Hey guys, first time me making a thread here,
I've been mainly snooping around the "what are you working on" thread.
I'm pretty super nooby at 3d, but i can do some things that dont require much technical knowledge.
Heres a bust im working on at the moment, of my character Aethena...
Wires,
Super quick texture test,
Texture wip,
And some various design/concept images for Aethena.
Oh and heres some old stuff, This guy was my first go at 3D so excuse the shitness.
This one is mostly 3d, it was a paintover a render.
Various conceptual/design paintings.
Thats it folks!
Oh i also just recently finished a new website so go check it out if you feel like it.
Replies
movento - Hahah i would, but i dont really know what im doing, i cant tell between what is messy and what isnt! What should i do to it? Honestly im a complete noob, so talk to me as if im stupid because thats all i'll understand.
Excellent painting skills though, jeez, I wish I could do that. Do you have any sort of process shots from either of those on how you go about doing that?
For your "first go" I'd say you're doing pretty good, I've been doing it for a while and I don't think my stuff is this good...you seem to have a very very solid fine arts background though, which is something I sort of lack.
I'm pretty super nooby at 3d...
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Haha, I find that hard to believe when looking at that blue guy.
Someone made a great tutorial pic about edgeloops...I think either Mop or Poop, not sure.
I´d post it but I don´t have it here right now.
Anyways, great stuff Robg the textures look ace!
I could easily imagine a whole game in that style.
Also, I love your work. Your painting skills are superb.
it's prolly what most people follow. however w/your texturing style...you could get away w/half the amount of polies you're using. but this a great reference for a facial set-up
ben
http://www.benregimbal.com/
benregimbal@hotmail.com
Would love to get some insight on how you paint.
i love your style for painting faces, it's awesome.
Great bearded blueman!
the material rendering on this stuff is seriously awesome! great work dude!
I LOVE this style, Rob G. One thing you might work on in the future is how these guys will look with in-game lighting. It seems like, right now, all the lighting is painted into the texture. That's not so bad, just something to experiment with going forward.
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Who cares? In-game lighting sucks. I've never seen a game engine light stuff anywhere near as quality as these textures look. Shove it in full bright, hire a team that can manage to paint well rather than rely on techy lighting, and bam, instant stylistic game that looks better than 99.9% of the "next-gen accurate lighting model" games out.
Looks great Rob, I really want to see you tackle and refine more of the technical aspects so you can really pump out some awesome amazingness. Also, finish more of your stuff! Must have more.
I wasn't trying to criticize the work. It stands on it's own and looks amazing.
What I was trying to get across was that if a person could come up with a way to blend dynamic lighting with the style that RobG has going, it could look great.
Just making everything in the entire game fullbright probably wouldn't look very good - you'd have no layering to add depth or cast shadows to ground any dynamic objects. It would be like making paper cutouts from an awesome painting and moving them around.
On the other hand, somebody might be able to come up with a shading technique - perhaps a combination of translucency and soft cell shading - that wouldn't fight with the awesome painted textures, but that still added the depth and mood to a scene that you get with good lighting.
But, none of that matters as long as RobG is having fun and keeps making cool art pieces.
you draw beautiful feet!
Heres a lil animation i knocked up quickly,
"Save target as" the image...
I was lazy so i ripped the texture from the painting on my websites splashpage haha.
Also, fullbright rules.
Just making everything in the entire game fullbright probably wouldn't look very good - you'd have no layering to add depth or cast shadows to ground any dynamic objects. It would be like making paper cutouts from an awesome painting and moving them around.
[/ QUOTE ]Using vertex lighting in a sensible fashion alleviates this problem. You'd have to do it by hand to get the desired effect I think, but the results are generally worth the extra effort. Its what we do for all of the DS environments.
Thats some lovely work, Rob.
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I just love your painterly style !!