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Con
January 1st, 2011, 06:05 PM
Make sure you read over the Quick-Crit rules posted in the 2008-2009 thread (http://www.modacity.net/forums/showthread.php?t=9595).

Post your current works in progress that may not warrant their own thread but you want crit on anyway.

kid908
January 2nd, 2011, 11:29 PM
http://img253.imageshack.us/img253/766/arbiterkill.jpg

working on material and posing. Material needs alot more work as of right now.

Spartan094
January 2nd, 2011, 11:44 PM
Your doing the hand grip wrong, it shouldn't be like that, really weird and the ODST could take off his helmet. And yeah your mats need some work.

kid908
January 2nd, 2011, 11:49 PM
hmmm....How would you do the hand grip. Also I forgot about the helm part. /facepalm.

Nero
January 3rd, 2011, 12:17 AM
So I looked back at the Quick Crit thread of 2010, and I noticed that on the first page I actually attempted to start concept art.
Last night I decided that I will yet again try to make a scene. I'm currently using a technique that a guy once had on YouTube. Basically you're supposed to block out the scene with the color scheme you wish, then go back and keep adding detail until you feel as though its realistic enough or it had the outcome you want.
So far I have been doing the bottom part of the scene. I want to make it have a scifi theme to it in the upper part of the concept.
1 hour and something of work:
http://i303.photobucket.com/albums/nn159/Joshflighter/Untitled-1-5.png

I hope its not that bad, but crit would be appreciated.

Dwood
January 5th, 2011, 03:09 AM
Flesh it out a bit more. you're at that stage where I can't really crit anything yet... As I dont know what you're aiming for entirely.

neuro
January 12th, 2011, 04:06 PM
http://www.youtube.com/watch?v=vUgQgPfdwdM


timelapse of a little project i made over the course of a few days (~2 hour sessions) mostly to show a friend how to go about 'realistic' texturing (since all he knew was TF2 stuff EH SELENTIC?).

figured i might as well crop all the captured footage into a timelapse for people to watch.

ExAm
January 15th, 2011, 05:16 AM
Mein kraft skin (http://minecraft.net/skin/skin.jsp?user=BrotherCabbage)

Higuy
January 16th, 2011, 01:26 AM
http://img30.imageshack.us/img30/5486/atmosphereicentry.jpg

thoughts appreciated. I'm going to try to change the smoke to a grayish tint instead of black unless people thing otherwise. there is also a light that is having a tough time showing up that appears near the fire, so I have to work on getting that to constantly display.

SnaFuBAR
January 16th, 2011, 03:13 AM
http://img21.imageshack.us/img21/957/goodheadi.jpg

first go at human faces. going to try and do more ethnicities, and dreading an asian face due to their epicanthic fold. that complicates my mesh.

neuro
January 16th, 2011, 04:54 AM
bad bad snaf!

=sw=warlord
January 16th, 2011, 06:52 PM
Starting to learn how to use Trackview in Sandbox2.
If anyone can find some good videos showing fighter tricks such as air shows and what not that would be appreciated as I've never really been too interested in air shows before.
Animation is a little jittery but with some more work this should work out pretty well.
Location of the animation may change so I wouldn't be too concerned about how the animation splices through the valley.

http://www.youtube.com/watch?v=_C64LuPl4wE

SnaFuBAR
January 18th, 2011, 11:14 PM
http://img33.imageshack.us/img33/7067/head1e.jpg

meh, getting closer.

ICEE
January 19th, 2011, 08:35 PM
http://oi51.tinypic.com/jrr7f9.jpg

These regions dont look right to me. It seems to me that the eye lid areas should flow more seamlessly into the temple

Warsaw
January 19th, 2011, 11:11 PM
Hard to tell from this angle, but the face also looks somewhat flat.

roosterMAP
January 19th, 2011, 11:19 PM
smooth out the area where the nose starts. the change from forehead to nose should be more gradual. also, the cheek bones are a tad high. and the cheeks are sunken. thats whyh you've getting those sharp and slightly feminine features bellow the nose.

SnaFuBAR
January 20th, 2011, 03:40 AM
Hard to tell from this angle, but the face also looks somewhat flat.
face is anything but flat, and in fact follows the outline of my face very closely.

smooth out the area where the nose starts. the change from forehead to nose should be more gradual. also, the cheek bones are a tad high. and the cheeks are sunken. thats whyh you've getting those sharp and slightly feminine features bellow the nose.
change from the forehead to the nose is perfectly fine and is actually a trace of my own. however, from under the eyes to the nose was unfit, as well as above the nostrils. Cheekbones aren't high, and, according to the zygomatic bone/arch on anatomy charts, they're in line. i'll take another look at the sunken cheeks and see if it's too much, but i feel like they're helping to define the cheekbones without the 3/4 profile becoming caricature.

also, i went ahead and smoothed out the transition from the eyes to the temples. no more goggle look.

Warsaw
January 20th, 2011, 04:20 AM
Like I said, hard to tell at that angle, even with the wire-mesh laid over.

neuro
January 25th, 2011, 12:15 PM
snaf thats a terrible piece of modelling and you know it

Bastinka
January 25th, 2011, 02:27 PM
Oh god, the ears.

Rentafence
January 25th, 2011, 05:07 PM
Fucking around with a design for a hallway.

Y/n?!??!?!?

http://www.majhost.com/gallery/rentafence/3d-Models/zor3.jpg

Or maybe something like this instead?
http://www.majhost.com/gallery/rentafence/3d-Models/zor4.jpg

Bastinka
January 25th, 2011, 05:19 PM
http://i52.tinypic.com/1z6y6wn.jpg

The transitions within the red, circled, areas seems a bit off to me. Especially along the wall where the curvature strikes a direct flat top. On the main-middle part of the ceiling, it seems that that material doesn't necessarily fit in such a direct cut in from the bridging areas connecting it to the side walls. Maybe bevel or inset it a little bit so it adds a border along the sides, but not at the ends. The UV's at the very end of the hallway, where the wall meets the door, are strange. I'm guessing that's because you just created those faces/polygons.

Rentafence
January 25th, 2011, 05:21 PM
The areas in the very top left of your picture is just a perspective thing. It actually looks like this. I'll see what I can do with the area where the curved walls hit the ceiling though, thanks.

http://www.majhost.com/gallery/rentafence/3d-Models/zor2.jpg

Cagerrin
January 25th, 2011, 07:08 PM
Curved walls? Forerunner? Looks very strange, see below.

http://www.majhost.com/gallery/TalonX/randomstuff/WIP/zor3.jpg

Corndogman
January 26th, 2011, 08:14 PM
http://www.majhost.com/gallery/rentafence/3d-Models/zor2.jpg

I was thinking something like that, but a lot thicker and also extending to the ground. Also keep the ramped base like you had here:




Or maybe something like this instead?
http://www.majhost.com/gallery/rentafence/3d-Models/zor4.jpg

t3h m00kz
January 27th, 2011, 03:29 AM
http://img33.imageshack.us/img33/7067/head1e.jpg

meh, getting closer.

The "hitler" section of the upper lip seems like it should be a bit wider.

Planning on adding brow wrinkles or will that be in the bumps/normals? assuming you're going to do bumps/normals

PenGuin1362
January 27th, 2011, 01:18 PM
It looks pretty spot on. For your next attempt snaf I strongly suggest jumping into zbrush. It will make the whole work flow like 10,000 times easier, truly a remarkable program. Then from there you can take the mesh into 3D Coat and bring the head down to a mid poly level. Awesome sub-d job though

SnaFuBAR
January 27th, 2011, 05:54 PM
I've got Mudbox, so I'll attempt that firstly. Other than that, I've gotten the base for the helmet done, and I'll probably rework the topology of the skull to have the edges flowing towards the ear, rather than wrapping around the head. I was also considering retopo after sculpt with the graphite tools.

http://img716.imageshack.us/img716/9442/3head.jpg

neuro
January 28th, 2011, 10:43 AM
oh god snaf, that face >_<

ICEE
February 3rd, 2011, 01:31 AM
lHkhT8bzUc4

TeeKup
February 3rd, 2011, 02:00 AM
regular fire seems like it needs more "oomph" to it. The burst fire seems good though.

Warsaw
February 4th, 2011, 04:07 PM
Yeah, pistol slides whip back so fast you almost don't even see it. Almost, though. You can see it, just not so clearly.

ICEE
February 4th, 2011, 09:51 PM
Actually I always slow down the cycling in my animations a little bit. I like it to be very visible

SnaFuBAR
February 4th, 2011, 10:01 PM
Yeah, pistol slides whip back so fast you almost don't even see it. Almost, though. You can see it, just not so clearly.

Also depends upon the pistol. 1911 actions are much slower than beretta 92's.

Warsaw
February 4th, 2011, 10:19 PM
True. But it also depends on what manufacture of 1911 you are using. Some have lighter slides and/or heavier recoil springs. It's quite variable. I just feel like that animation was too slow even for a 1911.

