1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. capone_adam

Posts by capone_adam

  • Beast WIP

    • capone_adam
    • June 10, 2005 at 9:53 PM

    I don't quite understand what you mean, I don't have much experience with NM and was going to 'bake' the high onto the low?...is that what you meant or is there another way?, thanks

  • Beast WIP

    • capone_adam
    • June 10, 2005 at 8:56 PM

    daan, I think I'm starting to see where you are coming from. I have attached legs, arms and head...seems wrong somehow, is this what you meant?

    any crits anyone, this is stage 3 nearly done and now I'm onto fixing it all up. Optimizing etc

    [Blocked Image: http://www.caponeart.com/del22.jpg]

  • Beast WIP

    • capone_adam
    • June 10, 2005 at 8:59 AM

    Even in other forums people just don't understand the unattached thing...they will be attached soon and modelled INTO the center piece so it becomes organic like the concept. Them being unattached is just the way I like to work up the piece

  • Beast WIP

    • capone_adam
    • June 9, 2005 at 8:28 PM

    As I said stage 1 is just blocking out. I have just about finished stage 2 which is adding the detail...but even at this stage things are still mirrored and unattached. Still...I'm not a confident modeller so any tips reguarding my geometry/topology would be appreaciated.

    Not sure if to either add some detail with a extra 1000-2000 so polys or just to use a high poly version I'm also working on as a normal map (I have had bad experiences with NM in the past). This model here has about 6100 tri.

    [Blocked Image: http://www.caponeart.com/del21.jpg]

  • Beast WIP

    • capone_adam
    • June 9, 2005 at 12:56 AM

    R.I.P lamp...

    Here is stage 1 of 4 of my modeling process, laying out shapes and setting it up. I have changed a few proportions here and there and I must admit I'm loving the shape and feel of it.

    [Blocked Image: http://www.caponeart.com/del20.jpg]

  • Beast WIP

    • capone_adam
    • June 7, 2005 at 11:52 PM

    Well, I'm finally happy to go with my design. In the end I took the head of design 2 and placed on body of design 1. Made a few changes here and there. Now to model...

    [Blocked Image: http://www.caponeart.com/del19.jpg]

  • Beast WIP

    • capone_adam
    • June 5, 2005 at 11:55 AM

    Another design...MIGHT do third, maybe try the long neck...although I'm sure that will be hard to do without making it look like a dinosaur

    [Blocked Image: http://www.caponeart.com/del18.jpg]

  • Beast WIP

    • capone_adam
    • June 5, 2005 at 2:04 AM

    ok, gone with industrial mainly...bout to goto bed so thought I would post my 'high quality concept' wip. Before I start inking it thought I would post it in a few forums to see if anyone had any crits/ideas etc

    [Blocked Image: http://www.caponeart.com/del17.jpg]

  • Beast WIP

    • capone_adam
    • June 4, 2005 at 4:35 PM

    Ok, I went with agile. Been working on the actual design, let me know if you think one stands out or maybe mix and match some of the elements. Next step...high quality concept.

    [Blocked Image: http://www.caponeart.com/del16.jpg]

  • Beast WIP

    • capone_adam
    • June 4, 2005 at 2:19 AM

    I'm planning to do this over a number of days in the next 2 weeks. To create a textured model. Just started with some thumbs, not even thought of the design yet only the shapes (any elements like beaks/eyes/claws are just there for the sake of it). I'll continue later, feel free to suggest the best shape. When I have decided its time for some high concept art.

    [Blocked Image: http://www.caponeart.com/del15.jpg]

  • Reel - modeling and texturing (game artist)

    • capone_adam
    • June 2, 2005 at 2:34 PM

    Love this forum, always get some deep feedback, thanks.

    Sensee - I'm willing to apply to just about anywhere, will probbaly try and pinpoint companies that deal with fantasy based games. Allthough saying that my first application has been to Rockstar North.

    ReNo - Yeah, I'm not 100% sure about the soundtrack. I wanted it to be really ambient while at the same time not sending the viewer asleep!

    st0lve - I do have a quite nice human model, but its such a boring design. My plan is to soon start a beast model which can cover some anatomy.

    Kleinluka - Someone else thought my 'fully handpainted' quote was a lie too. But seriously, on that particular underground environment ALL textures are handpainted. Maybe it comes across as arrogant though, also as Lee3Dee says there is a reference pic of a guy holding a camera, again another confusing element of my reel. Will probably take out that quote.

    Lee3Dee - Yeah static shots do not really sell the model technically, thats the main crit I am getting from people within the industry. That my reel is showing my work off artistically and not so much technically.

    Again, thanks for all feedback!

