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3 Dimensional Chat / Offical 'What are you working on?' 2013 (Large image warning)

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Ortu
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Posted: 22nd May 2013 03:57 Edited at: 22nd May 2013 09:06
shifting to some clothing for a bit, not real happy with the creasing around the crotch/hips area yet, but the rest is coming along nicely.



Edit-

I wasn't really planning on working on this further tonight, but I didn't feel like doing any actual work so I puttered around a bit more.

Added some tailoring/assembly bits like seams and buttons, and did some tweaking to the pelvic creasing.

The cloth is intended to read as something somewhat heavy/stiff along the lines of denim, though not as coarse.



Shazam!
Ortu
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Posted: 25th May 2013 10:34 Edited at: 13th Jul 2013 07:22
Got a good bit done in the last day or two.

Further refinement of features and facial anatomy, starting building out the upper torso clothing. Corset still needs some bits, buttons, and lacing, shirt still needs sleeves, maybe some tweaking of the wrinkle work. Overall, still needs general accessories, and I'm planning to do a coat which at varying times will be open, closed, or removed.








Shazam!
Quik
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Posted: 2nd Jun 2013 03:58 Edited at: 2nd Jun 2013 04:30


qweweqw (View in 3D)

well - this is a thing.. I have a idea in my head - but.. i'm having troubles coming up with creative.. "painful implants" to put into him >_<


Buut, i'm pretty happy with this :3

edit: And yes, I do realize not making the mask a seperate object was... stupid - really stupid x)



Whose eyes are those eyes?
Ortu
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Posted: 5th Jun 2013 06:43
how about some sort of robotic/tech eye? just one

Shazam!
Quik
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Posted: 5th Jun 2013 12:10
been thinking much about eyes yes, a robotic eye would fit quite well



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Arseny
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Posted: 9th Jun 2013 12:40
@Quik
Looks like this guy annoyed me in RTCW, so let it be without hands
Ortu
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Posted: 20th Jun 2013 09:39 Edited at: 12th Jul 2013 08:58
yeah, still working on this one off and on, hope no one is getting tired of it yet

More cloth work, more bits, and lacing etc done to the upper torso. All the little grommets were a PITA to position let me tell you...

Anyway, next on the do list is the lacing to connect sleeves to shirt body, then some short gloves.

currently at just over 1.7m tri if anyone is curious. laptop is beginning to struggle, but desktop is still a breeze.



Shazam!
wattywatts
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Posted: 22nd Jun 2013 02:20
Working on a cyborg kind of dude for a third person shooter demo.


http://mattsmith.carbonmade.com/
Vent
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Posted: 12th Jul 2013 02:37
A little pack of quick, low poly sci-fi weapons I'm doing for fun and practice.







Everything is under 1000 polys and all the textures are 512x512px


Travis Gatlin
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Posted: 12th Jul 2013 07:09 Edited at: 12th Jul 2013 07:15
Hi everyone! I'm just coming back and showing you guys something I made today.
It's something I made because I'm a big fan of Tim Burton's Nightmare Before Christmas. Modeled and rendered it all in Blender. Used Blender's internal for rendering. I hope you guys like it!
Full size version (4000x2000): Here



Oh, and here's Zero, the ghost dog up close.


And here's Jack up close (I know his suit is striped, but I didn't bother to texture him because you wouldn't be able to see it in the final render anyway)



Tell me what you think! All thoughts and constructive criticism welcome.

Green is not a creative color.
Ortu
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Posted: 12th Jul 2013 08:06
Nice scene render Travis, don't really see anything offhand to critique in it!

Quick update myself:

finished the sleeves and gloves, added a braid to the hair though I haven't really begun to detail the hair in general yet. Also started working on a dagger, and there will be a matching rapier to go with it.

Coming in to the final stretch on the high poly pretty soon. need to finish the weapons, add a belt and sheathes, finish up the hair, then some general cleanup and polish. I'm hoping to get the retopo done by month end.



Shazam!
unfamillia
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Posted: 12th Jul 2013 14:46 Edited at: 12th Jul 2013 14:48
@Travis,

You nailed it mate. Really nice render. Great lighting, great models, just great. Well done.

@Ortu

Liking the model. I have been watching the progress of her and i must say, i am impressed. Two minor things. (just my opinions though) The crotch of her trousers looks a little low. I would envisage it to be maybe 2 inches higher. (See Pic)



Also, I think her breast could do with being a little bigger, not silly big, just a bit bigger. Just to fill her top a bit better. You have full poetic justice here, you can make them whatever size you want!

