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Higuy
October 6th, 2008, 03:54 PM
3) masterchief (http://i274.photobucket.com/albums/jj243/u399d299/ut3modelmasterchief3ee1wh3.jpg) is allready in Unreal Tournament 3 (http://img126.imageshack.us/img126/9961/ut32008100607210363js3.jpg), which uses the "Gears of War Engine (http://img222.imageshack.us/img222/470/ut32008100607210362eg8.jpg)", just fyi

Um fyi, Gear's use's Unreal engine 2 and UT3 use's Unreal engine 3. There's a difference you know. Also, you seem a bit angry with some post's in here. If you don't like them, then just ignore them.

teh lag
October 6th, 2008, 03:59 PM
Um fyi, Gear's use's Unreal engine 2 and UT3 use's Unreal engine 3. There's a difference you know. Also, you seem a bit angry with some post's in here. If you don't like them, then just ignore them.

Uhhhhhhhhhhhhhhhhhhhh

http://en.wikipedia.org/wiki/Gears_of_War


Engine Unreal Engine 3.0 with PhysX

Also, ironic that you're calling him out for being agressive with a tone like that in your post.

Heathen
October 6th, 2008, 04:05 PM
Whats with this huge pissing contest that I just missed?

DaneO'Roo
October 6th, 2008, 06:51 PM
People seem to think im angry, when I'm not. My text looks angry, but I'm actually quite neutral on my end.

:/

I'm over it.

MMFSdjw
October 6th, 2008, 07:09 PM
I think it's the repeated use of the word "fuck" and it's variations that makes you appear frustrated and angry.

Pooky
October 7th, 2008, 12:27 AM
Um fyi, Gear's use's Unreal engine 2 and UT3 use's Unreal engine 3. There's a difference you know. Also, you seem a bit angry with some post's in here. If you don't like them, then just ignore them.

Unreal Engine 2.2:
http://img361.imageshack.us/img361/7451/unrealengine22ow0.jpg

Unreal Engine 3 (Gears of War):
http://img147.imageshack.us/img147/4368/unrealhdrfu9.jpg

Don't know how you could get the two confused, really. :\


People seem to think im angry, when I'm not. My text looks angry, but I'm actually quite neutral on my end.

:/

I'm over it.

Your text didn't look like angry, it looked like

RAAAAGE

Glad to hear you're over it though.

Hunter
October 7th, 2008, 03:06 AM
Okay then.... Anything else done to the chopper?

Bodzilla
October 7th, 2008, 03:37 AM
GET TOO ZE CHOOPA!!!!!

Rob Oplawar
October 7th, 2008, 11:03 AM
In b4 GET TO ZEE-
oh. dammit.

DaneO'Roo
October 7th, 2008, 06:13 PM
Look, I'm sorry I rage'd out on the situation, but the reason I got angry is because I'm really starting to notice more personal opinion, rather than constructive criticism.

A select few of you need to realize that posts like "it's too rusty" and "i think it would be better like this" or "try this colour" is a personal thing. When I read all those posts, I get all these conflicting points of view. I wanted criticsm on what I posted. If you think it's too rusty, or whatever, that doesn't matter. What matters is how I can make it better. That's why Con and Kalubs posts were helpful to me, because they were actual constructive, helpful criticism, that got to the point, where it was useful, and in a way that explained why they thought so.

However, simply spurting out things like:

"It's overdone"

That doesn't help at all. That is just your opinion, which is useless to me.

Please just try to look at the work as a direction, and be oberservative rather than judgemental on how YOU would like it to look.

That's all I ask. Just judge on how it is, and how it could be better. A total change of stylistic choice (i.e. colour, design) is useless and annoying to me, because it seems like it's all just +1 posting. Regardless of how you think it's style or pizazzz could be better, that doesn't matter. I can't try and please everyone. Just help me make what I have better.

SnaFuBAR
October 7th, 2008, 06:50 PM
Great work, Dano, but I do have a bit of crit.

As this thing is supposed to be dilapidated, I don't think that the seams are too thick. As time goes on, structural supports wear down and oxidize, and the gaps will get bigger between panels.
On the other hand, I think that rather than one consistent lineweight going through the whole thing, some should be thinner. 3-5 different line thicknesses would've served you better and contributed to the distressed feel of the heli.
Also, I think that the paint could've benefited from the dab of a grunge brush in parts to show perhaps it worn through to the metal or something. The wear is just a bit too consistent.

rossmum
October 7th, 2008, 07:51 PM
Dane, mate, there's this thing called jpeg compression; I really don't like having to try differentiate between it and the texturing work on the skin. Save your renders as high a quality as you can without ridiculous filesizes and go with higher res ones at that, because quite frankly my eyesight is bad enough as it is without having to strain them to see what's what.

On the subject of the skin, and what I can see from it, a few things:

If it's meant to have been out in the open, there's a lot more you can do than straight rust and grime. Warped, dented, or loose panels; bullet/shrapnel damage and cannonshell blowouts; shattered or crazed glass panels; perished rubber on the tires; very rough normals in the rusty areas; the list goes on, but those are some of the pretty major things. Of those the first I'd go for would be the rougher normals. Right now, the normals are certainly showing off the detail as far as the panels go but the rust and grime shares (or at least seems to, I can't tell at this res) the comparatively smooth and glossy appearance of the metal in all but colour and flat texture. Axe any shine at all on the rust and really roughen the normals up there so it genuinely looks rusty. Bring out the reds and browns a little more from the colour of the metal, too. A lot of games tend to show rust as a sort of washed-out subdued brown (like most materials these days, sigh) when more often than not it ranges from flaming orange to near-black all on the one object. Add cracks and crazing to a few of the windows (not all of them, it'd ruin the effect), and make the tires look partially perished and eaten away rather than just muddy and wet. The loose panels and shit may be going a bit too neglected, but it'd certainly enhance the feel of it.

Feel free to utterly ignore any of that, just my take on it as a lover of all things derelict

TeeKup
October 7th, 2008, 08:26 PM
Learn to understand context and analyze sentences Dane. Until then your not even worth arguing with.

What the hell. When did IronClad become an arrogant twat?

ICEE
October 7th, 2008, 08:33 PM
Way to revive a dead argument Teek.

And a long time ago.

DaneO'Roo
October 8th, 2008, 01:56 AM
Great work, Dano, but I do have a bit of crit.

As this thing is supposed to be dilapidated, I don't think that the seams are too thick. As time goes on, structural supports wear down and oxidize, and the gaps will get bigger between panels.
On the other hand, I think that rather than one consistent lineweight going through the whole thing, some should be thinner. 3-5 different line thicknesses would've served you better and contributed to the distressed feel of the heli.
Also, I think that the paint could've benefited from the dab of a grunge brush in parts to show perhaps it worn through to the metal or something. The wear is just a bit too consistent.


Dane, mate, there's this thing called jpeg compression; I really don't like having to try differentiate between it and the texturing work on the skin. Save your renders as high a quality as you can without ridiculous filesizes and go with higher res ones at that, because quite frankly my eyesight is bad enough as it is without having to strain them to see what's what.

On the subject of the skin, and what I can see from it, a few things:

If it's meant to have been out in the open, there's a lot more you can do than straight rust and grime. Warped, dented, or loose panels; bullet/shrapnel damage and cannonshell blowouts; shattered or crazed glass panels; perished rubber on the tires; very rough normals in the rusty areas; the list goes on, but those are some of the pretty major things. Of those the first I'd go for would be the rougher normals. Right now, the normals are certainly showing off the detail as far as the panels go but the rust and grime shares (or at least seems to, I can't tell at this res) the comparatively smooth and glossy appearance of the metal in all but colour and flat texture. Axe any shine at all on the rust and really roughen the normals up there so it genuinely looks rusty. Bring out the reds and browns a little more from the colour of the metal, too. A lot of games tend to show rust as a sort of washed-out subdued brown (like most materials these days, sigh) when more often than not it ranges from flaming orange to near-black all on the one object. Add cracks and crazing to a few of the windows (not all of them, it'd ruin the effect), and make the tires look partially perished and eaten away rather than just muddy and wet. The loose panels and shit may be going a bit too neglected, but it'd certainly enhance the feel of it.

