NoSeRider: On the contrary, I often find a well-drawn concept much more interesting and fulfilling to look at than a well-executed 3d model.
I would give that concept painting a little more contrast and edge definition to show it with more depth. It's lacking shadows where shadows should be. I'm guessing it's still WIP?
The purple in the background doesn't contrast teh character enough to make him pop out. I'd also put more emphasis on your edges like MoP suggested. GOod rendering though.. marker or digital?
Nice work JBoskma, lookin' cool. I'd add some more polys for definition around the shoulders (looks like the muscle above the bicep should be more defined), and also the back of the hand doesn't have enough curve, it looks very flat - take a look at your own hand, it kinda curves over on the top.
Cool character though.
AAhhh - the second shot of the devil (w/o the arms) - is a awesome design for a rubber/eraser - does looks a little like a disney satan who works as a milkman.
Just getting some more metal and wood texturing practice in. Haven't really painted many weapons or those materials before. Once again I didn't make the model, I just did the texture. This shot is just with a single 512x512 texture set to 100% self-illumination, default max lighting.
Hollowmind: hey hey, I like it. Pretty good stuff but your going to want to change the wood texture on the end of the stock. Check other wooden stocked weapons.
Poop: Thats an awesome idea for a gift haha. I love it.
the the stock, the wood grain curves, gain of wood doesn't do that:) it (i would assume) is from the texture stretching, look at the stock of a gun, and see how it looks. you might have to wrap it, but it'll look right.
n30g3n3s1s & Jerome: I tried to find some ref pics of what the stock looks like at the end of it and how the wood wraps around it. BTW, there's no stretching in the texture of the stock, that's the way I painted the wood grain to go on it. Like I said, I couldn't find any refs that show the end of it so I just guessed.
Hey, new boards. Poop linked me earlier today, this is the first I've been to Polycount in a long while. Good to see some old faces around still.
There's a lot of great work in this thread, cool stuff
Here's about all I've been working on as far as personal projects lately. I can't wait until I get a good clear weekend so I can just finish this up already, I'm getting goddamn tired of looking at this mesh to be honest.
I'm working on 3 character concepts and models for 3 characters I came up with for I game I was going to make a while back. 3 brothers, Krueg, Lugor, and Moktor, they're warriors who liberated their homeland from a evil mage-warrior who usurped their land and murdered their father, who believed he was his friend. Krueg and Lugor are twin brothers, they have the same father as Moktor but a different mother. Moktor is the older brother and leader of the group. Moktor was a Smith before the war, he wears armor and weilds a large axe he crafted himself. Krueg weilds his fathers sword and Lugor uses two smaller, lighter swords and practices martial arts disciplines.
Ahhhhh...Tank Girl, I remember Deadline comics from my youth, and thinking Jamie Hewlitt's work was 'cutting edge'....hell...it still is (in my old addled brain anyway). Very true to form Renaud, makes me want to model the girl herself, with those ICBM boobies - Y'remember that one huh? huh?
KevinCoyle - I dont get why your Photoshop concept looks magnitudes better than the marker sketch, are you maybe a bit timid with the markers?
Good work though, and the model is looking pretty solidly grounded.
Adam, Love this test, I presume there's a lot of triangles in those streetlights huh? All I would say is that it looks a little clean, the ground surfaces that is.
Well the street lamps are - I think** - 6 sided cylindars sub-divided 5 times. (Just the pole itself, not the arm coming off with the light on it - I think I only did that 4 sided.
Yah, the sidewalks clean. I tried to break that up with some thrown-about news paper
Nice stuff Adam, only comment I have is that for such a small street corner, there's alot of street lamps! People in that town must not like shadows at night! ;D
Rage: Hehe yah. And you know, I did have it as 2 posts for awhile to see how I liked it and when I went back to 4 posts I seemed to like it more.
Eli: Damn dude, I really should of painted some silhouettes on the windows. I had the extra texture space to do so. Hmm, there's always next time I s'pose. Good idea
James: Haha thats what I'm here for man. Now imagine if I got the job! Pants cumming a go-go!
