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3 Dimensional Chat / Lazerus' Media

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JLMoondog
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Posted: 27th Jun 2010 06:47
Awesome, now you have 14m to post it!! Hurry up!

Azunaki
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Posted: 27th Jun 2010 07:16
the mods are pretty good about giving a little leeway with the submissions.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Mazz426
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Posted: 27th Jun 2010 12:22
c'mpn laz get this sucker submitted, the tail really brought it back for me, great job, quick question, did you ever use that mesh i sent you?

lazerus
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Posted: 27th Jun 2010 13:30
*slaps himself* idiot.

I may have forgot to post the finals in the entry place since it was 2:00 >_<"

Done it now. Ughh i think i would have died if i didnt check.

lazerus
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Posted: 30th Jun 2010 04:08 Edited at: 30th Jun 2010 04:09
Back to some fun. Last test is over, lifes good, time to relax.

Been playing with mazz's base mesh from the Leaper character he did.




I said i would do something with it and so far ive moved alot of mass, and reduced the poly density. Ive redone the arms and im redoing the legs now. Its pretty fun working with it. Ill post more progress when i make it.

-con

Mazz426
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Posted: 30th Jun 2010 14:54
looking grat so far, can't wait to see what you do with it

lazerus
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Posted: 30th Jun 2010 18:05
Thanks mazz ^_^

Moved the masses around a little more, re-did the legs, poly lipo-ductioned everything.
Defined impact areas -> chest-knee-hips-feet.





Moving along at a nice enough pace anyway.

Clcoked at 816 polies, 1624 tris. There are only 4 triangles but when turbosmoothed they still follow the flow of the mesh so no cause for concern, especially since two are on the feet and the other are on the inner hands. Id remove them, but the poly flow would need too much reworking.

Im going to split the mesh and bring each section into zbrush now.

Though for a little play ill rig this version for Fpsc and see how well he imports, as part of my orginial promise to Mazzz lol.

-Laz

Quik
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Posted: 30th Jun 2010 18:46
i have said it before.. i think, and ill say it again: I LOVE YOUR STYLE

i love your 3d style, and your 2d style, it be amazing!!!!!! >.<


[Q]uik, Quiker than most
lazerus
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Posted: 30th Jun 2010 22:53 Edited at: 30th Jun 2010 22:56
Well i settled on using the stardard biped, and it worked pretty well for half of it. Then other half deformed terribly for no apparent reason after the mirror. Not that it entirely matter since i had a insperation of sorts while i was doodeling lol.



so ill be revising the mesh and making it 'mine' now. Ill finish both versions for reales on fpsc if i can

Ill throw up a colour palltte of what i want to use next.

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Mazz426
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Posted: 1st Jul 2010 00:30
Nice design, curious is strain your name or are you saying its essentially a relation of mine, cos I like that idea, nice work

lazerus
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Posted: 1st Jul 2010 00:38
In relation to they are base brothers lol.

lazerus
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Posted: 1st Jul 2010 19:12
Im not going over the top in this compettion, mainly since id like to continue merift, so to what ive done today;

Update on Merift;




Entry so far.


To do list;
Unwrap, texture, animate. Should be pretty simple ^___^"

-Laz

lazerus
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Posted: 8th Jul 2010 02:21
I havnt made much progress on the my other two models other than the glave is now unwrapped, im bouncing around different projects to keep myself intrested.

So i am in deed inclined to post a concept doodle sheet up of objects im creating for fpsc.



This is the forth and last to finish sheet i have done. Scfi/ industrial new age themed. Ive noticed pipes are dime a dozen so i wanted to make a few unique editions which i havent seen. To make it worth while, i created a few variations along with standard shapes so they can be used smoothly in game. Ill fill out the rest of it in due time, i spend 5-10 mins just doodling down on these sheets @ a 2000x2000 canvas.

I am also currently working on my dragon model from a while back. Revising the mesh and re-designing the poly flow i hope to bring him through to Fpsc in the near future.





I still have alot more to do, but crits are always welcome ^_^
Poly optimisation is obvious, the face has been signifcantly reduced and the overall triangle count is at 3,364. I plan on redesigning the face again since its pretty outdated in my view.

Im ball-parking 4000 triangles, do you think Fpsc can handle it?

Last note, the last of my Pc parts should arrive by Friday, after which i will seriously push my limits of high poly modeling and see where i get. Should be fun to say the least.

