UPDATE: most current pieces
Hello my fellow polycounters, Ive posted a few character threads here in the past but decided to consolidate any subsequent threads to just one, this one. Im on a journey to be a character artist (I know shocking
) but im determined. Anyway here is some sample of my work that i have done and some WIP things as well. i hope you like them i'll be posting my projects on here, and am open to all comments. so join me in my journey I guess
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A royal advisor model I did last year (2012)
A soldier model im doing for some friends of mine and our project.
practicing my texture work, im going to retexture the whole character but here is the face for now.
The Cleopatra Showdown contest model I didnt get a chance to finish but im going back to it now and gonna finish her up.
Replies
fooling around with mental ray for this one.
The renders, and the ones in game engines, really let them down though in my opinion. Lighting isn't just dumping a light in a scene, turning on shadows, and calling it lit. In your mental ray one, for example, the ground and her feet gets lit up, but her face fades away. It could be helpful to think of it as a painting. For figures, you'd usually want a face to be the main focal point, and your lighting should support that instead of fight it.
Hope that helps!
Other than that, looks fantastic!
@Elyaradine - Hey thanks for the reply, i agree about the game engine stuff an area I need to pick up the slack in for sure, I think the Cryengine Render I did is probably the best so far so i think im going to shift gears from marmoset to Cryengine and really get into the nuts and bolts of Cryengine for my in game rendering, I'll definitely be approaching my rendering techniques from the idea of a painting more as well and really make sure to highlight the faces of my characters.
@Cozzbp - yeah the fingers are off quite a bit when I get some free time i'll be sure to go back and put her fingers in the proper positions. Thanks for the compliment too glad you like her.
Thanks for the feedback so far guys, every little bit helps.
Here are some Cryengine renders of Cleopatra gonna call her officially done and move on.
I also got some great advice while at GDC about my work and am going trough and making the changes. The first one Im redoing my female warrior model. I actually removed her from my portfolio recently. Here is the new model in Keyshot
and just one from the front.
Hope you guys like it, as always any feedback is much appreciated.
Just dropping by for a really quick update, I worked some more this weekend on my warrior model, got her all baked down, (the body and armor at least weapons will come soon.) As always let me know what you guys think
I've got a minor crit too though. In your cleopatra's and soldier models the cloth was really well done, while some of it on the female warrior isn't up to par imho.
I've noticed this on the sleeves. The cloth there doesn't seem to have the width it should have and some of it's fold just don't make sense to me.
Where the stripe of cloth is tied to the sleve (mostly on the right arm), folds should reflect that and be tighter. The strip should probably be really tight to the arm, because as it is now, it looks like it's going to fall.
The lack of weight in cloth is made more evident by the fact that its paper thin and doesn't really look like having thickness even in the sculpt...
Just my 2 cents, again, but i think your models will really gain a lot from having more weight in clothing
gyarados - Thanks for the compliment on the clothing, i'll probably post wires later on this week.
slosh - I agree about my faces on my models they definetely need some more work, looks like some dynamesh face sculpt studies are in order and getting my AO right has always been an issue for me, but im trying to get better about it, im starting to get in the habit of coloring my AO maps and making the shadows feel a little more natural and trying to stray away from straight black AO maps. But im glad you like the work so far means a lot. And thanks for the good luck i'll need it for sure
Fnitrox - Dont worry man your 2 cents are valuable for sure, I agree about my cloth and you bring up some really nice points I usually just model with planes when I do the the clothing for my characters its makes it easy when baking everything down but it definitely sacrifices thickness for he clothing and weight to good extent. i'll be sure to start paying more attention to weight of my clothing and give it some more thickness.
Thanks for the comments guys, they are really helpful, its nice to know what I need to work on for my modeling. keep it coming guys its all helpful stuff
Oh and dont pay attention to her bald spot that will be taken care of soon enough. :poly136:
just a attitude shot I took that I thought was pretty cool
and a construction shot
Also the detail on the cuirass, decor or symbols, should be modeled out separate in the high poly rather than sculpted on so it pops out because right now it blends and it doesnt really have that decorative armor looks.
I put some examples for you to look at and see maybe these could help. Good luck!
Alvordr - thanks man im glad you like the work.
Just dropping by with a new update. A head im currently working on. Needed to make sure I still know how to model a head after my last project. Im not sure what i'll do with it. but I do like it enough that I know I want to go somewhere with it. Any crits or suggestions are always appreciated (and probably needed )
quick shot without texture
https://www.dropbox.com/s/271tf1lo9qulj9y/Sans-titre-1.png
hope it helps.
Very nice work all around, I think the head anatomy still needs some work, the details are very good, but try focusing on the basic structure just a bit more.
cheers
@ Wizo, thanks for the pointers, i'll be sure to apply it to the high poly before calling him done
Its been a stupid long time since I posted anything, but i havnt fallen off the face of the earth (not yet anyway). Thought I would share some of my progress on my new model I have been working on, a praetorian guard character. the high base is mostly done at this point for the character anyway. Need to start on the patterns and details and work on the weapons, as always let me know what you guys think im always interested in hearing them out.
Looking at your head/Bust pieces above, I feel that by dropping the eyes and brow area down a little on the face the whole facial structure will read alot better. At the moment they seem to be riding a little high.
Besides that they are great with the detail and all but you may find the features could appear too strong if you decide to go down the low poly route. So to counter act this problem you could benefit from smoothing them out alittle bit.
As for your latest piece, the praetorian guard character, it is shaping up great. I know its still in the WIP phase but I feel the cloak could do with another pass when it comes to the fold and creases and the same can be said for the eye placement too as I said above. What i relly do like is the helmet detail and fabric tassles. I'm also really looking forward to seeing the engraved details I imagine you'll be doing for the armour. Good luck.
Keep it up, mate!
right now. I want to do a bust of a man and woman from every major racial
group this year as practice and also to beef up that Bust study section of my portfolio with good looking stuff should be fun so heres the first one figure I'll start in
familiar territory. Let me know what you think comments and crits always
welcome
Enjoying the updates! Keep posting