i remember back when some guy posted a really creepy looking detailed flaccid dick
someone dig that up
[editline]10th October 2012[/editline]
Also, have this:
[img]http://puu.sh/1daxf[/img]
I'm not using anything as a basis while working on this, I don't even have a phone other than some old ass Nokia to look at (64x48 orange and black screen :v:)
But I still somehow expect Apple to sue me
[editline]o[/editline]
Oh, also, this is from my newly upgraded computer:
[img]https://dl.dropbox.com/u/8478604/IMG_1786.jpg[/img]
[img]https://dl.dropbox.com/u/8478604/IMG_1789.jpg[/img]
Specs:
i7 3770K
GTX 680
16GB RAM @ 1600MHz
128GB SSD
1TB main storage drive
320GB secondary storage drive
Mobo with built in WiFi and Bluetooth
:D
[editline]10th October 2012[/editline]
better render
[img]http://puu.sh/1dbDr[/img]
How exactly do you guys get your textures to line up well? I mean I know how to unwrap uv etc efficiently but making the textures look good is pretty annoying. Any good tuts?
[QUOTE=paul simon;37977821][img]https://dl.dropbox.com/u/8478604/IMG_1786.jpg[/img][/QUOTE]
You have the exact same screen as I do. Except I have two. [img]http://www.facepunch.com/fp/emoot/buddy.gif[/img]
[QUOTE=DOG-GY;37977066]idgi
[editline]9th October 2012[/editline]
my dick is so long it goes from a to z on a keyboard[/QUOTE]
My dick is so detailed, it makes the poly count in the Transformer movies jealous.
my dick is stylized
Oh hey guys, it's been a while
[IMG]http://i.minus.com/itt8LioZA3ToB.gif[/IMG]
[QUOTE=Ajacks;37974964][img_thumb]http://i14.photobucket.com/albums/a345/ajackss/5weeeks.jpg?t=1349815618[/img_thumb]
Back in business bitches! Bones finnally healed after 30 days. It's nice to be able to type and navigate with a mouse again easily. Expect some serious project progress in the coming weeks![/QUOTE]
Shiet dude. Best of wishes.
also keyboard bro's
Also cant wait to see more awesome stuff from you.
[QUOTE=DOG-GY;37981430]my dick is stylized[/QUOTE]
My dick is meshsmoothed with 16 iterations, on top of the billions of hand crafted polygons that is geniusly sub-devided, with a sweet displacement map that is sculpted just right.
The specular map is just right, and the balance of the different levels of the subsurface scattering is beautiful.
The unwrap is done with perfection, and the diffusemap is seamless.
[QUOTE=cocknugget;37981648]Oh hey guys, it's been a while
[IMG]http://i.minus.com/itt8LioZA3ToB.gif[/IMG][/QUOTE]
I don't know why, but this image destroyed Facepunch completely for me on my phone. Once I reached it, the forum looked like someone throw random parts of websites randomly together. And after I tried reloading my browser just shut down.
[editline]10th October 2012[/editline]
Nice model nonetheless.
[QUOTE=Jukka K;37982691]I don't know why, but this image destroyed Facepunch completely for me on my phone. Once I reached it, the forum looked like someone throw random parts of websites randomly together. And after I tried reloading my browser just shut down.
[editline]10th October 2012[/editline]
Nice model nonetheless.[/QUOTE]
It's because the model is just THAT good!
[QUOTE=Domino;37982517]My dick is meshsmoothed with 16 iterations, on top of the billions of hand crafted polygons that is geniusly sub-devided, with a sweet displacement map that is sculpted just right.
The specular map is just right, and the balance of the different levels of the subsurface scattering is beautiful.
The unwrap is done with perfection, and the diffusemap is seamless.[/QUOTE]
my dick is animated with vector displacement maps and utilizes dx11's tessellation and SSS features.