Feel free to utterly ignore any of that, just my take on it as a lover of all things derelict

Really good crit :)

I'll be sure to do all the stuff you mentioned. I knew I needed to do those things, but I wasn't quite sure with the team on how rusty and damaged they wanted it. Their replies reflected heavily on yours, so rusty and gnarly it is :)

I might mudbox the model to get the dented and worn metal look and overlay a photoshop normal to get more fine detail, and the windows, are a bit of a problem however. Theres no cockpit inside the model, so I was a bit worried how it would look if I cracked the glass with opacity, to show the flipped normals of the inside of the model, which is why I made the glass more dirt and water streaked instead. I think I should be able to make it cracked though if I just make it cracked instead of actually broken.

rossmum
October 8th, 2008, 02:45 AM
Yeah, go with crazed glass rather than broken through. So riddled with cracks it's impossible to see through, and with some nice big bullseyes :P

MMFSdjw
October 8th, 2008, 03:14 PM
Hey, can I ask a slightly related technical question?
You're talking about overlaying a normalmap with finer detail, do you simply use transparency to do that or do you use a different mode like overlay or multiply?

Rob Oplawar
October 8th, 2008, 03:24 PM
I know I'm not Dane, and I've made a whopping 2 normal maps in my entire life, but I recall a very interesting article on the subject of combining normal maps, if you want to be completely accurate and precise anal about it:
http://www.projectoffset.com/blog.php?id=74

DaneO'Roo
October 10th, 2008, 11:06 PM
You just copy another normal map onto an existing normal map in photoshop as a layer, set it to Overlay in the blending mode panel. It doesn't change the image at all because of the way the colours are represented, it just adds onto the one underneath it.


Btw

http://img503.imageshack.us/img503/7463/insidiaprog1cf7.jpg
http://img88.imageshack.us/img88/2986/insidiaprog3qi7.jpg
http://img519.imageshack.us/img519/3462/insidiaprog5to1.jpg
http://img206.imageshack.us/img206/1631/insidiaprog6bm1.jpg

http://img528.imageshack.us/img528/6377/insidiadiffusewx8.jpg
Diffuse, Original is 2048

Model by Tweek, the pro leet master, and textures and uvw's by me.

She's meant for UT3, a custom character Tweek concepted/modelled and I then put my own twist on it.

Ok;

First of all, shes not nude, the plate extends up underneath her vag area from the back.
Shes blueish green and bronze with silver and gold because I like that colour scheme. I wanted her armour to be scratched up enough on the hard edges to show that her armour has infact been through a trot.
Her hair has streaks through it, because I think the colour brings out the colour of her eyes.
Her eyes are lizard esque because shes a fantasy type Wyvern/Dragon Empress character.
The colour scheme is consitent throughout the whole armour because I didn't want certain pieces of it to be contrasted out and didn't want the piece to seem broken up. I wanted the armour to look as though it's a constant flowing thing.
The skin/muscle normal map isn't perfect, but how about you try painting a greyscale heightmap for muscle on a flat photoshop canvas. I tried to mudbox, but I my PC kept crashing it.
She has purple hair because I wanted her to.
She has black lipstick because I wanted something to contrast the bottom area of her face, and I just like black lipstick.
The armour does look uncomfortable, but dammit, I like the way the skin looks against the green and bronze hues of the armour. I'm going to paint an undersuit for her anyway to satisfy you logic bandwagoners.
There is a slight hazyness to everything because of the volumetric light I added.
Very few of the uv's are mirrored, but I think I managed to grab enough detail out of 2048 anyway, so it doesn't matter. I wanted her to look varied anyway.
Some uv areas are a little blurrier than others, but that was due to importance of resolution. I didn't want her skin to look blurred and blotchy, so I had to sacrifice some of the armour detail. I certainly didn't want to waste uv space on something that was pretty much obscure anyway, noticeably the rear of the shoulder plate on her left.

That should about cover it. Any errors (not design choices) you do notice is pretty much nitpicking, to be quite fair here.

I hate to type all that shit up, but I feel if I don't, I'm gunna run through a whole rigmaroll again of explaining everything to each individual person because they missed a post or two, resulting in me getting pissed off.

Corndogman
October 10th, 2008, 11:59 PM
Wow, that looks great Dane. I'm especially loving the ass eyes. The lizard eyes works very well here. +rep

NuggetWarmer
October 11th, 2008, 12:21 AM
REQUESTING RIGGED AND BENT OVER WITH HER HIND QUARTERS FACING ME. THANKYOU

EDIT: Must spread rep. :(

DaneO'Roo
October 11th, 2008, 12:28 AM
Any colour scheme requests you want, post them, and I'll make a render.

Hair colour, hair highlight colour, colour1, colour2, colour3

Blonde, no hightlights, red,black,orange for example.

MMFSdjw
October 11th, 2008, 12:52 AM
Looks fantastic. even though you didn't make the model could we see a wireframe just for curiosity sake?

Tweek
October 11th, 2008, 01:32 AM
i was starting to wonder when you were going to post this :o

Sever
October 11th, 2008, 06:46 AM
"And thus, Dane embarked on his ill-fated journey into the creation of 3d-modeled pornography..."

no, srsly, great work.

Hunter
October 11th, 2008, 10:41 AM
Awesome, looks like you spent a lot of time on her breasts :D Because you have even added small veins onto them Lol.

Looks good, Good model and textures.

MMFSdjw
October 11th, 2008, 01:21 PM
Awesome, looks like you spent a lot of time on her breasts :D Because you have even added small veins onto them Lol.
Actually it looks like he added those everywhere. Seems like your attention was only on one place. :ohsnap:

ICEE
October 11th, 2008, 01:23 PM
I like. Very interesting color choices too. Just out of curiosity, do these tattoos on her body and face symbolize anything? They give her a very shaman-esque sort of feeling.

Edit: If shes a playable character, those arms are going to be cool to play with in FP

TeeKup
October 11th, 2008, 01:35 PM
Now make a male version.

Gwunty
October 11th, 2008, 02:28 PM
Now make a male version.
Especially for teek.
lol, *snip*
Looks great dane! I cant even begin to grasp how long that took for you to make. +rep!

Pooky
October 11th, 2008, 03:14 PM
I still hate that model, but you did a good job skinning it.

spikes15
October 11th, 2008, 04:14 PM
i said this on halomaps but seen as your on here allot of the time i will repeat.

"the only problem i can see is if all the armor is metal how does she move her legs (knees easily) but moving her quads up would be impossible to move with the metal going around her legs (i might be wrong but it does look like metal there) very flexible metal ?? XD"
and i read the description
"I wanted her armour to be scratched up enough on the hard edges to show that her armour has infact been through a trot."
we now know why XD

lol soz nitpicking?

mech
October 11th, 2008, 05:21 PM
Dane, could you possibly post the normal map?

Mass
October 11th, 2008, 11:13 PM
that tattoo on her boobs is a bit weird.

otherwise, very cool.

Bodzilla
October 13th, 2008, 01:59 AM
something seems off with the model in certain places, such as the face, it just doesnt seem to match up to a beautiful women.

