Show and discuss progress on anything here for feedback (upload finished work to your journals)
Work in progress
Environmental Concepts
I was recently asked to produce a sample environment concept for a game company I have been in touch with. They wanted to see an exterior and interior view of a communications outpost and had a few requirements as to what needed to be included and such. They also wanted to see my backup and work process so I produced a couple of pages on the development process as well as the final design.
I sent them all of today, so it's too late for any changes but I would really like to hear what people think and comments/crits for future work. This is one of my first attempts at such a project, so it's hard to guage how close I am to the mark.
EXTERIOR CONCEPT
ideation (sketches, thumbnails)
http://www.shawawa.com/samples/ideation_exterior.jpg
development (refined drawing, linework and comments)
http://www.shawawa.com/samples/development_exterior.jpg
final (finished color concept)
http://www.shawawa.com/samples/final_exterior.jpg
INTERIOR CONCEPT
ideation (sketches, thumbnails)
http://www.shawawa.com/samples/ideation_interior.jpg
development (refined drawing, linework and comments)
http://www.shawawa.com/samples/development_interior.jpg
final (finished color concept)
http://www.shawawa.com/samples/final_interior.jpg
Thanks :)
-----------
Lee Smith - gun for hire
http://www.shawawa.com
lee@shawawa.com
I really like the sense of scale in the outdoor pictures.. When I walk around a level, I like to be able to look up (or down) and see huge architecture. (rather than a skybox 10 meters off the ground :P)
Your interior stuff.. It's a little cliche, but theres really not much you can do with futuristic interiors, you've managed to put a huge level of detail in them though, which makes them look much cooler than normal.
I like them, nice work, and good luck with the job.
thanks for the comments and praise people, keeping my fingers crossed :)
As for Feng Zhu, yeah I know his stuff, he's a big influence for me, I still want to refine my colouring and texturing alot but thats something I got to work on in the future (after I get my tablet!, these were very tedious and restricted 'cos I had to use a mouse)
-----------
Lee Smith - gun for hire
http://www.shawawa.com
lee@shawawa.com
Alien Warrior
Some friends and I are working on a mod (doord is in on this)
[img]http://www.boomspeed.com/sorcerorbob/alien2.jpg[/img]
2158 is the polycount so far.. I've changed a few things since this rendering, two of the things on each shin are gone.
Comments and crits are welcome.. I'd like to get the polycount up to 3k, so if you think i can add something, post it up.
Updated screenies
- hes now 2346 polies.. still would like to add some stuff.. so if you get any ideas, post them up.
[img]http://www.boomspeed.com/sorcerorbob/alien.jpg[/img]
[img]http://www.boomspeed.com/sorcerorbob/alien3.jpg[/img]
update!!
[img]http://www.boomspeed.com/sorcerorbob/1.jpg[/img]
[img]http://www.boomspeed.com/sorcerorbob/2.jpg[/img]
Heres the finished mesh, still open for crits.
Hes gonna be heading into ut2k3.. Got a fair bit of work to do on him, but if anyone would like to make a skin for him, let me know and I'll email the sdk to you.
2982 polies. Some areas I could definately optimise, but I'm not gonna do it. I wanted him to be 3k, and 3k he'll be.. Hes got enough accesories to sink a battleship, so i dont need to be too concerned about cleaning one area to push to another.
comments and crits welcome!
The last post of it starting to look very nice. I think some of the polys could be moved around. Eg. from the chest armor to the groin area. Also don't forget to add areas for the weapons and item. I couldn't look at the .3DS because my computer is in Canberra. And the 2D art I have done for this looks very different, but this version is starting to look very nice. I counldn't send you the art because the scanner has stop working. But there is no need for it now.
Anyway good work.
I'm thinking his thighs should be a little bigger. He's got a hulking frame but his thighs (where a lot of leg power is) seem very normal.
I think it's a good idea you got rid of those 'spikes' that are in your 2nd-to-last post. If this is a hi-tech alien soldier, then spikes wouldn't need to be on it. Spikes and barbs are something a primitive, undeveloped culture would use.
I actually prefer the body-armour with the tubes coming out the front over the one in the final post. It makes it look like a respiratory device - and is a striking feature. I think you should put that back in ;). Perhaps you could integrate this feature into the face as well. IMO - the face design (while technically proficient) reminds me very much of an orc or a caricature of a human - the thick lips, jutting brow and sunken eyes give it a brutish look. This is not to say that alien races can't be brutish but I just think it's a little too human... Having said that - if this is not an alien soldier, then you should disregard my comments.
I like the skull cap design helmet. It's a lot more original that the generic 'big visor covering facial features' type thing. Good stuff.
JonathanKerr: I think your right about the thighs but saying the spikes shouldn't be there because only primitive tribes have spikes is a little short sighted, he seems like a warrior race and spikes are something used for defense, decoration, to induce fear or it could just be a cultural thing, a sign of authority/rank etc.
quote:Originally posted by Malus
JonathanKerr: I think your right about the thighs but saying the spikes shouldn't be there because only primitive tribes have spikes is a little short sighted, he seems like a warrior race and spikes are something used for defense, decoration, to induce fear or it could just be a cultural thing, a sign of authority/rank etc.
I just consider spikes a convention of 'fantasy' style art. Futuristic technology tends to be very streamlined and utopian in style. Which is not to say an unadvanced race wouldn't be capable of having powerful technology...
quote:Futuristic technology tends to be very streamlined and utopian in style.
Been to the future recently have you lol. I find it strange that people can say as a fact that the future is like this.... his view of futuristic is just as valid, it more personal opinion that you don't like spikes isn't it?
Not having a dig the comment just suprised me.
quote:
Been to the future recently have you lol.
Yes, I have. In fact, I'm there now. Hold on, now it's the present. Well technically (if you believe Hawking) the future doesn't exist, there is only the 'now' or something like that. I do see your point though. I have tried to think of futuristic stuff that has spikes - the only example I could come up with was Mad Max post-apocalyptic stuff. Lots of spikes there, I suppose (but I'd only call that futuristic in a time/space sense as opposed to technological sense).
quote:it more personal opinion that you don't like spikes isn't it?
On technological things, yes ;). Heh heh. That's what this is all about - I gave my opinion. You don't mind spikes on tech thingees, so you gave yours. Hurrah for free speech. Some people don't like clog-like shoes on techno-soldiers but that's not to say that in the future solders can't have clog-like shoes.
I don't normally add 'IMO' when I give opinions because 1.) I don't really like the term and 2.) It goes without saying - this is an internet board after all which means opinions are not in short supply. People can disregard my thoughts at will - I don't consider them to have more weight than anyone elses. Don't think I'm jumping down your throat or anything coz I'm not but it seems funny to me to knock (for want of a better word)my opinion about 'spikes' in a post that defends the right to an opinion.
