What I'm working on Right now:
Any critique and or Feedback is welcome in the fullest and most brutal extent, and I dont care if you completely rip what I make apart, as I'l be better for it. the salty tears of improvement shall we say. I want to do this as a job, alot.
However, if I post a screenshot with obvious clipping, I've probably seen it and am working on it. more structural stuff, y'know.
You can also be as Technical as you like (Unlike what it says in the post right under this) as I've learned a great deal in the past year. Moreso than I would expect.
Replies
Currently I'm working on a myriad of projects, some forced by teachers, others voluntairy. this one is a great example.
"Mag" as this project is called is going to have a "cyberpunk" theme, using inspiration from things such as the Pen & Paper with the same name, Deus Ex, and it obviously somewhat resembles an Adjutant from Starcraft. which has reasons that will be made clear on future projects.
I'm also working on a bit of backstory, and the character will eventually be rendered in UE4 with it's effects and shiny things.
Here's the designs;
the designs are credited to Edon Guraziu. He's a cool guy. give him a look.
His Drawcrowd
[IMG][/IMG]
except this last one, I made that myself.
Here's the Zbrush Progression;
then I started painting the 'skin' in zbrush, which was probably unwise and i'l be altering it alot in photoshop no doubt.
currently I'm working on the low-poly of what I have right now.
material definition in maya;
Oh and a wireframe:
Boring old wireframe gallery
Right now I'm working getting something "added" to the design, like a magnum holster, and an actual cyberpunk bodywarmer so the character doesn't look so incredibly skintight and give it some volume.
but I like how the fabric looks right now.
what about you?
oh and i've gotta add some fans and grates to the mechanical parts.
Textures are not final.
Concepted for me by Edon Guraziu.
Here is some renders. WIP's and Wires coming when I get around to rendering them.
Unity (Marmoset Skyshop):
Marmoset Toolbag:
Unreal Engine 4 (Final Target):
Here's the next thing I'm working on, HAIR.
This stuff is really making me pull my own ones out in frustration.
I've no clue how to do this with more effecient results.
well and -some- textures.
in the end I used a fiber mesh from Zbrush to get this result. I'm not -too- unhappy with it, but I really wish there were some more up-to-date hair tutorials around here.
The magma is animated with vertex displacement, giving that sense of "real" metal slugs dripping down from a metal rod or something. it also includes slag now that drips along with it. I'm limited on how complex i can make it due to unity's restrictions, but I'l be remaking this in unreal, I think
[ame="www.youtube.com/watch?v=OkF4Mcxr90s"]Elysium Shooter Project[/ame]
Disclaimer: This video contains music, weapons, enemies and pickups that I did not make or take any credit for. This is for educational purposes.
This unity game was made in a very limited amount of time to look as cool as possible.
the total hours spent on the enviroment will hover around a full work-week for asset creation and then an aditional few days for implementation in the engine
Here she is in UE4.
I'm having alot of trouble with APEX, so the cloth acts -really- weird, and doesn't adhere to any of the properties I give it. So I probably have to completely re-do the jacket, or at least make the surfaces much closer together. so I can latch them properly.
Currently i'm working on making the character walk around (Which looks weird what with the cloth flailing around) and getting the unreal-materials set up properly.
Marmoset time, Rejoice! perhaps I will present it as such, or with a pedestal, or in the actual UE4 engine. indecisive... Hrm.
I'l get to feet one day, I swear. but for now, horses' hooves.
this character is part of a new set of mini-projects that I'l be doing each week. this is about 8 hours in for really trying to practice and learn every muscle and how they connect to one another in a somewhat stylized character.
Head will follow soon!
The first is a comparison between a cow's foot vs a human hand (sorry I couldn't find it compared to a foot, but you get the idea)
So maybe have the calf muscle a little higher up on the leg, since the next join is technically something of an ankle.
the second and third images are other versions of minotaur's for better ideas of how to adapt a cow's hoof to human pose.
Awesome start tho, good luck!
http://enlightenedequine.com/wp-content/uploads/2013/11/Horse-Human-Limb-Comparison.png
http://fc04.deviantart.net/fs70/f/2012/021/c/2/minotaur_wip_2_preview_by_papah_minis-d4n4q4k.jpg
http://img373.imageshack.us/img373/5706/minotaurff6.png
Done with zbrush, onward to maya/photoshop/xNormal!
