I play a little with muscles on a creature with my anatomic book, but I take some liberty on some parts....
Skin and armor will come after this little funny time
dude as always ur textures are the tits great stuff, only thing is maybe his skin could be lighter? it seems a bit dark right now, the armor is great tho
Hmmm... Yes, I work on dual screen Samasung LCDTV... Maybe contrast are not same...
(Photo don't have the same render than reality but already we van see difference between monitors...)
Then probably have better to work on my laptop for the final contrast...
Looking great Sama, and congrats on your move and marriage!
Looks like you deviated a bit from the concept and gave him striated muscles under the armor instead of grey flesh. It looks cool but I think you might want to give making an alternate version a shot. The pictures of your lcd tv monitors does show that what you are viewing is pretty bright, I've always thought your work was off in terms of color brightness, but I am not sure how it is showing up for other people. Find a cheap lcd monitor (u can get a 22" Acer for $150 at Newegg) and check your work on it every now and then to make sure it is reasonable.
I'd like to hear more about your new life in Japan!
hey samavan!
thats a lot of contrast difference lol
When colouring your textures, how do you go about (your workflow). Do you lay down the basic forms with a large brush, then go in with a dark brush, outlibe everything and then start adding colour at low opacity/smudge brush?
When can we see a tutorial from you?
-@ steady : About the skin, muscles stuff are only for my training... I will do the normal grey skin as well. About Japan, You'll know only what you can read on my website !
- @ TWilson : Thanks! Gorgonzola 3000 is a great artist, I really like his idea! He is actually working for a background for this characters, and I hope to create the programming game play with Quest 3D. People will maybe play to it next year Only for funny time!
Here is the new version, more light... I will need some feed back, if the contrast is ok!
your painting /texturing has always been a inspiration for me and mid poly characters! I love the glowing on this guy, I think the muscles in the bicep area could use some more shine at the moment, dosent feel as though it has much depth with that area of the muscles.
Finally I stop with the 500 poly thred and add everything here..
It's for a little online project for away3D engine. (constraints are near of nintendo DS)
The first two single characters was designed by a friend, you can see the concept art here : http://samavan.com/3D/Takeshi/petit_figure.jpg
I finally get lot of ideas and I created my selfeverything else you can see on pictures.
...And if some people are insterested about my work for some freelance job, please contact to me on :
contactXsamavan.com (replace X per @)
Hi SMV
My only crit would be on the props. It seems like you put some unnecessary gradients in places where they are not really needed, especially on BCG_BED_B. Phantom Hourglass would be a great reference to look at for this. I think that flatter shades would work better.
This is some outstanding low-poly work... and I apologize but the first thing that popped to mind was "Guillotine for the DS! Now you can re-enact the best part of the French Revolution! Hit the lever just right, and try to make Marie Antoinette's head roll in one of three numbered baskets!"
Wow sama, here i was telling you in another thread to do something other than cutesy and you were already doing it in this thread lol! I'm even more impressed with you now and continue to not understand why you don't have a job! With the earlier characters in this thread, you could apply to even more places than just DS. Ubisoft might hire you despite the lack of normal maps, as would any company that makes PSP or PS1 games.
Find out what company makes the persona series in japan, they might be worth a shot.
Atlus comes to mind too, they might like that creature you finsihed earlier.
Hell I'd be willing to even say Blizzard might like you for WoW and other "Diffuse only" projects.
Come on dude make a list and attack!
ps: I see someone talking about a playable version of your DS style stuff? Seriously don't bother with that, Unless you want a job as programmer, it's a waste of precious time. If your goal is an artist job, put all your time into more and better pieces, playable things won't help your chances at an art job. Some animations at most, to give some pieces more punch, but that's the furthest i'd go.
Camera :
- RMB : rotate
- MMB : Scroll
- Roll : Zoom
You can click on the different part of the car for changing texture,
click on different part of the fixed character and racket for changing texture,
and click on the fatie character for switching animation...