-Con

lazerus
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Posted: 13th Jul 2010 23:48
For some reason i actually yawn every time i go to post in my thread >__<"
That aside ^_^




Ive been making progress rebuilding the dragon model, hes not looking too bad, ive hacked off a good 2000 polies of uneeded fat off the orginal mesh and have started rebuiliding the face. Well at least rebuilding it as Turan's. I thought id give him a change of pace with it anyway.

Im still doodeling around right now since ive been a little distracted, Ive also built my new rig, though the psu and ram havent come so its just a pretty £620 paper wieght now. Theyll arrive soon, i hope any way ^__^

Well im off to relax,
-Con

Quik
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Posted: 14th Jul 2010 09:33
the back feets need some work laz, they jus tlooks weird, might wanna look into that. the toes could use a liitle bit of smooting but other than that: wow, thats a solid looking low poly dragon! i always become so amazed once i see your lowpoly work laz you are awesome>.<


[Q]uik, Quiker than most
lazerus
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Posted: 23rd Jul 2010 19:28 Edited at: 23rd Jul 2010 19:30
Thanks quik, i would have got back to you but i sorta forgot when the thread turned grey >__<#

Well ive gotten through all the teething problems with my new pc and got back to work on a few things.

Merift is unwrapped





Can animate and texture now, sprawls out, okay maybe later

Nilloc
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Posted: 26th Jul 2010 10:02
may I use this in my fpsc game? (comercial)

lazerus
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Posted: 26th Jul 2010 14:54
You mean merift?

I dont mind, but not to step on toes, even if he is rebuilt ask Mazz first as i used his base orginally.

Just did this since the mesh is finalised now;




As you can see the mesh structure is still quite similar in the main areas, i moved the orginal flow and added where nessceary but the uper thiegs and main chest have the same mass and shape. Though i rebuilt the legs and arms with a optimised poly flow. Maz was sculpting out his models so he didnt need to pay attention to the poly count at the end. Im just a lowest possible poly freak ^___^"

lazerus
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Posted: 28th Jul 2010 17:27
Yawwnn back in, slightly tired but ive still gota meet my weekly work quota so;





Picked out a new colour palette which im happy with so ill be kicking back with it.

I never give out advice so-
For those who get stuck on facial tones.


Some of the colour tones i use for faces. I only ever paint the base layer of the darkest shade at full 100% opacity/flow. The others i normally work in with 10-20% softbrush and build up the colours. I work in a bit of blue-purple and red on a 1-2% opacity to give it the human shade.

Anyway off to work in the next layer ontop of the base colours.

Quik
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Posted: 28th Jul 2010 17:50
very generous of you to give us a small pallet =) thank you and it looks great so far keep it up


[Q]uik, Quiker than most
Hassan
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Posted: 29th Jul 2010 18:02
nice stuff, i like your style lazerus

lazerus
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Posted: 1st Aug 2010 23:35 Edited at: 1st Aug 2010 23:55
No problem Quik' i need to start explaining and helping out here a little more so ill be throwing in tips and tricks whenever i come across or realise im using one ^__^"

Thanks Hassan

Heres where im up to on the texture. For the sake of showing some of my work flow when im texturing. Ive refrained from flattening any of the layers as i texture. This was a little annoying since i normmaly flateen then blend layers together so it just took a little extra effort Texture update.



S ofar im enjoying the white as a contrast point, thoguh im thinking that i should change it to one of the other colour's from my pallete. Probabaly the centre greenish/blue from the pallette.

Edit//

Im drawing a pixel black line around the blue highlights.
Ive attached the Uv in progress in the DL anyway.

Edit 2//

With the texture flick all the layers invisible then just make them visible one after the other to see how i bulit the texture up.
-Con

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lazerus
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Posted: 4th Aug 2010 17:42
Well i reached the 150th layer so i flattened the head and chest down so i could start the arms.




Im going for a slightly humanoid approach to the muscels, yes he ended up blue. Yes ill change that at the end, proabaly.

No normals or bumps there, its flat shaded which im making progress with.

