To make the low poly I usually let it run through zRemesher and draw lots topology lines when it comes to very organic shapes but when it comes to humans or more simple shapes I take them to maya 2014 and use the retopo tools.
Well , I'm happy. I think that'll be my first piece of the portfolio. I'll rig him and see what I can do with this guy animation wise , eventually , or just pose him.
Decided to get the trial for keyshot to test it out , seems very awesome , might get the yearly sub.
So yeah , this would be something i'd put into my portfolio , not too impressed with the marmoset but maybe it's because I don't know how to use it fully yet.
I'm just making a retopo of my sad little gnome , already finished the texture
Adjusted the pose a bit so that this dragon looks like the weight is on the hind legs ( visible in the retopo) and now am working on the retopo. But i'll finish that some other day and not tonight.
In my head this gave off some story such as " Hi mum , hi dad" along the lines of the grown up son who turned out to be a mushroom gnome instead of just a mushroom like his parents or he's visiting the grave of when the mushroom gnomes transformed back to being an old mushroom , or he came there to die along with his relatives and wait to be transformed into a mushroom...or just a gardener. Those are the things that made sense to me
Hey could you maybe explain to me how you did the teeth on those last two? I've had a hard time getting teeth to work right. Don't know what the heck I'm doing wrong, but yours look really good!
Have fun with the workshop. Sounds awesome!
I sculpted one tooth until I was happy with it ( Polysphere -> dynamesh -> movetool) then made the gums from two separate spheres and used the move tool to kinda get them into the shape and then placed the teeth into them. Basically use a lot of references :S I hope that explains it
Had some trouble with my original concept for the workshop so I had to change it and start over.
Decided to go for the Giant from God of War who pulls the ships
This is the boss for our final Uni game. At the end of the game when it's done in 6 months we'll show it to some companies, gonna really flesh out this guy. Not too sure about the design of the stomach yet , what mech to put in there... The Jaw works like a slider which is attached to the side of his head. I'll have to rig it appropriately.
I like the form of the bat creature a lot, looks like it had a loose thick skin, stretching like that on shoulders and wrinkling around the knees/ankles. Yeah, I think you have a pretty good feeling of proportions and mass.
However, I have a feeling you're using too small brushes too fast. It looks a bit like you refine a still sketchy form, and go all details over it, without making it more refined first. So the base looks a bit too monotonous, can't see the bones, tendons, muscles, it jumps straight to skin and skin texture on a vague shape.
I like the form of the bat creature a lot, looks like it had a loose thick skin, stretching like that on shoulders and wrinkling around the knees/ankles. Yeah, I think you have a pretty good feeling of proportions and mass.
However, I have a feeling you're using too small brushes too fast. It looks a bit like you refine a still sketchy form, and go all details over it, without making it more refined first. So the base looks a bit too monotonous, can't see the bones, tendons, muscles, it jumps straight to skin and skin texture on a vague shape.
Yeah you're right. Right now I have this mentality of just pumping out stuff that I think looks good because I want to build up a portfolio as fast as possible for next year when I graduate. Once i spend a good few days on a sculpt I just think 'That's it , time to detail and texture' and then completely ignore it.
Just a small portion of my latest work in progress'
Got a comment from a friend that the pores on the womens nose are a different size than from the ones on the cheek and below the nose. I did not know this :P
Made a low poly from the Gungan frog. That almost strikes that character off my to-do list. Gonna have to correct the normal map so that the seams aren't too visible.
Really happy the way this guy is turning out for Katons Workshop.
Still gotta do some catching up , do the low poly , the texture and It'll be done. Great piece for my portfolio , I'm thinking of using the head as one piece and then the body for another piece for my portfolio so that I have a double whammy.
Fixed the seams on the frog a bit so they're not too visible , still nooby UV's but yeah , learning. Then I gotta do another character for our Uni game...so that makes 3 characters right now.
Speed-sculpt for the evening. Done so much work on the griffon as of lately but he's still not done yet. Still will have to adjust his wings and detail them. Other than that the low poly is sitting at 23k + wings maybe... or hopefully 30k but I'll have to see.
Yeah you're right. Right now I have this mentality of just pumping out stuff that I think looks good because I want to build up a portfolio as fast as possible for next year when I graduate. Once i spend a good few days on a sculpt I just think 'That's it , time to detail and texture' and then completely ignore it.