Videogames are a funny one. You have to design within the accepted conventions but not too far inside otherwise designs appear cliched and not too far outside, otherwise the users won't be able to suspend their belief.
Hum Vee thing
[img]http://www.sumea.com.au/simages2/56_HVDone_FaceL.jpg[/img]
[img]http://www.sumea.com.au/simages2/56_HVDone_DesL.jpg[/img]
[img]http://www.sumea.com.au/simages2/56_HVDone_OliveL.jpg[/img]
My first attempt at doing a car (kind of car anyway)
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/Jagged/GamaPantsWeb.gif[/img]
Cool model. will that radio antennae or whatever is in the back have transparencies? Texturing is very cool... the wheels look a little bit cartoony though.. maybe it's just me though [:)] I would've made them dark (almost black) with small glossy areas, but that's a personal thing too.. Good stuff..
quote:Originally posted by tomcat
yeah that fair enough Pantmonger. yet, just another thought; in real life the axes wouldn,t be visible outside the base of the vehicle
On the model they are half sunk into the housing and there is nothing specificly visable holding them in. In real life on a Hum Vee the axle is visable, I think its a wish bone shape (Thats my guess I know zip about cars, Im just looking at a pic as I write this)
Pantmonger
Character : Bloodrayne
http://www.3dluvr.com/eagor/3d/bloodrayne.jpg
3276polys
comments & critiques welcome
Peter Gillespie
http://www.3dluvr.com/eagor/
Nice, I don?t know the character, but nice.
Nitpics coming.
Her face appears a little flat, and the her bum deforms a bit on the pointy side as she crouches. The Texture could use a little more detail.
But all that aside, nice.
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/Jagged/GamaPantsWeb.gif[/img]
its one of feng zhu's designs, he did it for a ps2 game I believe.
Looks pretty good, a wireframe shot would help us critique though.
The face does seem to lack detail in the mesh and with so many polies I can't really see where they have all gone, also the shot of her lying down, her legs look a little strange, almost broken.
Like I said though, its harder to critique on a mesh when we can't actually see the form of it.
How big is the texture?
Dean Ferguson - 3D/2D Artist
Hippo Update
Ive finished the Hippo....he now has feet and Ive played around with his other proportions.
Just have to Bone, Skin and Texture him now.
[img]http://effectism.com/sumea/warwick/hippo4.jpg[/img]
[img]http://effectism.com/sumea/warwick/hippo5.jpg[/img]
Warwick Hays
Ideas Man...looking to give them to someone!
Hippo Time
Thought it was about time I put something in here to get a bit of feed back. Say Hi to my Hippo!!
I have him doing a wlk cycle in 2D that I did years ago...and now I want him to be doing it in 3D. Comic relief for my show reel[:)]
[img]http://effectism.com/sumea/warwick/hippo1.jpg[/img]
[img]http://effectism.com/sumea/warwick/hippo2.jpg[/img]
[img]http://effectism.com/sumea/warwick/hippo3.jpg[/img]
Warwick Hays
Ideas Man...looking to give them to someone!
Cute, not really my type of thing, but cute non the less.
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/Jagged/GamaPantsWeb.gif[/img]
alien low poly vehicle
[img]http://www.boomspeed.com/sorcerorbob/alienvehiclemodrefine.jpg[/img]
I made this vehicle for a mod, but it was deemed too "out there" so it's just gonna sit in my portfolio looking pretty.
The mix of hi and low tech was to do with the alien race. They were amphibious, so they took inspiration from what humans had, and teched it up - results not entirely practical.
I designed it with "fun" in mind, very quick acceleration, crappy turning, but most importantly, the ability to hit a jump and "take off" by holding down the accelerator.
The model has gone through a number of changed including a gun platform
http://www.boomspeed.com/sorcerorbob/alienvehiclemod.jpg
http://www.boomspeed.com/sorcerorbob/alienvehiclemod2.jpg
http://www.boomspeed.com/sorcerorbob/alienvehiclemod3.jpg
Are the url's if you'd like a look. I scrapped those due to criticism as well as it being rejected for the mod.
The blue things are hover jets. THAT is how it stays up :)
Polycount is 1126. Theres only a small amount of optimising I can do, but it's not really worth it.
Texture.. Too much other stuff on the plate. Plus I'm not good enough to texture it the way I'd like just yet.. Gimme a few months
Yes.. I always fill my posts with far too much information :P
Comments/crits welcome
its an interesting design, but im confused as to why when you have jets at the back and then have wheels at the front? Even if the alien race took inspiration, I would be guessing they would still only use the best tech they had?
Nicely built though. Should texture it, gives us more of an idea as to what you where after with it.
Dean Ferguson - 3D/2D Artist
Mod Character frist pimp here
The character is the frist model for a MOD I'm working on called "Seven Days of Creation".
I started on the texture and then got an e-mail from Irrational about the job as animator they have, so I'm going to animated him then go back and texture.
http://www.geocities.com/doord/Pics.zip
Or for a quick look
Most people are lazy and will not take the time to get and open a zip file to see if your pic are any good. You need to have the images instantly viewable, as you are using Geocities you will not be able to direct link your images (short of the .txt trick) so you need to upload then with a HTML to hold them and than post the URL of the HTML. That way to view your pictures people will only have to click the link which is much easier.
Pantmonger
hey doord-
what game are you making the mod for?
model looks good- those 3 objects on his back remind me of fengzus characters.
are you going to put up the animation when its done?
good luck with the job at irrational.
lachlan inglis
Showreel WIP: http://effectism.com/sample/
I couldnt actually download the zip file got an error from geocities, maybe thats why most people didnt respond.
Do you have a polycount for this guy?
Only real crit is that his waist seems pretty low, either that or his pants are sitting lower.
Good though man, good luck also with the job.
Is anyone else getting errors trying to view Doords website? I keep getting runtime errors.
Dean Ferguson - 3D Artist
i just opened your source....youve linked to your hard drive..
lachlan inglis
Showreel WIP: http://effectism.com/sample/
I know that the site is having problems and I know that it is try to get back to my hard drive. I'm in the middle of getting new web space and a site change. But I have been working hard on aniamtion for Irrational. And then I may not need it.
Yes I will post the animation later this week.
The polycount is 2996. The torso is a little long then most game models. I thing I will put his pants up a little.
Oh, the MOD is using the Unreal Warfair engine.
Doord wrote "Or for a quick look
http://www.geocities.com/doord/FuckThis.htm"
I was trying to help you out, the FuckThis comment is out of place. This is a public forum, we do not come here to see just your work, If you want advice or help you are the one who must make the effort, not others on this forum.
So I think this guy is new to forums I'll help him out, and FuckThis is your responce, well sorry but fuck that, its all become too much effort for me to give a shit about what you post.
Good day to you.
