Joshua great for you to post your stuff and you should keep it up because you'll learn really quickly here.
I'd lose the signature (big, obvious signatures are a bit naff) and try to work some more from reference. Like, in your top bug creature (blistergrub is a great name) I'd look more at a variety of creatures after you've got your basic shapes and look for what's missing in yours. How do carapaces work? Where are there visible segments? That kind of thing.
The same goes for your lagoon creature -- that's the weakest piece because it demonstrates you don't have a solid anatomical base for it (e.g. jaw bones and muscles - or some alternative way for it to open its mouth, e.g. skin flaps with tendons.
Observation and drawing/sculpting with references will help you grow really quickly. What's good is that you're making lots of creative work and trying to present it really professionally.
Slowly getting the hang of zBrush, made this for University project, should of spent 12 weeks on it, ended up leaving it till last minute as kept putting it off and made this in give or take 2-3 days of work. Any tips/advice?
This is the concept I was basing it off, but making it more modern and adding some of my own tweaks.
Here is my final zBrush sculpt, I need to make a better stand for it to present it.
Wow, I'm loving all the posts in this thread.. Blown away!
Your art works are stunning, exciting and so inspiring. I wish there was a quick and easy Like button.
As you may have guessed, I'm new to polycount and fairly new animation, and just dipping my fingers into the RCGA competition that you're hosting, so please excuse me if this is a stupid question for this forum, but are you all using the same software?
Some look like they've come from Maya, ZBrush etc, while others look more like Cinema4d...?
Or perhaps, is this forum aligned with any specific course with a uni?
I've noticed that most of those suites have their own discussion threads here - along with some really cool posts on new aps that I'm keen to check out - but I'm just wondering if there is any way to know which software is used, if it not specifically mentioned in this particular thread.
The scene is very dark overall. Make it brighter. Perhaps pick some elements, like the birches, and make them extra bright.
The tree stump has a bark texture on its cut surface. That's not what trees look like.
The roof is very high poly compared to the rest of the scene. On a technical side, this really stands out.
The stone wall texture is not as good as your other textures. Perhaps the crevices between the stones is too dark, and the stones are a bit too pillowy.
Good work otherwise. Especially the rock wall and the ground look good. Nice detail distribution overall.
The scene is very dark overall. Make it brighter. Perhaps pick some elements, like the birches, and make them extra bright.
The tree stump has a bark texture on its cut surface. That's not what trees look like.
The roof is very high poly compared to the rest of the scene. On a technical side, this really stands out.
The stone wall texture is not as good as your other textures. Perhaps the crevices between the stones is too dark, and the stones are a bit too pillowy.
Good work otherwise. Especially the rock wall and the ground look good. Nice detail distribution overall.
Thanks for the feedback, appreciate it!
I agree with most of what you said. Don't really like the small stone wall either, I was considering throwing that away.
I'll keep it mind! Maybe I have some time later today to change some things. Deadline is today though..
Thanks!
@Bleetz: This forum isn't directly affiliated with any universities or institutions. It's just a place where people that enjoy 3D art (mostly aimed towards games) come to share their work and receive critique. Because of the above, people are using basically every piece of software out there.
I would like to share with you the first asset for my texture/modeling reel at Think Tank Training Centre (www.tttc.ca). All the aspects were done by me. It was created with week by week guidance from my mentor Justin Holt and critiques from classmates and faculty. It was based off a physical Gas Mask that I own.
If you want to check more pictures and breakdowns, feel free to check my polycount thread:
We took our time on this one, even brought in the amazingly talented Simon Allen from Pixar 's UP (2009) to animate the life into this happy Robot dog creation!
Be sure to check out the YouTube video to see this guy go smile emoticon vote us up to see him in dota2. Thanks!-A
Simon Allen: Animation
Chay Johansson: Rigging and Tech
Simon Boxer: Concept Art and Illustration
Anwar Bey-Taylor: 3D modeling and Textures
Here's an update of Mocemedes. His sculpt is done and I'm playing with poses and keyshot. I'll be moving on to retopology hopefully by sometime next week. If I haven't mentioned it yet already, the original concept was done by Steve Prescott. Rendered in Keyshot and tweaked w/ Photoshop..
