Hey guys, thanks for the comments, I'll need to hack away at it again tomorrow!
Snowefly: yeah, I think you are getting somewhere though. I'm having a hard time getting motivated enough to even start. I find it very hard to appreciate anime. (ducks in anticipation of flying fruit) .. but hey, at least I tried once...
SWEET snowfly, i was thinking of making something similar in the future, it's really well made, which it deserves i might add. usually when people try to make manga characters, they usually turn out bad cause they try to get their drawn faces, but i can say that your remake still is rock lee
But i still think that you should make his legweights a bit higher up. it feels like its a part of the sandals as they are now.
started working on the hands again, the image that im going by im not sure how accurate the hands are. I tried putting my hand and arm in the same position but didnt look right so I tried to go by what it looks like in a mirror that Im using. Any tips would help thanks.
snake, you should fix the hands thumb bone, it's like as if it's non existent on your model. Take up some references on hands and you'll see what i mean. There are usually really good drawings of hands in the sketch forums at http://www.conceptart.org
really nice wall rated , but i think diffuse&light can be improved. a little darker&higher contrast diffuse (dark brownish , you know , "real" and "next-gen" is brown ) and blurry blue or dark orange lights maybe( which will also give brownish effect on wall).
also you may wanna make those lights a bit weaker , it looks futuristic but also unrealistic. just imagine a full corridor or a room with that much light
keep up the good work , i love it
wooo update!
Thanks for the comments, Though i dont know how it would look like in a game engine, its not that pretty in the mayas perspective port :P
but i like the blue lights, sharp colors standing out makes me tic :P, its just on a personal level ^^
As for the realism, i guess you cant really say it looks realistic. but im working on it, im trying to develope a style ^^
ty ^^ not really, just something to add in to my portfolio. I'm starting to search for internships soon. I Might have enough to start when i finnish this up.
More Z reacquainting, this time trying to nail a likeness. Started with arsh's base bust, added some geo at the mouth area so it would support a mouth cavity. The reference has a pretty strong jawline, which is screwing with my head. Profile is still mannish...
@ LoTekK
Who is this?
It seems your working in a too high Sdiv for that level of detail.
@ Flynny
Funny character
You should make the head shape with more polys or make the eyes with planes and the teeth as only 2 objects.
@ HEx
It looks great!
But that high holes and metal contrast on the floor is a problem! You can see the crazy effect it makes in the back. It will dither a lot ingame.
That mutant dude is great, reminds me of old school Peter Jackson.
The refs I'm using are of a local hottie celebrity. You're probably right about being at too high a subd level (that shot's either at 90k or 350k), but part of that has to do with how much fun it is to work clay-style (clay tubes plus flatten brush is just so much fun )
Forgot to post the finished up head from my last post here. This one's at 400k (i forget which subd level that is from a polysphere)
Progress..... I don't have areal predetermined idea of where I want to go with this, but I want to finish it anyway. When I was walking home yesterday I thought I should try to cover up the boring bits (limbs) with armor and shields and 2 hook swords, and have it all scratched and rusted up...because that would be freaking rad. Any suggestions?!? I'm up for ideas!
At ~5200 triangles right now, and 2048x2048 texture (although only 3/4 of the texture is used, saving the last 1/4 for equipment). Should look presentable as 1024x1024 as well Still far from being complete, though. Still trying to figure out the colour scheme.
I'm experiencing some problems with the rigging/skinning, though. Things don't deform as they should, so I might have to go back and tweak the mesh somewhat.. Will see what that does to the UVs.
Hey East, that looks cool man. almost reminds me of the KOTOR Mandalorians.
Makkon, i'd give her a light coloured tummy, with like, dark speckles which get more dense toward her sides, then into her black scales.
i'd use white tattoos for her body and black for her armour =]
@ HEx
It looks great!
But that high holes and metal contrast on the floor is a problem! You can see the crazy effect it makes in the back. It will dither a lot ingame.
[/ QUOTE ]
Hehe Yeah i know, but it will disapear if i take it in to a engine, On the image there, i dont have any filters on. if i where to import it to one of the engines we use at school, it wont look that way.
