Ruz: Dang, love that face. Although it's the focal point of the model, I feel like the arms suffer a tad from lack of detail & highlights. The highlights on the face are especially awesome and help it to pop, i'm wondering if you could carry some of that over to the arms to balance it a bit more.
Can we see some close ups of the face so that I may steal your knowledge?
i agree about the mermaid comments. i believe its a crab in a shell....that extends past her arm. am i right? it's just a little confusing because with her hair curls looking "tentacle-y"...it looks like she's holding a crab_octopus
uk_resistant - pants usually relax the opposite way when belted, the back stays up on the ass and the front dips down. maybe it's just me, but it looks odd the way you have it. also, that bit of bagginess on the back of the knees looks fabricated. don't think I've ever noticed that on anyone's pants that wasn't laced at the knees.
i don't much care for the design of the alien head - just not my style - but the texturing is nice. like those subtle creases on his snout. eyes could use some spec or something to pop them.
DannyLad
Wall and floor texture don't look right together, mainly the colors. Maybe you're just showing off the clock and don't care.. That wall texture is crazy, wher'd you get that?
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DannyLad
Wall and floor texture don't look right together, mainly the colors. Maybe you're just showing off the clock and don't care.. That wall texture is crazy, wher'd you get that?
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Yeah there just pulled right from CGTextures.com, random style lol.
I didn't put together a little enviroment yet as i've got about 4 more assets to do.
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The one on the right is fucking ace, hawken! Nice one.
I agree with sectaurs about the line down the mermaid's fin. Reads like there are legs in there IMO.
The third guy is brilliant as well. Is the 'Z' a reference to the Life Aquatic?
This is a WIP door that I'm working on for my portfolio. Almost finished with the diffuse and going to work on the spec and normal after.
I was trying to go for something you'd see in Firefly. Rusty, old but future looking. I'm not happy with the red sign on the right. I'm thinking of making it smaller and changing the text. Looks pretty crappy to me but I like the color in it so I'mma keep that.
The pickle shirt is now on sale. It's set at the lowest price possible, so I don't make any money. I really just made it so I can get one myself, but if any crazy people want one, here you go.
@RUZ - really liking how your reporter guy is coming along - the hair is working really well - I still haven't seen a good system to get nice looking hair in UE3- give us back blended alpha!
@CASEOFCHILL - No texturing for these guys for the minute. I find that if I start spending too much time on one thing it turns into "work" and I loose steam. Maybe I will return to them later with a fresh eye.
Got a fun school assignment yesterday that i just finished, we were suppsed to make something with both organic and non organic parts in highpoly. We were not allowed to use anything except maya so no textures/sculpting.
really enjoyed this one, havent done a whole lot of highpoly in maya. Tried to make it look like he was just about to crash or so.
Nice Japhir! It's been really cool to see how hard you've been hitting the art practice lately, definitely showing improvement every time. Keep that shit up!
As for your stab at bobo's sdk, I have a couple of crits for ya. Try darkening the dark areas a bit more. Your highlights are nice and bright, and your midtones are solid, but your darks are pretty washed out. Grab a dark blueishredskincolor (that's a real color, by the way) and start defining the hell out of those features. Also, you've got a good base skin tone there, but you could benefit from some added "meaty" colors under the surface in areas. Maybe throw in some saturated reds and blues underneath the skin in "meatier" areas.
ferg: thanks a lot! so.. what color is "blueishredskincolor"? i guess it's a skincolor that is somewhere between blue and red? :P i'll work on the dark area's and the beef. thanks man!
sectaurs: no, it's just the default lighting, with self-illumination set to 30. i have no idea why it's looking better.. thanks for your reply!
Japhir, your stuff is really coming along! One thing I find annoying about your textures though, is the extremely noticeable brush strokes. Initially I thought it was a style choice, but then seeing 4 other models that followed with the exact same result, I assumed it was just how you paint your textures.
I like that you use the hard edge brush now, you will get crisper textures that way. But try blending some of those hard brush strokes to get a softer/smoother look. I generally use the smudge tool (used incorrectly, it could totally screw things up) with a combination of a hard edge brush with a dynamic opacity (wacom pressure sensitivity) and just use really light strokes to define the gradient, then lightly smudge to smoothen it out. Don't do long stokes with the smudge tool, just small tight strokes and then move along slowly.
Keep at it, man! You're only getting better and better
just used the palette I plopped down, and the existing colors on the model. It's pretty rough, you could take it way further than I did in terms of mixing subtle blues/reds/greens into the skin. And I fucked up the perspective and added lighting that would be impossible with a mirrored fully lit texture... but hopefully it gets the message across
I've decided to work up a set of 'portfolio' pieces based on the idea of Armageddon happening in 2190 or so, with Heaven, Hell, Humans, and Cthuloid 'things from beyond' duking it out for the fate of existance. I'm giving myself a base polycount of up to 1200 tris (including equipment) for the lowest levy troops, ranging up to 6000-8000 for the unique hero types, with troops in-between that scale having an in-between polycount, etcetera.
Having said that, this is the 'base human' mesh I'm using for humans and humanoids at the levy scale. It's currently sitting at 842 tris.
