I've been meaning to start one of these for awhile... Gonna start with a dump of the finished pieces I've made since I -intended- to get this going, and end up with some WIPs of what I'm working on now, and hopefully all new pieces moving forward.
This is the last guy I finished; Mason. I had been hitting the stylized angle pretty hard previously (as you may see when I keep posting) and wanted to do something more realistic.
Tri Count: 10,495
Maps used: Diffuse, Specular (Gloss), Normal. x2048
Rendered in Marmoset
I wanted to give a creature a go, and having the CreatureBox lying around, the designs in there were too good -not- to model one. Concept by Greg Baldwin.
Tri Count: 3252
Maps used: Diffuse, Specular (Gloss), Normal. x2048
Rendered in Marmoset
Really hight quality models.
Cant wait to see more
Thanks a lot, man! Don't have too much more to dump just yet, I think one more final and then WIPs of what I'm working on now. Looking back over my stuff I've gotta start pushing my sculpts harder in Zbrush. Hopefully the WIPs coming up will show that I'm on the right track.
This was a character I made off an unused concept at work. I've only got the high poly to show right now, I keep meaning to go back and put together a construction shot of the low poly, but this would have been for cinematics and the like.
Tri Count: 6764 (unsmoothed) 28478 (smoothed)
Maps used: Diffuse, Specular, Normal. x2048
Rendered in Marmoset
And finally, my current project. I started this specifically to push myself harder in Zbrush. I had wanted to make a mermaid of some sort for a while, and I figured if I pushed the "creature" side a bit more than, say.. Disney might, It would be a good chance to do a lot of sculpting. Not sure if I'll update this post as I go, or make new posts....
Hello there. I just wanted to say that I really like your stuff. I think it's all got a great style to it, seems very clean & creative. My favorites thus far are your robot and your most recent mermaid.
One suggestion I have concerning your mermaid's beauty shot, while I get that the thing is floating from some sort of anchor at the bottom and she's floating above it, without any sort of background it's easily mistaken/read as being upside down. Probably because she is so upside down. If you're going to keep her in that position, I might recommend having at the very least some bubbles or something floating upwards to help you establish which way is up. That might be something you already had in mind, but wanted to mention it anyway.
Thanks a lot man! Been away from things for awhile, but I came back to it a few days ago and finished up the mermaid. (and you ere on the money about adding bubbles. I actually forgot i wanted to do that until you reminded me, thanks!) Love to know your thoughts on where she ended.
I think I preferred the lighting you had in your original beauty shot setup. The stronger secondary lightsource coming from the right/top right in the latest one I think makes it lose a bit of that "deep sea" feeling the original had. Though it's also possible that the inclusion of some warmer colors (since she's actually textured now) could partially be the cause of that.
Also, did you change the perspective on the light bobble globe thing? It reads a little off to me now.
That all being said, I like how she turned out. I am reminded of some Dominance War entries from a few years ago, love me some nice underwater folk.
Finished up an environment piece I did as an art test, they supplied the top image, and gave some limitations for the scene, like 30k tris and 5 mbs for textures.
Working on a character for a side scrolling 2.5D dungeon crawler. He's still in the works, but I wanted to get some WIP's up. Top is with Diffuse, Spec, Gloss, and Normal. Below is Diffuse only.
Finally got around to watching season 2 of Young Justice, which lead to rereading my YJ and Impulse comics, which lead to this. Impulse and all related whatnot are property of DC.
Tri Count: 6,589
Maps used: Diffuse (Alpha), Specular (Gloss), Normal. x2048
Rendered in Marmoset
Got some more work done on her, Coat, boots, and gloves. Working on her pants now, then gotta do her belt and decided if im gonna give her a bag/pack or not.
Replies
Tri Count: 10,495
Maps used: Diffuse, Specular (Gloss), Normal. x2048
Rendered in Marmoset
Tri Count:10,908
Maps used: Diffuse, Specular (Gloss), Normal. x2048
Rendered in Marmoset
Tri Count: 7497
Maps used: Diffuse (Alpha), Specular (Gloss), Normal. x1024
Rendered in Marmoset
Concept:
My Submission:
Cant wait to see more
Tri Count: 3252
Maps used: Diffuse, Specular (Gloss), Normal. x2048
Rendered in Marmoset
Concept:
Tri Count: 16248
Maps used: Diffuse, Specular (Gloss), Normal. x2048
Rendered in Marmoset
Thanks a lot, man! Don't have too much more to dump just yet, I think one more final and then WIPs of what I'm working on now. Looking back over my stuff I've gotta start pushing my sculpts harder in Zbrush. Hopefully the WIPs coming up will show that I'm on the right track.
Tri Count: 6764 (unsmoothed) 28478 (smoothed)
Maps used: Diffuse, Specular, Normal. x2048
Rendered in Marmoset
One suggestion I have concerning your mermaid's beauty shot, while I get that the thing is floating from some sort of anchor at the bottom and she's floating above it, without any sort of background it's easily mistaken/read as being upside down. Probably because she is so upside down. If you're going to keep her in that position, I might recommend having at the very least some bubbles or something floating upwards to help you establish which way is up. That might be something you already had in mind, but wanted to mention it anyway.
Keep it up.
Also, did you change the perspective on the light bobble globe thing? It reads a little off to me now.
That all being said, I like how she turned out. I am reminded of some Dominance War entries from a few years ago, love me some nice underwater folk.
Working on a character for a side scrolling 2.5D dungeon crawler. He's still in the works, but I wanted to get some WIP's up. Top is with Diffuse, Spec, Gloss, and Normal. Below is Diffuse only.
Tri Count: 6,589
Maps used: Diffuse (Alpha), Specular (Gloss), Normal. x2048
Rendered in Marmoset