Having said this, you have got a great model here.

Unfamillia

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Quik
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Posted: 12th Jul 2013 20:58
and I - think the breast size is just fine ^^

But I do agree on the crotch problem though



Whose eyes are those eyes?
Ortu
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Posted: 12th Jul 2013 22:37
youre right, taking a second look, the pants do sag down away from the body a bit there. i'll tighten that up. the breasts are intentionally on the small side for this specific character and i'm happy with them as is, don't worry though, there will be other more busty characters to come.

thanks guys, appreciate the feedback!

Shazam!
Ortu
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Posted: 17th Jul 2013 04:24
Got some more done:

If anyone can spot some more issues, let me know. I'll probably get started on the retopo in the next week or two and any major changes should be done before then.



Shazam!
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Posted: 17th Jul 2013 06:51
Ortu
WOW very Nice.
Could we see a wireframe shot?
How many triangles?

[img][/img]


WindowsXP SP3,Vista,Windows 7 SP1, DBpro v7.7RC7
Stab In The Dark Editor
The coffee is lovely dark and deep,and I have code to write before I sleep.
Ortu
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Posted: 17th Jul 2013 07:16 Edited at: 17th Jul 2013 07:22
Thanks Stab, wireframes would be meaningless until after the upcoming retopo. This is the high poly which will be used for baking out maps to the low poly. Currently it is just under 2.4 million triangles, although some parts still have subdivision modifiers that have not been applied, so the render count is considerably higher than that even. My laptop can't even render it now due to limited RAM, though it can still handle the viewport, editing and sculpting ok. I'm having to work on it more and more on my main PC as it progresses.

Hoping to have the low poly (relative to modern terms, as a core character the target final count will be 7k - 10k triangles for highest LOD) done in the next week or two and wireframes will be more interesting and relevant at that point.

Shazam!
Madcow
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Posted: 30th Jul 2013 12:18 Edited at: 30th Jul 2013 18:42
I've just started that, I'm doing this for my upcoming ( and first ) model pack for FPS Creator, I don't have really much to show you at the moment but I want to do a pack containing at least ~20 models







Since I'm a beginner, comments and critics would be greatly appreciated

"I like to keep this handy, for close encounters."
Quik
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Posted: 30th Jul 2013 20:25
that ad thing worries me - the ad - did you make it yourself?



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Madcow
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Posted: 30th Jul 2013 20:31 Edited at: 30th Jul 2013 20:33
Worrying you, about what ?

I found the picture on the Net, it's from a japanese Coca-Cola advertising, I know that I'm not allowed to redistribute it.

But still, I don't have any wish to make me money on this pack, it should be OK to redistribute, isn't it ?





"I like to keep this handy, for close encounters."
Ortu
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Posted: 30th Jul 2013 21:21
making money or no, its usually a no-no to redistribute copyright material in this manner, particularly when the copyright holder is a giant brand-focused corporation like coke. there are fair-use cases for using such material, for example referencing it when writing an article about it, but even fair-use is often a grey area, and this probably falls well outside of it.

Shazam!
Madcow
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Posted: 30th Jul 2013 21:30
Ok, thank you for clarifying that, I will change the ad by another one, no big deal.

"I like to keep this handy, for close encounters."
Quik
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Posted: 31st Jul 2013 03:12
you see - since it is actually advertising something, it doesnt matter if you charge for it or not - it'll come across as you marketing their stuff in your game.
You'll essentially have to make up some art for yourself for that



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Ortu
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Posted: 2nd Aug 2013 06:12 Edited at: 16th Aug 2013 08:19
retopo has begun. Ran some quick test bakes against just the hand as it has enough complexity with the seams, straps and buckles to get a good idea of how the rest of the model will pan out.

Definitely needs some cleanup, buckle could probably use more geo, but it's a good start.



I'm gonna be king of the moon dots!
Ortu
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Posted: 22nd Aug 2013 06:37 Edited at: 22nd Aug 2013 06:38
making progress

~2500 tri, may end up needing to trim down some more once I get a feel for the head and hair counts but I'm feeling good about the number so far.



I'm gonna be king of the moon dots!

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Ortu
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Posted: 29th Aug 2013 05:25


But will it blend?
JLMoondog
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Posted: 29th Aug 2013 09:15 Edited at: 29th Aug 2013 09:15
Getting back to this character. Probably another hour of work and the mesh will be completed. This character is setup for the FPSC rig, hence the strange T-stance. She'll be a Lara Croft clone, big guns included.



