Cheers for the heads up ysalex. I can see the image fine..hmm..i embedded the image directly from a url from my dropbox account. Anyone else unable to see the image??
For what it's worth, I checked mobile on my cell network and same problem. On both tries, it throws me a 403 and tells me to sign in to see it, so I imagine it's either a permissions problem, or something is wrong with me.
- His clothing doesn't strike true to me, the way it's defined in your sculpting. It has to do with the wrinkle patterns and the baggyness of the shirt. The pants are much better.
- AO is way too strong on the shirt, could be cut by half to 3/4ths. It makes the wrinkles appear dirty and aged, and makes the shirt feel much more like stone or something
- Biceps are super cut and defined. There should be skin there evening that muscle transition even if he were the most defined man in the world, it would be a curved taper, and not a demarcation line.
- Glasses are a bit strange. Thickness of the rims combined with the shape, they look like a combo of hipster glasses and aviators, and don't read well in the compromise. I'd suggest going either full hipster or full aviator.
Anyways, I do like the model and what you're doing, I like the outfit you chose and the way you sculpted his face. Little more work on fixing the proportion and material definition stuff in your sculpt, and also in the texture will go a long ways.
Cheers for the heads up ysalex. I can see the image fine..hmm..i embedded the image directly from a url from my dropbox account. Anyone else unable to see the image??
You can use Dropbox, but you need to put the image in the "Public" folder.
What is the game name? where i can find more info?
We don't have a name for it yet, right now it's just Project Gravity
But we try to tweet about it and keep the info flowing. So checkout our Twitter at https://twitter.com/NightNode for mor info ^^
And a new mockup for the indie game Project Gravity
Dang Ysalex your kickin some interstella bizness right there.
ILLMATICC I gotta agree with Ysalex there, he's only 5 heads tall. And those shirt creases are very floaty, nice around the tuck in at the belt but need weight and a physical cause everywhere else.
I love referencing these scans at peeps, they so cool.
Anyway
Art Fart *blows raspberries*
some random speed sculpt thing. Needs moar arms :thumbup:
Had another crunch at work this week and the theme was sculpt a celeb... there are still some issues that I would like to fix but this is what I came up with at the end of the week.
Makkon - How can you stare at that while sculpting and not go insane?? Is it kinda like how we are immune to our own farts? We are immune to the gross things we can make ourselves?
Makkon - How can you stare at that while sculpting and not go insane?? Is it kinda like how we are immune to our own farts? We are immune to the gross things we can make ourselves?
I was really really itchy the whole time, and it was 4am since I couldn't sleep anyway so... I wouldn't say I was totally immune :S
the water on umbrella was painted in mudbox, then converted to normal map with xnormal height2normals. here are what the textures look like:
in marmoset i used the complex refraction shader with the above texture.
the falling rain drops are originally sculpted spheres and then decimated.
then i used them to populate with instanced mesh on a particle system and converted the particles back to mesh and decimated again before export to marmoset. rain used a simple small flat grey texture with dark noise alpha and the refraction material in marmoset.
Demon Wand thing, Work In Project. Been working on this for a while, recently decided to sculpt it rather than just hand paint everything. I'm pretty happy with it so far.
finished working on the base for the character
the water on umbrella was painted in mudbox, then converted to normal map with xnormal height2normals. here are what the textures look like:
[/IMG]
wow awesome result and quite simple workflow although the specular looks like a bit of work there and im not sure if you mean the raindrops are still geo in the realtime render or if you rendered them to planes for use as sprites in a particle emitter?
thanks, the rain drops are decimated geo. i tried planes with 6 faces @ 60º interval but for close ups and bigger still renders it sort of falls apart. since it is only for decoration i kept it as geo. if there was realtime rain it would be just blurred streaks in most engines.
Replies
Thread link:
http://www.polycount.com/forum/showthread.php?t=125314&highlight=hot+fuzz&page=2
Will chuck into Marmoset soon for some proper portfolio shots.
- His head is massive.
- His clothing doesn't strike true to me, the way it's defined in your sculpting. It has to do with the wrinkle patterns and the baggyness of the shirt. The pants are much better.
- AO is way too strong on the shirt, could be cut by half to 3/4ths. It makes the wrinkles appear dirty and aged, and makes the shirt feel much more like stone or something
- Biceps are super cut and defined. There should be skin there evening that muscle transition even if he were the most defined man in the world, it would be a curved taper, and not a demarcation line.
- Glasses are a bit strange. Thickness of the rims combined with the shape, they look like a combo of hipster glasses and aviators, and don't read well in the compromise. I'd suggest going either full hipster or full aviator.
Anyways, I do like the model and what you're doing, I like the outfit you chose and the way you sculpted his face. Little more work on fixing the proportion and material definition stuff in your sculpt, and also in the texture will go a long ways.
I'm happy with it. Any critique is appreciated!
Hint: It's a Crosspost.
ahhh, I love this concept. Awesome piece of work man.
You can use Dropbox, but you need to put the image in the "Public" folder.
There is a still render at my thread:
http://www.polycount.com/forum/showthread.php?t=98003&page=14
On a more serious note, she really starts to look amazing, good stuff
Made an alpha from a heightmap with nDo2 (feel free to use it, all yours)
Took it for a spin
He is SO cute,
amazing work on this,
just want to hold him really tight
Serioulsy I like it, needs some wrinkles on the neck now
We don't have a name for it yet, right now it's just Project Gravity
But we try to tweet about it and keep the info flowing. So checkout our Twitter at https://twitter.com/NightNode for mor info ^^
And a new mockup for the indie game Project Gravity
Project Gravity
Night Node
https://twitter.com/NightNode
https://www.facebook.com/nightnode
I'm not very good at this promotion stuff, just happy to share the mockups =D
any tips would be great
awesome work in here as always, loads of inspiration!
Marrakech Shes absolutely lovely
Dang Ysalex your kickin some interstella bizness right there.
ILLMATICC I gotta agree with Ysalex there, he's only 5 heads tall. And those shirt creases are very floaty, nice around the tuck in at the belt but need weight and a physical cause everywhere else.
I love referencing these scans at peeps, they so cool.
Anyway
Art Fart *blows raspberries*
some random speed sculpt thing. Needs moar arms :thumbup:
Had another crunch at work this week and the theme was sculpt a celeb... there are still some issues that I would like to fix but this is what I came up with at the end of the week.
MM, Umbrella looks nice and believable.
I was really really itchy the whole time, and it was 4am since I couldn't sleep anyway so... I wouldn't say I was totally immune :S
wow id love to see a mini tut on that rain
http://cghub.com/images/view/650243/
the water on umbrella was painted in mudbox, then converted to normal map with xnormal height2normals. here are what the textures look like:
in marmoset i used the complex refraction shader with the above texture.
the falling rain drops are originally sculpted spheres and then decimated.
then i used them to populate with instanced mesh on a particle system and converted the particles back to mesh and decimated again before export to marmoset. rain used a simple small flat grey texture with dark noise alpha and the refraction material in marmoset.
HOLY S**T. I can't think any other words to describe.
wow awesome result and quite simple workflow although the specular looks like a bit of work there and im not sure if you mean the raindrops are still geo in the realtime render or if you rendered them to planes for use as sprites in a particle emitter?