Here is something I've been creating lately. I poly-painted this fully in ZBrush using only the standard brush. Currently flat lit, no shader. Next level is to add scratches and some wear to the weapon, before I create the lowpoly. Thanks to Firstkeeper who created the great concept for this.
Done some changes on cloth.
Trying to keep tris in-between 5000.
Maya view port screen shot with normal map applied.
Playing with pose, once I am satisfied with pose I will go for final sculpting and texturing. Any suggestion for pose?
Critiques and suggestion always welcome.
So much awesome works happening here. I love your model so much cmgillett I just might cheat on my lady with her.
[SKETCHFAB]ec4179520ba0423c8915dcab4c411962[/SKETCHFAB]
I added Cake to Fionna!
Had so little time to actually get this done but i have to stick to my word and get it done! Nearly there now, just gotta do the final renders with Keyshot!
Im glad you guys like my octopus entry, it was a fun challenge. Not sure I want to do it again. Those kinds of texture restrictions can be painful to work with .. thanks!!!
fightpunch: Nice ships! Really like the material definition you got going on
shanewarild: Is that... a mech centaur? I've never seen one of those before. Looking forward to seeing you finish it
Poloboo: ohhhh that metal :thumbup::thumbup:
Here's a really old ladder. dDo, nDo2, and Photoshop
I basically have to be done with the shader for now. I will probably add some facial hairs and eyebrows and lashes, and a hat, do a render, and call it a still image. Then to work on the rest of the body. But I have a big project coming up so I won't be able to do much with this anyways.
An update on the teeth and gums material + changes to the fur to make it more bunny soft and less coarse. To do: finish modeling ears and paws, groom the fur (directions), give him a pose and expression, check eye materials, work on the grass, environment and lighting. I hope he looks like a less nightmarish plushie creature now.
Did a stone brick tileable... going to do a set of these sculpted realistic textures and then maybe build a scene out of them, next up is some wooden roof shingles
An update on the teeth and gums material + changes to the fur to make it more bunny soft and less coarse. To do: finish modeling ears and paws, groom the fur (directions), give him a pose and expression, check eye materials, work on the grass, environment and lighting. I hope he looks like a less nightmarish plushie creature now.
It looks great, but it's no less nightmare-inducing.
My thoughts, if you want to make him look less nightmarish and more cute and cuddly, shrink his mouth and make his eyes bulge out less (or not at all). Smaller mouths in comparison to larger eyes make something look cuter (more like a baby), and bulging eyes are a sign of disease, age, etc. Many negative things. Bulging eyes will cause your audience discomfort. If you're going for cute, avoid them. Though if you're going for "cute but scary" bulging eyes is a great place to start.
The soulless pose is also working towards the horror. He's walking as if he were an automaton, rather than standing like a living being. His facial expression is also something in the same vein. I can't imagine anyone/thing having that blank expression in a natural environment. For the pose I just suggest bending the arms. Maybe twist the body a little. For the face, I don't know what to say, specifically, just study the way babies and animals smile. Look for specifics.
And I want to clarify, I don't think anything you've done here is bad. Like. At all. I think this thing looks pretty solid as it is. Just not in the way you might be intending, if you're intending it to look friendly and cute.
currently i do not have enough manpower or money to finish it as a reel time
high quality 3d game cinematic, but if you are interested contact me.
love the arcade machine
Still working on my tank scene, only small tweaking, starting with a poster presentation after week at gamescon , or maybe I just leave it and start an environment
Hi Guys, here are two characters done for a CG contest called THU CG Challenge - FRIEND OR FOE."Trojan Horse was a Unicorn (THU)" is VFX, game and animation festival held in Setúbal, Troia (Portugal).
First character - Warlord Seeno was designed to be a foe to their mascot Fury (FURY - concept by Serge Birault, 3D by José Alves da Silva). Second one called Shaggy Satyr was to be a Friend. For more information visit trojan-unicorn.com
Hope you like!
It looks great, but it's no less nightmare-inducing.
My thoughts, if you want to make him look less nightmarish and more cute and cuddly, shrink his mouth and make his eyes bulge out less (or not at all). Smaller mouths in comparison to larger eyes make something look cuter (more like a baby), and bulging eyes are a sign of disease, age, etc. Many negative things. Bulging eyes will cause your audience discomfort. If you're going for cute, avoid them. Though if you're going for "cute but scary" bulging eyes is a great place to start.
The soulless pose is also working towards the horror. He's walking as if he were an automaton, rather than standing like a living being. His facial expression is also something in the same vein. I can't imagine anyone/thing having that blank expression in a natural environment. For the pose I just suggest bending the arms. Maybe twist the body a little. For the face, I don't know what to say, specifically, just study the way babies and animals smile. Look for specifics.