Relaxing some more, but ive fallen behind on my work again lol. Ive filled another sketchbook with ideas and character concepts + with a few vehicles! I know shock horror lol. Ill have the arms + hands and maybe the legs done to day on this guy. I really want to make the vehicle lol

-Con

OldPMan
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Posted: 4th Aug 2010 18:35
Cool dude. like UNREAL TOURNAMENT 3 Style model. good job.
Best Regards

.....already beside..... for all
lazerus
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Posted: 4th Aug 2010 18:54
Thanks Russia ^__^ but i dont think i could hit unreal style yet, theres are far too technical lol.

Heres the map so far,





I would like some feedback on the hand map out. Its very sketchy since ive been changing it alot. And ideas of what i could do with it? Ill refine it once its settled, like what i did with the chest.

Im just going to play with it for now anyway. Food fisrt though

-Con

Asteric
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Posted: 4th Aug 2010 19:48
Personally i think a simple cloth/leather fingerless glove thing would work nice, with those complex details on the chest, some simplicity could be a nice contrast.

lazerus
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Posted: 4th Aug 2010 19:56
hmmm Ill give the wrist rim a little loving then have the rest as a material/glove with padding on the knuckels. I have Ott habits on certin aspects of models lol.

Quik
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Posted: 4th Aug 2010 20:06
true what asteric says, hard to tell whats going on with those gloves atm


[Q]uik, Quiker than most
lazerus
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Posted: 4th Aug 2010 20:22
So something like this?



I used the yellow from his head areas to balance it out a little. Worked out pretty nice.

Asteric
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Posted: 5th Aug 2010 03:50
Thats looking much better After the base colours are on are you doing a shading pass?

Camouflage Studios
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Posted: 5th Aug 2010 04:37
I think you definetly need more highlights to push the muscles out more

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lazerus
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Posted: 5th Aug 2010 13:35
Quote: "Thats looking much better After the base colours are on are you doing a shading pass?"


Yeah ill be throwing in fake shadows on the half flats, which also answers Camo's question as well., since ill be highlighting in areas while im at it. Just getting the map sorted before i tweak things like that

lazerus
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Posted: 8th Aug 2010 00:12 Edited at: 8th Aug 2010 00:18
Well youtube failed to upload my vid so ill poat up merift's progress when i finish the feet flats.

But aside from that i have a small irritable problem, I created this scene in 3ds max using snow particle generators;


Its animated with 200 frames of emmision and a cammera track moving backwards through three emssion zones. Its going to be my new screensaver when i render them off. The problem being, max is crashing whenever i batch render. Its very irratating to say the least as i can render single images without a hitch and no extordinate pc use. So who can help a man in need and render 200 frames for me im using max 2010, youll get a lovely blue turbulance material out of it and ill compile it into a screen saver

Edit nvr mind, i did it directly though the render broswer! workd sweet lol

OldPMan
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Posted: 8th Aug 2010 01:45
Customize \ Prefernces \ render \ - bitmap pager - memory poll (set 9999999999) can help possible. at least when doing render Image size over 7500x7500 it helps 100%

.....already beside..... for all
lazerus
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Posted: 8th Aug 2010 15:35
Thanks Russia, but 2010 max seems to have buryied that option somewhere else. Ill root around for it later

As for merift, i havnt finished the feet but i thought this was worth an update;



So close i can taste it lol. I can probably finish today if i work my ass off. Mainly since i have to shade in the new flats.
Lets duex this!

lazerus
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Posted: 8th Aug 2010 19:15
Crashes back.




Done the semi flats! Gota do the legs and thieghs then onto baking in shadows then rigging then profit? Im really doubting a free realese on this guy. Though ill need to see mazz first but i cant see him having too much trouble after ive worked nearly 45 days on this >__<

I start working on the play reel of the 60+ development versions, itll just show the complete cycle from the start.

Really sleepy now lol I think ill kick back on red alert for a bit before i start the next stages.

Hassan
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Posted: 8th Aug 2010 20:03
Awesome model! great texture!

FrozenCore#6
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Posted: 9th Aug 2010 02:20
Wooh U Got Some Good Stuf Laz.

Are All Ur Models in This Page For A Game Or Just For Fun ?
Cuz If It's For A Game I Would Love To Try it Out Someday

Nice Work Keep It Up

lazerus
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Posted: 9th Aug 2010 14:26 Edited at: 9th Aug 2010 14:30
Thanks Hassan

FrozenCore#6, all my work has been for fun mate, if you look in the Model database, you can find nearly all the models in this thread there, plus a few extras from my older work. These are just mainly practice pieces for when i go to university and start my course on this. That said its a good hobby and down the line i could probably make a little money off it short term, and get a job as a freelance/full time artist in long term.