Pantmonger
Sorry man wasn't directed at you Pantmonger. It was to do with the problem I was having with my computer and front page, and most of all geocities (for anyone which has used geocities would know the problems it has.) Sorry if you took it that way.
And yes i know this a public forum, and as you can see there are many places in these forum I have added my own advice or help to someone eles.
to adie and co, and to you all that dont know
to adie and co, and to you all that dont know
i figure sum of us do.... but maybe keep it!!
(and no harm to you, that dont, if you know what i mean, as there should be no egos here...only sharing.......anywayz
have you checked out this page, ya should if you havnt..
this is also the page where i got the reference for the lame wip head that i posted ( im sure you can pick it.... but here is the link anyway http://www.fineart.sk/heads.htm and here it will stare at you in the face.... ( can ya tell, im over tired ???? )
cmon peeps,can ya give sumthink to me? im gettin very worn out over spreading myslef soo thin, music is natural, 3d is trained and is sumthink i want to make sum money from...but i need sum encouragement...sum affirmation from the ppl in the know...and i know you know what i mean [:)]
if only there were more hours in a day, if only there were more days in a week , if only there were more weeks in a year , if only there were more years in a lifetime!
Thanks for the link, that site is very useful.
As to
cmon peeps,can ya give sumthink to me? im gettin very worn out over spreading myslef soo thin, music is natural, 3d is trained and is sumthink i want to make sum money from...but i need sum encouragement...sum affirmation from the ppl in the know...and i know you know what i mean
Yeah there is not a lot of commentry traffic on this site even with the increase in the ammount of posts of late, I sugesst that in addition to this place you find a forum with a good comment turn around and go there as well. There are places like CG talk (very good) Polycount (not so good, troll city)
Other then that, while there are links being thrown around, did this tute a little while ago, dont know overall how usful it is (feedback good) It deals with how to use multiple layers and line art to create decent images, its more about the process then how to create the art. Have a look if you feel so inclined
http://home.iprimus.com.au/evilbunny/Jagged/Tute01_ColourInk.htm
Pantmonger
Portfolio
Well I finally got around to doing my portfolio, check it out and tell me what you think.
Its quite a heafty site for 56k users but I'm counting on the guess that most game developers really would have cable etc.
[url]http://www.inkmancomic.com/dean/Portfolio/index.html[/url]
Any suggestions are welcome, but since I hated doing my website it may be a while before I implement any good ideas. It took to much time away from modelling. [:p]
Thanks guys,
Malus
nice work malus :)
see you have steve there in your references, he used to be my lecturer back at hervey bay, although we pretty much just played quake3. hehe took me half the year but i finally whooped his ass :p
good luck getting a job.
lachlan inglis
Showreel WIP: http://effectism.com/sample/
Character: Work In Progress: Huge Orc
Hey all, currently modelling this guy for my reel. the proportions are intentional :)
[img]http://effectism.com/sumea/char_wip_01.jpg[/img]
Comments and suggestions are more then welcome.
lachlan inglis
Showreel WIP: http://effectism.com/sample/
Very Nice, got to get into some of that high poly stuff myself one of these days.
Going for a very Warcraft look, the only crits I have is that the thumb looks a little too much like an extra finger and not opposable enough, but that could just be its current position, and the hair on his head looks a little on the thin side, but other then that great stuff
thank pantmonger, i agree with you on the hair.
here is a concept of the hair style ill roughly give him:
[img]http://effectism.com/sumea/hairstyle.jpg[/img]
lachlan inglis
Showreel WIP: http://effectism.com/sample/
i didn't start him thinking of making a blizzard orc...he just ended up looking similar to Hellscream out of Warcraft :) (then i opened my Art of Warcraft book and thought his hair style was cool) but i dont want to go and make another orc with huge armour covering everything.
lachlan inglis
Showreel WIP: http://effectism.com/sample/
update on the hair:
[img]http://effectism.com/sumea/hair2.jpg[/img]
i think it may just be the position of the thumb..ive modelled it in a relaxed position but ill play around with it.
somethings im going to do now before david letterman comes on :):
- make the toes look a little less cloned
- define ankle/lowerleg a bit more...
keep the suggestions rolling :)
**edit: bloody cricket is on! no letterman. [V]
lachlan inglis
Showreel WIP: http://effectism.com/sample/
thats fantastic, you are goona go far [:)] and like you and others have said, fingers and toes need sumthink... maybe not so much fingers to me , but the spaces between the toes seem too far apart but i guess it hasnt been bound yet....so... im sure you might squish em together then .I love the lil hairs on the legs and armpits.. i presume thats a plugin... duh! Great muscle structure/shape! [;)] great great great.. oh yeah, ther eonly seems to be toe nails on the big toes... i dunno, does the forearm look a lil short? perhaps its just the sylee . it looks wicked either way....
it looks f***n good!!!
3dsmax5.
lighting is lighttracer then some adjustment in photoshop.
lachlan inglis
Showreel WIP: http://effectism.com/sample/
stupid hair! deleted itself.. anyone know why it does that?
lachlan inglis
Showreel WIP: http://effectism.com/sample/
i had chest+forearm hair on him right before it all deleted itself.
mapping...few areas to clean up..but theyll be covered :)
[img]http://effectism.com/sumea/char_orc_maping_01.jpg[/img]
lachlan inglis
Showreel WIP: http://effectism.com/sample/
Looking good and tight, couple of bits on the feet look a little stretchy but thats life.
Man your one of those people who map with a huge stack, that givs me the fear.
Go go go....
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/Jagged/GamaPantsWeb.gif[/img]
yeah the feet haven't received much attention yet :)
ill clean it up as i get down to them- just started painting the textures for the upperbody.
lachlan inglis
Showreel WIP: http://effectism.com/sample/
just to keep the thread puttering along here is some very very early texture work :) (and yes im aware he isn't green [:p])
[img]http://effectism.com/sumea/char_wip_02.jpg[/img]
lachlan inglis
Showreel WIP: http://effectism.com/sample/
thanks malus :)
i found some small pieces..not really that helpful. doesn't matter.
lachlan inglis
Showreel WIP: http://effectism.com/sample/
thanks chris.
yeah the stack has some size to it :)
i could cut it down but hey, it works well :)
update soon...
lachlan inglis
Showreel WIP: http://effectism.com/sample/
well, i had fun time at midnight last night.
blackout, no warning. lost all texture psds. well, all bump/spec etc..only have color but its an old one. still have the flatten bmps though....its not a complete loss :)
*in the monty python theme 'always look on the bright side of the life'*
lachlan inglis
Showreel WIP: http://effectism.com/sample/
My sympathys to you, Have lost volumes of stuff in the past myself, that?s why everything gets interations when I work on it now. I iterate my psd?s, everything. It?s a good habit to get into you just clean it all up when the finished product has be burnt and stored.
