Here are more updates on my Android 16! I gave him a slightly bigger jaw, finalizing the textures, I think its getting close guys! I'll have to give him a pose this weekend!
This has blown me away, absolutely fantastic work! I have been oggling it all day.
dirty crosspost fun....see here : The Cossack pretty much done with the textures, just the hair lphas to work on and I can get some props made for the final shots :
Realized that despite being here around 3 years now I've never posted in WAYWO, only in Pimping-Previews and Sketchbook
Anyways trying to practice more "organic" hard surface so I pulled up some concept art from Firefall by Jayaxer on deviantart.
Still WIP, mostly in some of the more intense shapes and cut lines in the upper portion and a couple proportional issues, have to balance what actually fits together in 3D and the feel the concept has...
Meant to post an earlier WIP version but got a lot of work done last night on this piece. Had this one in the works for some time and making my rounds on finishing him up. Was struggling with the jean wrinkles for a while but happy with where they currently are. MOVING ON!
Just finished my first weapon...surpringsly it's an AK!
The only thing that really sticks out right now is the lower reciever, touch up the wear on that guy and it should be good.If you were looking for a specific photoshop brush to use for this effect than I suggest a sandpaper brush. They can be easily found on google and I have several sets myself
Most specular maps for weapons are hotter around the edges of pieces that extrude out of the weapon. these pieces are regularly bumped, scratched, or banged up the most just because of every-day use. I would suggest baking a convexity map in Knald, than using that as a basis for deriving your specular map just to get started.
Great work and I hope I was at least a small bit of help! Cheers!
As always, very impressive and inspiring stuff here, thank you for sharing your art!
WIP on a Prussian Musket I modeled few month ago, I'm actually working on the wood details, the rest is only base diff/spec and gloss. Well, there is still a lot to do
Indeed, the feeth are too big, comparing your refference. your deltoits and upper legs could use a bit more bulk. futhermore, great sculpt
I was actually not going for full on copy of the reference.
It was based mostly around it and kinda used my style. Didn't want to make it too bulky, I mean, the reference kinda looks like bane's level musculature. Wanted something around the level of comics.
Somewhere around here.
The feet and hands are larger than the average human proportions mainly cause kinda like the look of it.
but thanks for the feedback. I appreciate it. I never usually get any in these WAYWO threads.
Just some of the models that I done to Unity game. I´m responsible of the graphics side of things and another person for coding. Modeling done in 3ds max, sculpting in ZBrush texture baking in Xnormal, teksturing in Photoshop with hand painting, rendering as always in Marmoset toolbag.
I've been working on a project for the past age or so that's finally nearing completion. Most of the art stuff is done by now, barring any feedback(I already know that the animation is terrible; that's a job for tomorrow), but I've been working on the code for a couple weeks now.
It's going to be a character creator thing with various options for hair/armour/skin colours/styles/etc, but right now(because coding a GUI is painful) it's just click-to-randomise everything. I'm interested to see what people think of it anyway; here's a screenshot that links to the webplayer:
This heavy craft is in the lockdown position ready to fire the main cannon. Main mesh for final game project for my game dev school.
Designed by myself, so it would be awesome to get some design critiques as well. Still new to this, thanks much.
Replies
This has blown me away, absolutely fantastic work! I have been oggling it all day.
Love those pastel colors!
X-post. Looking for feedback
http://www.polycount.com/forum/showthread.php?t=121382&page=2
I've been working on this scene lately and been making big progress! Would you mind dropping some feedback at my thread?
Cheers!
http://www.polycount.com/forum/showthread.php?t=122380
http://youtu.be/0AWoyS2Ulow
calling this done gonna move out to the next piece for my character art thread
http://www.polycount.com/forum/showthread.php?t=115194
dirty crosspost fun....see here : The Cossack pretty much done with the textures, just the hair lphas to work on and I can get some props made for the final shots :
Disappointed with the pose, mainly cause I took only 5-10min on it.
Based around...
I thought the gloves were kinda cool... hip... is that what youngsters say these days?
working on a pratice piece for getting into higher end characters (not something i have a lot of experience with)
work so far:
paintover for remaining details
closeup:
Anyways trying to practice more "organic" hard surface so I pulled up some concept art from Firefall by Jayaxer on deviantart.
Still WIP, mostly in some of the more intense shapes and cut lines in the upper portion and a couple proportional issues, have to balance what actually fits together in 3D and the feel the concept has...
Crossposted with my Sketchbook thread http://www.polycount.com/forum/showthread.php?t=116271 for anyone wanting to offer help/crit!
not sure if anyone has mentioned it you yet fella but the feet seem huge on this. the rest of it is looking pretty tasty though keep it up
Critique away!
The only thing that really sticks out right now is the lower reciever, touch up the wear on that guy and it should be good.If you were looking for a specific photoshop brush to use for this effect than I suggest a sandpaper brush. They can be easily found on google and I have several sets myself
Ex:
Also, dont forget the barrel. EX: http://www.foxtrot-productions.co.uk/newsite/wp-content/uploads/2012/07/G__0988_AK47WS_Side_720.jpg
Most specular maps for weapons are hotter around the edges of pieces that extrude out of the weapon. these pieces are regularly bumped, scratched, or banged up the most just because of every-day use. I would suggest baking a convexity map in Knald, than using that as a basis for deriving your specular map just to get started.
Great work and I hope I was at least a small bit of help! Cheers!
More from my thread:
(I apologize for the spam)
http://www.polycount.com/forum/showthread.php?p=1865340#post1865340
Scythe
WIP on a Prussian Musket I modeled few month ago, I'm actually working on the wood details, the rest is only base diff/spec and gloss. Well, there is still a lot to do
Indeed, the feeth are too big, and your deltoids and upper legs could use a bit more bulk judging your refference. futhermore, great sculpt
THE D IS SILENT!!!
I was actually not going for full on copy of the reference.
It was based mostly around it and kinda used my style. Didn't want to make it too bulky, I mean, the reference kinda looks like bane's level musculature. Wanted something around the level of comics.
Somewhere around here.
The feet and hands are larger than the average human proportions mainly cause kinda like the look of it.
but thanks for the feedback. I appreciate it. I never usually get any in these WAYWO threads.
Crossposting from here: http://www.polycount.com/forum/showthread.php?t=121260
Cheers!
-Kimmo Kaunela
Something for a indie project I am working for; Proven Lands.
For some reason marmoset applies chromatic aberration to the wire aswell
Still WIP
Last Of Us arrived this weekend and it made me wanna Gnall up something real unpretty like, could do with some hair tho
*looks at his own sculpting attempts*
...
*bawls*
It's going to be a character creator thing with various options for hair/armour/skin colours/styles/etc, but right now(because coding a GUI is painful) it's just click-to-randomise everything. I'm interested to see what people think of it anyway; here's a screenshot that links to the webplayer:
Designed by myself, so it would be awesome to get some design critiques as well. Still new to this, thanks much.
As for what I am doing. After more and more paintings and practice, this is were I am at now: