Erathquake - think her mid torso is too thick. she has more of a male silhouette right now.
more ins and outs required. give her some childbearing hips:)
Right now it's a bit dark, too much bloom. The textures are looking a little boring. You've basically got a solid color, with some dodge'n'burn and an overlay.
Is this a future Subway? A spaceship access coridor? A high tech lab? There is nothing in the image that tells me what it is. Also, there is no focus. I am not sure where I am supposed to look in the image. The execution seems rushed to me-- just some textures and some overlays, no real painting to bring up the small detail. It seems like you are working close to your final resolution? That is not a good idea. I usually work at 6400x4800 for this aspect ratio and merge layers or resize to 3200x2400 when my computer really starts to chug.
I like the color scheme. The walls and pillars look cool enough.
Looking good Earthquake, the area where the collar bone meets up with the deltoid and upper arm bone looks a bit strange though, as if the collar bone is ending before it gets to the shoulder. The boobs are really nice though
You can make them bigger without adding geometry to them. You'd only need to add geo if they're going to be animated, and with a 610 poly model you're probably not doing per-finger animation.
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Nice effort diZzyWalnut . Slightly stylised look to it, but you can definitely tell its him
just noticed his adams appple is way too low
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ouuph - <u>it's my first highpoly likeness.</u> The challenge is over but I will try to finish Mr.Jean RENO anyway. (ad. some wrinkles, cell ... more details)
See this is why I signed up for polycount, to get good crits, because at school, most students wont say anything besides my friends.
@ Boiling Oil, thanks a lot, the I was trying to fake the lighting with some self illumination.
@ Slum and Ninjas, thanks a lot guys for the crits, and your guys posts really opened my eyes. Sometimes when your working on somthing you totatally forget to tell everyone what it is your working on, because you as the artist, you already know what it is that your making. It is a futuristic overpass, that I had to create for a class. I made the overpass symmetrical so I could cut corners, and lower the ammount of work I had. Here is a shot i took earlier without any bloom.
Hehe, I feel dumb now. I thought that image was a concept painting. I noticed the mirroring, but I just figured you cut and pasted. The scene looks pretty cool. I think you could still punch up the details more on the textures.
I'm probably not the best person to post comments for your work. Mainly because I'm finding it very hard to find anything to criticize. Hope you don't mind a little gushing. Oh, no, wait, I did find something to criticize. In your litte environment there, it looks like the texture you are using for the ceiling is the same one you are using for the floor. I have never been in a room that has the same texture on the floor that it has on the ceiling. (in real life) I think the current texture you are using works really well on the floor. I'd come up with a different texture for the ceiling. Also, when I look closer, I think the texture on the pillars sets them apart from the background a bit too much. It's only a slight difference, but noticeable. I think it might be that the overall color pallete differs from the wall textures. (the walls have more blue, the pillars have more yellow) The pillars don't stand out quite as much in the bottom picture, where the center texture on the wall matches with them a bit better.
Now on to the good. There's a lot of it. The textures do a great job of adding detail to a scene that is fairly geometrically simple. That is exactly how a good game level should be constructed. The overall atmosphere that the texture work sets is very nice. (good choice on lighting arrangement as well)
to me the highlights on the edges feel too blurry and uniform. considering how beat up the wall textures are, it contradicts. the highlight on the edges should be more beat up, and possibly softer because they look unrealisticly strong.
i like the overall atmosphere, but it is somewhat suggestive and vague in color scheme -- maybe define better which design areas are grey and which are brown; reveal big shapes and small shapes more clearly.
the designs themselves also 50-50: the columns read very well to me but the walls seem somewhat arbitrary. the 6-rectangles texture is just completely random and i'd either make it more significant (like there is something really there, some machine in the wall or something) or discard it. consider what are your design elements meant to be, how important the role they play, why are they there and what they should do anyway. the door works great, the fractal-looking next to it is a little soft and vague again, and just pops in the middleof the wall without pipes or anything connecting to the floor or the door... but its ok... the 6-rects again just feel useless.
overall i think its really good though
you could push the designs to be more original next time
@ Richard Kain: Thanks a lot for the crit, it is helping me soooooooo much to hear good critique from others that are on the same page as me. I know the floor and the ceiling is the same as the floor, for i did that hoping that no one would notice lol, and cut another corner once again in the texturing process. I agree with everything you are saying, that if i change up the texture on the walls, so they are more complimentary to the pillars, that the environment would work better. Thanks again for the helpful info.
