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| Tweet Topic Started: Jul 4 2005, 04:00 PM (92,797 Views) | |
| The Mad Prophet | Aug 14 2005, 03:25 PM Post #301 |
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Brackenwood Lightweight
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Walrus: It's two piece actually, a fuzzy coat and pants. This is what I had to work with:![]() akpaintslinger: Yeah, the bass was hard actually, in the picture I was given to work with the bass was on the ground and she was holding it up, but I couldn't get it to work right. So I changed her hands and widened her stance a little. I don't have a stand up bass like that, but I do have a bass guitar that's rather heavy I could experiment with I found that with the strap I could hold it like that pretty much in any way. Didn't practice with a kitty on the end though XD As for the lines, all the black you see is ink; I drew the strings with a ruler and inked very carefully. As you can see in the ink picture on the strap that was what happened when I tried inking with a ruler ~_~ And it kind of is a rip That style of pants are kind of like chaps with holes on the inner thighs, though you can;t really see it with the coat on but I assumed you could from the back since her legs are apart. Awsome scene, though if you can't express emotion in the moving characters (like in sprite games) you should give expression in the text box images. That'd be nifty
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| thepeve | Aug 14 2005, 03:39 PM Post #302 |
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Brackenwood Lightweight
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I've been working on a basic template for a site to show my artwork... here's what I have so far.. the only peice veiwable is a quick walk animation i did earlier..walk1.. http://img355.imageshack.us/my.php?image=website0hq.swf |
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| akpaintslinger | Aug 14 2005, 07:36 PM Post #303 |
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Brackenwood Heavyweight
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That's a clean looking walk-cycle, peve. Smooth, too. But both the arms swing too quickly after the opposing one does. Give them a little more time apart. Prophet: That's one hell of a transformation from that little picture you had to start with! Here's a little sketch I did that may help your picture if you're open to editing: ![]() The one on the left is my terrible rendition of the current grip of her left hand... If you changed it to something more like the picture on the right, it would look like she has much more control over the bass. Sorry if all this is a bit much. Just trying to help
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| Yembles | Aug 14 2005, 10:21 PM Post #304 |
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I kick global arse!
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I'm currently working through the exercises in my new book, Beginning Illustration and Storyboarding for Games. The third chapter teaches you to make thumbnail sketches in order to quickly get lots of ideas on a page. So here are just a few thumbs showing different video-game scenes. Thumbs. |
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| The Mad Prophet | Aug 15 2005, 05:19 AM Post #305 |
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Brackenwood Lightweight
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I was trying a similar position before but I couldn't get it to look right. Hands are my weakness. I could try and fix it, but I'm bad with freehanding on a tablet. I'd have to completely re-draw it ~_~ I suppose I could get aay with it, which was one of the reasons I gave her the strap. Kind of seeing if I could cheat a little XD Yembles: Wow, a book! That's so awsome... I don't really understand the sketches though, but then again I don't know much about story boarding
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| NOOB! | Aug 15 2005, 05:36 AM Post #306 |
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The Token Black Guy
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own book? nice,how did u go about publishing/licensing etc?? |
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| Yembles | Aug 15 2005, 06:05 PM Post #307 |
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I kick global arse!
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Whoops. Sorry. My mistake. My 'newly bought' book, not a book that I have written. I'm nowhere near as good enough at concept art to write something like that, as the above thumbnails clearly show.
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| juggleballz | Aug 16 2005, 12:08 AM Post #308 |
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I'm loose, full of juice and ready for use!
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not bad peve. but u need to fix the hit states on ur buttons. not the main buttons but the sub buttons in each sections. its annoying when u have to click exactly on the text itself rather than it as a whole if ya know what i mean. go into ur button and on the hit frame draw a box behind the text, that means whatever is drawn on the hit frame will be clickable, but not seen. (u probably already know that but just in case) i like the font u have used on the buttons on the left hand side. nice job, look forward to seeing more content, btw nice walk cycle |
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| Yembles | Aug 16 2005, 08:51 AM Post #309 |
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I kick global arse!
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Ok. Here's another model for you guys. It's the RF-9 Plasma Gun (C/O David Franson, author of 2D Artwork and 3D Modelling for Game Artists). Be warned, it's VERY untextured and looks a little bland. I'm currently building up the courage to attempt to unwrap its UVs. Something I've had tremendous trouble with in the past. RF-9 Plasma Gun. |
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| mr.nurbs | Aug 16 2005, 08:55 AM Post #310 |
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Brackenwood greeter
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nice work there Yems! I'd throw a smooth modifier on the front of the gun to prevent that poly "boxed" look......Throw that thing through a UV unwrap and you've got yurself somp'n special..... :rolleyes: |
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| NOOB! | Aug 16 2005, 09:04 AM Post #311 |
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The Token Black Guy
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looking great yembles. this coming from sumone who can't even model an apple in max :lol: |
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| Yembles | Aug 16 2005, 09:14 AM Post #312 |
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I kick global arse!
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Thanks guys. I have to say, I've never come across that smooth modifier before! Works nicely, huh? Doesn't seem to make much of a difference to polycount either, unless I'm missing something. I'll be sure to use it more in the future. Thanks for pointing me at it Nurbsy.