And I want to clarify, I don't think anything you've done here is bad. Like. At all. I think this thing looks pretty solid as it is. Just not in the way you might be intending, if you're intending it to look friendly and cute.
Thanks for the feedback Xelioth! You made good points about the facial features. I will go over the facial shapes of the model again and regard those bulging eyes for one thing. I'd like him be a cute yet pretty funny and goofy character.
As for the pose - it is soulless because in these renders the character is still in a basic T-shape with no actual pose, rig or eyes following a target. Thanks again for the time you put into giving me feedback, much appreciated.
citizen_j - Looks good! I like especially the bottom half of the animated cycle. The baggy pants and the loincloth look airy and there's a feeling of a "thud" every time his weight goes down. The animation of the head and neck looks quite stiff in comparison, but it isn't necessarily a bad thing because the character looks sturdy instead of wobbly. I also like the sway and rotation of the wrists and fingers.
Replies
this is fkn awesome!
http://steamcommunity.com/sharedfiles/filedetails/?id=169999536
Brenly: Nice!!
Here is something I've been creating lately. I poly-painted this fully in ZBrush using only the standard brush. Currently flat lit, no shader. Next level is to add scratches and some wear to the weapon, before I create the lowpoly. Thanks to Firstkeeper who created the great concept for this.
im getting ready to call this high poly done finally.
Trying to keep tris in-between 5000.
Maya view port screen shot with normal map applied.
Playing with pose, once I am satisfied with pose I will go for final sculpting and texturing. Any suggestion for pose?
Critiques and suggestion always welcome.
The Black Cauldron?
film is so under-rated man.
Blender Cycles Screengrab
[SKETCHFAB]ec4179520ba0423c8915dcab4c411962[/SKETCHFAB]
[ame="http://www.youtube.com/watch?v=0NLgUl6x5A0"]http://www.youtube.com/watch?v=0NLgUl6x5A0[/ame]
http://www.polycount.com/forum/showthread.php?t=123533&page=2
Had so little time to actually get this done but i have to stick to my word and get it done! Nearly there now, just gotta do the final renders with Keyshot!
this is a few steps back but the form is unchanged.
shanewarild: Is that... a mech centaur? I've never seen one of those before. Looking forward to seeing you finish it
Poloboo: ohhhh that metal :thumbup::thumbup:
Here's a really old ladder. dDo, nDo2, and Photoshop
Finally "finished" my fighter after stalling it for ages and made a beauty shot of it.
Where I will go with hair.
Top image is trying to do pixel art.
The bottom image is trying to conform to NES palette and technical limitations.
My thoughts, if you want to make him look less nightmarish and more cute and cuddly, shrink his mouth and make his eyes bulge out less (or not at all). Smaller mouths in comparison to larger eyes make something look cuter (more like a baby), and bulging eyes are a sign of disease, age, etc. Many negative things. Bulging eyes will cause your audience discomfort. If you're going for cute, avoid them. Though if you're going for "cute but scary" bulging eyes is a great place to start.
The soulless pose is also working towards the horror. He's walking as if he were an automaton, rather than standing like a living being. His facial expression is also something in the same vein. I can't imagine anyone/thing having that blank expression in a natural environment. For the pose I just suggest bending the arms. Maybe twist the body a little. For the face, I don't know what to say, specifically, just study the way babies and animals smile. Look for specifics.
And I want to clarify, I don't think anything you've done here is bad. Like. At all. I think this thing looks pretty solid as it is. Just not in the way you might be intending, if you're intending it to look friendly and cute.
[vv]72597408[/vv]
Crit are welcome !
Concept from CreatureBox Elder
love the arcade machine
Still working on my tank scene, only small tweaking, starting with a poster presentation after week at gamescon , or maybe I just leave it and start an environment
First character - Warlord Seeno was designed to be a foe to their mascot Fury (FURY - concept by Serge Birault, 3D by José Alves da Silva). Second one called Shaggy Satyr was to be a Friend. For more information visit trojan-unicorn.com
Hope you like!
Thanks for the feedback Xelioth! You made good points about the facial features. I will go over the facial shapes of the model again and regard those bulging eyes for one thing. I'd like him be a cute yet pretty funny and goofy character.
As for the pose - it is soulless because in these renders the character is still in a basic T-shape with no actual pose, rig or eyes following a target. Thanks again for the time you put into giving me feedback, much appreciated.
citizen_j - Looks good! I like especially the bottom half of the animated cycle. The baggy pants and the loincloth look airy and there's a feeling of a "thud" every time his weight goes down. The animation of the head and neck looks quite stiff in comparison, but it isn't necessarily a bad thing because the character looks sturdy instead of wobbly. I also like the sway and rotation of the wrists and fingers.