I've been working on and off on this character for a few months now, but recently I have lost my motivation.
I originally set out with the intention that the character would have more 'pilot' influence rather then generic future soldier, but i guess I lost my way with it.
Anyway its cliche subject matter but I do intend to finish this work.
Looking really good buddy. I think my main critique is the skin tones. they are all really really pink, like he has a sunburn. If it went a bit more yellow or orange in a few places, it could add so much. Love the metal work. 8-)
Hey man this rocks. Really like the face and hair and the armour design. Only comment is on the armour skin; the different in res between it and the face seems to drastic. Its painted well, but I'd like to see some sexy details in his armour.
Daz I've considered getting rid of the mask - it does look ok without it but I like how it breaks up the 3/4 profile, I guess I will make my mind up nearer completion.
poop, its a bit pink, some extra tones will help. I normally do alot of work on the face to start with - then comeback to it towarsd the end of my texturing and put allot of insight/ enthusiasm into it.
AdamBrome, yeah my bad .. ;( I have tried to remove most traces of the fact that the armour is lower res by painting out the harsh black which I think works quite well. I dont want to make the armour too busy since there are already allot of elements working on him so I'll be keeping the big smooth interlocking panels, but maybe adding a few symbols/insignia and damage/dirt.
War_Destroyer, cheers!
gauss thanks, I'll be posting my huge breasted female character wearing a micro swin suit real soon then !
Speve-O, good idea about the boots.
hey rollin, yeah I think this one must be my worst ever I scaled the head up, good call!
Jerome, thanks.
ok if I dont update this thread before the end of next week, you have my permission not to send those christmas presents you all bought me.
the highlight on the tub thing could repeat better, the technique is a bit obvious
I dig the nose thing, but maybe it could be flesh toned, instead of the darker color? dunno feel like it hurts the face more than helping the character.
Cheers moose, yeah I slapped the texture on quick to the tube.. I tweaked the uvws and texure which fixed it but I decided to drop that from the render anyway. I changed the nose plaster too, it works better now;)
maybe I'm an idiot - but the bandage on his nose looks out of place. I dont see a bruise, any blood on his nose, a cut or anything that says why the heck hes got a bandaid there?
[ QUOTE ]
maybe I'm an idiot - but the bandage on his nose looks out of place. I dont see a bruise, any blood on his nose, a cut or anything that says why the heck hes got a bandaid there?
I only mention it as its distracting lol.
[/ QUOTE ]
Actually, some athletes use a bandage on their nose to keep it open and such, for more air intake...not sure if thats why its there...but thats why it makes sense to me...
shotgun, thats a shame I'm sure you would have had some apt crits.
Adam sure,
melkior - Illusions pointed out what its intended for, just a personalising feature to give character.
oh alright alright
no need to throw tomatos at me.. ill write it over,
with broken english and all
well i think i said smt about yo mama being.. hmm.. no that was from another post
oh oh!
:P
i remember how i truly dig the color scheme.. very nice
the proportions and all look very solid too,
although all renders indicate possible chainsaw accident at knee level, where is the rest?
stolen by barbaric israeli tourists, no doubt
i like the overly puffy sleeve too... sits nice on the model, folds work very well.. good job!
one small thing i could think about fixing - and it really is practically small indeed - uve put so much effort into making trying to make it a very remarkable "cliche" type, push it a little further with the nose bridge thing. u could have made it techy (or maybe still can hmmm), like the green belt thing, with some of that poppy green on each side. i feel it could have worked better than the standart nose strap
always think outside the box
i dont know why u chose to limit urself to the cliche subject, u did a very good job at it anyways
the reminded me immediately when i saw this of that other model u maded, that chick. i dont know what it is exactly, i guess its ur style showing thru, taking solid shape.. becoming recognizable (at least to me .. and thats very important
with ur skill and talent u must deffinately let ur creativety looser
Wow some top notch work man! kudos to you ^_^
I'm just wondering how his arms will move because of the shoulder pad. Or will he simply have limitated arm rotation?
Rifter, ha that wasnt supposed to be there.. the 'what am I?' object was part of his gas mask setup.. but since I dropped that I decided to keep the box and texture it up to fit with the rest of him, just me trying to think up what it should be
shotgun, hey thanks. Its a interesting point you bring up about the missing legs you see I got drunk one night with these pixel pirates, well you can image the rest. The legs are back! I like your idea about the nose band, very creative.
Last few months at work for me have been boring as hell... realtime lighting and fog in levels is not exactly my idea of inspiring work so I just wanted to have some fun with a character so I guess familair ground is less challenging and quicker to get done But It would be good to do something more original soon.
AdamBrome, hah thanks
killingpeople, ok but computers and feces dont mix
Ramucho, shldr parts would have limited rotation/movement but the arm underneath is free to more movement. The parts connecting the chest to the shldr's are supposed to support them so that they dont completely way down on the acutal shldr.
Hi pior, I did build him with morph targets in mind. Tbh I havent had time to overly familiarize myself with them in max (since at work the animators have handled them) but its on my list of stuff to improve on this year.
milla, thanks big old render up at the top of the threadjust added!
Irritant thanks
JKMakowka, well I am not working on any mods. I quite like the idea of putting him in halflife because of their whole normal mapped radiosity approach but I doubt i will as I have struggled to find time to finish this.
rollin, you and my work mates who I bug to look at my progess. The hanging hairs arent not the best bit I agree,
Interesting, much less polys than I expected... really well done texture.
But I think you could work on the poly distribution. The face may need that many polys if you are working with close ups and facial animations; but do the joints of the fingers (which are most likeyly to be hidden by a weapon anyways) really need that many polys?
And some of the textured tech parts could maybe benifit from more polys, I guess.
JKMakowka, I could have used allot less polies in the face, but I do like to work on close up detail there. I think his hands are pretty low, your right they could have been less though - something I missed.
usagi, sure but I just threw the hair area together. couple of rows of planes with an opacity map - stagger the uvw's so they arn't unifrom and I also stuck in a few poly strips.
I've been following the progress of this character since you first posted him up- awesome work and tight use of textures
I'm loving the assymetry of the character's details and the fact he feels really solid and has a nice sense of weight to him
I think the eyes are a little bit too dark although it does give him a bit of an edge to his personality, as though he could be all heroic and then turn a bit nasty afterwards
Space Monkey: He's looking pretty damn good, the armor came together nicely.
the only issue I can see at the moment is that of color balance. His top his very bright and the bottom is very dark. He needs something white in his middle and around his feet/ankles to help even his roll out.
Cheers guys, just pimpin my skills to pay the bills.
Steakhouse you have a good point, however I deliberately wanted to draw attention to the head/shldr's. I chose lots of low chroma colours to help make the vivid armour stand out, to give the character focus. (a little like how a painte would place focus on one element). It was an idea I had for some time, so finally had a decent enough idea of how to acheive it.
Anyway the piece was fun!
more pics I thought I'd share some old, and new versions of other old ones!
"This one I like to call "Resident Bitch", after all anyone would be pissed if their city was full of zombies."
You might remember here from the old forums.
Wow! i didnt like that girl with the lip ring too much. shes supposed to be tough I know, but there was just something about her that face that I really didnt like. That second RPD girl is amazing. Awseome pose too, very excellent work.
its a bit odd how the dark areas of thier textures seem to jump to black, (as in the shading is smooth untill it gets to the dark black bits, especially on her vest) too hgh contrast?
Replies
... will you at least finish his arm?
/scheming
The oxygen mask does tend to suggest pilot yeah, and probably doesn't quite gel with the rest of him, so Id be inclined to go one way or the other.
The boots are looking really nice.
I really love the feeling of the white chest armour, and wish you had carried it over to the boots/more areas, because it looks so damn cool!
Cheers
Steve
your cracy.. this one looks awful
your modeling was ever very good but your paintings realy getting better and better ..and better .. and .. and
but one think i´m not sure with..
is is head not a bit smal?
greets.. rollin
http://img45.exs.cx/img45/7590/pilotsl0oi.jpg
killingpeople, perhaps...
muahahahaha
/scheming
Ruz, thanks mate.
FatAssasin, thanks for the encouragement
Daz I've considered getting rid of the mask - it does look ok without it but I like how it breaks up the 3/4 profile, I guess I will make my mind up nearer completion.
poop, its a bit pink, some extra tones will help. I normally do alot of work on the face to start with - then comeback to it towarsd the end of my texturing and put allot of insight/ enthusiasm into it.
AdamBrome, yeah my bad .. ;( I have tried to remove most traces of the fact that the armour is lower res by painting out the harsh black which I think works quite well. I dont want to make the armour too busy since there are already allot of elements working on him so I'll be keeping the big smooth interlocking panels, but maybe adding a few symbols/insignia and damage/dirt.
War_Destroyer, cheers!
gauss thanks, I'll be posting my huge breasted female character wearing a micro swin suit real soon then !
Speve-O, good idea about the boots.
hey rollin, yeah I think this one must be my worst ever I scaled the head up, good call!
Jerome, thanks.
ok if I dont update this thread before the end of next week, you have my permission not to send those christmas presents you all bought me.
the highlight on the tub thing could repeat better, the technique is a bit obvious
I dig the nose thing, but maybe it could be flesh toned, instead of the darker color? dunno feel like it hurts the face more than helping the character.
lookin really cool though man, dig it!
pic at the top
and it erased
..
ok nevermind i guess,
good job man!
I only mention it as its distracting lol.
maybe I'm an idiot - but the bandage on his nose looks out of place. I dont see a bruise, any blood on his nose, a cut or anything that says why the heck hes got a bandaid there?
I only mention it as its distracting lol.
[/ QUOTE ]
Actually, some athletes use a bandage on their nose to keep it open and such, for more air intake...not sure if thats why its there...but thats why it makes sense to me...
