-It's a challenge.
-It has its own look and feel that can't be achieved in full-color art.
-There's no point in doing pixel art if it doesn't end up looking pixel arty, hence the low color count and dither patterns. Even at 64 colors a pixel piece will start to look like a regular old digital painting... except it takes much longer to do.
-A limited palette creates a harmonious, unified color scheme.
-Using a limited palette forces you to think about color in a different way and therefor will improve your understanding of color. This is beneficial outside of pixel art as well.
Snake, it's looking cool, but a better lighting rig would really help show off the work you've done. Throw a back light in there so there's no pitch black shadows. You seem to have some pixel density issues where the pillars meet the floor, but overall, a strong piece.
Having trouble finding time for personal projects in between my own free time and work, so I'm gonna try and do this to get back on track. Just finished the front and back profiles, should make modelling accurate & easy.
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heh, you should go even lower colordepth and go for the eastern oekaki-ish type of stuff rather than amiga style
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That's not pixel art! That's oekaki.
Pixel art is about very fine control of your pixels. Just because something has a low color count, doesn't necessarily make it pixel art. Sketchy style doesn't really do it for me, to be honest.
I've worked with lower color depths, btw. The EGA palette, for one.
Hi! My first post here!
This is a guy I'm working on in my spare time. It's actually only the second game specific character I've tried. So, still learning, but quickly thanks to this forum!
Along with the weapons he's just under 1500 tris.
I went in and adjusted the density on the lights and I doubled the floor texture from 512 to 1024 and then multiplied that layer and put an mulitply effect at 50 percent and then did smart sharpen. Hopefully that looks better, if not im going to repaint it. Oh yea Im having trouble painting bark.
Blaizer - That's sweet, totally reminds me of those guys from Earthworm Jim who charge at you
Snake - I think you have a nice piece going, I especially like the columns, but I'm sorry to say that up sizing textures doesn't really work. The sharpening you did makes it stand out even more because the ground is now more contrasty then everything else As for the tree, have you tried painting in the volumes then overlaying bark textures?
I went in and adjusted the density on the lights and I doubled the floor texture from 512 to 1024 and then multiplied that layer and put an mulitply effect at 50 percent and then did smart sharpen. Hopefully that looks better, if not im going to repaint it. Oh yea Im having trouble painting bark.
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I noticed the mirroring the columns have, maybe try to fix them so they don't look butterflied. *butterflied, is that a damn word?*
also, not sure if that ground texture really fits for the ground.
great modeling so far! i like the proportions! His back seems a bit "clean", maybe add some bulks there, like in the concept? (or are you gonna let the texture do that for you)
@notman: Yea that's why I said cobra. 'Wonders' if spacemonkey doesn't have any plans for it he might make Serpentor out of it. Here's for hoping though I think it's a long shot that those were his intentions.
@Blaizer: Nice man you've done this pretty quickly.
Here's my concept not very good though I got his design in mind.
Not getting much critics lol might have to change the idea?!
In keeping with tradition, I figured I'd tackle one of Mythic's Warhammer concepts. This one was one of my favorites, so hopefully it's translating well to 3d
uh oh sayanora you know what hapened to several guys from polycount when they started modeling warhammer stuff doncha?
lookin pretty good so far. its pretty bold and chunky i like that, warhammer online models would be a bit more detailed than that, but its shaping up really nice.
haha thanks guys, I had to look that guy up! Not inspired by him, just wanted to make a snakish bust that might work as a mask for a series like buffy. I keep looking to traditional sulpters for inspiration and I'm doing a little sulpey work too.
i would raise the eyebrows a bit, he seems very evil right now and since your going to base other things off of this one i would suggest a natural expression. nice and clean modeling!
Replies
Why limit to only 32 colors?
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Do you need a reason to be awesome?
I kid, I kid.
-It's a challenge.
-It has its own look and feel that can't be achieved in full-color art.
-There's no point in doing pixel art if it doesn't end up looking pixel arty, hence the low color count and dither patterns. Even at 64 colors a pixel piece will start to look like a regular old digital painting... except it takes much longer to do.
-A limited palette creates a harmonious, unified color scheme.
-Using a limited palette forces you to think about color in a different way and therefor will improve your understanding of color. This is beneficial outside of pixel art as well.
