• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=Sprockethead;45943492]Practising building character models from scratch in blender, after a day of work this is what ive gotten done so far, A rendition of a chunky grineer lady. Her anatomy is exaggerated for personal reasons. [sleek] Crits?[/QUOTE] I'm no modeler, but I do know my warfarm. You should aim to make it less symmetrical like the [URL="http://img1.wikia.nocookie.net/__cb20131207103551/warframe/images/e/e2/LancerDE.png"]regular soldiers[/URL] and a tad more mechanical like the [URL="http://wikiwiki.jp/warframe/?plugin=ref&page=Enemy_Grineer&src=%A5%B0%A5%EA%A5%CB%A5%A2%A5%D0%A5%EA%A5%B9%A5%BF.jpg"]heavy[/URL], especially on those arms.
Sum workflow practice. [img]http://puu.sh/btYPr.jpg[/img]
[QUOTE=Giggle;45943835]I'm no modeler, but I do know my warfarm. You should aim to make it less symmetrical like the [URL="http://img1.wikia.nocookie.net/__cb20131207103551/warframe/images/e/e2/LancerDE.png"]regular soldiers[/URL] and a tad more mechanical like the [URL="http://wikiwiki.jp/warframe/?plugin=ref&page=Enemy_Grineer&src=%A5%B0%A5%EA%A5%CB%A5%A2%A5%D0%A5%EA%A5%B9%A5%BF.jpg"]heavy[/URL], especially on those arms.[/QUOTE] Yeah the arms definately need work. they were abit rushed. As to assymetrical, thats something id do last, just to make the process easier.
[IMG]http://i.gyazo.com/6fb2c5bb03fcc613797c0ed469518efb.png[/IMG] got abit further.
Abit more [IMG]http://s29.postimg.org/4a7u4j9zr/screenshot007.png[/IMG]
Nyees, i know the arms still suck but were getting into pretty territory here. [IMG]http://s16.postimg.org/6xonhtc2s/screenshot014.jpg[/IMG] [editline]12th September 2014[/editline] Somebody say something for fucks sake
-snip it's fixed-
[QUOTE=Sprockethead;45956859]Nyees, i know the arms still suck but were getting into pretty territory here. [IMG]http://s16.postimg.org/hkign8k83/screenshot014.png[/IMG] [editline]12th September 2014[/editline] Somebody say something for fucks sake[/QUOTE] well for starters your link is incorrect (he fixed the image, no need to keep the image here) [QUOTE=Falkok15;45956879]Eh, your image is dead. Does that count :v:[/QUOTE] link isnt dead, its incorrect, look into things before you post.
[QUOTE=uaredead2020;45956884]well for starters your link is incorrect[/QUOTE] It is? its showing up for me Well i corrected it, whatever went wrong.
[QUOTE=Sprockethead;45956895]It is? its showing up for me[/QUOTE] must be a glitch on your end, you have the site embedded version of it and not the file thats hosted
Do you like it though, or do you hate it, or somewhere inbetween. Not to be pushy but i thrive off people who know their stuff, talking about things i make. Itd mean alot.
[QUOTE=Sprockethead;45956941]Do you like it though, or do you hate it, or somewhere inbetween. Not to be pushy but i thrive off people who know their stuff, talking about things i make. Itd mean alot.[/QUOTE] its pretty good
[QUOTE=Sprockethead;45956859] Somebody say something for fucks sake[/QUOTE] It's really unique. The texture and model work is good, but last-gen/low detail. It's also a little creepy, but given the assumed target, that's spot on.
[t]http://puu.sh/bvBaI/b45d789696.png[/t] [t]http://puu.sh/bvBb5/59068c8221.png[/t] empeefive
-snip-
[IMG]http://i.imgbox.com/G4POvzqz.png[/IMG] [IMG]http://i.imgbox.com/BrOgypEp.png[/IMG] Some of my USMC stuff for Arma 3
[QUOTE=Sprockethead;45956859]Nyees, i know the arms still suck but were getting into pretty territory here. [IMG]http://s16.postimg.org/6xonhtc2s/screenshot014.jpg[/IMG] [editline]12th September 2014[/editline] Somebody say something for fucks sake[/QUOTE] The whole shape of it is vaguely alike a female body with exaggerated proportions, except for the arms. The arms seem a bit too cylindrical and plain. That's all I can really pick out at this point. It's a fucking weird concept, executed fantastically.
[t]http://puu.sh/bvIR4.jpg[/t]
Guys, I need some help/advice! I am currently working on a little 3D game and I am wondering... as far as optimization goes I always try to get my poly restrictions based from other games, but what do you guys say? What would be a reasonable polylimit for my game? It's an action adventure in an almost isometric perspective with a huge focus on gunfights and driving. The camera perspective is almost top down and follows the vehicle dynamicly, so most of the times you don't see whats under the car. [img]http://abload.de/img/bloodwash_police_caravyw3.jpg[/img] [img]http://abload.de/img/heavy-hitter-gifpkahe.gif[/img] Both heavy WIP and they will get a polyreduction on the smaller parts. [img]http://abload.de/img/guns_bloodwashzmlh8.jpg[/img] The weapons are pretty high poly for something that is almost in a top down perspective but... I might have some closeups on them. Who knows. At the moment I run with... around [B]8000 tris[/B] on the vehicles (this includes a very basic interior and removeable/moveable doors, trunk and hood. Between [B]1000[/B] and [B]2000 tris[/B] on the weapons, as I said I might use them in closeups. And for the characters... I don't know yet.... [B]7 000[/B]? Maybe? From what I have in mind for the gameplay, it could be that you have up to 12 cars, 15 characters and 20 weapons (active ones and dropped ones) on the screen + level objects and posteffects. I don't know which engine to use yet. It's kind of embarrassing to ask since I do work in the games industry but I always rely too much on what the Leadartists, Programmers and Techartists say. I will get a techart/leadart from the industry on board to help me out a bit but for now, what do you guys have to say on these conventions?