SnaFuBAR
October 13th, 2008, 02:37 AM
that's totally subjective

Bodzilla
October 13th, 2008, 02:54 AM
http://www.640pixels.com/get/articleimage.aspx?id=134

i think her chin is a little too pronounced or long and her eyes are (or look like) there below the center of her forehead. the first pic is the worst, but it just looks a little to *insert enlightening word here* (butch?) to be an image of beauty.
she's just got a manly feel.

sorta like a tranni with a boob job, somethings not quite right and it's hard to put your finger on it, but when you drop down those pants, or scroll down... your in for the shock of your life.

rossmum
October 13th, 2008, 03:21 AM
Eye of the beholder and all that, although I personally agree, she's not what I'd call beautiful

Hunter
October 13th, 2008, 04:23 AM
http://www.640pixels.com/get/articleimage.aspx?id=134


i think her chin is a little too pronounced or long and her eyes are (or look like) there below the center of her forehead. the first pic is the worst, but it just looks a little to *insert enlightening word here* (butch?) to be an image of beauty.
she's just got a manly feel.

sorta like a tranni with a boob job, somethings not quite right and it's hard to put your finger on it, but when you drop down those pants, or scroll down... your in for the shock of your life.

You think shes not Beautiful? Are you blind Lol. Well in my opinion she is. :P

DaneO'Roo
October 13th, 2008, 04:55 AM
http://www.640pixels.com/get/articleimage.aspx?id=134

i think her chin is a little too pronounced or long and her eyes are (or look like) there below the center of her forehead. the first pic is the worst, but it just looks a little to *insert enlightening word here* (butch?) to be an image of beauty.
she's just got a manly feel.

sorta like a tranni with a boob job, somethings not quite right and it's hard to put your finger on it, but when you drop down those pants, or scroll down... your in for the shock of your life.

Ironically I think that photo you posted isn't a good example of beautiful. Don't be fooled by plucked eyebrows and makeup. Her upper lip is too straight and she has no shape around her mouth, it's all too smooth and blended in, and the bottom of her nose and how it moves along towards the upper lip is pretty weird looking. Looks like she'd have the mouth and teeth of a horse.

Also, insidia is supposed to be a strong woman, not a nail filing one. Shes' going to have some slight tomboyishness to her. I however personally don't see the transexual thing at all.

http://img389.imageshack.us/img389/6771/11720381nd4.jpg

http://img388.imageshack.us/img388/4355/47511011sh2.jpg

Bodzilla
October 13th, 2008, 05:10 AM
Tomboyish women look like tomboys because of how they act behave and most importantly of all, their developed muscles. It doesnt mean they have chins as if they've been on steroids or anything like that, They are well toned. something the model seems to lack around the arms and legs.
They can still be very, very feminine, but the way the forehead and chin is constructed is too similar to that of a male. in proportion it doesnt add up to an empress or a shining symbol of beauty.

sorry but it's just the way i see it.
and a strong person comes from their stance, charisma, articulate speaking and their eyes showing depth (in my opinion). Doesnt have alot to do with facial features i'm afraid :/

DaneO'Roo
October 13th, 2008, 05:35 AM
Why are you talking about stance and muscles when It's clearly obvious that she is in a standard unrigged model pose.

The rest is EXTREMELY opinionated. I thought I demonstrated how I feel about subjective personal composed opinions about style. No opinions of beauty matter. Fact is, Tweek modelled her, he modelled it in his vision of what looked beautiful to him, and I think it looks beautiful too, and I'm sure other people do too. Are we wrong?


Also, I've seen the chicks you think are hawt, and they are nawwt Mr Zizra :downs:

But thats my opinion. You wouldn't care, why should I.

Bodzilla
October 13th, 2008, 03:13 PM
a huh.

you dont have to be flexing or in a jumping position to show off muscle tone :fail:

NuggetWarmer
October 13th, 2008, 06:26 PM
I think she's hawwwt.

Tweek
October 14th, 2008, 01:18 AM
its just your texture making her look like a tranny.

one thing i noticed, is that the lipstick of out of bounds, especially on her upperlip.

FluffyDucky™
October 14th, 2008, 01:30 AM
The textures are fine, and I'm pretty sure that no average "beautiful" women would be running around dressed like that fighting and what not. It is meant to look fierce and strong. He has done a good job, and to perfect something like that into what EVERYONE will think of as beautiful and what not, is virtually impossible as dane said, opinions will vary... a lot. He has done a good job. One thing dane... in games there is always one thing that pisses me off about characters. Their hair, it's always soo chunky, it makes the whole thing look a whole lot more unrealistic. Is it possible to like, break up the chunks as much as you can to make the hair flow and like bounce around in game a lot more realisticly? I'm guessing it would be a lot of work, but then again, I don't know what I'm talking about when it comes to actually making shit.

Bodzilla
October 14th, 2008, 01:31 AM
^YOU GET NOTHING :ARGH:

FluffyDucky™
October 14th, 2008, 01:58 AM
Care to explain?

DaneO'Roo
October 14th, 2008, 10:49 PM
k I'll fix the lips, but i only made them bigger to make her look more girly. Thinner lips is gunna make her actually look like a tranny.


Also:

http://img406.imageshack.us/img406/5445/wg49er1fz9.jpg

http://img412.imageshack.us/img412/6346/wg49er2nf1.jpg

http://img114.imageshack.us/img114/6760/wg49er3ro2.jpg

http://img139.imageshack.us/img139/7765/wg49er4ka7.jpg

This was actually a challenge. I had to learn alot of new things to get this one done.

Also, it does have a normal map, the ambient occlusion just kills alot of the normal depth, but on the other hand makes it look a less 3d than it is, which is why Crysis looks pretty realistic, because everything is affected by ao, but the armoured characters still have alot of normal detail becasue the suits have alot of specular, whihc also helps bring out normal depth. I can't make cloth shiny, so I have to trade off for sexy realistic lighting ambience or nice normal detail with suck lighting.

Heres a render without the ambient occlusion:

http://img404.imageshack.us/img404/5427/nonambocciw7.jpg

As you can see, more normal detail but but it fails in terms of realism.

Kalub
October 14th, 2008, 10:57 PM
Wow.... You uhh, stole those right?




<3

DaneO'Roo
October 14th, 2008, 11:02 PM
Fraid knot.

:3

Tweek
October 14th, 2008, 11:06 PM
YARR I BE A PIRATE, BUT NOT A PIRATE AT THE SAME TIME TOO YARRR!

Kalub
October 14th, 2008, 11:17 PM
Tweek, Dane, BABIES NOW.



That way I can employ them in 8-12 years and have them working for $3.18 an hour while I sell the pieces of magnificent art for a fortune. I'm gonna have to eliminate you from the picture though.....

DaneO'Roo
October 14th, 2008, 11:45 PM
Tweek never modelled that, that's for my ut3 team. I have no idea who modelled it, lol.

Kalub
October 14th, 2008, 11:47 PM
Who cares who did what, when will me soon to be diligent workers be here? I already have names for them :3

DaneO'Roo
October 15th, 2008, 06:46 AM
Do share.

Heathen
October 15th, 2008, 07:18 AM
He has skin sleeves on his wrists.

Rob Oplawar
October 15th, 2008, 12:29 PM
Goddamn, that mod looks really impressive. Does it have a moddb page or anything like that? Awesome skin, as always, Dane. What's the resolution on that?

MetKiller Joe
October 15th, 2008, 12:48 PM
Rob, search Google for "Warm Gun". It is possibly the best mod I've seen for UT3.

DaneO'Roo
October 15th, 2008, 02:35 PM
He has skin sleeves on his wrists.

What?

teh lag
October 15th, 2008, 02:43 PM
He's referring to this.

http://img410.imageshack.us/img410/6766/fdhsfdjgyc3.jpg (http://imageshack.us)
http://img410.imageshack.us/img410/fdhsfdjgyc3.jpg/1/w313.png (http://g.imageshack.us/img410/fdhsfdjgyc3.jpg/1/)

All very nice, as usual. My only issue is that the buckle on the top sack seems... flat, like it's just painted on his backpack. Maybe it's just the lighting, but maybe you could give it some better contrast in reflectivity to differentiate it from the surrounding materials?

Heathen
October 15th, 2008, 03:45 PM
Yeah, sorry. It was early and I was being rushed out the door.

FluffyDucky™
October 15th, 2008, 03:59 PM
I didn't even notice that. That's weird...