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/Jagged/GamaPantsWeb.gif[/img]
yeah i do that as well, a lot with max files. just hadn't saved these psds yet :) it happends..wasnt too far into them anyway. thank god.
lachlan inglis
Showreel WIP: http://effectism.com/sample/
fantastic. if ya wanta rig for him i cld do ya one in an hour or 2 or maybe 3 depending on what controls you wanted..which i guess would be all you could set your hearts desire upon... and except for phonemes (obviously)unless you give me all the models with the phonemes. I dont got max 5 tho, so it wld have to be a maya rig .... theres an offer if ya want it.
Nice work :)
Tho I think the waist is a bit too small compared to the size of the shoulders...
I would be afraid to date a guy that had a smaller wasit then I did :)
But maybe you ment it that way? *shrugs*
*goes off to write a program*
- If you don't have anything nice to say say it so everyone can hear!
medium poly male head
i was workin on this head for a few days last year and it obviously still needs lots of tweaking, but i thought i wld post it anyway..its only a screengrab and the smoothed mesh is only by one iteration, which is about all my pc will handle at the moment unfortunately !
anywayz, say sumthink if ya want..
i better start painting those textures for the sumea challenge as i only gots the rest of tonight and the morn....back to 12 hour nights of work in a crap, high risk ,low paying job on wendnesday till 4am friday then its a night off then its a fun job high pay for a few hours on saturday night and back to the twelve hours and shite on sunday :(
i took tonight off to do the textures for the challenge so i better make an effort eh!!
heres the link
malus, polys in maya are the same as max, only better as in easier to add polys as you dont have to divide and turn etc, you just add em, in multiple ways (you choose )...at the end if you want to convert to tri, you hit the majic button, convert to tri, or again if you want to go back...convert to quad and bobs your uncle (lame) once you convert to tri you can flip/turn them edges as much as you want :)
Beasta: I know that polygons are the same inmax and maya they just manipulate them differently, you do realise a tri is a polygon right? a quad is 2 polygons. Is it just me or in recent months have people started getting confused about tris and quads?! lol
I was just saying that you might want to add creases etc to the smoothing groups, easy enough in Max, never done it in Maya.
looking good so far ... but the bridg of the nose looks a bit skiny and the mouth is just a bit too low this makes the uper lip look too long .The mouth shape looks great though ..and remeber that the nose is nearly ass wide as the mouth(nostrils not the bridg)..And is it going to be a woman or man?? becaus at the moment its looks(too me) like a woman or young boy because the jaw and cheeks are very full and round..these are just some handy hints
malus: i have no confusion over polygons my freind, two tiangles make a square, duh!, basic trigonometry! actually maybe trigonemtry might be the wrong word. I reckon this much tho, and that is, that its more effecient and takes less time to model in quads and then convert to tris (it might be personal preference, depending on how you taught yourself and it also makes a huge difference if you know what poly count you want or have to work with, or maybe just the quality of software) but when it say comes to doing a low,mid, and hi poly model, i would think that to use quads in the first instance would be the best. For mid and high poly models, to get the best surface, you only want four sided faces ( a few 3 and 5 sided arent going to hurt, depending on where you put them) but quads wld be the best as they will also make the cleanest triangles..... and of course a smoother mesh...which is what we all want :)
adie, huh? " the nose nearly being as wide as a mouth " not on my face, and i hope not on yours :) i think i was taught that the mouth should be at least 2 widths of the nose (as in entire nose) thanks for the tips tho, i was thinkin it was lookin a bit effeminate as well :) i will post the reference images soon when i get a chance to work on him... but i think with more definition to the lips, nose, and eyes it might look differently ( and yeah, the nose is wack) i havn't spent much time on this model, it was the first high ploy head i got into afta doin the joan of arc tute...
as i was studying how the pros where spending thier polys and creating there edge loops, but since then have decided that afta all the study of others theory, you are better off , either reusing your assests ( i havnt tried this) or just modelling from scratch...
once you get the asic shapes with the minimum amount of detail, its much easier to then add the detail... if that makes sense..
what im pondering over at the moment is whether or not to use dodge, burn, and blurr (or smudge/sponge) or shades of colour or greyscale and tints and overlays etc.... oh the joys of having a graphics tablet again and oh the woe of havin f**k all time.... [;)]
""adie, huh? " the nose nearly being as wide as a mouth " not on my face, and i hope not on yours :) i think i was taught that the mouth should be at least 2 widths of the nose (as in entire nose) thanks for the tips ""
the mouth is as wide as the nose is long, if it were 2 it would be way 2 long but the nose is hardly ever properly in proportion so is easyer to say is almost as wide as the mouth unless they have a small looking nose[http://homepages.ihug.com.au/~pigsnogl/images/stefan_rademakers_front2…] ..and u can use the color of the eye for a guide for were the mouth gose too..[http://homepages.ihug.com.au/~pigsnogl/images/stefan_rademakers_front.j…]
hope this clears it up for u [B)]
Beasta: Your telling me stuff I already now man. I use quads alot when modelling in max, and then convert to tris also, but if you want smooth more effiecient use of triangles for modelling organic things, geodesic modelling is by far better, less uv stretching and smoother for muscle definition.
Don't know how you got to this when I was originally just saying that you might want to add creases to define ares using smoothing groups etc.
People need to read these posts more before getting all defensive.
I wasn't flaming you just your original post after mine read like you didn't understand what I was on about.
Dean Ferguson - 3D/2D Artist
Adie: Beastas right about the nose thing. your nose is the width of an eye and your mouth is around twice that, the corners of your mouth usually line up with the centre of each eye, but you said that i guess.
the distance between the nose and upper lip is actaully around the same height as the eye.
It does look boyish though because it is fuller and has little muscular definition.
Dean Ferguson - 3D/2D Artist
Is cool u dont need to tell me about proportions I lernt all that from my master [http://www.users.bigpond.com/schip/][http://www.users.bigpond.com/schip…] was Peters apprentice for 3 years.. imade the "Alexander the Great" and he just signed it.i help make heap of other ones most of the time i just blocked in the the shape and he finished it off.
Nice sculptures, Adie. I was recently in europe, and sculpting has to be one of the most demanding and beautiful of artforms, I got to see Michelangelo's David and some of his unfinished works, amazing stuff. Wasn't directing the proportions directly as an attack on your ability by the way, just backing up what I said.
Dean Ferguson - 3D/2D Artist
I wanted to go to europe before I got into the games industry, that way I got it out of my system and can concentrate on a career.
Europes great though, you only need the plane ticket and about 1500 bucks, I got a job in like 30 minutes over there, bar/waiting work is so easy lol.
Dean Ferguson - 3D/2D Artist
Alien Bug type thingy
Just an alien I did a while back.
