Damn a bunch of epic Darksiders art here now :poly142: Heres the final for now. Low poly is 5k tris and uses 1 1024x1024 map even if the Darksiders series is no more the style will live on! Vigil RIP.
Really hard to work when all your ref makes you want to play the gaem
satrio: Very cool dude, kinda looks like he's squatting though. dchung: Wicked start. MindOfNash: Could use a lot more crackledge but pretty cool, nice:) mat: That's just awesome man, just awesome. Caldria: Thanks dude, Fury turned out sweet! dtschultz: I have no idea what that is but I likes it:) branduarte: Killer forms man, can't wait to see the rest. SveinY: It might be the AO but something about your texture feels very dirty and over-saturated. Maybe turn down it's opacity and add a little more color variation? Love the sculpt.
Vigil was awesome indeed! Had a really unique and cool style
Here's my artjam speedsculpt from the head of the Frozen Undead from the first DLC.
I'm planning to finish this even if the jam is over.
Concept by Avery Coleman
wow great stuff guys and gals, hopefully will get mine up over the weekend
skuld_sama - I like the bandage, really fits the style scudz - Looks great man, you really got the proportions down, maybe his chest barrels out a bit much, only slight though. SveinY - looking good, I think some spec map work will really help with the material definition branduarte - looks awesome so far I like his ribs, looks alot more deathly than the real one haha. dtschultz - jesus that spine piece must of raken you ages haha. Caldria - fantastic, looks like it go straight into the game mat - my favourite part of DS2, great work hopgood - looks great, might need some more material definition but nonetheless great job. dchung - sweet monster, I like the arms so far MindOfNash - looks good, you got the cracks going on well behind him too satrio - looking good so far, I like how you did all the boney bits Jeff Parrott - I aint poopin in that haha OrganizedChaos - that is kickass Daphz - nice, look forward to seeing if you took him further Sukotto - the feathers turned out great
so its that time again, new theme is....... iOS/ANDROID
this should be an interesting one literally do whatever you want, you could bring your favourite iOS games to high res or take your favourite games down to mobile specs, or whatever, whatever feels good
again keep posting your vigil pieces in here if you are still going
Wow! Things really ramped up towards the weekend! Good job guys, that is a lot of quality stuff on display here. A lot of effort and patience went in to some of your pieces.
Feckin hell...if I can have even half the talent some of the guys in this thread have one day I'll be over the moon Kinda reluctant to post this now - Vigil, you rocked, thank you for providing some of the best game art I've ever seen! *Wails and blows on handkerchief*
crazyfool: The spine wasn't as bad as I thought it was going to be. If Zbrush hadn't added in the insert mesh brush and dynamesh in recent releases that would have been a nightmare. In case there are people out there wondering how I did it. I was able to make a simple piece and draw it out on a curve with a taper and slight bulge (so awesome). And from there I could mask out the the breaks and push them in, and mask out the extremities and pull them out with snakehook and move elastic, etc. to make the silhouette more uneven.
I'm going to be running late on finishing this one, but I plan on completing it.
raven: that's crazy detialed, you seem to work very fast.
caldria: I loved that concept and you did her justice as far as I am concerned.
mat: wow nice
Baj Singh: I totally love that, simple and yet so effective, really awesome.
Jeff: lol that's awesome.
sukotto: nice handling of the feathers, I like it.
OrganizedChaos: damn nice looks just like the concept, would be great to see your take on the rest of him.
Avanthera: I like the way you handled the teeth, I am inspired by them and want to do something similar for the new sculpt I got going.
ScudzAlmighty: Thanks man, I like your character you went all out on this and you've inspired me to create a full character as well, though I will take more time to complete mine most likely and you seem also done already, loving them purple shades and that scarf.
Nice work all around everyone the darksiders / paul richards theme's worked well and everyone seemed excited to get started, I came in a little late damn it and almost missed the chance to participate.
Well before the darksiders stuff comes to an end (is that how this works?once a new idea is thrown in no more updates on that stuff?)
Here is a new idea since for all we know no more Dark siders
updated:
This is the start of my Famine design, started yesterday and I got the body going now I want to change those teeth just doesn't look right to me.
I'll explain the design when I get the body close to done It Is pretty cool at least I think so, also no real concept just off my head I had an idea and ran with it as quickly as I could before I lost it.
I love Darksiders so I made something in my free time today,I have used Joe Mad draws and Brian Jones model as reference it's a WIP
You have no idea how much I love this! Such a cool take on the character you can definitely see the influence from Joe Mad and BoBo but it still looks different. I love how sinewy he looks
Trying to get mine in before the start of the next one Threw some poly paint on him and refined some of the shapes . Based on a concept by Paul Richards .
