Well, I'm not sure how I'm doing with my first post reviving a thread that's a couple months old, but I suppose it has inspired me to try skinning, and it's a really cool thread.. anyway, I had no idea where to start with anything, never done this before, but thanks to mop and qubism for the sdk!
hey pug u did a nice job so far.
i think nobody minds u bumpin this thread.
so now to the criticism...
i did a lil overpaint to illustrate what i mean.
what it needs is a better
definition of light sources. i did some
lightreflections of the blue skin on the metal which has
some harsh highlights here and there, there for it seems
like it would reflect more in generall. thats just diffuse
light makes it all work together a lil better i think.
also a light from the bottom not to harsh. ive choosen a
warmer tone here to oppose the blueish shades that u have allready there...
thanks for the paintover! I took what you said about the reflections and so I tried to improve the metal, but it didn't go well, and now I've managed to save it as some kind of fuzzy painted over thing I think I'm gonna come back to it or another one of these space heads and paint it with your tips from the start.
pretty cool but you could probably define the major planes of the face a bit better with lighting, at the moment the whole thing looks a bit flat... it's all midtones and shadows, no real highlights.
I bump this thread too often, but yet another stab at the hood sdk. Just a wip, passing time, probably won't finish this one either. Need to work on my own stuff more.
edit: woah, that is bright on other monitors. Need to adjust for that, mine is dark and high contrast.
Here's my try at mop's head. It kind of sucks compared to other heads posted here but I'm glad with it, since it's my first face/character texture ever. The helmet looks rather poor I know, but yeah, any crits are welcome!
Could anyone point me to a good eye painting tutorial by the way? I tried googling for one but all I could find were some stupid anime crap.
very cool and stylish conte!
i'm currently working on a head sdk for in this thread, i'm working on the uv's now, but still it might take some time to finish it for release.
Ok I finished it, I really hope some of you will have a go at it!
UV's are not really well packed, so change it if you like, though now it has no distortion at all (except a little bit around the nose) and it all has the same pixel density.
Hey Japhir, looks good, I could tell that was her even without a texture!
Would you mind making that hairstrip wider so that it can be alphed out at will? Also please make it all straight in the UVs for easier painting.
About 30-40 minutes messing around with Japhir's model. 100% handpainted.
Unfortunately I think the likeness only really works from a few angles, and I had to tweak the model a fair bit to get it looking more like her. Mainly the forehead is far too high (I think you were working off "that" reference I keep seeing, which everyone uses as an ortho side view, but it's not really ortho at all, so sticking rigidly to it ends up with a weird head shape). Also the cheeks have a strange silhouette from the 3/4 view, Angelina has much "straighter" cheeks, these ones are kinda bulging.
Either way it's a cool model, it just could be a more natural likeness IMHO. Thanks for releasing it though, I'm sure people will have fun and make scary non-Angelina aliens with it somehow!
Ah great guys!
nkoske: I only updated the hair strip, so your texture should be fine. looking really sweet!
mop: wow that one sure does look like her! could you maybe upload your version so we don't need to use the wide fore-headed one? i agree about the forehead and it's true i used that reference for her :P
hey dont usually post here but a simple head I made in maya. I textured the 1st skull but not the second. Human skull is 314 tris and the demo/beast thing is 344
To say you 'textured' it is saying a bit much, don't you think? I'd like to see you do a bit more with it than just basically handpaint a bit of Ambient Occlusion, to really see you do something with the texture that the model doesn't already almost do on its own. Regardless, thanks for posting these, I'm sure someone will enjoy doing something with them, if the uv's are any good. Try texturing one of the other models, you're bound to learn something in the process!
ok so I tried to add stuff, still looks bland. Also my layout is pretty sloppy I think so I dont recommend anyone DL unless they wont to fix so I can compare.
i picked some weird colors and wanted to see if i could make it into something cool. thanks to the model though, it already looks cool in just 2 color tones
Replies
Johny´s model
I'm not really happy with the result, does anyone have some tips like which kind of brushes I should use? (hardness, opacity, things like that)
I gave a shot at johny's sdk today:
i'd love pointers and criticism btw
^ it looks kinda messy ^^
i think nobody minds u bumpin this thread.
so now to the criticism...
i did a lil overpaint to illustrate what i mean.
what it needs is a better
definition of light sources. i did some
lightreflections of the blue skin on the metal which has
some harsh highlights here and there, there for it seems
like it would reflect more in generall. thats just diffuse
light makes it all work together a lil better i think.
also a light from the bottom not to harsh. ive choosen a
warmer tone here to oppose the blueish shades that u have allready there...
Could do a lot more with this, obviously. Just went with something simple and fast.
Edit: another quick one, trying some new things:
around an hour or so scribbling on MoP's hood sdk, may finish.
woops, replied to your old post. this last one kicks ass!
woops, replied to your old post. this last one kicks ass!
[/ QUOTE ]
Yeah, old post was six months ago, the thread just didn't update pages properly. Seems to happen a lot with polycount.
Anyway, thanks a lot, I'll try and post an update some time in the next few days.
edit: woah, that is bright on other monitors. Need to adjust for that, mine is dark and high contrast.
Could anyone point me to a good eye painting tutorial by the way? I tried googling for one but all I could find were some stupid anime crap.
now go to sleep!
good job conte. like the rough bulky shapes of it
Could someone add my 2 SDKs on page 16 and johny's vader on page 17 to the index please? I fear they might be lost.
i'm currently working on a head sdk for in this thread, i'm working on the uv's now, but still it might take some time to finish it for release.
UV's are not really well packed, so change it if you like, though now it has no distortion at all (except a little bit around the nose) and it all has the same pixel density.
and here is the ...:::DOWNLOAD LINK:::...
have fun!
EDIT: look here for the updated version!
Would you mind making that hairstrip wider so that it can be alphed out at will? Also please make it all straight in the UVs for easier painting.
About 2 hours of work, and there is still lots of room for improvement.
updated download link
Did you update more than just the hair strip or can I use this texture with the updated version?
I'm all for the TR1 movie fleshy look!
About 30-40 minutes messing around with Japhir's model. 100% handpainted.
Unfortunately I think the likeness only really works from a few angles, and I had to tweak the model a fair bit to get it looking more like her. Mainly the forehead is far too high (I think you were working off "that" reference I keep seeing, which everyone uses as an ortho side view, but it's not really ortho at all, so sticking rigidly to it ends up with a weird head shape). Also the cheeks have a strange silhouette from the 3/4 view, Angelina has much "straighter" cheeks, these ones are kinda bulging.
Either way it's a cool model, it just could be a more natural likeness IMHO. Thanks for releasing it though, I'm sure people will have fun and make scary non-Angelina aliens with it somehow!
totally! XD
Play with me!
nkoske: I only updated the hair strip, so your texture should be fine. looking really sweet!
mop: wow that one sure does look like her! could you maybe upload your version so we don't need to use the wide fore-headed one? i agree about the forehead and it's true i used that reference for her :P
bobo: really sweet! loving the volumes!
i just wanted to see if this head thing could get some good
if u do want to fix it it can be downloaded here Im not sure how esle to share it http://teamelysian.com/Mtg_Kirin/skull/
what do you think?
http://rapidshare.com/files/83027707/skull.rar.html
i picked some weird colors and wanted to see if i could make it into something cool. thanks to the model though, it already looks cool in just 2 color tones
I used Zbrush to quiclky turn one of my old models into a bald low-poly head, I've included the normal map and an AO map. Have fun!
probably won't finish, never do with these things. Really cool sdk, bobo.