How do you think I should approach the sculpts?
hey, awesome progression here those last few images are looking very good!
i have to agree that your shapes look a bit lumpy, try and keep your sculpt in the lowest subdivision possible, getting the main shapes and volumes fleshed out and only then go up in subdivs and detail the forms, this will make your life so much easier.
I'm on the same boat as you, making my first characters for my portfolio and like I've been suggested, spend as long as you need on one character to make it look as good as possible - compare it to professional work, make a list of how the comparing work is better than yours, and make changes to your models to improve them. If you csn work from a concept, try and match it as well as you can.
Take as long as you need on any one character - make sure you learn the proper skills first and then worry about doing it fast.
For human characters, learn some anatomy, it is extremelly valuable and it will go a long way in terms of realism - small errors are very easy to spot on a human body by anyone. Anatomy is also very transferable to monster and alien characters
That being said I really like the last few pieces, keep itup!
Face speedy. I like doing speedies , they make me relaxed and who doesn't like feeling relaxed.
Thanks Sanro. Yeah it's been a while since I was told that and I try to spend a minimum of 1 week and a maximum of +2/3 weeks on a character now. The Minotaur took me about 2 weeks to complete.
Replies
Concept is from Massive Black Vol. 2 pg. 48 Plant Monster Concept by Kemp Remillard
Prog. 1
Prog. 2
What's your workflow to make the low poly models?
OFF TO THE NEXT SCULPT!
So yeah , this would be something i'd put into my portfolio , not too impressed with the marmoset but maybe it's because I don't know how to use it fully yet.
I'm just making a retopo of my sad little gnome , already finished the texture
Reworking my orc
And working on something new
Also starting my workshop on cgsociety for Videogame Character Creation with Katon Callaway tomorrow
Have fun with the workshop. Sounds awesome!
Decided to go for the Giant from God of War who pulls the ships
This is the boss for our final Uni game. At the end of the game when it's done in 6 months we'll show it to some companies, gonna really flesh out this guy. Not too sure about the design of the stomach yet , what mech to put in there... The Jaw works like a slider which is attached to the side of his head. I'll have to rig it appropriately.
V. 1.0
V. 1.1
However, I have a feeling you're using too small brushes too fast. It looks a bit like you refine a still sketchy form, and go all details over it, without making it more refined first. So the base looks a bit too monotonous, can't see the bones, tendons, muscles, it jumps straight to skin and skin texture on a vague shape.
Yeah you're right. Right now I have this mentality of just pumping out stuff that I think looks good because I want to build up a portfolio as fast as possible for next year when I graduate. Once i spend a good few days on a sculpt I just think 'That's it , time to detail and texture' and then completely ignore it.
How do you think I should approach the sculpts?
Got a comment from a friend that the pores on the womens nose are a different size than from the ones on the cheek and below the nose. I did not know this :P
Still gotta do some catching up , do the low poly , the texture and It'll be done. Great piece for my portfolio , I'm thinking of using the head as one piece and then the body for another piece for my portfolio so that I have a double whammy.
Fixed the seams on the frog a bit so they're not too visible , still nooby UV's but yeah , learning. Then I gotta do another character for our Uni game...so that makes 3 characters right now.
Fuck. I love it.
Thanks
hey, awesome progression here those last few images are looking very good!
i have to agree that your shapes look a bit lumpy, try and keep your sculpt in the lowest subdivision possible, getting the main shapes and volumes fleshed out and only then go up in subdivs and detail the forms, this will make your life so much easier.
I'm on the same boat as you, making my first characters for my portfolio and like I've been suggested, spend as long as you need on one character to make it look as good as possible - compare it to professional work, make a list of how the comparing work is better than yours, and make changes to your models to improve them. If you csn work from a concept, try and match it as well as you can.
Take as long as you need on any one character - make sure you learn the proper skills first and then worry about doing it fast.
For human characters, learn some anatomy, it is extremelly valuable and it will go a long way in terms of realism - small errors are very easy to spot on a human body by anyone. Anatomy is also very transferable to monster and alien characters
That being said I really like the last few pieces, keep itup!
Thanks Sanro. Yeah it's been a while since I was told that and I try to spend a minimum of 1 week and a maximum of +2/3 weeks on a character now. The Minotaur took me about 2 weeks to complete.