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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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| Jul 18 2009, 11:17pm Anchor | ||
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Text_Fish wrote:Is it a symetrical CS:S map!?
Yes, we've been playing it on TDM, so i wanted both sides to be equal. Although they do actually have slight differences. I268.photobucket.com Edited by: ngs616 |
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Jul 19 2009, 10:53am Anchor | |
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| Jul 20 2009, 2:15pm Anchor | ||
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Goldfinger's industrial laser. Took me some time, it's one 64*32 texture, plus the valve. Had to add the valve as a single texture, or the transparency wouldn't work. It's 549 tris, which is a little more than you might want to have in Goldeneye. But the excuse will always be that the tank is 600. And this is a prop that will be used once, maybe twice. Edited by: monkeyface |
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Jul 20 2009, 3:57pm Anchor | |
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this looks like it could be for an 'evil genius' mod :-D --
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Jul 20 2009, 5:30pm Anchor | |
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A simple Oil Barrel. Plenty of work left to do though, but I won't sleep till it's finished.
-- Portfolio Give me a job, NOW! Please. |
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Jul 20 2009, 8:48pm Anchor | |
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Jul 20 2009, 8:51pm Anchor | |
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Jul 21 2009, 9:17pm Anchor | |
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Jul 21 2009, 9:20pm Anchor | |
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Jul 22 2009, 5:15pm Anchor | |
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A kick ass AK47u. So far this the highpoly. Not turbosmoothed yet, but then it isn't quite finished.
-- Portfolio Give me a job, NOW! Please. |
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Jul 22 2009, 5:30pm Anchor | |
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I smell tutorial. (lol) Well great job so far, but I'm not keen on somebody not saying it's from a tutorial; So I'm doing it for you. -- |
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Jul 22 2009, 5:44pm Anchor | |
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Well semi using Racer445's tutorial. But most of it has been done on my own, without it. Only really going to be the texture job that gets the real tutorial job. My texrture work sucks. And Shhhhh it was a scecret. Lol -- Portfolio Give me a job, NOW! Please. |
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Jul 22 2009, 6:52pm Anchor | |
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Jimi wrote:Resculpted it.. scales didn't come so good, but I'll redo them tomorrow...
zBrush action? At how many faces does this one clock in with the working mesh? |
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Jul 22 2009, 7:09pm Anchor | |
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A little concept im working of for my project. Never really used a program like this before i was always old skool with pen and paper so any help would be appreciated |
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| Jul 23 2009, 11:27am Anchor | ||
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Is it concept art or texture? Is it a mask or the skull of a bird? Well, use some reference, I say.
There are plenty of details there about shape and texture you can learn from. Right now the sahding and detailing is kind of basic and doesn't really convey the hardness and shape of a skull. The beak is nice though. |
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Jul 23 2009, 11:38am Anchor | |
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Just concept art. Yeah i think refrence should have been my first port of calling but i really like the shape of it and feel. |
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Jul 23 2009, 9:34pm Anchor | |
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Dragonlord wrote:zBrush action? At how many faces does this one clock in with the working mesh?
The highpoly is some 1800000 polygons and the lowpoly model is 4242 polygons. Here's it textured.. I was thinking of giving it some Earth snake skin pattern/colours, but right now it's just this... If it gets those different patterns, maybe I'll do different models too.. The different characters would have different powers, someway related to what the snake does. -- Quote:How about I give you the phonecall and you give me my finger! |
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Jul 23 2009, 9:49pm Anchor | |
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Nice! The detail is getting better and better Jimi |
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| Jul 24 2009, 8:18am Anchor | ||
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Current wip... first time with denny's rig and still learning maya animation tools. |
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Jul 24 2009, 7:54pm Anchor | |
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wow nice clean animation dude --
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Jul 24 2009, 8:01pm Anchor | |
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Geez Jimi, that is freakin' Awesome now! @ MrFred... I saw your other thread about pinning the model and looping etc... Did ya eventually sort it out? Anyway... It looks very smooth indeed so far! Good work! EDIT: This is a Question for Jimi and MrFred.... Are either or both of you involved in any Mod projects at the moment? I couldn't find any active Mod details on your profiles. Edited by: Orion |
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| Jul 25 2009, 6:32pm Anchor | ||
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I'm actually working on Tactical assault... why? Edited by: MrFred |
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Jul 25 2009, 8:00pm Anchor | |
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There's a simple solution to get walk animations done without position problems. For this animate the character as it would be in a CG movie hence walking forward. This gives fluid walking animation. Now add to the Armature a hidden bone. I tend to call it "ik.mover1". Give the origin bone a constraint to be glued to this new bone. Then make the bone move linearly in the opposite direction. For editing disable the constraint to get a proper movement. For exporting enable the constraint and the character stays in place exporting the proper game relevant animation. Edited by: Dragonlord |
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| Jul 25 2009, 8:05pm Anchor | ||
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Worked on this thing a little today and yesterday for the first time in a looo-ong time.
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| Jul 25 2009, 8:05pm Anchor | ||
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I'll try but this is the same as moving the master controller on the opposite direction? but we assign this movement to a another bone so it wont affect the exportation.... correct me if i'm wrong but doing this wont fix the feet positionĀ they will keep moving foward regardless of the master nodeĀ since they were animated using IK.... |
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