I know I didnt need to add all the detail to the seperate segments of the armour, texturing could have done it anyway, just playing with it a bit.
C&C welcome guys/gals.
shite malus, that is wicked!!! i love the way you have segmented it's legs, the arms and body would look cool segmented like the legs.The segments are like the joints on crustaceans.... i love crustaceans altho they are creepy, they are amazin creatures...
textures seem a little dark on certain parts of the body and arms/hands, maybe its just me tho.Myabe you like them dark.
It looks fun to animate [:)] animating a quadped would be fun [:)]
nice work again malus. good modelling/texturing.
i actually like the texturing more on the lowerbody,
it looks like you just wanted to finish him as you got higher up :) it looks like u have used a
photoshop filter on his main body, think its plastic wrap?
any animation on him yet?
lachlan inglis
Showreel WIP: http://effectism.com/sample/
Jacana: One of them did get out of thier cage eep!! lol
Inglis: Actually did the lower body area last, guess I got the style I was after a bit more down by then.
Its actually not plastic wrap but it was done like that when one of the guys at Halfbrick showed me the filter, I normally hate filters because its a bit cheaty but I liked the effect so I emulated it by hand, bit to closely I guess. lol
Good frikken eye though man!
No animations yet, although I need to do some to fill that area of my portfolio, thinking of doing my dragon first.
Dean Ferguson - 3D Artist
no worries.
quote:Good frikken eye though man!
ahh, i have my moments [8D]
lachlan inglis
Showreel WIP: http://effectism.com/sample/
Malus Vs Pantmonger - Round 2
Hey guys heres my 3D part of the battle between me and Pantmonger.
Competition was as follows:
1 x female model & 1 x beast model
any style
3000 polygons max1 x 1024 & 1 x 512 texture for each
1 x 2D CG art of above.
2 weeks (its been 3 lol, but we are both so busy that we didnt have time to start them)
Queen of the Dragons
[img]http://www.sumea.com.au/simages2/37_Dragon-queenL.jpg[/img]
Dragon
[img]http://www.sumea.com.au/simages2/37_DragonL.jpg[/img]
All C&C welcomed, will have the 2D posted soon. And Pantmongers sure to have his up as well.
i just saw them under your Sumea profile.
nice work.
so do you want us to vote on the winner? :)
lachlan inglis
Showreel WIP: http://effectism.com/sample/
good stuff!.. the female looks right in proportion, and the dragon looks very cool. A few things about the texturing in the female model, the cheeckbone shadowing is way too dark, and you have to remember where your light source is and make shadows consistent.. You have dark patches on the sides of her nose for example.. and I like how the shadows are more subtle on the rest of her body - the ones on her face are too contrasting, I reckon..
pantmonger, yr models and textures are really lookin well up there. you trully are becoming ( i hope becoming isnt seen as a negative as i dont know your history, only what i have read in yr profile) a proffessional 3d artist :) and its obvious in the feedback that you have gotten thru cgtalk and of course thru the works that you are doing.
sorry malus, i havnt had the chance to check your works out...the dragon is wicked, altho a little dark.
My last monitor went bust, altho i had it for 5 years and the one i have now is even older and smaller and just recently its display went really dark and i had to up the contrast and brightness manually (which i know isnt going to be a good thing), i wld imagine this might have sum considerale effect on any final output.. as to what others will view thru theirs..
i wonder malus, what your hsv or rgb or cmyk values are? that you used for the background shade of grey in your dragon pick, im thinkin i might need a benchmark as my monitor is not set at the default... or any1 that can give me a benchmark colur value? and example please.?
where is the best place to imagine your light source when you are painting textures? and you have no info on your engine?....i feel this might be a stupid question as i guess the best way would be to paint your highlights and shadows as if it was globally illuminated....and in which case everything would be have to be very subtle... no sharp highlights or contrasts, which wld take much thinkin and skill ( i also guess there are no stupid questions, only the ppl that treat them as such)...
ps if this is rply is messin with yr post, let me know and i will delete it [:)]
Some time in the next few days (hopefully) Ill be able to add my entry to this comp, the reason for my lateness (well one of them) is due to my c: going to hell and back and having to be cleared and have everything reinstalled so, some missing work later and Im behind for everything, but it will get done.
Pantmonger
Beasta: not sure if Im just confused by your post but you do realise both the queen and the dragon are my work not pantmongers right? Just reading your post it seemed like you thought the girl might be pantmongers.[?] If not , then my bad.
Lighting: its just the max default lights.
Engine: its not for an actual game, (we wish hey Pants). Both Pantmonger and I live in Brisvegas and are looking for work, this is just to help challenge ourselves to complete only the best models/ textures we can.
The colour for that background isnt grey, its actually a smokey red.
Not sure if my monitor setup is what you want to go by man, I have no idea if its pantone correct or anything [:p] but heres the colour for that background for the dragon:
R:91
G:77
B:77
Flight of the Spider Eaters
[img]http://www.sumea.com.au/simages2/56_FlightL.jpg[/img]
Just finished this one, again part of a competition with a friend this one was for a creature, a female. Both 3D model of them and a 2d image. This is the 2D image, below are a few close ups as the original image is A3 300dpi so detail is lost.
[img]http://home.iprimus.com.au/evilbunny/Jagged/Fn13_Flight_h.jpg[/img]
[img]http://home.iprimus.com.au/evilbunny/Jagged/Fn13_Flight_w.jpg[/img]
Comments would be great, thanks
Pantmonger
Design & Technology - design maps?
Hi,
Judging from my post count, it's obvious I'm a new member here, but I hope to be of some use to people around here.
Just a little bit about me:
I'm a seventeen year old doing my HSC this year. There, that was short.
Anyway, the point of this thread is to inform students that have not started the Preliminary course (year 11) about Design & Technology and how it can be used as a great starting point for budding level designers.
Let me explain a bit about the course:
In year 11, you're given a design brief with several constrictions, or limits. Mine, for example, was to design something that helped the environment. So I designed a website. Anyway, you're given a second design brief in term 2 where there are no constrictions other than time. For this one, I designed my first multiplayer map (it was for Half-Life using VHE).
In year 12, you only have one project that spans for roughly eleven months. I am again designing a map using VHE, though this time it's very likely to be for CS (you have to take market dominance into account as well).
So far, I've completed most of my sketches and development of the level will begin as of next month.
What I'm trying to say is that this is the perfect opportunity for students to have an early start in level design (given that there are actually students roughly 15-17 years old in these forums). Not only do you go through the proper processes of design, such as the project proposal, evaluation, etc. (which gives it a professional impression), but you've got a headstart for those fun years in uni where level design becomes a hobby.
I hope this has proven to be useful for at least one or two of you. [:)]
Vivian: You go too far, Marlowe.
