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Topic : "A pic I did long ago." |
MeatyCheesyBoy member
Member # Joined: 02 Dec 2000 Posts: 139 Location: Everett, WA USA
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Posted: Fri Dec 22, 2000 1:25 pm |
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Here is a picture that I finished a long time ago and thought I would post it. It's a little bit different in it's style than the normally posted work on the forum. (Hope you don't mind.) Any crits would be appreciated so I can learn from them but I doubt I will go back and change anything at this point. The pic is a little small and you lose some of the texture detail.
If you'd like to see the bigger version then please goto http://www.geocities.com/greencheese.geo/turtlenew.jpg |
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sock member
Member # Joined: 18 Oct 2000 Posts: 167 Location: Austria
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Posted: Fri Dec 22, 2000 1:34 pm |
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just cute =)
maybe his arms are a little bit too small |
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Blitz member
Member # Joined: 04 Oct 2000 Posts: 752 Location: Sedro-Woolley, WA
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Posted: Fri Dec 22, 2000 1:49 pm |
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YAaaaaaaaaaaaahhhhhhhhhhhhhhhhhhhhhhhhhhh
Its the turtle guy.
I think it is the best thing I have ever seen.
Next to my stuff of cours
I could talk about the straps..buuuut
I think you know.
Seeyas Meaty
Blitz |
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Chapel member
Member # Joined: 18 Mar 2000 Posts: 1930
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Posted: Fri Dec 22, 2000 1:57 pm |
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Looks really neat, but I have one little problem. Is that his teeth or his lips? If it his teeth then you should probably define where the lips end. |
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MeatyCheesyBoy member
Member # Joined: 02 Dec 2000 Posts: 139 Location: Everett, WA USA
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Posted: Fri Dec 22, 2000 2:01 pm |
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Since my next few questions are pretty far off topic I won't take up a whole new post, I'll just post on my current thread and hope for replies. First, what does the status of member and junior member on the side denote? Does it restrict you from doing anything or is it based purely on how many times you've posted? And second (The really off topic one), for my next demo reel I was going to create some low poly characters for use in games like Quake, Half Life, Unreal, etc. I had the idea that once I finished modelling and texturing the characters, I would actually import them into some FPS games and just record portions of the game for portions of my demo reel. Is this a common thing and is it a good idea? If it is approved as a good idea then, which of the three that I've mentioned is easiest to do it in? I've checked polycount.com and it seems to me that Quake is the most non-programmer friendly and Unreal seems like a real pain. Does anyone have any experience in this? |
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MeatyCheesyBoy member
Member # Joined: 02 Dec 2000 Posts: 139 Location: Everett, WA USA
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Posted: Fri Dec 22, 2000 2:06 pm |
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Chapel,
It's his lips. I think that the specular value is up really high so it washes out alot of the detail in the lips that might make it a little more apparent. I think it's a bit more apparent in the bigger version. Also, Chapel, I think that your idea to help revitalize the forum is great. And it seems like since you posted it, more people have posted pictures. Good work and great idea. Hopefully, I'll be able to post more work and try to help keep the forum going (And hopefully I won't make too many stupid newbie posts). |
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OkkE member
Member # Joined: 04 Dec 2000 Posts: 87 Location: the Netherlands
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Posted: Fri Dec 22, 2000 3:54 pm |
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Looks great! 3D max?? |
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Ampa member
Member # Joined: 09 Nov 2000 Posts: 110 Location: UK
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Posted: Fri Dec 22, 2000 7:24 pm |
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Oh shooo cute! I wanna snuggle him up and take him to bed with me - if it were legal of course
Eyeballs look a little flat - make em more curved and watery.
Hugz Ampa |
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MeatyCheesyBoy member
Member # Joined: 02 Dec 2000 Posts: 139 Location: Everett, WA USA
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Posted: Sat Dec 23, 2000 1:05 pm |
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Okke, thanks. Not 3D Studio MAX actually, Lightwave 3D and Photoshop of course for the texture maps. Just because 3D Studio MAX is the most pirated 3D program on earth doesn't mean everyone uses it.
Ampa, thanks for the comment. In some parts of the US (The deep south), it may be legal for you to take him to bed. So, you'll have to move, sorry. The eyes are very flat, because I just put a texture onto a sphere, I didn't model an eye the way it actually is. The other portions that really stick out as being off are the toenails and the straps for the shell. I'm really surprised no body has asked why he has a herpies sore or a cigar burn or whatever on his lip. Anyhow thanks everyone for the replies. |
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M Cuevas junior member
Member # Joined: 21 Jul 2000 Posts: 23 Location: San Diego, CA USA
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Posted: Sat Dec 23, 2000 2:18 pm |
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quote: Originally posted by MeatyCheesyBoy:
And second (The really off topic one), for my next demo reel I was going to create some low poly characters for use in games like Quake, Half Life, Unreal, etc. I had the idea that once I finished modelling and texturing the characters, I would actually import them into some FPS games and just record portions of the game for portions of my demo reel. Is this a common thing and is it a good idea?
In response to your question about the demo reel...
In my experience of hiring people (all 5 of them) nothing is more confusing than game art running in a game. Often times, artists neglect to mention exactly what portion of the game art is theirs, which is a critical factor especially when hiring for specific needs. Animator? Texture-mapper? Model-builder? This is entirely imho but here are some things I really look for-
Examples of 2d art: This is what does it for me in the beginning. My philosophy is if they can produce good 2D art, they can do it in 3D in time. If not, I never neglect 2D artists especially those excelling in composition and color theory. Architecture, human form, industrial...it's all good to me. 2D is where it starts.
Detailed Models: With the upcoming next generation console revolution, attention to detail and clean model building is a must as poly counts go higher and higher. The most impressive reel I've seen was a guy who did time lapse photography of himself building a model from the ground up.
These are just a few things but I hope they are useful advice to you. Again, it's strictly from my own personal experience. If you are going to include a demo of the game running, make sure you have a couple of slides or videos of just your artwork, especially in textured and non textured form if you are trying out for model building.
Good luck!
PS Hey I used to live in Everett!
[This message has been edited by M Cuevas (edited December 23, 2000).] |
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