Matys that nice! I reckon you used alot of Z3 extract features for the straps and such? I need to try that more. That's THE one thing I love about Z3
Sama, I usually don't really like doing paintovers but I wanted to bring the point accross here. Basically what I meant is quite the opposite of what you have with your current specular pass. I was talking about localized contrast allowing the eye to jump from spot to spot. Kindof like this :
I didn't work them as mush as Kenneth Scott did on the Hunter texture and I kept the shiny bits more like paint strokes but you get the idea. Also the reason for the super shiny dot on the shoulder -which is waaay to pronounced here but then again I just want to bring the point across- is for this spot to take over the other shiny spots. In terms of relative contrast the shiny bits on the face and b.o.o.b.s look *less* shiny than the shoulder, but the painted information is still there. I believe Kenneth Scott did this using the b.o.o.b.s and ass on his texture because of them being the bigger shapes available. (their highlight is not only bigger, its also brighter) Also on your m.o.d.e.l you can notice how the arm which was just a plain color before becomes a volume just with the addition of one white spot - a very useful thing to use when doing metals aso.
BUT! this might be way to much for the style you are looking for (japan-like, 'dry' AO look). But still the concept art has this shiny look too! Up to you :P
Just a little messing around by applying some school figure sculpting knowledge to Z-Brush, going about doing an asymmetrical sculpt in a more dynamic pose.
Pior, If you are going to expose the arm, then I see little point of covering up the face...Personally I think that covering the face , which has so much character, is not that great of a direction...the visor looks good, the face paint is overkill with any kind of face covering...just my .02...The piece is fantastic though and I added it to my reference folder.
ok it's not for any sort of game but I've been working on 6 scenes over the past few months, heres one of them - final will be animated like the others. Maybe I'll post the animations of this one here.
and pior... fabulous piece [as i think every1's come to expect? i need to learn how to paint like that lol... workin at it hehe... love all the head ideas [though the huge red 'light' seems... weird?]
Matys WOAHNESS...... love those pieces.. just err... reduce the wrist thickness on the first guy? it seems.. too fat, personally
Frankensteined a 2 year old body/arms model to test out proportions and color (and to quickly kick ass on nexuiz online as while I wait for the linux UT3 client to come out )
also a silly messy looking chaingun replacement - trying 90's VGA 'professional' shareware game style.
I've been picking away at a maquette in my apres work time. Just proving to myself that I can make a decent one!
(thanks to MoP for the lovely photos he took of it!)
It's made from Super Sculpey (which is a bitch to find in the UK) and a combination of two sorts of epoxy putty. And super glue. He's missing one side of his teeth, but the ones in there now are just placeholders. I bought some translucent white sculpey so that I can bake them seperately and glue them in after I've finished, baked and painted him (so they look extra toothy).
You'll see a penny I left next to him for scale. There are lots of ugly bits still left, but I'm plugging away to smooth all those out.
And damn if it's not the most fun thing I've made in a while! So much more satisfying than just a drawing. Takes a million times as long, but at the end you have a TOY
When he's done I'm taking him to work and he'll live on my desk in perpetuity. Then I'm starting another one. I think I've found a new hobby. (I'm saying this now.. I really do hope I keep up with it.)
Great Job ThatDon!
i think i see a kittens face in the center of his chest hair, anyone else see it? i guess mirroring stuff can have funny results sometimes, lulz
Tully: Ahhh, great one. I have to back to traditional sculpt- maybe after You finish that You try to make some artistic photos? Do You plan to paint it?
I originally layed it out for unique chest hair but I was getting nasty seams with the maya cgfx shader, I will have to further look into why that was happening.
Tully, that's awesome! I started making an action figure out of Supersculpey about a year ago & never finished.. Still get the urge to go back to it.
My family got me Zbrush as a Birthday/Christmas present! How awesome are they!?! I finally feel like I'm part of the group now, lol!
I imported an old model as a base mesh and began my first sculpt!
[ QUOTE ]
leilei,
Love the thumb buttons, that's probably the most original thing i've ever seen
[/ QUOTE ]
Yeah I wanted to do a more 'hands-on' approach.
The simple, over-antialiased CGI barrel was intentional because in 1994 it'd be regarded as NEXT GENERATION REALISTIC 3D GRAPHICS. So for that fact i've taken the 90s habits route for the art in this one
ThatDon: Great character. Love the proportions.
Tully: Cool stuff. The body looks great but the head needs more love.
Darksun: Nice start, though be careful and resist the urge to go into the higher levels too early. You can push the lower forms a lot further.
Took a break from my main stuff to do a simple head study.
Replies
Here is a character I started for my demo reel. I still have quite a bit of work to do, but I am alost done with my low poly for the head.
working on:
and
not sure about them at all any idias how to improve ?
- BoBo
Awesome stuff in this thread lately.