Marlowe: Those are some harsh words to say to a man, especially when he's walking out of your bedroom.
quote:one project that spans for roughly eleven months
that better be one **damn** good map.
lachlan inglis
Showreel WIP: http://effectism.com/sample/
I hope so too, but it's still a lot of work. I'm not, of course, trying to provide an excuse in the case that my map turns out mediocre at best, but year 11 and 12 aren't easy. A lot of pressure that they forgot to ease us into during years 7-10.
Anyhow, this project also conflicts with my other subjects, so don't expect a full-blown WOW thang (although that's what I'm aiming for [;)]). Also, this is only my second map, my first being a pathetically textured and lightly decaled pile of dog shit (much like what you would find in Gunman Chronicles, in fact). Finally, I believe this is the first attempt at level design in the history of the course, the closest being work on CAD and 3DMax.
Vivian: You go too far, Marlowe.
Marlowe: Those are some harsh words to say to a man, especially when he's walking out of your bedroom.
I would advise against making something for school that you also use for your entertainment / hobby, I tired and failed miserably at it. I might be fun looking at HL levels all day, but in the end you have to have the work done, and the markers have to know how to get around.
Although I suppose for that single level you coulh have it being showed off via a demo, and perhaps free view too.
quote: I would advise against making something for school that you also use for your entertainment / hobby, I tired and failed miserably at it. I might be fun looking at HL levels all day, but in the end you have to have the work done, and the markers have to know how to get around.
Although I suppose for that single level you coulh have it being showed off via a demo, and perhaps free view too.
I think I need to explain a few things.
The markers visit the schools when marking a project. Hence, I could arrange, say, a four-player LAN at my school and have the marker watch for ten minutes. Also, my DT teacher said that the project can have a personal purpose as well. Mine was that I want to expand my career folio, and entertainment was an aside. He was all for it (being a marker himself).
The Free View thingy is a great idea! Thanks! That'll help a lot, because then the marker can check whether I meet the criteria (that I established in my folio). Anyway, thanks again. [:D][:D][:D]
We like a man who comes right out and says what he thinks - when he agrees with us.
idahos wip gallery
hey guys (and gals) just posting 2 let u know my wip gallery is up and i will be updating my site with a link to it soon, but for now its www.geocities.comlukedwyer2002wipgallery.htm
Jarru Tenk, check it out..
This is a model i made and textured when i was trying to get a job at krome studios in 2001. The character is from their first game or one of.... i think its a pretty damn good copy if i can say so myself...have a look...
http://andrewbertram.freeservers.com/JTms.htm
What I would love to happen would be for sum1 working in a 3d related industry ( especially games ) to look at sum of my work and give me feedback as to whether or not i shld be sending what i have done to companies to get work,thus saying, yeah man u shld be employable, or no man u need to keep workin on your portfolio and skills ( i dont think skills personally, but creativativaty perhaps) ( spelling for sure ) and if i need to work on certain areas to be told.... i have sent portfolios to companies and then played phone tagg for weeks, months even, and then sum places i have rung up to talk to the creative director and havnt even gotten past the front desk after being asked if i had sent in a portfolio...........
unfortuantely not malus,
i might be able to painstakingly plug in an old hardrive that is screwed and the images might be on that, but it will take forever to retrieve them. Originaly i grabed a concept off the krome website, but that wasnt enuff for me, so i went and downloaded the demo from one of those shareware websites and then took screen grabs...the only modification i made was to make the torso and legs one object as the original has separate legs and arms, i kept the arms seperate tho...hes a cool little character... if i can get the pics off the hdd, i will post
wip
hi there. Here is a character i was working on before the sumea challenge
http://andrewbertram.freeservers.com/reggiewp.htm
let me know what you think please...
I reckon it's a coolio comic style model, and would like to see how this progresses
Chris Bowden
http://brain.gamekey.com/
i will post up the first low poly model i made, i was going to animate him breakdancin but never got round to it....i spent so long on learning how to uv map with this1 ( i smirk) look at those amazin textures, teeheehee.
http://andrewbertram.freeservers.com/foogmodelsheet.htm
and i will post the first thing i made in max that i was happy with...(besides web page stuff) i used version 2.5 and it was prolly in 98, i think....
http://andrewbertram.freeservers.com/diverclock.htm
oh yeh, i hope ppl can see this stuff without it lookin awfull,sum stuff i got compress to be under 256k :(
whatch out now coz here is the post for the first model/animation that i did in maya that i was happy with...it was prolly using version 2 , i dont know i cant remember if version1 had cloth or not, i think it didnt till version 2. but anywayz i used polly and nurbs modelling fot this 1 ( did i mention im pretty good with nurbs modelling, altho its not my preference..) and i used soft and rigid body dynamics and ik and fk and raytracing on textures and shadows, and cloth for the jumpsuit,blahh blahh, and i used after effects for effects and composite...blah blah blah
I will put lots of picks on this link......... i used blendshapes, lots of custom attributes for the skeleton, i tried to use everything, but i dont think fur was in the version of the software i had.
have a look at these and abuse me if you want, maybe after this (in a few days) i will post sum of the stuff i have done to try and get jobs with the local industry.
here is the link for the aforementioned images:
http://andrewbertram.freeservers.com/mayafirst.htm
if i havnt put it anywhere.. I am Looking for 3d work..
Exhibition and work-in-progress sections merged
Yes, I've merged the two - there wasn't a lot of activity in either sections, and the Sumea Challenge was pretty much going to swamp the work-in-progress one.. So, from now on, display any of your work here for comments!
Kharn the Betrayer
[img]http://home.iprimus.com.au/evilbunny/Jagged/3d11_Kharn.jpg[/img]
Had a little comp with a friend of mine, to keep us in practice and the like, as we are currently doing sprite work and don?t want our 3D skills to get rusty.
The comp was this, model from Warhammer 40K
2500 poly limit
1 x 1024 texture map.
1 week from notification
And here is my effort, Khorn the Betrayer. 2473 poly and within the texture map limits.
I dare say my friend will post his some time in the next few days.
Feedback good.
Oh and if you want to see more images of this fellow, there are some currently under my name in the main sumea section.
Pantmonger
Phwoah... sif ya can't get enough 40k. And that's pure unadulterated spooge. Great job!!
Chris Bowden
http://brain.gamekey.com/
Hey every one,
Stupid me forgot t opost 'my' side of the battle. lol
So here it is, finished like 3.5 weeks ago btw.
My Warhammer 40K inspired Ork that I made for a battle with my friend Pantmonger.
The object of the battle was:
<2500 polygon Warhammer 40k model
1 x 1024 x 1024 map
1 week deadline
They turned out pretty good me thinks but tell us what you think about them both, all crits/comments are welcomed.
