With help from the community and a mate at work I finally decided on a direction for this chap. Still needs a lot of refining but I feel like it is getting there.
Should call him the incredible bulk. Hulk really let himself go!
@Alphavader - Thank you! I really appreciate the feedback (from everyone), I was struggling to see the wood for the trees at this stage, will be nice to take a step away from this for a couple of days..
@MrNinjutsu -I hope that's a good "gosh darn" and not a "thanks for wasting the internet" one..
@Intervain - Thank you so much! I had to let my girlfriend know you'd commented on my work, she is a big fan of your folio (and Assassins Creed..as am I ).
@Abrvpt - Love the gun! the wooden handle looks really convincing even in the sculpt, any tips?
@AkiRa - Someone sent me your work today, fantastic stuff on this scene, I love the pocket of detail near the sign. Fantastic!
Currently working on finishing the textures and rigging my 3D model of Zipper, my character, which is still a work in progress. It's a nice follow up to my MiniNova model, which was my first time using the hair and fur modifier in 3DS Max.
hey polycounters, been working on the arena net contest, finished the high poly and gunna start on the low poly soon but any comments and critiques are still welcome and appreciated =D
My name is Alex Burback. I am currently working at SOE as a Senior Environment Artist on DC Universe Online. I decided to take one of our Wildstorm concept pieces of a LexCorp vehicle, and use it as an art study. I plan to start with traditional hard edge, Sub Division Modeling, for the base high resolution mesh. Once I have modeled all the solid shapes and details into the base mesh, I will take it into ZBrush for the finer details and war torn look. Once the high resolution model is complete and the game mesh is UVd, I will shoot the normal, Ambient occlusion, specular, and Gloss maps. This art study is intended to build on the skill set I have developed over the past 14 years in this industry. I will use this study to experiment with new tools, techniques and process that are current and next generation. Using the side orthographic view of the concept, this is my first pass at the base mesh layout. Using Maya, I have laid out this rough mesh to capture the shapes and silhouette of the concept. Utilizing the other Front and rear concept views. My next step will be extruding, cutting, optimizing, and pushing the mesh to form the model. I know there are several ways to approach this study. Please feel free to comment, critique, and share ideas. I am putting my study out there to teach, get feedback, and learn from what people think and have to share. I hope I dont blow it: ).. I will post iterations as I go.
Any tips on improving the look of the coat on this character would be appreciated (not in terms of texture, I mostly want feedback on the forms of the folds)
I'm new to modeling and i wanted to start learning by creating a sword from one of blizzards concepts in the mmo World of Warcraft, I can't contend with any of the peice of artwork that is posted in this thread but he's my progress
1st. This was my first attempt just about an hour ago, the proportions are way off and looks nothing like the concept art.
2nd. This is the updated version that i did just now with the proportions correct or at least it looks like the concept art.
3rd. Just another picture on the front view
Any feedback is greatly appreciated and and tips would be nice, i'm still a bit iffy about the top of the sword where the skull is being a bit to wide.
Replies
IGN rates it a 11/10
I rate it a 10/10 would buy.
Low Poly almost done, wanted to have a clear vision of what I'm will paint on the uv's later.
So awesome O_______O
@Dustin: superb as always
Based off this dope fightpunch concept
Also no idea where to go with this head, might texture it and try to go for some realism, but we'll see :P
@Alphavader - Thank you! I really appreciate the feedback (from everyone), I was struggling to see the wood for the trees at this stage, will be nice to take a step away from this for a couple of days..
@MrNinjutsu -I hope that's a good "gosh darn" and not a "thanks for wasting the internet" one..
@Intervain - Thank you so much! I had to let my girlfriend know you'd commented on my work, she is a big fan of your folio (and Assassins Creed..as am I ).
@Abrvpt - Love the gun! the wooden handle looks really convincing even in the sculpt, any tips?
@AkiRa - Someone sent me your work today, fantastic stuff on this scene, I love the pocket of detail near the sign. Fantastic!
Here's a sculpt I've been working on of Dr. King Schultz from Django: Unchained.
And a little added bonus because I love you all so much:
thread here
and a close up:
Thanks,
-Levi
995 tris
512 map res
[SKETCHFAB]7823a4fdfa81415a857cf79ce81c3364[/SKETCHFAB]
more pictures - https://www.behance.net/gallery/Space-wolf-Land-raider-Old-school/15016689
[ame="http://www.youtube.com/watch?v=MTuG7ZEB_7U"]http://www.youtube.com/watch?v=MTuG7ZEB_7U[/ame]
WIP
Fucking awesome!
It's a follow up to my last model which was my best so far http://trigger--happy.deviantart.com/art/MiniNova-3D-Final-Render-420331756
And a process gif, cause everyone loves those.
Alex04se this is some crazy shit and the amount of work behind it must be mad.love it!
And because i am not Fightpunch , here is me struggling to find an interesting design
Just another robot dude from me.
it's great
Firing up the old character skillset, haven't done anything like this in a while. Texturing coming up next.
Mathis: I want to see more
wiptopic can be found here http://www.polycount.com/forum/showthread.php?p=2018707#post2018707
Suggestions and critique highly appreciated.
Texture is a first-pass so to say.
Calling the sculpt on this guy done, gotta try and retopo and make a base before the 19th... and I'm getting LASIK on Thursday, time is not my friend.
wip thread
Using the side orthographic view of the concept, this is my first pass at the base mesh layout. Using Maya, I have laid out this rough mesh to capture the shapes and silhouette of the concept. Utilizing the other Front and rear concept views. My next step will be extruding, cutting, optimizing, and pushing the mesh to form the model. I know there are several ways to approach this study. Please feel free to comment, critique, and share ideas. I am putting my study out there to teach, get feedback, and learn from what people think and have to share. I hope I dont blow it: ).. I will post iterations as I go.
Here is a centaur I've been working on, also a video turntable if you'd like to check it out.
http://youtu.be/kojFNVRCj1g
Michael: Cool pose, very dynamic.
I'm doing a small personal project consisting of one monster concept per day for the month of March. Here's a couple so far:
And yes, the grey bits on the handguard will be booleaned out.
great env knj !
Tinkering away slowly on the texture.
whoa.
I'm new to modeling and i wanted to start learning by creating a sword from one of blizzards concepts in the mmo World of Warcraft, I can't contend with any of the peice of artwork that is posted in this thread but he's my progress
1st. This was my first attempt just about an hour ago, the proportions are way off and looks nothing like the concept art.
2nd. This is the updated version that i did just now with the proportions correct or at least it looks like the concept art.
3rd. Just another picture on the front view
Any feedback is greatly appreciated and and tips would be nice, i'm still a bit iffy about the top of the sword where the skull is being a bit to wide.
Apologies for the images being so big.
Very cool, love the style
Ravenslayer: cant wait to see those guys finished up!
meanwhile here is something i been working on based on one of dennis chan's concepts
(http://cghub.com/images/view/706173/)