Finally I did that on Quest 3D... but animation is freezing, lagging. jump some frame... I don't undertand why T_T
And about the playable version with the low poly characters on the top, a programmer take care of that...
But yes... I lost too lot of time for creating mel-script... But I need it.
I send a letter to Tri-ace on tokyo and Q-game on Kyoto tomorrow, It's already ready on my desk...
I've been wondering sama.van... are you japanese? I thought I saw your location was UK or france at one point.
Anyways... from those japanese sites you linked in that yuki nagato thread, I found a couple really useful 3d books by japanese artists... got them in the mail yesterday... I think my understanding of 3d shot up by a few levels in seeing some real ps2 workflows it's too bad I can't read the japanese, otherwise my head would explode from all the awesome info stuffed into the books.
I've been wondering sama.van... are you japanese? I thought I saw your location was UK or france at one point.
Anyways... from those japanese sites you linked in that yuki nagato thread, I found a couple really useful 3d books by japanese artists... got them in the mail yesterday... I think my understanding of 3d shot up by a few levels in seeing some real ps2 workflows it's too bad I can't read the japanese, otherwise my head would explode from all the awesome info stuffed into the books.
The pink one is really coolif you start to learn. I never found a european or american book like that.
And to know reading japanese is not really usefull, pictures and draw explaation are perfect.
But yes if you can read you can learn more with this book
Anyway, if you can, buy the pink one (a french friend found the english version on ebay O_o... the book is not pink...)
You have lot of other book, they are really great too! but it starts to be littel expensivbe... then..
yeah I bought the ntny book, the CD and pictures really give everything you ever wanted to know about how to model for ps2 spec... I just need time to sit down and actually do more... I also picked up the 3dcg book by isao, it's pretty good, but not quite as awesome as the ntny book. I'd really like to find a book by the guys who worked on valkyrie profile 2 though :P
What does the pink book cover? I'd really like to find something more instructional on their approach to painting/blending their colors, I have yet to replicate a look like that, but that just be a matter of spending gobs more time working the color. Most of the japanese photoshop books are harder to follow though since the interface is more important than learning generic edgeflow and unwrapping stuff.
I agree that your models so far work nicely without normals, more like the old gen stuff which is a fine skill. I wouldnt worry about jumping into normals until you get a job. You wouldn't become good enough in normals to make a whole new portfolio and get a next gen job that fast anyway.
So focus on your current strength, get that job on Wii/DS/PS2/Iphone/Marketplace type projects, and learn the next gen stuff once you're employed and can take it slow!
For saying right I already tried to add normal map on one of this character... But it's completly tirangled and Mudbox crashed on the 3rd smooth level haha...
And about next gen stuff I already created hi poly model when I was working at Team17.. But I don't really feel well with this kind of work, it makes me sleepy something crazy ....
About job, I was on interview 2 days ago on Kyoto in a game company, they really liked my work, but they are worry because I changed of company 2 time in less than one year... And Japanese poeople doesn't really like that......... well, I wait the answer now
Copy your scratches and painted lightning into the spec map and lessen amount of scratches and painted light in your diffuse map.
Spend more time on your specmap.
You want your lightsetup to pick out the scracthes and other surface detail, not paint them in as this will look very strange when you move lights, place them in a scene with different lightning conditions and/or animate your models.
Copy your scratches and painted lightning into the spec map and lessen amount of scratches and painted light in your diffuse map.
Spend more time on your specmap.
You want your lightsetup to pick out the scracthes and other surface detail, not paint them in as this will look very strange when you move lights, place them in a scene with different lightning conditions and/or animate your models.
But I dont' understant, there is not specular map on the model.
I only created the hi poly model for getting a litAndShadedRGB in Maya and the normal map.
After that I modify the normal map withCrazy bump for getting more contrasted map and the end.
I add the normal map in crazy bump and I boost some parameters.
Aftert hat I import all the mapped creatred from Crazy bump + litAndShadedRGB and add them on my psd file for creating the diffuse.
Then on the last model you only have a diffuse with full self illumination.
