I've been peeking on this website for years now but never actually posted anything. So let's give this a shot. This is my 3rd human model ever made so I know there will be a lot of things that could be better.
I'm having an idea of making a Christmas greeting with santa claus. If there is time left I want to make some props and put him in a snow globe but let's keep that aside for now..
Currently it's on 2400 vertices and still need to add some detail to the hair, belt and shoes... And the texture off course! Please let me know what you guys think.
@Divinitize Looks nice, but I think maybe the spec could do with being toned down a bit, at least on the main body of the shell. It looks very shiny for how worn the texture makes the metal look, especially in the second pic.
This is great. love the concept. The paint could be heavier on the tank. But, really nice work man, good to see something different than a AK or modern weapon.
I wouldnt put any more grpahics on there. less is more.
After having to take a break from my blizzard inspired cinematic project I am getting back to work on it. Here are some BPR renders from Zbrush of the current progress on the models.
So nice man. This is done in ddo right? If so, did you try making the height for the scratches on the red paint (gas tank blacker?) To make the normal sharper? I'm nit picking, but I think it will look more realistic with a different sharpness in paint scratches to just general unpainted metal scratches.
Pretty rad though, I saved a copy of it in my inspiration folder:)
Still planning to do a desert type pedestal for this and then do proper beauty shots, but I think I'm calling the model and textures done. Rendered in Marmoset.
Still planning to do a desert type pedestal for this and then do proper beauty shots, but I think I'm calling the model and textures done. Rendered in Marmoset.
This might be one of the most long term projects I've ever followed on polycount. Came out great, glad you took all the time you needed. Look forward to the beauty shots.
Even more work on my operator. He's gettin there! Not bad for a student, methinks.
So far I have about 16 different subtools for different parts of the character. Gotta start merging. Everything is made from scratch except for a few multi-mesh buckles I took from the zbrushcentral multi-mesh repository.
Really proud of my work so far!
There's some further progress here (but I mostly post to this forum anyways), I intend on uploading a bunch of IMM tools and alphas to help aid anyone in their processes later on when this is done! http://stirlsr.blogspot.com.au/2013/10/hangman-operator.html
Still planning to do a desert type pedestal for this and then do proper beauty shots, but I think I'm calling the model and textures done. Rendered in Marmoset.
This is super good. Love the detail everywhere. Beautiful spec as well.
After staring at this for more than a few minuets, I thought it would be sweet for you to finish things off with a coat of arms symbol on the square wood panel area on the door. Near the door handle area.(that's what the "well to do" families did back in the day). It would be cool if you actually looked up coat of arms meanings and made your own design.:) Just my opinion and thoughts on it. Either way this is some really solid work.
My first texture, need some C&C on this please guys
Not bad for a first attempt! Some thoughts:
You are relying too much on line and literal representations of elements. This means you are DRAWING elements on the texture instead of PAINTING or SCULPTING them with light and color. This gives it a graphical feel, more like a comic book drawing and less like a 3D representation of a physical object.
As a result of the above bullet point, you have started detailing too early and are falling into the beginner's trap of relying too much on the tiny details. It is obvious you slapped a blurred noise map over the top of the whole texture and it's obvious that you are relying on that to hide the lack of lighting or proper design. Same with the scratches and the rust on the bolts, etc. This is the same as when zbrush beginners skip anatomy and jump straight to facial hair and skin pores. Work on getting good, solid, clear delineation between your panels and then move on to the next largest element like rendering out the bolts really well and getting their shapes feeling nice. Only get to the nitty gritty details like brushed aluminum surface detail and scratches and rust last.
Watch your values and avoid going too dark or too light with a diffuse map. Even 100% hand-painted games like Diablo and WoW have lighting that multiplies on top of the textures. If you give the engine an already-black diffuse map, the lighting wont work well and it will end up looking off.
Those should get you started on a solid 2nd draft and I think you'll be much more pleased with the results. Great start though!
@ysalex - haha thanks man! I'm relieved to finally be wrapping it up, excited to start something new
@dropkick287 - Not a bad idea. I had originally considered doing a landscape painting like some of them have but opted not to in the end. A coat of arms would probably go well with the rest of the painted decal type stuff though. I'll probably try to come up with an interesting design and add that before I wrap it up with the pedestal. thanks for the feedback!
