I'm having my own share of trouble trying to emulate Hazardous' art style.
I've made about 5 different faces on this girl, and I don't think i'm even close of getting getting the result that he manages to do in minutes.
I should try his method for sculpting hair, aswell.
awesome model Crazyfool! I think your wrinkling is looking great. stylized, but definitely believable.
I agree that something in the legs looks a little strange so I did a quick image search and I think the problem is that the compression wrinkling around the knee is a little severe. I think if you faded it off a little sooner it might help. Perhaps if you tried a little different type of wrinkling on the lower part of the knee tie it might help out as well. I'll attach an image to display what I mean. granted the pants in the image are more baggy and its a knee pad, not a tie- but I would think that the wrinkling patter would be similar
Also, maybe play around with the scale and frequency of the wrinkles bunched around the foot. Everything right now seems to be in a similar range, if you shake that up a bit it would look a little more organic.
this is just being nit-picky, so take it with a grain of salt and all that jazz. honestly it looks great, look forward to seeing this finished!
GAH! Iori is looking awesome! Nice work Crazyfool.
I dont think I've eer posted in the WAYWO thread. Since I came across it while I was actually working on something, I couldn't help but post.
I found a piece of concept by Adrian Dadich called Kitsune and wanted to 3d it up a bit. Here's the WIP:
GAH! Iori is looking awesome! Nice work Crazyfool.
I dont think I've eer posted in the WAYWO thread. Since I came across it while I was actually working on something, I couldn't help but post.
I found a piece of concept by Adrian Dadich called Kitsune and wanted to 3d it up a bit. Here's the WIP:
Keep on polycounting!
Very cool man, I like the way you handled the stylized face.
Hi rapante, not sure what you're rendering with, but here is some non-renderer specific stuff I noticed.
First, the IOR on these materials seems off. I don't think that all of them are firmly Fresnel, but consider looking up the IOR values or toying with them. Right now the reflections you are getting are evenly distributed across all angles, whereas in reality most of this stuff would have an IOR of somewhere around 1.4.
The matte plastic material appears lifeless because of your reflection problem, but could also use a small amount of SSS depending on what they are made out of.
There is one other thing that I can think of that might be causing global scene reflection problems like this, and that's improperly imported .objs into maya, but I don't know if you're using Maya.
Last, the headphone cord is disappearing into the holder base/table.
Awesome work in here! Haven't posted in ages but finally found some time to work a little on a reaper. Haven't built the legs on the backside yet. Will start adding small details and polishing some geo once everything is in place.
Stockwell...That high poly looks good in many places but I don't think the low poly transferred well. The wood planks should be sculpted in the high poly. The normal maps are not reading correctly on the low poly.
Mathis: Looks cool. Dial back that AO or make your lights cast hard shadows. You're also losing your hard edges, making the vehicle look soft. Maybe get some bounce light onto the wheels. Good work though.
Replies
trying to level up my cloth sculpting a bit, legs still arent quite right yet, flows a bit off thanks
Awesome folds.
I'm having my own share of trouble trying to emulate Hazardous' art style.
I've made about 5 different faces on this girl, and I don't think i'm even close of getting getting the result that he manages to do in minutes.
I should try his method for sculpting hair, aswell.
Just something I was testing keyshot skin with.
I agree that something in the legs looks a little strange so I did a quick image search and I think the problem is that the compression wrinkling around the knee is a little severe. I think if you faded it off a little sooner it might help. Perhaps if you tried a little different type of wrinkling on the lower part of the knee tie it might help out as well. I'll attach an image to display what I mean. granted the pants in the image are more baggy and its a knee pad, not a tie- but I would think that the wrinkling patter would be similar
Also, maybe play around with the scale and frequency of the wrinkles bunched around the foot. Everything right now seems to be in a similar range, if you shake that up a bit it would look a little more organic.
this is just being nit-picky, so take it with a grain of salt and all that jazz. honestly it looks great, look forward to seeing this finished!
I dont think I've eer posted in the WAYWO thread. Since I came across it while I was actually working on something, I couldn't help but post.
I found a piece of concept by Adrian Dadich called Kitsune and wanted to 3d it up a bit. Here's the WIP:
Keep on polycounting!
From my thread http://www.polycount.com/forum/showthread.php?p=1895844#post1895844
Moving along on my Sagat. Practicing my cloth sculpting, and trying to up my texturing game.
I'm a noob in modeling and a hobbyist.
This is my first model. It's for de 20th anniversary of Secret of Mana on the super nes.
Crits and tips are very welcome.
[SKETCHFAB]bd66859960724b7eb1c173ba833eeeff[/SKETCHFAB]
Very cool man, I like the way you handled the stylized face.
Did a new render, better DoF & Bokeh with chromatic aberration parameters based on a real life 50mm lense added, and shitloads of diffuse bounces
guess I will do another perspective and call it a day
First, the IOR on these materials seems off. I don't think that all of them are firmly Fresnel, but consider looking up the IOR values or toying with them. Right now the reflections you are getting are evenly distributed across all angles, whereas in reality most of this stuff would have an IOR of somewhere around 1.4.
The matte plastic material appears lifeless because of your reflection problem, but could also use a small amount of SSS depending on what they are made out of.
There is one other thing that I can think of that might be causing global scene reflection problems like this, and that's improperly imported .objs into maya, but I don't know if you're using Maya.
Last, the headphone cord is disappearing into the holder base/table.
-Stockwell
This looks really nice man, keep it up. Can't wait to see what you do with the textures!
I think the colors could have more contrast in light and dark colors/vibrancy. It so far looks dull and monotonous in tone.
Kind of a droid i just finished. Hope you like it !
wip thread:http://www.polycount.com/forum/showthread.php?t=123591
[SKETCHFAB]c25c702d8ef7470da88de2bb22bbfde7[/SKETCHFAB]
warning boobs and blood
This is my first attempt to create hair for a personal project.
Your comments and advices are welcome.
Thanks
Would appreciate if you could drop by and write c&c.
http://www.polycount.com/forum/showthread.php?t=123636
Here's the latest addition: Nature Painting scene based on a painting from Wijnand Nuijen.
cheers
[ame="http://www.youtube.com/watch?v=egzOMMo2PQY"]http://www.youtube.com/watch?v=egzOMMo2PQY[/ame]
so close to finishing...
just remade the grip and done some work on the trigger guard, last thing to do is tweaking the ejection port then im calling this high poly done
WIP here (http://www.polycount.com/forum/showthread.php?p=1896806#post1896806)
Well, some progress on the turtle.
X-post from my environment thread:
http://www.polycount.com/forum/showthread.php?t=123600
Realistic VLADOF assault rifle
CE3 floor tile with POM
So finally a cross post from my currenty vehicle I'm working on. Comments and critiques are welcome.
Awesome shit, man!
But heres the landscape in UDK so far...
http://www.polycount.com/forum/showthread.php?p=1897307