Almost done with this,I gave myself a week (started last Mon.) to work on him. I'll spend tomorrow working on the books and some ghosts. Then I'll call it done... Also need triangulate and re-rig him.
A lot of shader tweeking and some new model but the progress is still too slow. I only have weekends for this project and I wish I could use all the time that I have to make this done. Caustics effect is just a simple decal material with panner and rotator effect to it. Next step is to make more props and fixing textures wich are btw all hand painted. Then itยดs time to do some vege stuff.
was doing some silhouettes of weapons
All guns here uses conventional ammo.
I posted this here because I've got to have constructive criticism on them.
My goal is to create a futuristic assault rifle, used buy a human army with conventional ammo.
I'd appreciate if you could spare you time to look at each one, and tell me what works and what dosen't, plus any of the suggestions you may have.
Haha no, sorry I should've explained. basically with summer drawing to a close I haven't actually gotten a finished thing to show off. So I figured I'd make a heavy metal type character with a guitar an what not and cartoon-y proportions.
Mostly worried about his arms as they look as if they've been stuck on, rather than actually being part of the body.
My first ever human character, diving straight into the deep end! Started some head and boot detailing, but everything still needs a lot of work (especially cloths) before I start making a low poly model. Taking it slow and trying to make it my first portfolio worthy piece.
My first ever human character, diving straight into the deep end! Started some head and boot detailing, but everything still needs a lot of work (especially cloths) before I start making a low poly model. Taking it slow and trying to make it my first portfolio worthy piece.
Any comments and critics are more than welcome!
Should I give her some fingerless gloves?
I think the base anatomy model needs quite a bit of work before you clothe her. Right now nothing is sitting properly, and her legs/arms appear as sticks shootin out from under bed sheets.
Might be a good idea also to start a wip thread in P&p to get some targeted feedback.
My first ever human character, diving straight into the deep end! Started some head and boot detailing, but everything still needs a lot of work (especially cloths) before I start making a low poly model. Taking it slow and trying to make it my first portfolio worthy piece.
Any comments and critics are more than welcome!
Should I give her some fingerless gloves?
This might sound harsh but if you really want this to be a portfolio piece, ditch the clothes and go back and re work your anatomy til its perfect. Get tons of anatomy reference and nail the nude anatomy and proportions first. It's just not going to look right unless you get that spot on first. Clothes are a WHOLE other beast in itself so tackle that after you get the base anatomy correct. Good luck!
Ysalex - That render is sweet. However if I may I'd like to critique your anatomy. The ears are looking a bit strange at the moment. I think you can spend some more time defining the clavicle and sternocleidomastoid muscles (those big muscles that run from the ear to the clavicle). its nice to see that you resisted the temptation to give her gigantic fake boobs but I think adding a little flesh to the bottom of the breast so that there would be a crease in the skin might improve it. additionally the shoulders are looking a little masculine and the elbow appears to be too high on the arm.. look how short her humerus is in comparison to the radius and ulna. they should be almost even in length although the humerus is actually longer than both. the face is looking nice from this angle but the nostrils are a bit too small. Hope it helps!
Ysalex - That is looking awesome! loving it. I agree with most of the comments af3d made.
It looks like the model is arched back a little bit, maybe a profile image could help to determine this better. If she is arched way back disregard the following - but if she is relatively upright, her arms are way too long. the knuckle line should only go down to around the crotch area or a little beyond that length. So I don't think that the elbow is too high, but rather the forearm looks too long. The elbow is placed about at the bottom of the ribcage, it could maybe be a little lower but I think it is pretty much cool where it is.
Pretty much done with materials and shaders as far as Marmoset is concerned. Gonna get him rigged, posed, background, and physically based before calling it done.
Finished my floor platform. Heavily based in some concepts by the Vigil Team for Darksiders 2.
I'd change the way I did some things and lots of things on the actual model, but I'll move on and used what I learned in the next small project ^^. Learned lots of things and I'm quite happy with the result so far. Criticism really appreciated
Update on the Blank Workshop character. Nearing the finish / Final 10% on this guy, will probably take a few days to polish some areas that are bothering me and move on to the low:
Replies
Just the base first pass for now, have to add the details and things tomorrow.
remade the grip, and im getting pretty close to calling this done. might need a little more work.
UDK shot
This assumes me.
Hint: takes place in a " Tanker " for the first part of the game :P
The horses... they taunt us...they hate us! *eye twitch* :polytwitch:
really lovin the shaders - what engine is that?
Oh man. Really great outcome for 6 hours of work. Congrats
Little update from me.
It's still very WIP but if anyone can lend a helping hand I'd really appreciate it thanks.
Just a couple of heads, nothing extraordinary:
Looks good, was working on a MGS2 scene myself at one stage.
Kot_Leopold, those heads are awesome, lots of character
I'm making a tree frog, I got all inspired by this photo
http://recepe.blog.uol.com.br/images/sapos.jpg
was doing some silhouettes of weapons
All guns here uses conventional ammo.
I posted this here because I've got to have constructive criticism on them.
My goal is to create a futuristic assault rifle, used buy a human army with conventional ammo.
I'd appreciate if you could spare you time to look at each one, and tell me what works and what dosen't, plus any of the suggestions you may have.
Thanks
Is he supposed to be a dwarf?
Here's a quick little barrel I did today for fun and practice sake.
Haha no, sorry I should've explained. basically with summer drawing to a close I haven't actually gotten a finished thing to show off. So I figured I'd make a heavy metal type character with a guitar an what not and cartoon-y proportions.
Mostly worried about his arms as they look as if they've been stuck on, rather than actually being part of the body.
Today I finally did a normals bake on the interior, texture is very WIP!
View more here
That's . . . that's really well designed. Good job!
Any comments and critics are more than welcome!
Should I give her some fingerless gloves?
http://www.polycount.com/forum/showthread.php?t=124549
I think the base anatomy model needs quite a bit of work before you clothe her. Right now nothing is sitting properly, and her legs/arms appear as sticks shootin out from under bed sheets.
Might be a good idea also to start a wip thread in P&p to get some targeted feedback.
This guy. He is the best guy.
Its finished! Thanks for the help folks. I couldn't have done it without the help of the guys in the hangouts and you guys on here.
This might sound harsh but if you really want this to be a portfolio piece, ditch the clothes and go back and re work your anatomy til its perfect. Get tons of anatomy reference and nail the nude anatomy and proportions first. It's just not going to look right unless you get that spot on first. Clothes are a WHOLE other beast in itself so tackle that after you get the base anatomy correct. Good luck!
nice clean work!
Pretty happy with where it's going so far. Might even make a larger area based off of it.
Thread Link: http://www.polycount.com/forum/showthread.php?t=124559
Head and upper shell of torso roughed out. Concept art below, credit in picture.
http://www.polycount.com/forum/showthread.php?t=124553
It looks like the model is arched back a little bit, maybe a profile image could help to determine this better. If she is arched way back disregard the following - but if she is relatively upright, her arms are way too long. the knuckle line should only go down to around the crotch area or a little beyond that length. So I don't think that the elbow is too high, but rather the forearm looks too long. The elbow is placed about at the bottom of the ribcage, it could maybe be a little lower but I think it is pretty much cool where it is.
just my 2c. all in all beautiful work!
Pretty much done with materials and shaders as far as Marmoset is concerned. Gonna get him rigged, posed, background, and physically based before calling it done.
MD2 study.
I'd change the way I did some things and lots of things on the actual model, but I'll move on and used what I learned in the next small project ^^. Learned lots of things and I'm quite happy with the result so far. Criticism really appreciated