Awesome Awesome work guys
Had some trouble with exporting out the reverse history from zbrush. It also didn't do it for each subtool although I do like the speed of it much better. The big problem is that is says that I need quicktime for the mov files to export. Hate quicktime since it has that annoying update/itunes thing that pops every few weeks.
Crazyfool: youuuuuuu sonovabitch. Ravenslayer: SO awesome, and so glad you 3d'd this guy:) might work better (as an ios/android asset) with brighter colors overall.
Tons of awesome work in here as always everyone! Great job. Working on these the past 3 weeks has been way more fun for myself than I thought it would be. Super motivating checking out the great stuff everyone is contributing with. Great idea crazyfool!
Ravenslayer that is awesome! I'm really digging this in lowpoly form. He's a great fit with that silhouette.
For iOS week I'm doing a low poly 3d version of a Hero Academy board (http://www.robotentertainment.com/games/heroacademy). If you haven't played that game it's on Steam as well (feel free to challenge/beat me username: jeffro).
Anyway here is my current progress. Just blocking things in right now.
Here's an update. 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.
*Edit : I'm going to try and rework part of the spine, as I'm not happy with how it came out. I just want to try another method. If it works, I'll post the result later.
I have been dieing to do some low poly handpainted stuff for ages now..
Made a concept a while ago, I'll finally start the model for it.
The head and scarf are placeholders.
I like the side view for this model, I think it looks nice and dynamic. Im not so sure abe the front view though. Any suggestions on making it look more dynamic would be appreciated.
bbox: from the front it looks like an idle pose (legs hanging and arms relaxed) and from the side it looks like a dynamic pose (legs planted and muscles tense). I think, plant the legs and maybe separate them more, and arms normally curve out after the elbow when seen from the front, so adding that could help?
iOS makes me think of all the Minecraft "inspired" games with boxy characters, so I made a boxy boxer:
Thanks man! Looks allot better now imo.
What bother me was that the front view looked pretty straight, it was basically just a straight line, while the side view was nice curve. I focussed too much on the torso to fix the straightness, while I should have focussed on the limbs. =]
So thanks for pointing that out.
Anyway after fiddling with it a bit more.. I cant choose on the pose of the legs..
I feel the spread legs look too manly, but than again I want this chick to look like a tough one and feel like the feminine version.. looks too soft/reticent.
So... once again I turn to you, dear polycounters. What do you guys like best?
The blocky dude looks cool man, though I feel like it looks a bit too blocky in certain areas. Maybe you could mix some straight blocks with 45 degree turned blocks so there are less gaps in the model?
Thanks man! Looks allot better now imo.
What bother me was that the front view looked pretty straight, it was basically just a straight line, while the side view was nice curve. I focussed too much on the torso to fix the straightness, while I should have focussed on the limbs. =]
So thanks for pointing that out.
Anyway after fiddling with it a bit more.. I cant choose on the pose of the legs..
I feel the spread legs look too manly, but than again I want this chick to look like a tough one and feel like the feminine version.. looks too soft/reticent.
So... once again I turn to you, dear polycounters. What do you guys like best?
The blocky dude looks cool man, though I feel like it looks a bit too blocky in certain areas. Maybe you could mix some straight blocks with 45 degree turned blocks so there are less gaps in the model?
Don't do the inward pointed knees, thats a bad idea for a modeling pose because you might run into some skinning/rigging problems especially on something so low-poly. Also, I would change the hand pose and have the palms pointed down instead of forward because you're gonna have a hard time with deformation when you rotate the hands.
Hey man, thanks for the input. I am not too concerned about the model pose and how it would affect a rig, as I am not planning on rigging it anyway. I might just do the legs in a more neutral position and twist 'em afterwards again.
For the arms/hands being in that position.. I'll have to do some tests and how it will affect the model. Most of the time when I model the hands with the palms pointing inward I put a slight twist in the forearms, but figured for this model to keep most of it straight and twist it afterwards.
Since this was mostly planned for hand painted textures, I didn't care about the model and how it would affect a possible rig really. ^_^
Cool stuff this week so far. Looking forward to the next few days. I'm about wrapped up on this week's piece. The whole thing is 3691 polys and using a 512 texture (though I could and should chop it to a 256 if/when I come back to this). Vertex lit inside of Maya. It's from the iOS game Hero Academy.
My contribution. Some wips from last week after work hours . Was keeping Vigil and more so Darksiders in mind. Nothing is super polished I was going for volume and working out some kinks in my workflow, having fun, keepin it real.
Jeff: very cool, and congrats on getting featured on their FB page
dtschultz: great work, love the accentuated edges
bbox,kurt: good to see some more lowpolys , hope to see the finished ones
Heres my final for this week, it was great fun doing one of these
Looks awesome Ravenslayer!!! Yea this one was really tough so I don't blame it for not being too popular, I've done some scribbles but been really busy and nothing was good enough to show haha, the next one will be better
YAY Comic Books!! Plus I've actually got some spare time to take part. I've been lurking in this thread during my breaks and you guys have been producing some fantatsic art.
