beautiful rock! Love it. Photosourced texture?
It looks nice!
thank you! yes photo sourced based layer, AO, Edge highlights bake from mudbox and hand painted strong edges layer, subtle green mossy layer and thats all!
@supermanlt700: Your lighting doesn't highlight the sword & shield very well. (Is that the master sword and a hylian shield?) I think you should do another pass and maybe try brining up the ambient light. I'm not really an environment guy though so I don't have much better criticism to give.
@Cushers: Looks awesome. Your FB & Iron Armor links didn't work for me though.
Random update on this guy blocked in some colour and fixed up a lot of stuff changed some things and still have a bit to do like the leg fur definitely need to redo that and then im going to do a detail pass of chunky cuts and scratches on the metal/leather.
ah Almighty_Gir it's less good and more the least amount of bad I can beat out of it haha
Thanks Mazz423, I've tried to put in alot more blues altho whether that's just made it more purply I can't tell for sure haha and finer lines on the lips.
Sukotto good points on the zones I've tried to add them subtly, the jaw's alot bluer altho I definitely had trouble keeping the head from getting too yellow lol, I'm not sure if its too subtle now
Cheers Duncan, cool style with Peg there, I know this may be abit late but I had these in one of my insp folders altho I wasn't smart enough to label it with the artists name at the time lol.
Shen_Long that's really kickass but your colour scheme is super harsh, and you would expect alittle transition but still super cool design. If your gonna keep it the same I would however advise changing the background colour since its greymetal on greybg colour, a lighter bg would make it pop more, or even a gradient. Keep it up tho dude :thumbup:
Mr Smo, OH MAN OH MAN, EVERYBODY CLICK THAT LINK
Mark Stevens Raktraktor is friggin epic, I love that Machine Kreiger stuff. Good start with it man, I think the proportions are off tho. But still I look forward to seeing it progress :thumbup:
Chriszuko Sweet scene & Mecha-Iris/anus, I dig all the cool details
McKracken, since you asked here's some good ref by Zach Petroc:
haha lovit TehSplatt!
I've thrown that sumd00d into UDK, just cloned my SP eyes heh, progressed with the texture more. I think this is all am gonna get out of it with this generic asshole, but a fun contrast being completely handpainted.
Cheers Duncan, cool style with Peg there, I know this may be abit late but I had these in one of my insp folders altho I wasn't smart enough to label it with the artists name at the time lol.
Hello this is a W.I.P of a character im working on, just threw some rough polypaint test on it, Pls help me by coming to the thread and giving me sum crits pls
@ somnovus:
Thanks. At the moments it's just some practice for getting back into vector and some style experiments. (Beside that it's some character development stuff for university)
But I'd love to do a game with a similar style someday, ha ha ha.
I love the drawing you did, the brushed on the hair and background are awesome. Good choice! I think it's a great capture! Seems really like something happening right now
iflingpoo: That looks intressting, are you making a thread for that project? I'd love to see and read more about it
My computer finally arrived from Sweden two days ago. Haven't sculpted in two of the longest months I can remember so I'm feeling a bit rusty but I dove right into a new project the moment I got the computer unpacked and here it is!
Here's a tribute to Princess Mononoke... that film was a big inspiration to me and definitely contributed to the inspiration pool which lead me to become an artist.
As this is my first post on Polycount I thought I'd say hi
The render below is from an Iron Man animation I am currently working on with a good friend of mine. I've attached links and a few other pictures for you guys to peruse at your leisure. Any support for our work would be greatly appreciated.
The hair is all generated using fibremesh in zbrush because it gave me the best results and most control. I have been extremely keen to have everything visible and runtime in Maya when animated so I painstakingly took the time to model all the creases into the topology. This means that by driving the facial rig with joints I can control the hair without having to combine it to the head mesh like I would with blendshapes. On top of this I have created all the wrinkles and secondary motion using blendshapes driven by the GUI so you will get fully displaced mesh wrinkles within the viewport rather than having to wait until render time.
Quick render showing the early stages of the facial setup and wrinkle prototyping. The primary facial deformation is created using joints as all the hair is geometry based and therefore would have to be combined in order to use blendshapes. The secondary deformation likes wrinkles is all blendshape driven as the use of displacement maps mean you can't view the results realtime. This was painstaking because all of the topology needed to follow the wrinkles, but will be worth the extra effort in the end. You can see an example of this in the brows narrow where the skin dimples in above the eyebrows and on the brows up where the forehead creases.
Finally some screenshots from the actual short film sequence
very cool, the likeness is great!
though something is odd about the eyeballs, how big are they in diameter? they appear very flat and i guess this is due to the fact, that the eyeballs are to big.
very cool, the likeness is great!
though something is odd about the eyeballs, how big are they in diameter? they appear very flat and i guess this is due to the fact, that the eyeballs are to big.
