still working on this ak47. I know it doesnt have all the details, but After I clean it up and ad some more little details I wanted to Ima call it done and then finish/unwrap the low poly.
Loomis is great for learning to draw, he makes a lot of good points and teaches very well.
However the "character sheets" are not really that useful for modelling from, the proportions are a tad strange and the pose is pretty boring.
The books are definitely good for learning to draw/paint/compose though. Just don't use them as be-all, end-all reference.
I agree with MoP - Loomis' female proportions in particular are a bit weird(quite a 50s shape, I think). His head construction (in Drawing the Head and Hands) is still probably the best method out there, though. There are aspects in his figure drawing manual that are pretty useful, such as the page on 'landmarks' and the drawings of the figure broken up into planes, but you should definitely supplement it with lots of other sources.
I'd recommend Bridgman for construction and understanding basic forms, and someone like Glenn Vilppu or Karl Gnass for pose and gesture. Burne Hogarth's anatomy is quite misleading at times but his drawings are very sculptural and can help when trying to understand overall forms and insertion points. Kevin Chen's figure drawing tutorials over on Conceptart.org are a really useful (free) resource as well. Mix all of that together along with lots of studies of your own and you should start to get a grasp of the human figure. Modelling sheets will only get you so far as you need to be able to visualise and understand more than is just apparent from a couple of flat drawings at right angle to one another.
With another week before I have to go back to work from the holidays, I opened this up again to try and get lots done.
The green cubes are human scale. With most of the innards of this vehicle being human scale objects (compared to the outside frame work being much larger shapes) I am fighting with how much detail, or rather the scale to stop detailing at, for something this large.
The wheels are as far along as they are because I did them a few months ago to freshen up on my highpoly modeling. Going forward with the rest of her, I am trying to figure out the innards first before moving on to the frame & exterior.
Yeah i do agree with you guys that andrew loomis does kick-ass and i also agree that these modelsheets arent the best around,but as posted earlier, imo they are an ok place to start. Proportions can be changed after the simple block-in stage. *shrugs*
I had asked sefronin to put this guy in unreal with his shader. But before handing it over to him,i decided to rework some things which i had wanted to work out since ever. So thanks to sef. for that The version i sent to sefronin is actually older than this one,but i dont know.
I am completely satisfied with him now. I wasnt actually before.I had him at the bottom of my folio.
I agree with MoP - Loomis' female proportions in particular are a bit weird(quite a 50s shape, I think). His head construction (in Drawing the Head and Hands) is still probably the best method out there, though. There are aspects in his figure drawing manual that are pretty useful, such as the page on 'landmarks' and the drawings of the figure broken up into planes, but you should definitely supplement it with lots of other sources.
I'd recommend Bridgman for construction and understanding basic forms, and someone like Glenn Vilppu or Karl Gnass for pose and gesture. Burne Hogarth's anatomy is quite misleading at times but his drawings are very sculptural and can help when trying to understand overall forms and insertion points. Kevin Chen's figure drawing tutorials over on Conceptart.org are a really useful (free) resource as well. Mix all of that together along with lots of studies of your own and you should start to get a grasp of the human figure. Modelling sheets will only get you so far as you need to be able to visualise and understand more than is just apparent from a couple of flat drawings at right angle to one another.
Cool, thanks for the info Mop and Nick! I'll be checking that stuff out.
Marine, I actually think they're purpose is for digging in to the ground when its rollin'.
Model's lookin good brome, but the concept has those diggers sticking out a lot more from the wheel, so they really look like they'd grip the ground. On your model they follow the curve the of the wheel perfectly and don't read as the same kind of mechanism.
a little bit of palm tree action..Im planning on adding shrubs, weeds, rocks, blah blah blah to make it more of a complete composition. Im hoping to be near completion tomorrow. Let me know what you think.
HotHandSandwich - i like, i like... how big are those?
Not that big. Maybe 3"x4.5"
I got a set of artist trading cards as an early Christmas gift and decided to draw some graphic stuff to give out with presents
hehe sorry marine, but it looks like you're much further actually making yours :P
he always sounds pretty angry, so thats gonna be my aproach, but sad would be an interesting twist.. good stuff!
Glad to see some 2D study in this thread. I posted some painting studies in mah sketchblog tonight, aye. Hmm... back in April I remember doodling up this concept for a quirky, Sigil-like streetlamp; following that as a guide, tonight I made some models:
Probably will unwrap and see about a bit of baking next-up; this is my first 100% modeled highres mesh for normal maps on a game model though (no big deal, but eh), so maybe I'll look over and be tweaking a bit on the 'morrow... nae too much tho', needta be gettin' that portfolio together.
I finished this guy up last night for the GameArtisans.org challenge. He was a new experience for me because I had never done normal maps or Zbrush or any of that stuff, but in the end it was worth it! I can see why people like normals so much now, haha. Hntrluc and Hobodactyl helped me out with it as well, so thanks guys . Hope you all like it
Eclipse that Sackboy is so cool! I think the only thing I can see thats off, at least to me, is you could push the normals more on the face cloth texture? ATM it does look very smooth, which isn't the same as the others, no?
