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Modeling/Art non-related to Amnesia / SOMA - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Frictional Games (https://www.frictionalgames.com/forum/forum-3.html) +--- Forum: Off-Topic (https://www.frictionalgames.com/forum/forum-16.html) +--- Thread: Modeling/Art non-related to Amnesia / SOMA (/thread-26059.html) Pages:
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RE: Modeling/Art non-related to Amnesia - The chaser - 06-18-2013 (06-18-2013, 03:30 PM)JustAnotherPlayer Wrote:(06-18-2013, 03:28 PM)The chaser Wrote:(06-18-2013, 03:24 PM)JustAnotherPlayer Wrote: My first model that I whipped up for this thread. Try using the separate tool (Ctrl V<separate<selection) for the different parts of the model. Then, unwrap every model with it's texture. RE: Modeling/Art non-related to Amnesia - WALP - 06-18-2013 about 1 year old thing of mine, one of the first proper texturings I did. Dunno why it took me so long to realize how much this presentation ready image fits this thread. ![]() RE: Modeling/Art non-related to Amnesia - Traggey - 06-18-2013 Wop, I learned on my own, been modding games for a long time so yeah, just practise really. I'm currently attending Futuregames academy in stockholm to take my 3D stuff to new heights! And yes, I do intend to do this for a living! Oh well, let's not let the thread die! MORE STUFF FROM OUR IPAD GAME! Still very much work in progress, alot of stuff missing. ![]() RE: Modeling/Art non-related to Amnesia - Rapture - 06-19-2013 Why aren't their TNT strapped to the sheep? RE: Modeling/Art non-related to Amnesia - failedALIAS - 06-19-2013 I like the FOR SALE sign. RE: Modeling/Art non-related to Amnesia - Traggey - 06-19-2013 Thanks guys! And well, uh.. I would actually like some TNT on those sheep now that you mention it. RE: Modeling/Art non-related to Amnesia - The chaser - 06-19-2013 (06-18-2013, 02:26 PM)The chaser Wrote: Don't let this thread die! Bumpity bump, please tell me what I should improve ![]() Oh, and, Traggey, that game looks really cool. It reminds me a bit of Team Fortress 2 ![]() RE: Modeling/Art non-related to Amnesia - Traggey - 06-19-2013 (06-19-2013, 01:03 PM)The chaser Wrote:(06-18-2013, 02:26 PM)The chaser Wrote: Don't let this thread die! Alrighty, well first off the proportions are way off, it doesn't look humanoid, more like some sort of strange bug mated with a dwarf. Also the model itself doesn't contain enough shape/information, it's just a flat surface right now and that isn't very appealing, try adding more stuff liek belts, tears and an actuall face, that kind of stuff. Could you tell us how many polygons are in the model currently? I'd also like to see a wireframe render. RE: Modeling/Art non-related to Amnesia - Acies - 06-19-2013 There is no surface definition, it's just smoothed a lot -> which looks odd. One can recognize the "basic human shape" but it has a long way to go before being something interesting. The shapes etc. aren't worked out - I'd suggest you think more about the basic look of the monster/model. Grab a collage of concept art and start working out what you want it to look like - get some precise shapes going (eg. those things on the arms into https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcRK2cMzhCErdFg9vCesxpwVP96LkjbkXypyKIJLxM8a3DYyk1J9dw). You'd want to model add more detail, lines, curves, definition etc. which can be recognized on your model. ^ Might sound harsh, but you need to work alot alot alot on improving the model. RE: Modeling/Art non-related to Amnesia - The chaser - 06-19-2013 (06-19-2013, 01:26 PM)Traggey Wrote:(06-19-2013, 01:03 PM)The chaser Wrote:(06-18-2013, 02:26 PM)The chaser Wrote: Don't let this thread die! Actually, this is a monster which doesn't have any type of clothing, and it has 1600 faces (quite lowpoly). I'm not used to make concept arts, but I think I will have to re-think it... so, this guy is like a child, that walks on it's four extremities (legs and arms) and, when catches you, hugs you very strong and deals damage with those spikes. @Acies Thanks for the advice, I will try to "humanify" it more. I expected the normal map to do the job, but it's not really bad to make a few faces more ![]() The monsters, generally, won't appear much, so I can afford a bit more of poly's without killing a computer. |