Sama, I usually don't really like doing paintovers but I wanted to bring the point accross here. Basically what I meant is quite the opposite of what you have with your current specular pass. I was talking about localized contrast allowing the eye to jump from spot to spot. Kindof like this :
I didn't work them as mush as Kenneth Scott did on the Hunter texture and I kept the shiny bits more like paint strokes but you get the idea. Also the reason for the super shiny dot on the shoulder -which is waaay to pronounced here but then again I just want to bring the point across- is for this spot to take over the other shiny spots. In terms of relative contrast the shiny bits on the face and b.o.o.b.s look *less* shiny than the shoulder, but the painted information is still there. I believe Kenneth Scott did this using the b.o.o.b.s and ass on his texture because of them being the bigger shapes available. (their highlight is not only bigger, its also brighter) Also on your m.o.d.e.l you can notice how the arm which was just a plain color before becomes a volume just with the addition of one white spot - a very useful thing to use when doing metals aso.
BUT! this might be way to much for the style you are looking for (japan-like, 'dry' AO look). But still the concept art has this shiny look too! Up to you :P
Pior, If you are going to expose the arm, then I see little point of covering up the face...Personally I think that covering the face , which has so much character, is not that great of a direction...the visor looks good, the face paint is overkill with any kind of face covering...just my .02...The piece is fantastic though and I added it to my reference folder.
ok it's not for any sort of game but I've been working on 6 scenes over the past few months, heres one of them - final will be animated like the others. Maybe I'll post the animations of this one here.
and pior... fabulous piece [as i think every1's come to expect? i need to learn how to paint like that lol... workin at it hehe... love all the head ideas [though the huge red 'light' seems... weird?]
Matys WOAHNESS...... love those pieces.. just err... reduce the wrist thickness on the first guy? it seems.. too fat, personally
pior: i'd definately go with the second head design!
update on my sculpt:
i still need to figure out a way to make the hair like in my concept sketch (http://img515.imageshack.us/img515/5306/head040108px2.jpg)
http://sama.van.free.fr/version4.0/3D/Esenthel/HumanRogueFemale/WIP/WIP_sama.van_Esenthel_Rogue_Human_Armor_A02.jpg
[/ QUOTE ]
that chest armor is pretty damn sexy looking... I need to get back to my designing roots...
So playing with specular again , but I hope close armor diffuse this night, all bottom left...
@ sama.van
great looking texture!
also a silly messy looking chaingun replacement - trying 90's VGA 'professional' shareware game style.
(thanks to MoP for the lovely photos he took of it!)
It's made from Super Sculpey (which is a bitch to find in the UK) and a combination of two sorts of epoxy putty. And super glue. He's missing one side of his teeth, but the ones in there now are just placeholders. I bought some translucent white sculpey so that I can bake them seperately and glue them in after I've finished, baked and painted him (so they look extra toothy).
You'll see a penny I left next to him for scale. There are lots of ugly bits still left, but I'm plugging away to smooth all those out.
And damn if it's not the most fun thing I've made in a while! So much more satisfying than just a drawing. Takes a million times as long, but at the end you have a TOY
When he's done I'm taking him to work and he'll live on my desk in perpetuity. Then I'm starting another one. I think I've found a new hobby. (I'm saying this now.. I really do hope I keep up with it.)
thatdon:
nacho libre rocks. hope you're going to give him a nice winning pose too
i think i see a kittens face in the center of his chest hair, anyone else see it? i guess mirroring stuff can have funny results sometimes, lulz
Hands suck.
ThatDon : awesomeness dude, that really turned out awesome
thats is freakn brilliant,
i still need to give that supersculpty a try.
keep us updated!
Ohh gezz, everybody loves kittens though....right..
I originally layed it out for unique chest hair but I was getting nasty seams with the maya cgfx shader, I will have to further look into why that was happening.
My family got me Zbrush as a Birthday/Christmas present! How awesome are they!?! I finally feel like I'm part of the group now, lol!
I imported an old model as a base mesh and began my first sculpt!
http://img.photobucket.com/albums/v355/darksungames/Garbage/Z_janq6.jpg
perhaps a few more dirt overlays on it, but too clean/new looking
Love the thumb buttons, that's probably the most original thing i've ever seen
leilei,
Love the thumb buttons, that's probably the most original thing i've ever seen
[/ QUOTE ]
Yeah I wanted to do a more 'hands-on' approach.
The simple, over-antialiased CGI barrel was intentional because in 1994 it'd be regarded as NEXT GENERATION REALISTIC 3D GRAPHICS. So for that fact i've taken the 90s habits route for the art in this one
Tully: Cool stuff. The body looks great but the head needs more love.
Darksun: Nice start, though be careful and resist the urge to go into the higher levels too early. You can push the lower forms a lot further.
Took a break from my main stuff to do a simple head study.