Started this yesterday, still have to do more details and shizz. Tell me how the proportions are, I didn't use any reference. Also, notice the camel toe, that shit is hot!
@Eclipse: Ha, that looks amazing! @Mat: I did a double take when I realized those were two upper arms attached to the one lower one. Really nice so far. I love the hardened shell around the hands @Havok: Looks cool so far, whatever its gonna be
Replies
actually, I love to work with nurbs (and this is my first nurbs project so I hope I will learn alot more about nurbs in the future) :P
low poly wip:
http://i228.photobucket.com/albums/ee3/Mtg_Kirin/Untitled-1-11.jpg
other side:
http://i228.photobucket.com/albums/ee3/Mtg_Kirin/Untitled-1-9.jpg
any crits are welcome. This is my 1st normal map project, so suggestions or anything would be appreciated. (using maya)
I agree with MoP - Loomis' female proportions in particular are a bit weird(quite a 50s shape, I think). His head construction (in Drawing the Head and Hands) is still probably the best method out there, though. There are aspects in his figure drawing manual that are pretty useful, such as the page on 'landmarks' and the drawings of the figure broken up into planes, but you should definitely supplement it with lots of other sources.
I'd recommend Bridgman for construction and understanding basic forms, and someone like Glenn Vilppu or Karl Gnass for pose and gesture. Burne Hogarth's anatomy is quite misleading at times but his drawings are very sculptural and can help when trying to understand overall forms and insertion points. Kevin Chen's figure drawing tutorials over on Conceptart.org are a really useful (free) resource as well. Mix all of that together along with lots of studies of your own and you should start to get a grasp of the human figure. Modelling sheets will only get you so far as you need to be able to visualise and understand more than is just apparent from a couple of flat drawings at right angle to one another.
The green cubes are human scale. With most of the innards of this vehicle being human scale objects (compared to the outside frame work being much larger shapes) I am fighting with how much detail, or rather the scale to stop detailing at, for something this large.
The wheels are as far along as they are because I did them a few months ago to freshen up on my highpoly modeling. Going forward with the rest of her, I am trying to figure out the innards first before moving on to the frame & exterior.
I had asked sefronin to put this guy in unreal with his shader. But before handing it over to him,i decided to rework some things which i had wanted to work out since ever. So thanks to sef. for that The version i sent to sefronin is actually older than this one,but i dont know.
I am completely satisfied with him now. I wasnt actually before.I had him at the bottom of my folio.
Bump...
More view details here: http://blog.whiteblaizer.com/?p=1022
Cool, thanks for the info Mop and Nick! I'll be checking that stuff out.
Model's lookin good brome, but the concept has those diggers sticking out a lot more from the wheel, so they really look like they'd grip the ground. On your model they follow the curve the of the wheel perfectly and don't read as the same kind of mechanism.
a couple of customizable avatars im playing around with.
they are around 350 poly each.
...those are some... those are some freakin big wheels... :P
-
I´m on it.. still tons to do texture-wise
and the colour theme is subject of possible changes
btw: the chest belt is missing atm.. i know
[img]http://www.rollin.homepage.t-online.de/vox/vox_low copy.jpg[/img]
I got a set of artist trading cards as an early Christmas gift and decided to draw some graphic stuff to give out with presents
started a quake ogre, was going to post earlier but that cock rooster showed off his own first
still needs his chainsaw then i can start cleaning up and detailing
can't decide if he should be pissed off or look sad
Virtuosic - Now that looks like fun man, great job!
Does the i-phone only work with finger taps? Could you not use a stylus like the DS?
Yap, nothing else than fingers
Merry Christmas ya filthy animal... And a happy new year!
Links dont seem to work above, sorry:
http://www.teamblurgames.com/overdose/media/levels/odmp3_1_large.jpg
http://www.teamblurgames.com/overdose/media/levels/odmp3_2_large.jpg
http://www.teamblurgames.com/overdose/media/levels/odmp3_3_large.jpg
http://www.teamblurgames.com/overdose/media/levels/odmp3_4_large.jpg
You can find more info and pics at the OverDose website:
http://www.teamblurgames.com/overdose
he always sounds pretty angry, so thats gonna be my aproach, but sad would be an interesting twist.. good stuff!
One stap forward and two steps back!
(shot under an angle because it is still wet and reflects alot)
Probably will unwrap and see about a bit of baking next-up; this is my first 100% modeled highres mesh for normal maps on a game model though (no big deal, but eh), so maybe I'll look over and be tweaking a bit on the 'morrow... nae too much tho', needta be gettin' that portfolio together.
Silo 2
started this carnifex like 6ish months ago... should probably get around to finishing it
Started this yesterday, still have to do more details and shizz. Tell me how the proportions are, I didn't use any reference. Also, notice the camel toe, that shit is hot!
@Mat: I did a double take when I realized those were two upper arms attached to the one lower one. Really nice so far. I love the hardened shell around the hands
@Havok: Looks cool so far, whatever its gonna be