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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 19 2009, 3:34pm Anchor | |
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ngs616: yea its great having books n all ... of course it is! as i have quite a few... but yea i know what tkaza means just keep practicing ! work work work till ur hands bleed! as that will be the most important thing at the minute ... and also post on a proper art forum like polycount.com ... then you will get alot more crits from pro character artists Honestly i would like to help out and crit your demon guy but i think there is too much wrong with it.. i think you rushed it way too much ... i will say tho that the anatomy on the legs is by far the weakest point.... seems like you was trying to create something from memory and not references anything from life so it ended up a bit random, your legs just wouldnt work tbh. keep goin and post these other mosnters you have been making -- |
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| Jun 19 2009, 4:59pm Anchor | ||
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Yes, it was horribley rushed.
I'll have put a good amount of work into the next character model i post here. I'll work on it for atleast 2 weeks. Edited by: ngs616 |
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Jun 19 2009, 8:49pm Anchor | |
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Other than alternate light sources, as thats in the map, just not in this screen shot. --
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Jun 19 2009, 8:54pm Anchor | |
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Maybe you could add some birds or some other animals there? -- Quote:How about I give you the phonecall and you give me my finger! |
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Jun 19 2009, 9:32pm Anchor | |
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Thats a really good idea. --
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Jun 20 2009, 4:24am Anchor | |
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ngs616: yea how old is doom 16 years? the original concept they had was also flawed or else they would of carried it over in doom 3.. but no they now base things on stuff that will actually work.. watch how the old doom guy walks.. its just retarded they just slide their feet across ground :/ dont base your concept on an already flawed one... the hell knight in doom 3 is much better also when you are sculpting.. try to have 3 levels of detail.. 1st one being the big shaped 2nd subd being the medium details then the final one being fine details.. you seem to only have the big one and some small skin texture your missing alot of medium sized details.. *NSFW* Edited by: razorb |
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Jun 20 2009, 8:38am Anchor | |
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Ninjadave wrote:
![]() Lighting has been changed to 'morning', drastically shrunk the level, added a lot of props, kept the stick figure graffiti, and other small tweaks. What now? Other than alternate light sources, as thats in the map, just not in this screen shot. It looks really good Dave, but I think you need to add some additional props to it. Tiny ones. Trashbins, bits of paper on the ground. Pipes. Drains. That kind of stuff. Go out and look around. |
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| Jun 20 2009, 9:08am 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.
Buggy v5 *img 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 What modelling program do you use? |
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Jun 20 2009, 12:12pm Anchor | |
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tacoo wrote:
Ninjadave wrote:...Lighting has been changed to 'morning', drastically shrunk the level, added a lot of props, kept the stick figure graffiti, and other small tweaks.
What now? Other than alternate light sources, as thats in the map, just not in this screen shot. It looks really good Dave, but I think you need to add some additional props to it. Tiny ones. Trashbins, bits of paper on the ground. Pipes. Drains. That kind of stuff. Go out and look around. I guess its the area you live in. Bits of paper is a good choice. BUT! Unless the paper is a dark gray, it will stick out like a sore thumb. I had propaganda posters for one of the factions on the walls, right along side papers. With bloom, they glow. I usually don't see drains where I live. Since the area is flat, we dig what look like trenches on the sides of all roads that will all eventually lead to one of the rivers nearby. Just thinking realistically. On that note, I found the city has what look like flood lights in alleyways. I'm interested to start modeling that. --
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Jun 20 2009, 9:14pm Anchor | |
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Jun 21 2009, 12:47am Anchor | |
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TKAzA wrote:You don't need books, for practice. your remaking stuff that exists
I strongly disagree with this statement. Reference still applies even if you're recreating from a sprite (which was created out of a clay model originally) Edited by: leilei |
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Jun 22 2009, 9:31am Anchor | |
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Ninjadave wrote:
tacoo wrote:
Ninjadave wrote:...Lighting has been changed to 'morning', drastically shrunk the level, added a lot of props, kept the stick figure graffiti, and other small tweaks.