Inmortalis Nox

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Ortu
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Posted: 29th Aug 2013 20:42
Quote: " This character is setup for the FPSC rig,"


I'm not terribly familiar with FPSC, but it seems like everyone models around this rig, and I've always wondered about this.

I'd guess because it is standardized and gives ready made animations to the character. Is that the only reason? could a custom rig with fully unique animations not be used? Why doesn't there seem to be more personalized and unique animation setups in FPSC?

Anyway, model is looking great. It may just be the angle, but the kneecaps feel a bit too knobby/protruded.

JLMoondog
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Posted: 29th Aug 2013 23:48
Using the standardized rig allows me to get it into FPSC in just minutes. I could spend another week on animations alone if I wanted custom.

Kneecaps are knee-pads...eventually.

Inmortalis Nox
Quik
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Posted: 30th Nov 2013 01:46 Edited at: 30th Nov 2013 01:47
http://p3d.in/NvACu/spin

Been working on this today - havent had the time to even touch any 3d software the latest month/s, so this has been quite refreshing.



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Ortu
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Posted: 4th Dec 2013 06:00
nice work, particularly the upper arm. The major forms and insertions are well done.

The lower arm does seem a little large proportionally, but without a hand or torso it is harder to judge.

Quik
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Posted: 4th Dec 2013 06:51
Thanks Ortu, well i'm fairly happy for it being basicly my first real anatomy study~~ The lower arm had lots and lots of complicated forms so I kinnda gave up, felt like i built it up wrongly. Might be a bit large, I suppose - but as you say, hard without the other forms.



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Quik
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Posted: 4th Dec 2013 09:55 Edited at: 4th Dec 2013 09:56
double post wiiie
havent done that in quite the while

Anyway, decided to step it up a notch and make a bigger anatomy excersize - covering chest and arms, and stomach to some degree - cant upload it to p3d right now but, i might later.



must say that I do find it quite a lot harder to sculpt the arms straight out like that, instead of in a relaxed position.
But since that'd be mostly how you make a model for rigging, I thought it'd be a good practice to do so.



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unfamillia
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Posted: 4th Dec 2013 10:01
@Quik,

That sculpt looks great. Looks like you managed to nail the muscle groups really well. My only crit would be at the sides of the abdominals; the line separating them from the muscles next to them is VERY straight. I could be wrong, it may be like that in human anatomy?

Either way, this is a minor nit pick. Great work.

Was this purely practice or are you going to be completing this model? (Head, rest of body)

Jay

Quik
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Posted: 4th Dec 2013 15:48 Edited at: 4th Dec 2013 19:47
Quote: " the line separating them from the muscles next to them is VERY straight."


Yeah I did fix that^^ (I hope(see p3d down below)) Done a lot of minor fixes since that image.

Quote: "That sculpt looks great. "


Thanks a lot ^^

Quote: "Was this purely practice or are you going to be completing this model? (Head, rest of body)"


Purely practice, tried the arm earlier and thought i'd pump it up a notch and make the arm + "upper body" - which was great, I learned a lot.


edit: Uploaded it to p3d for those interested ^^
might try on the anatomy of legs next

Bodyanatomy (View in 3D)




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Quik
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Posted: 7th Dec 2013 11:28


Soo i worked a bit on my zphere skills..
well - this went quite well - thanks to the use of backround image

However, the legs - I just cant ever get them legs right!! >:



Whose eyes are those eyes?
JLMoondog
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Posted: 8th Dec 2013 03:53
20 minutes of boredom lead to some free images for the AppGameKit community lol.







Shadow of the Ramen is Coming!!
SpyDaniel
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Posted: 31st Dec 2013 14:07 Edited at: 31st Dec 2013 14:08
This is a Galleon I'm working on for a project.

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mastercheif 193
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Posted: 15th Apr 2014 06:38
I haven't been on here in a while. Here is an update on a small animation for a college course.

https://www.youtube.com/watch?v=zqFD59lyTa8

Very short, haven't been able to do as much as I want lately due to school and work.

"It's not who I am underneath, but what I do that defines me" -Batman Begins
Barry Pythagoras
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Posted: 16th Apr 2014 15:47 Edited at: 16th Apr 2014 15:48
I've been making this...

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Barry Pythagoras
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Posted: 16th Apr 2014 15:59 Edited at: 16th Apr 2014 16:00
It's not finished yet.

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Quik
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Posted: 17th Apr 2014 05:18
just as a note - http://forum.thegamecreators.com/?m=forum_view&t=209369&b=3 <- that's the 2014 thread ; )
and whatever that is - it looks cool



Whose eyes are those eyes?

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