ICEE
October 15th, 2008, 04:17 PM
Looks cool. However the bright red sleeves seem to contrast the rest of the clothing, which looks very beaten and worn. Loving the dirt on his boots and the rust on his false leg.

DaneO'Roo
October 15th, 2008, 07:08 PM
Real Life doesn't colour coordinate, and explosive miner nuts don't either. But I will add some more dirt to it.

Also Lag, the belt buckle is silver, and it has normal maps, and it does indeed stick out. It also shines whereas the cloth around it doesn't. I think it stands out pretty fine. If I brightened it anymore it wouldn't make much sense.


Also, that texture seam your all refering to doesn't show up at all from the diffuse or any of the other maps, so I'm guessing it's a smoothing issue.

Heathen
October 15th, 2008, 07:13 PM
Kay.

Kalub
October 15th, 2008, 09:14 PM
Who cares who did what, when will me soon to be diligent workers be here? I already have names for them :3


Thomas and Leslie

Heathen
October 15th, 2008, 09:35 PM
Kay.
Agreed

Tweek
October 16th, 2008, 11:37 PM
Tweek never modelled that, that's for my ut3 team. I have no idea who modelled it, lol.

i'd do a better job.

Kalub
October 16th, 2008, 11:49 PM
Tweek:




http://www.absoluteanime.com/avatar_the_last_airbender/momo.jpg




<3

Hotrod
October 18th, 2008, 12:44 PM
Wtf is that thing?

JunkfoodMan
October 18th, 2008, 12:58 PM
Momo?

spikes15
October 18th, 2008, 01:00 PM
it's a some what depressed Momo from the Avatar series.

Hotrod
October 18th, 2008, 08:25 PM
And what exactly is a momo?

BobtheGreatII
October 18th, 2008, 10:34 PM
Momo is a flying leamer like creature from the avatar the last airbender series.

Hotrod
October 18th, 2008, 10:40 PM
Oh, ok. Thanks.

DaneO'Roo
October 19th, 2008, 10:15 PM
http://img413.imageshack.us/img413/3166/18430128ul8.jpg







http://img401.imageshack.us/img401/6627/38133865ib2.jpg

Lulz.

BobtheGreatII
October 19th, 2008, 10:32 PM
Lol to the second one. Great work.

ICEE
October 19th, 2008, 10:44 PM
sending a message there dane? (@ the first one)

Reaper Man
October 19th, 2008, 11:00 PM
Black lipstick makes her look weird, either that or it's because they look small on the model and you made them way too full with the texture.

Heathen
October 19th, 2008, 11:09 PM
whats all this about Zaboomafoo?

Rob Oplawar
October 19th, 2008, 11:35 PM
I loled at the first one, but not as much as I loled at the second. Lol.

TVTyrant
October 28th, 2008, 11:31 PM
http://img413.imageshack.us/img413/3166/18430128ul8.jpg







http://img401.imageshack.us/img401/6627/38133865ib2.jpg

Lulz.

Very nice. I like the way its faded, like a relic from a distant time. Would be a fairly hilarious piece to see in a cover based game like Gears of War, or a modern-futuristic game (such as Killzone) where the setting isn't too far that the image would ruin the setting.

DaneO'Roo
November 4th, 2008, 08:59 PM
http://fc97.deviantart.com/fs35/f/2008/309/0/b/Flood_Infestation_Scene_by_dano555666.jpg

Redid the flood character. You guys probably don't notice, but he's much more detailed now. Also, pretty renders :)

MetKiller Joe
November 4th, 2008, 09:00 PM
http://fc97.deviantart.com/fs35/f/2008/309/0/b/Flood_Infestation_Scene_by_dano555666.jpg

Redid the flood character. You guys probably don't notice, but he's much more detailed now. Also, pretty renders :)


How do you squeeze so much win into that small space?

Dane, you never cease to amaze me.

Hotrod
November 4th, 2008, 09:05 PM
Shit, that's awesome, the best work from you that I've seen so far.

Heathen
November 4th, 2008, 09:09 PM
Epic

Rob Oplawar
November 5th, 2008, 11:29 AM
*sheds a tear*

The raytraced reflection is all wrong for those surfaces, but that flood form is so gorgeous I just don't care.

We all need to drop everything to come together as a community and make the Halo movie in CG, and it needs to look something like that. :3

Hunter
November 5th, 2008, 01:16 PM
Picture

Redid the flood character. You guys probably don't notice, but he's much more detailed now. Also, pretty renders :)

Eyecandy ftw.

^ Sums up my views.

DaneO'Roo
November 5th, 2008, 03:07 PM
Hah, yeah I know your right rob, but dammit I've got masterz syndrome, and I like shiny.

Hunter
November 5th, 2008, 03:24 PM
Dane, a little idea for you. I am sure you probably do but when people walk on the metal they would make a muddy trail, so you could add a plane other the top of the object with no collision and put some mud on it with transparency. Saves painting all grunge on textures.

DaneO'Roo
November 11th, 2008, 02:25 AM
http://img391.imageshack.us/img391/7430/63108354it8.jpg
http://img522.imageshack.us/img522/7055/96178345qv7.jpg
http://img522.imageshack.us/img522/6325/83771486kv1.jpg


Massive edit of the original bitmaps, I want to make that perfectly clear. I just don't have the time for from scratch lately. I would, but this is good enough for CE No point in drastically remaking something that is already there and already serves a nice canvas for improvement as it is. Ignore the bumps btw, those are just sketchy ones I threw on for the render.

rossmum
November 11th, 2008, 02:33 AM
Nice. Recently appropriated by the Brutes?

Hunter
November 11th, 2008, 02:56 AM
Holy mother of.... That looks awesome Dane, would +rep but got to spread around. You always add a bit of awesome customality to your textures. Its mint.

DaneO'Roo
November 11th, 2008, 03:35 AM
Nice. Recently appropriated by the Brutes?

More of a regal, higher class ghost.

Hunter
November 11th, 2008, 04:33 AM
Dane, any idea if you will texture the Scarab yet? It still isnt finished but I am getting a laptop very soon because my mum is going to lend me £600.

DaneO'Roo
November 11th, 2008, 04:58 AM
doubt it, way too busy

rossmum
November 11th, 2008, 05:12 AM
More of a regal, higher class ghost.
Ahhh, yes. The deeper purples closer to dark reds - very nice. Perhaps add a touch of gold here and there?

DaneO'Roo
November 11th, 2008, 05:52 AM
Yeah, still doing it so I'll try a bit of gold line detailing or something on the purple plates.

Hotrod
November 11th, 2008, 06:43 AM
Fuck, that is beautiful. I'm really loving where this is going, for the most part. Some of the designs you have at the top and at the front make it seem a little less Covenant, and I'm not too sure that the orange-ish colour well look that great ingame.

Invader Veex
November 11th, 2008, 07:03 AM
I'm not too sure that the orange-ish colour well look that great ingame.

In my opinion it will look nice. Something similar has been done before. (http://img523.imageshack.us/img523/2351/metalshadersnl6.jpg)

Heathen
November 11th, 2008, 07:06 AM
That ghost looks great man.

Pooky
November 11th, 2008, 10:46 AM
http://img522.imageshack.us/img522/6325/83771486kv1.jpg



Massive edit of the original bitmaps, I want to make that perfectly clear. I just don't have the time for from scratch lately. I would, but this is good enough for CE No point in drastically remaking something that is already there and already serves a nice canvas for improvement as it is. Ignore the bumps btw, those are just sketchy ones I threw on for the render.


I don't like it :\

It would be a lot better with the clean, shiny style of the Halo 3 ghosts

I like the design and colors, it just feels too cluttery with all the unnecessary detail

http://img110.imageshack.us/img110/4372/ghostsu1.jpg

H3 ghost for comparison

FRain
November 11th, 2008, 11:32 AM
It looks kinda nice, but I think you went kinda over on the dents, scratches, unless its a thousand-year-old Ghost, which I wouldn't be suprised.

