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

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Design Runner
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Posted: 6th Jan 2013 22:16 Edited at: 6th Jan 2013 23:04
Hey guys, its no longer 2012, time for a new thread
2012 was a great year, we saw some very talented beginners and veteran 3d artists with stunning projects. Lets make it a goal this year to display even more of our work for critique, and as a community progress in our skills as artists and technologists in the 3d field.

I will get the ball rolling with updates on my R1 Battle Rifle, of which I posted in the 2012 thread previously. As always, C&C is appreciated

Quick statement, I realize the following images are quite large. However, as artists we need to display our work in a high resolution to get adequate critique, and I think we all will agree with that. If anyone, or any moderator has an issue with that, I will happily replace them with smaller images.

Model Info:

Before:









Now:













I am working on the low poly bakes, and will post those soon.

EDIT: The images were big, they must have been re-sized when uploaded to photobucket, woops.

Available for freelance work, hard surface 3d artist and current generation game artist. Contact me through email.
MrValentine
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Posted: 6th Jan 2013 22:44
Weeeee!!!! Looking forward to future posts!

Poloflece
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Posted: 10th Jan 2013 16:11
Jeez design_runner you're really making that thing look amazing! I wish I had the time and energy to focus on making 1 really good weapon but it seems like it's up to me to make over a dozen weapons at least for a project (this one unpaid, just because I'm an awesome guy and all ). But as a substitute I'm going to try and include them in the MW community pack 2 if it does in fact get created.

Poloflece

Seppuku Arts
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Posted: 19th Jan 2013 13:50 Edited at: 20th Jan 2013 01:22
Looking good. Very, very smooth, can't see it being used in a game at that state. But good stuff.

Anyway, here's my first model for 2013, I'm trying to get my mojo back, I am very rusty at 3D modelling, so I thought I'd do something low poly.

However, I don't like the hair, so I'll prolly redo it.



[edit]
On second thoughts, with a texture the hair may be fine:


Lukas W
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Posted: 21st Jan 2013 00:15 Edited at: 21st Jan 2013 00:18
That gun looks great and your char, Seppuku, is so good The hair texture definitely did wonders.

I could not find my tablet pen today so instead I went and tried my hand on 3d modelling for the first time ;D After watching a blender tutorial video and with an old char drawing as reference at hand (never got to the point where there was time to tweak it for character features) here is the result so far. Some more work needs to be done, probably even a retry >.>


The Taffer (+TaffED)
A thief inspired game along with the mission editor (DBPro). [on hiatus]

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Seppuku Arts
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Posted: 21st Jan 2013 22:54
Cheers man.

Nice start to human modelling. I know you're just starting, I think it's always worth learning about edge/poly loops, they'll help wonders once you get used to modelling and they'll help shape your models too.

I wrote an article regarding character modelling and the basic tools needed to complete a character model.

Lukas W
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Posted: 22nd Jan 2013 12:10 Edited at: 22nd Jan 2013 12:18
The article was very useful to me, thanks! I never thought about edge flow but it does make a lot of sense.

Just found out about blender sculpt mode and had some fun playing around with it. My incompetence at drawing feminine chars is not only restricted to 2D I realized Attached is a my retry if someone was interested (with sculpt and low-ploy model).
Edit: I suppose for game use, sculpting is not so wise. But could maybe add faces manually on top of it later; More work, but easier to handle ;D

The Taffer (+TaffED)
A thief inspired game along with the mission editor (DBPro). [on hiatus]

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Andrew_Neale
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Posted: 22nd Jan 2013 20:31
@Seppuku Arts - It is quite possibly just a coincidence, but your model reminds me a lot of this tutorial: http://www.3dtotal.com/index_tutorial_detailed.php?id=473#.UP7nSieEx8E. Certainly in terms of overall shape. I found it really useful when I was trying to get into character modelling so I spent ages looking at it and, even though I haven't seen it for a long time, the model is still burned into my retinas. Regardless, aside from the head looking maybe a little small in the textured version, its coming along pretty nicely!


Previously TEH_CODERER.
Seppuku Arts
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Posted: 22nd Jan 2013 20:58
I used the same reference images. I wanted a character wearing a coat, so it seemed appropriate to borrow the reference. It's pretty much burned into my head, Joan of Arc too, I still borrow the reference images from that tutorial too.