  • Reel - modeling and texturing (game artist)

    • capone_adam
    • June 1, 2005 at 11:49 AM

    Finally had some time to put a showreel together, please crit and hopefully I will get time to do any quick changes before I start sending it off next week.

    http://www.caponeart.com/onlinereel.avi

  • Great animation tutorial in Develop

    • capone_adam
    • May 10, 2005 at 3:04 PM

    Yeah I got my copy in the post today and it was the first thing I looked at. Its true, games don't really take advantage of animation as much as they could. Hopefully this article will be ready by many...

  • Acteon - finished - the movie

    • capone_adam
    • April 8, 2005 at 12:32 PM

    Thanks for nice comments, as for crits you have both covered the major flaws well.

    Ok, so let me explain why there are these flaws,

    Before the project I wasn't too hot with my interest of creating characters in 3D and so rather than making a small quality finished piece I figured out I would learn more by doing a character again, again and again...forcing myself to explore characters of different shapes and sizes. Everything is random, it was so free (my last chance of such freedom in a project probably) so for once I could get more time to spend on doing more characters rather than use that time tweaking the more unimportant issues such as environments and animation. This also made the project more fun and constantly fresh which kept me working at it.

    Also, in terms of portfolio and showreel the aim was to have at least 20 QUALITY seconds for showreel which I think there is. Also nice still renders which I definatly have.

    So yeah, rough but it really needed to be...but now I have this great desire to start working on quality pieces since I have the confidence. Only problem now is that I have been ignoring my other uni modules...so am forced into rushing those unexciting projects for the next 2 months

  • Acteon - finished - the movie

    • capone_adam
    • April 8, 2005 at 4:52 AM

    Well, deadlines gone but still working on it since my pc died 4 days before deadline which turned my life upside down. The following movie is what I handed in but currently I'm working on the last scene as I wasn't quite able to get it how I wanted.

    Sorry for the big file...not that good with compression...its about 40MB and 4+min running time.

    http://%7boption%7d

    Heres a shot to give you a idea of what it is you are downloading...

    [Blocked Image: http://www.caponeart.com/cglounge_acteoncover.jpg]

    All artwork my own, voices by Elvis Deane.

  • Cartoony forest/jungle environment

    • capone_adam
    • March 30, 2005 at 12:01 PM

    The SECOND best bucket in a game...ever.

    Yeah this looks really nice, also nice use of the sting texture which also appears in other props (such as the stairs) which will help keep the style consistant.

    How is the merging of the whole level going?

  • game character - Convor

    • capone_adam
    • March 29, 2005 at 6:29 PM

    Ok, time to reveal my concepts...again...with this paticular character I never intended to have a definate concept to model, it was more about mood and character.

    [Blocked Image: http://www.caponeart.com/convor.jpg]

    [Blocked Image: http://www.caponeart.com/delete7.jpg]

    Hopefully when I texture it in the next few days I can bring the bird design more into the character otherwsie they are going to look seperated. Any suggestions for this would be appreaciated but they have to be pretty simple given the time constraint.

    [Blocked Image: http://www.caponeart.com/delete8.jpg]

  • game character - Convor

    • capone_adam
    • March 29, 2005 at 3:40 AM

    Thanks again Fabi...

    I spent ages trying to make the chest higher poly but found myself going around in circles again, adding more detail then what was intended.

    [Blocked Image: http://www.caponeart.com/delete6.jpg]

    I much prefer to aim for the style of bobo the seal's work so ditched it and went to lower poly again. I think I've balanced it out a bit better but could probably still lower the head details further. Anyway problem is that I'm way behind shedule so need to get moving, will spend 1-2 hours tomorrow on it before moving onto his'weapon'.

    The only major problem I have with this visually is the side view...looks odd doesn't it?, his chest is too far out isn't it?...or is there more to it?

    A other major problem is that its nearly 5000, not that there is a strict limit but this is really bad for 5000 isn't it?...the only option I think if I wanted to sort this out would be to lower polys but then I've wasted my time with much of the modeling.

    Just be honest, chances are they won't be fixed with this character but its something I can think about for the future, would be appreaciated.

    [Blocked Image: http://www.caponeart.com/delete5.jpg]

  • game character - Convor

    • capone_adam
    • March 28, 2005 at 1:33 PM

    Thanks for nice comments,

    Thanks for the geometry example, been looking for stuff like this but keep coming across higher end stuff. So you really think details should all be done with texturing? Even that split down the center of the back and front because I think those polys are ok...the only ones I'm not sure about are the rib cage and facial creases. I'll tweak the shoulders, your right about the animation side of things...thanks for the warning!

  • game character - Convor

    • capone_adam
    • March 28, 2005 at 1:24 AM

    Here is some progress shots, originally I was aiming to make him look really skinny/anorexic but somehow he became quite muscular I will probably use texturing to show rib cage etc...I did start modeling it but its a bit daft modeling rib cage for a gamemodel I think.

    Those wrinkles on the head...just not working are they?...should they ALSO be done with texture map?

    [Blocked Image: http://www.caponeart.com/delete4.jpg]

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™