2D/3D art
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Re: 2D/3D art
Posted by Addicted to Morphine on Mon Oct 9th at 4:34am 2006


Some more work tonight, I can't stop!!!

My suitemate:
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Here's a self portrait, presented in order of the creative process (cough tracing cough):

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Re: 2D/3D art
Posted by Addicted to Morphine on Tue Oct 10th at 2:07am 2006


Latest piece:
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Roommate and his girlfriend.




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Re: 2D/3D art
Posted by M_Gargantua on Wed Oct 11th at 3:25am 2006


I love how you with a line trace almost looks cell shaded. have you tried applying a cutout effect to that picture then overlaying the trace again?

sounds like it would look snazzy to me.

and all the other sketch's are very nice




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Re: 2D/3D art
Posted by Mad J Munter on Fri Oct 20th at 3:53am 2006


Cheak out this site for shareing some art... or heck anything for that matter...
http://www.mediagobbler.com/tylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>




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Re: 2D/3D art
Posted by Pvt.Scythe on Sat Oct 21st at 9:26am 2006


I'm working on a new avatar for myself:

Currently running at 33+k faces(mostly quads). I guess the text will match the image better this time around.




''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires



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Re: 2D/3D art
Posted by smackintosh on Tue Nov 21st at 3:44am 2006


image
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Re: 2D/3D art
Posted by Naklajat on Thu Dec 7th at 3:46am 2006


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(841 x 792 42K)

Modeling in Silo (30-day trial =/), gonna use Maya for tweaking and UVs and normal map. Once it's finished I'll compile it to replace the combine soldier in HL2.

The concept (800 x 731 238K) is by Blake Lowry.



=o



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Re: 2D/3D art
Posted by Agent Smith on Thu Dec 14th at 3:41am 2006


image

One of my attempts at some structural prop modelling, using Blender. Its a pretty quick job, an old arch/entrance, about 2-3 hours including time spent making the skin and normal map.

I'm still learning how to do it all, but with the need to make your own props for custom mapping it seems like a good idea.

Enjoy.



Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'



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Re: 2D/3D art
Posted by Naklajat on Thu Dec 14th at 6:18am 2006


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(690 x 720 50K)

Just an oriental-style wooden footbridge. 712 tris at full detail, I'll probably be able to get it well below 500 for the LOD model. The texture is still WIP.

Edit: The model fits over a 256 unit gap (as in the ingame screenshot), and is 192 units wide.



=o



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Re: 2D/3D art
Posted by smackintosh on Wed Dec 20th at 3:04am 2006


oooh, pretty bridge. nice work.



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Re: 2D/3D art
Posted by Arzie on Mon Jan 22nd at 7:04pm 2007


Ooo, ms paint! I made a pic with paint some months ago, i think it went pretty well considered im not that much into drawing.

image

I think most of you know where that is from
Got the head right shaped but its quite too small :/



Just remember, it's not a lie if you believe it.



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Re: 2D/3D art
Posted by Naklajat on Mon Jan 22nd at 10:52pm 2007


Groovy, the pyramid guy/pyramid head/the red pyramid is one of my all time favorite monsters. I think the head isn't too small it's just too wide, and looks a little off center. Pretty damn good for MS Paint, at any rate.


=o



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Re: 2D/3D art
Posted by smackintosh on Fri Feb 23rd at 5:30am 2007


a polygon ship I made in maya>

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a nurbs head named draco>

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a sci-fi polygon windmill.

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Wish I knew how to texture them. bleh.



don't sweat the petty stuff,just pet the sweaty stuff.



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Re: 2D/3D art
Posted by Natus on Fri Mar 2nd at 10:25pm 2007


image
image
image

Horseshoe-crab..combine tank..thing
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Re: 2D/3D art
Posted by OtZman on Fri Mar 2nd at 10:37pm 2007


Looks sweet. Do you have it in a more .... non wireframe looking mode? :P





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Re: 2D/3D art
Posted by Natus on Fri Mar 2nd at 10:41pm 2007


Well, yea but shaded rendering looks like poop in xsi, and i suck at texturing, but hopefully i can find some tutorials and stuff.



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Re: 2D/3D art
Posted by Naklajat on Sat Mar 3rd at 12:59am 2007


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Looks good Natus, reminds me of Total Annihilation.

Here's one of the wall sections I'm working on for a UT3 DM map:


It's at about 2200 tris now, so once I add the rest of the basic detail it'll probably be around 2500-2800 tris. Once that's done I'll probably make a 10-20k tri mesh to use for normal maps with all the small details like rivets and seams



=o



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Re: 2D/3D art
Posted by fishy on Sat Mar 3rd at 3:16am 2007


a kettle, made and rendered in autocad as part of a design project.




i eat paint



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Re: 2D/3D art
Posted by Naklajat on Mon Mar 19th at 4:56am 2007


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Super low-poly character; 110 tris; made in XSI

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Spiked bat; 682 tris; made in XSI
I made this yesterday to try out a method for eliminating texture seems that I saw on Gamasutra, as well as using quads with an alpha opacity pass for round stuff. As a collection of cylinders it's pretty straightforward to lay out the UVs for. I'm planning to put some blood and gore in the texture, so I think it'll look pretty cool once it's done image

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'Hell Chick 2.0' (concept by Paul Richards); WIP in Maya for Mudbox SubD
I found a model sheet for a cyborg succubus character while browsing the portfolio of a concept artist who worked with Raven on Quake 4, this is my attempt at his Hell Chick concept. I'm targeting 'next-gen' games with this model; this will be the SubDiv mesh for detailing in Mudbox, the final in-game mesh will likely be somewhat lighter on the polys. This is also serving as a figure study of sorts, to get a feel for edge loops and whatnot.

EDIT: jeez, what a bunch of prudes at photobucket <img src=" SRC="images/smiles/icon_rolleyes.gif">



=o



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Re: 2D/3D art
Posted by OtZman on Mon Mar 19th at 6:23pm 2007


The bat and female body look sweet! <img src=" SRC="images/smiles/icon_biggrin.gif">

mmmmm, virtual female bodies








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