Maybe the picture is not clear.... I will modify that now.
And maybe I have a question finally, once I seen a program on polycount, a kind of viewer you can import you model and all the kind of map... only for beautifil and create some screen...
Does someone remember that program?
Ok, I misunderstood your presentation, I should have understood that the model had 100% self ilum on it. But are you trying to learn how to do "nextgen" stuff, or continue on DS stuff which a more realistic tone?
My point is just that I'm confused how you want to use this model. In a newer game which relies on dynmanic lightning, shaders and textures made to take these two things into consideration, this model would stand out due to the fact that its normal maps are broken, there is nothing in the spec map that reflects the wear and tear that you have painted in the diffuse.
However, if this is meant to be in a game with no lightning system, eg, a DS game I think it looks great. But then you wouldn't need your normalmap.
EDIT: Ah you posted when I wrote this. Still, some of it is still relevant, what is your goal with this peice?
EDIT2: I wouldn't call your final map "diffuse", I would just write "Final result" or something like that to clear up any confusion for idiots like me .
Yes actually I try what the hi poly work + bake map can save to me as time...
I just test, etc... And About next gen, think that : On polycount, 90% of the thread are about next gen work. but if you look at the business on Iphone, wii or other old gen plateform work, there is a lot of money too!
For saying right I try how to get a photo realistic render, I develop some tools on Maya and prepare some script on Photoshop too! It's good training
Realistic renderer is more asked than my colored style then I'd like to try! haha $_$
And I will for sure do some test this weekend with the normal map work in an engine and maybe creating a low poly model with more polygons!
BUSYROBOT : Thank you! I can change the name of the thread.... but thanks haha!
wow.. looking good as always sama.. i think i need to follow your lead and practice this kind of stuff.. i'm still back in the stone age w/ straight diffuse color models.. i like this mainly for the simplicity and how quick you can put these models together.. keep it up i'll keep watching....
all your low poly props and characters are looking hot too btw.. keep up the good work
cool stuff man! its been a while since i checked your thread out the realistic stuff is looking really nice, your bakes are working out pretty damn well too!
Replies
Skin and armor will come after this little funny time
Original concept of Gorgonzola 3000 : http://www.gorgonzola3000.com/
Uvs connection for the ankle is bullet of shit
I didn't came arround for longtime now.... Really sorry for that... I was really busy! (you will understand if you read the news on my website!)
Today I had some freetime, and decided to create a new portfolio...
This is full 3D, then if some people are interested about my personnal stuff, probably they will like it!
http://samavan.com/sama.van_Portfolio_v0.2.exe
My first time I create something like that, I hope it will work for everyone!
You don't need to install it, the exe is something like a Viewer!
Use the middle mouse buttom and the right one for moving the camera!
Hop you enjoy it!
http://quest3d.com/
And I'm not a bad person -___- ....
-woog
nice way of showing off your works - some are really cool, if i were you I probably would drop some off the weaker characters..
- Nude Body : 3100 Poly (diffuse 512x512).
- Armor : 4338 Poly (diffuse 512x512).
And original concept on : http://www.gorgonzola3000.com ==> http://www.gorgonzola3000.com/admin/Pages/concept/ES_soldier.jpg
Hmmm... Yes, I work on dual screen Samasung LCDTV... Maybe contrast are not same...
(Photo don't have the same render than reality but already we van see difference between monitors...)
Then probably have better to work on my laptop for the final contrast...
Thank you for the critic!
Looks like you deviated a bit from the concept and gave him striated muscles under the armor instead of grey flesh. It looks cool but I think you might want to give making an alternate version a shot. The pictures of your lcd tv monitors does show that what you are viewing is pretty bright, I've always thought your work was off in terms of color brightness, but I am not sure how it is showing up for other people. Find a cheap lcd monitor (u can get a 22" Acer for $150 at Newegg) and check your work on it every now and then to make sure it is reasonable.
