that's some really cool prop work imslightlybored, I like the paris subway entrance particularly. It'd suit some additional GOW techy bits
got the mutant underway, i think he's a bit vanilla with his one big mutant arm so maybe do some reprojection oddness with the limbs to get a bit more distortion in there. he's going to have a pair of furry dice, necklace of ears and a stopsign turned into armour of some kind too, legs and arms are pretty wippy still.
beautiful work Kite. The hips look a little off, maybe the thighs intersect the body a liiiittle too low? I don't know. He's a mutant. I aint no mutant doctor.
Made some changes to my hands, making the tops more convex like you suggested. Also paid a bit more attention to the shapes of the fingers when you look straight on.
kite:
Excellent work as always. Cant wait to see all the models in one concentrated folio!
lottek:
Looking dandy
cant really see the gauntlet working however. I couldnt think of anything either on how to tackle it :P
Vitor:
Too much blood at this stage sounds weird. I try to keep those superficial details like blood till the end. BUt to see how it works, its understandable :P Planning on referencing a rhino?
monkeyboy:-
finally something from your end after, lets see, A LONG WHILE
Looks great. NOW get as much details in it as possible.
that's some really cool prop work imslightlybored, I like the paris subway entrance particularly. It'd suit some additional GOW techy bits
got the mutant underway, i think he's a bit vanilla with his one big mutant arm so maybe do some reprojection oddness with the limbs to get a bit more distortion in there. he's going to have a pair of furry dice, necklace of ears and a stopsign turned into armour of some kind too, legs and arms are pretty wippy still.
ok i'll post it here aswell, the sketch threads need to become more popular, there is some amazing stuff going on there for example in Jouste's thread.
that's some really cool prop work imslightlybored, I like the paris subway entrance particularly. It'd suit some additional GOW techy bits
got the mutant underway, i think he's a bit vanilla with his one big mutant arm so maybe do some reprojection oddness with the limbs to get a bit more distortion in there. he's going to have a pair of furry dice, necklace of ears and a stopsign turned into armour of some kind too, legs and arms are pretty wippy still.
hey man, cheers. Dont tempt me with GoW or tech! I was originally going to design my own along those exact criteria, but when I realised I needed more variety and I couldn't even come close to the existing ones, I went for those designs.
Mutant looks nice! Took me a little while but I finally figured it out - the face reminds me of the guy in the goonies! Cant wait to see where this goes
i think it looks better with a viewport grab but lets see what you guys think of the render :S i did alot of work on it, working with some material more making subtle scratches got rid of the camo.
kite, you have to be surprising even yourself with these last ones, wow man, i don't know your work all that well, i've only been following your work for a few years now, i know it's pretty top notch but these new ones have got to be breaking personal boundaries... really very inspiring. what modeling software are you using to create your last two pieces you've shown here? if you don't mind sharing, some do, how are you coloring these. i don't expect anything detailed.
cheers guys
thanks for the crit Ferg, he's got a weirdly long torso so it looks a bit odd, i'll tweak the thigh placement
cheers Kp! they're sculpted in zbrush, the colour is just polypainting. It's a brown material with blue shadows and a little bit of pink and green in the skin tone. The base material is mudcap1 (not sure who made it) which i found on zbrushcentral.
In terms of software, just z and max though I do have a custom config for zbrush that apes mudbox. Another thing copied from mud is a bunch of brushes derived from lathes of falloff profiles. They're all made using that cool gradient ramp technique of piors. Together with clay and claytubes they give a nice clean stroke, I found the default alphas in Z a bit ragged and the Z falloff seems to be completely broken.
Thanks for sharing all that kite. Some very valuable information for sure. That UI looks pretty robust too, need to rework mine I suppose.
Did a few more texture work on the rhino. I'm afraid of how it might look on other monitors. I'm using a old CTR one with the gamma/contrast sittings broken, and don't have any other one here to compare. I'll try to take a look later and fix.
I'm working on a Stielhandgranate(My first model posted on here).
Edit: Some interesting facts..
Polies=180
Texturesize=512x700(reason being is because I made the texture first on a 512x512 map, then I forgot about the top so I had to make room.)
Programs used=Blender and Paint.net.
wow thanks a lot kite! those alphas are amazing! and so is the ui. took me a while to get it working :P.
is there a way to set it all as defaults? like max has the maxstart.max file? then i wouldn't have to load those alphas and change the ui etc. all the time.
yeah, these rock, Kite. Definitely better than my really lameass setup.
Japhir: you could dump the alphas in Program Files/Pixologic/Zbrush3/Zstartup or in Zdata
Also, to set the config as a default, just preferences->Config->Store Config
I think you're using too many small strips that are all using the same similar texture.
One of the best ways to get a good hair texture is to increase the size of the planes you're using for the hair.
But when you have a hairstyle where it's just simply combed in both sides with a single split, you can actually cover quite a bit of area with just 1 polygon sheet.
The trick is to paint a really good hair texture that works for most front and overhead shots. You're going to aggravate yourself trying to get hair geometry that works from all angles. That doesn't happen unless you're doing pre-rendered, software solution hair.
Aim for achieving hair volume through texture and not geometry. And also worry more about the overall shape and form of the hair style. Thinking about it on an "individual hair strand" level doesn't work.
There are some tricks too for blending the hair texture into the scalp. But I can't be giving away everything, now can I?
Here's what im working on. It's a alien temple for a game company, and right now the textures are 2048 but will shrink them down soon to 1024. Going to add more stuff too it later and export it into the Unreal 3 engine.
I feel you Ruz. i`m about to chuck my PC out the window because of hair planes. I`m trying to do TONS of hair though like some fabio type shit, and its not working out to well. Honsetly I think what you have looks pretty good, but I`m still new at hair even though I`ve been working on it for what feels like months.
hi guys, lot of great work here and i would like to share something i'm working on too.
it's w.i.p. from a character that i've started to a contest and didn't finished in time, but and still working on and don't know how far is to finish him as i'm very interested to enter in this Unearthly Challenge.
Replies
Vitor - That is looking awesome as well, get some strong specular on that blood and make it shine, dude.
LoTekK - Very disturbing indeed!
KikiAlex - Looks good so far, keep it up!
got the mutant underway, i think he's a bit vanilla with his one big mutant arm so maybe do some reprojection oddness with the limbs to get a bit more distortion in there. he's going to have a pair of furry dice, necklace of ears and a stopsign turned into armour of some kind too, legs and arms are pretty wippy still.
This weeks school assignment, would have liked to spend more time to polish on it but im already past deadline so i cant.
Made some changes to my hands, making the tops more convex like you suggested. Also paid a bit more attention to the shapes of the fingers when you look straight on.
Excellent work as always. Cant wait to see all the models in one concentrated folio!
lottek:
Looking dandy
cant really see the gauntlet working however. I couldnt think of anything either on how to tackle it :P
Vitor:
Too much blood at this stage sounds weird. I try to keep those superficial details like blood till the end. BUt to see how it works, its understandable :P Planning on referencing a rhino?
monkeyboy:-
finally something from your end after, lets see, A LONG WHILE
Looks great. NOW get as much details in it as possible.
I really need your help guys. PLease help:-
hoping alot of the issues were addressed versus last time, still need to fix up wrinkles in pants and redo his shoes and still touch his gloves.
Terrific design so far, I love the soft skin hues you used, and the expression on his face is super.
kite - looking very characteristic! I like the form!
Mutant looks nice! Took me a little while but I finally figured it out - the face reminds me of the guy in the goonies! Cant wait to see where this goes
- BoBo
Seforin - is that from the Street Fighter Dudley challenge?
no? It was for fun, theres a challenge somewhere? -_0
See if you can guess who it is!
@snake85027
That's an amazing wood shader, great job!
@ebagg
JAWsome!
@lowTekk
Awesome Concept! Makes me want to watch the crying game >_>
@Frozan
Do you use photo based alphas on the projection editor to get that kind of detail? Or is that all "hand" sculpted in ZBrush
@SyaPed
I really like the hat and cloak, they really help make this piece!
More tinkering with a previous doodle \o/
... wow.
Ok i just had to fix some things on this as they was really bugging me.
thanks for the crit Ferg, he's got a weirdly long torso so it looks a bit odd, i'll tweak the thigh placement
cheers Kp! they're sculpted in zbrush, the colour is just polypainting. It's a brown material with blue shadows and a little bit of pink and green in the skin tone. The base material is mudcap1 (not sure who made it) which i found on zbrushcentral.
In terms of software, just z and max though I do have a custom config for zbrush that apes mudbox. Another thing copied from mud is a bunch of brushes derived from lathes of falloff profiles. They're all made using that cool gradient ramp technique of piors. Together with clay and claytubes they give a nice clean stroke, I found the default alphas in Z a bit ragged and the Z falloff seems to be completely broken.
http://www.adventuresincommuting.com/mudprofiles.jpg
http://www.adventuresincommuting.com/ui.jpg
http://www.adventuresincommuting.com/mudbrush.zip
Did a few more texture work on the rhino. I'm afraid of how it might look on other monitors. I'm using a old CTR one with the gamma/contrast sittings broken, and don't have any other one here to compare. I'll try to take a look later and fix.
Edit: Some interesting facts..
Polies=180
Texturesize=512x700(reason being is because I made the texture first on a 512x512 map, then I forgot about the top so I had to make room.)
Programs used=Blender and Paint.net.
is there a way to set it all as defaults? like max has the maxstart.max file? then i wouldn't have to load those alphas and change the ui etc. all the time.
Japhir: you could dump the alphas in Program Files/Pixologic/Zbrush3/Zstartup or in Zdata
Also, to set the config as a default, just preferences->Config->Store Config
Finally textured that bridge i posted a while back :-)
This character has turned in to a bit of a test bed for trying out stuff I find hard
One of the best ways to get a good hair texture is to increase the size of the planes you're using for the hair.
But when you have a hairstyle where it's just simply combed in both sides with a single split, you can actually cover quite a bit of area with just 1 polygon sheet.
The trick is to paint a really good hair texture that works for most front and overhead shots. You're going to aggravate yourself trying to get hair geometry that works from all angles. That doesn't happen unless you're doing pre-rendered, software solution hair.
Aim for achieving hair volume through texture and not geometry. And also worry more about the overall shape and form of the hair style. Thinking about it on an "individual hair strand" level doesn't work.
There are some tricks too for blending the hair texture into the scalp. But I can't be giving away everything, now can I?
SouL: much thanx for the info!
it's w.i.p. from a character that i've started to a contest and didn't finished in time, but and still working on and don't know how far is to finish him as i'm very interested to enter in this Unearthly Challenge.
cheers
I think a mixture of large and smaller planes to fill in the gaps 'can' work very well.
The only thing I haven't done is vary the textures/aplhas as you say
After doing this I have a better idea of where I am going wrong
Also I think it really depends which kind of style you are going for as to how you approach it.
Big planes work great for female hairstyles I think.
Anyway this hairstyle shit will not defeat me agghhh!!
In all honesty though its a bitch to get right.
Hairstyles are just chaotic and its hard to pin a definite workflow down.
They start off looking good, then as you add more to it, they start to look crap
konstruct yeah it s just a pain really. Check out some of the final fnatasy techniques.
The hair was stylised but nice looking.
looks good maltuna : perhaps vary the spec a bit
Seriously digging the material editor, not so much digging that bastard little tickbox to turn on lightmaps.
There's a whole shit load of stuff I still want to add/change, but had to draw the line and wrap it up.
screengrab from maya viewport...
the harness was a lot of polys. My client wanted them as a seperate mesh
It looks great, top work.