JimmyRustler- I recognized her immediately (though i did work on Band Hero, so i had to stare at a 3D model of her every day for a about a week, so maybe I'm biased :P)
What started off as a rough concept sculpting doodle session has quickly turned into something i want to develop as a fine-artsy , avant garde sculpture piece. This one is called "Duality" , you'll understand why its called that when i am done.
I LOVE THIS!!!!!....... a lot..... great work I am looking forward to seeing this progress. AWESOME :thumbup: :thumbup: :thumbup:
Here's something I worked on last week. My goal was to create a portrait per day for five days. I wanted to try out some of the techniques I've learned from watching Neville Page and Ben Mauro work their magic at a Creature Design Workshop at FZD last year. More importantly, it was to become more familiar with color/ texture. I've been avoiding color like the plague for a while now. Mostly because my foundation in it is not strong.
It's also good to know that I can create a finished looking piece in a day. The last two took a bit longer but I'm really digging the workflow. You can check out the Hi-Res images here: http://bit.ly/Y9bFKe
I'm finally starting to get better at sculpting.
HALLELUJAH.
I'm actually beginning to be able to define forms well. So excited. It feels like such a big step forward to me.
Woo!
So, here's an old dude with a penis....
Took around 45 minutes? Just a sketch
Mat I really can't believe all the detail in the cloth. How did you achieve that? Is it just all time, or is there a fair bit of procedural?
Gariolla, she's looking good, but in my opinion she looked better as a sculpt. I think you're loosing some depth in the transition, or maybe some contrast? The face seems flat in these regards, to me anyways. I know some people paint in extra depth, you might try that. Hazardous's character tutorial has a bit on this.
___________
Modeled the pack tonight. Tried to make it all one subdiv surface. The bottom was more of a mindfuck than I could have thought, since it's really not that complicated. Took forever. Curves etc. need cleaning but I am reasonably happy with the way it turned out.
Gariolla, she's looking good, but in my opinion she looked better as a sculpt. I think you're loosing some depth in the transition, or maybe some contrast? The face seems flat in these regards, to me anyways. I know some people paint in extra depth, you might try that. Hazardous's character tutorial has a bit on this.
Good stuff, usually if anything is looking flat, its the lighting and materials, so i'll tweak that today to add depth. polypainting depth isnt too hard but ive already gone off that stage and might as well do it on the texture in PS. thanks!
Sigh. It was supposed to be Hayley Williams from Paramore. I guess i did it pretty bad, eh?
Thanks for the word though, i'm still working on it, and trying to fix her head, but pretty much stuck atm, since i don't have any more idea what makes Hayley Williams looks like "Hayley Williams".
Here's the latest one anyway.
Haha, sorry, I had no clue who that was, so my mind made it's own assumptions. Looking at some google reference, I think you could make the head a bit wider/rounder. She has a relatively round head. And a slightly wider nose to go along with it. Try overlapping your model with your reference to get the silhouette.
I'am working on a little environment based on a concept art by Ben Procter in UDK. Everythings still very early and needs a lot more work and tons of tweaking. I also want to add some extra stuff and give the whole thing a lot more of a sci-fi feel but yeah...first things first.
Been working on a Legend of Zelda themed environment
...but mostly I've been scratching my head wondering why light shafts and bloom effects either don't work or glitch out when you take a screenshot inside of UDK /shrug
loving that little guy paul, nice work!
miles thats coming along nicely.
skankerzero cool stuff loving the work on your game and the face on his back is a nice touch. :thumbup:
Replies
St4lis- this is freakin fabulous.
I LOVE THIS!!!!!....... a lot..... great work I am looking forward to seeing this progress. AWESOME :thumbup: :thumbup: :thumbup:
ACE! really nice design.
Here's my first serious zbrush attempt :poly131:
There's nothing holding those bricks in place dude.
Odium, you're doing some real nice work there!
Crossposting from the art jam topic.
Well I was going for groutless bricks, like this:
http://www.cgtextures.com/texview.php?id=38973&PHPSESSID=ipee4ed7m59sp0acvh7n4d3ob0
And here's the concept (red bricks under the plaster)
Now that you mention it though, I might go back and redo them. Does look kinda silly without grout :P
Based on thisconcept.
