Alex: thats an awesome character model. Do you have any close up renders to see the detail of the normal maps? (it's good to see more people from Westwood getting on these forums.)
2157 Triangles, 2048 x 2048 Normal, Diffuse. I still need to make a specular, then rig it.
alex: awesome pose! did you change something to the head/face? it looks cleaner/better. the hair looks great too. you already know my critique of this. its great to see it here tho.
tim: that puppy is coming along nicely! i think the diffuse is just a little incomplete. maybe it doesnt look decomposed enough. add some variety on the skin and the decomposing body parts; what parts are more decomposed and which parts arent. peeling flesh is always nice and some dead veins full of rotting blood might be a nice touch.
i'll post some of my concepts for my idea a lil later, im just a bit "busy" atm
tim: that puppy is coming along nicely! i think the diffuse is just a little incomplete. maybe it doesnt look decomposed enough. add some variety on the skin and the decomposing body parts; what parts are more decomposed and which parts arent. peeling flesh is always nice and some dead veins full of rotting blood might be a nice touch.
Thanks for the advice. I really just didn't know if I was taking the rotting flesh look too far or not far enough. so I kept on the safe side and tried not to over do it. I agree with you completely tho and I'm gonna add more variety and nasty stuff.
andrei313, ;D He looks great ! I really like him :]
Not really working on right now, but I was two hours ago ;P And too stressed to post anything then, but here's the finished model of the snakemommy I posted in here a couple of pages back ^^
Too bad you didnt get an interview keen, looks pretty good. Tough in comparison to Vassago's, a little dirty, not as crisp. Might be something to think about.
MUCH better- its good to see you thinking about what your volumes are now- push that envelope till it says "EXCUSE YOU!?" see what happens when you use as much reference as humanly possible when you sculpt, paint textures, etc etc- look up some skeletons, and check your rib cage as well as the weight on those legs.
something was really irking me about your head so I did a paint over:
I looked up some dog skulls to try and get a better idea of how the jaw, hooks into the skull, and the eyes relationship to all of this- I gave him a more pronounced throat, and the bottom jaw was a little squirrel like, and needed some beef. the teeth needed more rawr. (try peeling the skin back to show the teeth mor) because thats EASILY the scariest thing about a dog, undead or not.
LASTLY
look up some photo ref of flesh, dead animals roadkill, decomposing skin, etc etc, and try and pull up some good texture, that would otherwise be too complex, and organic to hand paint. For this example I found an image of a dead pig. (pretty grim, but its all in the name of art right? :P)
It was first made to help me to find colors for my 3d model, before texturing, but I couldn't stop and made this.
I made a basic render with maya and painted everything over it.
MUCH better- its good to see you thinking about what your volumes are now- push that envelope till it says "EXCUSE YOU!?" see what happens when you use as much reference as humanly possible when you sculpt, paint textures, etc etc- look up some skeletons, and check your rib cage as well as the weight on those legs.
something was really irking me about your head so I did a paint over:
I looked up some dog skulls to try and get a better idea of how the jaw, hooks into the skull, and the eyes relationship to all of this- I gave him a more pronounced throat, and the bottom jaw was a little squirrel like, and needed some beef. the teeth needed more rawr. (try peeling the skin back to show the teeth mor) because thats EASILY the scariest thing about a dog, undead or not.
LASTLY
look up some photo ref of flesh, dead animals roadkill, decomposing skin, etc etc, and try and pull up some good texture, that would otherwise be too complex, and organic to hand paint. For this example I found an image of a dead pig. (pretty grim, but its all in the name of art right? :P)
crank that contrast!!
Wow. That is example is awesome. Really shows me just how much further I can actually take this piece. I never even thought about having the teeth being shown but that paint over really shows how much more scary it is when they are exposed.
Thanks
Keen: Yea I realise that, but it looks like its beens sitting in a cole mine. I think you probably pushed it a little too far dirty, and its very desaturated. Though I don't know what the concept art looked like.