Quote: "Regardless, aside from the head looking maybe a little small in the textured version, its coming along pretty nicely! "


Cheers. I have resized the head since, it did look a little bit odd when I reimported it back into Silo after the UV/Texturing. This model is mainly to try and help me improve my texturing as it has always been my weak point, this one's an attempt at using photos to texture, so I'm glad you think it's coming along nicely. I may use the same character to see what I can do with hand painted textures.

Quote: "Just found out about blender sculpt mode and had some fun playing around with it. My incompetence at drawing feminine chars is not only restricted to 2D I realized Attached is a my retry if someone was interested (with sculpt and low-ploy model).
Edit: I suppose for game use, sculpting is not so wise. But could maybe add faces manually on top of it later; More work, but easier to handle ;D
"


Sculpting is an interesting way of modelling. I'm not very good at it myself, I think it's one of those things you need a tablet for and the ability to draw and I have neither. However, it is a viable option for games, many games use sculpted models, but they're not the insanely high poly versions, but lower poly versions with the extra details baked into a normal map.

People who sculpt their models either work from a base mesh and add detail or sculpt from scratch and use a tool, which many sculpting programs have, called 'retopology', which basically allows you to create the base mesh over the sculpted mesh and also add in things like your edge flow. I believe Blender even has that option. I know Silo does too (the tool I use for 3D).

Lukas W
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Posted: 25th Jan 2013 08:51 Edited at: 25th Jan 2013 08:52
So here we are after a low poly base mesh (just a cube with subdivisions and extractions to form limbs) with a 4 hour sculpt job which was then used to alter lowpoly mesh and with some manual fixes and additional edge loops at limbs. All in all about 3days of work ;D

Low poly at barely below 1000 polygons, and for the screenshot a subdivision modifier of 1 totaling in at 3.8k polygons (without hands and feet).

If I can say so, it was a big improvement from my initial attempt. With some anatomical reference images or just images of a woman in general I think it could be a bit better, my anatomical knowledge is not 100% and more often than what I am comfortable with I grab my body-parts to figure out where muscles connect ;D It has to be said, 2D is a lot easier than 3D

Anyways, what is a good polygon count for a character in a dbpro game?



The Taffer (+TaffED)
A thief inspired game along with the mission editor (DBPro). [on hiatus]

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Camouflage Studios
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Posted: 25th Jan 2013 20:30
http://gibson543.carbonmade.com/

images after the jump. Just my W.I.P. portfolio, I'm going to replace the cannon with another environment after I finish up my midterms. Any opinions/feedback would be cool. Thanks guys

banner.jpg
The Zoq2
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Posted: 25th Jan 2013 21:41
Those look realy cool camo
Ortu
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Posted: 26th Jan 2013 02:31
Lukas: it's shaping up, I think the upper calf is sticking out a bit too much though, particularly in the 3/4 view, it looks considerably larger than the thigh (her right leg)

Sepp:

Quote: "Sculpting is an interesting way of modelling. I'm not very good at it myself, I think it's one of those things you need a tablet for and the ability to draw and I have neither"


I actually prefer the mouse, (heresy!) but then I have little skill in drawing myself which probably has a lot to do with that. everyone I know skilled in traditional art swears by tablets.

Seppuku Arts
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Posted: 30th Jan 2013 10:02 Edited at: 30th Jan 2013 11:51
Nice work Lukas, that's a definite improvement. As for poly counts, I would suggest it depends on your target computers, personally I try not to exceed 5k on a character, my character above is 1640 tris. However, I suspect you could get away with more. I have done a high poly character for in game stuff before, but he's on my other computer so I can't check his poly count right now. It ran in Unity3D on my Intel GMA laptop okay, but not something I would have a lot of instances of.

Quote: "
I actually prefer the mouse, (heresy!) but then I have little skill in drawing myself which probably has a lot to do with that. everyone I know skilled in traditional art swears by tablets."


He he, my drawing actually gets worse with a mouse.



[edit]
Lukas, I did this for somebody else's female model, maybe it'll help you with poly flows. You're heading in the right direction.