Looking forward to seeing what people come up with next.
I think i'll go for a Cable bust for my entry and since I'm really enjoy Cable & X-force at the moment I think I will go with his latest appearance with the eye patch.
It looks like I'm just in time for comic books; am I right in thinking it's just a case of joining/posting the shots here? No Signing up or filled slots? Anyway, sounds like a total blast and I'll join in if it's OK to!
It looks like I'm just in time for comic books; am I right in thinking it's just a case of joining/posting the shots here? No Signing up or filled slots? Anyway, sounds like a total blast and I'll join in if it's OK to!
Yeah mate just post away with you progress and good luck.
Little update from me. Got most of his face blocked in, still needs some playing about with but it's getting there. To do list is his scar, eye patch, hair and the top half of his suit. Stay tuned.
Wow, a lot of great stuff.
Always wanted to make proper comicbook character.
Made a blockout, tomorrow I`ll find some good references for style and proportions, to make her look more interesting
Also trying out a new thing - working with symmetry completely off, turned out to be kind of fun
Here's a WIP of mine, it had to be this guy - hope you dig!
This is turning out to be a blast for sure, I can't wait to pose him - in fact, I'll get right on it. :giggle:
Replies
I love Darksiders so I made something in my free time today,I have used Joe Mad draws and Brian Jones model as reference it's a WIP
satrio: Very cool dude, kinda looks like he's squatting though.
dchung: Wicked start.
MindOfNash: Could use a lot more crackledge but pretty cool, nice:)
mat: That's just awesome man, just awesome.
Caldria: Thanks dude, Fury turned out sweet!
dtschultz: I have no idea what that is but I likes it:)
branduarte: Killer forms man, can't wait to see the rest.
SveinY: It might be the AO but something about your texture feels very dirty and over-saturated. Maybe turn down it's opacity and add a little more color variation? Love the sculpt.
sigh. still too much to do.
Here's my artjam speedsculpt from the head of the Frozen Undead from the first DLC.
I'm planning to finish this even if the jam is over.
Concept by Avery Coleman
skuld_sama - I like the bandage, really fits the style
scudz - Looks great man, you really got the proportions down, maybe his chest barrels out a bit much, only slight though.
SveinY - looking good, I think some spec map work will really help with the material definition
branduarte - looks awesome so far I like his ribs, looks alot more deathly than the real one haha.
dtschultz - jesus that spine piece must of raken you ages haha.
Caldria - fantastic, looks like it go straight into the game
mat - my favourite part of DS2, great work
hopgood - looks great, might need some more material definition but nonetheless great job.
dchung - sweet monster, I like the arms so far
MindOfNash - looks good, you got the cracks going on well behind him too
satrio - looking good so far, I like how you did all the boney bits
Jeff Parrott - I aint poopin in that haha
OrganizedChaos - that is kickass
Daphz - nice, look forward to seeing if you took him further
Sukotto - the feathers turned out great
so its that time again, new theme is.......
iOS/ANDROID
this should be an interesting one literally do whatever you want, you could bring your favourite iOS games to high res or take your favourite games down to mobile specs, or whatever, whatever feels good
again keep posting your vigil pieces in here if you are still going
https://vimeo.com/59728482
http://www.autodestruct.com/ds_hellgrowth.htm
crazyfool: The spine wasn't as bad as I thought it was going to be. If Zbrush hadn't added in the insert mesh brush and dynamesh in recent releases that would have been a nightmare. In case there are people out there wondering how I did it. I was able to make a simple piece and draw it out on a curve with a taper and slight bulge (so awesome). And from there I could mask out the the breaks and push them in, and mask out the extremities and pull them out with snakehook and move elastic, etc. to make the silhouette more uneven.
I'm going to be running late on finishing this one, but I plan on completing it.
Thanks for setting this Jam up!
raven: that's crazy detialed, you seem to work very fast.
caldria: I loved that concept and you did her justice as far as I am concerned.
mat: wow nice
Baj Singh: I totally love that, simple and yet so effective, really awesome.
Jeff: lol that's awesome.
sukotto: nice handling of the feathers, I like it.
OrganizedChaos: damn nice looks just like the concept, would be great to see your take on the rest of him.
Avanthera: I like the way you handled the teeth, I am inspired by them and want to do something similar for the new sculpt I got going.
ScudzAlmighty: Thanks man, I like your character you went all out on this and you've inspired me to create a full character as well, though I will take more time to complete mine most likely and you seem also done already, loving them purple shades and that scarf.
Nice work all around everyone the darksiders / paul richards theme's worked well and everyone seemed excited to get started, I came in a little late damn it and almost missed the chance to participate.