Here's another vehicle concept I've done for a challenge at Conceptart.org. 3d in Maya and then painted over in PS. Time consuming but good fun nonetheless.
Nick, that is completely badass. I see you use a style similar to hawkprey? Using a 3d model as a base for the concept. Adds an amazing sense of depth to the work. Really really nice.
Keen, I think I'd have to agree with Asmuel and say it looks a *little* too dirty. Though I would think they wouldn't dock ya for that.
Asmuel, this is the only ref we were given by them:
Hey Nick, I had the Har-V set to my desktop for a while here at work. I got more comments, and people stopping as they were walking by, then on any other wallpaper I've had. Nice work man.
It was first made to help me to find colors for my 3d model, before texturing, but I couldn't stop and made this.
I made a basic render with maya and painted everything over it.
Comments are welcome !
excuse me for asking but what is this 3d model supposed to be? I'm drawn in by the colors and the look of it but I can't figure out if this is some kind of ship or gun. If it is a ship that bar code looking area on the front is really throwing me off.
Alex: Looks pretty nice, my only gripe is one the buttons on her pants is mis-shaped, it might just be nit picking though as it looks fine from a distance.
ironbearxl: The arms on your guy don't seem to match the same level of tone that the rest of the body has. With how cut his abdomen area is I would expect his arms to be much more cut then they are.
Any crits are welcome.. I used it to tone my high res modeling and workflow with xnormal + crazybump to get good results. 3^1024 maps .. diffuse, spec, and normal. 227 tris (max reporting after being triangulated).
A little turnaround of my steampunkish samurai dude in C4D, now I just need to rig him somehow. I could still do some adjustment to the textures, especially the backpack and pipes on his side but Im not sure what I should do?
Keen, that's looks good but I think your lighting is letting you down. It's a bit flat and lacking in a good focal point. Now, where's Vig for a 3 page long example with illustrations and paintovers?
I agree with you on the lighting Cheese, it's not one of my stronger points, I'll spend more time with lighting on future projects. With the focal point though, I just matched it up with the concept so it would be easy for the company to compare the two.
Ok, while the O37 is being finished off, I decided to start on the Knife this afternoon. Well, after a fantastic quick effort from Mo, he made me a low and high poly model for the Combat knife, and I textured her.
Here she is, the Combat Knife. A melee weapon, for when you act like a retard and run your weapon dry. Comes in 2 flavours, a classic swipe action, or press the "function" key and he will hold the blade, ready to throw (complete with sticking in walls action). Not sure how many "knifes" you will get as yet, possibly 5, with the last one reserved (i.e. you cant throw it).
Anyway, enjoy. All comments welcome, but this models done, so we are moving on with other things:
Add a layer of grime and scratches that is ONLY in the spec, not the diffuse too -- this works especially well if it's a slightly different color. Done right, it'll give you the depth of depth and realism that you can't achieve without a specular map, and make the most of your engine's capabilities. As it is it looks awesome, and is nice work, but you could technically achieve the same results still with diffuse only. Exploit the power of spec and put some more variation in there.
Nice, forgot about that. Tried to make some grime that was a larger contrast, and this seems to do the trick. Really fights with the lighting, but in a good way. Thanks bro. (Updated pics).
Replies
2157 Triangles, 2048 x 2048 Normal, Diffuse. I still need to make a specular, then rig it.
alex: awesome pose! did you change something to the head/face? it looks cleaner/better. the hair looks great too. you already know my critique of this. its great to see it here tho.
tim: that puppy is coming along nicely! i think the diffuse is just a little incomplete. maybe it doesnt look decomposed enough. add some variety on the skin and the decomposing body parts; what parts are more decomposed and which parts arent. peeling flesh is always nice and some dead veins full of rotting blood might be a nice touch.
