Hello my name is Scott (Froya) and I am a year 2 student studying games design. I am new to modelling and texturing but have been painting for 1 and a half years or so, concepts etc. I am looking to post my artwork I am doing in class and out of to ask for any feedback at all to help me progress and learn as a artist. Please be as harsh as you want as I want to know what I must improve on and what I must do to become better. Thank you so much for your time and effort for reading this thread.
Replies
so you don't think it's possible to critique any art that doesn't have normal or spec maps?
wow...
anyway, my only real crit is that you could do with some more contrast, and work more at fine details with a 1pixel brush... for examples of totally badass low res work, check this out:
http://www.bobotheseal.com/published_art.htm
notice the real depth of colour, and the use of really tight brushwork to bring out highlights and accentuate shading.
yeah thanks a lot for your time to give me an example and to show me what i must work on. I totally agree with you and i will be working towards that balance for my future work. I used to do texture/paintings that were too bright now they tend to be too low in contrast from low to high levels of light so i need to find a medium within that defiantly. Yeah i tried quite a bit to push with the one pixel brush but i can work at it harder to make the lines more defined. Thanks again!
ok but i wanted the design to be clean cut so i chose for her to have a woman's face and torso but then have mechanical parts to her as if she had no limbs and there are mechanical. I could have put effort into forcing that point though by things like adding exposed areas of inside her body with wires showing etc. I don't know how they are to bend i didn't model the character it was done by someone from SplashDamage if i am not mistaken but i should have shown some more live with the metal joint connecting the two arm pieces.
yes i have done that, maybe i should have rendered the image in maya to show i have done that as it is very visible when i put it into udk and took away the texture filter. Yeah i defiantly need to work on refinement as i am very slow at the process and didn't do enough of it to really push the character.
The face looks really good in the sheet but applied to the model it looks off. Especially the chin area, perhaps a problem with the model?
did a reeeeally fast paintover, literally all i did was paint with the standard brush at between 1 - 5 pixels, and set the hardness of the brush to 75%. the thing i was going for, was trying to define key areas... eyelids and such with the 1px brush, eyelashes, the irises as well...
then i kinda went mad with the cyborg thing.
@evil i was not able to change any uvs or change anything about the model all i could do was to texture thats it, no modification even to the uvs.
i've gone and drawn over your image a little to show what i mean. left and right for comparison.
PS: also, i think you meant for the arms to be some sort of cyborg attachment. that doesnt translate very well to my brain. like someone said before, it just look like a big arm. what you would need to do is exaggerate some features more so they are clearly not human. for example, at the elbow, you have a metal bar for a bone or something. make that thinner so it seems impossible to be organic or make it hard and angled like a machine part.
it also seems that the machine parts start from the shoulder, if not, at the elbow. where ever the machine part starts from, you would probably differentiate the point of connection from the rest of the body. for example, if i had a machine arm attached to a shoulder stump, the flesh around the shoulder stump will be unnatural looking. may that be a little pale or has enlarged veins. and even though your character is mostly covered, it will be good to have a way of showing it.
pps: what engine is this for?
this is just a texture pimp guys.
Hello again this is my second brief and i have now the objective to make a character for DOTA2 so i did concept art (unfinished) and had to make a 3d model of that concept and texture it under 600 tris. I have placed a texture on there now to see how it would map but this is not the final version at all and would love critique on poly distribution or anything that you feel is wrong with the model so I can get it as close to my concept as i can! p.s i took away the arms as it would be useless as he has 4 legs and would only use them and the poly count would be too high unless taken from somewhere else.
maybe check out some other peoples concept of 4 legged beasts people etc.
watch some more human anatomy ^^ good luck
1) Plan your materials, break your model down into different material types. Get a good idea for how many materials this model will be made of. Then limit yourself, sometimes too much is too much. Since your only making a tiny diffuse map on this particular model just stick with a few materials.
2) Gather reference for those material types and even possible material types ( look at red ).
3) Check color harmonies, again less colors would probably be better so the model is easier to read.
4) When your painting observe the difference between each material type, see how each material is different from one another. Pick a single ambient light source right now it seems like there is a stronger light source coming from the upper right. Which could look improper depending which environment she will be in.
Red: Observe the difference between the industrial steel compared to the aluminium. See how soft the specular is compared to steel. Keep a close eye on rim light, Fresnel, specular, noise, reflections, gloss, matte, direct illumination, indirect illumination ect....
Teal: Try something different to add contrast between similar material types.
5) Listen to to almighty_gir he will teach you how to woman-z. Paint in that facial anatomy her face looks very flat right now. Gir has that terminator thing going on in the forehead, maybe incorporate it other places as well, add spots of broken armor with wires exposed.
Since your only using a diffuse map your really going to have to push materials further in your painting. I see your already using ambient occlusion so I wont comment on that. I have no idea whats going on in the back of her pants thing if those are cloth folds they are not reading like folds. Adding something that glows to the top and bottom half of this cyborg would help sell this futuristic/cyborg idea.
Opinions: The pigeon toe is bugging me. Twist the foot? :poly124:
2) yeah i wanted them to be metal on the back but didnt push it enough to show the whole leg or anything like that for that matter.