Bastinka
November 11th, 2008, 11:42 AM
Looks Unreal-ified.

Gwunty
November 11th, 2008, 12:57 PM
In my opinion it will look nice. Something similar has been done before. (http://img523.imageshack.us/img523/2351/metalshadersnl6.jpg)
Holyshit where did that come from!

Siliconmaster
November 11th, 2008, 12:58 PM
I like it a lot. Personally, I'd have to see it ingame to see whether I thought it fit, but my first thoughts were certainly jaw-drop related.

In addition, since this is the first time I've posted in this thread, amazing work throughout, Dane. It's insane. I have never been so impressed by models and textures working together to be epic. Of course, reading through all 60+ pages of the thread at once didn't help with the overwhelming feeling. :D

ICEE
November 11th, 2008, 01:11 PM
It looks less regal and more like it survived a meteor shower. The details and re coloration look nice, but I would probably only use it in levels that are already war torn. Places where it is understandable that it would have so much wear and tear, because of flood or human attacks.

Gwunty
November 11th, 2008, 01:40 PM
Its the bumpmaps that make it look worn and torn from what I can see, it will probably look alot cleaner ingame.

MetKiller Joe
November 11th, 2008, 02:09 PM
Was it rendered in unreal or in 3DS Max? I'm guessing the latter, but this is just out of curiosity.

DaneO'Roo
November 11th, 2008, 04:09 PM
Didn't I say the bump was there for the render?

Ingame CE it's not going to have any of that....

Cmon, jesus.

Un rendered

http://img243.imageshack.us/img243/2007/62467194tc7.jpg
http://img260.imageshack.us/img260/3586/62991099ew8.jpg

Roostervier
November 11th, 2008, 06:49 PM
The detail is pretty good, but the addition of the red colours reminds me of the heretics. In terms of the quality of the bitmap, it's great, but I prefer the clean, shiny look from Halo 3 as well.

Malloy
November 11th, 2008, 07:08 PM
nah it looks more regal, like the brutes 'red' vibe.

killer9856
November 11th, 2008, 07:21 PM
Damn thats sweet. I don't really know much good crit though....

I just wish to see more lights :)

Gwunty
November 11th, 2008, 07:39 PM
Before dane gets anymore shiny comments, Theres no cubemap or specular map in those pics, so it isnt shiny.

DaneO'Roo
November 11th, 2008, 07:57 PM
^ someone needs a nice big cookie for being so dam logical


He is correct. That is a max screengrab. In ce it'd have some sort of uber shiny cube happening on it, with the addition of the multipurpose..

MetKiller Joe
November 11th, 2008, 08:20 PM
Very nice.

Dane, I meant Unreal Editor 3 not ingame Halo CE ;).

ICEE
November 11th, 2008, 10:31 PM
Oh that looks much better. I love the variation of color.

DaneO'Roo
November 12th, 2008, 03:30 AM
Doing the banshee right now, I'll post that soon. Again, it's a massive edit of the original bitmap, lots of work into it, but don't go thinking I did the thing completely from scratch.

http://img20.imageshack.us/img20/2465/83262761tu5.jpg

Again, max screengrab, imagine that with specular and a cubemap and you've pretty much got CE.

http://img520.imageshack.us/img520/3781/32762238nr4.jpg
http://img440.imageshack.us/img440/3434/42404032by2.jpg
http://img440.imageshack.us/img440/4734/26822578ve7.jpg

Quick and dirty import into PC with HMT

rossmum
November 12th, 2008, 04:40 AM
Looks nice. Can't wait to see how it all comes together ingame.

Reaper Man
November 12th, 2008, 06:32 AM
Sweet stuff Dane. Love the subtlety of the cubemap. Also, particles for the ghost - you gunna do any? The ones that use the h1 grav lift particles failed, some custom ones would be sweet, or something simple like they did with h2ce back in the day (line like things). It'd be awesome if you could get a conical glow sorta thing going, but I doubt that's gunna happen with h1 D:

DaneO'Roo
November 12th, 2008, 06:41 AM
I like the warthogs cubemap, cause it kind of acts like a phong shader xD


but yeah, I doubt I'd do any of that shit on my end, masterz has probably already upped the particle effects for the ghosts anyway

Masterz1337
November 12th, 2008, 06:55 AM
Have no fear reaper man, we have already added ground effects to the ghost.

Reaper Man
November 12th, 2008, 08:25 AM
Awesome stuff, looking forward to seeing it. I'm curious, did you ever try getting the ghost to lean when it strafes like in h2? Adds to the awesome factor imo.

Advancebo
November 12th, 2008, 01:12 PM
hot dayum

Pooky
November 12th, 2008, 01:13 PM
^ someone needs a nice big cookie for being so dam logical


He is correct. That is a max screengrab. In ce it'd have some sort of uber shiny cube happening on it, with the addition of the multipurpose..

My point was, it has too much detail. I like the clean look better. But hey, I'll still probably play and enjoy in the end.

Siliconmaster
November 12th, 2008, 01:40 PM
Wow. I love the look ingame of the ghost and the banshee. Can't wait to do my usual "walk in circles and examine the hell out everything" maneuver with these. :D

Bodzilla
November 13th, 2008, 05:29 AM
My point was, it has too much detail. I like the clean look better. But hey, I'll still probably play and enjoy in the end.
My first thought was that it had been buried in a desert and left neglected for the better part of 10 years due to the level of sandblasting and marks on it...

Disaster
November 13th, 2008, 05:03 PM
you do know about viewport shaders right? http://www.bencloward.com/tutorials_shaders1.shtml (real time shaders) Anyways, I like the ghost. Seems like there is a tad bit to much grunge however.

teh lag
November 13th, 2008, 05:13 PM
you do know about viewport shaders right? http://www.bencloward.com/tutorials_shaders1.shtml (real time shaders) Anyways, I like the ghost. Seems like there is a tad bit to much grunge however.

The point of the screencaps rather than rendering was to show the skin without all the effects and reflection.

DaneO'Roo
November 13th, 2008, 09:11 PM
For the record, the halo 3 ghost has just as much detail and grunge stuff on the diffuse as mine (if not more), the only difference is that it's using a fall-off specular shader, which gives the armour a smooth fresnel effect on the mesh boundaries, giving the metal a clean, yet detailed appeance.

i.e, you judge the shader on material expression, not one bitmap.

If I was to make it "clean" looking for CE, it'd look almost cel shaded, or noob textured. Sorry, not going there.

Find something valid to nitpick over.

Disaster
November 13th, 2008, 09:28 PM
I never said make it clean. I said it has too much grunge. It looks a little overdone. The banshee looks perfect texture wise. Its just the ghost looks cluttered with dirt/grunge. Don't get me wrong, still looks amazing, just a little crowded.

legionaire45
November 14th, 2008, 02:48 AM
http://i266.photobucket.com/albums/ii256/echo216/NirvanaSigbetter.jpg
GRRRRRRUUUUUNNNNNGGGGGGGGEEEEEEEEEE!

Sorry, couldn't help myself.

I personally think they both look fine. They have that nice smooth reflection to them while still looking covenant-beetle-ish. Maybe try and make the little blue lights brighter in game, but other then that I can't complain about any of it.

To make the ghost tilt when you strafe can't you just edit the strafe animations so that it tips down a bit to the side while it is strafing? I agree that that would be a nice effect. That probably belongs in one of the CMT threads and not Dane's personal thread though.

DaneO'Roo
November 14th, 2008, 06:23 PM
I never said make it clean. I said it has too much grunge. It looks a little overdone. The banshee looks perfect texture wise. Its just the ghost looks cluttered with dirt/grunge. Don't get me wrong, still looks amazing, just a little crowded.

Do you even know what grunge is? Read my post again. Also, I also find it ironic that your saying it's overdone, when the stuff I've seen of yours looks underdone.

As I said, shaders are the respresentation of material expression, not a single bitmap. It's a whole collaborative effort between different aspects.

