• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
Looking really nice, and about time, the only other LR-300 models out there that I know of are bloody old.
so i guess i can put faces on the list of stuff i can* do [IMG_thumb]http://imgur.com/SgRcp7A.jpg[/IMG_thumb] *"can" is not indicative of the quality of the final product
[QUOTE=John117;45100477]Three new videos on creating a Lego person, with a download link as well: [IMG]http://i.xomf.com/dvxwj.jpg[/IMG] [url]https://www.youtube.com/watch?v=3QZjoaQwlAA[/url] [url]https://www.youtube.com/watch?v=DrGwjvIn6hg[/url] [url]https://www.youtube.com/watch?v=gsfYyVshApk[/url][/QUOTE] Proportions look really weird... Nice tutorials though. lego guys look like this [t]http://i.imgur.com/ll3Vuhx.jpg[/t]
Today: Shirts. Tomorrow: Pants. [img]http://puu.sh/9tNGe.jpg[/img]
Are those sleeves supposed to be rolled up? If so, the ends should be way thicker.
A revolver I've been working on all day. This is actually the third time I've done it over 3 years. Kinda fun to compare the improvement, but I'm sure there's still more to be done. [t]https://dl.dropboxusercontent.com/u/5210835/Assets/python/3.png[/t] [t]https://dl.dropboxusercontent.com/u/5210835/Assets/python/2.png[/t] [t]https://dl.dropboxusercontent.com/u/5210835/Assets/python/1.png[/t]
What renderer are you using.
Marmoset 2, I'd definitely recommend it. I also tried a black gunmetal version of it rather than the steel. [t]https://dl.dropboxusercontent.com/u/5210835/Assets/python/gunmetal.png[/t]
So, I've been working on some prop reskinning recently, and I think it's been turning out pretty good. [IMG]http://cloud-2.steampowered.com/ugc/594787665725495557/6D9A520330F131E255514BC7DDB0637F8C4F6B22/[/IMG] However, I realized that the other side is just a mirror of the first: [IMG]http://cloud-2.steampowered.com/ugc/594787665725497225/6B7F765105F550AB0A7965D74521337A28F7F14F/[/IMG] Am I able to do anything about this?
I should become a stylist [IMG]http://i.imgur.com/sfcmb4T.jpg[/IMG] Here's a slightly better one. [IMG]http://i.imgur.com/KJIZZTO.jpg[/IMG] Try # 3 [IMG]http://i.imgur.com/kDheiLk.jpg[/IMG]
Added proper cubemap reflections (albeit with vertex normals only and no normal maps) and rim lighting to Torque's procedural shader system: [img]http://puu.sh/9vf0j.jpg[/img]
First two parts on modeling a sci-fi sniper rifle: [IMG]http://i.xomf.com/kzkxs.jpg[/IMG] [url]https://www.youtube.com/watch?v=l-YltYFlYGo[/url] [url]https://www.youtube.com/watch?v=MPJp1YYaT3Q[/url]
Looking cool fewes, no idea how you've managed to pick up so much shader experience so quickly.
[QUOTE=- Livewire -;45120492]Looking cool fewes, no idea how you've managed to pick up so much shader experience so quickly.[/QUOTE] Using the Frostbite node editor helped me familiarize myself with the concepts and a friend is helping me out with transferring that knowledge to coding. It's really just simple math once you get down to it but the vector stuff can be really confusing. Today I gave the man pants and some shiny shoes: [img]http://puu.sh/9wump.jpg[/img] [url=http://puu.sh/9uGGD]Also here's a webM of the rim lighting in effect in the material editor.[/url] Now to make a vest and some holsters for'im.
Decided to model a claymore today [t]http://i.imgur.com/v6DTqjc.png[/t] Do I weld these parts together though? This is what separates the wheat from the chaff (the topology masters from the lazy people)
[QUOTE=fewes;45123575][img]http://puu.sh/9wump.jpg[/img][/QUOTE] Going by the length of the shirt, I'd recommend stretching out the legs some more. The proportions currently look like a normal man's torso with the legs of a child. You could also probably do with moving the arms closer to the torso, as it almost looks like the shoulders are detached entirely. I whipped up a quick paint-over to try to explain what it is that I'm seeing: [t]http://i.imgur.com/aCE548F.jpg[/t]
I feel like one of the reasons I enjoy 3d modelling so much is because I used to love Lego when I was younger.
[img]http://puu.sh/9x22L/cdb8d991f5.jpg[/img] coming to a l4d2 / insurgency near you. someday. or maybe i'll just keep it in my hard drive forever
I don't have any models to show but I do have a set of animations I made a few days ago. hand positioning and the firing recoil are issues I know but I'm really happy with the reload. [media]http://www.youtube.com/watch?v=dLDI6xWRqQ0[/media]
Oh, that's cool What program did you use and where did you learn to animate and port for that matter? I don't know much about that, but I was looking to learn it for making Gmod SWEPs
going to use a different wood texture but progress! [IMG]http://i.imgur.com/zTW4VDu.jpg[/IMG]
[QUOTE=someguyihate;45132032]going to use a different wood texture but progress! [IMG]http://i.imgur.com/zTW4VDu.jpg[/IMG][/QUOTE] A Huot rifle? Nice to finally see one. Although I don't think the bolt handle was that downward angled.
Vestlife4lyfe [img]http://puu.sh/9xQCb.jpg[/img]
[QUOTE=Sam Za Nemesis;45133487]Lowpoly and UV finished, now onward to texturing [img]http://image.noelshack.com/fichiers/2014/25/1403030111-lowpoly.png[/img] Around 4K polys and has a well defined sillhouete[/QUOTE] That's cool, but do you have a plan for animating all the loose clothing yet? You often have to remove that stuff in the design phase because it just doesn't work out properly on an animated character, but I'm looking forward to what you have planned!
