1. #106
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    Default Fun with Shadowbox

    Hey guys... decided to take a break from characters... working on a gun with Shadowbox...it is pretty damn cool once you get used to it... would love some feedback on this...


  2. #107
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    Default Meet "Christina"

    Hey guys, been working on this gun...calling it "Christina", after watching Full Metal Jacket (you know where the guys named their guns) getting use to Shadowbox... and I must say... I love this tool... makes modeling guns and other items painless... I also called it the Eagle Desert just to avoid any legal issues when I put it in my game... I would love some feedback on this model... still need to add the hammer and build the in-game version...
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  3. #108
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    Default

    There are some really nice hardSurf in this (BTW- I want a 50calAE personally, so I love this gun), but as for a crit, I would say there are a few lines in the receiver/bolt area that are a bit warped on a few edges.
    You might try and retopo the receiver cover and re-cut the shape in dynamesh. (or just reshape a bit with clip curve to line up and edge it off a bit.)

    Edit- Geert Melis (http://www.geertmelis.com/) has an awesome clipcurve/shadow box vid on handgun creation, and I am sure you are looking at the Magnum Research site (http://www.magnumresearch.com/Firear...0-AE-Black.asp)
    Last edited by koro; 08-24-12 at 02:07 PM.

  4. #109
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    Default

    Quote Originally Posted by koro View Post
    There are some really nice hardSurf in this (BTW- I want a 50calAE personally, so I love this gun), but as for a crit, I would say there are a few lines in the receiver/bolt area that are a bit warped on a few edges.
    You might try and retopo the receiver cover and re-cut the shape in dynamesh. (or just reshape a bit with clip curve to line up and edge it off a bit.)

    Edit- Geert Melis (http://www.geertmelis.com/) has an awesome clipcurve/shadow box vid on handgun creation, and I am sure you are looking at the Magnum Research site (http://www.magnumresearch.com/Firear...0-AE-Black.asp)
    I was looking at that site all last night... at this point I am ready to retopo the gun and detail it... doing hard edges is a new challenge but I really enjoy it...

  5. #110
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    Content for Mature Audiences only. Click to view

    Mature Audiences It is fun messing up your work

    Hey everybody... just passing thru with some fun stuff... decided to bruise up my model a bit. Still alot to be worked on, especially adding bruises and cuts to the face in the texture. And this also allows me to make blendshapes (sans a cool plugin). Anyway, here
    are some captures of the model. I had to use a ton of reference from MMA to Boxers for some good injuries and get the right amount of bruising... just some NASTY stuff... Still more to come.

    High Res:

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  6. #111
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    Default My Base Human

    Hey guys, decided to take a break from my game modelling and focus on my continuous learning of human anatomy. Today, I wanted to do a speed sculpt of a basic human (both male and female) to practise flow and gesture. Right now, I am not happy with
    the legs atm, still ironing out some flow issues... would love feedback, jabs, suggestions. Thanks. Modeling time 1hr
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  7. #112
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    Default Going back to basics

    Hey guys, decided to model a female... just basic forms for now to use as a base model for all of my characters. I am still tweaking proportions and softening up the overall forms on the model. This still needs some work and any feedback on this would be awesome.

    Thanks.
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  8. #113
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    Default Winged Demon (nudity)

    Hello Everyone,

    Decided to shake off some of this dust and model a new character for my portfolio... after watching gargoyles over the weekend (One of my favourite cartoons growing up in the 90's) I decided to create a gargoyle character for fun, practise, and new
    techniques for modeling... Here are some shots of the character in progress, since I started it over the weekend, just carefully planning it out. I am planning on animating the wings so I will need to pay attention to that and also fix any issues with anatomy and a detail pass. I will start on her face once I get the body sorted and plan for her to be rendered in Unity. C&C welcome. Enjoy.

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    Last edited by HaloAnimator; 09-24-12 at 06:26 PM.

  9. #114
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    Default Saving Face

    Hey guys, started working on the head of my creature... i love 3d.sk. I am still tuning the head shape and ears of this model...and giving her some interesting features
    and I have to attach the head back on the body for retopology... any feedback would be awesome...

  10. #115
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    Default Setting up demon wings on a humanoid

    Hey guys,

    Took a little break off my model since I've had no real feedback... I have a question in regards to setting up wings on a humanoid (creating a gargoyle). How would I properly set up the skeletal structure of the wings so it can properly be attached to the shoulder blade.
    here is a picture of what I am trying to do. Sorry for the low quality. I was trying to do dragon wings, and the skeleton of a bat came to mind. I would love your thoughts on this... thanks.


  11. #116
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    Default Nanosoldier (Work in Progress)

    Hey everybody, just started putting together a new model for my portfolio, and decided to try my hand at creating a nanosuit for my character... this was quite arduous and I must say I am having fun
    learning how to use the new tools and developing new techniques. So here is the character model that I am putting together. There is still plenty of work to do such cleaning up some of the plates and adding
    more pieces to the model... and also details and assembly into a game model to be rendered in Unity. Would love your feedback of course. Thanks.

    Question, anyone know how to add hole in meshes?

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  12. #117
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    Default Nanosoldier (Work in Progress)

    Hey guys... just posting some more progress on my nanosuit for my game character... decided to go for a more layered approach to the armour details... the focus will be to get this one into Unity... here are some screenshots of the current progress...
    At this stage, I am adding more armour plates and small details... more to come...

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  13. #118
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    Default Final Model

    Good morning from Boston... Just ready to wrap up this character with a final render from Unity... took a while to get the detail I wanted for this character, but I am ready to call it done, and move on to the next. If you want more shots of him feel free to ask.

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    Last edited by HaloAnimator; 02-24-13 at 05:46 AM.

  14. #119
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    Default Aiko

    Hey guys...

    Kashif here, and I would like to share with you a new model that I have been working on the past few days during my down time and to practise my anatomy and facial modeling better. I would
    like for you all to meet a new character for my game project, which was done over the course of a few days... her name is Aiko, and her role in my game is that she is an assassin from Japan from the
    year 2016, and her story is, she was the best assassin of her group, the perfect killer, until her next target was an unexpected kill. She took the life of her lover and with guilt, fled her clan.
    Her new mission is to avenge her lover, and escape the murderous wrath of her grandmaster.

    Anyway, here are some renders of the model, still at base detail. I will be taking this model into marmoset for shading and then texturing of this primary outfit and then off to Unity for in engine processing.


    For the facial shot above, I wanted the character to visually represent her location in the world and her ethnicity, in this case Japanese. Special care was taken to ensure that I created that sense of visual accuracy, especially with the eye shape and facial structure of a Japanese woman. High cheek bones, soft jawline (very challenging). I am still working on the facial details, and right now, it is still in a dynamesh... still tweaking the shape of the head and face.


    The body was paid the same amount of attention, though, I used some artistic licence to get the body looking visually pleasing instead of the figures you would see in reality of a Japanese woman. On average, they would not be this build. Would love your feedback on this as well as some ideas. Thanks.
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  15. #120
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    Default Some more modeling goodness

    Hey guys... it's has been a while since I have posted anything so now it is a good time to post some of my new progress. This is a high res sculpt of the assassin in the previous post in her alternate outfit, which the ultimate goal is to have all of the high res detail inside of Unity.
    I decided to tweak the eye shape so that she looked closer to a Japanese ethnicity and make her even more. And the new outfit will allow me to play with some new techniques in creating leather and body armour, using Panel Loops.


    The image below is not the final texture colour, but colours used to identify what kind of materials the model will have on it, such as red for velvet or dark brown to represent leather, and so on. More to come.


    .

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