@ Shotgun: Thank you for the critique, you are right, most of the highlights are too uniform, and look symmetrical. I also agree that the designs are not that good, for this environment was modeled and textured in 2 weeks during a class. I feel if I would have had more time to actually have a conceptual art stage of designing the level, that it would have turned out better.
Thanks again for the info, for this will help me as an artist. I am open to all types of criticisms, good, bad, and ugly...I just cant stand the...i don't like it...or...its good...I'm open to anything. Thanks again.
Fuse: that bottom lip really has the "Angelina Jolie" look to it. Keep in mind lip have planes to them and aren't big bubbles of skin. You should tuck in that bottom lip a bit and have some semi-hard edges to define where the lip changes.
Yeah, the bottom lip is still really wrong. I completely don't understand the forms around the mouth, either. It just seems like random blobbing. If you're going to exaggerate the forms around the mouth, it'd look a lot better to stick with natural anatomy. I apologize for the low quality of this, but I did a really simple paintover to show what I mean:
The way I learned it was that the forms directly around the mouth were somewhat of a 'donut' shape -- low at the corner of the mouth, high in a circle around that, and then low again at the edges. In practice it's a lot more angular, but as it is your detail is really breaking the natural flow of the face.
Been working on a weapon model, heres some progress on the clip for it. The final texture UV is 2048x2048, and this is a small part of the texture, thats why it appears to be mapped with a lot of wasted space (The space is filled on the real texture):
I can't see all the scratches in that clip, could you make the image larger and replace the thumbnail? Opening a separate window is too troublesome. Never sacrifice detail for internet etiquette.
<font color="#00254a">Translation: Stop being an ass. </font>
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holy moly, such high resolution really necessary ?
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All my FPV weapons that i make use 2048's, considering that its a model thats directly in front of your view, for 100% of the game, yeah. That resolution really is needed. Now If the detail he actually has in his texture is enough to warrant that size? Dunno, but lowres normals look like SHIT in FPV.
Fuse: Just scrap those lips and start over, honestly they are so bad is not even funny.
just getting a feel for Zbrush 3, based loosely on Randy Orton as he's got an interesting face- gonna try out the topology tool as well and see if I can make a bouncer out of him at some point.
Taken a bit longer than an hour thus not in the 1hr mudbox thread (add another hour or so, restarted the ears so many times it's not funny any more hehe) and just faffing with the tools and stuff.
Probably post it in it's own thread once I figure out what I want to do exactly
This is a work in progress...I am laying out the basic shape and form of the character until I get to the immese detail. Some of the shapes of the character isnt smoothened out right now, but here is my work so far.
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holy moly, such high resolution really necessary ?
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yeah i've been using 2048s for all the fpv / fps weapons i've been doing lately. Reason like mentioned before it's on screen 100% of the time so the weapons become the character.
Replies
Shot at 2007-07-22
... jesus what's the .... back !
I think her legs needs to be longer and the lower leg looks too simple.
@ gavku
cool creature! It needs a really fat ass!
@ Dekard
Nice, there are a lot of loops you could delete and the armour on the legs looks too blocky to me.
@ conte
I like the head, make it bigger!
more ins and outs required. give her some childbearing hips:)
wonderful little critter
I like the color scheme. The walls and pillars look cool enough.
http://www.myspace.com/easstudios
the first song that plays, is a new track from my band, being released on our EP, and an early mix. hope you like it =]
challenge is over , I had not enough time to finished , anyway here is :
lot of great stuff there
http://www.subdivisionmodeling.com/forums/forumdisplay.php?f=54
Hey Rick - if You are the judge , don't forget some spec. price for diZzy .... for ex. some sticker of subdivisionmodeling
Finished my first model, gonna try and do normals in zbrush.