Ork: 2495 polygons
[img]http://www.inkmancomic.com/dean/Portfolio/Images/ork.jpg[/img]
Regarding the first model:
I like it_ except if i could make a suggestion i would have two shoulder armour gaurds_ symetry like objects tend to look and feel more stable (in my opinion anyway)
oh yeah_ the boots look a little exaggerated_ thin them out a little so that he can walk properly. They look a little too cartoonish_ mario style if u know what I mean.
Regarding the second model:
i like it heaps.
looks dangerous it does!
Programmer Art
Who needs flash when you can code java? [8D]
www.gaffer.org/java/rose.html
www.gaffer.org/java/sparkle.html
www.gaffer.org/java/string.html
www.gaffer.org/java/meshy.html
Glenn "Gaffer" Fiedler | Senior Programmer | Irrational Games
thats probably right, i'm using a lot of line art here - and thats something that flash excels at
try this one on for size then:
http://www.gaffer.org/interactive/flower.html
[8D]
Glenn "Gaffer" Fiedler | Senior Programmer | Irrational Games
Oh, I wasn't saying yours was slower.. I've seen some of the shaded line effects in Flash, and they seemed slower than your java ones.. and they used much less lines or iterations (sorry, I am SO not a programmer [:)]).. I've seen a lot of those 'magnetic' rubber band line things too in Flash.. they had much less points though as well.
You should get some textured 3d stuff going in some Java! [;)]
yeah i knew thats what you meant, my point is line-art in flash is pretty common these days, probably silly for me to compete with lines in java then, its just that its pretty damn hard to get the fillrate in java required to get even flatshaded stuff running at a decent clip, and texture mapping, dont even bother, its all in software so it would be jaggy as hell, no filtering... UGLEEEEEE!
Glenn "Gaffer" Fiedler | Senior Programmer | Irrational Games
thanks daemin, i just wish i had more spare time to play around with this stuff, game dev work doesnt leave you with much...
here's some more 2D stuff:
www.gaffer.org/interactive/kaleidascope.html
www.gaffer.org/interactive/fire.html (oldskool!)
Glenn "Gaffer" Fiedler | Senior Programmer | Irrational Games
Well I guess it might be time to show off a little "artistic" demo that I did *gasp* over a year ago for a job application.
It might not work 100% on all people's computers because there were some bugs in the code that long ago, but its something cool none-the-less. Some of you game industry people might recognise it since I sent it out to many places in hopes of getting a job.
Download it from my website: [url]http://members.austarmetro.com.au/~sdgrab/Teapot-Demo.zip[/url] oh yeah, and read the readme file for more info.
Actually, i'm doing honours math part time at ANU while working at irrational - i only do one subject a semester, but its terribly hard to find the time to study, let alone attend lectures, most of my spare time is spent sitting at home in a zombie like state feeling bad about being behind in my studies ;)
i'll check your demo out daemin, cheers
Glenn "Gaffer" Fiedler | Senior Programmer | Irrational Games
The Lost is being done by the team in Boston, i cant really say what the Australian team is working on yet, as the publisher hasnt announced it yet we are all under NDA etc ;)
you should send those questions off to jon, i'm sure he'd be happy to respond, feels nice when somebody wants to interview you ;)
cheers
Glenn "Gaffer" Fiedler | Senior Programmer | Irrational Games
quote:Originally posted by Gaffer
The Lost is being done by the team in Boston, i cant really say what the Australian team is working on yet, as the publisher hasnt announced it yet we are all under NDA etc ;)
PHWOOAR!! I KNEW IT!! SYSTEM SHOCK 3 !!@@!!@ [;)]
kidding.. sorry, it just reminded me of that rumour a while back of System shock 3 in production due to that Boston programming job advertisement. It's funny how rumours can just spring out of nowhere [:)]
Awesome :)
quote:Originally posted by Gaffer
Who needs flash when you can code java? [8D]www.gaffer.org/java/rose.html
www.gaffer.org/java/sparkle.html
www.gaffer.org/java/string.html
www.gaffer.org/java/meshy.htmlGlenn "Gaffer" Fiedler | Senior Programmer | Irrational Games
//Without order nothing can exist - without chaos nothing can evolve. \(anon)
Did have but I've taken to Souri's site here and have been uploading a little bit of my stuff here on sumea :) hehe and I have to pay some overdue host fees *hides* but i will have to do that very soon [:)]
quote:Originally posted by Gaffer
do you have a site with your stuff on it roo?Glenn "Gaffer" Fiedler | Senior Programmer | Irrational Games
//Without order nothing can exist - without chaos nothing can evolve. \(anon)
Marine soldier
Hey guys this is my first post, heres just a lil something ive been working on. practicing modelling and texturing. I gave myself pretty tight restrictions as to poly counts and map sizes.
[img]http://effectism.com/Marine_LukeDwyer.jpg[/img]
Hi, um all I'm getting is the 'whoops somethings wrong' little red x so no crits from me till it is visable.
The big problem is you currently are trying to direct link the image from your hard drive, which means it will work fine when you come to look at it, but no one else can see it.
You must upload the image to a web site that allows direct image linking (ie not a free site) that way all can see it.
Pantmonger
Nice model. One thing I notice is that he looks a bit stunted in height. Make his legs (below the knee) slightly longer, I reckon. For anatomy references, you HAVE to check out http://www.fineart.sk/body.htm .. there's six pages of anatomy references. it's brilliant [:)] texturing is quite cool, I like how you mixed in some browns with the green for the metal on his shoulders. Mixing colours like that makes the results more interesting. Texture work on the pants and shirt is VERY cool, and perhaps the chest/groin armour could be a little more interesting though.
Nice work Idaho. I really like your colorful skin. Is it destined for a game?
Crits: Besides the leg thing that Souri mentioned I also think that his shoulders look too broad and his neck a tiny bit too short, but these are my personal preferences, stick to what makes you happy :)
Lead paint: delicious but deadly!
Working on a independent game
Hello all. lets kick off this area.
The game industry seems to be cool but I can't get into it (need 5 years experience to work on Mario 45 etc...) . Also don't know if I want to get into it. So I decided to go independent. Been working on a small game for 8 months. This has the huge advantage of giving me experience in this area. We are getting close to completing the first game too. The experience gained from this first project has been great. Only job I have had was at a factory working on a computer. My job was to design manuals for the machine made at the factory.
Here's some screen shots from the game.
http://www.gplgames.com/B-Games-screenshots.html
Main site
http://www.gplgames.com/
The game is a 2d turn based strategy game.
The fella's over at garage games can explain what it is like to be a indie.
http://www.avault.com/articles/getarticle.asp?name=garagegam
Being a independent game developer feels great. You own your project 100 %,
you set the pace and you get to make the game you want. But there are disadvantages to being a independent too.
If your going to start on your own game start simple. Also you can't compete with the big game developers they have man power + cash. The new everquest 2 has over 100 people working on it and a budget of 20 million. When you start comparing your work with them then your running into trouble. A small game that a small independent team will make falls into its own category.
