Been doing a few environment design models for The Codeine Chronicles. Its just to get a 3D reference shot that I can then work up final illustrations for, they aren't game-intended though when I've spare time I'd like to do them up in UE3 format.
Indeed Neox, actually now looking at it i don't think the head fits the body at all. I worked just the head first as a bust model, then as i had loaded the full Arsh baseman played a bit with the body but it didn't work that well as i thought.
Looking great the pilot there, but indeed as you said, make the golden darker, perhaps just add the yellow on the specular color and a little bit more of shiny.
Playing around with some silicone rubber and a mold I made of someone's head which I modified. Yeah, some nice Texas chainsaw massacre crap. This is actually not what the mold was intended for, but I felt like messing around with it.
Painting it was a bitch, as the only thing that you can paint silicone with is silicone that has pigment in it, and the stuff is like painting with corn syrup and fucks up brushes, so this thing was completely finger painted, resulting in a somewhat sloppy paint job.
neo_god, man i love your gore stuff. I was looking through your facebook photos the other day, and my girlfriend was deeply disturbed by the... deer images. I love it.
Neox: This character keeps looking better and better. Can't wait to see it fully completed.
Neo_God: That is highly disturbing. Great work.
Darksun: I like what you've done with the hands. You could probably thicken the ears on him slightly.
Aaaand another head. I'm sure you guys are getting sick of these but they're great practice!
Hey, thanks guys, I suppose the paint job doesn't seem as sloppy from that picture, but upon closer inspection it is pretty sloppy. But I guess that doesn't really matter too much. Oh and Slum, I guess I'm just good at gore, and I have done that sort of research, haha (such as the deer) to see how this stuff really looks, haha. Rens, you should post some of the stuff you have done.
DH_, It's pretty awesome that you're still working on finishing your original Blizz comp entry. Usually if I miss the deadline for a comp, I just say fuck it and forget about it. My only crit may be that feet seem a little clunky looking.
nice modeling man, I know your basing it off of a WOW character, but something you might want to be aware of is shoulder pads that limit mobility in the sense that they have large details that penetrate the head, are sometimes viewed as a cliche mistake that lots of newb-ish people do, in the same sense that lenses flares are viewed.
Its clear that your a bad ass at what you do, (the texture work on Effigy is partly what pushed me towards 3D) but this is something that might have slipped by due to lack of fresh eyes on it.
One thing though, Cathedrals are normally cross (crucifix) shaped. I think if you built that in to that model, it'd be alot more obvious its a cathedral.
Looks a bit UT3-ish. I can just imagine it being metal plated. With scratches on every edge!
DannyLad: Yeah, I mostly just lurk, but I'm determined to get some actual work done this year
Agree with you about the scratches. I'll get those added in ASAP.
Notman: You might be right. Might need to put some (less drastic) rust on other parts of the sign. Reckon some scratches and general fucked-up-ness would probably help that lettering no end, too.
Slightly bored is right though and I'd also take a look at gothic cathedrals building forms. Your building shapes can be a little more logical construction wise. Seems some like some scaling discontinuity too. If the tiny entrances in the towers are doorways, then the stairs would be a couple time that height, unusable thuse.
One thing though, Cathedrals are normally cross (crucifix) shaped. I think if you built that in to that model, it'd be alot more obvious its a cathedral.
Looks a bit UT3-ish. I can just imagine it being metal plated. With scratches on every edge!
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Yup, I'm aware of that. Did a bit of research. But the cathedral was originally for battlefield 40k, and I felt the cruscifix shape would have been out of context. Would be easy enough to rearrange it though, maybe I will.
Just started on this, I plan to stay away from the usual production pipeline and want to quickly make rouch basemeshes for each piece, and sculpt each piece one after the other - instead of doing the character as a whole.
For the spherical part I had the base done in classic modelling fashion, just a simple shape with a shell modifier linked to a profile spline in Max. The details sitting on top of that sphere shape are all sculpted in, that's basically the way I want to go for the whole model - big simple polygons shells done in a couple minutes, then some time spent on sculpting, bam, next piece!
Can't tell about Zbrush but for MB I just untick the 'update plane' tickbox in the flatten brush options - it's like instant magic!
Davidson3d: The head is about 1.5 million polys. From using Silo I can tell you it crashes if you go over +2million polys on an object, but you can have multiple objects with over 1 million polys in the scene and everything still run fast.
ok so I'm fairly comfortable with where the model is at, on to Zbrush.
Added the helmet (which I don't intend for her to actually wear)
In regards to some previous comments on the shoulders, yea it's a pretty dumb design but I decided to keep them as is aside from trimming the side near the head a bit. Blizzard's armors are 90% about the shoulder/head designs so those are the areas I wanted to stay most true to my source with. Plus I figured plate armor isn't exactly going to let you move like a ninja anyway, so mobility isn't too big an issue for me.
Replies
More wip:
tf2 gordon freeman
http://boards.polycount.net/showflat.php...SID=#Post261871
Looking great the pilot there, but indeed as you said, make the golden darker, perhaps just add the yellow on the specular color and a little bit more of shiny.