But this is it, sculpted, modelled and textured in about 4 work days.
the final model is 6511 tri, which is 150 under target. could be better, but I really wanted to have the topology down. Which you'll see in the finished shot!
for now, check out this page for full presentations. here's the finished model of the satyr, modelled in 32-36 hours. quite proud of it for having literally no idea what I was going to sculpt beforehand.
I'l make a texturing tutorial for it too if there's interest for the style of the previous project.
now for low poly building in Maya '07.
Oh wait, I actually need to create the Shields.
it is titled "Procedurals and how to use them" just to be extra cheesy.
[SKETCHFAB]cf066633fc354b74b0cb9275e9e9f9f0[/SKETCHFAB]
Also staff picked, whoo!
Time to practice my handpainted stuff.
in preparation for a later surprise.
texture's 512,
tricount is about the same. maybe a bit more. didn't really look. really just here to paint it.
So here we gooooooo.
First Post; That fancy handpainted thing I was hinting at in the above post a year ago.
Hunter Severus. As described on my site;
In the far future of the dark appocalypse this bounty hunter tracks his prey. Using stealth and guile he traverses worlds with horrors unspoken.
The Hunter was created with a few goals in mind, of course.
The inspiration for the character was derived mainly from Darksiders with it’s particular style. It started off as “Strife” from Joe Mad’s art, but I quickly realized I didn’t wanna do exactly that at the time. (Though I might in the future because he’s so damn cool)
TechSpecs
From that I got a whole bunch more cool things to show everyone (And if someone wants me to crosspost this stuff into the What are you Working on 2015 Edition, or somewhere else.) All of these images were made with permission to post online.
First off the Assets like Units that I made for them;
A big "Tactical Combat" map inside of the Castle of the Lich King, followed by a bunch of structures
This concept art is credited in the image, but just to make extra sure, the concepts were made by Ilse Harting, Ben Neuteboom and Lennart Sas. The structures underneath it were made by me
Some promotional material as context for what comes after:
And now for the units that I made!
Frostguard (model originally made by Art Director, Retextured by me) ---- Frost Witch ---- Frostling weapons
War Mammoth (Previously established mammoth, I gave it armour) ---- Frost Queen
Here's a cute WIp gif of it in motion
The Sculpt for the frost Queen
Lost Soul ---- Wailer (Skirt by my art director) ---- Creeper variations (Base skeleton by the animator who goes by the name of Elementrix here)
Some Accesories that your hero can wear.
More accesories, and some random environment art.
And lets end this post with some misc sculpts for all the units and stuff.
enough swooning. Art. A friendly reminder, I exclusively made the Outfits that are presented here, the bodies within were made by other talented artists at Triumph Studios during, or before I worked there.
Until Polycount allows me to embed Marmoset viewer files, you can check out my website, or artstation for one.
From my website:
In the grim dystopian future of 2054, Megacorporations have taken over the world and Cybernetics are not only common, but almost required. Corporations like Militech (Cyberpunk 2020), Ares Macrotechnology (Shadowrun), Sarif Industries (Deus Ex) and of course Tyrell Corporation (Blade Runner) rule Cyberpunk universes with their own private armies, security and sometimes even their own arcologies and countries.
Cyberpunk is a genre I very much love. It’s probably my favorite to read, play or watch and thusly this was a perfect fit for me to make.
My goals for this character were very clear from the start, and thusly it went quite expediently.
Tech Specs
Textures:
Body & Head: 4k, Specular Workflow
Hair: 1k, Anisotropic Specular (strips)
Eye: 512px, Dual layered eyes
Magnum: 2k, Metalness Workflow
Mini Diorama: 2k, Adv Metalness workflow (UE4)
Polycounts
Aiko: 53,858
Magnum: 8,848
Aiko;
The gun might seem familiar, and it should. Because my previous Cyberpunk character didn't work out. I decided to use the gun again on a bigger succes.
For marmoset viewer: Click Here
Crusher from itmeJP's (A streamer on twitch.tv) Mirrorshades. which is a live podcast style pen and paper roleplaying game. It's his character, and this guy is goin' places.
Current plans include:
I've already gotten some serious praise and support from the community over there in itmeJP's subreddit, but I really need some scrutiny too. Any critique's that I can take along for the next project, or fix right away in this one would be awesome.
Mostly in the form of "Why is it doing this now all of a sudden"
Next up. Gotta finish this girl.
Wiring it up.
Oh and I finished
https://www.youtube.com/watch?v=ECsZjCyK868