ExAm
February 5th, 2011, 04:56 PM
Having fired a 1911 myself, the slide is still a lot faster than in that video. Pistols should recoil with a quick, jerk-snap motion in the hand, as well. By no means should it be a smooth motion. Recoil needs to be a visceral experience for the player, it makes shooting more fun. Bad company 2 is a great example of this.

ICEE
February 5th, 2011, 06:46 PM
Jesus christ guys. I told you I slow it down intentionally.

And ExAm, there is so much more to the "experience" than animation. If you looked at bad company 2's pistol firing animation, the recoil is extremely light. Its the sound, camera wobbling, particles, and environmental effects that make the "experience". I cannot capture all of that with animation alone.

Patrickssj6
February 5th, 2011, 08:42 PM
I also don't understand why gaming companies don't add random movement to the shooting (moving the arm up / down / left /right)...or even better to every animation. Imagine a fighting game where all animations look unique :D

ExAm
February 5th, 2011, 09:38 PM
Jesus christ guys. I told you I slow it down intentionally.

And ExAm, there is so much more to the "experience" than animation. If you looked at bad company 2's pistol firing animation, the recoil is extremely light. Its the sound, camera wobbling, particles, and environmental effects that make the "experience". I cannot capture all of that with animation alone.
Sure, but the slide pops back into place at the right speed. I'm not saying it should be heavy, it should just be quick.

ICEE
February 5th, 2011, 11:56 PM
I also don't understand why gaming companies don't add random movement to the shooting (moving the arm up / down / left /right)...or even better to every animation. Imagine a fighting game where all animations look unique :D

It might be interesting if done via overlay, but when firing in fully automatic you are essentially repeating one animation over and over in quick succession (usually), or in the case of your idea it would be multiple animations. Therefore it could come out with some jerky results if animation A following animation B is the "opposite" of its predecessor. If that makes any sense. Basically it could be done, possibly should be done, but it seems like most devs don't want to bother with making it seamless.

TeeKup
February 6th, 2011, 02:00 AM
^ Bad Company and Bad Company 2 try to mask this with their animations as they seem lively and jumpy I've noticed. Still their animations are crisp and well done.

Warsaw
February 6th, 2011, 06:00 AM
Screen shake is an inexpensive way to provide the illusion of randomized firing animations. It works. While I do appreciate the finer details of a game more than most, that is one of those things where I honestly don't care. I'm too busy shooting, admiring the lighting, or being dead.

t3h m00kz
February 6th, 2011, 08:11 AM
I have to agree. FP animations are only a small fraction of the whole experience.

ODX
February 6th, 2011, 10:41 AM
To me, FP Animations are a big big part of the game because you see them all the time. I'm not going to be bothered by one textural error or something because it's in only one area. The animations are in front of me all. the. time. If they aren't good then my experience actually suffers because it just becomes boring when my gun doesn't even look like it's shooting or reloading, or like they were made by someone who isn't even a professional to a point there's clipping and other obvious errors.

The main point is that it's all personal preference though.

Warsaw
February 6th, 2011, 03:20 PM
Oh I'm not saying they can look like crap. I agree that if the animation is terrible, then the experience is ruined. However, with one or two good firing animations you can create a good experience and make it even better with inexpensive solutions such as screen shake. Just changing the perspective at which you view an animation slightly can alter how the whole thing looks. It works.

ODX
February 6th, 2011, 03:30 PM
I know all too well how screen shaking makes animations "look" better but they really aren't. All the time on Youtube I see inexperienced CS:S animators posting animations, and then making the camera go wild to a point that people comment "OMG THIS IS SO COOOL AND AWESOME GOOD JOB" when in reality it's easy to see through the tricks and notice the animation is really bad.

It really shouldn't be a tool that animators should fall back on, but rather a nifty little trick to make a good animation even better as you've said.

ICEE
February 6th, 2011, 06:39 PM
at the same time though, theres a big difference between the screen shake that is emulated by the animator, and the shake that is set up automatically by the game. When done right, it can really look good. Most animators on the youtubes just dont do it well.

Warsaw
February 8th, 2011, 01:19 AM
Critique please:

http://th06.deviantart.net/fs70/PRE/i/2011/038/4/a/imperial_guardsman_c__10338ee_by_von_krupp-d392fr5.png

t3h m00kz
February 8th, 2011, 08:24 AM
The pose looks a bit stiff, and it's not a terribly interesting perspective, but I can't see any gigantic flaws. Though there is something about the camera left arm that's bugging me.

Warsaw
February 8th, 2011, 01:46 PM
I see what you are saying. I think the left forearm might be a bit longer than the right forearm; it's hard to tell at that angle. It's the subtle things that are really hard to execute and I'm trying to work on that.

Anybody else have anything to critique on it? Seriously trying to improve my drawing ability here. It's been kind of stagnant for over a year and a half now.

ExAm
February 9th, 2011, 04:27 AM
I think the foreshortening on the right forearm needs a bit of love. Otherwise, great.

PenGuin1362
February 12th, 2011, 12:24 PM
High poly sherman tank for a project. There's a few issue that were pointed out to me, like the weird lines created by the lighting. Also i need to make the coaxial machine guns high poly, right they're just place holders and totally forgot to finish them.

http://img195.imageshack.us/img195/6779/shermanfrontleftpres.jpg
http://img121.imageshack.us/img121/6619/shermanback.jpg
http://img827.imageshack.us/img827/4382/shermanpres.jpg

ExAm
February 12th, 2011, 01:27 PM
Holy hell

Warsaw
February 12th, 2011, 02:23 PM
Bang up job right there.

Hunter
February 12th, 2011, 04:52 PM
It looks awesome Penguin. What course are you doing? Because on haloripsmaps you said it's for your course.

I might as well post mine up as my assignment seems to be the same as Penguin's for my course lol. I'm doing the T-28 Heavy Tank. Mainly because it's HUGE and beasty looking :P

Here is a image of the actual tank first:
http://www.johnsmilitaryhistory.com/t28c.jpg

And render, will get more when finished. It's getting there now.
http://img220.imageshack.us/img220/8436/t28080211.jpg

TeeKup
February 12th, 2011, 05:16 PM
http://upload.wikimedia.org/wikipedia/commons/1/17/T-28-1.jpg
http://www.the-blueprints.com/blueprints-depot-restricted/tanks/tanks-t/t_28_super_heavy_tank-33210.jpg

I believe the title "Fortress Buster" is applicable here. Well done so far.

Nero
February 12th, 2011, 06:38 PM
Great job on the tanks guys. :)
I really am liking it so far. Btw, what schools are you guys doing this for? :o

TeeKup
February 12th, 2011, 10:53 PM
While on the subject of tanks/mobile armor/ etc. Someone should model a Stryker APC with the M1128 Mobile Gun System:
http://www.bandepleteduranium.org/en/images/262_a317.jpg

It's like the Mako from Mass Effect, only scarier.

SnaFuBAR
February 13th, 2011, 12:31 AM
hunter, pay attention to the radii and construction of the objects on the rear. you have them totally wrong. it's easy to slap similar shapes on something, but that's not impressive. getting the details right is what counts.

Hunter
February 13th, 2011, 09:38 AM
radii?

I did have all of the suspension in originally, but lecturer's said i should take it out as tbh it isnt seen unless of course, the ingame asset took damage and lost the detachable treads.
I'm studying at Staffordshire University.

I will take your advice into account for next model thanks Snaf :) Ive gotta get it done and get the lowpoly done ect and stuff, and still have another 2 modules to start lol. It's only INTRO to 3D Modelling, so at the moment this flys through.

The PP2000 I did got 100/100 for the model and overall I got 95.85% for that module. :P

Boba
February 14th, 2011, 09:15 PM
jesus fucking christ

make a leopard 2a7 and i'll suck your cock

e: just realized you were making it for a class, shouldn't have asked

kid908
February 14th, 2011, 11:57 PM
radii?

I did have all of the suspension in originally, but lecturer's said i should take it out as tbh it isnt seen unless of course, the ingame asset took damage and lost the detachable treads.
I'm studying at Staffordshire University.

I will take your advice into account for next model thanks Snaf :) Ive gotta get it done and get the lowpoly done ect and stuff, and still have another 2 modules to start lol. It's only INTRO to 3D Modelling, so at the moment this flys through.

The PP2000 I did got 100/100 for the model and overall I got 95.85% for that module. :P

Look at the angles of the detail. Yours is consistent in the back almost at a parallel to the y axis while the actual is actually not. The radii of the gear box(?) (looks like it but not sure. It could just be where the engine axial.) is not the right size. Some holes seem too small. Length proportion seems off on some parts. The rear of the thread guard is not a 90 degree angle. looks more like 45, 45, 90 triangle is cut out at the end. (just to further elab on snaf's pay closer attention to details.)

Hunter
February 15th, 2011, 10:43 PM
Alright cheers, will do next time. Abit late now as time is getting short.

