Hello there polycounters ! I'm presenting to you some of my modest work, with a bit of anxiety.
First a short presentation of myself... I'm a 3d artist, quite generalist at the time, out of necessity. I'm trying to specialize myself in the modeling an texturing of characters, especially creatures.
So first, a sculpt from a caricature by
Jason Seiler.
Then, an old ugliness I'm trying to finish.
Hope to read some comments from you guys.
Replies
Anyway, here it is.
The creature isn't working as well for me, I think maybe the cold flat lighting is killing it, it's pulling the life out of the skin. Could be the shader too. His left pinky is posed a bit like a thumb, throws me off a little. I wonder if you added some black hand-back or forearm hairs, if that would tie the colors together more, since the head hair is so alone and stark up there.
Eric Chadwick : Many thanks for your comments.
The blue lighting is not that great yes... I was trying to get my hands into rendering in ZBrush, I'll do a proper lighting for the final model.
I also though about more haire also... I'll add them straight on the final texture, no need to sculpt or polypaint them I guess.
Here's another render of the Dishonored bust.
A small thing that bugs me is the shirt and clasp are a different style from the head. Very crisp and sharp and smooth. But the head and hair are very marble-statue style. I like how the hair is less detailed than the eyes, keeps the focus where it counts. Maybe you just didn't want to deal with the hair, ha! But the clasp and the collar sharpness are fighting the compositional flow.
Also I was thinking maybe the creature could use some subtle blue/green veining, to bring some more color into the flesh, also in keeping with the coldness theme.
Great work!
For the hair, I didn't wanted to spent to much time on them yes, and I was also aware that it would distract the viewer from more interesting area.
Thanks for your input man, I'll work this piece a bit more to make it really portfolio-worthy. Especially the skin grain, for now it's just a subtle uniform noise from ZBrush.
And good point on the veins ! I'll add them soon.
Long time since the last post... Here's some polypainting progress on this bastard.
The server seems to have hard times...
Hope you'll like it !
Yes but he's made some awesome movies.
I've been really busy with some commissioned work (wich I'm not authorized to show yet), just made a quick doodle to breathe a little.
I recently finished an important part of a commissioned work, so I managed to take time finish this guy.
On the previous versions I went really crazy on the contrast, this one looks much more natural I think, so I'm calling it done.
Several BPR passes composed in photoshop.
I think it mainly comes from the normal. I baked the maps in XNormal using those settings:
- Exported normals instead of Average normals for both high and low poly
- Maximum frontal and rear ray distance at 0.5 for the low poly.
Are those settings wrong ? They are default actually maybe not the best... If you have a thread or tutorial to show me about this, that would be very helpful.
Almost done on the texture, the specular needs some tweaks but I'm feeling almost there ! Next step, posing.
Tell me what you think ^^ (or not)
Specular seems to be very evenly strong, do you have a map for it? For example on the back of the elbow I would expect it to not be very shiny, because the skin is rough there. Where ever the skin is pulled tight, specular would be shiny, but where the skin is wrinkled or compressed, the specular would be much weaker.
Thanks a lot for the crit !
Still, I like with quite a lot of spec, looks wet and even more disgusting. ^^
Yeah I kinda agree with what you're saying, that why you can actually a part of it's junk under the cloth... ^^ Actually this piece started just as a sketch with no precise design, and I found it a bit bland naked, that's why I added the "skirt" and the hair.
I do have an elaborated monster design with no clothing whatsoever ^^ but i's actually so gross that I'm not sure if it's a good idea to even make it.
Anyway, calling this piece done ! I need to move on making my portfolio now.
Anyway here's the guy, please crit on every aspects of this work.
The shirt and the jacket look super clean! And the alphas tile nicely.
Yeah ToyPlastic of course ! I'll give it a shot. The wetness is precisely what I was looking for, I'll put some inside the eyelids also.
Glad you like the jacket and shirt It's a single mesh started from an extraction actually, but I ZRemeshed it with an important influcence of guides. Then I used UV Master with symmetry on and island by polygroups activated, then used alphas from Pixologic Download Center in the Surface Noise interface. I'll make a quick breakdown of this if anyone's interested. ^^
Demon bust is by far the strongest piece in this thread.
I'm no character artist but if i'd offer any suggestions it would be the tip of that severed ear. I looks a bit too clean. Did it get cut off, was it bit off? etc, i feel you could put a bit more effort into that little detail and it would go a long way.
Also, if you're not planning on doing a low poly version of this, maybe try and work in a bit of asymmetry in the face. That would go along way to make the character come alive a bit more.
All in all, really cool bust, i dig it!
Unfortunately I won't do the whole character for now... but maybe later. ^^
I'll try to break the symmetry more, I already had this critique. Maybe scars, or a monocle could do the trick ?
I'll work the ear also. Again thanks for the comment !
I made some color tests for the outfit, what do you think ?
PS: Toy Plastinc was a nice base for the teeth, thanks Viktor !
Huum, I would say E. I don't very like colored shirt.
I want to like A but the white shirt overpowers the face and smile.
As for color choices, I personally like E, F and G. Red colored jacket would blend in with the face a bit too much for my liking. Definitely try giving him a monocle or transparent eyeglasses just as an experiment, might look pretty cool.
But whatever you choose I guess will be good too.
Made some other tests according to your comments...
Funny how much people prefer E, it's the one I like less. I tried what you suggested Analdin (I see what you did here) but it didn't worked out unfortunately.
I kinda agree with you Viktor, even if in a way a white shirt can visually support the teeth.
I tried to step out of the red, but I think it doesn't work so great. I'll go for I, but possibly make a try again with E but with golden buttons and cigarette holder.
Thanks again for your comments !
Feel free to comment !
So, here the finals. Many thanks for the great feedback, really helped me doing a better piece.
HD version here
I realise that I forgot to do some clayshots for this guy, will do later.
Happy new year everyone !
Here's my first wip of 2014, the LowTech pistol from Defiance, designed by Pete Han.
- original concept -
I never played the game or watched the show but I wanted to do some weapons from someone design before trying to design them on my own, and I thought this one was a good choice for a first shot.
I also looked at the game 3d model and I'm planning do to something more in a FPS approach, with something around 5000 tris maybe ?
So, enough with the bladdy blah, here's the first block out.
The drawback of this is that most of my pieces have quite an heavy polycount... Not sure if I'll use this workflow on the next weapon.
Gotta say that the Dishonored one is boss.
Its good to see your doing some Hard Surface work!
Nice progress on the pistol.
Here's some more progress on this gun. Next step, damage !