|
ANtY
|
|
« Reply #2161 on: February 19, 2013, 05:57:07 AM » |
|
Here is an old character animation of mine. ... His helmet seems to have fewer or as many polys as his hand :/ so? it still looks awesome
|
|
|
Logged
|
|
|
|
Lizardheim
Level 1
|
|
« Reply #2162 on: February 19, 2013, 07:16:40 AM » |
|
Shitty first in a while attempt at modelling, also trying out vertex painting. Supposed to be some kind of cyborg. Been playing a lot of system shock lately.
|
|
|
Logged
|
|
|
|
xrg
|
|
« Reply #2163 on: February 19, 2013, 09:56:51 AM » |
|
Here is an old character animation of mine. ... His helmet seems to have fewer or as many polys as his hand :/ It's pretty low poly all around - but yeah, that helm is probably pushing it and could use a couple extra edge loops to round it out. Here's a sculpt I did to test out the dyntopo feature (similar to sculptris) coming in Blender 2.66. (should be released here in a week or so)
|
|
|
Logged
|
|
|
|
rivon
|
|
« Reply #2164 on: February 19, 2013, 10:22:12 AM » |
|
Looks like voxels. Or is it just a texture?
|
|
|
Logged
|
|
|
|
xrg
|
|
« Reply #2165 on: February 19, 2013, 12:21:48 PM » |
|
It just triangulates it like Sculptris does. Documentation on it is available here. RC builds are linked on the top of that page too for anyone that wants to download and try it out.
|
|
|
Logged
|
|
|
|
Armageddon
Level 6
|
|
« Reply #2166 on: February 19, 2013, 07:15:58 PM » |
|
I love this, wish I knew how to use Unity so I could make stuff like this.
Go learn, unity is a piece of piss (easy). Well, I have some irks with it. Why won't they just give us dynamic shadows in the free version. Also where do you set the graphics and such, I don't want any anti-aliasing like Kentucky Route Zero has. Also I'd like to to just start and auto-detect your resolution. They give you pretty much nothing, and there's not much of a scripting resource. I just want decent first person collisions with proper mouse sensitivity.
|
|
|
Logged
|
|
|
|
Geti
|
|
« Reply #2167 on: February 19, 2013, 07:42:04 PM » |
|
I just want decent first person collisions with proper mouse sensitivity.
It provides those; you can even lock the mouse to the window with a single function call. Why won't they just give us dynamic shadows in the free version. I don't want any anti-aliasing like Kentucky Route Zero has. Also I'd like to to just start and auto-detect your resolution.
Oh, I see.
|
|
|
Logged
|
|
|
|
Azure Lazuline
|
|
« Reply #2168 on: February 20, 2013, 06:08:11 AM » |
|
I made a sheep
|
|
|
Logged
|
|
|
|
DustyDrake
|
|
« Reply #2169 on: February 20, 2013, 11:14:28 AM » |
|
An electric sheep.
|
|
|
Logged
|
|
|
|
gimymblert
|
|
« Reply #2170 on: February 20, 2013, 11:23:14 AM » |
|
can he have dream?
|
|
|
Logged
|
|
|
|
Colon Semicolon
Level 2
GREAT WARLORD ATLUS SAN
|
|
« Reply #2171 on: February 20, 2013, 09:34:45 PM » |
|
|
|
« Last Edit: February 20, 2013, 10:16:26 PM by Colon Semicolon »
|
Logged
|
DINGLING DONGLE DORKS AGAIN ARE WE?
|
|
|
gimymblert
|
|
« Reply #2172 on: February 20, 2013, 09:59:37 PM » |
|
|
|
|
Logged
|
|
|
|
SolarLune
|
|
« Reply #2173 on: February 21, 2013, 12:00:09 AM » |
|
I think I forgot to post this here.
Excellent modeling and texture work. Is that your game? Also, is that a bush with a static / interference texture or material in the first picture?
|
|
|
Logged
|
|
|
|
Colon Semicolon
Level 2
GREAT WARLORD ATLUS SAN
|
|
« Reply #2174 on: February 21, 2013, 12:37:51 AM » |
|
it's Fallout New Vegas. the only thing I made is the gun, which is quite possibly the most complex thing I've ever finished. The idea was to make a gun where it looked like it had been pieced together over years and years of tampering with the base gun barrel, possibly by multiple different owners. I would like to hope it gives off that vibe, atleast. the in-game images don't really show that the handle is sawed off of a regular revolver and bolted on, which I was really proud of haha.
|
|
|
Logged
|
DINGLING DONGLE DORKS AGAIN ARE WE?
|
|
|
Geti
|
|
« Reply #2175 on: February 21, 2013, 02:15:10 AM » |
|
This should really be made default, unless otherwise specified...
|
|
|
Logged
|
|
|
|
xrg
|
|
« Reply #2176 on: February 21, 2013, 04:56:03 PM » |
|
|
|
|
Logged
|
|
|
|
Elliott D.
|
|
« Reply #2177 on: February 21, 2013, 05:28:12 PM » |
|
seems to do some sculptris stuff now
|
|
|
Logged
|
|
|
|
McMutton
|
|
« Reply #2178 on: February 22, 2013, 08:17:28 PM » |
|
|
|
|
Logged
|
|
|
|
Geti
|
|
« Reply #2179 on: February 24, 2013, 05:30:50 AM » |
|
Playing around with some of the new stuff in blender, haven't done a creature model/texture start to finish so it was a learning experience. 128x128 diffuse, 1500 tris (!!!). The tricount is way too high for the "target res", but I dont have time to optimise it properly as the weekend ended half an hour ago. The unwrap is also attrocious which is part of why it's not pictured, haha. I got what I wanted out of it anyway, a relaxing evening and a "completed" creature. The new blender dynamic topology stuff is cool, seems to have a hard time with hardsurface stuff though, things get crunchy really quickly.
|
|
|
Logged
|
|
|
|
|