[QUOTE=DOG-GY;37983702]my dick is animated with vector displacement maps and utilizes dx11's tessellation and SSS features.[/QUOTE]
Screw that, i got a voxolcock
[QUOTE=DOG-GY;37983702]my dick is animated with vector displacement maps and utilizes dx11's tessellation and SSS features.[/QUOTE]
Whats the tesselation for? Warts?
thanks to my professor bringing up some issues of my uv layout on my flintlock gun i went back and did more research into uving for normal mapped models. i was really surprised to realize that i slightly misunderstood uving and smoothing. now my textures can improve loads as i realized i can reduce my islands considerably.
moral of the story its always really easy to make mistakes about things you have a deep knowledge of.
Screw that, my dick is a softbody that can turn into a rigidbody.
[QUOTE=nVidia;37984207]Screw that, my dick is a softbody that can turn into a rigidbody.[/QUOTE]
Mine has jigglebones
[QUOTE=cocknugget;37981648]Oh hey guys, it's been a while
[IMG]http://i.minus.com/itt8LioZA3ToB.gif[/IMG][/QUOTE]
The gradient on the windows located on the right side of the car is upside down.
[QUOTE=cocknugget;37984373]Mine has jigglebones[/QUOTE]
That's just a myth.
Did I remember to mention that my cock utilizes the Unlimited Detail engine from Euclideon by turning every polygon into an atom?
I dare someone to sculpture a cock... If someone does it, I'll do it.
[QUOTE=Domino;37985078]Did I remember to mention that my cock utilizes the Unlimited Detail engine from Euclideon by turning every polygon into an atom?[/QUOTE]
Meaning your cock will never be viewed or utilized by anyone besides its owner? :v:
[QUOTE=SweetSwifter;37985105]Meaning your cock will never be viewed or utilized by anyone besides its owner? :v:[/QUOTE]
I occasionally show it to people, about once a year.
Then I go back into darkness and work on it some more.
But I'm not working on it alone, I have a group of different type of people working on it together.
And sometimes I show it to complete strangers, so they get to review the magnificence of it.
Started working on a 'new' environment project.
[img]http://img855.imageshack.us/img855/5048/trainst.jpg[/img]
Gravel test
[img]http://img254.imageshack.us/img254/1383/grva.jpg[/img]
[img]http://img547.imageshack.us/img547/4387/clock.jpg[/img]
[img]http://img571.imageshack.us/img571/7638/001pmw.jpg[/img]
I'm permanentely incorporating ZBrush into my workflow now. I will be using it for scultping to generate normal maps on all models not using a tileable texture.
Wow, that's some damn fine texture work...Hell, everything there is great.
Good job, man.
[QUOTE=Logithx;37985296]Started working on a 'new' environment project.
[img]http://img855.imageshack.us/img855/5048/trainst.jpg[/img]
Gravel test
[img]http://img254.imageshack.us/img254/1383/grva.jpg[/img]
[img]http://img547.imageshack.us/img547/4387/clock.jpg[/img]
[img]http://img571.imageshack.us/img571/7638/001pmw.jpg[/img]
I'm permanentely incorporating ZBrush into my workflow now. I will be using it for scultping to generate normal maps on all models not using a tileable texture.[/QUOTE]
It's got a bit of a Half Life 2 vibe going on... I like it.
[QUOTE=woolio1;37985501]It's got a bit of a Half Life 2 vibe going on... I like it.[/QUOTE]
it's a trainstation
The clocks are very similar to the ones found in HL2, plus the floor texture looks like devbrick so it gives off that vibe :v:
[QUOTE=Cow Muffins;37984906]The gradient on the windows located on the right side of the car is upside down.[/QUOTE]
Also the car has two fuel caps :v:
[img]http://puu.sh/1dvxW[/img]
Just 'cause
Rocket pods are a bit of a bitch to model out. :suicide:
[thumb]http://img.photobucket.com/albums/v450/Wlassakbro/3D/Monowing_Final.png[/thumb]
unless you're doing high poly, they probably could be done in the texture.
with some normals possibly
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