Quik
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Posted: 30th Jan 2013 12:29
fairly sure thats my model xD I do not remember that u did that though O_o Nice, nice ^^



Whose eyes are those eyes?
Seppuku Arts
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Posted: 30th Jan 2013 21:32
It was in the 2012 thread, though that was pretty bombarded, so maybe you missed it.

greenlig
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Posted: 4th Feb 2013 10:51 Edited at: 4th Feb 2013 10:52
A WIP shot from an unannounced arcade game



Greenlig

ZacDuff.com

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MrValentine
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Posted: 4th Feb 2013 11:23
greenlig - Very nice... I like that sort of art style!

greenlig
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Posted: 5th Feb 2013 10:46 Edited at: 5th Feb 2013 10:47
Thanks MrValentine! Here's an update for you



ZacDuff.com

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MrValentine
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Posted: 5th Feb 2013 10:48
Nice!, I mostly love the clouds!

rolfy
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Posted: 10th Feb 2013 12:51
Another game ready prop for my forest level.



I don't trip over...I do random gravity checks.
Ortu
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Posted: 10th Feb 2013 20:35 Edited at: 10th Feb 2013 20:41
nice! i like the texture on it

reminds me of the old stonemason's compo we had

http://forum.thegamecreators.com/?m=forum_view&b=3&t=169584&p=0

rolfy
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Posted: 10th Feb 2013 23:15
Thanks Ortu,
that comp was just before my time, lot of really nice stuff in that thread, they should hold another like that

I don't trip over...I do random gravity checks.
Ortu
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Posted: 10th Feb 2013 23:47
its a shame most of neodelito's image links are broken, he had a really good entry.

i always liked the material themes stone, wood, metal.

we seem to be in a bit of a lull on the compos lately, i havent been entering, even when i mean to i just dont get around to it. i need to get better about that.i think it is partly the extended time frame on them now, with two months i always feel there will be time later and it is easy to put off.

Quik
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Posted: 12th Feb 2013 10:05 Edited at: 12th Feb 2013 10:06





This is what I am working on ^^



Whose eyes are those eyes?
Black Profductions
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Posted: 19th Mar 2013 13:52
Working on a granade, practicing my texturing skills, need to get better. BTW, marmoset toolbag is now on sale!


Looking for a 3d modeler? available for freelance work. Portfolio: http://maxi.codepard.com/
Travis Gatlin
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Posted: 23rd Mar 2013 22:27
This.


http://www.3dartistonline.com/user/Travis%20Gatlin
You can find my latest work here. Please comment on my work and tell me what you think!
Softscale
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Posted: 29th Mar 2013 05:23
This isn't really related to gaming, but it's 3D so I guess it can go here..?

This is a short advertisement that I made recently as a portfolio piece.
I volunteered with the local humane society shelter to film the ad and record audio,
and then made the kitten in Maya and composited it with the live-action footage.



I think it turned out alright.
My client was happy at least.
Quik
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Posted: 29th Mar 2013 12:42




Whose eyes are those eyes?
Ortu
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Posted: 30th Mar 2013 01:23


JLMoondog
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Posted: 30th Mar 2013 15:28 Edited at: 30th Mar 2013 15:29
New FPSC character I'm working on:


Inmortalis Nox

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Quik
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Posted: 30th Mar 2013 17:52 Edited at: 30th Mar 2013 17:55
feels like her knees are a bit far down doesnt it? OTherwise it looks nice!

edit: I must say the poly-distrubution seems a bit weird - from the looks of it, you have waay more polies on the legs than you have on the arms, or even the main body <stomach, chest>, which to me - seems a bit odd?



Whose eyes are those eyes?
JLMoondog
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Posted: 31st Mar 2013 06:00
Good eye Quick. The way she's 'setup' matches the FPSC rig, so nothing I can really do about adjusting the proportions. As for the polys, originally she started out with a base of 6 sides, this is one of my library character models that I use for FPSC characters. Main body and limbs all had 6 sides. I'm slowly working my way up the model adding more poly and fleshing her out. Still very much wip.

