Made an expression chart for fun with an old character.
If you hadn't labelled those, there is no way I would have been able to identify more than a hand full of those expressions. You should really push the expressions more. Even a "realistic" style of character needs to be a lot more expressive than that.
Look at this guy. He's not even going crazy with anything, he's just being a normal person and his expressions are pushed far beyond what your character is showing.
Good expressions for your blend shapes are going to make or break your animation. Even if those are just practice for modeling with no intention of developing them further, having strong expressions on your characters will go a long way towards making your work more appealing.
knj: Scene looks great but I think you could use a lot more wear on your furniture. Especially the seat...it looks brand new and unused. As do the desks, sofa, and floor. Lighting looks great and all the details are very nice.
kosh_fotsirk: I also agree that your expressions re far too subtle. Your character is stylized, so you can seriously exaggerate these! don't be shy!
Thank you guys ! the lighting can always be better but you know how baking every small tweak in UDK can be frustrating as for the "looks like new" yes, i agree but you know how DE have that clean feel to it, there are specular and normal map distortions in the materials
I have this model I made of a kind of combat bike. Its a low poly model originally made for a mobile game, but I am turning into a portfolio piece. The next step for me with it is to UV it and honestly I'm stumped on how to begin with that. How would you guys suggest UVing this? I'm using Autodesk Softimage for this project.
I love this model and animation! Reminds me of Space Channel 5 - real character man!
Thank you, Fearian!
Here is a mockup screen for a digital slot machine game. The theme was "Dragon", here's my take on it! I created all elements for this screen in Photoshop.
I was just checking out everyones awesome work as usual! Thought I'd just throw up a fun personal Zbrush sketch of a character I was working on for school.
Finally done with the modeling of the little street scene
And here's a preview in CryEngine. This is probably not the best to go with a cartoony looking but it's also for me to play around with the engine itself for next projects.
Finally done with the modeling of the little street scene
And here's a preview in CryEngine. This is probably not the best to go with a cartoony looking but it's also for me to play around with the engine itself for next projects.
This looks absolutely awesome. Please continue and make a thread Would love to see what you achieve with this style in the engine!
@ e-freak.
Thanks you
I think to start a thread soon. I will probably need some help to polish the scene as I only start to put my hand deeper into the engine. And for now I'm hitting some dead end.
But before getting help need to try it myself for learning purpose.
Hi folks, great work everyone. This is based on the vastly talented but slightly deranged Paul Richards pumpkin sketches. It was supposed to be a speed sculpt but it has ended up taking me like 6 or 7 hours because dynamesh just wouldn't do what I wanted it to do and I don't know why. I ended up having to do a bunch of backwards shiz to get what I want but now I'm sick of it and don't wanna finish it.
Just come back after a long hiatus from modelling. Hoping to get better at the craft again. Just finnished my first ever base mesh I've made that I would even consider to continue working with. Be gentle.
Figuring this out as I go. Using generated maps to create masks for snow and rock. Read up on fresnel in UDK, has a pretty interesting effect in Marmoset. Gonna plug it up in Mari later. Also Knald is the tits.
Replies
Look at this guy. He's not even going crazy with anything, he's just being a normal person and his expressions are pushed far beyond what your character is showing.
Good expressions for your blend shapes are going to make or break your animation. Even if those are just practice for modeling with no intention of developing them further, having strong expressions on your characters will go a long way towards making your work more appealing.
kosh_fotsirk: I also agree that your expressions re far too subtle. Your character is stylized, so you can seriously exaggerate these! don't be shy!
anyways, thank you for kind crit
Heres some more from me:
SWEEET MAN!
Here's a speed sculpting video of the process.
https://www.youtube.com/watch?v=jzNFOD6rGYU
Thank you, Fearian!
Here is a mockup screen for a digital slot machine game. The theme was "Dragon", here's my take on it! I created all elements for this screen in Photoshop.
Thanks for all the interest in my work! If you would love to see more please check out my sketchbook thread at: http://www.polycount.com/forum/showthread.php?t=130069
Also I have made a tutorial video for this on YouTube so check out my channel for a quick preview and the start of the sculpting process!
http://www.youtube.com/watch?feature=player_detailpage&list=UU-_OmsRAFzvm3fb5uF6iZiw&v=gE9KqyJU5-c
And here's a preview in CryEngine. This is probably not the best to go with a cartoony looking but it's also for me to play around with the engine itself for next projects.
This looks absolutely awesome. Please continue and make a thread Would love to see what you achieve with this style in the engine!
Thanks you
I think to start a thread soon. I will probably need some help to polish the scene as I only start to put my hand deeper into the engine. And for now I'm hitting some dead end.
But before getting help need to try it myself for learning purpose.
http://cghub.com/images/view/85537/
Concept and Cry Engine version...
Two models i'm currently working on for practice, starting to learn about muscles and pretty much all the basis and foundations.
Turntable
Also Re-rendered the pod on a basic background with no effect like DOF
belkun -nice work!
Here is my character, based on original concept by Redsteam Gameloft. I have changed design of presentation
Figuring this out as I go. Using generated maps to create masks for snow and rock. Read up on fresnel in UDK, has a pretty interesting effect in Marmoset. Gonna plug it up in Mari later. Also Knald is the tits.
WiP diffuse using Marmoset specularity.
Nice work ben!
very cool work