that's got some really nice design deibling! I think your colours are a bit strong and clashing, like a lot of the image is competing for your attention. Itd be nice to figure our your focal points and adjust the colours and contrast to draw the viewer's attention.
jester, I think you're making the classic early mistake of painting things lighter as they bulge out towards the viewer. So that means, youve painted it as if the light is coming directly from the viewer which is unusual- normally the light source is from above.
think again about an imaginary light coming from above your character, and notice things such as the underside of the arm should be darker than the top. As an excercise, imagine the light and paint each material in 3 pure colours: one for where the light directly hits the surface, one for where the surface is 90 degrees to the light, and one for where the surface is facing away from the light
I think if you try this you'll notice a distinct improvement in the impression of 3d space you're trying to create
I see what you mean Rooster, I started with the idea of light coming from the high right side. But looking at it again, there are parts I've plum forgotten. The monster/human skin is were I started, It needs reworking I suppose.
A side note, does the cloak look at least cloth like? What about the helmet does it a appear metallic?
P.S. sorry for the question barrage. I must absorb knowledge!
did some more work on visor. i just got him into zbrush and did a little work on his flesh. i'm going to try zbrushing his armor if my wimpy computer can handle it. i built him starting with arsh's base mesh.
Spitty : I've to agree that they are a few proportion issues, but nothing you can't change right now And I must say that I'm found of the general design ! great job !
working some materials...A layered shader for car paint, a foreground anisotropic for comparison and working through a Chrome...Still have more to tweak...
I didnt get to finish this one.. its 2am and i dont want to spend more than an evening on one so thats it done. could have used some more scale clues, but you live and learn
I also thought about standing something on the platform, I might still make that...
And the a remake of the little guys using them. And before *anyone* says anything about me always making aliens, lol, this is the first one I've made in...believe it or not...3 years
Sorry for the black backround, it seemed to be the only way the glass looked right in Deep Exploration. Also, the seam isn't as bad as it looks(but I'm still working on it). Something whacky with DE is making it weird when rendering.
The characters in themselves were only half as interesting before I'd seen the world they'll be in. It all fits together quite lovely. Any plans to make something out of this?
Some Silo stuff. Just doodling away, planning to retopo later. I wish you could automatically get the displacement information of the first sculpt back on your retopologised model, that'd be cool.
And yes, one of them's in zbrush, but only for prettyness' sake
im really happy someone's digging the pics
pea: theyre not neccecarily tied in any way, I just started with a dude and for the next one wanted to cut loose a bit. So they're not for anything but I'm getting some ideas for sure
its great working on these because I feel like a proper artist again and not a 'make it look like this picture' monkey
im not dissing realistic work btw but the imagination can get cooped up eh
edit: btw pea, love the sculpted style, can totally see your painting style in there
oh, btw i made this website's graphics for my work (my first job EVER, also first finished project). www.treespirit.nl
it is in dutch, so don't flip if you don't get it
Still without my computer... Instaled Mudbox demo but it the biggest crap ever, couldn't do anything with it. So downloaded the Photoshop demo and did an oldstyle texture, still working on it:
Looking cool, vitor. Could probably use a bit more sharpness in some places though, the eyes in particular look really unfocused and soft.
Per, thanks for the crit, been a long time since I've done any lowpoly character art. Here's some progress on my cleanup, hopefully a slight improvement.
Tonights progress...some CF...Still haven't gotten the knack of connecting nodes in Hypershade, but I'm getting there...alot more to learn....fun though.
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Just finishing up w/school. This is my first environment to speak of. Crit welcome.
hah, he mentions harsh colour, then posts this:
Obviously not done, I seek harsh criticism
think again about an imaginary light coming from above your character, and notice things such as the underside of the arm should be darker than the top. As an excercise, imagine the light and paint each material in 3 pure colours: one for where the light directly hits the surface, one for where the surface is 90 degrees to the light, and one for where the surface is facing away from the light
I think if you try this you'll notice a distinct improvement in the impression of 3d space you're trying to create
A side note, does the cloak look at least cloth like? What about the helmet does it a appear metallic?
P.S. sorry for the question barrage. I must absorb knowledge!
Thought I'd try do a mudbox, make a few textures blah blah..
Really wanted to try some sss skin, so I went in a different direction with textures. Only the head is textured so far.
I'll try uploading a higher res later, my lappys a senil slowmo..
WIP of the Nod Recon Bike
We are sitting right around 4,988 pollies. Still have to add a muffler/exhaust and finish the interior of the driver's seat
your visor and spacemonkey's sarge can have a fight
rooster: really interesting stuff, keep it up!
God, I hope you plan to put this into UT3
MoP: aye aye sir
I didnt get to finish this one.. its 2am and i dont want to spend more than an evening on one so thats it done. could have used some more scale clues, but you live and learn
I also thought about standing something on the platform, I might still make that...
And the a remake of the little guys using them. And before *anyone* says anything about me always making aliens, lol, this is the first one I've made in...believe it or not...3 years
Sorry for the black backround, it seemed to be the only way the glass looked right in Deep Exploration. Also, the seam isn't as bad as it looks(but I'm still working on it). Something whacky with DE is making it weird when rendering.
Spit.
-caseyjones
cool design relteks
The characters in themselves were only half as interesting before I'd seen the world they'll be in. It all fits together quite lovely. Any plans to make something out of this?
Some Silo stuff. Just doodling away, planning to retopo later. I wish you could automatically get the displacement information of the first sculpt back on your retopologised model, that'd be cool.
And yes, one of them's in zbrush, but only for prettyness' sake
whacha think? i like the one on the right most. (left is just to see "normal" proportions, although this one looks pretty stretched)
pea: theyre not neccecarily tied in any way, I just started with a dude and for the next one wanted to cut loose a bit. So they're not for anything but I'm getting some ideas for sure
its great working on these because I feel like a proper artist again and not a 'make it look like this picture' monkey
im not dissing realistic work btw but the imagination can get cooped up eh
edit: btw pea, love the sculpted style, can totally see your painting style in there
www.treespirit.nl
it is in dutch, so don't flip if you don't get it
lowpoly... need to work faster. Got a bit of cleanup to do.
Per, thanks for the crit, been a long time since I've done any lowpoly character art. Here's some progress on my cleanup, hopefully a slight improvement.
Looking better already, SupRore. But I still think those lips and the corners of the eyes are weird especially.
just a couple quick sculpts to get back into the swing of things after my school-induced dormancy
Edit: Added this young lady, didn't figure she deserved a new post so soon.
sorry for the pour quality, even scanning gives a bad resold