Replies
Here's a couple of stylized low-poly houses I did for a freelance client:
http://www.polycount.com/forum/showthread.php?t=125602&page=3
first time doing handpainted textures. fun. really fun.
Nice start on deathwing man! Maybe push that lava a bit more in the reds.
I'm having an idea of making a Christmas greeting with santa claus. If there is time left I want to make some props and put him in a snow globe but let's keep that aside for now..
Currently it's on 2400 vertices and still need to add some detail to the hair, belt and shoes... And the texture off course! Please let me know what you guys think.
and how it currently looks in Sketchfab:
Santa claus (click to view in 3D)
tread:http://www.polycount.com/forum/showthread.php?t=127344
making the final push for the HR to be complete:
here is one more wip pic
have to reduce some color on few places, looks silly at the moment.
This is great. love the concept. The paint could be heavier on the tank. But, really nice work man, good to see something different than a AK or modern weapon.
I wouldnt put any more grpahics on there. less is more.
gartht3d: Thanks! I ended up with this.
[vv]79013456[/vv]
So nice man. This is done in ddo right? If so, did you try making the height for the scratches on the red paint (gas tank blacker?) To make the normal sharper? I'm nit picking, but I think it will look more realistic with a different sharpness in paint scratches to just general unpainted metal scratches.
Pretty rad though, I saved a copy of it in my inspiration folder:)
Crosspost from my Character thread.
This might be one of the most long term projects I've ever followed on polycount. Came out great, glad you took all the time you needed. Look forward to the beauty shots.
So far I have about 16 different subtools for different parts of the character. Gotta start merging. Everything is made from scratch except for a few multi-mesh buckles I took from the zbrushcentral multi-mesh repository.
Really proud of my work so far!
There's some further progress here (but I mostly post to this forum anyways), I intend on uploading a bunch of IMM tools and alphas to help aid anyone in their processes later on when this is done! http://stirlsr.blogspot.com.au/2013/10/hangman-operator.html
This is looking super cool dude!
Nice work!
GREAT!!
any feedback?
This is super good. Love the detail everywhere. Beautiful spec as well.
After staring at this for more than a few minuets, I thought it would be sweet for you to finish things off with a coat of arms symbol on the square wood panel area on the door. Near the door handle area.(that's what the "well to do" families did back in the day). It would be cool if you actually looked up coat of arms meanings and made your own design.:) Just my opinion and thoughts on it. Either way this is some really solid work.
Not bad for a first attempt! Some thoughts:
You are relying too much on line and literal representations of elements. This means you are DRAWING elements on the texture instead of PAINTING or SCULPTING them with light and color. This gives it a graphical feel, more like a comic book drawing and less like a 3D representation of a physical object.
As a result of the above bullet point, you have started detailing too early and are falling into the beginner's trap of relying too much on the tiny details. It is obvious you slapped a blurred noise map over the top of the whole texture and it's obvious that you are relying on that to hide the lack of lighting or proper design. Same with the scratches and the rust on the bolts, etc. This is the same as when zbrush beginners skip anatomy and jump straight to facial hair and skin pores. Work on getting good, solid, clear delineation between your panels and then move on to the next largest element like rendering out the bolts really well and getting their shapes feeling nice. Only get to the nitty gritty details like brushed aluminum surface detail and scratches and rust last.
Watch your values and avoid going too dark or too light with a diffuse map. Even 100% hand-painted games like Diablo and WoW have lighting that multiplies on top of the textures. If you give the engine an already-black diffuse map, the lighting wont work well and it will end up looking off.
Those should get you started on a solid 2nd draft and I think you'll be much more pleased with the results. Great start though!
Sculpt I worked on at Blizzcon on the Artists Stage:
30 minute speedpaints for the Spitpainting group:
Cheers!
Hope u like it.
Comments & Complements are always welcome.
Game model
@dropkick287 - Not a bad idea. I had originally considered doing a landscape painting like some of them have but opted not to in the end. A coat of arms would probably go well with the rest of the painted decal type stuff though. I'll probably try to come up with an interesting design and add that before I wrap it up with the pedestal. thanks for the feedback!