Replies
I'd lose the signature (big, obvious signatures are a bit naff) and try to work some more from reference. Like, in your top bug creature (blistergrub is a great name) I'd look more at a variety of creatures after you've got your basic shapes and look for what's missing in yours. How do carapaces work? Where are there visible segments? That kind of thing.
The same goes for your lagoon creature -- that's the weakest piece because it demonstrates you don't have a solid anatomical base for it (e.g. jaw bones and muscles - or some alternative way for it to open its mouth, e.g. skin flaps with tendons.
Observation and drawing/sculpting with references will help you grow really quickly. What's good is that you're making lots of creative work and trying to present it really professionally.
This is the concept I was basing it off, but making it more modern and adding some of my own tweaks.
Here is my final zBrush sculpt, I need to make a better stand for it to present it.
Feedback are welcomed.
Sketchfab
[SKETCHFAB]864f4b6a04e540d1ab9dda692c13d460[/SKETCHFAB]
Your art works are stunning, exciting and so inspiring. I wish there was a quick and easy Like button.
As you may have guessed, I'm new to polycount and fairly new animation, and just dipping my fingers into the RCGA competition that you're hosting, so please excuse me if this is a stupid question for this forum, but are you all using the same software?
Some look like they've come from Maya, ZBrush etc, while others look more like Cinema4d...?
Or perhaps, is this forum aligned with any specific course with a uni?
I've noticed that most of those suites have their own discussion threads here - along with some really cool posts on new aps that I'm keen to check out - but I'm just wondering if there is any way to know which software is used, if it not specifically mentioned in this particular thread.
soon gonna move to the head and hairs.
http://www.polycount.com/forum/showthread.php?p=2298732
[ame="https://www.youtube.com/watch?v=UZpRfe6jeQM"]https://www.youtube.com/watch?v=UZpRfe6jeQM[/ame]
Map In 08 by cgart.vn on Sketchfab
This 3d dofus game fanart .
Hope you like it
[SKETCHFAB]8e75372b3ace4717b85fe6eb224c9550[/SKETCHFAB]
[sketchfab]d249c239b8244d7da8824a489b495c39[/sketchfab]
Wooden Cabin Scene by Flore Vanackere on Sketchfab
Good work in general. Some feedback:
The scene is very dark overall. Make it brighter. Perhaps pick some elements, like the birches, and make them extra bright.
The tree stump has a bark texture on its cut surface. That's not what trees look like.
The roof is very high poly compared to the rest of the scene. On a technical side, this really stands out.
The stone wall texture is not as good as your other textures. Perhaps the crevices between the stones is too dark, and the stones are a bit too pillowy.
Good work otherwise. Especially the rock wall and the ground look good. Nice detail distribution overall.
I agree with most of what you said. Don't really like the small stone wall either, I was considering throwing that away.
I'll keep it mind! Maybe I have some time later today to change some things. Deadline is today though..
Thanks!
EDIT, made the lightmap for some objects lighter
http://www.polycount.com/forum/showthread.php?t=153261
Stunning attention to detail!
That is really really cool.
grenade materials heavy w.i.p.
thread here
High Poly - work in progress for a Bioshock Infinite scene.
C&C Welcome
Loving the style, but I think that the outline is too strong. By the way, this remainds me of Spore
http://www.polycount.com/forum/showthread.php?t=153261
all C&C are welcomed.:poly142:
Check out our latest Courier name Ember the Retriever!
http://steamcommunity.com/sharedfiles/filedetails/?id=448236600
We took our time on this one, even brought in the amazingly talented Simon Allen from Pixar 's UP (2009) to animate the life into this happy Robot dog creation!
Be sure to check out the YouTube video to see this guy go smile emoticon vote us up to see him in dota2. Thanks!-A
Simon Allen: Animation
Chay Johansson: Rigging and Tech
Simon Boxer: Concept Art and Illustration
Anwar Bey-Taylor: 3D modeling and Textures
Working on a Unity scene using just one 256 texture sheet for everything. More shots here:
http://www.polycount.com/forum/showthread.php?t=153397
Almost done welcome C&C.
Done in Substance painter, rendered in marmoset.
Thread-> http://www.polycount.com/forum/showthread.php?t=140531
Any feedbacks are welcome!
btw I want to fix the belt, to make it fit in with the outfit more...
I've been working on this game on my own for over a year now! Still so much to do, though.
That looks awesome! Amazing work.