[img]http://gplgames.com/Pictures/G-Space-battle-2.jpg[/img]
Hey, just had a look at your project.. Looks very interesting, and seems to have quite a lot of work/effort put into it! Some of the models look very, very cool.. Turn base strategy? So you're competing against Strategic Studies Group (SSG) then ? [;)]
And yeh, you're right about starting small. Unless you have the extreme talent of the id software guys, a small team can't really compete with large developers.. there's just too much content required for games these days. I'm wondering if the only way to break it into the games industry independantly may be through middleware, or gameboy advance/nokia games... I'm sure 3-man game teams of the C64/Amiga days are soon to be a thing of the past. [:)]
Metatron, I've been thinking of starting my own independant game as well, got any advice on getting started?
I think what your doing is really good, getting into the industry in your own way, being your own boss.
nice work on your game, I really like the vehicles and the large mechs, good luck with it.
Souri: Extreme talent of ID? are you drunk?
Lead paint: delicious but deadly!
Thanks for the responses.
GBA and mobile phones are the way to go for a 3 man team. A team that knows what there doing could put out a very good game in 6 months. Also if you complete a game for the GBA it could look good in your CV/resume as well.
The current team I am working with are locals. So we can have meetings at someones house. That's a huge plus in my books. I have worked with online teams and the pace is a lot slower and communiction is difficult (getting your idea's across etc...)
We are also a 4 man team one artist, two programers, one marketing person.
I would really like to work at SSG (Warloard 3 was awesome). That's part of the reason I am making the game. I like strategy games so if I complete 3 strategy games and if I go for a job at a company I can show them 3 completed projects (I want to complete 2 more games in 2003). The games I am making are about the same quality as master of orion 1/2. A good employer can see past the quality of the games graphics and see the capablities of the team members (maybe). Or the option I like the most is going independent and selling the games myself. Most of the games I enjoy playing are the old classic's (Civ 2, Moo, Moo 2, Masters of magic, warcraft 2, warlords 3). I play the new games by I find myself going back to play the classics a lot.
Some advice on game making.
If your the lead designer have a clear picture of what the final game is going to be before you start. Write the core game's features down and stick to them. A design document plus ruff concepts for the screen layout and art should be done so as to communicate a clear picture to the rest of the team. I done my first 40 page design document and 20 concept picture's in a week (modifications to the document were added later). Also durring the process of the game feature's were droped (250 research options got canned :)) Also don't aim for lots of content plus extreme quality (say warcratf 3 level which is very high). I say strike a balance of maybe low content and very high quality (which means maybe one race 10 missions, one terrain type done very well) Compared to warcarfts 50 missions 4 races and multiple terrains(all done very well).
quote:Originally posted by Fluffy CatFood
Souri: Extreme talent of ID? are you drunk?
Well, let me know why you don't think they're talented [:)]
Kenneth Scott is definately one of the most talented skinners around in the industry. If you had a peek through all the Quake 3 skins, you can see they were leagues above anyone else's work at the time.. more stuff on Kenneth Scott here: http://www.planetquake.com/polycount/skins/gbu/kenneth-scott/interview… and http://www.loonygames.com/content/2.5/uc/ and http://www.loonygames.com/content/1.32/feat/
John Carmack. I don't think I have to say anything there..
Paul Steed (well, he isn't in ID anymore, but we're talking about what ID has done in the past) - he's a renowned low polygon modeller and animator, it's amazing how much form and shape he can capture with the lowest amount of polygons.. he's released some books on modelling and animating too - he definately knows his craft, and has some really fast/great ideas on how to build.. great knowledge of human anatomy too.. really shows in his work.
Those three guys are at the top of their field, I reckon.. and then you have other extremely talented guys too, like Kevin Cloud, Paul Jaquays, Tim Willits..
A bit off topic, but I had to say, even though no one will notice this.
Michael Abrash is ex-iD staff, and he works on DirectX nowadays for microsoft and I'd have to say he's a bloody smart coder as well.
On topic though.
There seems to be some good work in the artistry area and hopefully there's the game behind it all to back it up and I can get a closer look! I'm interested as to how detailed the design of the game is at this early stage...
I have to say the big problem with being an independent, is it's hard to attract like minded people that want to work for nothing. Especially when you start talking about them bringing along their own equipment, and communication over the net isn't all it's cracked up to be considering time zone differences. The best way to get something done is to get people in your area to help you out, even if it lowers the quality of the product.
The ability to attract good people to work with will grow as you get a reputation.
Usually being an independent also means you have very strong ideals of your own game design methodology, which can create conflict (I know it has for me in the past).
Yes it is difficult to find a good team to work with.
The team I am working with is local. You have to learn to work with other people and not get too attached to your game design. The team is not getting paid and everyone is like the boss. So by having a lot of bosses bossing people around doesn't work. You have to explain your ideas, talk and listen to your members. When the programmer goes what the hell is this feature, you have to sit down explain the feature and how best to implement it. At the factory I worked at the boss would give orders and you would follow them. In a independent team you don't have to follow orders for who is the boss. But the team has to be united in a common goal and a lead designer is needed. The designer has the clear picture of what the game should look like when completed. The designer then needs to communicate the ideas clearly too all the other members of the team. When the team has a good idea of what there making and are happy with the workload it might involve then you can proceed.
The goal is to complete a game and not the game. If we don't get the game perfect the first time we can always do a better one next game. "The game" means you want to make it the perfect the best. But at the end of the day that would take ages to make the perfect game (like duke forever, team fortress 2). Make a fun simple game.
I am doing some alpha testing at the moment. The next stage is the beta testing with my brothers playing the game. They will give the game a good test out. When I started to test the game I came up with even more features to put in. Then I realized we would be working on the game for another 6 months. So at the moment I am just smoothing out the bumps and balancing the game mechanics (and hopefully make it fun to play).
If you want to know what level my game is at then check out this site. http://www.spiderwebsoftware.com/
My brothers are playing Avernum 3 at the moment and they are addicted. I want to play but I am to busy working on my own games. My game is about the same quality as Avernum.
Here is a list of independent game makers/review sites as well.
http://www.dexterity.com/articles/
http://www.garagegames.com/
http://www.simusoft.com/
http://diygames.com/news/
http://www.madmonkey.net/page.cgi/index
Coloured Veteran Illustration up
Not totally finished.
Critiques?
You should put the image of it in your post to save them the trouble of finding it. [;)]
[img]http://www.sumea.com.au/simages2/36_VeteranColourL.jpg[/img]
Hey! VERY cool work there [:)].. I'm a sucker for futuristic concepts, and I love the concepts you've come up with. You got the perspective thing going on very well, and the interior designs are mucho fantastic. [:)]..