Thanks for the reply. Yeh this has cropped up a few times through fault of my own. The eyeballs are small enough but there are no reflections being cast on them just a couple of light sources so you can't see the cornea properly. I noticed after I had rendered it that I didn't have my dome switched on for relections, but decided to bite the bullet and leave it. Worst mistake I could have made lol.
A updated render with shader fixes on the eyeballs as some very keen eyes on this forum revealed they were really lacking. Thanks for the heads up guys
Replies
I'm still new to ZBrush (I only got ZBrush two weeks ago, but I'm not using it everyday).
Any tips and constructive criticisms are very much welcome.
It's a work in progress, with her current hair just a placeholder.
I'm planning to use planar hair with alpha mapping.
1,400 Tris
needs some more detailing doing and some smoothing errors ironed out, but im pretty happy with progress so far.
thank you! yes photo sourced based layer, AO, Edge highlights bake from mudbox and hand painted strong edges layer, subtle green mossy layer and thats all!
i like your vector art!
About 2 hours of work in Sculptris.
Happy Independence Day to my fellow US Citizens!
@supermanlt700: Your lighting doesn't highlight the sword & shield very well. (Is that the master sword and a hylian shield?) I think you should do another pass and maybe try brining up the ambient light. I'm not really an environment guy though so I don't have much better criticism to give.
@Cushers: Looks awesome. Your FB & Iron Armor links didn't work for me though.
Practicing a bit likeness
still working on her
Thanks Makkon and everyone else that commented. You can find the full thread here
http://www.polycount.com/forum/showthread.php?t=122837
Can already tell who it is, did one of him before, it's a pretty hard likeness to capture, so great job already
Thanks Mazz423, I've tried to put in alot more blues altho whether that's just made it more purply I can't tell for sure haha and finer lines on the lips.
Sukotto good points on the zones I've tried to add them subtly, the jaw's alot bluer altho I definitely had trouble keeping the head from getting too yellow lol, I'm not sure if its too subtle now
Cheers Duncan, cool style with Peg there, I know this may be abit late but I had these in one of my insp folders altho I wasn't smart enough to label it with the artists name at the time lol.
Shen_Long that's really kickass but your colour scheme is super harsh, and you would expect alittle transition but still super cool design. If your gonna keep it the same I would however advise changing the background colour since its greymetal on greybg colour, a lighter bg would make it pop more, or even a gradient. Keep it up tho dude :thumbup:
Mr Smo, OH MAN OH MAN, EVERYBODY CLICK THAT LINK
Mark Stevens Raktraktor is friggin epic, I love that Machine Kreiger stuff. Good start with it man, I think the proportions are off tho. But still I look forward to seeing it progress :thumbup:
Chriszuko Sweet scene & Mecha-Iris/anus, I dig all the cool details
McKracken, since you asked here's some good ref by Zach Petroc:
haha lovit TehSplatt!
I've thrown that sumd00d into UDK, just cloned my SP eyes heh, progressed with the texture more. I think this is all am gonna get out of it with this generic asshole, but a fun contrast being completely handpainted.
I was thinking the exact same thing!
Those sculpts are done by Adam Bean:
http://www.adambeaneindustries.com/movies-and-tv/ (scroll down for Simon Pegg & Nick Frost.)
Dropping off some system art I did for Star Citizen last week. :P
Thread:
http://www.polycount.com/forum/showthread.php?t=122391
Pretty damned good likeness (assuming we're thinking of the same chocolately treat here )
http://cghub.com/images/view/519807/
So here are the beggining stages
Sweet baby jeezus! so dope!
Thanks. At the moments it's just some practice for getting back into vector and some style experiments. (Beside that it's some character development stuff for university)
But I'd love to do a game with a similar style someday, ha ha ha.
I love the drawing you did, the brushed on the hair and background are awesome. Good choice! I think it's a great capture! Seems really like something happening right now
iflingpoo:
That looks intressting, are you making a thread for that project? I'd love to see and read more about it
[SKETCHFAB]fTJZ0pxhQ3Uy3IjHKK8ete6cELO[/SKETCHFAB]
Jips: Looks really cool man love the equipment esp the cap, and the baggy ass glove on his left hand.
Just doin a little cross posting
Elijah: Nice work, looks like they were pretty fun to paint!
raul: brilliant! hope you nail the expression from the original when it's done
Kazperstan: Very cool, how much more to go?
Here's a tribute to Princess Mononoke... that film was a big inspiration to me and definitely contributed to the inspiration pool which lead me to become an artist.
very cool, the likeness is great!
though something is odd about the eyeballs, how big are they in diameter? they appear very flat and i guess this is due to the fact, that the eyeballs are to big.
Thanks for the reply. Yeh this has cropped up a few times through fault of my own. The eyeballs are small enough but there are no reflections being cast on them just a couple of light sources so you can't see the cornea properly. I noticed after I had rendered it that I didn't have my dome switched on for relections, but decided to bite the bullet and leave it. Worst mistake I could have made lol.
Thanks again for the response
joker , creaturebox concept
made for this game we are working on http://www.indiedb.com/games/acaratus