Replies
Can we see some close ups of the face so that I may steal your knowledge?
alien rockstar.
i don't much care for the design of the alien head - just not my style - but the texturing is nice. like those subtle creases on his snout. eyes could use some spec or something to pop them.
yeah that back view just show that "bagged" area very well, makes it look too round, will fix.
I'll keep working on my texture stuff before I knock up a topic.
It's madness cool work!
Keep up!
Wall and floor texture don't look right together, mainly the colors. Maybe you're just showing off the clock and don't care.. That wall texture is crazy, wher'd you get that?
DannyLad
Wall and floor texture don't look right together, mainly the colors. Maybe you're just showing off the clock and don't care.. That wall texture is crazy, wher'd you get that?
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Yeah there just pulled right from CGTextures.com, random style lol.
I didn't put together a little enviroment yet as i've got about 4 more assets to do.
that wall is completely eclipsing your clock, stealing attention from it. i'd tone it down considerably
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Will do, thanks for the feedback about that.
more progress on the divers
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The one on the right is fucking ace, hawken! Nice one.
I agree with sectaurs about the line down the mermaid's fin. Reads like there are legs in there IMO.
The third guy is brilliant as well. Is the 'Z' a reference to the Life Aquatic?
-caseyjones
hello polycount! i think this is my first post ... err.
ps. there is supposed to be some personification going on there. hope u like meh gorilla!
I was trying to go for something you'd see in Firefly. Rusty, old but future looking. I'm not happy with the red sign on the right. I'm thinking of making it smaller and changing the text. Looks pretty crappy to me but I like the color in it so I'mma keep that.
SEKNeox: Try http://tutorials.hourences.com/tutorialsindex.htm if you haven't already. He goes over some of the shader stuff in his tutorial section. That model is looking great, oozes style.
http://www.bountee.com/productview.action?id=151366
Etna from Disgaea
(he says, from Japan)
LOLOLOL
It's not bad, but the face doesn't look much like her, ya'know?
kiddy porn, nice moves sicko!
(he says, from Japan)
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hahhahahaa
OMG PEDO BAN BAN
LOLOLOL
It's not bad, but the face doesn't look much like her, ya'know?
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I'm realy upset. Are there any ideas how to make her looks more like Etna?
PS. Don't ban me - I'll make censored squares larger!
http://andyh.cgsociety.org/gallery/165360/
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OMG PEDO BAN BAN
LOLOLOL
It's not bad, but the face doesn't look much like her, ya'know?
[/ QUOTE ]
I'm realy upset. Are there any ideas how to make her looks more like Etna?
PS. Don't ban me - I'll make censored squares larger!
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Maybe this will help
@RUZ - really liking how your reporter guy is coming along - the hair is working really well - I still haven't seen a good system to get nice looking hair in UE3- give us back blended alpha!
@CASEOFCHILL - No texturing for these guys for the minute. I find that if I start spending too much time on one thing it turns into "work" and I loose steam. Maybe I will return to them later with a fresh eye.
i had fun working on this little buggar great sdk!
really enjoyed this one, havent done a whole lot of highpoly in maya. Tried to make it look like he was just about to crash or so.
As for your stab at bobo's sdk, I have a couple of crits for ya. Try darkening the dark areas a bit more. Your highlights are nice and bright, and your midtones are solid, but your darks are pretty washed out. Grab a dark blueishredskincolor (that's a real color, by the way) and start defining the hell out of those features. Also, you've got a good base skin tone there, but you could benefit from some added "meaty" colors under the surface in areas. Maybe throw in some saturated reds and blues underneath the skin in "meatier" areas.
Working on a bust. I'm going to use it for normal mapping:
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Are You going for Buffalo Bill ?
sectaurs: no, it's just the default lighting, with self-illumination set to 30. i have no idea why it's looking better.. thanks for your reply!
EDIT: something like R250 G147 B174? (#FA93AE)
Are You going for Buffalo Bill ?
[/ QUOTE ]Just sort of free-forming it actually, though the 'stache and beard are about the same.
I like that you use the hard edge brush now, you will get crisper textures that way. But try blending some of those hard brush strokes to get a softer/smoother look. I generally use the smudge tool (used incorrectly, it could totally screw things up) with a combination of a hard edge brush with a dynamic opacity (wacom pressure sensitivity) and just use really light strokes to define the gradient, then lightly smudge to smoothen it out. Don't do long stokes with the smudge tool, just small tight strokes and then move along slowly.
Keep at it, man! You're only getting better and better
-caseyjones
just used the palette I plopped down, and the existing colors on the model. It's pretty rough, you could take it way further than I did in terms of mixing subtle blues/reds/greens into the skin. And I fucked up the perspective and added lighting that would be impossible with a mirrored fully lit texture... but hopefully it gets the message across
Might I inquire as to the inspiration for "I AM PICKLE!"? Don't get me wrong, it's brilliant, but where did it come from?
Kinda ran out of gas near the end...
Having said that, this is the 'base human' mesh I'm using for humans and humanoids at the levy scale. It's currently sitting at 842 tris.