I'm working on a set of 256 tileable MGS-inspired textures. Here are a few and a shitty mocked up enviro to test them:
More images at my website: http://www.mutantspoon.com/
Awesome to see Unreal Engine 4 stuff from Epic employees!
FUCKKK
vest update:
Freaking AWESOME! I want to get my hads on UE4 so badly!
Check them out!!!
http://armiesofthefallen.eu/
and
https://www.facebook.com/ArmiesOTFallen
Finsihed my windrunner highpoly.
cross posting for my little portfolio update - http://www.polycount.com/forum/showthread.php?t=116505
Look at those shapes! Can't wait to see more.
It's also good to know that I can create a finished looking piece in a day. The last two took a bit longer but I'm really digging the workflow. You can check out the Hi-Res images here: http://bit.ly/Y9bFKe
and the process here: http://afaziill.blogspot.com/2013/02/creature-week.html
Critiques and Feedback are much appreciated and hope you enjoy
HALLELUJAH.
I'm actually beginning to be able to define forms well. So excited. It feels like such a big step forward to me.
Woo!
So, here's an old dude with a penis....
Took around 45 minutes? Just a sketch
Mat I really can't believe all the detail in the cloth. How did you achieve that? Is it just all time, or is there a fair bit of procedural?
Gariolla, she's looking good, but in my opinion she looked better as a sculpt. I think you're loosing some depth in the transition, or maybe some contrast? The face seems flat in these regards, to me anyways. I know some people paint in extra depth, you might try that. Hazardous's character tutorial has a bit on this.
___________
Modeled the pack tonight. Tried to make it all one subdiv surface. The bottom was more of a mindfuck than I could have thought, since it's really not that complicated. Took forever. Curves etc. need cleaning but I am reasonably happy with the way it turned out.
Crosspost: http://www.polycount.com/forum/showthread.php?t=104566&page=2
I reckon it's tileable alpha with formsoft brush over the several subd levels to preserve the details. It's really well done Mat.
Zelly how come that cigar has veins on it!
lol.. Maybe it's not a cigar? =O
Dem naztiez.
Oh no it's a cigar alright, it's one of those brand new 100% organic cigars.
btw Hazardous, awesome progress on your assassin
Stop making us jealous! Man, I'm so looking forward to using UE4 for some personal stuff, can't wait..
Good stuff, usually if anything is looking flat, its the lighting and materials, so i'll tweak that today to add depth. polypainting depth isnt too hard but ive already gone off that stage and might as well do it on the texture in PS. thanks!
Haha, sorry, I had no clue who that was, so my mind made it's own assumptions. Looking at some google reference, I think you could make the head a bit wider/rounder. She has a relatively round head. And a slightly wider nose to go along with it. Try overlapping your model with your reference to get the silhouette.
Please leave some feedback in my thread! :P
http://www.polycount.com/forum/showthread.php?t=115549&page=2
Gah, those Owls are just too cute! I love it! >__<
I did some LightCap renders for my guy
my low poly is in the works. if yall wouldn't mind, I would really appreciate crits and suggestions.. Here is a link to my thread.. thanks
http://www.polycount.com/forum/showthread.php?t=116815
Cerberus EDI.
I'am working on a little environment based on a concept art by Ben Procter in UDK. Everythings still very early and needs a lot more work and tons of tweaking. I also want to add some extra stuff and give the whole thing a lot more of a sci-fi feel but yeah...first things first.
Wicked fun so far, keep at it!
That explosion looks awesome! Mind sharing your workflow?
...but mostly I've been scratching my head wondering why light shafts and bloom effects either don't work or glitch out when you take a screenshot inside of UDK /shrug
miles thats coming along nicely.
skankerzero cool stuff loving the work on your game and the face on his back is a nice touch. :thumbup:
Here is a crosspost from my dump thread. I did this for form and texture of a tree trunk.
Started a new Bust. Going to use it to explore a few new techniques. Here is my progress so far and the steps I've gone through. More info on my Blog
- BoBo