Ok, dude, that is really a good work. I am working in a game and could you tell me how to reduce properly the face count (I work with Editable Mesh in 3dsMax) later i will post something....
Thanks for all the kind posts everyone, since my last post. I'll be sharing some work this weekend. I've got a few new pieces in the zBrush oven
@D_Wall to be honest your not the first person to make that comment. I've never considered myself a painter and I feel like if I attempt it I'll ruin what I already consider the best part -- the linework. I'll consider it though.
@engineer021 flattering you would ask but I'm a Maya guy. I used 3dsMax long ago and couldn't recall anything if I tried. You best open your question to the talented community for the best answer!
I took some time this past month or so to work on my game personal project. I got a lot of programming done, but sadly with programming there isn't as much to show.
However while I was doing that, I began working on a for fun experimental Japan environment. I've never considered my self an environment artist, but I've always had a great admiration for the craft and the results. So I spent some time creating one. I spent most of my time working on the cheery blossom leaves and just getting a material for them that didn't look like total crap. Harder than it looks. I plan to continue working on this scene in hopes to learn more about how to create fun and convincing environments.
On the other hand I started working with a friend who is a great artist, he does a lot of concept and vis dev work and we decided to collab on a character piece. Below is the first early "mush forms" of the block out. I'll be sure to share is concept work as soon as I get permission from him to share his work properly! Arms and Legs coming SOON!
Sadly her voluminous hair covers so much of her back that any detail here will get lost in the end, but I enjoy the act of using this like a chance to study forms, so I'll do it anyway.
Doll form has been merged into a single solid body mesh. Working in the final details and forms on the body now. Got some hands and feet. Soooooo much better than boxes. Also working on underwear!
Did a long working video session with my friend today. He gave me a lot of great feedback and critique. Here is the latest progress. I'll be going away for about a week on vacation, but when I get back I plan to start on her main costume. This is mainly for anatomy/style study and fun .:pleased:
Blocked out most of her costume today. Going to work on getting the major forms down and some critique from my friend, then I'll work on pushing it to the final details phase!
Okay, it's been awhile since I last posted here. So lets kick it off again where we left off.
Christmas happened not too long ago, and I put together this little scene on Christmas day, just for fun. I wanted to use the Edith model that got abandoned, so here she is.
You can checkout a cheesy little Christmas video and the marmoset viewer on my website and artstation.
So next on the backlog is my work done for Gilberto Magno's Game Workshop last year!
Unfortunately I was unable to participate in the entire class, as during the final third I received an extensive art test, however I did finish sometime later and am overall pretty satisfied with the results.
After a long hard battle with laziness I finally made some progress on my personal game project. It's nearing first playable, but still has much left to do. However, in the meantime I've finished the main character!
This is Yonaka and she is the last Specterbane.
Here are some gifs with all the "bounce" you could ask for.
Lastly I want to call out the design was done by my talented friend Jason Allen, and you can see the original concept art on his Artstation.
I recently took the Creating Appealing Characters class on Mold3D with Dylan Ekren. Here are the results of my time in the course! The concept is by "mjj_nz" https://www.instagram.com/mjj_nz her work is so charming so please check it out too!
Replies
https://www.youtube.com/watch?v=oyHxJyd3pXw
https://www.youtube.com/watch?v=7V9WpH9uLeI
@D_Wall to be honest your not the first person to make that comment. I've never considered myself a painter and I feel like if I attempt it I'll ruin what I already consider the best part -- the linework. I'll consider it though.
@engineer021 flattering you would ask but I'm a Maya guy. I used 3dsMax long ago and couldn't recall anything if I tried. You best open your question to the talented community for the best answer!
However while I was doing that, I began working on a for fun experimental Japan environment. I've never considered my self an environment artist, but I've always had a great admiration for the craft and the results. So I spent some time creating one. I spent most of my time working on the cheery blossom leaves and just getting a material for them that didn't look like total crap. Harder than it looks. I plan to continue working on this scene in hopes to learn more about how to create fun and convincing environments.
On the other hand I started working with a friend who is a great artist, he does a lot of concept and vis dev work and we decided to collab on a character piece. Below is the first early "mush forms" of the block out. I'll be sure to share is concept work as soon as I get permission from him to share his work properly! Arms and Legs coming SOON!
Sadly her voluminous hair covers so much of her back that any detail here will get lost in the end, but I enjoy the act of using this like a chance to study forms, so I'll do it anyway.
*checks dude's Tumblr, sees dude worked on a ... Vagrant Story viewer app?!*
Me: well that answers that.
@pableaux You found my secret, I'm a programmer and a huge Vagrant Story nerd to boot!
Christmas happened not too long ago, and I put together this little scene on Christmas day, just for fun. I wanted to use the Edith model that got abandoned, so here she is.
You can checkout a cheesy little Christmas video and the marmoset viewer on my website and artstation.
Unfortunately I was unable to participate in the entire class, as during the final third I received an extensive art test, however I did finish sometime later and am overall pretty satisfied with the results.
This is Yonaka and she is the last Specterbane.
Here are some gifs with all the "bounce" you could ask for.
Lastly I want to call out the design was done by my talented friend Jason Allen, and you can see the original concept art on his Artstation.
You can see the rest of the images and the marmoset viewer on my artstation post: https://www.artstation.com/artwork/b386E
The main post with a few break downs can be found here: http://polycount.com/discussion/186102/bulma
I might start updating here again soon. Here is a dump of 2017/2018 and some of 2019?