View Full Version : [GALLERY] roosterMAP
Rooster
January 1st, 2010, 03:16 PM
For those who dont know, Im the one who made narrows for H3MT (Maniac helped on some textures)
here is why i can only love myself. lol
MODELING + TEXTURING WK:
Drop Ship Engine [WIP]:
http://i232.photobucket.com/albums/e...g?t=1260987785 (http://i232.photobucket.com/albums/ee214/wareznoob/cam1_global.jpg?t=1260987785)
http://i232.photobucket.com/albums/e...g?t=1260987867 (http://i232.photobucket.com/albums/ee214/wareznoob/cam2_global.jpg?t=1260987867)
Submarine Door:
http://i232.photobucket.com/albums/e...g?t=1260987890 (http://i232.photobucket.com/albums/ee214/wareznoob/EitherCode/sub_door.jpg?t=1260987890)
Special Vault:
http://i232.photobucket.com/albums/e...g?t=1260987928 (http://i232.photobucket.com/albums/ee214/wareznoob/EitherCode/1-9.jpg?t=1260987928)
Grunt Head (CMT- halo mod):
http://i232.photobucket.com/albums/e...g?t=1260987978 (http://i232.photobucket.com/albums/ee214/wareznoob/My%20Halo%20Mods/grunt_head.jpg?t=1260987978)
Jungle Cabin (Tactical Assault):
http://i232.photobucket.com/albums/e...oob/cabiwn.jpg (http://i232.photobucket.com/albums/ee214/wareznoob/cabiwn.jpg)
Ceiling Tiles:
http://i232.photobucket.com/albums/e...ilingtiles.jpg (http://i232.photobucket.com/albums/ee214/wareznoob/EitherCode/ceilingtiles.jpg)
Narrows metal_tile (H3MT):
http://i232.photobucket.com/albums/e...le-diffuse.jpg (http://i232.photobucket.com/albums/ee214/wareznoob/H3MT/general_tile-diffuse.jpg)
Stupid Crate:
http://i232.photobucket.com/albums/e...e/render-1.jpg (http://i232.photobucket.com/albums/ee214/wareznoob/EitherCode/render-1.jpg)
Pillar:
http://i232.photobucket.com/albums/e...tton_final.jpg (http://i232.photobucket.com/albums/ee214/wareznoob/EitherCode/button_final.jpg)
Sorry, but I am still workin on a final portfilio. You can see more of my work here:
http://s232.photobucket.com/home/wareznoob/index
=sw=warlord
January 1st, 2010, 04:26 PM
Very nice.
Might want to use the shot tags to load the images in your post though.
Don't worry it wont stretch the screen, it loads it but then shrinks it so you can click the image and load full size.
Con
January 1st, 2010, 04:57 PM
Great work, I really like that rocket engine.
CrAsHOvErRide
January 1st, 2010, 05:30 PM
Love the Grunt!
Roostervier
January 1st, 2010, 05:35 PM
looks good to me
killer9856
January 1st, 2010, 08:53 PM
Nice stuff homie
DarkHalo003
January 1st, 2010, 09:00 PM
Never ceases to amaze me. Good job!
Bastinka
January 2nd, 2010, 12:35 AM
looks good to me
At first glance I thought you made this thread, either way Roosters work looks really good.
Heathen
January 2nd, 2010, 02:50 AM
Love the Grunt!
this
Horns
January 2nd, 2010, 02:55 AM
Great work man.
Newbkilla
January 3rd, 2010, 12:58 PM
About time Rooster. Good stuff.
IceCube
January 4th, 2010, 04:45 PM
Lovely stuff Rooster. I'm glad you made it here. Sorta.
:-3
Rooster
March 4th, 2010, 07:17 PM
I just finished this train model. hope you all like!
http://4.bp.blogspot.com/_lwXwUHUgFZA/S4_z3iDYQwI/AAAAAAAAABU/fT2_kDek77Q/s1600-h/train_HD_model.jpghttp://4.bp.blogspot.com/_lwXwUHUgFZA/S4_z3iDYQwI/AAAAAAAAABU/fT2_kDek77Q/s1600-h/train_HD_model.jpg
http://i232.photobucket.com/albums/ee214/wareznoob/train_HD_model.jpg?t=1267748203
Maniac
March 4th, 2010, 07:41 PM
Love it.
Chainsy
March 4th, 2010, 08:47 PM
The only crit I have is the fuel nozzle(?) looks like it is just stuck in there, give it like a valve for it to be connected to. (that tube sticking out the lower side right above the back wheels)
neuro
March 5th, 2010, 02:36 AM
i was goign to go lol nice stole-ing, but then i saw it wasn't the same as this one (http://www.ilyanedyal.com/images/big/train_big.jpg)
edit: keep in mind your highpoly doesnt mean much if you don't have a good lowpoly to go along with it to bake into.
Rooster
March 5th, 2010, 12:53 PM
You're absolutely right Neuro. im still wkin on the low poly. its been giving be trouble since some of the floating mesh overlaps. Ill have it done once spring break is over. I have no comp wth me. lol
also, that model u linked looks really good. I saw it a while ago, but keep in mind, in never used it for the actual modeling portion. Hopefully, everyone else will notice that no piece of my model looks like that. (it would hurt a lot for somone to say that i stole my work from somewhere else.)
Higuy
March 5th, 2010, 02:52 PM
Thats really good Rooster, keep up the good work.
Hunter
March 5th, 2010, 03:18 PM
Rooster, your a big boy :P
neuro
March 6th, 2010, 04:11 AM
You're absolutely right Neuro. im still wkin on the low poly. its been giving be trouble since some of the floating mesh overlaps. Ill have it done once spring break is over. I have no comp wth me. lol
also, that model u linked looks really good. I saw it a while ago, but keep in mind, in never used it for the actual modeling portion. Hopefully, everyone else will notice that no piece of my model looks like that. (it would hurt a lot for somone to say that i stole my work from somewhere else.)
it's obvious it's a completely different model, don't worry about it.
that train model was made for Wanted 2 btw, which got canned. it was supposed to be rolling down a mountain slope with you inside, apparently, but i dont know how they'd have done that because their engine sucked ass. THRICE!
Rooster
March 15th, 2010, 09:48 PM
The low poly model is giving me some trouble. The wheels are a bitch... and im having a real hard time putting it all on one texture map. Think ill do two instead. Anyhow, I just felt like posting for some reason. lol
(its gonna be a 1024x1024 in the end. im just workin in higher resolutions for now...)
http://i232.photobucket.com/albums/ee214/wareznoob/low_poly.jpg?t=1268650467
http://i232.photobucket.com/albums/ee214/wareznoob/train_body.jpg?t=1268703701
neuro
March 16th, 2010, 04:55 AM
i just took another look at your train, and i noticed a whole lot of whoopsies going on actually.
nothing major, but small things, they could mess up your normalmap.
also, if you're worried about UVspace, you can copy those door-panels on the sde of the train. just cut a few extra polygons, and map them nicely. you'll want to move the copied doors off your UV sheet for baking though, just move them 1 unit away, and they wont interfere with the baking. should save you a whole lot of space, as for the wheels, i'd go with 3 different ones, since there's 3 wheels per set. also keep in mind that you'll want to bake your ambient for the wheels individually (but im sure you figured that one out yourself)
if the actual wheel model is being a bitch, try having a cylinder for the main hub, without the rim thet pokes out of it, and keeps it on the rails, and just use a plane for that, it'll give you a nice round finish, and with some opacity, you wouldnt notice a thing.
edit: and for the love of god man, cut your poygons into quads.
Rooster
March 17th, 2010, 06:12 AM
i just finished wth baking all of the train but the wheels and fuel tank. im gonna go ahead and start texturing.
http://boards.polycount.net/showthread.php?t=70280&page=2
@neuro: iv seen ur wk. u obviously know what ur talkin abt. whats the best way to contact you for future help/crit?
neuro
March 17th, 2010, 07:34 AM
my aim is right over there
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Sel
March 17th, 2010, 01:04 PM
Very nice stuff man
Nero
March 22nd, 2010, 06:17 PM
Sexy as fuck.
Rooster
March 31st, 2010, 10:04 AM
New update. Main parts of texture are nearing completion. Ive started building the rest of the scene for the train. ill post when ready.
The pic bellow uses Xollus view port shader.
http://i232.photobucket.com/albums/ee214/wareznoob/train_showtex.jpg?t=1270044162
mech
April 2nd, 2010, 02:01 PM
What are you viewport shader settings?
DEElekgolo
April 2nd, 2010, 03:48 PM
What are you viewport shader settings?
I makes my own. :D
Also here is a link (http://www.laurenscorijn.com/viewportshader) to Xoliul's shader.
Rooster
April 2nd, 2010, 09:25 PM
Xoliu's shader is amazing. im glad it exists. lol
Rooster
November 3rd, 2010, 10:41 PM
Hey. Im gonna be hanging around modacity more cuz I miss the tight knit community feel that polycount doesn't have.
Anyhow, here's my most recent works. I want harsh crit on these. Its for my UDK project (not a game. just a scene).
Im really struggling to find a head I like. I've modeled two so far. But I don't like them. Any ideas would be welcomed. :)
1806
1807
Cagerrin
November 3rd, 2010, 11:19 PM
External wiring, and on the front of the arm? Even if it's not meant for combat(which idk, what sort of scene are you planning?), external wiring is just asking for trouble.
Kneejoint(the upper connection at least) looks like it'd snap like a twig with any force against its hinge direction. Same applies to the elbow, though the pad there at least makes it look sturdier.
Warsaw
November 3rd, 2010, 11:58 PM
Those are some bold assumptions not knowing what materials it would be made out of or what sort of locks it has inside its joints to prevent motion in the wrong direction. External wires and plumbing have also been found many times in real combat machines, so it's fine.
That being said, I think the hands are a sore spot. On top, they look mechanical and on the bottom they look fleshy. Given that the rest of the arm is mechanical, it's quite jarring to all of a sudden have a human hand with a cybernetic glove sitting on the end. Maybe a texture over it showing it as a dexterous prosthesis is what you had in mind, but I think it detracts. A knee plate would not be remiss, if only for aesthetics. The arm socket could use some kind of small lip around it so it doesn't look like it ends so abruptly.
Cagerrin
November 4th, 2010, 01:21 AM
Whether it's made of some crazy snap-proof material or not, the connection between the upper leg/joint and upper arm/joint looks flimsy, especially in comparison to the thickness of the plating. Also, by "against its hinge direction" I meant "being bent sideways, which doesn't appear to be a function of the knee joint"
Warsaw
November 4th, 2010, 02:05 AM
Again, a bold assumption not knowing what it's made of or what exactly the connection looks like (you can't see it at that angle).
Rooster
November 4th, 2010, 12:43 PM
The model has been updated so that the external wiring is bolted to the bicep plate. That way it doesnt snag on doornobes and such. lol
As for the elbow, i have been trying to find a shape I like. The circle thing does not match the style and looks too thin and flimsy. Ill be sure to update as soon as somethings worth updating.
Cagerrin
November 4th, 2010, 05:31 PM
..which brings to mind tank-wiring, which is pretty sweet.
Could you make the upper part of the joint sickle-shaped? Cup it around the back half of the joint-rings, and slot the "handle" inside the ring embedded in the upper arm? Maybe with the elbow pad connected to a slot in the sickle and pulled by the lower arm when the joint bends?
Rooster
March 7th, 2011, 12:50 AM
Been a while since i've checked in. I thought id give a small update since none of my old hce friend wont move to polycount wth me. lol
anyhow, amazing new! I just received confirmation that I will be doing a 3 month, payed internship at ID software this summer. Im supper excited, and am sure I will learn a lot. In addition, I recently accepted a part time job at Trendy Entertainment where I will be working for the rest of this semester, and after my ID internship is complete. Its great to finally break out of modding and enter the commercial world. Its been a lot of work, but its finally payed off!
Also, here's my ID art test (5240 tri's):
http://plaza.ufl.edu/rooster/ID_software.html
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