Never posted a WIP on this thread before. Anyway, it's a sci-fi door. It's on hold for the second (all my art is) but I'll get back to it soon I hope. It's just a low poly with normal map (around 600 tris I think)
HEx : try to add variations to your lighting, you have brown textures and yellow lights so you end up with a very boring anynextgenscifigame look in there, you have those orange and blue ligts on teh textures, please use them to lit your scene
also try to use complementarity in lighting to balance the very monochromatic look of your texture.
other than that it reminds me of pariah/warpath in style
@ vahl:
Hehe, that's a question of taste. My style is monocromic, dark and bulky. I allways end up (when i do scifi stuff) getting the feeling of "spaceHulk" which i grew up with ^^ retro space games are allways the best :P
Though i get what you are saying, i just like it a bit depressing.
ok, youre not just being retarded right now, but plainly mean, i have allready apologized to you. And you will just keep on bitching about it, wont you!?
really? i didnt realize it
sorry for that, truely i am.
Thanks for telling me, im a bit slow in social (about as good as a teaspoon) I'll try not to appear as "know it all" in the future.
And im defenetly not saying im the best, or even good. Im still lowlife in the world of graphics, i know this.
[ QUOTE ]
Just a pitch i did for an agency who pithed for a pretty big beverage company.
4 days for model, texture, rig and skin + 4 highres print artworks, ha i love those jobs with tight timeschedules ^^
@achmedthesnake: Cool robot! But maybe a little too clean? Some Variation in the textures would be nice.
@boomz: you could try to use a alpha for the ends of that roof, i'm not a big fan of phototextures though, so i'm not the best one to critizise your work.
East: I love the subtle asymmetry in the details and shape, and the colors you choose are great. Can we see some wires?
almighty_gir: Good idea as well, I think that's what I'll go with. Do you think the armor needs a different shape? I think it needs spikes.
[/ QUOTE ]
personally, judging by the character so far, and where i imagine her origins to lie, i would have stuck with leather greaves, armguards etc. and maybe like, some kind of exotic "big cat" furs for her shoulders, maybe a small cloak kinda thing...
I'll probably go with that, this character really doesn't have much of a theme anyway, I suppose the diffuse on the armor will really tie things together.
I have a question for myself: Why does this lizard have boobs? Can lizards lactate?
and my answer: Shutup, of course lizards can lactate. How else do they feed their young?
......um
Did a test on the diffuse, added some more texture.
Makkon: Render out some ambient occlusion, and take your normals map into crazy bump, and do the cavity map thing. Those will help a lot, right now it feels really fla, you have loads of good detail but none of it sticks out at all. Also LOL SCALIES.
Fun fact: I actually went to the Netherlands and took a bunch of reference photos of one (I went primarily for vacation). When I came back I realized I didn't take enough photos and promptly punched myself in the balls.
Thanks Eric! The bad flow on the blades are for the sails/cloth I'm painting now. I just put verts where I wanted it to deform. Is it better to have good flow than to pinch polies like I did in that snapshot?
ironbearxl: You might want to think about reworking some of those forms. He doesn't seem to have any ribs or belly button, the Sterno mastoid and trapezius muscles appear to be the only ones for his neck area, the veins are symetrized, and the pecs seem to be comming from under the shoulder (deltoid) muscles instead of branching off of them. Also, those cracks or veins or...whatever they are branching into his pecs really need to go.
Replies
Snowefly: yeah, I think you are getting somewhere though. I'm having a hard time getting motivated enough to even start. I find it very hard to appreciate anime. (ducks in anticipation of flying fruit) .. but hey, at least I tried once...
But i still think that you should make his legweights a bit higher up. it feels like its a part of the sandals as they are now.
pushing my sci fi wall asset further
also you may wanna make those lights a bit weaker , it looks futuristic but also unrealistic. just imagine a full corridor or a room with that much light
keep up the good work , i love it
crits please, thinkin' of building a character out of him
Rock Lee for the game artisans comp.
[/ QUOTE ]
Oh lawd, is that sum awesome?
Thanks for the comments, Though i dont know how it would look like in a game engine, its not that pretty in the mayas perspective port :P
but i like the blue lights, sharp colors standing out makes me tic :P, its just on a personal level ^^
As for the realism, i guess you cant really say it looks realistic. but im working on it, im trying to develope a style ^^
A new character/rig to redo my old animation short with. Using game tri counts..
More Z reacquainting, this time trying to nail a likeness. Started with arsh's base bust, added some geo at the mouth area so it would support a mouth cavity. The reference has a pretty strong jawline, which is screwing with my head. Profile is still mannish...
Who is this?
It seems your working in a too high Sdiv for that level of detail.
@ Flynny
Funny character
You should make the head shape with more polys or make the eyes with planes and the teeth as only 2 objects.
@ HEx
It looks great!
