@ Intervain : I LOVE HER! If I had anything to say it might be that her hands look a little too ahhhh not feminine, they don't look masculine but not quite as feminine as the rest of her.....if that makes any kind of sense. Perhaps making them a little more slender.... maybe. Either way She is fantastic and headed straight for my inspiration folder :thumbup: :thumbup: :thumbup:
@ Ravenslayer : ACE!
X_Post:
For some stupid reason I have decided to go against the advise of artists much better than myself and continue this guy in my own sort of style (for better or worse)
Started working on the details and his bang bang. A few small proportion tweeks may still be in the works, but not too many.
Spent all weekend on the car, baking and making a good start on the texturing of the s14a. I spent much time in hangouts talking crap with you guys, fun was had by all!
@Ged Yes, I create palette on separate layer and pic colors from it. I cut interesting shape from color wheel and draw new limited color wheel, also lighten and darken colors by hue/saturation/brightness just like in this tutorial
Here's palette to my last picture
thanks for that! I have james gurneys book colour and light and its really good but I wasnt sure how best to integrate what I read into my workflow. this should be a fun way to get a mood across in a painting.
I've started working on another God Of War Ascension character(some of the best concepts i have ever seen)...this time one concept that didn't make it into the game. Concept
A ton of things to be done....hopefully i will have time to finish it.
@Ged Yes, I create palette on separate layer and pic colors from it. I cut interesting shape from color wheel and draw new limited color wheel, also lighten and darken colors by hue/saturation/brightness just like in this tutorial
Here's palette to my last picture
Interesting.... although it does not make realistic colours at all. I think it's a nice way to make a stylized pallette, but realism in the human world is made mostly of really muted tertiary colours with intense saturated colours in small points.
Just as an example.
Notice how the red car despite being tiny and not splashing colour everywhere gives context to the muted landscape?
(ignore the quality of the painting i literally spent 5 min)
your edges seem too tight to display well once baked to a normal map.
also what enginer are you building for ns2 spark or just udk or something like that
I will have to do a test bake to see about my edges. They seem to be coming out much sharper in my renders than what they look like in maya viewport. I will be keeping an eye on it for sure though. As for the engine I am using UDK for it.
Interesting.... although it does not make realistic colours at all. I think it's a nice way to make a stylized pallette, but realism in the human world is made mostly of really muted tertiary colours with intense saturated colours in small points.
Just as an example.
Notice how the red car despite being tiny and not splashing colour everywhere gives context to the muted landscape?
(ignore the quality of the painting i literally spent 5 min)
I absolutely agree with you, telling that colors are simple as this, just limit your palette and voil
@Muzz - looking awesome. The grey smoke in particular is really well done!
Still trying to find a style for the head of my character. I'm trying to get a retro space comic hero feel (i.e. Buck Rogers or something similar), but I'm having a hard time nailing the stylization. Also the head is way too big at the moment (and ignore the "hair")...
This is from the Darksiders Art Jam. This is a render of my polypaint in Zbrush. I touched up a couple highlights in PS, because I couldn't get them to work the way I wanted in ZB. I have very little experience with hand-painted texturing, so I hope it works.
Xpost from my thread here.
I call it done, it took me too long to finish this one.
Great work here, almost perfect. You say you call it finished but may I suggest working on the eyeballs a little more? They are really ruining the quality of the work.
Replies
@ Ravenslayer : ACE!
X_Post:
For some stupid reason I have decided to go against the advise of artists much better than myself and continue this guy in my own sort of style (for better or worse)
Started working on the details and his bang bang. A few small proportion tweeks may still be in the works, but not too many.
Sweet character btw, I've been following it from the start. Love the proportions!
Anyway, a shot of the wip texture:
Love you all!
thanks for that! I have james gurneys book colour and light and its really good but I wasnt sure how best to integrate what I read into my workflow. this should be a fun way to get a mood across in a painting.
You're the best
Also! The rear:
Whipped up a Dwarf-dude
Concept
A ton of things to be done....hopefully i will have time to finish it.
Don't listen to the advice... this looks pretty damned awesome
You can find the thread here: http://www.polycount.com/forum/showthread.php?t=105603
[ame="http://www.youtube.com/watch?v=Kc6lCp5cJ_I"]Hacker Nest Environment Flytrough - YouTube[/ame]
Interesting.... although it does not make realistic colours at all. I think it's a nice way to make a stylized pallette, but realism in the human world is made mostly of really muted tertiary colours with intense saturated colours in small points.
Just as an example.
Notice how the red car despite being tiny and not splashing colour everywhere gives context to the muted landscape?
(ignore the quality of the painting i literally spent 5 min)
I figured this belongs here.
I will have to do a test bake to see about my edges. They seem to be coming out much sharper in my renders than what they look like in maya viewport. I will be keeping an eye on it for sure though. As for the engine I am using UDK for it.
Which engine did you use for rendering?
so much style man! great job!
Nice work bro! You inspire me to do one. :poly142:
heres my contribution for the night..
files getting heavy, but I can't wait to start the LP and textures
I absolutely agree with you, telling that colors are simple as this, just limit your palette and voil
new concept art image for my portfolio
Great work! Love the minute detail on the clothes
Polycount, killing it as usual, here is my little piece to add. cross posting as usual here.
http://vimeo.com/59865762
Crossposting the final presentation from my thread.
Still trying to find a style for the head of my character. I'm trying to get a retro space comic hero feel (i.e. Buck Rogers or something similar), but I'm having a hard time nailing the stylization. Also the head is way too big at the moment (and ignore the "hair")...
I call it done, it took me too long to finish this one.
here is a speed sculpt we did .
we hope you'll like it .
you can check the realtime video while sculpting this bust on our facebook page .
cheers
here's a wip for my Mixamo/Houdini challenge entry :
This is from the Darksiders Art Jam. This is a render of my polypaint in Zbrush. I touched up a couple highlights in PS, because I couldn't get them to work the way I wanted in ZB. I have very little experience with hand-painted texturing, so I hope it works.
It was based on this concept from Paul Richards.
http://www.autodestruct.com/images/ds_hellgrowth5.jpg
Pooped one out today.
Rikk The Gaijin: suuppper cool! the cloth is absoulutely nuts, greatwork
bust of Ezreal from LoL
I thought I'd share this fella I've been working on. Its a remake of the original Final Fantasy 3 character Cyan Garamonde.