I was messing around trying to get back into the art thing, been way too rusty, made these up for fun.. used the old q3 threewave logos as placement as I had no idea what to put in there, also playing with silo..
Amazingly, I forgot alot of stuff, these are amazingly horrible.. but thought I'd share.
heavy wip... just did the pencil drawing today (in tiny little sketchbook!)... scanned in and started laying down some colours. gonna try and fully digital-paint it all up, then do a model.
Very nice Mop. I can already see that skin in Zbrush. That's going to be great. You should think about some sort of armor in his ankle area though. I think that could add to him.
Mop: good stuff, mate. what you may think about (and i'm sure you will once you get to the modeling stage) is giving that shoulder armor a bit more breathing room for rotatation and such. but i'm sure you had that in mind i like the soft colors and without a doubt your 'classical' advancement is coming along nicely
Toomas afai can recall thats about the first piece of work Ive seen you pimp and all I can say is I wanna see more. Fix where her upper abs meet the ribacge, and the belly button area and this is one stunning model.
'nother wip shot of the bladewing.. really movin along decently, and if I gets to the gettin with this thing soon enough I may have a scene with it and another vehicle...
a nice lil paintover gauss did for me on one of the earlier WIPS, needed some ideas of where to go with details and whatnot at that point..
@Pior:
Nice topology so far. But two things could be improved:
1. Outer corner of the eye, the upper eyelid doesn't go around into the lower eyelit like that in reallife (but lots of people get that wrong).
2. The 'wrinkle' that goes from the nose to the corner of the mouth might not be visible that much on younger faces, but with your topology setup in that region it will be hard to do if you plan to model a head with it later.
Looks pretty nice Mop, though I can help but think the feet are too small. Maybe it's just the perspective though.
n30, that looks good! The wrinkles at the crotch look a tad muddy though
MikeF, it's looking a little flat, though feet look way too small, they should be the length of the forearem. Are you going to add a chest plate?
Here's a small update:
I worked with the proportions a bit, it's not too realistic at the moment, though I'm unsure if I want stylized or realistic. I'm also thinking of adding some wires coming out of the thigh stumps and wrap around the mechanical legs.
Oh yeah, Nealb4me, the concept looks very far from this. The concept was merely a doodle I did during a class. The only similar things are the female torso, and the idea the legs are pointed.
JKM, thanks for pointing these. I agree about the eye corner... I was thinking that the top one has to overlap, then check mine and notice it was more like on the model. Then I double check the day after and clearly saw that my observation was wrong, mainly because I was checking from a front view only Now it's fixed
About the wrinkle/loops arond the mouth... Well this model is just a base to work from, hence I thought it could be good to have these 'potential' wrinkles ready to go, instead of having to redirect loops on a later model variation which is always a pain. But maybe I went to far... Still have to test this out. And maybe I need to change the topology angle here... Will see.
THanks for the input! Ears are done, it was great fun to model them
Been adressing the points JKM pointed out, but I just noticed that the back of the head is too small... Anyways, from a topological point of view it's more or less done I think. Now time for crazy variants, some realistic, some not
Wow, Arsh....nise trapezius and shoulder girdle. Always a difficult area this - changes LOTS with flexion. I would pop out the bottom of the blade group a little more but, hey, whaddoo I know?
Nice topology arsh, the shoulders rock !
not so keep on his belly button tho, but they seem to differ so greatly from person to person , its probly just me.
thanks.. i actually feel like the trapezius is a bit over exaggeratted but i havnet really worked up the neck area yet either.. next is the legs.. dumb girl friend is comming into town this weekend so i doubt i will get to work on him untill next week...booo
Decided to finally give that high poly lovin' a real shot.
Didn't want to get into a human form yet so took this piggy.