I'd like to hear more about your new life in Japan!
thats a lot of contrast difference lol
When colouring your textures, how do you go about (your workflow). Do you lay down the basic forms with a large brush, then go in with a dark brush, outlibe everything and then start adding colour at low opacity/smudge brush?
When can we see a tutorial from you?
Good job
- @ butt_sahib : For tutorial you can check this 2 links :
http://sama.van.free.fr/community/viewtopic.php?t=64
http://sama.van.free.fr/community/viewtopic.php?t=59
They are tutorial for some background. But I use really similar workflow for character... I don't work with normal map model then... I create a line first!
- @ TWilson : Thanks! Gorgonzola 3000 is a great artist, I really like his idea! He is actually working for a background for this characters, and I hope to create the programming game play with Quest 3D. People will maybe play to it next year Only for funny time!
Here is the new version, more light... I will need some feed back, if the contrast is ok!
Thanks Everyone! ^_^
TOP NOTCH SIR!
It's for a little online project for away3D engine. (constraints are near of nintendo DS)
The first two single characters was designed by a friend, you can see the concept art here :
http://samavan.com/3D/Takeshi/petit_figure.jpg
I finally get lot of ideas and I created my selfeverything else you can see on pictures.
...And if some people are insterested about my work for some freelance job, please contact to me on :
contactXsamavan.com (replace X per @)
My only crit would be on the props. It seems like you put some unnecessary gradients in places where they are not really needed, especially on BCG_BED_B. Phantom Hourglass would be a great reference to look at for this. I think that flatter shades would work better.
Quand est-ce que tu auras une version jouable?
Find out what company makes the persona series in japan, they might be worth a shot.
Atlus comes to mind too, they might like that creature you finsihed earlier.
Hell I'd be willing to even say Blizzard might like you for WoW and other "Diffuse only" projects.
Come on dude make a list and attack!
ps: I see someone talking about a playable version of your DS style stuff? Seriously don't bother with that, Unless you want a job as programmer, it's a waste of precious time. If your goal is an artist job, put all your time into more and better pieces, playable things won't help your chances at an art job. Some animations at most, to give some pieces more punch, but that's the furthest i'd go.
You can try it in 3D there : http://samavan.com/3D/Random/500-800_Poly_Viewer_V0.2.exe
Camera :
- RMB : rotate
- MMB : Scroll
- Roll : Zoom
You can click on the different part of the car for changing texture,
click on different part of the fixed character and racket for changing texture,
and click on the fatie character for switching animation...
Finally I did that on Quest 3D... but animation is freezing, lagging. jump some frame... I don't undertand why T_T
And about the playable version with the low poly characters on the top, a programmer take care of that...
But yes... I lost too lot of time for creating mel-script... But I need it.
I send a letter to Tri-ace on tokyo and Q-game on Kyoto tomorrow, It's already ready on my desk...
I really wish you luck getting a job, the more i see from you, the more I feel it's wrong that you're not being hired.
I really want to try that on Nintendo DS on day!!! ^_^
Chimney :
Anyways... from those japanese sites you linked in that yuki nagato thread, I found a couple really useful 3d books by japanese artists... got them in the mail yesterday... I think my understanding of 3d shot up by a few levels in seeing some real ps2 workflows it's too bad I can't read the japanese, otherwise my head would explode from all the awesome info stuffed into the books.
No I'm French....
About Japanese book, there cool, you're right.
I have this 2 one :
- CG基礎・理論
- ローポリ スーパーテクニック (単行本)
The pink one is really coolif you start to learn. I never found a european or american book like that.
And to know reading japanese is not really usefull, pictures and draw explaation are perfect.
But yes if you can read you can learn more with this book
Anyway, if you can, buy the pink one (a french friend found the english version on ebay O_o... the book is not pink...)
You have lot of other book, they are really great too! but it starts to be littel expensivbe... then..
What does the pink book cover? I'd really like to find something more instructional on their approach to painting/blending their colors, I have yet to replicate a look like that, but that just be a matter of spending gobs more time working the color. Most of the japanese photoshop books are harder to follow though since the interface is more important than learning generic edgeflow and unwrapping stuff.