But that high holes and metal contrast on the floor is a problem! You can see the crazy effect it makes in the back. It will dither a lot ingame.
Zbrush fun:
The refs I'm using are of a local hottie celebrity. You're probably right about being at too high a subd level (that shot's either at 90k or 350k), but part of that has to do with how much fun it is to work clay-style (clay tubes plus flatten brush is just so much fun )
Forgot to post the finished up head from my last post here. This one's at 400k (i forget which subd level that is from a polysphere)
Progress..... I don't have areal predetermined idea of where I want to go with this, but I want to finish it anyway. When I was walking home yesterday I thought I should try to cover up the boring bits (limbs) with armor and shields and 2 hook swords, and have it all scratched and rusted up...because that would be freaking rad. Any suggestions?!? I'm up for ideas!
I'm experiencing some problems with the rigging/skinning, though. Things don't deform as they should, so I might have to go back and tweak the mesh somewhat.. Will see what that does to the UVs.
a little doodling on top to feel around:
Makkon, i'd give her a light coloured tummy, with like, dark speckles which get more dense toward her sides, then into her black scales.
i'd use white tattoos for her body and black for her armour =]
@ HEx
It looks great!
But that high holes and metal contrast on the floor is a problem! You can see the crazy effect it makes in the back. It will dither a lot ingame.
[/ QUOTE ]
Hehe Yeah i know, but it will disapear if i take it in to a engine, On the image there, i dont have any filters on. if i where to import it to one of the engines we use at school, it wont look that way.
also try to use complementarity in lighting to balance the very monochromatic look of your texture.
other than that it reminds me of pariah/warpath in style
Hehe, that's a question of taste. My style is monocromic, dark and bulky. I allways end up (when i do scifi stuff) getting the feeling of "spaceHulk" which i grew up with ^^ retro space games are allways the best :P
Though i get what you are saying, i just like it a bit depressing.
@ Flewda:
Sweet door, looks awsome, texture it!
East: I love the subtle asymmetry in the details and shape, and the colors you choose are great. Can we see some wires?
almighty_gir: Good idea as well, I think that's what I'll go with. Do you think the armor needs a different shape? I think it needs spikes.
ok, youre not just being retarded right now, but plainly mean, i have allready apologized to you. And you will just keep on bitching about it, wont you!?
sorry for that, truely i am.
Thanks for telling me, im a bit slow in social (about as good as a teaspoon) I'll try not to appear as "know it all" in the future.
And im defenetly not saying im the best, or even good. Im still lowlife in the world of graphics, i know this.
new portfolio piece..got a long ways to go, then going to remake/reshapethe lowpoly to normal map this onto it.
Just a pitch i did for an agency who pithed for a pretty big beverage company.
4 days for model, texture, rig and skin + 4 highres print artworks, ha i love those jobs with tight timeschedules ^^
@achmedthesnake: Cool robot! But maybe a little too clean? Some Variation in the textures would be nice.
@boomz: you could try to use a alpha for the ends of that roof, i'm not a big fan of phototextures though, so i'm not the best one to critizise your work.
[/ QUOTE ]
nice work!
More heroes inspiration in this thread!
Come a long way since the Uncrossable Parallels days.
:P
lawl nice stuff flewda.
Come a long way since the Uncrossable Parallels days.
:P
[/ QUOTE ]
Whoa holy crap! It's been forever since I've talked to you :-P
eq: :P
East: I love the subtle asymmetry in the details and shape, and the colors you choose are great. Can we see some wires?
almighty_gir: Good idea as well, I think that's what I'll go with. Do you think the armor needs a different shape? I think it needs spikes.
[/ QUOTE ]
personally, judging by the character so far, and where i imagine her origins to lie, i would have stuck with leather greaves, armguards etc. and maybe like, some kind of exotic "big cat" furs for her shoulders, maybe a small cloak kinda thing...
I have a question for myself: Why does this lizard have boobs? Can lizards lactate?
and my answer: Shutup, of course lizards can lactate. How else do they feed their young?
......um
Did a test on the diffuse, added some more texture.
and another test with some paint.
btw, i dont know if its the lighting or that i just suck, but the wip of a for hours ago looks way better xD
http://www.rensedeboer.com/art/sculpt2-pic3.jpg
I think it's a windmill.
Fun fact: I actually went to the Netherlands and took a bunch of reference photos of one (I went primarily for vacation). When I came back I realized I didn't take enough photos and promptly punched myself in the balls.
I'm still sore.
rock'n though!