heres an update on mine, i accidentally had the head selected when i took the shot but its not really in the way too much. Any ideas on what to improve?
qubism: oh yeah, i forgot something... guess I keeped thinking a bit too much on marlon brando&the godfather series while coloring
...but there is hope left for at least some funny folds, i will get my hands on him tomorrow for a finish, currently he looks like a drama... btw. forgot to say: yours looks great!
nkoste: ah, why havent i thinked about a peace sign... your guy rocks with this sign.
so, finaly i like him. he may work as a channel digger, his main enemy is occlusion(of all sorts) but sometimes he needs to fight with the old fat rat... but he knows what to do...
It's a head I did for the workers in Aeon Flux. http://skankerzero.com/images/aeon/aeon_work_020.jpg
The flow isn't all that great, but it's just for an ambient character. I removed the funtioning mouth.
Thought the different head gear might be fun for you guys to mess around with.
I redid all the uv's, but didn't really check them too good, as I was just wanting to get this up, so sorry if something is stretched.
Thanks everyone for posting these awesome SDK's. I picked Mop's spacechick, need a break from other artwork. It was a really nice model to texture, great flow. Still tweaking the helmet. Crits n comments welcome of course.
ultra: turned out great! this guy looks like if he is 48 hours awake, he walked through the jungle killed 21 people/2 apes & one unihorn -> He arrived at his commander (who is smokin a cigar..) telling him that he succeeded -> getting the answer: "OK good, now I want to see 4321 sit-ups!"
(the picture with the cigar was taken 3 secounds after he got the answer with sudden gunfire inbetween)
The strange thing about your metal is it's getting darker on the upper-facing planes, where you'd expect it to get lighter.
The overall value range is nice, you just need to place the highlights and hotspots in more believable positions.
decided to give 'Joe' a shot this afternoon. I think it was great for practicing texturing, since I'm feeling that I still lack proper hand painting skills...
so looking forward to any comments&crits!
(everything was painted with a logitech mouse in PS, due to the lack of a tablet )
I think you're doing pretty well using only a mouse. My main crit would be the hard edge where the mouth meet the lips. A smoother transition there would help a lot. I also think the upper lip part is a bit hard to read. It's a little muddy.
BlackThief: not bad for a mouse work. I think u need to give more atention on the eyes zone. That way u ll give more "carisma" to your head texture. And ye get a tablet.
nkoste:I like what u got, the skin tone its very cool. not sure about the helmet.
thank you for the warm welcome and the advices on the metal painting stuff. I tried it on another head and think it works better now.
watched too much saber rider recently
you're putting a very strong edge to any shape you have. its the rational thing to do, but it flattens out your form and doesn't "hit" the actual edge with light, so things tend to seem more matte. keep looking at the big forms. even painted edges have form and act as a plane being hit by light, so if that edge/plane gets the light, the rest of the shape doesn't. you tend to airbrush over the forms and across edges.. put a stroke of light per plane, only on those that get it.
generally for metal, bomb the surface with light only at the "highest" edge, and unless its really close to the light source (like the top of the helmet) leave the rest dark.
i'd make the face much more shiny than i did, i didn't push it enough. it should be consistent with the (Very strong) light source, at least at the level of the highlights.
also - you need to break down the nostrils into 3 planes, you break them into two and lose the delicate structure there
hey shotgun- thank you so much for your overpaint. i understand what you mean and ill try to use it in my next try on drawing metal . I really think sometimes im blind and dont see those obvious things;
the only problem is that i wanted to paint a really bright metal. we`ll if it will work with the shadows too so it wont look too dark.
decided to try using artrage to texture joe (had to cheat and upres to 1024^2 to get any sort of usefulness). Mainly paintbrush/roller to lay down solid colors, and lots of pallete knife action:
Here's my mediocre attempt at texturing MoP's awesome head. Thanks for the SDK, MoP.
Still a work-in-progress as you can obviously tell by the UVW map, but I think it's coming along. It's also my first attempt at creating a texture for a head, so be gentle.
Replies
Made this robin chick to practice a hand made texturing a bit. Making this was fun, think I will do some more SDK's and spam this thread with them :P
Thx Mop for your SDK
this is my first Post on this Foroum
and I startet with the Texture for the Biker:
it's still WIP so C&C are welcome
best regards
Teclis
personally i'm not fond of the eyebrow colour, but the rest is pretty damn nice!