Just afew more images, more or less finished.
http://i.imgur.com/bk5Zy.jpgp

This bit was rather awkward to make, has got a weird shape, lecturer was struggling to get it looking right. I managed to do it though:
http://i.imgur.com/rNREf.jpg

And this isn't 100% but it will be fine:
http://i.imgur.com/1drII.jpg

They are just some random closeups I did, enjoying the viewport AO and Shadows :P This module is only an Intro to 3D Modelling still, smoothey are expecting box's with error's everywhere so not worrying. Main marks come from the lowpoly, bake and textures. And finally in UT3. :)

I rather like the outcome of the tank though, just needs sex renders when it's done.

BobtheGreatII
February 15th, 2011, 11:18 PM
Man, I need to get some modeling done. :/

Hunter
February 16th, 2011, 08:28 AM
Man, I need to get some modeling done. :/

Defo, do it :)

Hunter
February 16th, 2011, 02:27 PM
jesus fucking christ

make a leopard 2a7 and i'll suck your cock

e: just realized you were making it for a class, shouldn't have asked

Just found this thread with that tank you wanted.
http://eat3d.com/forum/art-gallery/3d-models

Also, just two more views of it:
http://i.imgur.com/fallV.jpg
http://i.imgur.com/98gtA.jpg

PenGuin1362
February 16th, 2011, 07:45 PM
Again with what snaf said, you have a lot of details which look like they were all just slapped together and don't fully represent the shape or function of what they're really for. And rethink your method for those bolts on the side, that's a rather deep hole for a normal in the first place, there's a better way to go about doing that. Granted there isn't time to finish before the end of the assignment however these are things you'll need to fix for future work

Hunter
February 16th, 2011, 07:58 PM
Again with what snaf said, you have a lot of details which look like they were all just slapped together and don't fully represent the shape or function of what they're really for. And rethink your method for those bolts on the side, that's a rather deep hole for a normal in the first place, there's a better way to go about doing that. Granted there isn't time to finish before the end of the assignment however these are things you'll need to fix for future work

Okay cheers. 90% of the attachments are welded on lol. And the bolts are rather deep on side as I just emphasised the depth to get a decent normal from them :P

killer9856
February 17th, 2011, 08:54 PM
Oh dang! Hunters cranking something out! I need to upgrade my computer more so it can handle tri's/poly's like yours.

Been working on a scene for a while and a texture. I'm really wanting some crit on the texture. I thought I was getting somewhere, but I'm not sure yet. I followed Timothee's A Look at Hard Surface Texturing for Videogames. As for the alley, I feel there is something missing as of now. If someone would like to contribute, I'd be happy with that as well.

First is the scene. It's like alley like scene.
1990
1991

Then here's the texture I've made.
1992
1993

neuro
February 23rd, 2011, 12:57 PM
working on this:
http://attachments.conceptart.org/forums/attachment.php?attachmentid=1058844

after a few hours, i'm on this:
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/preslimo1.jpg
idk, it seems a bit off to me in places, but at the same time, the concept isn't really perspective-correct (the front is completely out of whack)

anyone shed some light on this shit?

things i'm aware of is the piece at the back above the wing is extended a little too far, and the 2 front panels dont flow properly.

Nero
February 23rd, 2011, 01:54 PM
Personally, I think that the concept is displaying a vehicle that is low and sleek. You're model though seems to give the feeling that it is more bulky and "tall" looking.
http://i303.photobucket.com/albums/nn159/Joshflighter/preslimo1-1.png
Oh and for the dark blue comment, I meant to show that the vent that is casing those things should be much lower.

Btw, I like it so far. :)
Keep showing progress for this, because most people don't around here. :p

Hunter
February 23rd, 2011, 08:11 PM
neuro, your making it so it will look beast either way :P

=sw=warlord
February 28th, 2011, 11:32 AM
Been working on unwrapping a model I've been working on and I've hit a snag, according to the UV editor everything looks fine but when I try to eport a template or render to texture there's some pretty bad UV's with some stretched verts.
http://i54.tinypic.com/rbgtpe.png

neuro
March 1st, 2011, 02:23 AM
sounds like you've got a selection on your mesh under your unwrap UVW, which makes only the selection show up.
make sure you're not in any subselection mode (vert/face/edge/etc) under your unwrap.

=sw=warlord
March 6th, 2011, 08:32 AM
@Neuro, I've double checked that and the error still pops up for what ever reason.
On something different I'm trying to get some texture masking going so I can layer different materials on a model.
The issue is if I use a layer mask, the motion blur applied to the texture below ends up affecting the layer mask itself.
I've uploaded a video to show what I mean.

http://www.youtube.com/watch?v=wPmoicIATwM
I'm sure it's probably something stupidly simple going wrong but I barely know my way around Photoshop.

Futzy
March 6th, 2011, 09:23 AM
Click and drag the mask to another layer, apply the filter, and move it back.

ExAm
March 10th, 2011, 02:23 AM
Life drawing assignment, photo replication

http://i.imgur.com/xGZX1.jpg

Convincing enough?

Warsaw
March 10th, 2011, 02:31 AM
The contour lines are a bit too evident in places they shouldn't be due to lighting/shadow, and the anatomy where the posterior and the leg meet is a bit funny. The shadow on her right foot almost makes it look like it's facing the wrong way - I think it's a bit too large, should be more light where the top is; the curvature of it where it transitions to her shin also seems to throw it off. Not sure how to fix it without experimenting.

Generally it's pretty good. I don't have the reference photo to compare to, so I'm just going off of what I know of anatomy.

ExAm
March 10th, 2011, 03:05 AM
I checked the stuff you said, and it's all exactly how it is in the photo, except for the lines. I put them there to differentiate it from the background in places where anything else just muddled together into an indistinguishable mess. They aren't anywhere inside the figure at all.

Warsaw
March 10th, 2011, 05:15 AM
Like I said, I don't have the reference. It just looks funny to me; maybe she just has a funny figure, maybe it's the angle; nobody is perfect.

As for the lines: if you can't see them in the picture but can still make out what is what, then it's a tonality thing. You should aim to replicate the effect without using the contour lines. If the tonality is applied accurately, the viewer will understand what he is looking at. If it looks like a blob, that's usually because there isn't enough contrast where there is a tonal difference. I'm not saying you did a bad job, it's actually much cleaner than anything I've put up anywhere (18x24 is not easy to scan), but you shouldn't have to rely on the contour line as a crutch. I especially like what you did with the shadow on her shin and on her left thigh, though.

We're all always learning. That's what assignments are for. Blend the contour lines in a bit more and they become more believable. Eventually they disappear altogether. Ultimately, one starts a drawing by making a very rough, light outline and then straight-up applying tone down, removing excess, that way there are no contour lines at all.

ExAm
March 10th, 2011, 06:06 PM
It was a quick, last minute choice to define the outsides a bit more. Looks perfectly fine in normal light, but my cellcam makes it way too obvious.

Rainbow Dash
March 15th, 2011, 01:24 PM
http://dl.dropbox.com/u/3332789/Art/valentines.png

little late obviously

http://dl.dropbox.com/u/3332789/Amnesia/Obs/Pillar.png

Dwood
March 15th, 2011, 07:19 PM
Those legs, they have no definition sel. And its back, needs more than just a curved line. If you want to keep doing fur art like this, at least get used to human anatomy and then adding fur to it.

Edit: And the left foot is kind of angled awkward if she's meant to be walking.

Rainbow Dash
March 15th, 2011, 09:38 PM
Those legs, they have no definition sel. And its back, needs more than just a curved line. If you want to keep doing fur art like this, at least get used to human anatomy and then adding fur to it.

Edit: And the left foot is kind of angled awkward if she's meant to be walking.

she?

lol

also no, he's not walking, what is definition

http://dl.dropbox.com/u/3332789/Art/welp.jpg

Dwood
March 17th, 2011, 04:14 AM
Wait, that's a he? really? reaaaaally now? If you're serious then you'll want to use more defined and sharper edges. when draweringering your porn.

Rainbow Dash
March 17th, 2011, 08:45 AM
you do realize I'm drawing retarded

can you please explain what you're telling me to do in terms I would understand

what does defined mean, and why would I want to use sharper edges

Warsaw
March 17th, 2011, 06:47 PM
The face is too round is basically what he's saying. The body is definitely male, as it lacks hips of any kind. It also has a very flat back.

Rainbow Dash
March 18th, 2011, 03:57 AM
The body is definitely male, as it lacks hips of any kind.

hold on let me reference myself

I have hips

and a dick

am I a herm

Dwood
March 18th, 2011, 04:02 AM
Change the eyes and the face. Should be more rough, sharper edges. Edit: When drawing fur-men use more angles. Exaggerate them. And, make the arms a bit more defined. Also, if you're awkward with drawing hands, make the fingers, and the palm-area match- fingers are the same length as the palm. Draw a LOT of hands until you feel less awkward with them, because I know that the way you're drawing them now, there's no way you don't feel awkward.