Finished the turntable of him,

Link
Right now im rigging him to a biped then throwing in the standard fpsc animation set, i wonder if i can get him into the store, hmmm.

Anyway to rigging!

Asteric
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Posted: 9th Aug 2010 14:32
Laz, i think the armor needs more contrast to the skin, especially on the head, its very hard to make out from a distance. Sweet updates for sure though!

Asteric
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Posted: 9th Aug 2010 14:34 Edited at: 9th Aug 2010 14:35
EDIT- infact do you mind of i do a paintover of the texture to show what i mean?

Edit - wow looks like im not on form today...

mike5424
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Posted: 9th Aug 2010 14:38
Very nice work! You're one of the few who can make completely wrong anatomy work! Your style's great!

---
lazerus
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Posted: 9th Aug 2010 14:58 Edited at: 9th Aug 2010 15:03
Quote: "infact do you mind of i do a paintover of the texture to show what i mean?"

If i wanted to be scrouge i would throw watermarks all over it.
I encourage/love feedback like that so go for it

Quote: "You're one of the few who can make completely wrong anatomy work!"


At the point where i cant be bothered/it wont work, i just make my own structure not a overly comendable reason but the outcome is

Im throwing in some lighter reds now aswell asteric, see if i can get what you mean.

Edit like this?


Ill be back in a bit, running to the shops, so ill take in anything you'v altered then

-Con

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FrozenCore#6
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Posted: 9th Aug 2010 19:48
Quote: "all my work has been for fun mate"


Nice Texture

lazerus
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Posted: 18th Aug 2010 16:52
Quote: "Nice Texture "

Thanks FrozenCore#6 ^__^

Right then folks, off onto a new project

Now im between three seperate areas to cover,

Hard surface, Air platform


Creature comfort, Aberos


Human, Cera


Each one has a niche to go into, so im caught between the three of them

Now i do want these full next gen for the likes of Udk an such, yep im moving up in the world That and fpsc hates me beyond belife. So i should get started then Ill be starting with cera first, who is infact a lad, yes the hips are too wide so it looks infeminate but i Cba explaining the armor depth and crap i had in mind lol For some reason i always do a little theory behind the element. Air platform was the worst for it.

Anyway, TO WORK!!!

FrozenCore#6
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Posted: 18th Aug 2010 22:14
Cool Stuff

And Goodluck

lazerus
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Posted: 19th Aug 2010 00:40 Edited at: 19th Aug 2010 01:19
Yawn, tired and my head is a little sore but ive recorded about 3:40's of work today.

It was a little irratating on the hotkeys but i struggeled through and managed to get every second of work recorded.
Which is this amount;



Yes dont bug me on triangles theres 10 of them but it would make life harder to get rid on them. That an they wont do any harm where i forced them. Obviously built from scratch, othwerwise why record it lol ;D

Stats 1998 triangles, 1001 verts. I can optimise down, but there'd be no real point because id start losing detail then id panic and rework it then on and on and on, and i really cant be assed hissy fitting myself lol.
Its at reasonable density, quite effiecent and it works.

Next onto hands, head and legs. I need to re-build the shoulder blade areas since ive only just attached the arms and reconstructed the edge flow so yeah lol.

Might not be anything new in a few days ethier, Results tommorow, dinner the next an hangover the saturday

I may sound like an ass so sorry about that, really sleepy had to concentrate not to make any mistakes >__<"

-Con

Quik
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Posted: 19th Aug 2010 01:39
looks really really great laz!!


[Q]uik, Quiker than most
JLMoondog
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Posted: 19th Aug 2010 03:28
Where's her chestess area? ...is that bad when that was the first thing I noticed? Otherwise looks great.

lazerus
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Posted: 19th Aug 2010 11:58
Quote: "Ill be starting with cera first, who is infact a lad, yes the hips are too wide so it looks infeminate but i Cba explaining the armor depth and crap i had in mind lol For some reason i always do a little theory behind the element. Air platform was the worst for it. "


Ignore the face, i seem to have drawn a very feminate boy, so indeed, ITS A TRAP >____< I watch far too anime so my style has bled slighty with that god forsaken art form lol.

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