Wanna share with you guys what i have done last year in my school!
This is the Demo Reel that we develop by the end of the course, choosing an specialization. Mine was Character Artist for Games!
Nice work man! I really like the folds on the cape for the female character there. And it looks like your normal bakes are nice and clean! Mind if I ask what school you did this for?
Recently I finished a Garrus head sculpt for a fan film that we are working on called Galactic Battles
Check it out if you would like to watch Start Wars with Halo with Mass Effect with Star Trek !
Great work man, mind if I ask where you go to school? I'm attending one that doesn't teach modelling like this at all. It's all pixar/disney-esque shorts that the school creates...
I learn most of my workflow online, but I do enjoy the schooling for the connections and people!
bkost: He already said that, god read the thread. J/k. lol.
"Think Tank Training Centre, here in North Vancouver, BC - Canada"
Nice work man, I think your sculpts are def your strong point. Work on rendering and lighting and your pieces will really shine. The only major thing I see is the knight dude could use some subsurface scattering and perhaps better lighting. Usually you want to avoid such heavy dark areas on skin. It looks a lot more natural on the female character you have below tho. Anyway, I dig your work cool stuff.
@bkost: BradMyers82 answered for me there ^^. I finished school a year a go and loved every bit of it. Currently a teach there, so i could still se you around!
@BradMyers82: Sculpting is by far my favorite part of it. And rendering and lighting, even though i like it when is real time, i definitely suck at it. I've learned a bit since those first 3 characters, but still have waaay to go. Thank you for the tips, I am looking for tips and pointers, specially on that area ^^
Finally got to finish this one! Personal project of a slight more realistic approach bust. The objective with this piece was to experiment with workflows for realistic sculpting and texturing.
Bringing this thread back from the ashes. I've come to an agreement with myself and I decided to be more present in this awesome community that is Polycount. As a bonus, it will encourage me to produce even more content.
I've been doing somewhat consistently in the past month over Artstation and FB groups (like 10k Hours), and it has been great in terms of interacting with other artists, but still a little bit limited. Therefore, I am bringing this back up, with the intention of getting more in touch with the community to absorb and share information, with hopes of growing together
So, for starts, I'll dump everything I've done recently. Then, I want to get some more WIP's and perhaps some breakdowns of a piece that I near completion.
Any and all feedback will be appreciated. Could be about my work, the industry, good practices or cooking tips. Anything is welcome.
Stylized character study based on the awesome drawing by Dylan Ekren. Done during a course taught by him as well. I can barely put into words how much I've learned during the classes, it was a overhaul on how I read shapes and silhouette. I plan to post the progress with some thoughts here soon. Rendered in Marmoset 3
So I gathered some images to illustrate the creation process and how I went about doing this piece. Every board was sent to Dylan and he would do draw overs, illustrating my (many) mistakes and how he would go about it. It was such an eye opening experience! I spent the vast majority of my time inside Zbrush, which was so much fun (sorry, Maya). Anyways, this is my mess. I hope it makes sense! (Thank you Dylan for allowing me to show the draw overs!)
@Tits, @Jakub, @bkost: Thank you all for the kind feedback! I hope it kinda made sense x) And @bkost, yeah they organized some and it more sleek now Cheers!
Is this Dylan Ekren class through Think Tank, or Mold 3D? Also, does he give you text/verbal feedback to go with his draw-overs? I looked at the draw-overs he gave you, and I understand most of them, but some aren't obvious. Looks like fun, though. Nice work.
@Enalya : Thank you! I am glad you liked it @Makkon: Cheers!! Dude, awesome stuff you have, I love that Legaia the Siren character! It would be a cool sculpt! @pableaux: Thanks! It is through mold3D. Weekly, you send you progress to him (those boards) and he records himself doing the draw overs and explaining about it. It is super fun and enlightening!
@Bar1000 : It was basically transpose master plus some move brush tweaks afterwards. Just a lot of iterations to get it just right from every angle, not only the "main shot"
After a long time coming, I've decided it would be worth a shot to update my old work from school to fit more with a PBR friendly pipeline. I knew to be done properly it would take a lot of redoing of textures, so I tried to hack my way through without wasting to much time and focusing on the main issues, while preserving as much textural detail as possible. Some textures were more succesful than others, but it was a definite improvement.
I should give a huge shout out to Samantha Bean for pretty much redoing my light rigs, making the final look SO much better. Boy, lighting is important, let it do it's thing, fellow character artists.
In order to get a significant change, I focused on my main problems of my textures, and they were:
- Diffuse textures were way too dark. We tend to make it darker than it should be, whereas on a PBR pipeline the values should strive to remain above 50 on a RGB scale (with few exceptions) - Also on the diffuse, it was way too contrasted and it had a TON of baked light (AO, too strong painted gradients, too darkly painted crevices). Baking that light, where it works well on a non-PBR pipeline, it breaks on a realistic lighting scenario, where you rely on real lighting, bounce, GI etc. to describe the shapes and forms of your character.
- Specular textures were WAY out of wack. As the diffuse, they had too much lighting info baked on it, and it normally has a much "cleaner" look to your textures. Also, the reflectance values for the metals where far from anything realistic. There are a ton a good data out there in terms of measurement of these values, and, while you want to have your artistic freedom run wild, is it wise to have a safer starting point.
- The light rigs in Marmoset were too bright, too many and badly positioned, failing to describe the shapes and forms of my characters, "flatenning" the image. This is where a really good lighter comes in handy to fix your mess.
Of course there is a ton of other problems with these characters, afterall, they are my old student work. But that illustrates the "power" of being aware of proper value range and lighting scenarios/rendering.
