Showcase Thread

Re: Showcase Thread

Postby Tranberry » 12 Sep 2011, 14:18

/OT I wonder what's the merit in having one huge thread over many smaller ones?
I agree with Q until I post differently.
User avatar
Tranberry
Community Moderator
 
Posts: 140
Joined: 08 Dec 2009, 21:46
Location: Hjo, Sweden

Re: Showcase Thread

Postby Julius » 12 Sep 2011, 19:51

It's cooler than posting a new thread for every small piece of WIP art :p

Btw:

Image
http://www.blendswap.com/3D-models/vehi ... yard-v0-7/
Is the newest version of what Charlie posted.
User avatar
Julius
Community Moderator
 
Posts: 3297
Joined: 06 Dec 2009, 14:02

Re: Showcase Thread

Postby Tranberry » 12 Sep 2011, 23:20

nah, I can't agree.. ;D
I agree with Q until I post differently.
User avatar
Tranberry
Community Moderator
 
Posts: 140
Joined: 08 Dec 2009, 21:46
Location: Hjo, Sweden

Re: Showcase Thread

Postby qubodup » 20 Nov 2011, 06:57

Image
I made a tile set for JSettlers2 using gimp and ... inspiration.
User avatar
qubodup
Global Moderator
 
Posts: 1671
Joined: 08 Nov 2009, 22:52
Location: Berlin, Germany

GangHamburg.wings

Postby qubodup » 26 Dec 2011, 16:45

I made a grey box level (if you know a better term for level concept model, please tell me!).

It is strongly inspired by one of the exhibition areas in the Hamburger Bahnhof museum for contemporary art in Berlin.

I would like to upload it to OGA as concept art but would like to first figure out how to render a decent image.

http://ompldr.org/vYng4YQ (7z, 8kb, :zero:)

It is a 1vs1 arena map, which would probably work well with rocket jumps or wallrunning, so openarena and redeclipse might be good games to test it in. Addition of jump pads might be a good idea as well.

orange = walls
blue T = player start
green Diamond = defensive pickup
red cone = offensive pickup

PS: reddit/gamedev
Attachments
GangHamburgAll.png
User avatar
qubodup
Global Moderator
 
Posts: 1671
Joined: 08 Nov 2009, 22:52
Location: Berlin, Germany

Re: Showcase Thread

Postby farcodev » 27 Dec 2011, 20:04

Here's an old spacecraft I made 11 years ago (time pass so fast...). I revive it for FAR Colony but I need to remake the rear part (where the space drives are located) because it’s suck and it’s one of the reason I never completed it.

Image

Image

Image
farcodev
 
Posts: 163
Joined: 09 Feb 2011, 02:52

Re: GangHamburg.wings

Postby MCMic » 03 Jan 2012, 11:46

qubodup {l Wrote}:I made a grey box level (if you know a better term for level concept model, please tell me!).

It is strongly inspired by one of the exhibition areas in the Hamburger Bahnhof museum for contemporary art in Berlin.

I would like to upload it to OGA as concept art but would like to first figure out how to render a decent image.

http://ompldr.org/vYng4YQ (7z, 8kb, :zero:)

It is a 1vs1 arena map, which would probably work well with rocket jumps or wallrunning, so openarena and redeclipse might be good games to test it in. Addition of jump pads might be a good idea as well.

orange = walls
blue T = player start
green Diamond = defensive pickup
red cone = offensive pickup

PS: reddit/gamedev

It could also be fun in purity ;-)
User avatar
MCMic
 
Posts: 723
Joined: 05 Jan 2010, 17:40

Re: Showcase Thread

Postby Julius » 07 Jan 2012, 01:22

Wasting more time on improved base meshes... will probably make a female version next.
Image
User avatar
Julius
Community Moderator
 
Posts: 3297
Joined: 06 Dec 2009, 14:02

Re: Showcase Thread

Postby Julius » 08 Jan 2012, 03:24

And a draft of a female version:
Image
User avatar
Julius
Community Moderator
 
Posts: 3297
Joined: 06 Dec 2009, 14:02

Re: Showcase Thread

Postby Tranberry » 08 Jan 2012, 03:58

Wow, lovely Julius. I really like them.
I agree with Q until I post differently.
User avatar
Tranberry
Community Moderator
 
Posts: 140
Joined: 08 Dec 2009, 21:46
Location: Hjo, Sweden

Re: Showcase Thread

Postby Julius » 10 Jan 2012, 00:19

Image
Further improvements, especially to the face.

Will probably work on the male again next to get a fresh perspective. But I guess at least the female is close to be done.
User avatar
Julius
Community Moderator
 
Posts: 3297
Joined: 06 Dec 2009, 14:02

Re: Showcase Thread

Postby qubodup » 10 Jan 2012, 00:52

I love the lowpoly-ness. :) Will you be rigging and animating or applying existing animations (OpenArena might have some available [in Blender]) as well?

