GoldenEye: Source Forums
Global Communications => Development Media => Topic started by: Jonathan [Spider] on June 23, 2007, 01:24:24 am
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yo, heres some stuff I'm working on thats not currently GES related... though if any of the dudes want i can give them a prop or what ever if it happens to match their needs.
if you guys right click and say view image youll get a higher res shot
(http://img.photobucket.com/albums/v310/spider2544/Duck_Alien_01.jpg)
(http://img.photobucket.com/albums/v310/spider2544/Duck_Alien_02.jpg)
(http://img.photobucket.com/albums/v310/spider2544/Fountain.jpg)
(http://img.photobucket.com/albums/v310/spider2544/Wheelbarrow.jpg)
(http://img.photobucket.com/albums/v310/spider2544/Building.jpg)
ill try to keep this thing up to date with what ever I'm working on
tell me what you guys think if your bored.
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Interesting Alien design, that looks pretty sweet. Are you going to be constructing a body for that as well?
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Cool alien, the texture will really bring that to life.
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yea i think im going to make a body for it as well, but i have no idea where to go with it, and yea im totaly wanting to do a texture for it, but i built that right now to learn the topology tool in Zbrush 3, so i can get a better hang of it, cause i built that from a sphere so theres no real topology on it right now its just a big mess.
you guys have any ideas on what to do for the body? cuase i was thinking something like kangaroo shaped but with like lizardy skin, with armor plating. or maybe like a bird without feathres kind of skin
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Something with strong back legs, a medium sized tail, armour.. Kinda reptilian looking really but muscularely toned.
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looks kinda like a raptor head. and good job with all those models. ;)
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back at it again, did a couple of Zbrush Sketches in my free time at work over the past couple days. my coworker and i are planing on making a thread on CG talk, and competing against each other pretty soon, so that should be fun. ill keep you guys posted on how that goes.
(http://img.photobucket.com/albums/v310/spider2544/Fighting_Dog_01.jpg)
(http://img.photobucket.com/albums/v310/spider2544/Alien_Head_01.jpg)
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The 2nd head looks pretty damn good :O
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art dump time
heres for a art test that i did for a game company... thanks to fonfa he told me that the company was a bunch of rip off artists (thanks again dude) so screw them i kept the model for my self... maybe it'll end up in GES haha. who wants a coo civilian model lol.
(http://img.photobucket.com/albums/v310/spider2544/Myriam_8-24-07.jpg)
heres one i did for the company i freelance for it was my first cartoon model in quite a long time i learned a lot about fallowing the silhouette of a model, my eyes have gotten a lot better now thanks to this project.
(http://img.photobucket.com/albums/v310/spider2544/Connie_v01.jpg)
heres a couple of WIP shots for a character that im developing for an internal project over at Shadedbox im using reference of a sculpture that was built in 100 bc.... i cant believe some dude over 2000 years ago with a rock, and a hunk of metal is kicking my ass with my super computer and Zbrush lol... ive got a lot to learn i guess haha.
(http://img.photobucket.com/albums/v310/spider2544/Hero_Old_01.jpg)
(http://img.photobucket.com/albums/v310/spider2544/Hero_Old_02.jpg)
(http://img.photobucket.com/albums/v310/spider2544/Hero_Old_03.jpg)
(http://img.photobucket.com/albums/v310/spider2544/Hero_Old_04.jpg)
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nice ass haha
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nice ass
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i have quite a bit of stuff to toss up as a couple weeks back i finally updated my portfolio (hadn't updated it since march of last year for GDC)
so heres a bit of the other stuff ive been working on over the past few months. im looking for a new gig which is always a pain in the ass but heres hoping i land a job in some place fun that makes cool stuff.
(http://img.photobucket.com/albums/v310/spider2544/hammer.jpg)
(http://img.photobucket.com/albums/v310/spider2544/Hammer_Zbrush.jpg)
(http://img.photobucket.com/albums/v310/spider2544/OilDrum.jpg)
(http://img.photobucket.com/albums/v310/spider2544/Machete.jpg)
(http://img.photobucket.com/albums/v310/spider2544/Machete_Texture.jpg)
(http://img.photobucket.com/albums/v310/spider2544/GreenRoom_01.jpg)
(http://img.photobucket.com/albums/v310/spider2544/Bottle_Wires.jpg)
(http://img.photobucket.com/albums/v310/spider2544/DesignLobby_01.jpg)
(http://img.photobucket.com/albums/v310/spider2544/Classical_01.jpg)
(http://img.photobucket.com/albums/v310/spider2544/Cinema_01.jpg)
SHhhh don't tell anybody i know how to do props and environments haha
(http://img.photobucket.com/albums/v310/spider2544/BoBo_Render_01.jpg)
(http://img.photobucket.com/albums/v310/spider2544/Monster_Update_03.jpg)
as always let me know what you guys think
if you guys are extraordinarily bored, you can swing over to my site to let me know what you think as well
http://jonathanscottart.com/gallery.html
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(http://img.photobucket.com/albums/v310/spider2544/GreenRoom_01.jpg)
I love this one. I want to get drunk with that bottle of champagne!
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what the fuck dude you are an animal
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Question: I notice with the big jungle knife thing that the normalmap has to be 'extreme' to get the flatness back to areas and correct other lighting issues. Isn't it more efficient to have the normals of the low poly version to best match the high poly, and then render the normalmap? Or does this not really matter much as long as the normal takes care of it? Or is there just some other reason that the low poly seems to be given the same smoothing group all around.
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Nice stuff. For your machete you should mirror the normal map and texture since you can't see both sides at once. You know where to apply if you want to move to CO :p.
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Question: I notice with the big jungle knife thing that the normal map has to be 'extreme' to get the flatness back to areas and correct other lighting issues. Isn't it more efficient to have the normals of the low poly version to best match the high poly, and then render the normal map? Or does this not really matter much as long as the normal takes care of it? Or is there just some other reason that the low poly seems to be given the same smoothing group all around.
i made the highpoly from the low poly on this one, and this is just what generated out from Zbrush from Zmapper, the other Zbrush normal map generation didn't have as intense of a normal color change on it at all. i'm not quite clear why its doing that, but from what i've seen both worked out fine, i just liked the way that the edges turned out on this one a bit more.
Nice stuff. For your machete you should mirror the normal map and texture since you can't see both sides at once. You know where to apply if you want to move to CO :p.
i thought about doing that, then i looked at how much resolution i would gain from doing that on a square map, and it wasn't to much. maybe only about a 10% increase. so i figured it would be better to have asymmetry instead.
haha yea i know if stuff doesn't pick up soon, i just might do that hehe.