Kilamanjaro12
November 16th, 2008, 05:31 PM
I love the m1 garand man! =DD

DaneO'Roo
December 3rd, 2008, 05:23 AM
I figured it's been a long time since I updated first post, so i put all the junk I've done into it, plus some new stuff.

BobtheGreatII
December 3rd, 2008, 01:30 PM
I figured it's been a long time since I updated first post, so i put all the junk I've done into it, plus some new stuff.

Great stuff dane, as always.

Hotrod
December 3rd, 2008, 04:22 PM
Damn, that new stuff is amazing, keep it up!

ICEE
December 3rd, 2008, 07:50 PM
http://img392.imageshack.us/img392/7537/11284628mt0.jpg

I'm not exactly Mr. Gun savvy, but aren't the rounds supposed to be positioned horizontally in the magazine? It looks like you've got them pointing down.

Bad Waffle
December 3rd, 2008, 08:43 PM
its the FUTURE, man. but yea thats friggin weird, dane

BobtheGreatII
December 3rd, 2008, 09:19 PM
Well it's not like the clip in the Assault Rifle makes much sense either.

Joshflighter
December 3rd, 2008, 09:52 PM
Well it's not like the clip in the Assault Rifle makes much sense either.

It kinda does. lol..

Out of curiosity. If you were to take that AR and put it in game. Would it look the same? :o

Malloy
December 4th, 2008, 06:57 AM
mb, just mb... that assault rifle fires 4 rounds of ultimate ownage...

and tbh I dont think we should challenge the practicalities of this texture as it is of the Halo universe in which aliens jump around shouting 'wort, wort, wort' :P

awsome texture none the less.

rossmum
December 4th, 2008, 08:08 AM
Well it's not like the clip in the Assault Rifle makes much sense either.
protip: it's not a clip

protip #2: actually it does, the high points near the back should curve inwards though to prevent rounds springing out of their own accord

but you know it's actually the right shape for a magazine so how you came to that conclusion is beyond me

Hunter
December 4th, 2008, 08:27 AM
I love the AR skin but is there any chance you could make a weapon look new. Don't get me wrong, grunge does look awesome on weapons, but EVERYTHING you have textured is made to look battered Lol.

Geo
December 4th, 2008, 09:49 AM
I'm sure its just Dane putting his personality into his work. When you reflect yourself in your work it becomes more unique.

Hunter
December 4th, 2008, 12:00 PM
Yeah, I know. I just figured that something new looking might be different for Dane. I wasnt saying that the way he textures atm is bad or anything.

DaneO'Roo
December 4th, 2008, 01:06 PM
AR clip is me being a dunse. I couldnt find the bitmaps for the original AR clip anywhere, and couldn't find any pictures of it so my lack of knowledge of guns went hand in hand, lolol. Will fix.


Also hunter, I don't like new guns. They lack character.

ICEE
December 4th, 2008, 01:38 PM
A little suggestion, it might not be something you thought of: Don't texture the round onto the magazine, instead model a round (or plane to put a round texture on) and texture that instead. That way the animator can use a node to make that round "disappear" during the reload empty animation so no one says "lol hows there a bullet in there when i just ran out". Its not a huge deal obviously but if your a few gun toting war mongers who notice that kind of thing (me) will thank you. Provided that this is going in game at all.

rossmum
December 4th, 2008, 04:14 PM
That and a loaded mag would have a round sitting in the arch created by the two inward-bent tabs at the rear of the mag, rather than just a block and some empty space in front

Pooky
December 5th, 2008, 06:35 PM
Spiker blades look incredibly dull (as in not sharp) and what happened to the awesome blood on them? D:

DaneO'Roo
January 3rd, 2009, 02:19 AM
So I'm skinning Wols Mark V -

http://img167.imageshack.us/img167/7933/wolmarkvprog1is4.jpg
http://img510.imageshack.us/img510/6616/wolmarkvprog2xl3.jpg

Also a turntable render vid:

http://files.filefront.com/wol+markvavi/;12853499;/fileinfo.html

Download it, the filefront player shows it as stretched because I exported in square pixels to protect the aspect ratio of the video.

Not done btw, just pretty much got it all covered now I can polish it. Also, thanks to Boba for the design of the back area rubber. Rep him.

Awesome model is awesome btw. Rep Wol for it if you haven't already.



Also thought I should mention what I used to make it, bodypaint for doing the heightmap for the armour and mudbox for the organics between the armour and overall detailing, photoshop for painting layering and bringing and editing the whole thing together.

Also just noticed theres an un uv mapped plane on the lower back armour, there for lights I think, but I'm not gunna use it, no point. Just forgot to delete it.

Heathen
January 3rd, 2009, 02:58 AM
Oh your God.

Thats incredible.

Bodzilla
January 3rd, 2009, 03:11 AM
not a big fan of the visor. seems a little dull.

Moar shiny.
moar.

DaneO'Roo
January 3rd, 2009, 03:13 AM
The visor I haven't quite worked out what I was doing for that, whether putting a cubemap in it or putting him in some sort of scene to reflect. That and some sort of fresnel effect.


Put it in unreal pretty trashy but it looks ok, the only thing I don't like is the way import compressed the shit out of the textures, so they look very xbox360 ish up close.

http://img213.imageshack.us/img213/3916/unreal1ov4.jpg

jngrow
January 3rd, 2009, 04:26 AM
Some of the designs in the belly/lower back rubber regions look a little superfluous. Still, rest is pretty awesome, and if I ever got my hands on something like that in-game I probably wouldn't give a shit.

DaneO'Roo
January 3rd, 2009, 04:48 AM
I agree with you there, I'll see If I can improve it, seems a bit too liney, needs more large padded shapes.

Anton
January 3rd, 2009, 05:33 AM
Hey Dane, what is the little patch of dark gray/black on the back? It's on the backpack area at the bottom right.

DaneO'Roo
January 3rd, 2009, 05:49 AM
Yeah, I mentioned that allready. It's a plane wave had there for lights or something that has a planer uv map so it's literally showing the entire texture in that small space, I just forgot to remove it for those renders.

Reaper Man
January 3rd, 2009, 05:52 AM
Everything seems great except the patterns on the visor. They seem overcomplicated and just not human in design - the smaller lines that is.

DaneO'Roo
January 3rd, 2009, 06:37 AM
Duely noted

Anton
January 3rd, 2009, 06:38 AM
Oh, I see. Yet again I fail to read. ;]

Higuy
January 3rd, 2009, 10:21 AM
Holy Dane thats amazing =]

ICEE
January 3rd, 2009, 01:07 PM
Wow that looks really nice. You going to do FP arms too?

DarkHalo003
January 3rd, 2009, 04:24 PM
Dane, that's just sick. Keep it up.

Do I see Forerunner styled textures on the back?

Hunter
January 3rd, 2009, 05:00 PM
That looks amazing Dane, true piece of art. I cant use the 360 video though because Windows Media Player is missing a codec.

teh lag
January 3rd, 2009, 05:05 PM
Am I the only one who sees a face in the back of the calf armor?

>_>


p.s. dane hurry up with this and finish my stuff :(

DarkHalo003
January 3rd, 2009, 05:12 PM
Am I the only one who sees a face in the back of the calf armor?

>_>


p.s. dane hurry up with this and finish my stuff :(
I noticed that. Reminded me of :gonk:.

Disaster
January 3rd, 2009, 06:18 PM
Am I the only one who sees a face in the back of the calf armor?

>_>


p.s. dane hurry up with this and finish my stuff :(
I saw it too. Was about to say something when you posted lol. Looked like a sad face.

FireDragon04
January 3rd, 2009, 06:22 PM
Really nice model (WOL) and great texturing Dane, i love it all, except the visor, i've never being a fan of the lines they added in the centre the visor in Halo 3, i'd love to see it without those also the lines on the side of the visor 'creeping' in would look better smaller/with a lower opacity.