Thanks a lot for your time and effort! just finished my model now and would love opinions on the texture the model or anything to help me progress would be fantastic
1) If those are three toes they need to be tweaked in such a way that they could be usable. Currently there is no way he could walk on those lil'things. Look at ninja turtle for reference.
2) I think that's hair? Fix up hair texture and size to make it look like that's the hair from his head.
3) Major neck muscle is off slightly, look at reference, just moving it inward a lil bit would make it look much better.
4) Hips are big, but its ok. Pants folds needs another pass at them.
5) Wobble line...
6) Legs want as much definition as the pecks.
Ear could use some geometry.
Here's the DOTA 2 character creation sheet that outlines how they make their character choices. Its a great read for anyone who hasn't seen it:
http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf
and then two, a soldier and a tank, from the same visual family (these are the only two that should look similar the rest are different briefs, 3 in total)
if you could show me how to improve and which areas to improve or even take time out of your day to tell me why its bad that would help a lot, i also had to put them into a background but this was more of an afterthought the real objective was the characters themselves for me. Need so much advice on poses and legs plus much more!
Design wise, just to comment on one I think your cowoboy doesn't read cowboy...pirate maybe??? Cannon Fodder, what ever that is could be interperted differently by the one who's viewing. A cowboy has a pre determined stereotype that almost everyone can relate to and your cowboy doesn't portray that. I would say work off of a stereo type and change a few things here and there to suit your environment.
Cowboy
Yeah i don't know if he is a cowboy or whatever just wanted him to be an anti hero a bit of a bad ass but should have pushed his identity to one side or another, yeah the cannon fodder is just some weird vulture human thing kinda inspired by how messed up Serious Sam is i think. I definitely should have worked in a pose to push the idea of his personality or how similar he is to a stereotype for sure.
I have recently modeled, rigged and textured this bug but my texture is not great. Its an OK start but i dont know how to push it and in what direction so any help would be great. I can't change my model as my hand in is very soon (My fault ) but the diffuse needs as much help as it can get.
Any advice or tips would be great.
also a direct link if you need to see the texture/model fully (http://postimg.org/image/54rmcjjvh/full/)
My two cents:
1- For the latest model you should post wires aswell. The texture is still lacking the surface detail (values, highlights,contrast,environment reflections) which would make this look bad ass. Its there but you need to push it more and put in more polish The texturs look alot better than your previous ones though, so you are definitely on the right path!
2- Dojo looking pretty sick. You should try/learn ndo man. that would have been perfect for the job. oh and you dont have to mention the polycount of your highres source.
Great job man keep chugging! Good luck!
p.s.
funny how no one cept gir knew this was mOps sdk lol
Except it's not MoP's SDK. :poly136:
It's actually by Slaught:
http://www.polycount.com/forum/showthread.php?t=70607
Ha yes that was done a while back and they all got confused even though i said it wasn't my model, oh well. Ok my bad, i thought i should but i was unsure as i just needed the texture crit at this moment. Yeah those others i did a while back and that previous environment was finished as my second year project, around 10 months ago (https://www.youtube.com/watch?v=DtdYeXhxsK0) but i know about nDo as i use it quite a bit now i just didn't then ha.
Ok i do struggle with material definition as i tend to paint just to paint and not to paint in materials (if that makes sense?). I will just keep looking at references and try to replicating that. You see i understand this i just don't seem to be able to put this into my paintings too well .
the only thing i am not a fan of is the brush work, but that's just personal preference.
(at that scale it's barely noticeable)
keep at it
Speaking of that project i have just sculpted this rock in zbrush as thats the programme i see many studios require the employee to have a good grasp of. All crit welcome on the sculpting of the rocks and also where i am going wrong with the low poly mesh before i UV and texture it. Thank you for your time.
If you want to train in concepts, then do some in your free time, but really, forget about doing concepts. Its too late to start traditional art / drawing now if youre only at that level. People doing good concepts spend time on that, you dont want to imagine.
All you are doing is heavily crippling and delaying your progress on your 3D character art that is a extremely hard task already which will take you a lot of time and dedication to pull of on a decent level. When your character art is cutting edge, then you can spend your time on concepts, there will be enough time left for that, but dont waste any more on that now. Even if you were at a relatively good level you would have very low chances of doing anything with it that makes money.
You are year 2 on university you dont have any second to spare.
You need the accuracy and complexity of real objects or characters from top end 2D artists to grow and progress.
You have some good ideas with your concepts but you need the many varied challenges that real things or complex concepts bring.
Trust me, i made the same mistake and I could be a lot better in the 3D department If I wouldnt have made own concepts. Also people can hardly crit on your own things being not accurate.
All that counts in your portfolio later is realism, anything else is a lot less worth. Also start with specular, gloss and normals right away, you will be expected to do realistic stuff in about a year I suppose. Also decide between environment and characters as soon as possible.
So far your environment looks better than your characters imo, and it be a little easier to start if you dont know anatomy already. The rocks look good but you really gotta bring it on now.
Also if you have to graduate soon, think about an internship. Only like one third of people graduating get a junior position soon after. This is my honest stuff, it is in good intent and i wish you luck.
Its pretty hard to judge your sculpting skills on a rock however as it is as forgiving as it gets.
The good thing about rocks is that they have really fast turnaround and you should be able to see yourself improve with each one, if you really push it that is.
post more post more !