I've not been up to much stuff outside of work recently, but here's a couple of expression studies I did this afternoon. i probably spent a couple of hours on each. Both were based on reference photos but the main aim was to capture and understand the expression rather than create an exact copy. It certainly makes a refreshing change from the emotionless faces that I get to make on the job!
Cute baby:
Winning smile:
Hopefully I'll have another vehicle for you guys soon.
I'm determined to complete this character and not leave it half completed like I usually do.
I think the high poly is 80%-90% done. I'm going to start building the low poly and start normal mapping to get an idea of where the last bit of polish should go.
trying to model a head. never really did this before, so i don't really know what i'm doing. i'd like to get some feedback, i probably made quite a bunch of mistakes. still trying to figure out how to make the ears, and it doesn't look like me, although it matches the reference pictures.
@swizzle: i'd add a bit more colorvariation, like more yellow in the highlights, more blue in the shadows, but the shading works quite nice
ok worked again on the model and texture, made the face rounder, removed some edges in the shading, added static lines and crosshatched shading to the texture and worked also on the shader, made the last crosshatch mipmap more visible, removed 20 instructions from the shader and changed the outline to be better scaleable, colorizable and viewdepth dependend to a specific value, don't want it to get uber fat when moving far away...
@vahl very nice work on her, don't know reminds me of someone but can't say who o.O
@bounchfx: i wouldn't mind doing a making of but i'm not a big fan of giving it away, was quite a lot of work and techpaper studies and it's still much to do and optimize.
looks good vahl - just wondered if the head was a little wide. also the spec colour on her leg looks a bit off.
perhaps more orangey for the spec colour. on the dark blue bit
same with the face, it looks closer to purple than to blue
I made a little blog/portfolio . (still need to find all of my old posts with older work).
Not looking for a job really, so it is only for me, my friends and other interested people. http://www.iljakocken.blogspot.com/
hey, SEKNeox, that's one mighty fine looking character and a sweet shader to boot! I don't know if you're doing this but the way standard lighting works in unreal is:
clamp(0,1,dot(normal, lightvector))
this works for photoreal stuff but to get the light to wrap arround the edges of the model you can use:
(dot(normal, lightvector)+1)/2
and then use whatever mothods you want so clamp the gradient. This will produce more light areas and smaller shadow areas even when only using 1 light, similar to how most cartoons look.
@Squirrely Jones: thanks i'm using the method valve is using for their TF2 Shader, they call it a half lambert its (0,5*dot(Normalvector,Lightvector))+0,5 (don't know if this is written correctly, i'm not good at math ^^)
I'm currently playing around with post effects but all i seam to get out of the scene is the depth, searching for ways to display a world normal, but it appears to me, that all that i get in the postprocess is the final image, but i'm not quite sure yet
but i need to find another way for the outline (currently clamped fresnel), because as it is right now i'll have to drop that part because it can't handle flat surfaces at all, which is ok vor characters but totally doesn't work on technical stuff.
nice sculpt, but his legs/forearms are too small. (yes I know he has small arms anyway) but still, it doesn't look like his legs could support the mass of his body
Thanks for the help on this one. Got the bakes done and this is how it looks with normal+bakes. Will now start the paiting.
Looking cool Ruz. Skin is great, good improvement there. The cloth is looking a bit too plastic, lack of a proper specular map you are planing to do next perhaps, and lack of assimetry that you perhaps should do now
Replies
I've not been up to much stuff outside of work recently, but here's a couple of expression studies I did this afternoon. i probably spent a couple of hours on each. Both were based on reference photos but the main aim was to capture and understand the expression rather than create an exact copy. It certainly makes a refreshing change from the emotionless faces that I get to make on the job!
Cute baby:
Winning smile:
Hopefully I'll have another vehicle for you guys soon.
Ta, Nick.
need to review his bandana
Try moving the iris and pupil up a bit to get a more natural expression.
I think the high poly is 80%-90% done. I'm going to start building the low poly and start normal mapping to get an idea of where the last bit of polish should go.
trying to model a head. never really did this before, so i don't really know what i'm doing. i'd like to get some feedback, i probably made quite a bunch of mistakes. still trying to figure out how to make the ears, and it doesn't look like me, although it matches the reference pictures.
ok worked again on the model and texture, made the face rounder, removed some edges in the shading, added static lines and crosshatched shading to the texture and worked also on the shader, made the last crosshatch mipmap more visible, removed 20 instructions from the shader and changed the outline to be better scaleable, colorizable and viewdepth dependend to a specific value, don't want it to get uber fat when moving far away...
base model, lots of detailing to go.
Trying out some stuff
nope. And I spelled "divine" wrong... bah.
hope he wins though
started texturing and some basic light setup:
some game camera views:
If you don't mind me asking.
Vahl: Wow! That's fantastic.
This is my model attempt while learning blender - a cliche mech/insect/tank thing
@bounchfx: i wouldn't mind doing a making of but i'm not a big fan of giving it away, was quite a lot of work and techpaper studies and it's still much to do and optimize.
@renderhjs: very, very nice work
perhaps more orangey for the spec colour. on the dark blue bit
same with the face, it looks closer to purple than to blue
looks ace renderhjs
And some special ones for the Easter Bunny:
I made the eggs bounce like bouncy balls and they change their color, it looks much more fun in motion.
Not looking for a job really, so it is only for me, my friends and other interested people.
http://www.iljakocken.blogspot.com/
further down- talking minimal amounts though.
adams apple could be a little higher and more pronounced.
perhaps the distance from nose to scalp in the side view is a little long
ears seem a little cartoony still
liking the style overall
clamp(0,1,dot(normal, lightvector))
this works for photoreal stuff but to get the light to wrap arround the edges of the model you can use:
(dot(normal, lightvector)+1)/2
and then use whatever mothods you want so clamp the gradient. This will produce more light areas and smaller shadow areas even when only using 1 light, similar to how most cartoons look.
redid the jacket zbrushing and tweaked the colours a bit
trousers diffuse need a bit of work
I'm currently playing around with post effects but all i seam to get out of the scene is the depth, searching for ways to display a world normal, but it appears to me, that all that i get in the postprocess is the final image, but i'm not quite sure yet
but i need to find another way for the outline (currently clamped fresnel), because as it is right now i'll have to drop that part because it can't handle flat surfaces at all, which is ok vor characters but totally doesn't work on technical stuff.
Really nice stuff you guys got going!
Not yet released, i still have to make some FPV Arm textures and maybe i can get physics on the bunnys ears to work.
@ Ruz
Nice but you need to redo the clothes because they are too large for him!
I guess the trousers are meant to be too large but the jacket looks kinda strange this long over the trousers.
Midday
Afternoon
EDIT shrunk the jacket down a bit and lopped the bottom off. still needs a bit of reshaping
nice model Super
Looking cool Ruz. Skin is great, good improvement there. The cloth is looking a bit too plastic, lack of a proper specular map you are planing to do next perhaps, and lack of assimetry that you perhaps should do now
yeah my dude is very symmetrical. its odd because I have always like symmetry:) but I will try and go the extra mile.