Bad Waffle
January 4th, 2009, 06:27 AM
OH FUCK. You brought justice to that model, man. Holy shiet. You know, the skin just points out to me about how stupid i am for not making the lower leg and foot armor more detailed. The model lacks big time right there if you ask me. And i never liked how i did the butt-piece, but i couldnt think of anything else when i modeled it. Maybe i'll go back later and redo it if i design something better.

Also, no rep for me, i gave up that flawed system ages ago ;)

TeeKup
January 4th, 2009, 07:47 PM
The indent on top of the mouth piece is pissing me off, I just don't like it.

n00b1n8R
January 4th, 2009, 07:52 PM
posting in a banned users gallery.

TeeKup
January 4th, 2009, 07:58 PM
Zilla just informed me over MSN, I'm rather shocked.

Heathen
January 4th, 2009, 08:14 PM
why :gonk:

Rob Oplawar
January 4th, 2009, 08:30 PM
http://img213.imageshack.us/img213/3916/unreal1ov4.jpg
Why does everything in "realistic" games have to be brown and grey? I applaud Bungie for daring to put color in their game.

Spartans have shiny green armor because that color best reflects the energy of plasma weapons. >:|

e: yes I know the above armor is technically "shiny" and "green", but I mean seriously. I miss this chief:
http://www.bungie.net/images/games/Halo/gallery/renders/stills/still_01.jpg


ee: Oh btw, other than that, both the model and the skin are fantastic. They have a few other minor issues, but none I can see that haven't already been mentioned.

Heathen
January 4th, 2009, 08:38 PM
Halo 2 and 3 had him more of a military green and besides, that 70's stove green disgust me.

E: I think its called Seafoam Green :puke:

TeeKup
January 4th, 2009, 08:58 PM
Whenever I read the books, I always visualise the cheif in the Mark 5, even in the ones where he's in Mark 6. Just think the Mark 5 looks better.

Heathen
January 4th, 2009, 09:03 PM
I just see chief inside his helmet. A white face in a black room.

its weird.

Sever
January 4th, 2009, 09:17 PM
Some of the designs in the belly/lower back rubber regions look a little superfluous. Still, rest is pretty awesome, and if I ever got my hands on something like that in-game I probably wouldn't give a shit.Agreed. Since when did Human technology incorporate Forerunner patterning? I say that you fix those few parts (lower back, upper thighs (not too much there, just a tad, though)) and use the hex mesh in a few more places, maybe. That's just what I think, though.

MetKiller Joe
January 4th, 2009, 09:43 PM
Halo 2 and 3 had him more of a military green and besides, that 70's stove green disgust me.

E: I think its called Seafoam Green :puke:

Gears of War does it too. I honestly like Bungie's originality with colors; it is what makes them stand out.

Looking back, the bright "seafoam green" isn't the greastest, but I think a few shades off lime would do the color more justice.

I think the skin is great Dane, absolutely no doubt that.

Corndogman
January 4th, 2009, 09:50 PM
t 70's stove green disgust me.

Haha, that is the best way to describe.

Rob Oplawar
January 5th, 2009, 10:33 PM
All I'm saying is I really love bold color design (when it's done right, that is- it is very possible to make ghastly combinations). I remember talking to you about that, Dane. I'd just hate to see you go mainstream and go with the established generation of design instead of being forward-thinking and risk-taking.

Like that flood guy, You could easily have made him monochromatic, but instead you decided to give him vibrantly colored fins, which at first I didn't like, but damned if it didn't make him distinctive.

I say, break out of nearly every modern FPS and make that MC green.

Bad Waffle
January 8th, 2009, 11:32 AM
Uh. Color change is going to be handled ingame :smug:

Rob Oplawar
January 8th, 2009, 12:14 PM
Ingame it's not going to look like that :smug:
idiot

Bad Waffle
January 8th, 2009, 12:47 PM
wha?

Masterz1337
January 8th, 2009, 01:16 PM
I think that joke went over his head Rob.

He's translating what you were saying in more simplistic terms.

Bad Waffle
January 8th, 2009, 01:49 PM
Yea, now i'm really confused. You guys are gonna have to be a bit more straightforward. We were talking about color change or something, and then this totally random side conversation? sparknotes plz :smug:

Roostervier
January 11th, 2009, 02:41 PM
LOL nice joke rob

DaneO'Roo
January 11th, 2009, 10:36 PM
http://img401.imageshack.us/img401/5381/skybgcopywr4.jpg

Painted today in about 2 hours probably 3 at work

Heathen
January 11th, 2009, 11:05 PM
incorporate that into a sky box and I will sex you.



lul

Bad Waffle
January 11th, 2009, 11:05 PM
thats going into my "inspiration" folder, nice use of custom brushes

Invader Veex
January 11th, 2009, 11:10 PM
love the colors and contrast

also, love seeing something different than normal.

DaneO'Roo
January 11th, 2009, 11:11 PM
No custom brushes actually. One brush, a standard round one with a simple opacity fade via pen pressure and a slight scatter. Also used a Wacom Graphire, which isn't as bad as I thought it would be. Still it's not as sexy as my intuos 3 at home.

That's why it took me 2+ hours. Custom brushes it'd be over in 15 minutes.

Hotrod
January 12th, 2009, 05:30 PM
I love the colours that you used, and just the general design of the painting itself. I have no complaints about the piece of art whatsoever.

DaneO'Roo
January 13th, 2009, 01:12 PM
Just occurred to me this morning while playing guitar that I haven't posted any of my musical shit.

Here are some lyrics I wrote about a particular event that happened one night. Don't ask because I'm not going to explain.


songs called Overdone




Minds playing tricks
playing round town
keeping up appearances
same old senses

2 hours gone

too far from home x2

transit thoughts are polluting my state
too much punishment coupled with fear
precious like pleasure
pressures doubled-up by truth(tears) my dear

our valves are pounding
movements and sounds keep crashing
through this "clean slate"

the short depression
was a stretched transition X4

Can't we
Wait?
Just a moment longer

This bitter
sweet
is a little too familiar

The initial has
passed
but it's shattering loud
scattering the now some how

Volatile calamity offsets clarity
shake the rubber child
dont grip too long
you'll feel those choking pains

The Sweet
warmed far too long
cracked now, it seeped out
receading(preceading) now

that thin transition
was an old reflection x8

Simmer down
creaking with increase


it's just a cake x2



I'll try get some guitar stuff recorded soon.

killer9856
January 13th, 2009, 06:26 PM
Minds playing tricks
playing round town
keeping up appearances
same old senses

2 hours gone

too far from home x2My favorite part :awesome:

DaneO'Roo
January 13th, 2009, 11:23 PM
Also today I made a big concept sheet for a work project, drew a sexy elf (a big change for me since I hate elfy stuff)

http://img67.imageshack.us/img67/5793/elffemconcept1hf7.jpg

Crits welcome, I'm sure you wowfags know this shit better than I do.

NuggetWarmer
January 13th, 2009, 11:33 PM
The face seems a bit too long, and the breasts seem off. I don't know what for sure it is, but something doesn't look right on them.

DaneO'Roo
January 13th, 2009, 11:40 PM
Face aint long. Breasts, maybe, but those tits are the one thing i used a reference for, and thye look fine to me, so.

BobtheGreatII
January 13th, 2009, 11:47 PM
...and the breasts seem off. I don't know what for sure it is, but something doesn't look right on them.

Uh... nipples? :downs:

NuggetWarmer
January 13th, 2009, 11:52 PM
No, I think it's the angle they're at. It doesn't align correctly with the lower body.

DaneO'Roo
January 13th, 2009, 11:52 PM
Where. You can't see them. The blank figure is merely a sillouette. It doesn't require nipples.


Uh, she has her chest pointed to the right, obviously and the pose is from a middle side on sort of shot, shes just got her legs spread with her chest turned.

I wasn't talking about crit for the proportions mainly either, I was talking about the design.