What now? Other than alternate light sources, as thats in the map, just not in this screen shot. It looks really good Dave, but I think you need to add some additional props to it. Tiny ones. Trashbins, bits of paper on the ground. Pipes. Drains. That kind of stuff. Go out and look around. I guess its the area you live in. Yah, I mean dumpster. Smart ass |
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Jun 22 2009, 1:09pm Anchor | |
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tacoo wrote:Yah, I mean dumpster. Smart ass
Well I modeled both anyways! --
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Jun 22 2009, 1:36pm Anchor | |
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Did a character concept for my mod. Now, it isn't perfect because I rarely do faces, and it's still sketch stage.
Very loosely based off of Matt Dallas, with a little Solid Snake and some vampiristic characteristics. I definately need a tablet. EDIT: Really long time since I actually did something in photoshop, so here's a WIP soldier torso. Any ideas on where to go next? Edited by: tacoo |
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| Jun 22 2009, 9:20pm Anchor | ||
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Jun 22 2009, 9:22pm Anchor | |
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I'd work on the terrain at a macro level first; work out the shape of the environment as a whole. Then I'd paint textures onto areas that demand it - river/ocean bed textures where you have the terrain dipped for water, and grassier mud textures where you're expecting to place foliage |
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| Jun 22 2009, 9:25pm Anchor | ||
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OK , I shall get on it How do you like the rocks, i personally think they look really nice. Edit: Update Edited by: Aftermatch |
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Jun 23 2009, 6:19am Anchor | |
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Looks good, but if I were you I'd change my rocks from the river rocks to the Natural>Rocks>Cliff (I think)>Natural flat (or whatever they're called). That'll break up the symmetry and stuff. And to make it blend better, use a rock-texture for the ground below/behind. Looks nice otherwise! |
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| Jun 23 2009, 5:36pm Anchor | ||
| Jun 25 2009, 8:12am Anchor | ||
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I'd like to see you turn that into a Training Map Aftermatch, maybe something where you gotta go through the level in the fastest time killing everyone or something? Heh just an idea, but i like seeing how good sandbox is to use! -- I can't do much, but i can use
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| Jun 25 2009, 11:28pm Anchor | ||
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I made it out of a learning experience at first but then i thought i should maybe try to get into a mod and use it as a example of my work. I will expand on the map and then post it up for anyone to mess with One problem i did have tho was the bridge would become unable to hold anything up. Edited by: Aftermatch |
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| Jun 28 2009, 6:39pm Anchor | ||
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this will never be looked at, but here goes anyways... I am working on a shirt pack for a community of a mod called Biohazard Alert! I thought this mod was worth supporting so I decided to start a shirt pack with Resident Evil and Biohazard Alert designs! click on my name! |
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| Jun 28 2009, 11:30pm Anchor | ||
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Working on my space racing game still. Here's the first image of a Heavy class racer; these are mostly used for boosting into ramming attacks or generally going very fast in a straight line. The first two images are with the base engines and armor, the third is with them hidden. Each of these parts are interchangeable, along with some additional fins and whatnot that improve boosting time or maneuverability.
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Jun 29 2009, 3:32am Anchor | |
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I'm working on the Avro Arrow, among other things, and still thinking about my CryWorld stuff... that project will be so hard. Anyways, here is the aircraft:
There are some errors in the mesh, and some places that look so wrong (like how I went from the side to the exhausts. But I like it. -- |
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| Jun 29 2009, 4:13am Anchor | ||
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Not bad - definitely can see that it's the Arrow. Your biggest trouble spots are the nose, cockpit, and exhaust. The cockpit especially - what I usualy do to get a nice pit and keep a good polyflow is to cut off the front half of the cockpit - about where you have the cone starting that goes to the nose cone. Then I use a poly bridge with a slight bulge so it forms a curve...then I wrap aorund the side polygons so they match up with the front ones. Relaly hard to explain, I know, but the key is a poly bridge - not a straight line of polies EDIT: Next up, the Medium. Anyone want to texture these? I sure as hell don't :p Medium racers are faster and more maneuverable than heavies, but slower and less maneuverable than lights. They can do some ramming attacks, but can also move quick enough to avoid them; in short, they're in between.
Edited by: UnknownTarget |
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