**GI JOE SDK HERE**
Nice xysdf! seems a little unfinished though, like it needs more range in the colors. Is it wip?
Tonight's work. I'll finish it tomorrow.
...but there is hope left for at least some funny folds, i will get my hands on him tomorrow for a finish, currently he looks like a drama... btw. forgot to say: yours looks great!
nkoste: ah, why havent i thinked about a peace sign... your guy rocks with this sign.
- attempted to give the goggles a more roughed-up metal look...
crits apprecitated
so, finaly i like him. he may work as a channel digger, his main enemy is occlusion(of all sorts) but sometimes he needs to fight with the old fat rat... but he knows what to do...
It's a head I did for the workers in Aeon Flux.
http://skankerzero.com/images/aeon/aeon_work_020.jpg
The flow isn't all that great, but it's just for an ambient character. I removed the funtioning mouth.
Thought the different head gear might be fun for you guys to mess around with.
I redid all the uv's, but didn't really check them too good, as I was just wanting to get this up, so sorry if something is stretched.
Have at it:
http://www.skankerzero.com/post/head_01.zip
I have tons of heads. I'll see about uploading one at a time if people want.
Those really look good skankerzero.
thanks for the sdk skankerzero! i'll find the time ... someday to again push some pixels around for these.
did another one (wip). to a certain degree inspired by the pope ...
Thanks for the awesome SDK, MoP.
Waaaarrrgh!
thanks to killingpeople for this great bust!
ultra: turned out great! this guy looks like if he is 48 hours awake, he walked through the jungle killed 21 people/2 apes & one unihorn -> He arrived at his commander (who is smokin a cigar..) telling him that he succeeded -> getting the answer: "OK good, now I want to see 4321 sit-ups!"
(the picture with the cigar was taken 3 secounds after he got the answer with sudden gunfire inbetween)
Btw great texture on that fat head!
kp: Very nice.
I did another one, enjoy.
** TURBAN SDK **
i still got some problems with the metal part - perhaps someone could give me some advices on how to paint it properly.
greets adina
The strange thing about your metal is it's getting darker on the upper-facing planes, where you'd expect it to get lighter.
The overall value range is nice, you just need to place the highlights and hotspots in more believable positions.
Looking forward to seeing more of your work!
so looking forward to any comments&crits!
(everything was painted with a logitech mouse in PS, due to the lack of a tablet )
Get a tablet!!
I could use some C&C too.
-caseyjones
nkoste:I like what u got, the skin tone its very cool. not sure about the helmet.
watched too much saber rider recently
nice work
Looks awesome!
you're putting a very strong edge to any shape you have. its the rational thing to do, but it flattens out your form and doesn't "hit" the actual edge with light, so things tend to seem more matte. keep looking at the big forms. even painted edges have form and act as a plane being hit by light, so if that edge/plane gets the light, the rest of the shape doesn't. you tend to airbrush over the forms and across edges.. put a stroke of light per plane, only on those that get it.
generally for metal, bomb the surface with light only at the "highest" edge, and unless its really close to the light source (like the top of the helmet) leave the rest dark.
i'd make the face much more shiny than i did, i didn't push it enough. it should be consistent with the (Very strong) light source, at least at the level of the highlights.
also - you need to break down the nostrils into 3 planes, you break them into two and lose the delicate structure there
[img]http://webspace.ringling.edu/~eshoham/wip107021001vp6 copy.jpg[/img]
look at this guy - http://www.horribledeath.com/strik.htm
the only problem is that i wanted to paint a really bright metal. we`ll if it will work with the shadows too so it wont look too dark.
decided to try using artrage to texture joe (had to cheat and upres to 1024^2 to get any sort of usefulness). Mainly paintbrush/roller to lay down solid colors, and lots of pallete knife action:
might finish up the rest tomorrow
Still a work-in-progress as you can obviously tell by the UVW map, but I think it's coming along. It's also my first attempt at creating a texture for a head, so be gentle.
Cheers!
BW experiment
color soon
Tell me what shall I do to make this better. Please, tell me now.
dig it?
(needs some editing before uv or anything tbh)
Link Below
MrVaderSDK
been ages since i did bnw i dont nessarcly plan to color tho.
lets see how many people jump on it :P