yep, altho I am planning to do something crazy with those 2 combined into 1 piece. I think it would be more memorable as a portefolio piece if I do something humorous with it.
The random model thread!
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what is the secret to making a naked demon and not putting a huge cock on it?
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its a base to start sculpting on, he's pan, half man half goat, his junk will be covered in a lush bush
+ I don't want to scare of potential employers with my portefolio.(you asked for it https://dl.dropboxusercontent.com/u/16324432/seth.png )
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Working on some props for a totally secret new cs map

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totally secret new cs map
SEASON. NOW!
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sculpting update, next up, sculpting the hair for the lower half of the body.
[Blocked Image: https://dl.dropboxusercontent.com/u/16324432/pan_turntable_sculpt01.gif]
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Thought I would share this. I am getting a little closer on the highpoly being completed. I have not seen any other rocket launchers made yet so I am a little hopeful that once I improve/clean/bake that this might make it in-game (but not going to get my hopes up too high). Lots left to do though to just the highpoly.
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skinweighting is "done" [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/pan_skinweightmoreorlessfinal.png]
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[Blocked Image: https://forums.unrealtournament.com/attachment.php?attachmentid=8713&d=1413140927]
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A little more work every time. I know some have seen it already -- but that's because I trust and respect this community in its ability to give feedback and lead and mentor others.
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I think I never ever dared post any 3D art but here we go. I'm trying to learn Zbrush and this is my first real try.
Gonna post the progress here. Please critisise!

[Blocked Image: http://i.imgur.com/KCY45bb.jpg]
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Quote from Sigma
Thought I would share this. I am getting a little closer on the highpoly being completed. I have not seen any other rocket launchers made yet so I am a little hopeful that once I improve/clean/bake that this might make it in-game (but not going to get my hopes up too high). Lots left to do though to just the highpoly.
What fonts are you using here? This is not the regular UT font?
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Those non round arches are something you are going for ? Every time you want to smooth a mesh in Zbrush, do a preview in you 3d package. And bare with me cause this might be hard, but in most cases don't just to the highest sub D level. just work on form and after that work on small details. Also those damage parts you did, are not looking any real - I was there so practice makes perfect ! Great you've started and keep up the good work
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Quote from knj
Those non round arches are something you are going for ? Every time you want to smooth a mesh in Zbrush, do a preview in you 3d package. And bare with me cause this might be hard, but in most cases don't just to the highest sub D level. just work on form and after that work on small details. Also those damage parts you did, are not looking any real - I was there so practice makes perfect ! Great you've started and keep up the good work
!Yeah I'm actually imitating a workflow someone else made simply to learn something new and get going. So you're saying everytime I smooth it I should bake out the textures and apply it to my lowpoly to see how it looks like?
Alright, start out with big shapes and then go for detail - noted.
Yeah, I'm having a hard time handling sculpting, even though I know how some things look its hard to make it so xD I'm trying to go for Torchlight 2 / Dota 2 handpainted look.
Thanks for the reply!

Edit 2: didn't see your reply until I finished this iteration, will take what you said in consideration for next pass.
Also here's an update:
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Quote from ChA1NsAwDisplay More
Look at this thread: https://forums.unrealtournament.com/showthread.php…h-a-Flak-Cannon
One has to do lots of iterating before getting into the official game.
First:
[Blocked Image: https://sites.google.com/site/kazeohin/home/Flack2.jpg]
Final:
[Blocked Image: https://sites.google.com/site/kazeohin/home/flack20.jpg]
Indeed they do. Paul (Kazeo) has been giving me feedback to help me push the model even further which I am highly appreciative of. It has taken me a substantial amount of time to fill in the model completely--which I should have had done very early on had I done a proper block-out phase instead of charging into it without much of a plan short of the concept art itself. That is a mistake I will not repeat in the future. Having said that, hopefully I can begin iterating even more and more quickly. I believe I have been doing a fair bit of iterating (within what I had completed) although I am not nearly as fast or skilled as Paul is (and I have payed very close attention to his work).
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Quote from kanine01
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I can't tell if this is a real pistol or not. If not, then my suggestion on the magazine release button indentation would be to let the cut flow into the finger grips as opposed to carrying it back out to the same planar level as the rest of the side of the grip. Other than that, very nicely done.
[Blocked Image: http://johnemerson.net/wp-content/uploads/Rocket_Launcher_J_Emerson.png]
[Blocked Image: http://johnemerson.net/wp-content/uploads/Powerup_Base_J_Emerson.png]
Just sharing another iteration and a pick-up base I am working on (sorry for branding, pulled it off my portfolio
). Doing the powerup base has encouraged me to start doing smaller environment assets instead of herculean effort ones like a weapon for a first person shooter in terms of time commitment (5-6 hours for the high poly due to having to restart the 8 prong pieces 3 times to get proper edge control). So in that regard I think I may have found something I enjoy more at the moment in terms of art assets to work on. -
Quote from Sigma
I can't tell if this is a real pistol or not. If not, then my suggestion on the magazine release button indentation would be to let the cut flow into the finger grips as opposed to carrying it back out to the same planar level as the rest of the side of the grip. Other than that, very nicely done.
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[Blocked Image: http://i.imgur.com/C7J5T0t.jpg]First test bake this morning. Polycount Thread
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