Adam sure,
melkior - Illusions pointed out what its intended for, just a personalising feature to give character.
Some dumb deformations going on in the render,
no need to throw tomatos at me.. ill write it over,
with broken english and all
well i think i said smt about yo mama being.. hmm.. no that was from another post
oh oh!
:P
i remember how i truly dig the color scheme.. very nice
the proportions and all look very solid too,
although all renders indicate possible chainsaw accident at knee level, where is the rest?
stolen by barbaric israeli tourists, no doubt
i like the overly puffy sleeve too... sits nice on the model, folds work very well.. good job!
one small thing i could think about fixing - and it really is practically small indeed - uve put so much effort into making trying to make it a very remarkable "cliche" type, push it a little further with the nose bridge thing. u could have made it techy (or maybe still can hmmm), like the green belt thing, with some of that poppy green on each side. i feel it could have worked better than the standart nose strap
always think outside the box
i dont know why u chose to limit urself to the cliche subject, u did a very good job at it anyways
the reminded me immediately when i saw this of that other model u maded, that chick. i dont know what it is exactly, i guess its ur style showing thru, taking solid shape.. becoming recognizable (at least to me .. and thats very important
with ur skill and talent u must deffinately let ur creativety looser
ill shit man! nice work.
I'm just wondering how his arms will move because of the shoulder pad. Or will he simply have limitated arm rotation?
(only thing i don´t "like" are the hair hanging in his face)
Rifter, ha that wasnt supposed to be there.. the 'what am I?' object was part of his gas mask setup.. but since I dropped that I decided to keep the box and texture it up to fit with the rest of him, just me trying to think up what it should be
shotgun, hey thanks. Its a interesting point you bring up about the missing legs you see I got drunk one night with these pixel pirates, well you can image the rest. The legs are back! I like your idea about the nose band, very creative.
Last few months at work for me have been boring as hell... realtime lighting and fog in levels is not exactly my idea of inspiring work so I just wanted to have some fun with a character so I guess familair ground is less challenging and quicker to get done But It would be good to do something more original soon.
AdamBrome, hah thanks
killingpeople, ok but computers and feces dont mix
Ramucho, shldr parts would have limited rotation/movement but the arm underneath is free to more movement. The parts connecting the chest to the shldr's are supposed to support them so that they dont completely way down on the acutal shldr.
Hi pior, I did build him with morph targets in mind. Tbh I havent had time to overly familiarize myself with them in max (since at work the animators have handled them) but its on my list of stuff to improve on this year.
milla, thanks big old render up at the top of the threadjust added!
Irritant thanks
JKMakowka, well I am not working on any mods. I quite like the idea of putting him in halflife because of their whole normal mapped radiosity approach but I doubt i will as I have struggled to find time to finish this.
rollin, you and my work mates who I bug to look at my progess. The hanging hairs arent not the best bit I agree,
Could you post a non full frontal shot? That picture doesn't show much about the boots.
Interesting, much less polys than I expected... really well done texture.
But I think you could work on the poly distribution. The face may need that many polys if you are working with close ups and facial animations; but do the joints of the fingers (which are most likeyly to be hidden by a weapon anyways) really need that many polys?
And some of the textured tech parts could maybe benifit from more polys, I guess.
melkior - Illusions pointed out what its intended for, just a personalising feature to give character.
[/ QUOTE ]
ahhh okay I dont favor sports so I missed that totally :-)
/Palm
IceWolve, yeah check the top of the page
JKMakowka, I could have used allot less polies in the face, but I do like to work on close up detail there. I think his hands are pretty low, your right they could have been less though - something I missed.
usagi, sure but I just threw the hair area together. couple of rows of planes with an opacity map - stagger the uvw's so they arn't unifrom and I also stuck in a few poly strips.
b1ll, cheers
melkior, no probs
Poop and palm thanks for the encouragement guys.
I'm loving the assymetry of the character's details and the fact he feels really solid and has a nice sense of weight to him
I think the eyes are a little bit too dark although it does give him a bit of an edge to his personality, as though he could be all heroic and then turn a bit nasty afterwards
*adds to his inspiration folder*
the only issue I can see at the moment is that of color balance. His top his very bright and the bottom is very dark. He needs something white in his middle and around his feet/ankles to help even his roll out.
Best of luck.
Steakhouse you have a good point, however I deliberately wanted to draw attention to the head/shldr's. I chose lots of low chroma colours to help make the vivid armour stand out, to give the character focus. (a little like how a painte would place focus on one element). It was an idea I had for some time, so finally had a decent enough idea of how to acheive it.
Anyway the piece was fun!
more pics I thought I'd share some old, and new versions of other old ones!
"This one I like to call "Resident Bitch", after all anyone would be pissed if their city was full of zombies."
You might remember here from the old forums.
its a bit odd how the dark areas of thier textures seem to jump to black, (as in the shading is smooth untill it gets to the dark black bits, especially on her vest) too hgh contrast?