BobtheGreatII
January 13th, 2009, 11:57 PM
Where. You can't see them. The blank figure is merely a sillouette. It doesn't require nipples.

I hope it came across that I was joking... but by this response it doesn't seem so...

DaneO'Roo
January 13th, 2009, 11:59 PM
I never know on this forum. My bad :P

Rob Oplawar
January 14th, 2009, 12:00 AM
Apparently elves have no hips; other than that, looks pretty good.

Masterz1337
January 14th, 2009, 12:19 AM
the breasts seem off. I don't know what for sure it is, but something doesn't look right on them.

mb cause you've never seen any?

buuuuuuuuuuurrrrrrrrnnnnnnnnnnnnnnnnnnnnnnn. soz <3

Concept looks great Dano. No complaints or crit here.

Bad Waffle
January 14th, 2009, 12:29 AM
The muscles are wrong in a lot of places, and her upper arm is too long. The feet, kinda meh. Honestly, the only thing correct is the face :D

I also gotta complement you on your color and shading of the far left elf. It's great.

I think something that would really help you would be creating a human body mesh in mudbox and proceeding to detail it. You'll pick up muscle groups etc as you research references.

Oh man, i just noticed--on the colored woman, the torso chest piece about right where her abdoment is...the pointy piece coming down from the chestpiece, that would really hurt if she tried rolling like most nimble elves do.

DaneO'Roo
January 14th, 2009, 01:42 AM
True, lol. Also yeah, holy shit, the upper arm is totally fucked up. How did I not see that before.

Reaper Man
January 14th, 2009, 02:48 AM
Moar curves plox.

Hunter
January 14th, 2009, 08:56 AM
Also today I made a big concept sheet for a work project, drew a sexy elf (a big change for me since I hate elfy stuff)

*image*

Crits welcome, I'm sure you wowfags know this shit better than I do.

You just wanted to draw a naked woman :p

Looks nice, I like the bottom left drawing.

Edit: All of the area above the chest could do with moving down. Her stomach area seams stretched.

Con
January 14th, 2009, 10:18 AM
face looks too masculine, hip area could use work too

Lateksi
January 14th, 2009, 11:30 AM
No, shes fine except her left leg.

DaneO'Roo
January 14th, 2009, 01:36 PM
http://img502.imageshack.us/img502/7724/forerunnersupportuvrg2.png

Haven't done any forerunner in a while so I felt like making some. That's the ao edited to work for web with the transparency and such.

TeeKup
January 14th, 2009, 02:15 PM
Give it some weird energy aura.

killer9856
January 14th, 2009, 03:02 PM
Thats a nice start. Id love to see it finished :D

DaneO'Roo
January 19th, 2009, 04:52 PM
http://img185.imageshack.us/img185/7256/elfmaleconcept1rs2.jpg

Another Elfy Concept.

Heathen
January 19th, 2009, 05:10 PM
http://img185.imageshack.us/img185/7256/elfmaleconcept1rs2.jpg

Another Elfy Concept.
That is one of the most epic things I have ever seen.

Model it, and slap that bitch on a brute. :D

Rob Oplawar
January 19th, 2009, 06:25 PM
Yeah I was gonna say, that evokes the image of a brute wearing an elite's armor. Getting past that, I like it for what it is.

Malloy
January 19th, 2009, 06:46 PM
looks like it'd fit beautifully in UT3.

MetKiller Joe
January 19th, 2009, 06:59 PM
looks like it'd fit beautifully in UT3.

Elfs in UT3?

Looks like an awesome concept. I'm trying to think what it reminds me of...

.. well, anyway, it looks badass. Have any plans on modeling it or was this just pratice?

DaneO'Roo
January 19th, 2009, 07:15 PM
I had a bit of Elite inspiration in mind.

Oh and it will be modelled. Along with a whole bunch of others.

Heathen
January 19th, 2009, 07:25 PM
I came at that statement.

Awesome.

Terror(NO)More
January 20th, 2009, 07:32 AM
I like it a lot but anything dane makes is pretty much. O_O

DaneO'Roo
January 20th, 2009, 11:31 PM
http://img155.imageshack.us/img155/5979/dwarfmaleconcept2mq9.jpg

Working on a dwarf now.

I hope someone has figured out what kind of game these are for now. Look closely.

Heathen
January 20th, 2009, 11:42 PM
Card game.. I win.
I saw the hearts on the other thing and so I put two together...

DaneO'Roo
January 21st, 2009, 03:07 AM
Good boy. Flash studio I work at is making a pretty lame o elfy flash game based on poker, and a real offline game, which is pretty much exactly like poker. I get paid, so i don't care, I draw pictures all day and stuff, so bleh.

MetKiller Joe
January 21st, 2009, 06:14 AM
*fights back the urge*

Arrrghhh! lvl45DwarfHunter.

Looks really cool. Reminds me of that Dwarf hunter you'd see on the loading screen for WoW (on the alliance side) before WotLK.

Heathen
January 21st, 2009, 07:11 AM
Reminds me of that Dwarf hunter you'd see on the loading screen for WoW (on the alliance side) before WotLK.
Wouldn't know....

DaneO'Roo
January 22nd, 2009, 02:39 AM
Neither.

Bodzilla
January 22nd, 2009, 04:33 AM
Wouldn't know....
i know!

who in their right mind would play an alliance, i mean like Bleh.

DaneO'Roo
January 22nd, 2009, 04:43 AM
:fail:

Bodzilla
January 22nd, 2009, 05:34 AM
lol i barely play tbh, i cant remember the last time i did. hmm.

should probably disable my account, but it would be cool to play as a death knight.

killer9856
January 24th, 2009, 11:18 PM
Wow the beard on that thing must be heavy.


Great drawing Dane.

Con
January 26th, 2009, 12:16 AM
Looks like something out of warhammer online

DaneO'Roo
January 27th, 2009, 06:21 AM
Warhammer ftw.

I don't, nor have never played it in any shape or form, but I like the IRL texture painting shit, that is tight.

DaneO'Roo
March 10th, 2009, 08:32 PM
Been a while since I posted anything, got a job end of last year so my time has dried up a fair bit, but the cool thing is that at work I get to do the same stuff anyway, just not the stuff "I" want to do, but still fun I guess.

width=1024 height=800

Heres an orc I textured for a work project, 2 days texture work, guy at work Tony modelled him in max, I did some detailing in mudbox.

BobtheGreatII
March 10th, 2009, 08:43 PM
Like it a lot.

MetKiller Joe
March 10th, 2009, 08:56 PM
Very nice. Clean and simple. Like the texture work.

ThePlague
March 10th, 2009, 09:08 PM
E:

Nvm, just took awhile to load. Looks good, nice detailing.

Heathen
March 10th, 2009, 09:30 PM
Looks nice.

Kalub
March 10th, 2009, 10:08 PM
No poopshoot?

Advancebo
March 11th, 2009, 07:29 AM
Nice texturing :O

Rob Oplawar
March 11th, 2009, 02:21 PM
kinky

DaneO'Roo
March 16th, 2009, 10:34 PM
http://img27.imageshack.us/img27/3007/dwarfsculpt.jpg

Just testing something...

jngrow
March 16th, 2009, 10:47 PM
Cool, but what's up with the crazy aliasing?

DaneO'Roo
March 17th, 2009, 12:17 AM
screengrab

SnaFuBAR
March 17th, 2009, 12:35 AM
might want to change the length of his beard there. looks like cock and balls.

BobtheGreatII
March 17th, 2009, 12:46 AM
might want to change the length of his beard there. looks like cock and balls.

I think once everything is in color it won't really matter...

DaneO'Roo
March 20th, 2009, 03:08 AM
width=1024 height=800


So thats 2 down, 2 to go.

Nearly done, a bit shiny, the reflection mask needs more contrast and a bit of dimming down a little and he also needs some gore on him.

This is only the second thing I've ever done myself from concept to finished textures (last one was the flood infestation). The modelling was a bit of a learning curve for me, seeing as I don't ever really model.