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3 Dimensional Chat / Crazy Gears of War-ish alien

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bond1
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Posted: 11th Apr 2007 04:57 Edited at: 11th Apr 2007 14:46
Took some time out from the fantasy pack to work on a portfolio worthy piece:




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mastercheif 193
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Posted: 11th Apr 2007 05:06
It does look like the creature from Gears of War. What 3d modeling software did you use?
Venge
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Posted: 11th Apr 2007 06:03
what's with the hole on the inside of the leg?

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Bloodeath 6 6 6
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Posted: 11th Apr 2007 06:07
looks too...clean? and scifi-ish, not my style, so i cant say its great because i dont particuaraly like it, but i mean its far better than what i can do so its great lol. *i know i just contridicted myself*

You'll Know When You See It.

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QuothTheRaven
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Posted: 11th Apr 2007 08:47
Looks great. Let's see a wireframe!

filya
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Posted: 11th Apr 2007 10:29
Quote: "Took some time out from the fantasy pack to work on a portfolio worthy piece"


not to take away credit from this great piece of art, but your fantasy characters are a better representation of your skills (unless this is a WIP)

-- game dev is fun...but taking up too much time --
bond1
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Posted: 11th Apr 2007 14:48
High poly and low poly cage:
3ds max for most of the high poly, Silo used on the high poly "fleshy" parts.




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"Your mom goes to college."
My FPSC stuff at http://www.hyrumark.com
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FPSC Reloaded TGC Backer
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Posted: 11th Apr 2007 15:01
Bond1,

Great work man,

And my crit:

1) The torso is not in proportion, rather the armor is not in proportion tot he body. Notice how wide the ribcage area is, and then look at the shoulder area. The shoulders are wider than the rib cage and if they are in armor they are even wider.

2) I don't know if it is the way you created model or if it was kicked in the gut, but that pose makes the overall appearance less attractive.

Here is my suggestion:

Make the shoulders massive in size, the reason is for a creature to have a neck like that he is going to have massive shoulders to support it. The whole body should be alot thicker I would remove the defanition in the muscles and just make this thing look massive. sorta like a corn fed farmer back in Nebraska.


Cheers,
Dave


bond1
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Posted: 11th Apr 2007 15:21 Edited at: 11th Apr 2007 15:23
Thanks Dave, something I can use!

Hmm yes the shoulders look pinched, I should widen them, as far as the pose, it's a rigging pose so he's that way for a reason. He doesn't have a totally human physique, so he walks a little hunched over...

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Posted: 11th Apr 2007 15:40
ahh..makes sense man, I thought he had to squeeze cheek lol


Cheese Cake
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Posted: 11th Apr 2007 15:40
That is one nice looking model.

Too bad that there wasnt any scifi pack coming up.
DOMRAY
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Posted: 11th Apr 2007 16:28
nice one bond1


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Jon Fletcher
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Posted: 11th Apr 2007 20:55
damn, that is friggin awesome!

this certainly reminds me of gears of war, if you'd like, just for the extra awesomeness, you might want to give it that light setup which they used in pretty much all of their screenshots/renders, with the heavy back-lighting

i agree about the armour on the chest, the pads are a bit simple, and seem to throw off some proportion

other than that, this is excellent, and im really loving the pinched veins and the scales on the forearms

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bond1
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Posted: 11th Apr 2007 22:01 Edited at: 11th Apr 2007 22:05
Thank you very much Jon! The armor could use some more detail, but more than anything it was a test for me to do some sub-d high poly mechanical modeling in max. There something very satisfying about getting clean lines with no pinching when hitting the NURMS key.



Quote: "just for the extra awesomeness, you might want to give it that light setup which they used in pretty much all of their screenshots/renders, with the heavy back-lighting"


Believe me, that's the first thing I tried! Some nice blue-hot blown out backlighting, but I just can't seem to get it...would you mind sharing how you do it, getting those nice bloom style highlights like in your dom-war render?

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Jon Fletcher
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Posted: 11th Apr 2007 22:57
what i used was fairly simple, just 3 omnis (you can do it with two, but 3 makes the silhouette stand out better, providing its on the other side) and just position two at the back and one at the front and thats pretty much it, the heavy lights at the back usually have their multiplier set to 2.0

the bloom is achieved by the video post filter "lens effects glow" tweaked to only apply to bright spots or certain colors.. Ive yet to find a working real-time bloom shader for max

i found that a blue spec map (although it was quite badly done) for the skin works really well and reflects brilliantly, even if it is just a hue shift.

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Xenocythe
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Posted: 12th Apr 2007 01:14
Looks really awesome! Great Job!

Seppuku Arts
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Posted: 12th Apr 2007 01:25
Jon, thats the same sort of lighting I read in a magazine, works pretty well, but I just use a lightdome of spotlights, it creates a GI effect, if I want shadows, I tone them down and add a light in front of the object, still looks pretty good.

Did The Buddha have a Zen micro?
Jon Fletcher
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Posted: 12th Apr 2007 01:35
really? which magazine?

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bond1
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Posted: 12th Apr 2007 02:06
Maybe 3D World mag? They had a special lighting issue a few months back.

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QuothTheRaven
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Posted: 12th Apr 2007 03:55
Why do you switch to triangles around the ankle area? Isn't it better to model using all quads?

bond1
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Posted: 12th Apr 2007 04:46 Edited at: 12th Apr 2007 08:19
Quote: "Why do you switch to triangles around the ankle area? Isn't it better to model using all quads?"


It just depends, it's almost impossible to keep everything totally in quads, and even if you can, you'll end up with a lot of wasted polys for a game character.

I've got triangles sprinkled all over, but if you look at the important areas of deformation like the shoulders and pelvis, it's all quads. If I need to use a triangle to get the shape right, it's no big deal.

So it's all relative, the end result is what matters, looking at the textured model no one would ever know if there is a triangle, all the matters is getting the desired shape.

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Inspire
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Posted: 12th Apr 2007 08:05
If only I can get my hands on this thing....

Fantastic, Bond.

Van B
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Posted: 12th Apr 2007 09:52
DBPro and FPSC both use triangle polygons anyway, so it's not like quads are treated as anything more than 2 polygons stuck together .

Looking great Bond, I think people might prefer a dirtier texture map option, like rust up his armour a bit - I think it looks a little too clinical just now. One thing I appreciate about the GoW graphics is how smelly the locusts look, they look like old bloated rotting fish, the pale skin and contrasting clothing go really well together I think, maybe he's a bit too green.

The model itself and quality is spot on, I just think you could broaded the ugly git's horizons a lot if you have a couple of texture and colour variations.


Good guy, Good guy, Wan...
Seppuku Arts
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Posted: 12th Apr 2007 12:17
Quote: "Maybe 3D World mag? They had a special lighting issue a few months back."


Yup, its a good read, good tips and tricks etc. Plus the forums have a few crazy people, not that I'm one of the crazy ones.

Did The Buddha have a Zen micro?
aticper
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Posted: 13th Apr 2007 21:18
Looks good.

IT looks a little out of proprtion, but hey: who says they've got human anatomy?

I'm not paranoid. Stop thinking that I'm paranoid!

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