Inmortalis Nox
L3mmy
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Posted: 31st Mar 2013 22:38
My area of work for a while..(Bit primative at the minute)




www.monsterwareltd.co.uk/imagehost <-- Image Hosting for your pictures
Quik
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Posted: 1st Apr 2013 18:21




This is what I've spent 3 hours on today ^^ I just learned how to retopo in Zbrush, so the edgeflow is not perfect - maybe not even good, but still ~~



Whose eyes are those eyes?
unfamillia
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Posted: 6th Apr 2013 14:19 Edited at: 6th Apr 2013 23:46
Here is a little character i have been working on for a new upcoming game. He is mutated from a virus that has been spreading.

Safe to say, he is one of the 'baddies'.



Unfamillia

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JLMoondog
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Posted: 9th Apr 2013 06:02 Edited at: 9th Apr 2013 06:38
Android FPSC character wip:


Edit:

Normal Map and Color Texture Test(still don't like it, but it's heading in the direction I want it to go ):



Inmortalis Nox

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unfamillia
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Posted: 9th Apr 2013 10:43
Josh,

Looking really good there mate. I like the style of the 'non connected' limbs. I wanted to try this (saves from weird stretching when animating!)

I like the texture, looks really nice.

Good clean topology as well.

Keep it up mate.

Unfamillia

Quik
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Posted: 10th Apr 2013 00:46 Edited at: 10th Apr 2013 00:49


wooh, i'm not at all great at doing clothes and stuff, not experienced, but.. yeeahhh

edit: (click view image down to the right for bigger pic!)



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Ortu
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Posted: 10th Apr 2013 04:47
wrinkle work is looking good, they are tough to get natural and weighty. the legs seem a bit thin front to back

mastercheif 193
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Posted: 12th Apr 2013 02:34 Edited at: 12th Apr 2013 09:33
Well here are my animations for an M16. You can compare the newer one to my old one, I uploaded it to my channel:

M16 Reload Animation:http://www.youtube.com/watch?v=vwpYVRjxEvM

Update Edit:

I have been working on my organic modeling skills. I decided to model a basic generic male.

Low Poly




High Poly (Subdivision Modifier)




Closer Look at the Model

Low Poly





High Poly





"It's not who I am underneath, but what I do that defines me" -Batman Begins
Seppuku Arts
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Posted: 13th Apr 2013 18:55
Good work guys. Quik, I can see your edgeflow is improving. Model's looking good.


This is my attempt at a walk cycle.


To be honest, I need to work on my animation, texturing and rigging skills. I may redo this for something smoother.

Seppuku Arts
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Posted: 19th Apr 2013 02:29 Edited at: 19th Apr 2013 02:30
Sorry for the double post, I decided to start working on a low poly female anime style character. This is how far I've got. I'm gonna see if I can improve my texturing skills on this one.



Ortu
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Posted: 4th May 2013 08:43
Only been working on this one off and on, but did some more refining to the features and tried my hand at some polypainting.



Started doing an old man for the RandJam, but never got around to finishing it. I get distracted way too easily...



Softscale
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Posted: 9th May 2013 19:02
My final animation project for school (graduated now, yay ). I made pretty much everything from scratch except for the audio and most of the textures. A nice portfolio piece for now, but still tons of room for improvement.

The Zoq2
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Posted: 12th May 2013 22:20
Looks realy good, my only complaint would be that the monkey should have jumped a bit higher, right now it looked like it just flew horizontaly. Other than that, nice work
greenlig
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Posted: 18th May 2013 21:15 Edited at: 18th May 2013 21:17
Here is a medley of work I've been involved in over the last 6 months for LAI. It's been awesome.



Greenlig

[EDIT] Aaaand I totally ruined the thread aspect. Sorry!!

ZacDuff.com

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Quik
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Posted: 19th May 2013 20:36 Edited at: 19th May 2013 20:37
Ohprogress (View in 3D)


^

not sure if that will work:
Edit: turns out it did^^

anyway, this is what i've been working on since.. thursday? ish


any C&C is welcome



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Ortu
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Posted: 20th May 2013 03:54
some good progress here, a couple of things stand out to me though. the sleeves look more like whittled wood than wrinkled cloth. it should more creasing at the elbow running vertically in this view which would be horizontal in a relaxed posed. the hat maybe a little small for the face, like he has a really small forehead.

Shazam!
Quik
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Posted: 20th May 2013 14:09
mmh the hat will be completly remade - as it doesnt really fit my needs x) Thank you!



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