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07-28-2007, 10:10 PM
#1461
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07-29-2007, 06:11 AM
#1462
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07-29-2007, 09:30 AM
#1463
magnetologicus
great job render
I don't know much about 3d stuff but it looks to me like the armature is a bit flat I mean the chest and the buttocks should be a little more prominent perhaps you should post a profile view of the armature
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07-29-2007, 03:13 PM
#1464
VERY VERY Nicely done Render!
It looks pretty damn accurate to me in terms of proportions. I don't want to know how long that little lot took you.
Which method did you use? Splines or Nurbs?
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07-30-2007, 02:46 PM
#1465
ViresExDecus
That's a really nice job on the armor. Good job on the details with the buckles & straps.
Are you planning on putting textures on it? If so, be sure to let us see it!
Very nice!
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07-30-2007, 04:05 PM
#1466
thx for comments
Originally Posted by Magnetos_II
great job render
I don't know much about 3d stuff but it looks to me like the armature is a bit flat I mean the chest and the buttocks should be a little more prominent perhaps you should post a profile view of the armature
I changed it slightly,- better now?
Originally Posted by dewman
Are you planning on putting textures on it? If so, be sure to let us see it!
Very nice!
thx,- yes acutally I already started with unwrapping and textures yesterday
he´s my current experiment:
I used a special UV unwraper tool wich makes it very unwrapping complex models, the UV map and current difuse texture:
Originally Posted by Natsia
It looks pretty damn accurate to me in terms of proportions. I don't want to know how long that little lot took you.
Which method did you use? Splines or Nurbs?
2 evenings (I placed a Biped under it,- so it wasn´t that hard getting the right prorpotions) , no splines no NURBS,- I used subdevision modeling so basicly quad- polygons wich are later subdevided to get rounded shapes. The reason however for it beeing so popular is that when you add many edges/poygons to each other the dubdivision result get more edgy- and when using less edges in the base mesh it gets more rounded and smooth. A very powerfull method - gives the easiness of polygon modeling with the visual quality of Nurbs models.
Here is a screenshot series that shows the base mesh and 3 levels of subdevision:
though usually it´s enough even for production using just 2 subdevisions,- using to much can break down the performance dramaticly.
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07-30-2007, 06:35 PM
#1467
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07-30-2007, 10:28 PM
#1468
almost done
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07-31-2007, 02:32 AM
#1469
ViresExDecus
Wow-- that is amazing. I love it. What unwrapper tool do you use?
Really wonderful work!
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08-01-2007, 03:53 PM
#1470
...
I hate you render.
Um, I havent physically painted anything in a few years... Started laying down some brush strokes on a whim and ended up with this.
Water colour and pencil.
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08-16-2007, 01:30 PM
#1471
Adobe Photoshop, 35 layers, 2 masks, no stock.
Make of it what you will.
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08-16-2007, 06:28 PM
#1472
magnetologicus
great stuff natsia
although i must say i like more the first one
35 layers? waoo that's a lot of layers
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08-16-2007, 07:40 PM
#1473
Hi....i am a new in this forums so i did not watch all your works but from what i saw i must said e-tahn ..magnetos..renderhjs are amazing
i like all your works sooooo much
magnetos.. i have a question for you please ...some of your work ..i realy could not know how you made it ...is it just painting or you use some programmes to do that ...sorry i am a beginner in this field ..i try to learn ..thank you in advance
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08-16-2007, 07:59 PM
#1474
I prefer the first one too- it has more texture. That 2nd one looks kind of a sick person puking her organs out (hopefully you are not yourself reflecting in that picture).
I basicly just posted it in my tank-move thread (game title) - but since here are more people focused on just art - I´d thought about posting it here as well (there are also renderings of tanks with nice textures- check the thread for those)
those are character illustrations of the 4 players of my game:
at least how it´s propably going to look like in the current game (game sprites are painted as well)
here the orginal size of them:
oh and btw. 7 layers. At least with painting stuff I tend to merge alot of layers seems to be the best workflow for me when painting- otherwise I have lots of layers.
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08-16-2007, 08:28 PM
#1475
magnetologicus
render that looks good and so it's the game although not my favorite genre
you know i prefet the old supernintendo zelda style
sarah first of all welcome to FK
the only thing i use is photoshop 7 and a pen tablet
i used to sketch on paper before and then scan it and then bring it to photoshop , but since i got my pen tablet i do everything in PS
look forward to see some of your work
ciao
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08-19-2007, 03:14 AM
#1476
CRT Boy
Originally Posted by renderhjs
almost done
very nice 3d rendering.
You said "almost done". From my view, It is already nicely done! O_O"
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08-19-2007, 09:15 AM
#1477
ism
nice work dudes. heres a tetris re-skin i'm workin on, you could hardly call it "art" though;
started friday. hopefully done by monday morning
Last edited by BlinkOk; 08-19-2007 at 09:19 AM.
Graphics Attract, Motion Engages, Gameplay Addicts
XP Pro | P4 2.8Ghz | 2Gb | 80Gb,40Gb | 128Mb DDR ATI Radeon 9800 Pro
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09-02-2007, 02:21 AM
#1478
CRT Boy
Originally Posted by BlinkOk
nice work dudes. heres a tetris re-skin i'm workin on, you could hardly call it "art" though;
started friday. hopefully done by monday morning
cool man, is it a multiplayer flash game?
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09-02-2007, 03:45 AM
#1479
ism
haha! multiplayer, single keyboard but multiplayer online would be cool
Graphics Attract, Motion Engages, Gameplay Addicts
XP Pro | P4 2.8Ghz | 2Gb | 80Gb,40Gb | 128Mb DDR ATI Radeon 9800 Pro
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09-11-2007, 02:54 PM
#1480
been playing with a quick update section for my website where I can show work in progress things without the hassle of editing anything or the need to write something for it. Anyway here a screeny for the interface:
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