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| humbleego | Aug 16 2005, 10:18 AM Post #313 |
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Adam's Illegitimate Son
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Depends on which "Smooth" modifer you're refering to. The "Smooth" modifer deals with normals. So, it doesn't add any geometry, it simply adjusts the normals so that the "fill" of the shape is smooth. The contours of the shape will remain rough. "Turbo Smooth" or "Mesh Smooth" actually creates more geometry. For example a 8 polygon sphere becomes 48 polys with just 1 iteration. In this case both the contours and fill will be smoother, but this obviously comes with a price. Two iterations, which is typically what I do for things like high poly characters, turns our 8 poly sphere into 192. So, typically you mixed and match depending of the importance of the object and it's shape. Also, game models typically go Smooth, and cinematic or high poly goes Turbo Smooth. |
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| juggleballz | Aug 16 2005, 10:37 AM Post #314 |
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I'm loose, full of juice and ready for use!
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good stuff yembles. looks cool. btw what is a UV unwrap? has it got somefing to do with texture mapping? or is i being dumb? ive used mesh smooth b4. but didnt know about the colour smooth. i suppose thats the smooth type game developers use, cuz i have noticed b4 gun barrels (for example) look really smooth, but when u see them from the front it is triangular or hexagonal. am i right in thinking that? |
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| Yembles | Aug 16 2005, 10:39 AM Post #315 |
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I kick global arse!
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Yeah, I've come across MeshSmooth before. Damn near crashed my computer a dozen times or so thinking 'hmmm, wonder what this would look like with 5 iterations'.
Smooth, on the other hand, has been hidden from me until now. I like it a lot and I can see myself abusing the crap out of it in the future. Edit:
Yeah, it's texturing. The aim is to 'unwrap' the model so that you can paint on a 2D canvas and 3D S Max will wrap it around the model in the correct places. In a nutshell.
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| thepeve | Aug 16 2005, 11:58 AM Post #316 |
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Brackenwood Lightweight
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Jsut did another basic walk for this chicken like creature... I might go abck and make the fur line of his body more smooth. and maybe sum more inbetweens... WALK CYCLE >>> http://img293.imageshack.us/my.php?image=birdwalk8mc.swf |
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| Nodron Simpleton | Aug 17 2005, 12:35 AM Post #317 |
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Original Brackenwoodian
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great walk cycle! now st I've done in the past hour ![]() ...still working on it though, I'll upload the finished product when (if) I complete it |
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| juggleballz | Aug 17 2005, 12:36 AM Post #318 |
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I'm loose, full of juice and ready for use!
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that looks great nodron. ur art has progressed immensely since i first saw ur stuff. welcome back too by the way. |
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| Nodron Simpleton | Aug 17 2005, 12:39 AM Post #319 |
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Original Brackenwoodian
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I've never really been gone yknow, if you pay attention very well, you'll see my name in 'online members' like all the time but yeah I haven't really been posting a lot... |
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| BaconIsGood4You | Aug 18 2005, 07:51 AM Post #320 |
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Brackenwood Lightweight
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Very good. The hips are really great. A few really nitpicky stuff, the head looks a bit flashy/out of place a couple times. Maybe just slow him down in general. Heres some very early character animation. I'm not to happy with the nose when he is angled up and the mouth when hes straigh ahead. But, its very early. Criticism please. Link |
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| boundless | Aug 18 2005, 04:59 PM Post #321 |
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stuck in the third dimension
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Tattoo design for a friend. The bottom/side is messed up. And the flag is going to be the Irish flag. |
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| Divine_Walrus | Aug 18 2005, 07:58 PM Post #322 |
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Got a question about the forum? PM me! :)
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First neonakis and now you, what is it with people and tatoo designs these days!?
Looks really good, the neck part will be a pain in the ass for the tatooist though
:lol:
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| Jemooky | Aug 19 2005, 12:49 PM Post #323 |
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Matt
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I finally got around to making some progess on my animation (which I explain a bit about on page 3 or something of this topic). It's one of the walk cycles: http://img.photobucket.com/albums/v507/sma...d/walkcycle.swf Don't mind if it's not perfect, because it shows up for a painfully small amount of time. At least now that I'm done with the slow, boring stuff, I can start to move on to the fight scenes. (Edit: Those words have probably been spoken by many, many recent hollywood directors. "whew, glad I got that 5 minutes of talking out of the way. Time for sex and guns") |
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| Anghenfil | Aug 19 2005, 05:00 PM Post #324 |
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PELICAAAAAN
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I didn't want to upstage Colesif's Were-Lucky thread, but I made him some fanart. So I guess it goes here.
![]() Nodron, I love that critter you've made. The only thing that bugs me is that ring at the base of his horn. It seems like there should be some greenish flesh around the base instead; right now it looks like a condom is rolled down the horn. Unless that's some funky alien custom you're going for. Nice walk cycle, Jemooky. I think the side-to-side on the head and torso are a little extreme, but it's quite nice regardless. And as you said, it's not going to be on the screen long. |
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| Divine_Walrus | Aug 19 2005, 11:37 PM Post #325 |
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Got a question about the forum? PM me! :)
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Woah. Talk about fan-art. The only thing I can spot at first glance that needs tweaking is the foot closest to us. His leg is at an angle and yet his foot is flat on the ground, it looks like it's been twisted around. Other than that, it's brilliant
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Woah. Talk about fan-art. The only thing I can spot at first glance that needs tweaking is the foot closest to us. His leg is at an angle and yet his foot is flat on the ground, it looks like it's been twisted around. Other than that, it's brilliant
2:49 AM Jul 14