Having trouble finding time for personal projects in between my own free time and work, so I'm gonna try and do this to get back on track. Just finished the front and back profiles, should make modelling accurate & easy.
Also the floor tiles need more uv space
heh, you should go even lower colordepth and go for the eastern oekaki-ish type of stuff rather than amiga style
[/ QUOTE ]
That's not pixel art! That's oekaki.
Pixel art is about very fine control of your pixels. Just because something has a low color count, doesn't necessarily make it pixel art. Sketchy style doesn't really do it for me, to be honest.
I've worked with lower color depths, btw. The EGA palette, for one.
Not really working on this model and skin but I did give OA a test on a voodoo'd p2 and it doesn't look so bard
This is a guy I'm working on in my spare time. It's actually only the second game specific character I've tried. So, still learning, but quickly thanks to this forum!
Along with the weapons he's just under 1500 tris.
Very nice work.
I went in and adjusted the density on the lights and I doubled the floor texture from 512 to 1024 and then multiplied that layer and put an mulitply effect at 50 percent and then did smart sharpen. Hopefully that looks better, if not im going to repaint it. Oh yea Im having trouble painting bark.
Snake - I think you have a nice piece going, I especially like the columns, but I'm sorry to say that up sizing textures doesn't really work. The sharpening you did makes it stand out even more because the ground is now more contrasty then everything else As for the tree, have you tried painting in the volumes then overlaying bark textures?
More of this thing:
I went in and adjusted the density on the lights and I doubled the floor texture from 512 to 1024 and then multiplied that layer and put an mulitply effect at 50 percent and then did smart sharpen. Hopefully that looks better, if not im going to repaint it. Oh yea Im having trouble painting bark.
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I noticed the mirroring the columns have, maybe try to fix them so they don't look butterflied. *butterflied, is that a damn word?*
also, not sure if that ground texture really fits for the ground.
-caseyjones
Progress to show soon or go to the forums.
@spacemonkey: Cobra! just kidding that's looking really nice man is it going to be a full model or just for fun?
@spacemonkey: Cobra! just kidding that's looking really nice man is it going to be a full model or just for fun?
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lol, I was thinking how it would make a great Serpentor.
There is an Apostle in the first episode that has a striking resemblance.
My concept for the actual cgchat comp, a fast one.
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more work on this dude, but this time hi-poly. For the comp the model should be a low res model of him. I like to model hi-poly, easy and fast ^^
I need to tweak some parts, others have been "upgraded" hehe
see ya
@Blaizer: Nice man you've done this pretty quickly.
Here's my concept not very good though I got his design in mind.
Not getting much critics lol might have to change the idea?!
Nice Super, still that Zidane mesh?
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Haha. I was half expecting a 'still looks like zidane' reply.
Haha. I was half expecting a 'still looks like zidane' reply.
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You might want to relax his mouth and area around the eyes and the nose... after that... You're a winner.
Nice but the head looks strange. Mainly the eyes are too small and too much in the middle.
@ EricElwell
Cool Robot, some more stuff on hin would be nice.
Sayanora
Looking good, you could use alpha textures to save a lot of polys.
lookin pretty good so far. its pretty bold and chunky i like that, warhammer online models would be a bit more detailed than that, but its shaping up really nice.
warhammer online models would be a bit more detailed than that
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Wait, they would?
Man, I gotta do more on my warmhammer concept art environment model before I move on to texturing.
(@sayanora: Looking great, may want to start a thread for it as you move further.)
You might want to relax his mouth and area around the eyes and the nose... after that... You're a winner.
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It's not actually the same mesh, but I now feel like I have a constant hard-on for Zizu.
haha thanks guys, I had to look that guy up! Not inspired by him, just wanted to make a snakish bust that might work as a mask for a series like buffy. I keep looking to traditional sulpters for inspiration and I'm doing a little sulpey work too.
I'd probably make sweet sweet love to it, if it would allow me to.
Thanks.
Something i did to practise anatomy with some triangles, looks like crap but i was very lazy !
I'm planning on using this guy as a base for multiple versions, so if there's anything wrong, I'm all ears : )
Going to add another loop for the elbow, it looks like it wouldn't deform well.
... and yes, I did use Arsh's baseman for reference... a lot.