It really depends on what engine you use, how they handle polygons. Newer engines like Unreal 4 dont have a limit, but obviously the more you have the higher the requirements will be for the game. So Id say your tri count on the vehicles are fine, since they are always in view and are a main aspect, and the weapons seem fine aswell.
Oh! on the topic of wood again, I found this awesome ass reference for any one wondering how wood grain works~ [t]http://hotstyledesign.com/images/2013/12/Art-Wooden-Sculpture-by-an-Exploding-Log-Billon.gif[/t]
What a coincidence, I'm using wood in my current project :v: [t]https://dl.dropboxusercontent.com/u/21161113/SFM/norad_midpass_2.jpg[/t] I wish I had more then... 10 days left before the project ends, I am rushing so bad. Thank god for learning a little quixel. It doesn't do much for source, but it does cover the tedious bits of texturing fast.
That's a winner right there! What is it, a scene building prop or a map?
[QUOTE=Kommandant298;45973211]That's a winner right there! What is it, a scene building prop or a map?[/QUOTE] A little of everything - I blocked out the dimensions in hammer, imported the blockout to max via wallworm, modeled out environmental props and baked prop AO/lighting with the imported scene, compiled it back to source, placed my props and minimal lighting in hammer, compiled the map, and placed the desks, dynamic lighting, and moving objects in SFM. I also made some [URL="https://dl.dropboxusercontent.com/u/21161113/random/norad_lods.jpg"]low-lod versions of the desks and people [/URL]to make the background actors easier to place/pose. I'm going to make a decent workflow breakdown with images and stuff with (hopefully) a release the completed map after this project is done.
I got done with this fucking thing. Makes for a nice portfolio piece. [IMG]http://33.media.tumblr.com/9b2b0fae69e5445a161dd8bc91fb04ff/tumblr_nbvbtjxO2q1rv17uqo1_1280.png[/IMG]
[QUOTE=Giggle;45943835]I'm no modeler, but I do know my warfarm.[/QUOTE] what you did there, i see it.
Made some panels for TF2 [t]http://i.imgur.com/JeFQws9.jpg[/t] [t]http://i.imgur.com/e0BsZAF.jpg[/t] [url=http://forums.tf2maps.net/showthread.php?t=23314]linko[/url]
Hi not posted here in a while, some great stuff people are making wow. Slowly creating simple props for my level they need to all be fixed and edge loops deleted. A roof_trim [URL=http://s1326.photobucket.com/user/errorbot/media/Bld1_sides_roofs/Bld1_roofs/bld1_roof1_pic3_zps10c3a679.jpg.html][t]http://i1326.photobucket.com/albums/u656/errorbot/Bld1_sides_roofs/Bld1_roofs/bld1_roof1_pic3_zps10c3a679.jpg[/t][/URL] some junk bags [URL=http://s1326.photobucket.com/user/errorbot/media/Bld1_sides_roofs/Junk_bags/junkbags3_zpsa1de0af7.jpg.html][t]http://i1326.photobucket.com/albums/u656/errorbot/Bld1_sides_roofs/Junk_bags/junkbags3_zpsa1de0af7.jpg[/t][/URL] Some windows [URL=http://s1326.photobucket.com/user/errorbot/media/Building%20windows/window1a_textured_1_zpsf8a89a90.jpg.html][t]http://i1326.photobucket.com/albums/u656/errorbot/Building%20windows/window1a_textured_1_zpsf8a89a90.jpg[/t][/URL] [URL=http://s1326.photobucket.com/user/errorbot/media/Building%20windows/window1b_textured_1_zps9f5e6ac9.jpg.html][t]http://i1326.photobucket.com/albums/u656/errorbot/Building%20windows/window1b_textured_1_zps9f5e6ac9.jpg[/t][/URL] large gas_meter [URL=http://s1326.photobucket.com/user/errorbot/media/Bld1_sides_roofs/Bld1_bits/bld1_gas_meter2_zps14b239a6.jpg.html][t]http://i1326.photobucket.com/albums/u656/errorbot/Bld1_sides_roofs/Bld1_bits/bld1_gas_meter2_zps14b239a6.jpg[/t][/URL]
Kar98k [img]http://i.imgur.com/ocLucYP.jpg?1[/img] higher res [url]http://i.imgur.com/dvTMzzY.jpg[/url] [url]http://i.imgur.com/OwvwSR1.jpg[/url]
[QUOTE=lastburai;45998675]Hi not posted here in a while, some great stuff people are making wow. Slowly creating simple props for my level they need to all be fixed and edge loops deleted. *STUFF* [/QUOTE] I like them! good props are very underrated imo. May I inquire where the map is located and is it source or what? (can I used them if it is in source?)
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