i'll post some of my concepts for my idea a lil later, im just a bit "busy" atm
Not really working on right now, but I was two hours ago ;P And too stressed to post anything then, but here's the finished model of the snakemommy I posted in here a couple of pages back ^^
Johan, disturbing and cool
yeah boy thats what im talking about. keep it up
something was really irking me about your head so I did a paint over:
I looked up some dog skulls to try and get a better idea of how the jaw, hooks into the skull, and the eyes relationship to all of this- I gave him a more pronounced throat, and the bottom jaw was a little squirrel like, and needed some beef. the teeth needed more rawr. (try peeling the skin back to show the teeth mor) because thats EASILY the scariest thing about a dog, undead or not.
LASTLY
look up some photo ref of flesh, dead animals roadkill, decomposing skin, etc etc, and try and pull up some good texture, that would otherwise be too complex, and organic to hand paint. For this example I found an image of a dead pig. (pretty grim, but its all in the name of art right? :P)
crank that contrast!!
I made a basic render with maya and painted everything over it.
Comments are welcome !
Asmuel: Well I purposely made it dirty, hopefully they won't dock me because of that. We'll see, I haven't gotten official word but it's looking grim.
Spec: http://i65.photobucket.com/albums/h201/VeryKeen/lightspec.jpg
Ao: http://i65.photobucket.com/albums/h201/VeryKeen/lightdiffuseAO.jpg
Normal: http://i65.photobucket.com/albums/h201/VeryKeen/lightnormal.jpg
Wow. That is example is awesome. Really shows me just how much further I can actually take this piece. I never even thought about having the teeth being shown but that paint over really shows how much more scary it is when they are exposed.
Thanks
The actual light things on top look ace though
Here's another vehicle concept I've done for a challenge at Conceptart.org. 3d in Maya and then painted over in PS. Time consuming but good fun nonetheless.
Cheers, Nick.
Keen, I think I'd have to agree with Asmuel and say it looks a *little* too dirty. Though I would think they wouldn't dock ya for that.
Asmuel, this is the only ref we were given by them:
representin'!
excuse me for asking but what is this 3d model supposed to be? I'm drawn in by the colors and the look of it but I can't figure out if this is some kind of ship or gun. If it is a ship that bar code looking area on the front is really throwing me off.
http://i65.photobucket.com/albums/h201/VeryKeen/Light_geneator2.jpg
http://i65.photobucket.com/albums/h201/VeryKeen/Light_geneator4.jpg
But you guy are probably right about the texture, I think I did go overboard.
Looks good snake! Did you get word back from turn 10 about it?
Gl on the art tests guys.
http://rainvfx.com/stuff/rockets.mov
I wish i could embed quicktime
Heres the normal for the post earlier tim and also a closer render of the character.
critiques are welcome!!
I'd show the concept, but I'm pretty I'm not supposed to.
Ironbear, that guy is a BEAST
ironbearxl: The arms on your guy don't seem to match the same level of tone that the rest of the body has. With how cut his abdomen area is I would expect his arms to be much more cut then they are.
Any crits are welcome.. I used it to tone my high res modeling and workflow with xnormal + crazybump to get good results. 3^1024 maps .. diffuse, spec, and normal. 227 tris (max reporting after being triangulated).
http://www.c4dcafe.com/ipb/index.php?act=attach&type=post&id=53400
7710 tris
samurai = 1024x1024 normal, colour, specular
backpack = 512x512 normal, colour, specular
NCFOM ;]
THIS IS MADNESS!
Here she is, the Combat Knife. A melee weapon, for when you act like a retard and run your weapon dry. Comes in 2 flavours, a classic swipe action, or press the "function" key and he will hold the blade, ready to throw (complete with sticking in walls action). Not sure how many "knifes" you will get as yet, possibly 5, with the last one reserved (i.e. you cant throw it).
Anyway, enjoy. All comments welcome, but this models done, so we are moving on with other things:
(Click to enlarge)
(Click to enlarge)