I would just like to share some items I've worked on, or finished recently. Not something I do often, but I should have a more productive role in this community. I'm doing my best to add as much content to my site as possible. I've shared these with many of you in the IRC channel, thanks for your help.
http://www.elysiumvisions.com/home/3d/galleon/galleon.html
A ship. Took 4 days I think (can't keep track of time anymore), and it's for a small project I'll be sharing later if I can work all the bugs out. Yes, it's suppose to look more like a toy than the real thing. It's all hand painted using a tablet, and no photo overlays. I'm mainly proud of that as my texturing methods are terrible.
http://www.elysiumvisions.com/home/3d/gstone.jpghttp://www.elysiumvisions.com/home/3d/arctica/arctica.html
Those two I started over the summer for a project that didn't go as planned. Half the time I didn't know what I was doing, but I'm happy with the results for now.
http://www.elysiumvisions.com/home/3d/hunters/phpslideshow.php?directory=malehttp://www.elysiumvisions.com/home/3d/hunters/phpslideshow.php?directory=female
The two hunter characters I designed for my first paying job for an indie game developed by a team in Raleigh, NC. The game should be on store shelves early next year....hopefully.
That's it for now. I'm trying to get serious about this game design thing, and hoping to start sending out applications for more work in the near future.
Questions, comments, concerns, cash? Ready, go!!!
Replies
You're way further along that I am though. Finals have kept me away from my work. Mine's sort of for an indie project also.
Nice job.
The rest is quite good though, especially the asian girl (but she has one ugly looking big toe ).
ps. You're gonna die in Soul Calibur 2 tonight
I think the woman in asian garb is the most quality, some nice stuff going on in her outfit.
Like Makowka mentioned, the camo suit is less successful. Some subtle shading or clothes patterns would have helped it read better. Most hunters wish they were that camoflauged!
Keep it up, and post more art!
Do more!
The asian girl looks great, particularly her outfit, but there is something about the face that looks off.
Same with the female hunter. Faces look squished or something.
And yeah, that camo is horrifying.
All those critiques aside, inspiring work! Keep it up!
Notman: yarr!
JK and Poop: I agree with you on the camo. I could have done much better, but I was under the impression that time was short and money was "tight". The camo are actual patterns given to me for use in the game. There are folds and details in the cloth, but the patterns are just too active. Under looser guidelines, I think I could have done much better. They look good in the torque engine with the environments. The team agrees it's a large improvement over the previous hunter. They only wanted a male at first, but I went ahead and did a female as well. In any case, it's a foot in the door for me with a shipped title to list.
dfacto: glad you like. hope you don't mind I strayed from the concept a bit with the colors. I only wanted her in a finish state to share since I put a lot of effort into her for you guys. If I could try again, there are many areas I would have done differently. Like her toes.
Scoob: There was a conflict on whether or not the "asian" girl should be oriental or not. I guess she's somewhere in between. The proportions were originally asian, but the texture started as 'not asian', to go with the storyline. Those eyes are definately not asian. I don't even know what to call the hairstyle.
Lee: Crap, I didn't find time to practise. Hope you didn't either.
Thanks again, everyone. Hope to show more soon.
great job on the arctica model it has some nice style though more color variations may have pushed the skin a bit more.
*edit* just read the whole 'Asian; to be, or not to be?' thang ;-)
Its realtree brand
http://www.military-vehicle.net/Camo14.htm
and of course
http://www.realtree.com check the pattern guide link
it looks like you showed your godstone + your flats .. are we now able to display those freely ? i wouldnt mind posting mine for crits..
Vailias: close. it's Mossy Oak.
http://www.mossyoak.com/section_html.asp?id=23§ion=camo
But same idea. Similar camo is used for each specific hunting environments. Grassy patterns for wetlands and such. I didn't feel like I had a enough time to make two characters, each with 7 textures. The team didn't want me slowing them down. I think Lee had to beg them to let me help...after he pulled me off the streets and all. So I just used the camo i was given, and overlayed them all in the same PSD file, with the cloth folds multiplied onto them.
The original hunter was over 4000 polys, with much less visible detail, no correct proportions, and a poor texture with lots of mirroring seams and generic camo. My goal was simply to improve that quickly.
Thanks guys. I really need to post more here, and get helpful feedback.
A quick question for you, as you seem to be one of the resident XSI guys. How do you find the UV toolset? I've been doing all my unwrapping in Wings thus far, but I'm trying to pick up the XSI workflow and I wonder how it handles the job.
Thanks, and great work!
Z: I think the XSI UV mapping tools are very basic, yet efficient. Generally I start by selecting my mesh object, then from the Modeling toolbar, select Property>TextureMap>UV (or whatever is best). From there I use two viewports, one with perspective, and the other with the texture editor. Make selections of faces from the object, then repeat pressing Planar or Cylindrical Subprojection>Best Fit on the editor toolbar until I get the whole model mapped out properly. Occasionally you have to adjust the texture support yourself in the perspective to get the best fit, and it updates in the editor. Disconnect certain edges on the mesh to unwrap complicated shapes. I've also found the "Walk on the Mesh" tool to be helpful. After I've finished mapping a few areas, I select the object and click freeze to clean things up. In the texture editor I often use the Match, Relax, and Heal tools. Z zooms and pans with mouse buttons, and X,C,and V scale, rotate, and translate...using middle and right mouse buttons for specific axis. And on the mesh I right click for the Symmetrize Polygons tool (triangulate first) to mirror textured faces. It welds edges automatically.
That's about it.
sheesh, some people!
Alex