Creating props is starting to kill my brain
And now the desks!!
Chairs and benches left... And I can start wall/floor and ceilling!
It would add a more bumpy like feel to the armor
This post is silly.
Sama, i'm a fan, it looks like your painting has improved, so some more higher res stuff, like 512s or something, i need to pad my inspiration folder.
So focus on your current strength, get that job on Wii/DS/PS2/Iphone/Marketplace type projects, and learn the next gen stuff once you're employed and can take it slow!
And about next gen stuff I already created hi poly model when I was working at Team17.. But I don't really feel well with this kind of work, it makes me sleepy something crazy ....
About job, I was on interview 2 days ago on Kyoto in a game company, they really liked my work, but they are worry because I changed of company 2 time in less than one year... And Japanese poeople doesn't really like that......... well, I wait the answer now
A secondary one... Kind of Teacher/Researcher... Anyway, the guy creates new stuff for you in the game!
Comment are welcome, it's not my speciality at all.....
Spend more time on your specmap.
You want your lightsetup to pick out the scracthes and other surface detail, not paint them in as this will look very strange when you move lights, place them in a scene with different lightning conditions and/or animate your models.
That normal looks wierd, lots of smoothing errors due to the baking. Are you using max to bake? Check the wiki
http://wiki.polycount.net/Normal_Map
and this
http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html for a better explanation.
Ok I will check that.
But I dont' understant, there is not specular map on the model.
I only created the hi poly model for getting a litAndShadedRGB in Maya and the normal map.
After that I modify the normal map withCrazy bump for getting more contrasted map and the end.
I add the normal map in crazy bump and I boost some parameters.
Aftert hat I import all the mapped creatred from Crazy bump + litAndShadedRGB and add them on my psd file for creating the diffuse.
Then on the last model you only have a diffuse with full self illumination.
Maybe the picture is not clear.... I will modify that now.
And maybe I have a question finally, once I seen a program on polycount, a kind of viewer you can import you model and all the kind of map... only for beautifil and create some screen...
Does someone remember that program?
I modified the picture!
http://boards.polycount.net/showthread.php?t=61346
Ok, I misunderstood your presentation, I should have understood that the model had 100% self ilum on it. But are you trying to learn how to do "nextgen" stuff, or continue on DS stuff which a more realistic tone?
My point is just that I'm confused how you want to use this model. In a newer game which relies on dynmanic lightning, shaders and textures made to take these two things into consideration, this model would stand out due to the fact that its normal maps are broken, there is nothing in the spec map that reflects the wear and tear that you have painted in the diffuse.
The model is also not suited for vertex color lightning due to the fact that it was way, way to few vertices (lowdetail model) to get any good vertex lightning. Check this:
http://phalanx.planetunreal.gamespy.com/tut%27s/tutorial_vertex.htm
However, if this is meant to be in a game with no lightning system, eg, a DS game I think it looks great. But then you wouldn't need your normalmap.
EDIT: Ah you posted when I wrote this. Still, some of it is still relevant, what is your goal with this peice?
EDIT2: I wouldn't call your final map "diffuse", I would just write "Final result" or something like that to clear up any confusion for idiots like me .
Yes actually I try what the hi poly work + bake map can save to me as time...
I just test, etc... And About next gen, think that : On polycount, 90% of the thread are about next gen work. but if you look at the business on Iphone, wii or other old gen plateform work, there is a lot of money too!
For saying right I try how to get a photo realistic render, I develop some tools on Maya and prepare some script on Photoshop too! It's good training
Realistic renderer is more asked than my colored style then I'd like to try! haha $_$
And I will for sure do some test this weekend with the normal map work in an engine and maybe creating a low poly model with more polygons!
BUSYROBOT : Thank you! I can change the name of the thread.... but thanks haha!
one more shoot! ^_^
all your low poly props and characters are looking hot too btw.. keep up the good work
-Woog
At least me