That looks pretty good Adam. I think its too clean for my personnel tastes. Also just food for thought (since I dont work on enviroments/ havent applied for that type of work) but did you use any lightmaps on the model/vertex colours ? Lots of engines use lightmaps on the enviroments to add dark/light area's. Think global illumination bake (on autounwrap) laid over the scene, a similair thing is done with vertex colours too it just depends on how things are setup.
Another thing to consider is effects like Light cones (falloff gradient with alpha blend) to give the impression of light being emitted from a source. Think how those street lights would look with a sublt cone of light falling off from them, it would really help with the atmosphere.
These are things that an enviroment artist would have to deal with and it might be worth demonstarting in sperate renders that you would intend to utilise there type of features .. if they where supported in the engine. Keep going and you will crack it
I don't know much about lighting so this was my first real time dabbing in that area. But yes, I wanted to do what you are talking about but hadn't a clue how.
As soon as someone on these board mentioned that face tatoos are passe I've realised how often they are used (especially in commercial games). He was right, even though it suits the model it might be better with something different. (blame whoever said it, not me! )
Replies
I would give that concept painting a little more contrast and edge definition to show it with more depth. It's lacking shadows where shadows should be. I'm guessing it's still WIP?
Fairly good likeness, but some of the materials are not as successful as others.
I'm doing fantasy portraits of my family
Fairly good likeness
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That looks nothing like me.
Cool character though.
MoP
(hmm i guess im too much into comics atm)
Just getting some more metal and wood texturing practice in. Haven't really painted many weapons or those materials before. Once again I didn't make the model, I just did the texture. This shot is just with a single 512x512 texture set to 100% self-illumination, default max lighting.
Poop: Thats an awesome idea for a gift haha. I love it.
btw, its cool lookin too
A historical character as playable char in a fightgame [fictious]
All hair & the blood is temp.
he was also drugged, beaten, shot, and then finally drowned.
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didnt he accidently fall into the river or somethin after all the attempts by the murders, then he drowned on his own
Here's the flat:
I'll work on it.
just trying to finish roughing out the rest of the clothing, then ill go on to adding color variation and more details
I'll post it in its own thread once completed.
Bloom:
Its a little too 'dreamy', i put the power fairly high, but i think the effect fits the sci fi style of the game
There's a lot of great work in this thread, cool stuff
Here's about all I've been working on as far as personal projects lately. I can't wait until I get a good clear weekend so I can just finish this up already, I'm getting goddamn tired of looking at this mesh to be honest.
So he's a scary devil because he threatens us with "mr.floppy?".
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Mr Floppy, LOL!!! That's what my wife calls my uh..unit! I thought it was unique
Am going to skin and rig it next.
Mr Floppy, LOL!!! That's what my wife calls my uh..unit!
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My wife calls mine "Mr. Hard as a 12 inch Titanium pipe"
Oh no I din't!
Krueg Concept (photoshop)
Lugor Concept (pen and prismacolor marker
Lugor Model WIP (3D Studio Max)
I don't like my current Moktor concept at all so I'm going to redo it.
let me know what you guys think.
KevinCoyle - I dont get why your Photoshop concept looks magnitudes better than the marker sketch, are you maybe a bit timid with the markers?
Good work though, and the model is looking pretty solidly grounded.
Adam, Love this test, I presume there's a lot of triangles in those streetlights huh? All I would say is that it looks a little clean, the ground surfaces that is.
Yah, the sidewalks clean. I tried to break that up with some thrown-about news paper
If you need some high res reference, I've the whole Tank girl collection, just PM
Still very wip. I am trying to get better at texturing...
Rage: Hehe yah. And you know, I did have it as 2 posts for awhile to see how I liked it and when I went back to 4 posts I seemed to like it more.
Eli: Damn dude, I really should of painted some silhouettes on the windows. I had the extra texture space to do so. Hmm, there's always next time I s'pose. Good idea
James: Haha thats what I'm here for man. Now imagine if I got the job! Pants cumming a go-go!
Another thing to consider is effects like Light cones (falloff gradient with alpha blend) to give the impression of light being emitted from a source. Think how those street lights would look with a sublt cone of light falling off from them, it would really help with the atmosphere.
These are things that an enviroment artist would have to deal with and it might be worth demonstarting in sperate renders that you would intend to utilise there type of features .. if they where supported in the engine. Keep going and you will crack it