Replies
[IMG][/img]
@jfitch: I went to Think Tank Training Centre, here in North Vancouver, BC - Canada.
Cheers!
Recently I finished a Garrus head sculpt for a fan film that we are working on called Galactic Battles
Check it out if you would like to watch Start Wars with Halo with Mass Effect with Star Trek !
Hope you like it.
I learn most of my workflow online, but I do enjoy the schooling for the connections and people!
"Think Tank Training Centre, here in North Vancouver, BC - Canada"
Nice work man, I think your sculpts are def your strong point. Work on rendering and lighting and your pieces will really shine. The only major thing I see is the knight dude could use some subsurface scattering and perhaps better lighting. Usually you want to avoid such heavy dark areas on skin. It looks a lot more natural on the female character you have below tho. Anyway, I dig your work cool stuff.
@bkost: BradMyers82 answered for me there ^^. I finished school a year a go and loved every bit of it. Currently a teach there, so i could still se you around!
@BradMyers82: Sculpting is by far my favorite part of it. And rendering and lighting, even though i like it when is real time, i definitely suck at it. I've learned a bit since those first 3 characters, but still have waaay to go. Thank you for the tips, I am looking for tips and pointers, specially on that area ^^
@Cactus On Fire: Thank you man!!
Cheers!
Personal project of a slight more realistic approach bust. The objective with this piece was to experiment with workflows for realistic sculpting and texturing.
Hope you like it !
For more, check out my artstation page
Bringing this thread back from the ashes. I've come to an agreement with myself and I decided to be more present in this awesome community that is Polycount. As a bonus, it will encourage me to produce even more content.
I've been doing somewhat consistently in the past month over Artstation and FB groups (like 10k Hours), and it has been great in terms of interacting with other artists, but still a little bit limited. Therefore, I am bringing this back up, with the intention of getting more in touch with the community to absorb and share information, with hopes of growing together
So, for starts, I'll dump everything I've done recently. Then, I want to get some more WIP's and perhaps some breakdowns of a piece that I near completion.
Any and all feedback will be appreciated. Could be about my work, the industry, good practices or cooking tips. Anything is welcome.
Revised lighting of older work
WIP - Based on the drawing of Dylan Ekren, and done during his course.
Random stuff!
Cassowary render and lookdev credits goes to Paul H. Paulino
I plan to post the progress with some thoughts here soon.
Rendered in Marmoset 3
link to his work: https://www.artstation.com/artwork/J3BPd
I spent the vast majority of my time inside Zbrush, which was so much fun (sorry, Maya).
Anyways, this is my mess. I hope it makes sense!
(Thank you Dylan for allowing me to show the draw overs!)
Thanks for the awesome breakdown, man that marmoset TB 3 UI looks elevated
And @bkost, yeah they organized some and it more sleek now
Cheers!
@Makkon: Cheers!! Dude, awesome stuff you have, I love that Legaia the Siren character! It would be a cool sculpt!
@pableaux: Thanks! It is through mold3D. Weekly, you send you progress to him (those boards) and he records himself doing the draw overs and explaining about it. It is super fun and enlightening!
Thanks for sharing the breakdown.
Cheers!
Can you share the process for the posing ?
@Bar1000 : It was basically transpose master plus some move brush tweaks afterwards. Just a lot of iterations to get it just right from every angle, not only the "main shot"
Cheers!
Updating Old Characters to PBR
Part 1 - Ell: Concept By RabbiteyesAfter a long time coming, I've decided it would be worth a shot to update my old work from school to fit more with a PBR friendly pipeline. I knew to be done properly it would take a lot of redoing of textures, so I tried to hack my way through without wasting to much time and focusing on the main issues, while preserving as much textural detail as possible. Some textures were more succesful than others, but it was a definite improvement.
I should give a huge shout out to Samantha Bean for pretty much redoing my light rigs, making the final look SO much better. Boy, lighting is important, let it do it's thing, fellow character artists.
In order to get a significant change, I focused on my main problems of my textures, and they were:
- Diffuse textures were way too dark. We tend to make it darker than it should be, whereas on a PBR pipeline the values should strive to remain above 50 on a RGB scale (with few exceptions)
- Also on the diffuse, it was way too contrasted and it had a TON of baked light (AO, too strong painted gradients, too darkly painted crevices). Baking that light, where it works well on a non-PBR pipeline, it breaks on a realistic lighting scenario, where you rely on real lighting, bounce, GI etc. to describe the shapes and forms of your character.
- Specular textures were WAY out of wack. As the diffuse, they had too much lighting info baked on it, and it normally has a much "cleaner" look to your textures. Also, the reflectance values for the metals where far from anything realistic. There are a ton a good data out there in terms of measurement of these values, and, while you want to have your artistic freedom run wild, is it wise to have a safer starting point.
- The light rigs in Marmoset were too bright, too many and badly positioned, failing to describe the shapes and forms of my characters, "flatenning" the image. This is where a really good lighter comes in handy to fix your mess.
Of course there is a ton of other problems with these characters, afterall, they are my old student work. But that illustrates the "power" of being aware of proper value range and lighting scenarios/rendering.
Cheers!
____
Part 1: Ell - Concept by Rabbiteyes
Normal/Specular/Gloss/Diffuse
New Specular/Old Specular
Comparison shots
Updating Old Characters to PBR
Part 3 : Slave Elephant - Concept By meNormal/Diffuse/Gloss
New Diffuse/Old Diffuse
Comparison
Updating Old Characters to PBR
Part 3: Isteval - Concept By Concept by Tyler Jacobson
Gloss/Normal/Specular
New Specular/Old Specular
Comparison