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Oreo's Head studys

oreoorbitz
polycounter lvl 9
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oreoorbitz polycounter lvl 9
Hello, I made an introduction post a while ago but that wasn't much of an introduction.

Anyway, My name is Orion, I am 21 years old, and I have wanted to be a game artist for a while now, I feel like I'm at the point I need to get a job or find something else to do for food.

I been trying to get a portfolio togather but its been a struggle, so I decided to focus on doing some studies to break down the process, and maybe, if good enough, the studies will be usable as portfolio pieces.

I'm using 3d.sk heads as references, practicing the zaplink workflow for texturing, topogun to retopo, and marmoset to render. My goal for quality is basically what an art director would approve in a large game studio. I don't know if I can reach that, but maybe with some advice.

Anyway, enough talking, have a look, Crits welcome, I hopefully can take it.

Here are the two heads I've done so far, they're still WIP as I am still struggling to get used to hair card process. I still haven't figured out how to avoid getting seams, I'm not sure if it is just side effect of using zbrush to to bake the normals, if Im doing something in photoshop like noise, or something else.

9jfz36.png

2125sie.jpg

Replies

  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    I'd recommend using xNormal for your bakes.

    Also, see if this tutorial helps your eyes look a tad better.

    5d674e7b79cb1688fe350ecf1b6ec149.jpg
  • oreoorbitz
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    oreoorbitz polycounter lvl 9
    I actualy followed those settings for my eyes, I think maybe the problem is that I just didn't paint the eye very well in difuse, I'll try again.

    as for the seems, I tried baking in xnormal, same seam, I think it has to do somthing with the normals becuase it follows the uv seam, I'm not sure

    You can see here, without anymaps, the seams.


    53sj68.png
  • oreoorbitz
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    oreoorbitz polycounter lvl 9
    Double post and Bump!

    I'm still fixing up some stuff on the first two (Eyes, a few details in the scuplt, and of course, the dreaded hair), but I've started a third one, hopfully the the eyes look better.I have a feeling the iris is too small, not sure. Anyway, I'm working on two competions so I don't have much time for these, but I hope to get at least two new ones, and the current ones presentable.

    Crits are always wanted.

    fvyag3.jpg
  • oreoorbitz
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    oreoorbitz polycounter lvl 9
    Mega bump! I thought I'd bump this thread as opposed to making a new one, since this new work fits in here. So anyway, based off  anneta from 3d.sk. I just started on the texturing, so still a few patchy parts ( the neck is a egregious area). Ears need work. Back of the head has been completely ignored. You get the picture, its still a work in progress.
    model
  • almighty_gir
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    almighty_gir ngon master
    Dude what happened? this is a huge step down from your previous heads....
  • oreoorbitz
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    oreoorbitz polycounter lvl 9
    Dude what happened? this is a huge step down from your previous heads....
    uh, ok. How can I improve? what stands out the most? Should I tell you what I did differently?
  • almighty_gir
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    almighty_gir ngon master
    Sorry, i realize that was a shitty crit.

    There are a lot of nuances missing in your latest sculpt that you'd gotten down in the first couple. The ridge at the edge of the lips, the subtle forms of the nasolabial folds, the corners of the lips... You seem to have jumped into texturing much earlier here than you had with the previous heads.
  • oreoorbitz
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    oreoorbitz polycounter lvl 9
    Sorry, i realize that was a shitty crit.

    There are a lot of nuances missing in your latest sculpt that you'd gotten down in the first couple. The ridge at the edge of the lips, the subtle forms of the nasolabial folds, the corners of the lips... You seem to have jumped into texturing much earlier here than you had with the previous heads.
    I'm doing the model with a private mentor, and he suggested I start texturing at the point. Maybe its because this model is a female, and you can see the flaws more, maybe its because the references are worse this time and my skill can't make up the difference.  This model took me longer then the original heads, which I think took me 8 hours total each.

    Anyway I'm open to all suggestions on how to improve. Aslong as I don't change the geometry I can still fiddle with the model.

    This is the texture wip, still working on it, gotta get rid of eye lashes, fix a few patches, but its getting nice and flat.
    model

    This is the model, in zbrush, no perspective.



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