8:31am Anchor | |
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a lot or edge rings can be removed. You did put details in the face, good job. -- |
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Jun 17 2009, 8:44am Anchor | |
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Outlining a spiffy new series of programming tutorials.... |
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Jun 17 2009, 9:14am Anchor | |
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ngs616 wrote:
![]() These are some of the first character models i have made. I've got a book on hyper realistic creature creation(haven't read it yet), but they discuss about topology and whatnot. Thank you for the information, Tkaza. Can you show me some of your character models? Sure. As for providing a example. Tk-3d.com My feedback is based on experience and understanding of how models are made, and just wanting to see you make some progression on you skills and make sick shit like the other baron posted above. Edit and as for my comments / advice / feedback, if they are harsh or at all pushy, its so you listen, your getting allot of invaluable feeback here and seem to be just going ah well, here look i did the same thing again, may pay to just sit down, have a read and review and take some time making your models, ppl don't spit them out at 10 models a day, i mean 1 player model would take over a week to complete in most cases. Edited by: TKAzA |
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| Jun 17 2009, 1:34pm Anchor | ||
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Thanks for the advice; and thanks for the images of your work. I like the lolerk creature.. TKAzA wrote:Edit and as for my comments / advice / feedback, if they are harsh or at all pushy, its so you listen, your getting allot of invaluable feeback here and seem to be just going ah well.
It would be hypocritical of me to think less of you for being harsh; i am very harsh myself. (but if i am spoken to in a harsh manner i most likely reply in a harsh manner.) Thanks again for your advice, Tkaza, it is very valuable. {and thanks for pointing out his center of gravity is off, Miyavii. Edited by: ngs616 |
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Jun 17 2009, 2:27pm Anchor | |
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Tss ok, so my feedback didn't count! -- |
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| Jun 17 2009, 2:30pm Anchor | ||
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Sorry i fixed it! |
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Jun 17 2009, 2:41pm Anchor | |
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hahaha good job I'm working on a gaming site btw! Did an early version and now I'm creating the final version. -- |
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| Jun 17 2009, 3:37pm Anchor | ||
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YA! I managed to finish my eagle today, it could still use some work. But I'm done with it at the moment. Crits are welcome, but will probably go unheard for now. Edited by: Nightwolf63 |
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Jun 17 2009, 3:44pm Anchor | |
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At first glance, the Beak looks a little too separated from the rest of the head, Especially around the bridge of the beak where it meets the head and downward to about the birds eye level.... Maybe some small, fine feathering around and over-lapping the beak on the edges (Or maybe even slightly darker shading around the upper edges of the beaks texture) will blend it in nicely?? Other than that... Excellent Job! Edited by: Orion |
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| Jun 17 2009, 4:06pm Anchor | ||
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Hey Thanks, and your totally right I just updated my last post with a better version. |
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Jun 17 2009, 4:11pm Anchor | |
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Oh Yea! That's much better! Looks really sweet now! Awesome Job! Edited by: Orion |
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Jun 17 2009, 10:46pm Anchor | |
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I like the eagle, it looks cute. How did you do the feathers? I continued the texturing, I tried a different approach to the paint & metal areas, they kind of lost the contrast in colours now. I'll try adding some more of that later. I think the bottom of the sight has flipped normals, just like the top of it. Don't know why it baked them the wrong way, when everything else is correctly baked. -- Quote:How about I give you the phonecall and you give me my finger! |
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| Jun 18 2009, 8:16am Anchor | ||
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I'm liking the gun WiP Jimi, it's really looking like a gun you would see in a game, looks like it would go into Quake 4 or something. Keep up the good work. -- I can't do much, but i can use
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Jun 18 2009, 9:51pm Anchor | |
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Jun 19 2009, 7:45am Anchor | |
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ngs616 - loomis books. loomis books. loom is books. They're some of the most important art books you'll ever have to check. -- < insert subject games here >
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| Jun 19 2009, 8:36am Anchor | ||
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Thank you, leilei. Are you talking about books from loomisbooks.com? I've actually been looking for some good art books on human anatomy. I've been buying a lot of books lately. (mainly on programming, maya, and zbrush) I bought a few on various types of animals that i wanted to use to help my creatures seem more realistic. Thanks again, leilei. Edited by: ngs616 |
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Jun 19 2009, 1:07pm Anchor | |
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You don't need books, for practice. your remaking stuff that exists, theres more on the internet that you will find in a book, go to Google and use images as references. books will just allow you to refine your art. Buggy v5 This is how its sits in the buggy, i like the old version and im trying to keep it as similar as i can, but as some one said, 2 exhausts behind your head may be a bit hot so now its also a 2 stage. And just for reference Edited by: TKAzA |
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| Jun 19 2009, 1:55pm Anchor | ||
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TKAzA wrote:You don't need books, for practice. your remaking stuff that exists, theres more on the internet that you will find in a book, go to Google and use images as references. books will just allow you to refine your art.
All of my knowledge of game development thus far is from the internet. It is abundant, but it is not enough. The books i am going to complete reading: Aside from that i have a few books on drawing i am going to start using..(mainly as a reference for 3d modeling) they are on creating undead creatures, creating hellish creatures, creating wildlife, and an anatomy book. I will be adding the 4 books on that loomisbooks.com link above if those are the ones leilei was recommending. I value that recommendation due to the quality of the feline woman i seen a few pages back. These books should expand my knowledge greatly and fill in many of it's holes. I, like many others, continue to hone my skills and gain knowledge through experience, text, and discussion(very little of the discussion part; i've been on my own the whole time. If it wasn't for me starting to use the moddb forums a couple months ago i wouldn't have even mentioned it). Edited by: ngs616 |
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