Sorry if that question doesn't make sense. I have little clue about rigging.
User avatar
qubodup
Global Moderator
 
Posts: 1671
Joined: 08 Nov 2009, 22:52
Location: Berlin, Germany

Re: Showcase Thread

Postby Julius » 10 Jan 2012, 09:35

This is meant as a quick base to make other models (therefore also the low-polyness as that is easier to edit), thus rigging it wouldn't make much sense. In general though: the OpenArena rigs are seperated into two different sets due to the way Quake3 is set up, thus not really suitable for other (non-q3) games, however RedEclipse and Xonotic have a Free set (CC-by-SA / GPL) one can use (which aren't perfect though).
User avatar
Julius
Community Moderator
 
Posts: 3297
Joined: 06 Dec 2009, 14:02

Re: Showcase Thread

Postby Julius » 15 Jan 2012, 03:17

http://opengameart.org/content/low-poly ... ale-female
download first version at OGA; comments welcome.
User avatar
Julius
Community Moderator
 
Posts: 3297
Joined: 06 Dec 2009, 14:02

Re: Showcase Thread

Postby Julius » 17 Mar 2012, 00:52

For Xonotic: Adjusting and updating an old UT2004 model of mine:
Image

The wireframe around is Xonotics Erebusmesh as reference for rig proportions.
User avatar
Julius
Community Moderator
 
Posts: 3297
Joined: 06 Dec 2009, 14:02

Re: Showcase Thread

Postby Tranberry » 18 Mar 2012, 18:25

wow, looks nice Julius!
I agree with Q until I post differently.
User avatar
Tranberry
Community Moderator
 
Posts: 140
Joined: 08 Dec 2009, 21:46
Location: Hjo, Sweden

Re: Showcase Thread

Postby Julius » 01 Apr 2012, 20:31

Image
Making a UV. Kinda half ass-ed as I am too lazy to properly mirror the UVs :-/
User avatar
Julius
Community Moderator
 
Posts: 3297
Joined: 06 Dec 2009, 14:02

Re: Showcase Thread

Postby qubodup » 28 May 2012, 01:52

I didn't create this but a whole community of contributor did over the years. These are only 20 of 651 public domain blender materials.

Image

You can find all materials at http://qubodup.wordpress.com/?p=813

I created this backup archive after cleaning up http://freegamedev.net/wiki/Art_asset_resources and realizing that repositories of freely licensed art disappear from time to time.

On reddit: http://www.reddit.com/r/blender/comment ... ials_from/
User avatar
qubodup
Global Moderator
 
Posts: 1671
Joined: 08 Nov 2009, 22:52
Location: Berlin, Germany

Re: Showcase Thread

Postby ctdabomb » 28 May 2012, 02:12

qubodup {l Wrote}:You can find all materials at http://qubodup.wordpress.com/?p=813

"page not found"
Some people are like slinkies... not really good for anything, but you still can't help smiling when you shove them down the stairs.
ctdabomb
 
Posts: 1075
Joined: 13 Dec 2011, 21:21
Location: halfway there

Re: Showcase Thread

Postby qubodup » 28 May 2012, 02:25

ctdabomb {l Wrote}:"page not found"

whoops, fixed!
User avatar
qubodup
Global Moderator
 
Posts: 1671
Joined: 08 Nov 2009, 22:52
Location: Berlin, Germany

Re: Showcase Thread

Postby leilei » 28 May 2012, 21:54

can't believe I never posted this [nsfw?] here yet.
User avatar
leilei
 
Posts: 154
Joined: 03 Apr 2012, 02:53

Re: Showcase Thread

Postby Julius » 28 May 2012, 22:36

Pretty nice walk animation... boobs don't bounce realistically at all though... or should I rather say "sag"... ahh well maybe it is for the better that they don't.

If I had to nitpic I would say the ears (and the rim of the hat?) should move slightly up and down too, right now they are a bit too static.
User avatar
Julius
Community Moderator
 
Posts: 3297
Joined: 06 Dec 2009, 14:02

Re: Showcase Thread

Postby leilei » 28 May 2012, 23:09

head's still a single-frame head.md3. I've implemented upper.md3 run animations through a lot of cgame/game trial and error torture. i'm getting serious about unstiffing the infamously stiff players game. Another reason for this is that I don't want the flag to hover behind backs anymore, instead I want to hold them in the left hand (Team Arena feature), while at the same time allow the old weapon animations. The method I use is already backwards compatible with models that lack the extra animations. There's also torso jump/fall animations, and the falling also plays when sliding down a slope (especially if it's slick)

the boobs are just extremely cleavaged very packed in, in the typical manga-style fashion (and cliche of game elves anyhow). Unfortunately without shading, it appears like it's fully bare, being cupped from the bottom and the nipples are missing.

I should mention there's two skeletons at work here, and parenting is joining them together in this shot. I try to keyframe ik controller bones only. This is also in Blender 2.62 through a new IQM->MD3 exporting pipeline
User avatar
leilei
 
Posts: 154
Joined: 03 Apr 2012, 02:53

Re: Showcase Thread

Postby Julius » 29 May 2012, 13:26

Ahh ok, md3 limitations, I could have seen that ;) No plans to switch to a slightly less outdated format?
User avatar
Julius
Community Moderator
 
Posts: 3297
Joined: 06 Dec 2009, 14:02

Re: Showcase Thread

Postby leilei » 29 May 2012, 16:20

When there's no alternative format loading for an override in the engine, no format but MD3 is an option right now.

Ideally i'd use MDR, even over IQM. The support for internal LOD meshes has me intrigued with the goal of saving memory in mind.
User avatar
leilei
 
Posts: 154
Joined: 03 Apr 2012, 02:53

Who is online

Users browsing this forum: No registered users and 1 guest