Hey Oliver, great dimetrodon studies! I like the first shot of the scene, although it looks somewhat too grayish. I have the feeling that your foreground need a little bit more light. Keep doing, your project looks pretty cool so far.
So I've started a little project to keep me busy! The goal is to make the 3 main characters from my comic; Chef, Dr Walrus and Unclucky! The plan is to get them 3d printed, it should be fun!
Here is the block out of the first character Chef.
I think a less detailed version with a larger contrast between sharp and soft shapes could really improve this. The reference shows a nice balance in shapes, and I think you kind of did away with that by making it all smoother. The kind of creepy 'micro detail on macro shapes' thing you went for with the texturing is neat, but I don't think it really fits the source, and it doesn't solve the issues that I mentioned.
I think a less detailed version with a larger contrast between sharp and soft shapes could really improve this. The reference shows a nice balance in shapes, and I think you kind of did away with that by making it all smoother. The kind of creepy 'micro detail on macro shapes' thing you went for with the texturing is neat, but I don't think it really fits the source, and it doesn't solve the issues that I mentioned.
Thanks Michael, I agree. I've got the time to do it so i'm going to rework it, I was shown some artwork done by PolyJunky - very cool and I think it's a good art direction to aim for .
Some concept artwork that I was working on today. For a game idea called shrooms which is sort of Alice in wonderland meets mushrooms
An encorche study that was a bit rushed. c&c welcome, I will have to work into it some more but could do with feedback on where the muscles go and where they connect.
It would be good to understand this and I could then give my photoreal head;
I've made a blueprint to create fairy lights across a spline. I think it's really cool and I can certainly see the power and versatility in something like this. Password: GA
Trying my hand a bit more at concept art these days. My first time doing a paint over my 3D work and I'm fairly happy with the result although C&C is welcome. I'd be interested if anyone knew if this kind of thing is desirable in industry at all.
Now I've got this ant model I might do a couple of other paintings with it to make a set.
Yeah this is a fairly common practice. Though most concept artists have to work so fast, pumping out so many ideas, that 3d setups are a luxury they can't afford. But some do it.
I think this is a great start! The ant seems to have much less detail than the branch she's on, so that's a bit jarring. Also the shading on the ant is too bright... compare the black level on the moss vs on the ant.
However maybe the ant is meant to be translucent? If so, there's a different kind of shading needed to make it look so. Examine the abdomen on the right ant... bright sun on top, then deepest shading right below it, then transitioning to internal light bouncing, then finally at the bottom it's a little darker where the light is being scattered by thicker skin (because we're seeing through more layers of skin because our eye is parallel to the bottom of the abdomen). Hope that makes sense.
Another example, with sunlight from below, but same basic idea applies.
Keep going on this! I think you could really push it.
Thanks @Eric Chadwick so much! such great feedback, i 100% agree!
I was definitely aiming to have a translucent look to the ant but didn't feel like i was quite succeeding It definitely looks like a matt surface at the moment. The way you have broken it down really helps, I will try to push it further!
A couple people mentioned the difference in the surface detail too (although it wasn't something that bothered me personally) so I'll make an effort to get some more texture in there.
It's a very good point out about the speed of production of concept art, I definitely think I need to produce a set of images here to justify the time spent in 3D. So expect some more updates here soon
Thanks again to @Eric Chadwick for the advice. This is an update on the Ant painting. I definitely think i can push this further but I'm going to put it down for a couple of days and focus on my next piece, hopefully come back to it with some fresh eyes.
This is the plan for my next piece, any C&C on what i've got is greatly appreciated Cheers.
I've been doing some character designs for my 3rd year short film that i'd love to get some opinions on. The story is a boy and his pet tortoise who are best of friends, however the boy is persuaded to use his tortoise to carry parcels in return for sweets. Its supposed to be a bit like the Lorax where the boy only realises what he's done when its too late.
Let us know what you think of the designs and what changes you might make!
If the tortoise-delivery state is meant to emphasize that it's a burden, you might try pushing it further. Make the straps more invasive, wrapping under his belly, across his front legs, up around his forehead, etc. Add packages stacked on his head. Change the tortoise's posture to communicate the burden he's undertaking for his friend
The happy state of the tortoise has a rain hat, maybe also give him some mini galoshes. Front feet only? Back only? More humorous.
@Eric Chadwick Thank you so much for the feedback and yes theses are meant to be turned into 3D the dream state is a story idea that we have been throwing around but not sure if it's going to stick as it might be quite hard to follow. The visible change of before and after the boy is bribed with sweets will probably still be a thing though.
I thought id just share this, it's something that i did a while ago now but i just updated the presentation for it on my Artstation.
More on the character and how it was made on my Artstation:
Slightly more boring post, did the re topology and the UV's for the boy character today, it went a bit slower that expected due to some issues with the quad draw tool. still not entirely sure what the problem was.
So, not sure if my topology is acceptable but the aim is for him to be like Zafari or the blue zoo christmas short where they're 3d animated film characters but rendered in unreal. At the moment my modelling is SubD as if for film. Some changes may needed to be made as i do more research as to what is appropriate for this kind of medium.
It will be the same for the tortoise tomorrow, and hopefully get started on texturing!
(Also the hair is currently proxy geo for where hair cards will go later.)
This is something I've been working on. Done in time for the search for a star character art competition. Woo! They announce who is through to the finals at the beginning of March. There were some exceptionally strong submissions from the other students so it will be close!
To see my full submission you can visit the Itch.io website and on there is a playable demo, production document and the UE4 editor files as well.
Playing around with the lighting some more. I've also realised we've got a bit of a depth of field issue creating a fringe around the characters. Might be a limitation of UE4 but will try and find a fix.