PenGuin1362
March 18th, 2011, 12:46 PM
Here's bake and diffuse of the tank. Tri count came to 13720

http://img98.imageshack.us/img98/7372/m4sfl.jpg

http://img138.imageshack.us/img138/7608/m4stop.jpg

http://img199.imageshack.us/img199/2687/m4sbr.jpg

http://img215.imageshack.us/img215/2753/m4snormals.jpg

Warsaw
March 18th, 2011, 01:13 PM
hold on let me reference myself

I have hips

and a dick

am I a herm

Now you are being unreasonable. I would have said it was male even if it had hips, so long as they weren't typical female-width. Go read some anatomy books or get out.

Rainbow Dash
March 18th, 2011, 01:26 PM
oh don't worry I'm way ahead of you lol

neat tank penguin, aside from the baking errors on the front side things, and most of the body looking like it's made out of that ridiculously bumpy material that plastic kiddie pools are made of. Also the texture is pretty boring, surely you can bend realism a bit and use more than 2 colours?

PenGuin1362
March 19th, 2011, 02:29 PM
yeah I hate the way the cast metal look came out. I took it into zbrush (as I should have from the start) and started to make a texture that makes more sense rather than, as my professor put it, an orange peal look. I'm still working on the diffuse, got some good crit the other day on ways to make it better, I'll see how it goes.

neuro
March 20th, 2011, 04:13 PM
fix your bake errors

PenGuin1362
March 20th, 2011, 04:59 PM
aside from the one on the tread guard is anyone noticing them anywhere else?

neuro
March 21st, 2011, 01:46 AM
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/asdasdasd.jpg

thats what i could make out, the rest could be idden due to compression, or they cn even be CAUSED by compression, idk.

regardles, fix em.

PenGuin1362
March 21st, 2011, 04:33 PM
I think a few of those you're noticing to be actual details. the thing in front of the hatch is a detail as are those lines on the turret (except for the area around the hole, that's another error). The others one you pointed out I now notice as well. Thanks. Will post updated renders with more diffuse and normal work soon. more crit the better.

Rainbow Dash
March 21st, 2011, 04:44 PM
Aside from the things on the side which I can't make out, everything he circled looks like a bake error to me.

PenGuin1362
March 21st, 2011, 05:21 PM
yes. thank you for reiterating what i already know.

Rainbow Dash
March 21st, 2011, 06:07 PM
I think a few of those you're noticing to be actual details.


yes. thank you for reiterating what i already know.

np uqt : )

PenGuin1362
March 21st, 2011, 10:44 PM
the question mark thing he circled isn't an error, it's a detail in the mesh. and I'm not sure if what you're noticing on those side things are the same thing I'm seeing, no way to know until I fix them and everyone gets a second look. As for the rest of it, yes they're errors lol

PenGuin1362
March 26th, 2011, 02:44 PM
so here's what I came up with thus far. More crit is appreciated however I won't have the time to finish it for another month >_> time to move on to the next project.


http://img858.imageshack.us/img858/5250/vpgrabshermanlprender4p.jpg

http://img842.imageshack.us/img842/5250/vpgrabshermanlprender4p.jpg

Nero
March 26th, 2011, 05:04 PM
How big is you're texture? It looks a bit blurred to me.
I like it so far! Good job!

PenGuin1362
March 26th, 2011, 06:20 PM
I think the blurring came from some rendering/compression issues, doesn't look as blurred in viewport. If I get a moment I'll try and re-render and get another one up

Nero
March 26th, 2011, 09:42 PM
Better. I like it!

JackalStomper
April 5th, 2011, 03:48 PM
Cutscene I made in gears (http://www.youtube.com/watch?v=YxQWe525AZs), was bored *shurgs*

http://www.youtube.com/watch?v=YxQWe525AZs

TeeKup
April 5th, 2011, 08:06 PM
That was awesome.

Dwood
April 6th, 2011, 07:34 PM
So uhh this isn't the most up to date but i want tips: how do I get good topo?

http://fc04.deviantart.net/fs71/f/2011/096/7/5/purble_pikachu_with_blue_arms_by_dwood15-d3dbslq.png

Patrickssj6
April 6th, 2011, 07:56 PM
Apply turbosmooth with 10 iterations. Then pikachu will turn into pokeball

Hunter
April 6th, 2011, 08:31 PM
Apply turbosmooth with 10 iterations. Then pikachu will turn into pokeball

Turbosmooth isn't a win button...

BobtheGreatII
April 6th, 2011, 10:20 PM
Think he was being sarcastic in how much it would round the model out...

Nero
April 6th, 2011, 11:33 PM
Turbo smooth would cause an extreme amount of pinching in the model because it lacks quads.

I did a quick YouTube search and found this. I have no sound available so I can't hear what he/she is saying, but the tut looks decent.
http://www.youtube.com/watch?v=Yr4liDcdVA0&feature=channel_video_title
Look how he keeps everything in quads and how he/she starts from a simple shape to make a more complex shape. Using you're different profiles. Also, play with the tools like crazy. Find out what they do, because thats what will help you in the future. :)

This is what I am talking about pinching (What quads and tri's do):
http://www.youtube.com/watch?v=ckOTl2GcS-E

Hope this helps.

Dwood
April 7th, 2011, 01:13 AM
Thanks I'll take a peek and try to make it more friendly to quads

Boba
April 15th, 2011, 11:10 PM
http://dl.dropbox.com/u/8632965/panther.png

Mock-up for a painting, and I need some general ideas for it (Like what to have in the background..). Oh, and don't address inaccuracies; I am well aware of them. :(

Also, Penguin: I really wish the Company of Heroes engine could handle that--the guys in that community work so hard to make vehicles, but they are too busy to tackle A1/A2 Sherman variants right now, so they just the M4A3 that came with the game. :(

Left6
April 16th, 2011, 02:35 AM
From the look of your mock-up it appears to take place in a battle stricken landscape. In my opinion it would work best with a gritty and bleak setting. Because of this I suggest perhaps a series of explosions through the sky or a flight of planes en route to the battlefield.

kid908
April 26th, 2011, 10:55 PM
Blah, stupid jpg compression. Anyways, didn't come out how I wanted it but I still like how it came out. This was just a few hours ago behind my house. Took picture from the front of the house across the street from mine.

http://www.deviantart.com/download/206565965/clouds_by_kid908-d3ezfbh.jpg

Boba
April 29th, 2011, 08:01 PM
http://dl.dropbox.com/u/3332789/Art/luckyzaj.png
looking for some input

Timo
April 29th, 2011, 08:09 PM
ahaahhahaah

Rainbow Dash
April 29th, 2011, 08:29 PM
I'll give him some

input

FRain
April 30th, 2011, 03:44 PM
furries again?

ThePlague
April 30th, 2011, 04:10 PM
:|

Rainbow Dash
April 30th, 2011, 04:27 PM
I love furries.

boba you are a welcome addition to this forum

killer9856
April 30th, 2011, 09:31 PM
Been a while, but I've been busy with test prep stuff. Here is a scene I've showed a while back, and I'm needing some tips. It's still being unwrapped here and there, and I'm still texturing it. Also, there's a vending machine, but I'm thinking of moving it right near the lamppost
http://i148.photobucket.com/albums/s15/SAH1R/BIGBUTTSICANNOTLIE.jpg

http://i148.photobucket.com/albums/s15/SAH1R/bapitobopi.jpg

ThePlague
April 30th, 2011, 09:48 PM
Is that an industrial McDonalds?

killer9856
April 30th, 2011, 10:31 PM
Nope. It's based of an image I took when I was at the loop in Chicago.

http://a3.sphotos.ak.fbcdn.net/hphotos-ak-snc6/165665_1605813351274_1414366787_31537179_1932207_n .jpg

The building on the left.

MXC
May 7th, 2011, 06:16 PM
Sooo...I've been playing around in Maya a bit, and this is the first thing I've come up with outside of school. It's in no way finished, but it feels good to finally work on a gun for once.
http://www.deviantart.com/download/207963529/halo_magnum_wip_by_mxcoriginal-d3ftdop.jpg

Rainbow Dash
May 13th, 2011, 10:54 PM
http://dl.dropbox.com/u/3332789/Art/allwet.png

neuro
May 15th, 2011, 04:40 AM
is that like a bathtub with a handlebar for handicapped people?

Rainbow Dash
May 15th, 2011, 09:00 AM
because a railing has no application unless you're handicapped, just like the ones on stairs.

PenGuin1362
May 15th, 2011, 02:56 PM
truth

BobtheGreatII
May 15th, 2011, 03:20 PM
Something is really awkward about that perspective. Can't tell what it is though. Just unpleasant to the eye.

neuro
May 15th, 2011, 04:38 PM
its not perspective, its isometric.

thats whats throwing you off :P

=sw=warlord
May 16th, 2011, 03:54 PM
http://www.youtube.com/watch?v=aU6OgSysrts
Working on a orbital glassing scenery.
Animations are very rough, the particles still need their charge up and cool down effect but I'd like to know if there's anything I should add before finishing it.

DarkHalo003
May 16th, 2011, 04:04 PM
If you look at the Cruisers on Highlands from Halo Reach, they glass with their plasma beams in intervals. In other words, the beam would discharge for about 5-7 seconds and then stop, then continue some seconds later. The beam also would not move as fast what yours is when it moves around, though I think it has more to due with your animations being rough than anything else.

Rainbow Dash
May 16th, 2011, 04:06 PM
That's a rather low orbit for an orbital glassing.

ThePlague
May 16th, 2011, 06:37 PM
Shouldn't the sky be red/orange? After all, they're burninating the countryside.

=sw=warlord
May 16th, 2011, 08:41 PM
Shouldn't the sky be red/orange? After all, they're burninating the countryside.

You mean like this?
http://i5.photobucket.com/albums/y175/the_dark_warlord/Editor2011-05-1701-39-41-54.png

ExAm
May 20th, 2011, 01:20 AM
Iiiiiit's


Doodletime

http://i.imgur.com/n1AnE.jpg

Warsaw
May 20th, 2011, 01:54 AM
Nice. I see that you figured out the perspective of feet and things.


If you look at the Cruisers on Highlands from Halo Reach, they glass with their plasma beams in intervals. In other words, the beam would discharge for about 5-7 seconds and then stop, then continue some seconds later. The beam also would not move as fast what yours is when it moves around, though I think it has more to due with your animations being rough than anything else.

And if you read the books, you would know that the Covenant don't usually use beams to glass. They charge up the big plasma bolt guns and let it fly en masse. The energy projectors were more for digging.

Oh wait, sorry, I forgot that Bungie fucked it all up.

DarkHalo003
May 20th, 2011, 11:23 AM
Nice. I see that you figured out the perspective of feet and things.



And if you read the books, you would know that the Covenant don't usually use beams to glass. They charge up the big plasma bolt guns and let it fly en masse. The energy projectors were more for digging.

Oh wait, sorry, I forgot that Bungie fucked it all up.
Actually, the books aren't exactly canon in terms of visuals because they can be interpreted by anyone as anything. At least in the games we can actually see what the CREATORS of the Halo Universe wanted a glassing to look like. The reason why I think the writers in the books said that a plasma bombardment led to glassing is because that's how it was traditionally done in Sci-Fi up to that point, for example, as in Star Wars: Knights of the Old Republic.

Point being, you can't say Bungie fucked up canon because they create the legitimate canon. Any other errors are done by Microsoft Game Studios. Halo 3 introduced the first time Halo fans were able to actually see a glassing. It is by that standard that is how a glassing is done by the Covenant.

My post was also to help Warlord's glassing plasma beam and the method of using the glassing plasma beam by the Cruiser. Your argument is irrelevant because I was directing assistance to Warlord based on what is actually seen in the games and can be comparable for a reference. The way the Cruiser glasses currently is not accurate in comparison to what is seen on Highlands. Not that the point is to disestablish your argument, it's just I was trying to provide accurate reference for someone's methods and similar assets in their work.

Pooky
May 20th, 2011, 01:18 PM
Yeah, I don't get why the ships are so low if they're supposed to be glassing the planet. For one thing, plasma is hot. The atmosphere is going to get more and more heated as the planet turns to glass, and even Covenant ships have limits.

ohSqkWpGfPM

Go to 0:48. That's where the ships should be positioned for a proper glassing.

=sw=warlord
May 20th, 2011, 01:28 PM
I figure it might be a good idea to clear up some confusion and contradictions.





And if you read the books, you would know that the Covenant don't usually use beams to glass. They charge up the big plasma bolt guns and let it fly en masse. The energy projectors were more for digging.

Oh wait, sorry, I forgot that Bungie fucked it all up.
The fall of Reach book was written as I recall, before Halo 2 was released.
This was back before we even knew the covenant used beam technology which is why the beam rifle, brute shot and various other weapons are missing.
Back then the only covenant ship weapons we knew off were the plasma torpedoes in the pillar of autumn level when the pillar is hit by the bolts.
The Author was also given extreme artistic licence over what he put into the book, not everything will always be canon.

The plasma bombardment was retcon later on in Halo 2 with the capital ship firing plasma streams at the cruisers over Earth and then again in Halo 3 and Halo ODST as shown below.

http://www.youtube.com/watch?v=ZTja9F-rXFo

http://www.youtube.com/watch?v=YzPMKyY-N1w&feature=player_detailpage#t=372s




Point being, you can't say Bungie fucked up canon because they create the legitimate canon. Any other errors are done by Microsoft Game Studios. Halo 3 introduced the first time Halo fans were able to actually see a glassing. It is by that standard that is how a glassing is done by the Covenant.

My post was also to help Warlord's glassing plasma beam and the method of using the glassing plasma beam by the Cruiser. Your argument is irrelevant because I was directing assistance to Warlord based on what is actually seen in the games and can be comparable for a reference. The way the Cruiser glasses currently is not accurate in comparison to what is seen on Highlands. Not that the point is to disestablish your argument, it's just I was trying to provide accurate reference for someone's methods and similar assets in their work.

The glassing effect I'm working on is more or less a Halo 3 styled streamer.
I should really called it a plasma beam but a streamer is what it really comes down to.
It's a super heated stream of plasma held in a magnetic field.
As for the comparison to Halo reaches bombardment.
I've gone through the campaign several times and was deeply disappointed by the glassing effect in reach.
It looks more like red coloured smoke falling rather than super hot, super condense plasma which is why I've reverted to the Halo 3 form.
I've a hard time believing the covenant would just dump the plasma in such a wasteful manner like shown in highlands let alone allow the plasma to fall uncontrolled, if it were shaped by magnetics it would have some tight form as it's fired in reach it isn't.

Anyhow, now that's talked on I'll show what the alternative form I've currently got going is.
It's much closer to that seen in Halo 3 than it was before.
Remember, the ship is in no way attached to the effect which is why the ship doesn't move as you might expect it to.
I've got my own model being created currently to replace what there.
http://i5.photobucket.com/albums/y175/the_dark_warlord/Editor2011-05-1922-43-27-88.png

http://www.youtube.com/watch?v=yxyVa1pJPgU

Warsaw
May 20th, 2011, 02:37 PM
So like I said, Bungie screwed it up with a retcon. I'd hazard a guess that a single beam is technically easier to do in the game engine than having a massive volley of particle effects.

I don't care that they are the creators. These are the same people who stamped their seal of approval on "Halo: Legends" and "Halo: Cryptum."

Eric Nylund > Bungie.

That said, that video is still fun to watch. I imagine that it's trying to bore a hole in the ground more than just glass it, but hey, what do I know? :downs:

DarkHalo003
May 20th, 2011, 07:20 PM
So like I said, Bungie screwed it up with a retcon. I'd hazard a guess that a single beam is technically easier to do in the game engine than having a massive volley of particle effects.

I don't care that they are the creators. These are the same people who stamped their seal of approval on "Halo: Legends" and "Halo: Cryptum."

Eric Nylund > Bungie.

That said, that video is still fun to watch. I imagine that it's trying to bore a hole in the ground more than just glass it, but hey, what do I know? :downs:
Uhhh Bungie was still part of the Halo Label when both of those were published, not to mention I seriously doubt they have ANY editing power over anything put into the books. I enjoyed Legends. I HATE Cryptum. Both were published and okayed by Microsoft, not Bungie. Bungie's name is just slapped on for the people who don't know who really pulls the strings and see a familiar, reliable game. Bungie has nothing to do with the non-canon atrocities that plague the community. Their publisher/co-producer for Halo is still Microsoft who pulls most of the media release weight anyways.

You're also wrong about the Plasma Bombardment and game Engine; Bombardment was done to destroy some buildings on Reach and to destroy the Frigate in the Space level in Halo Reach. Either one could be accomplished. It's also more methodical to lay waste to an entire mile with a glassing beam than it is to send countless balls of fire to do it. You have more control over the burning area and can stop/slow/weaken the beam to avoid collateral.

Warlord, the beam still moves too fast across the ground. Slow its progression across the ground or make it more concentrated.

Warsaw
May 20th, 2011, 08:13 PM
Uhhh Bungie was still part of the Halo Label when both of those were published, not to mention I seriously doubt they have ANY editing power over anything put into the books. I enjoyed Legends. I HATE Cryptum. Both were published and okayed by Microsoft, not Bungie. Bungie's name is just slapped on for the people who don't know who really pulls the strings and see a familiar, reliable game. Bungie has nothing to do with the non-canon atrocities that plague the community. Their publisher/co-producer for Halo is still Microsoft who pulls most of the media release weight anyways.

You're also wrong about the Plasma Bombardment and game Engine; Bombardment was done to destroy some buildings on Reach and to destroy the Frigate in the Space level in Halo Reach. Either one could be accomplished. It's also more methodical to lay waste to an entire mile with a glassing beam than it is to send countless balls of fire to do it. You have more control over the burning area and can stop/slow/weaken the beam to avoid collateral.

Warlord, the beam still moves too fast across the ground. Slow its progression across the ground or make it more concentrated.

I would rip your argument to pieces, but not in this thread. Maybe later in a visitor message.

Warlord, it might make a more convincing animation if it pulsed on and off at random intervals. As it is, it looks like a lawn sprinkler upside down.

DarkHalo003
May 20th, 2011, 11:06 PM
I would rip your argument to pieces, but not in this thread. Maybe later in a visitor message.

Warlord, it might make a more convincing animation if it pulsed on and off at random intervals. As it is, it looks like a lawn sprinkler upside down.
I'm scared now. Wanna fite?

I agree that intervals would make it look a lot better than it currently is. It also, now that you mention, does look a lot like a plasma lawn sprinkler.

Warsaw
May 20th, 2011, 11:35 PM
That was not supposed to be hostile. Don't get all defensive over it.

DarkHalo003
May 21st, 2011, 12:50 PM
That was not supposed to be hostile. Don't get all defensive over it.
Lol. I was just kidding around.

2106

I actually got something. A bit of concept work I drew up of what I think a Forerunner Spartan would be like. I know it's not professional, but I was aiming for simplicity over master piece. I made the mistake of not drawing on graph paper too, but that's besides the point. It's a rough concept, mind you, but any suggestions would be nice.

neuro
May 21st, 2011, 01:16 PM
2106

I actually got something. A bit of concept work I drew up of what I think a Forerunner Spartan would be like. I know it's not professional, but I was aiming for simplicity over master piece. I made the mistake of not drawing on graph paper too, but that's besides the point. It's a rough concept, mind you, but any suggestions would be nice.

can't tell if this is troll or not.

Pooky
May 21st, 2011, 02:13 PM
I actually got something. A bit of concept work I drew up of what I think a Forerunner Spartan would be like. I know it's not professional, but I was aiming for simplicity over master piece. I made the mistake of not drawing on graph paper too, but that's besides the point. It's a rough concept, mind you, but any suggestions would be nice.

You're joking, right?

Rainbow Dash
May 21st, 2011, 02:13 PM
hahh
hah

hahahahahah

DarkHalo003
May 21st, 2011, 02:15 PM
:downs:

The concept is just a simple one that took no more than 30 minutes to dish out. It's more or less a reference point for me so I know what to draw in a better form/perspective next time I decide to draw it. Also, black pen is messy and makes it tough to draw nice things. I should have used a pencil. :(

At least that way it could have had dimension.

neuro
May 21st, 2011, 08:06 PM
:downs:

The concept is just a simple one that took no more than 30 minutes to dish out. It's more or less a reference point for me so I know what to draw in a better form/perspective next time I decide to draw it. Also, black pen is messy and makes it tough to draw nice things. I should have used a pencil. :(

At least that way it could have had dimension.

still not sure if troll.

Rainbow Dash
May 21st, 2011, 10:27 PM
ban darkhalo for trolling

BobtheGreatII
May 21st, 2011, 10:46 PM
Don't need crit at the moment. But I need some serious help. Why in the hell is this happening? I've tried portals, they don't help either... or if they're supposed to I guess I'm doing them wrong. I've been messing with this for days, can't seem to figure out what's going on though. Obviously the geometry comes back after I move the camera, but not at the expense of more disappearing.

http://imageshack.us/m/833/193/ahhhh.jpg

Rainbow Dash
May 21st, 2011, 11:23 PM
rasterizer_stats 2 screenshot please, and the total triangles in your model.

Dwood
May 21st, 2011, 11:38 PM
You exactportal'd too much i bet.

BobtheGreatII
May 22nd, 2011, 12:07 AM
You exactportal'd too much i bet.

I don't have any exact portals in there. Or any portals at the momment. They don't seem to help anything as much as I would like. Regular portals do okay, but I still have geometry culling everywhere....

Hm... 3ds Max says 50,692 triangles.

Although it seems that sapien thinks otherwise... guessing scenery?

http://imageshack.us/m/39/2610/ahhh2e.jpg

Warsaw
May 22nd, 2011, 03:55 AM
Lol. I was just kidding around.

2106

I actually got something. A bit of concept work I drew up of what I think a Forerunner Spartan would be like. I know it's not professional, but I was aiming for simplicity over master piece. I made the mistake of not drawing on graph paper too, but that's besides the point. It's a rough concept, mind you, but any suggestions would be nice.

@picture

I raise you one concept:
http://fc00.deviantart.net/fs70/i/2011/142/3/7/fof_by_von_krupp-d3gx2bj.jpg

Mind you, I drew that six years ago. If I did it again, would make a few, ahem, alterations. This is little more than a smoothed out Mk. V, honestly.

Higuy
May 22nd, 2011, 07:09 AM
@Bob

Fix your co-planars.

Rainbow Dash
May 22nd, 2011, 08:53 AM
I don't have any exact portals in there. Or any portals at the momment. They don't seem to help anything as much as I would like. Regular portals do okay, but I still have geometry culling everywhere....

Hm... 3ds Max says 50,692 triangles.

Although it seems that sapien thinks otherwise... guessing scenery?

http://imageshack.us/m/39/2610/ahhh2e.jpg

Put exact portals just about everywhere you can, and then if that doesn't work go onto regular portals.

Halo can only render around 50k~ tris at once, and bsps are rendered multiple times for reflections, lightmaps, and so on, so that's why your count is higher than the actual model file.

Have fun portalling.

DarkHalo003
May 22nd, 2011, 12:25 PM
ban darkhalo for trolling
Ban Selentic for being a jackass.

Is that your entry for the Competition Bob? Looks interesting!

@Warsaw: Interesting concept and it's very neat. Pencil right? If I would have had a pencil, mine might have been neater/dimensional, though my rough-rough drafts usually mean I have to scribble some pretty ugly so I don't forget them. My mind is a blackhole when it comes to creativity; I'll forget it if I don't reinforce the idea. :/

Warsaw
May 23rd, 2011, 12:35 AM
Eh. It's poo compared to what I can do now. But yeah, I'm the same way. If I don't draw it, I'll forget it.

Nero
May 23rd, 2011, 04:34 PM
@DarkHalo003; We all do that at one point or another, but most of us take out a new page and recreate it in a more presentable manner.

ExAm
May 25th, 2011, 08:05 PM
Eh. It's poo compared to what I can do now. But yeah, I'm the same way. If I don't draw it, I'll forget it.
If I don't draw I get shitty, but after ten minutes of warming up it all comes rushing back. It's crazy how much the life drawing class I'm taking has helped me with figures, too.

Warsaw
May 25th, 2011, 08:35 PM
It's not the skills I forget, it's the object. If I think up a weapon design or a character's appearance, I need to draw it or I won't remember what it looks like.

As for figure drawing, it is definitely all about the practise. I learned through observation and 8 years of trying to draw people. Now the only things I really have issues with are the occasional perspective on arms and muscle groups. I've got feet down, hands down, and faces really down.

DarkHalo003
May 25th, 2011, 10:31 PM
If I don't draw for a while (like seen), I get very bad with perspective, very lazy, and almost timid when I want to try make it 3 dimensional, sort of like I panic when I begin to move into a 3d perspective.

Warsaw
May 26th, 2011, 04:30 PM
I'm only afraid to progress on a drawing when the lineart comes out so nice on the first try. Tonality can kill a picture.

ExAm
May 27th, 2011, 02:00 PM
You should try crosshatching more. You do a lot of side-of-the-pencil rubbing stuff, and crosshatching can give a ridiculous amount of extra form and texture to a piece.

Higuy
May 27th, 2011, 08:30 PM
Something I did in my 2-D art class a few days ago.

http://a5.sphotos.ak.fbcdn.net/hphotos-ak-snc6/252646_218889951462484_100000244427763_871925_2112 613_n.jpg

I also painted it with water colors, however have not gotten a picture of it.
Also, you can totally tell I half assed a bit of it, but it was still the best in the class :P
It was based off a photo of Cuba in a 1999 issue of National Geographic.

DarkHalo003
May 28th, 2011, 10:47 AM
That's pretty cool Higuy. When can you get a picture of the water colors up?

Higuy
May 28th, 2011, 12:48 PM
Thursday... It's at school and I don't have the class till then. I have a 4 day weekend.

Warsaw
May 28th, 2011, 06:09 PM
You should try crosshatching more. You do a lot of side-of-the-pencil rubbing stuff, and crosshatching can give a ridiculous amount of extra form and texture to a piece.

I've started to do that more, actually, and you're right. When I'm on a bigger drawing, it works out so much better. On tiny drawings like the ones I post here (the actual drawing is smaller than 8.5x11"), the resolution of cross-hatching is mostly lost to the density so it becomes superfluous next to typical z-form.

