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Re: Showcase Thread

PostPosted: 12 Sep 2011, 14:18
by Tranberry
/OT I wonder what's the merit in having one huge thread over many smaller ones?

Re: Showcase Thread

PostPosted: 12 Sep 2011, 19:51
by Julius
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.

Re: Showcase Thread

PostPosted: 12 Sep 2011, 23:20
by Tranberry
nah, I can't agree.. ;D

Re: Showcase Thread

PostPosted: 20 Nov 2011, 06:57
by qubodup
Image
I made a tile set for JSettlers2 using gimp and ... inspiration.

GangHamburg.wings

PostPosted: 26 Dec 2011, 16:45
by qubodup
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

Re: Showcase Thread

PostPosted: 27 Dec 2011, 20:04
by farcodev
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

Re: GangHamburg.wings

PostPosted: 03 Jan 2012, 11:46
by MCMic
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 ;-)

Re: Showcase Thread

PostPosted: 07 Jan 2012, 01:22
by Julius
Wasting more time on improved base meshes... will probably make a female version next.
Image

Re: Showcase Thread

PostPosted: 08 Jan 2012, 03:24
by Julius
And a draft of a female version:
Image

Re: Showcase Thread

PostPosted: 08 Jan 2012, 03:58
by Tranberry
Wow, lovely Julius. I really like them.

Re: Showcase Thread

PostPosted: 10 Jan 2012, 00:19
by Julius
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.

Re: Showcase Thread

PostPosted: 10 Jan 2012, 00:52
by qubodup
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.

Re: Showcase Thread

PostPosted: 10 Jan 2012, 09:35
by Julius
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).

Re: Showcase Thread

PostPosted: 15 Jan 2012, 03:17
by Julius
http://opengameart.org/content/low-poly ... ale-female
download first version at OGA; comments welcome.

Re: Showcase Thread

PostPosted: 17 Mar 2012, 00:52
by Julius
For Xonotic: Adjusting and updating an old UT2004 model of mine:
Image

The wireframe around is Xonotics Erebusmesh as reference for rig proportions.

Re: Showcase Thread

PostPosted: 18 Mar 2012, 18:25
by Tranberry
wow, looks nice Julius!

Re: Showcase Thread

PostPosted: 01 Apr 2012, 20:31
by Julius
Image
Making a UV. Kinda half ass-ed as I am too lazy to properly mirror the UVs :-/

Re: Showcase Thread

PostPosted: 28 May 2012, 01:52
by qubodup
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/

Re: Showcase Thread

PostPosted: 28 May 2012, 02:12
by ctdabomb
qubodup {l Wrote}:You can find all materials at http://qubodup.wordpress.com/?p=813

"page not found"

Re: Showcase Thread

PostPosted: 28 May 2012, 02:25
by qubodup
ctdabomb {l Wrote}:"page not found"

whoops, fixed!

Re: Showcase Thread

PostPosted: 28 May 2012, 21:54
by leilei
can't believe I never posted this [nsfw?] here yet.

Re: Showcase Thread

PostPosted: 28 May 2012, 22:36
by Julius
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.

Re: Showcase Thread

PostPosted: 28 May 2012, 23:09
by leilei
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

Re: Showcase Thread

PostPosted: 29 May 2012, 13:26
by Julius
Ahh ok, md3 limitations, I could have seen that ;) No plans to switch to a slightly less outdated format?

Re: Showcase Thread

PostPosted: 29 May 2012, 16:20
by leilei
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.