Does anybody else think the hands are too small? Since I'm already over the 500 mark, maybe I should detail them more.
just noticed his adams appple is way too low
Nice effort diZzyWalnut . Slightly stylised look to it, but you can definitely tell its him
just noticed his adams appple is way too low
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ouuph - <u>it's my first highpoly likeness.</u> The challenge is over but I will try to finish Mr.Jean RENO anyway. (ad. some wrinkles, cell ... more details)
@ Boiling Oil, thanks a lot, the I was trying to fake the lighting with some self illumination.
@ Slum and Ninjas, thanks a lot guys for the crits, and your guys posts really opened my eyes. Sometimes when your working on somthing you totatally forget to tell everyone what it is your working on, because you as the artist, you already know what it is that your making. It is a futuristic overpass, that I had to create for a class. I made the overpass symmetrical so I could cut corners, and lower the ammount of work I had. Here is a shot i took earlier without any bloom.
Now on to the good. There's a lot of it. The textures do a great job of adding detail to a scene that is fairly geometrically simple. That is exactly how a good game level should be constructed. The overall atmosphere that the texture work sets is very nice. (good choice on lighting arrangement as well)
i like the overall atmosphere, but it is somewhat suggestive and vague in color scheme -- maybe define better which design areas are grey and which are brown; reveal big shapes and small shapes more clearly.
the designs themselves also 50-50: the columns read very well to me but the walls seem somewhat arbitrary. the 6-rectangles texture is just completely random and i'd either make it more significant (like there is something really there, some machine in the wall or something) or discard it. consider what are your design elements meant to be, how important the role they play, why are they there and what they should do anyway. the door works great, the fractal-looking next to it is a little soft and vague again, and just pops in the middleof the wall without pipes or anything connecting to the floor or the door... but its ok... the 6-rects again just feel useless.
overall i think its really good though
you could push the designs to be more original next time
@ Shotgun: Thank you for the critique, you are right, most of the highlights are too uniform, and look symmetrical. I also agree that the designs are not that good, for this environment was modeled and textured in 2 weeks during a class. I feel if I would have had more time to actually have a conceptual art stage of designing the level, that it would have turned out better.
Thanks again for the info, for this will help me as an artist. I am open to all types of criticisms, good, bad, and ugly...I just cant stand the...i don't like it...or...its good...I'm open to anything. Thanks again.
The way I learned it was that the forms directly around the mouth were somewhat of a 'donut' shape -- low at the corner of the mouth, high in a circle around that, and then low again at the edges. In practice it's a lot more angular, but as it is your detail is really breaking the natural flow of the face.
holy moly, such high resolution really necessary ?
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A) I made it thumbnail because of moaners.
Yes, it is. Next question?
<font color="#00254a">Translation: Stop being an ass. </font>
holy moly, such high resolution really necessary ?
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All my FPV weapons that i make use 2048's, considering that its a model thats directly in front of your view, for 100% of the game, yeah. That resolution really is needed. Now If the detail he actually has in his texture is enough to warrant that size? Dunno, but lowres normals look like SHIT in FPV.
Fuse: Just scrap those lips and start over, honestly they are so bad is not even funny.
Long time no pimp heh
just getting a feel for Zbrush 3, based loosely on Randy Orton as he's got an interesting face- gonna try out the topology tool as well and see if I can make a bouncer out of him at some point.
Taken a bit longer than an hour thus not in the 1hr mudbox thread (add another hour or so, restarted the ears so many times it's not funny any more hehe) and just faffing with the tools and stuff.
Probably post it in it's own thread once I figure out what I want to do exactly
This site has some old vietnam era clips for sale on it with nice big images. Linky
holy moly, such high resolution really necessary ?
[/ QUOTE ]
yeah i've been using 2048s for all the fpv / fps weapons i've been doing lately. Reason like mentioned before it's on screen 100% of the time so the weapons become the character.
Thats the best way I can think of it.