ExAm
May 28th, 2011, 07:20 PM
Actually, I meant for the small drawings. I never draw things bigger than a sheet of printer paper, since I lose my focus and general sense of proportion (and my patience for crosshatching) if I can't easily see the whole thing at once, while i'm drawing. I guess just increase your spacing a bit more, and use something that does thin lines well, like an 0.5mm mechanical pencil.

Warsaw
May 28th, 2011, 09:28 PM
I use a Twist Erase 0.7mm mechanical. I can get thin lines just fine, it's just that when you add tonality on small pictures like this, how you do it doesn't seem to matter because the texture is lost inside itself anyways. When I draw on the ridiculously big 18x24" pad, I tend to crosshatch more for the same reason you mentioned earlier. Maybe it's the paper I'm using; it's just 50lb. sketch paper (9x12"), not drawing paper. It's not smooth at all. I don't smudge my pencil marks, either, at least not in the past two and a half years.

My strategy has shifted to this in recent months: take your line art, and [lightly] draw hard edges to define where you want the primary shadows. Fill those sections in with some diagonal hatching so you don't confuse whitespaces. Once I have that all down, I darken those a bit with some cross hatching or additional parallel hatching. Then I draw more hard edges for the next darkest shadows. Darken those, and darken the first set even more. Repeat as necessary. Eventually all you have left to fill in are the "normal lighting" areas and highlights, if needed.

ExAm
May 29th, 2011, 01:07 AM
My strategy has always been to work down from a midtone laid out over all areas that aren't intended to be really bright. Also I block out relative flat shades for different materials before pretty much anything.

Warsaw
May 30th, 2011, 05:08 PM
I think it's funny that in either case, we are working in "layers" like one would in Photoshop. Except we can't delete if we screw up. :v:

ExAm
June 2nd, 2011, 01:53 AM
Final project for art class

http://i.imgur.com/aK8Va.jpg

abandoned Reality Maintenance outpost

Warsaw
June 2nd, 2011, 02:15 AM
I demand a Halo map made out of that.

ExAm
June 2nd, 2011, 02:42 AM
Gonna need to invent a way to directly access the vertex shaders to warp the world like that, then.

Warsaw
June 2nd, 2011, 02:59 AM
Not the warping, just do the geometry like that. Would play like a small Lockout built for 1v1 and 2v2.

ExAm
June 2nd, 2011, 03:43 AM
Half the map wouldn't have a playing surface

Warsaw
June 2nd, 2011, 03:55 AM
Half of Lockout didn't have a playing surface. That's what made it so exciting.

=sw=warlord
June 11th, 2011, 10:24 AM
After a little break I decided to try something a little new.
Currently I've noticed a few things that need fixing such as the arches on the roof.
But C&C would be good none the less.
http://i5.photobucket.com/albums/y175/the_dark_warlord/hmm.png

neuro
June 11th, 2011, 12:00 PM
it needs more bevels

DarkHalo003
June 13th, 2011, 06:56 PM
Is it a particular architecture. Looks like Forerunner a small bit, but I can see a lot of human in it too. Then again, when you look at the ONI buildings in Halo Reach (not in New Alexandria), then I guess it's sort of difficult to tell the two apart anyways.

Warsaw
June 13th, 2011, 07:08 PM
Pre-history human architecture lululululululul :suicide:

killer9856
June 17th, 2011, 04:37 PM
2134

An update on the alley scene I'm making right now. Does anyone know how to make the materials appear stronger like the ones in the UDK packaging?

Disaster
June 17th, 2011, 09:17 PM
Once upon a time(6 months ago), I started a project to revamp the Fallout:NV Hunting Rifle. Being the lazy man I am, I just now got arround to finishing the model and texturing it so uhh... yeah. (No plans to put it in-game as I don't have New Vegas installed anymore)

http://img89.imageshack.us/img89/3631/whatabeaut.png

TeeKup
June 17th, 2011, 09:29 PM
Holy christ on a stick. I WANT that for new vegas. :O

The Hunting rifle is the only thing I use sniper wise, and this would just make it a thousand times better.

neuro
June 21st, 2011, 07:50 AM
looks cool, optimise more!
also, you should be careful with doing outlines of any sort (even just a little blur) because it'll make anything appear cartoony.

kid908
June 23rd, 2011, 01:37 AM
It's been a while since I've used max so I decided to start off with something simple. I'm working on a high poly version, but not enough progress to post atm.

http://www.deviantart.com/download/214529328/lamborghini_reventon_lowpoly_by_kid908-d3jq3w0.jpg

http://www.deviantart.com/download/214529488/lamborghini_reventon_lowpoly_w_by_kid908-d3jq40g.jpg

Rainbow Dash
June 23rd, 2011, 05:31 PM
Seeing a few non planars but otherwise nothing too major.

Don't fursecute me

http://dl.dropbox.com/u/3332789/Art/whatevs.png

neuro
June 23rd, 2011, 06:07 PM
attention everyone.
stop saying shit like 'i see non planar faces'

you are making yourself look stupid.
i've seen so many people say that here, and it's the biggest bullshit ever.

Rainbow Dash
June 23rd, 2011, 06:37 PM
oh

did that stop being an error now lol

neuro
June 23rd, 2011, 07:04 PM
it never was an error to begin with, that's the point.
i dare you to make a model, and then press 'make planar' on every goddamn face.
it's not even possible unless you triangulate your entire mesh.


the only point where something like this COULD be an issue, is when you have a VERY non-planar face, and you'd really want to triangulate it manually to make it concave/convex to suit the shape you need.

TVTyrant
June 24th, 2011, 11:16 PM
Sel it needs more detail. Is it a male or female? No breasts=no boner. That is all.

Rainbow Dash
June 25th, 2011, 09:29 AM
Sel it needs more detail. Is it a male or female? No breasts=no boner. That is all.

What are you?

One of those icky straights?

TVTyrant
June 25th, 2011, 03:59 PM
What are you?

One of those icky straights?
Yes. Yes I am.

Boba
June 26th, 2011, 02:52 PM
that's rather icky, TVTyrant (http://www.modacity.net/forums/member.php?2470-TVTyrant)

kid908
July 17th, 2011, 05:27 PM
http://img840.imageshack.us/img840/2106/reventon1707111606.jpg WIP. High Poly Reventon.

Nero
July 21st, 2011, 12:42 AM
Update this.

JackalStomper
July 21st, 2011, 01:13 AM
something I did when I was bored, it's just a rough draft so far.
2ln0KeC8w_Q

ExAm
July 21st, 2011, 02:32 PM
I drew a squirtle.

Don't ask.

http://i.imgur.com/YgJJJ.jpg

BobtheGreatII
July 21st, 2011, 03:17 PM
I'm... horrified.

Spartan094
July 21st, 2011, 03:40 PM
He got his rape face on.

ExAm
July 21st, 2011, 03:46 PM
The one in the tutorial had that same face so i kinda had to roll with it.

Also I went with a more realistic bent to everything than the tutorial did. I don't think I've ever seen a real life turtle without its rape face on.

Pooky
July 23rd, 2011, 10:54 PM
What the fuck...

kid908
July 25th, 2011, 09:15 PM
E9zDdN7H9Lk
This is still a WIP, but is close to being finished. I have no plans on modeling the inside for this version, but I do plan to remake this model in the future and have an interior in that version. Lamborghini Reventon. Sorry about camera movement. Just needed a quick panning animation.

Patrickssj6
July 31st, 2011, 03:00 PM
Thought I might drop this in here...I am not a photographer or anything just did this the other day :P
http://www.vivid-abstractions.net/wp-content/gallery/photography/1.jpg

Limited
July 31st, 2011, 05:33 PM
Oh that Reventon is sexi, looks great so far cant wait to see it finished

ThePlague
July 31st, 2011, 09:25 PM
Patrick that looks exactly like a picture I took when I was in New York.


https://lh3.googleusercontent.com/-R8CNGqObwT0/TWsEGTIGeoI/AAAAAAAAAEA/zpqnZ31iZmA/s1600/IMG_0896.JPG

Well, almost. lol

ExAm
August 11th, 2011, 06:06 PM
drawin' some retrofuturistic skeletonsamurairobots

http://i.imgur.com/TKRmw.jpg

With my new baby
http://i.imgur.com/Wkurc.jpg

Phlakes
August 11th, 2011, 11:20 PM
Why hello there. Again. I thought I'd go ahead and re-introduce myself while I had the chance. As you can see, it's been a bit over two years since I was here last, but I've still been following the CE mods a bit. I saw the death of Metroid Online, the death of CMT, and the rise of smaller projects, but I never got into the forums much. I just wasn't much of an internet user back then. But two years later, I've made my home on the intarwebs, and I figured I'd come back here now that I'm less of a wee little nooblet. So hello again. I'll probably stick around this time.