The concept is not mine. I got the image for an art test for an animation studio in Luxembourg a couple of years ago but [understatement]kind of[/understatement] messed up
I'm working on a new enviornment scene. The full scene is 1100 tris. I expect to use a 512*512 diffuse map for the van (perhaps a 1024*1024 would work good too)
well this is pretty big but hey that what i'm working on
its for my current projet Claustrophobia: Deathmath
short story it a project i'm working since last year me and my team are usinge the cipher engine. www.cipherengine.com basically its a deathmatch game base on BLAME! from tsutomu nihei mainly for the character and overall look
So here where i am after one year of work
since im the only artist work is slow
Replies
Amazingly, I forgot alot of stuff, these are amazingly horrible.. but thought I'd share.
Neo-god: cool!
heavy wip
heavy wip... just did the pencil drawing today (in tiny little sketchbook!)... scanned in and started laying down some colours. gonna try and fully digital-paint it all up, then do a model.
Firestarter, that is the cutest face. Nice work.
Scott
Maybe some day i finish her :S
a nice lil paintover gauss did for me on one of the earlier WIPS, needed some ideas of where to go with details and whatnot at that point..
flamedramon
heres an update- the colours.. THE COLOURS!!
all things said ,the colours! you have a nice model there .. can i see a concept? and wires? looking good ...
Very bland at the moment, to be tweaked later!
Looking good n30, is that for forsaken?
Nice topology so far. But two things could be improved:
1. Outer corner of the eye, the upper eyelid doesn't go around into the lower eyelit like that in reallife (but lots of people get that wrong).
2. The 'wrinkle' that goes from the nose to the corner of the mouth might not be visible that much on younger faces, but with your topology setup in that region it will be hard to do if you plan to model a head with it later.
n30, that looks good! The wrinkles at the crotch look a tad muddy though
MikeF, it's looking a little flat, though feet look way too small, they should be the length of the forearem. Are you going to add a chest plate?
Here's a small update:
I worked with the proportions a bit, it's not too realistic at the moment, though I'm unsure if I want stylized or realistic. I'm also thinking of adding some wires coming out of the thigh stumps and wrap around the mechanical legs.
Oh yeah, Nealb4me, the concept looks very far from this. The concept was merely a doodle I did during a class. The only similar things are the female torso, and the idea the legs are pointed.
Concept [edit: not drawn by me]
Quickly posed models
lots more texture work to do on them, and i've been told to add more loops in the tail for smoother bending.
About the wrinkle/loops arond the mouth... Well this model is just a base to work from, hence I thought it could be good to have these 'potential' wrinkles ready to go, instead of having to redirect loops on a later model variation which is always a pain. But maybe I went to far... Still have to test this out. And maybe I need to change the topology angle here... Will see.
THanks for the input! Ears are done, it was great fun to model them
Needed a break from textureing and trying something i have never done before is always a nice break.
Oh yeah, its refrenced off my head so the proportions are from my weird ass face.
Been adressing the points JKM pointed out, but I just noticed that the back of the head is too small... Anyways, from a topological point of view it's more or less done I think. Now time for crazy variants, some realistic, some not
i think the character of it looks ... weird in a weird way
not so keep on his belly button tho, but they seem to differ so greatly from person to person , its probly just me.
A small nitpick would be his buttcheeks, the muscles of them are kind of diagonal in reality, which could be represented in the mesh also.
Didn't want to get into a human form yet so took this piggy.
The concept is not mine. I got the image for an art test for an animation studio in Luxembourg a couple of years ago but [understatement]kind of[/understatement] messed up
And a wire frame:
Comments and critics are really welcome
its for my current projet Claustrophobia: Deathmath
short story it a project i'm working since last year me and my team are usinge the cipher engine. www.cipherengine.com basically its a deathmatch game base on BLAME! from tsutomu nihei mainly for the character and overall look
So here where i am after one year of work
since im the only artist work is slow
enough blahblah here some picture.
most of polycount is around 3000-3500
some texture work done in grayscale .
thanks to Daz , ive been meesing with final gather, and it rocks , allthoug it show my model up to be a peice of shit