Painting it was a bitch, as the only thing that you can paint silicone with is silicone that has pigment in it, and the stuff is like painting with corn syrup and fucks up brushes, so this thing was completely finger painted, resulting in a somewhat sloppy paint job.
i love playing with those materials aswell.
great work,
(it's a Monty Python song)
s'more stuff. probably going to finish this later today or tomorrow so I can move on to a human bust.
http://img.photobucket.com/albums/v355/darksungames/Garbage/jb-04.jpg
http://img.photobucket.com/albums/v355/darksungames/Garbage/jb-03.jpg
http://img.photobucket.com/albums/v355/darksungames/Garbage/jb-01.jpg
Neo_God: That is highly disturbing. Great work.
Darksun: I like what you've done with the hands. You could probably thicken the ears on him slightly.
Aaaand another head. I'm sure you guys are getting sick of these but they're great practice!
More progress. I've still got a ways to go and need to tie some of the pieces together some more.
*ref image* http://www.horribledeath.com/images/wip/Barflez_wip_ref.jpg
DH_, It's pretty awesome that you're still working on finishing your original Blizz comp entry. Usually if I miss the deadline for a comp, I just say fuck it and forget about it. My only crit may be that feet seem a little clunky looking.
k.
nice modeling man, I know your basing it off of a WOW character, but something you might want to be aware of is shoulder pads that limit mobility in the sense that they have large details that penetrate the head, are sometimes viewed as a cliche mistake that lots of newb-ish people do, in the same sense that lenses flares are viewed.
Its clear that your a bad ass at what you do, (the texture work on Effigy is partly what pushed me towards 3D) but this is something that might have slipped by due to lack of fresh eyes on it.
One thing though, Cathedrals are normally cross (crucifix) shaped. I think if you built that in to that model, it'd be alot more obvious its a cathedral.
Looks a bit UT3-ish. I can just imagine it being metal plated. With scratches on every edge!
Agree with you about the scratches. I'll get those added in ASAP.
Notman: You might be right. Might need to put some (less drastic) rust on other parts of the sign. Reckon some scratches and general fucked-up-ness would probably help that lettering no end, too.
Slightly bored is right though and I'd also take a look at gothic cathedrals building forms. Your building shapes can be a little more logical construction wise. Seems some like some scaling discontinuity too. If the tiny entrances in the towers are doorways, then the stairs would be a couple time that height, unusable thuse.
looks brutal
One thing though, Cathedrals are normally cross (crucifix) shaped. I think if you built that in to that model, it'd be alot more obvious its a cathedral.
Looks a bit UT3-ish. I can just imagine it being metal plated. With scratches on every edge!
[/ QUOTE ]
Yup, I'm aware of that. Did a bit of research. But the cathedral was originally for battlefield 40k, and I felt the cruscifix shape would have been out of context. Would be easy enough to rearrange it though, maybe I will.
Would need a lot more time to elaborate the model, but whatever...
... it hurts...
@ ironbearxl
I didnt know that silo can do such a high poly count. I think she needs some eyebrows that fit to her hairstyle.
I've scaled them down.
i dunno its all quads, think itll be a problem?
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Yeah, I gave it a go and it was causing some oddities, the mesh wasn't very nice to sculpt with at low subdivisions.
I've fixed it up now so it all terminates nicely.
Cheers, Davision3D
Day one, kneepads!
Still not sure how some people around here are doing pretty good hardbody stuff in zbrush or mudbox, everything I've tried looks like mush.
http://img.photobucket.com/albums/v242/pior_ubb/pior_copwip_004c.jpg
For the spherical part I had the base done in classic modelling fashion, just a simple shape with a shell modifier linked to a profile spline in Max. The details sitting on top of that sphere shape are all sculpted in, that's basically the way I want to go for the whole model - big simple polygons shells done in a couple minutes, then some time spent on sculpting, bam, next piece!
Can't tell about Zbrush but for MB I just untick the 'update plane' tickbox in the flatten brush options - it's like instant magic!
I still really like that concept
been doing a lot of these recently
http://www.medicinal-waste.co.uk/entrydispmodel.jpg
http://www.medicinal-waste.co.uk/Treescene.jpg
Just reference models which is a good job as those trees alone are 11,000 tris each and those pillars are something stupid-high as well.
Davidson3d: The head is about 1.5 million polys. From using Silo I can tell you it crashes if you go over +2million polys on an object, but you can have multiple objects with over 1 million polys in the scene and everything still run fast.
ok so I'm fairly comfortable with where the model is at, on to Zbrush.
Added the helmet (which I don't intend for her to actually wear)
In regards to some previous comments on the shoulders, yea it's a pretty dumb design but I decided to keep them as is aside from trimming the side near the head a bit. Blizzard's armors are 90% about the shoulder/head designs so those are the areas I wanted to stay most true to my source with. Plus I figured plate armor isn't exactly going to let you move like a ninja anyway, so mobility isn't too big an issue for me.
Big shoulders are fun!
Still have to do the weapon/shield
ref - http://www.horribledeath.com/images/wip/Barflez_wip_ref.jpg
*edit*
helmet after zbrush pass
They're obviously far from perfect, but they seem to perform alright.
> Head bust basemesh.
> Full body basemesh.
I guess I'll work up some better ones once I start to find the limitations on these :P
Loving those armor details DH_