Anyway, back OT, dunno if you get much pixel art here, but I've been working on this on and off recently. And I have no idea how to texture those damn clouds. I've finished 3-4 other projects while putting off those clouds.

http://img695.imageshack.us/img695/8347/le4u.png

ExAm
August 12th, 2011, 01:09 AM
Those are some pretty fantastic mountains. I'm not really a pixel artist, so I'm not really sure how to texture the clouds. More shades with slightly different contours might do the trick, as well as some slight color variation between them and the mountains. They look like they're both about the same hue. See what whitening them up a bit does, but keep that color cast from the sky.

Also, progress
http://i.imgur.com/RA1q8.jpg

DarkHalo003
August 12th, 2011, 12:21 PM
I would make the spinal column look more robotic than organic. At least, as it currently is, it looks like it's a spinal column and not a cyborg-like spinal column (what I mean by cyborg-like is that it doesn't look like a mix between organic and robotic).

ExAm
August 12th, 2011, 02:19 PM
Eh, I like it the way it is. I'm putting skeletal analogues on the guy already, might as well put them in places where the effect makes an impact. They're supposed to look like brushed metal, though, so i guess i should fix that.

Nero
August 12th, 2011, 02:38 PM
I like it!

Patrickssj6
August 12th, 2011, 03:04 PM
his legs are kinda thin :V

ExAm
August 12th, 2011, 04:29 PM
They're just a gesture for now, I haven't drawn them proper yet.

Patrickssj6
August 12th, 2011, 04:56 PM
:P

Warsaw
August 13th, 2011, 02:21 AM
I would make the spinal column look more robotic than organic. At least, as it currently is, it looks like it's a spinal column and not a cyborg-like spinal column (what I mean by cyborg-like is that it doesn't look like a mix between organic and robotic).

Ha ha. Hahahaha. Hahahahahahahahahaha! Doesn't have to look mechanical:

http://nizuvault.files.wordpress.com/2010/03/safeg.jpg

ThePlague
August 13th, 2011, 02:31 AM
The fuck is that?

Warsaw
August 13th, 2011, 02:54 AM
I didn't make it, was a response to the quote demonstrating that you can use organic shapes to do mechanical just as well. It's a 3D render of a Safeguard Exterminator unit from Tsutomu Nihei's best work, BLAME!.

Pooky
August 13th, 2011, 03:18 PM
Doesn't have to look mechanical

http://img571.imageshack.us/img571/337/6a00d83452033569e200e54.jpg

:D

ExAm
August 14th, 2011, 05:19 AM
Done (OR IS IT?)

http://i.imgur.com/rinft.jpg

DarkHalo003
August 15th, 2011, 03:16 PM
@Warsaw: Touche.

@Exam: Looks cool. Interesting designs on the legs though. At first I thought they looked a little wirey, but I saw how you did the joint-like connectors and realized that it qualifies the design of the legs.

Crackers
August 16th, 2011, 10:25 AM
I love the character but I hate the legs and arms simply because I cannot see how they work. Obviously it does not need to be explained how they work, but it is just the inner OCD yelling at me.

neuro
August 18th, 2011, 07:04 PM
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/jetpackrender.jpg

made in a 2.5 hour modelling session.
recorded the whole thing here (http://www.livestream.com/neurologicaldisorder/video?clipId=pla_e4410501-f389-4d4f-9f25-094c75c2951a), if interested.

suggestions etc are welcome for future reference, because i'm not going to change this thing, since it's just for texturing practice :P

edit: it's a jetpack.

Nero
August 18th, 2011, 07:42 PM
You mean modeling practice?

Also, turned out great man. :)

neuro
August 19th, 2011, 01:56 AM
no, i mean texture preactice, this thing was no challenge for me at all, modelling wise.

Nero
August 19th, 2011, 02:10 AM
Oh you are going to texture this too? Cool!
I'd love to see your process in texturing it. :)

neuro
August 19th, 2011, 03:25 AM
that's the idea yeah.

neuro
September 5th, 2011, 10:51 AM
hurrr.

wanted to relax my head a bit during a marathon texturing session, so i made this in 15 mins :v:
200 tris :P
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/froggggg.jpg

ive attached the file lol.

PenGuin1362
September 5th, 2011, 11:25 PM
Doin some more high poly modeling practice. Eventually I'll bake the whole thing out and texture it

http://i.imgur.com/4aV6B.jpg

http://i.imgur.com/wQY8E.jpg

neuro
September 6th, 2011, 01:52 AM
looking good, nice edges, the only comment i have is that the handle seems to connect to the body part rather painfully, and the fat edge at where the magazine goes in could use some tightening up (as well as that part right above it in the 2nd picture)

PenGuin1362
September 6th, 2011, 11:19 AM
I'll see what I can do about those other parts but in terms of the pistol grip do you mean where the actual frame meets the lower receiver (lower body for non gun nuts) or where the roundness of the grip ends and squares off? If it's the latter I can go back and soften that edge up a bit so it's a little more of a smoother transition. Thanks for the comments.

paladin
September 6th, 2011, 06:28 PM
http://image.odinseye.org/images/shot1.jpg
http://image.odinseye.org/images/shot2.jpg
http://image.odinseye.org/images/shot3.jpg

Concept art
http://image.odinseye.org/images/environmen.jpg

neuro
September 6th, 2011, 06:31 PM
seems rather bland.

that thing is BEGGING for some ambient occlusion and a dirt-pass

paladin
September 6th, 2011, 06:44 PM
Forgot to add my comments from my site:


~60% done. needs AO and Optimization. Slightly over Budget

I havent done ao yet because the model isnt done. No sense it button clicking a new UV channel until the model is done.

PenGuin1362
September 6th, 2011, 10:46 PM
can easily do like a 1 minute render in Max to get a good AO pass over the model for the purpose of presentation. Actually just showed someone how to do that for that exact same concept

some more progress, haven't really addressed the issues neuro pointed out just yet

http://i.imgur.com/26vpF.jpg

Warsaw
September 7th, 2011, 05:44 PM
Front sight assembly is slightly too wide, too, when I compare it to the one I have sitting here.

PenGuin1362
September 7th, 2011, 08:34 PM
yeah I'd have to agree

Hunter
September 14th, 2011, 12:57 PM
Pen, have a look at this guys :P

http://www.polycount.com/forum/showthread.php?t=88790

http://img714.imageshack.us/img714/341/30194146.jpg

PenGuin1362
September 15th, 2011, 08:28 PM
Pretty much same attention to detail, he didn't use floaters though. It's wonderfully time saving to use floating geo but sometimes can make your AO a bitch in the long run if you don't do it well. some areas of his I like better than mine. Once you get down to this level of detail, it kind of becomes just another m4 model >_> just like everyone before me.

ExAm
September 16th, 2011, 01:52 AM
Yeah, pretty much all there is to differentiate your model vs. someone else's is how well you distribute a limited number of polygons. Remove the limit and you're just copying real life, not much to say about it except how accurate it is compared to the real thing, or how well it's rendered.

neuro
September 16th, 2011, 03:11 AM
it doesnt help that apparently everyone and their mum needs to have made an M4 model nowadays, so alltogether they lose their level of impressive, no matter how well it's built.

(and then usually awful texturing ruins it)

PenGuin1362
September 16th, 2011, 01:37 PM
Basically. Only thing that really makes a difference is the texture, how well you bake down the high poly, and the kind of attachments you use. But this and the AK are probably the two most over modeled guns. I simply undertook the task because I happen to own an AR-15 and it made it super easy to model having it in my lap. It was probably about 24 hours total of modeling time on the high poly, if that. Plus being one of my more favorable rifles it was fun to make.

DarkHalo003
September 19th, 2011, 09:16 PM
I feel like this has reached a stage of decency:

2361

2362

Basic criticism? I'm mainly trying to get the shape now. The grip is turbosmoothed because I really didn't know where else to go with it. The hammer is obviously not done and I have modeled the trigger yet (both take a minute, so they aren't priorities, but that's why part of the frame isn't filled in yet. The Chamber is easily WIP (duh) and I'm positive it'll be a swing-out, but if I make the chamber area bigger then I may make it a fixed cylinder just for simplicity. Besides the grip, chamber, and obvious areas, there is no smoothing, so please refrain from pointing out so. And yeah, my render sucks, I'm working on it.

I used the Ranger Sequoia in Fallout New Vegas as the primary reference:

http://fallout.wikia.com/wiki/Ranger_Sequoia

t3h m00kz
September 20th, 2011, 12:18 AM
As far as porportions go it's a bit simplistic but not bad I suppose.. needs textures.

Sculpting a character in Sculptris, planning on getting it into some engine at some point. Improvising for the most part. Inspiration from various sources. I'm sure my anatomy's a bit off.

http://img703.imageshack.us/img703/1921/monsterthing.png
http://img16.imageshack.us/img16/7256/monsterthing2.png
http://img706.imageshack.us/img706/2331/monsterthing3.png