[QUOTE=RaptorJGW;45130594]Oh, that's cool What program did you use and where did you learn to animate and port for that matter? I don't know much about that, but I was looking to learn it for making Gmod SWEPs[/QUOTE] I use 3ds max for everything source related.
Spent most of the day fixing bad sectors and getting my PC running again, all fixed for the time being so I baked down the flamethrower. 10k tri's as I was fed up of crunching the shit out of everything I work on and wanted a little more polys to play with this time. wires: [url]http://i.imgur.com/Anlo4iq.jpg?1[/url] up next, texturing. [img]http://i.imgur.com/sXodqVs.jpg?1[/img]
[QUOTE=asteroidrules;45132678]A Huot rifle? Nice to finally see one. Although I don't think the bolt handle was that downward angled.[/QUOTE] Yeah I couldn't get any good reference pictures so i had to do a bit of improvising
Thanks for the feedback guys, it's very helpful :smile: [QUOTE=phpz;45087962]Very nice man, altough I think the walking animations are a bit 'robotic'. I could be wrong though.[/QUOTE] No I think you are right, although I tried as hard as possible to keep the movement as smooth as possible and keep the joints looking flexible I think that there are parts I could of refined a little more. There is still some 'pop' that I'd like to remove from the walk cycles and next time I think i'll use animation layers to add some variances to the cycles, slight changes in weight and maybe pace just to make it less obvious that it's repeating. [QUOTE=Leintharien;45088135]I'll list a few things I noticed. The VFX reel is very well done and all my problems are just over minor uncanny things. In the tabletop car composite shot, I was noticing a sky-blue tinge to the reflective map at certain angles of the mesh. The best place to explain is probably right at the beginning of the shot when you look at the front left tire. At the base of the hood near the front window, you can see the blue, which unless there was a window off-camera, should probably be an orange. When the camera is facing the monitor, I don't see any strong distorted reflections of the screen off the top of the car.[/QUOTE] I've looked back at the scene and I think that my HDRI's rotation wasn't quite matched with the backplate, I think this is because I only checked it was looking correct from one angle but I should of checked from more angles to be sure. [QUOTE=Leintharien;45088135]With the griffon, right when it flaps the wings to take off, it felt unnatural. At first I was thinking the wings should have been put at an angle, but on further analysis, I believe there should be a curve instead. In the first half of the curve, the bottom of the wings wings would face forwards as if it were to intend to fly backwards, then the second half would be pointing backwards. The intent of this is for the first half to 'remove' the weight of the griffon on the rock, and the second half would be to propel it up and forwards. The curve would also provide an extra bit of length the wings almost certainly need (considering the minimal surface area they have) in order to provide lift. I also notice some intention in the legs for a jump which doesn't look as though it follows through with once it leaves the ground. You might want to tweak the posing of the legs to reinforce that bit. Lastly, the curve in the jump once the griffon is in the air looks a bit too sharp. You might want to flatten out the parabola as right now it looks as though gravity is stronger than what we are normally used to.[/quote] I agree with you, I think I should of made the Griffin flap more times to really show the weight as he was taking off, I think I should also take another look at my bird reference to make sure I get the wing shapes right. However the main reason is because for that particular project we had a tight time constraint for how long the animated sequences could be and unfortunately the backplate I shot was more restrictive than I realised. I had to fit the taking off into a shorter time span than would of been ideal and I felt that the only way to get him to take off in time and stay in the frame was to make him leap up into a dive and start flapping at the same time. Reference was also an issue here since I had to kind of guess how a half Lion, half Eagle creature would work. I think here I need to improve my animation planning from the very beginning and work out the exact time it will take for the action to be completed realistically, rather than quickly as possible. I also need to be more careful when filming my backplates and make sure they match my original animatic more closely. [QUOTE=Leintharien;45088135]When the character pulls the bumper off of the car, it looks like he spends more time mid-air than he probably should, but you could just say that is part of the cartoony style that most of these animations with the white guy have. The walking animations look fine.[/QUOTE] Yeah I've had people mention this to me on my course as well and I can see that now. Again I need to refine timing more. I also think I could improve the landing a little more as well as it's more stiff than the earlier part of the animation. [QUOTE=Nuclear Arbitor;45089017]show the bone rig for the gryphon. doesn't need to be seen for very long.[/QUOTE] I will make sure to include a short rig demonstration or at least show the rig in action in some way next time I edit my showreel. The main reason I didn't include the rig this time was because in my opinion it's pretty unrefined, I think that I need to make the controls easier to distinguish and resize them to make them easier to select. It also doesn't have any of the more advanced controls on it like IK/FK switches and I'd like to add those before really showing off my rigs. Here are some images anyway just to show you what the controls look like (this isn't all of the controls, I've hidden all of the feather controls because they just go all over the place when I fold the wings): [Img_thumb]http://s26.postimg.org/dqj7iv7k9/Griffin_Controls_05.png[/img_thumb][Img_thumb]http://s26.postimg.org/k2ycspamh/Griffin_Controls_06.png[/img_thumb]
[QUOTE=someguyihate;45136133]Yeah I couldn't get any good reference pictures so i had to do a bit of improvising[/QUOTE] For the exposed parts of the bolt assembly you might wanna look at a Ross rifle, I believe the Huot kept those parts the same when it was converted, and Rosses are much easier to find.
Thanks mate, I'll take a look
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