Concept art for this new character was done by Roberta Spalazzi. I should mention that for this project i'm working with Roberta as well as Kelly Lai and Aria Hiraishi. They are primarily doing the animation but they have also been a huge help with me pushing the art direction.
Hey, so it's been a little while but, Bundits is fully rendered! I think it's a bit of a stretch to call it finished, we still have some polishing to do but it's nice to see for the first time the whole thing fully rendered, edited and to music. I think its coming along really nicely!
CREDITS
Oliver Hopley - Modelling & Texturing Aria Hirashi - Animation Kelly Lai - Animation Roberta Spallazzi - Animation
FREELANCE Shahan Miah - Rigging Jeremy Bridle - Music &SFX Oscar Aldred - Music &SFX Toby Ellis - Music &SFX Wilson Yeung - Music &SFX
This is the latest character I’m working on in my spare time, based off of the comic book art by Scottie Young. Still early stages but any thoughts, feedback much appreciated. Something I’ve been learning quite a bit of lately is rigging and I’m hoping this character will provide a good opportunity to practice both rigging for cartoon / stylised characters but also it will be my first attempt at a more complex facial rig.
Replies
https://youtu.be/MU-OvQEI0qw Update on the Dimetrodon.
This is my first turnaround so any crit on the presentation is appreciated.
And an environment!
https://www.youtube.com/watch?v=WqLB1S2bB-k
So I've started a little project to keep me busy! The goal is to make the 3 main characters from my comic; Chef, Dr Walrus and Unclucky! The plan is to get them 3d printed, it should be fun!
Here is the block out of the first character Chef.
Easier to help with C&C
Here is a reference image and wireframe.
Some concept artwork that I was working on today. For a game idea called shrooms which is sort of Alice in wonderland meets mushrooms
C&C Welcome
One more to come tomorrow!
Looking much better with the update
It would be good to understand this and I could then give my photoreal head;
http://polycount.com/discussion/193709/photoreal-head-self-portraight#latest
a body!
Password: GA
Now I've got this ant model I might do a couple of other paintings with it to make a set.
I think this is a great start! The ant seems to have much less detail than the branch she's on, so that's a bit jarring. Also the shading on the ant is too bright... compare the black level on the moss vs on the ant.
However maybe the ant is meant to be translucent? If so, there's a different kind of shading needed to make it look so. Examine the abdomen on the right ant... bright sun on top, then deepest shading right below it, then transitioning to internal light bouncing, then finally at the bottom it's a little darker where the light is being scattered by thicker skin (because we're seeing through more layers of skin because our eye is parallel to the bottom of the abdomen). Hope that makes sense.
Another example, with sunlight from below, but same basic idea applies.
Keep going on this! I think you could really push it.
I was definitely aiming to have a translucent look to the ant but didn't feel like i was quite succeeding It definitely looks like a matt surface at the moment.
The way you have broken it down really helps, I will try to push it further!
A couple people mentioned the difference in the surface detail too (although it wasn't something that bothered me personally) so I'll make an effort to get some more texture in there.
It's a very good point out about the speed of production of concept art, I definitely think I need to produce a set of images here to justify the time spent in 3D. So expect some more updates here soon
This is the plan for my next piece, any C&C on what i've got is greatly appreciated
Cheers.
I've been doing some character designs for my 3rd year short film that i'd love to get some opinions on.
The story is a boy and his pet tortoise who are best of friends, however the boy is persuaded to use his tortoise to carry parcels in return for sweets. Its supposed to be a bit like the Lorax where the boy only realises what he's done when its too late.
Let us know what you think of the designs and what changes you might make!
If the tortoise-delivery state is meant to emphasize that it's a burden, you might try pushing it further. Make the straps more invasive, wrapping under his belly, across his front legs, up around his forehead, etc. Add packages stacked on his head. Change the tortoise's posture to communicate the burden he's undertaking for his friend
The happy state of the tortoise has a rain hat, maybe also give him some mini galoshes. Front feet only? Back only? More humorous.
What's the dream state all about?
More on the character and how it was made on my Artstation:
https://www.artstation.com/artwork/R8Nae
So, not sure if my topology is acceptable but the aim is for him to be like Zafari or the blue zoo christmas short where they're 3d animated film characters but rendered in unreal. At the moment my modelling is SubD as if for film. Some changes may needed to be made as i do more research as to what is appropriate for this kind of medium.
It will be the same for the tortoise tomorrow, and hopefully get started on texturing!
(Also the hair is currently proxy geo for where hair cards will go later.)
And this is the wireframe and UV's
I also had to submit my showreel today for uni, Please feel free to take a look, C&C always very welcome!
Done in time for the search for a star character art competition. Woo! They announce who is through to the finals at the beginning of March. There were some exceptionally strong submissions from the other students so it will be close!
To see my full submission you can visit the Itch.io website and on there is a playable demo, production document and the UE4 editor files as well.
https://oliver-hopley.itch.io/lonely-george
Hope you like it!
Concept art for this new character was done by Roberta Spalazzi.
I should mention that for this project i'm working with Roberta as well as Kelly Lai and Aria Hiraishi. They are primarily doing the animation but they have also been a huge help with me pushing the art direction.
CREDITS
Oliver Hopley - Modelling & Texturing
Aria Hirashi - Animation
Kelly Lai - Animation
Roberta Spallazzi - Animation
FREELANCE
Shahan Miah - Rigging
Jeremy Bridle - Music &SFX
Oscar Aldred - Music &SFX
Toby Ellis - Music &SFX
Wilson Yeung - Music &SFX