Well before the darksiders stuff comes to an end (is that how this works?once a new idea is thrown in no more updates on that stuff?)
Here is a new idea since for all we know no more Dark siders
updated:
This is the start of my Famine design, started yesterday and I got the body going now I want to change those teeth just doesn't look right to me.
I'll explain the design when I get the body close to done It Is pretty cool at least I think so, also no real concept just off my head I had an idea and ran with it as quickly as I could before I lost it.
Hope you like.
- BoBo
You have no idea how much I love this! Such a cool take on the character you can definitely see the influence from Joe Mad and BoBo but it still looks different. I love how sinewy he looks
Awesome Awesome work guys
I'm working on Uriel here. A few hours in.
cheers
Dat cloth ! :poly122:
crazyfool:Dayuuuuuum
im converting a paint i did a few weeks ago into an lowpoly version
got this so far
Ravenslayer: SO awesome, and so glad you 3d'd this guy:) might work better (as an ios/android asset) with brighter colors overall.
Ravenslayer that is awesome! I'm really digging this in lowpoly form. He's a great fit with that silhouette.
For iOS week I'm doing a low poly 3d version of a Hero Academy board (http://www.robotentertainment.com/games/heroacademy). If you haven't played that game it's on Steam as well (feel free to challenge/beat me username: jeffro).
Anyway here is my current progress. Just blocking things in right now.
Here is my take on it. Now time to move on to some IOS-Awesomeness!
*Edit : I'm going to try and rework part of the spine, as I'm not happy with how it came out. I just want to try another method. If it works, I'll post the result later.
Made a concept a while ago, I'll finally start the model for it.
The head and scarf are placeholders.
I like the side view for this model, I think it looks nice and dynamic. Im not so sure abe the front view though. Any suggestions on making it look more dynamic would be appreciated.
iOS makes me think of all the Minecraft "inspired" games with boxy characters, so I made a boxy boxer:
What bother me was that the front view looked pretty straight, it was basically just a straight line, while the side view was nice curve. I focussed too much on the torso to fix the straightness, while I should have focussed on the limbs. =]
So thanks for pointing that out.
Anyway after fiddling with it a bit more.. I cant choose on the pose of the legs..
I feel the spread legs look too manly, but than again I want this chick to look like a tough one and feel like the feminine version.. looks too soft/reticent.
So... once again I turn to you, dear polycounters. What do you guys like best?
The blocky dude looks cool man, though I feel like it looks a bit too blocky in certain areas. Maybe you could mix some straight blocks with 45 degree turned blocks so there are less gaps in the model?
Don't do the inward pointed knees, thats a bad idea for a modeling pose because you might run into some skinning/rigging problems especially on something so low-poly. Also, I would change the hand pose and have the palms pointed down instead of forward because you're gonna have a hard time with deformation when you rotate the hands.
For the arms/hands being in that position.. I'll have to do some tests and how it will affect the model. Most of the time when I model the hands with the palms pointing inward I put a slight twist in the forearms, but figured for this model to keep most of it straight and twist it afterwards.
Since this was mostly planned for hand painted textures, I didn't care about the model and how it would affect a possible rig really. ^_^
My contribution. Some wips from last week after work hours . Was keeping Vigil and more so Darksiders in mind. Nothing is super polished I was going for volume and working out some kinks in my workflow, having fun, keepin it real.
Some more work. Any glaring anatomy flaws? Granted she is suppose to be super stylized. Hair is still a work in progress.
dtschultz: great work, love the accentuated edges
bbox,kurt: good to see some more lowpolys , hope to see the finished ones
Heres my final for this week, it was great fun doing one of these
also, wheres the rest???
Decided to muster together an old concept.
http://p3d.in/6sBwJ/shadeless
Wondering what Jam topic their will be for tomorrow.
you tease us with what could be.
next topic time
COMIC BOOKS!!!!
hideouts, props, concepts, environments, characters, whatevers, anything goes
If you still have stuff from the previous themes feel free to post em up still
I want to put a top hat on him still haha
Looking forward to seeing what people come up with next.
I think i'll go for a Cable bust for my entry and since I'm really enjoy Cable & X-force at the moment I think I will go with his latest appearance with the eye patch.
Yeah mate just post away with you progress and good luck.
Little update from me. Got most of his face blocked in, still needs some playing about with but it's getting there. To do list is his scar, eye patch, hair and the top half of his suit. Stay tuned.
Always wanted to make proper comicbook character.
Made a blockout, tomorrow I`ll find some good references for style and proportions, to make her look more interesting
Also trying out a new thing - working with symmetry completely off, turned out to be kind of fun
This is turning out to be a blast for sure, I can't wait to pose him - in fact, I'll get right on it. :giggle: