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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 30 2009, 3:09pm Anchor | |
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My second attempt at creating a sub-machinegun. This is the handguard, I didn't get further. Right now I'm gonna have to get that plug-in that gives the nice white renders with ambient occlusion and stuff. And I'm gonna have to learn how to use the boolean option, to make the holes in the side of the handguard and in the side of the hand-guard top.
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Jun 30 2009, 4:35pm Anchor | |
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just a quick plop ;o
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| Jun 30 2009, 5:17pm Anchor | ||
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Wow! Looked through the last few pages and there is some really impressive stuff! Edited by: MrChocolateBear |
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Jun 30 2009, 5:18pm Anchor | |
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Nice one... I though always wondered how guys with helmets designed in a similar way are supposed to see anything from the world surrounding them |
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Jun 30 2009, 5:27pm Anchor | |
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hah yea dragonlord... seems like they are just made to look cool did another quickie.. this only 10-15 min little crappy thing ;o -- |
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Jun 30 2009, 9:18pm Anchor | |
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tacoo wrote:My second attempt at creating a sub-machinegun. This is the handguard, I didn't get further. Right now I'm gonna have to get that plug-in that gives the nice white renders with ambient occlusion and stuff. And I'm gonna have to learn how to use the boolean option, to make the holes in the side of the handguard and in the side of the hand-guard top.
You couldn't just make a white material, white background, and use a light tracer with a skylight? --
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Jul 1 2009, 7:41am Anchor | |
| Jul 1 2009, 9:06am Anchor | ||
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No, please, make an original gun. How many times do we have to see an untextured AK-47? |
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Jul 1 2009, 4:24pm Anchor | |
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Jul 1 2009, 5:55pm Anchor | |
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another quickie! took about 45 mins ;o
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| Jul 1 2009, 6:15pm Anchor | ||
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@ razorb thats wonderful work. love it. |
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| Jul 1 2009, 6:24pm Anchor | ||
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Good work, razorb... by the way; is it Razor B or Razorb? Edited by: ngs616 |
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| Jul 2 2009, 12:01am Anchor | ||
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Really nice work Razorb. So i'm now interning at Garage Games and learning a shit load. Unfortunately the only thing I've done outside of the NDA is this T-Shirt for www.playtribes.com
-- Tribal Wars www.twars.org |
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Jul 2 2009, 3:03am Anchor | |
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holy shazoot thats friggin awesome :o -- Looking for musicians for unannounced project, PM me for further details |
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Jul 2 2009, 7:52am Anchor | |
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Jul 2 2009, 6:11pm Anchor | |
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Thank you guys, and ngs616 i pronounce it Razor b, i made this name up when i was about 13 after watching this real cheap vampire movie called razor blade smile.. i dont really know why i did that but yea ive kept it ever since -- |
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| Jul 2 2009, 6:58pm Anchor | ||
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They were okay; but they were nothing i'm very proud of. Lately, I've devoted my time to reading (about game development, CG, and programming) and practicing. Only thing i've made in the past weeks that i'd like to show are these few things. I got one of the books i ordered on human anatomy (not the good ones those are taking forever) and i made these as practice: I started fleshing out the skeletal structure of the head so my proportions would be correct and raked it into shape. (about 1 hour its my first skull) The two pictures above were done with Zbrush Then i made this human torso: Maya + Zbrush I also made a pretty detailed, anatomically correct arm. It's currently got nubs for fingers but i might post that when its finished. I'll definently post something on here in a couple of weeks. Edited by: ngs616 |
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Jul 3 2009, 7:16am Anchor | |
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ngs616, wow! You see, you didn't bulge the hell out of the muscles but already you can see that it's a very muscular guy. This is what I was talking about when commenting on your baron. If I compare the things you did now with your baron it's like night and day. Amazing progress. I've got one laying around here from the time where I was drawing. Maybe I should read it and mimic stuff in 3D. What do you suggest? -- |
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| Jul 3 2009, 8:21am Anchor | ||
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Thank you! Yes, I of course suggest using the anatomy book. It helped a lot for the topology. But without the sculpting it would look pretty simple. EDIT: This is the bat creature so far. The base mesh is still pretty far from finished, but i need to weld the peices together before i go any farther with it. I made a few heads and this is the one i like the most. The inspiration on the head is from a lion skull. Edited by: ngs616 |
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| Jul 3 2009, 12:40pm Anchor | ||
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Way to go ngs616 now that is a proper low poly mesh, with enough detail in it where you should be able to make that shit crazy! |
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| Jul 3 2009, 5:24pm Anchor | ||
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Thank you! It will definently be crazy. He is pretty average looking at the moment. When the base mesh is finished i'll post it here. I really need to tweak the proportions. There is a few spots where the topology needs to be touched up. I didn't have as much time as i wanted to work on it today, but i'm not rushing this one. It's should take about a week if i work on it every day. I'm going to have to decapitate it. It doesn't look anything like a bat's head (not surprising: it was based off a lion skull.) After i edit it's proportions i'll be working on the topology and a few small details. This is it's current state: Edited by: ngs616 |
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Jul 3 2009, 5:52pm Anchor | |
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That's cool looking. The wings look really nice, though they could be larger... or the body smaller. -- Quote:How about I give you the phonecall and you give me my finger! |
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| Jul 3 2009, 6:17pm Anchor | ||
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Thank you! I definently agree with you, i think a lot of it is because the legs are too big. His wings do need to be larger. it makes him look too humanoid. Thats some of his proportions that i need to edit. I like how he looks at the moment, but it's far from what i'm aiming for. Edited by: ngs616 |
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Jul 3 2009, 8:06pm Anchor | |
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nothing. absolute nothing -- quake 4 militia rCon 1.7 mod - repacked into pk4s with dds images => |
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| Jul 3 2009, 8:37pm Anchor | ||
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I worked on the bat a little more, i cut the head off and cut out and pushed a lot of polygons, it's down to 4,594. (the legs aren't attached, but they are included in the polycount) Many of the polygons are in the wings, but they need to deform well. Edited by: ngs616 |
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