done some more plodding on it... definitely a case of having to work on it a bit, do something totally different and come back to see what's right/wrong- cranium is much smaller now and starting to tighten it all up- still got ear to tighten up and get the eyeballs in situ and get the lids lined up properly to them.
Cheers again for the comment Neox, this is the first character I've modelled in aaaaaaaaaaaaaaaaaaages lol- I think the last one was almost a year and a half ago whilst faffing about between tasks at work heh
Chunkey, he's much better than he was before with his giganto-cranium, but he still looks kind of odd. He has a very weak chin, his jaw line looks completely wrong, his head is pretty round on top for how long it is, and the nasolabial crease goes up way too high on his nose.
Here's a gif with your original and and then some adjustments.
They're not huge changes, but they'll make a lot of difference. I may've overdone the jaw a bit, though.
@Flying Monk: Coming along, dude. You might want to give her some more pronounced knees and calves, though. They look oddly straight at the mo.
@Driller: That's some tasty work Could you show some before/after comparison grabs? I'd be interested to see how much of it is AE.
Modeling, unwrapping and baking is finally done on my survivor/hunter lass. Onwards to texturing.
Final polycount is just under 8.3k for all of it. 2048^2 for her, 1024^2 for her accessories.
I've been wanting to work on normal mapping for a while now. This is one of my first serious attempts. A few past attempts just didn't work out very well.
@RazorB: Just for portfolio content. I don't have any realistically proportioned, normal mapped characters up there yet (most of the high-poly stuff I've been doing recently is cartoon proportioned and still under NDA).
Cool. I'd heard that they've improved viewport rendering of normal maps, but what I read didn't specify how. I haven't gotten a chance to try 302 yet, so I'd be interested in hearing what you think of it.
EDIT: Well, holy hell. I didn't realize they had a free demo now. I had thought they were still charging for it.
Well, it's a ton more stable than 301, especially when dealing with massive UV sets and loads of images (which was arguably 301's worst downfall).
But I haven't really noticed an improvement in the normal map display, as such. The sculpting vector displacement shader's a lot faster and more efficient, which might be what you're thinking of.
Come to think of it, that may actually be the same shader that handles the normal map display...
hey thanks guys, it's still really early on, I was just trying to get my methodology for the look that I want.
Talon: I'm just learning after effects now, and having a ton of fun doing it! it was rendered in passes, ambient occ, max's ink and paint for the flat col and lines, a high contrast pass for the glows and stuff,ect,ect so it only really exist in after effects. I'll post wires and more pics when it progresses.
agree with that don on the nostrils (one vertex accidentily moved forward?) , kinda like the blue tho. really love the style you developed by the time, hair looks kinda messy compared to the crisp face.
hey ruz. looks awesome. if you are going to use this as final shots of dude.....i'd delete the third head. it's almost exactly the same as the profile and just seems little repeat-like to me. looks nice!
uhm no it's not based on kingsley, didn't search for refrence but if i remember right, kingsley is a way lot skinnier? can't remember exactly
my initial reference was telly savallas, would be a lot of work to make him fit totally but as he is a game character and they obiously don't have the rights to create a digita clone, i only worked on captchuring the mood of that guy, not his genome
oh y00tz posted a reference, definitely some connections there, can't deny that
Little dude for a little project I'm working on in my spare time.
I have to re-do him, but it's super-fun so I don't mind one bit. This version of him I might just texture up and finally figure out how to get custom player models into HL2 or CS:S or something.
cheers for the feedback on the head peeps, will try and improve it a bit today
talon, the eyes are really white and starey and perhaps the shoes could be improved quite a bit
katzeimsack - thats really creepy in a good way
Neox - I thought that it was based on ben kingsley too looks good , but I would like to see more detail in the neck area
Levus - he looks good so far, perhaps a bit cute for a devil? perhaps the hands are a little too inflatable looking, perhaps some claws might help
Ruz, you have some rights probably, but the highpoly, lowpoly and mapping is done, just wanna show the model:) Anyway, thx for the comment, I appreciate!
that could be reduced to 1024x1024 and not loose detail, the pose is awkward, the muscles also , and it seems you tried to go to realism but didnt use reference so it became a mix of cartoony + realism according to my head. FIX FIX FIX !
Replies
done some more plodding on it... definitely a case of having to work on it a bit, do something totally different and come back to see what's right/wrong- cranium is much smaller now and starting to tighten it all up- still got ear to tighten up and get the eyeballs in situ and get the lids lined up properly to them.
Cheers again for the comment Neox, this is the first character I've modelled in aaaaaaaaaaaaaaaaaaages lol- I think the last one was almost a year and a half ago whilst faffing about between tasks at work heh
Here's a gif with your original and and then some adjustments.
They're not huge changes, but they'll make a lot of difference. I may've overdone the jaw a bit, though.
@Driller: That's some tasty work Could you show some before/after comparison grabs? I'd be interested to see how much of it is AE.
Modeling, unwrapping and baking is finally done on my survivor/hunter lass. Onwards to texturing.
Final polycount is just under 8.3k for all of it. 2048^2 for her, 1024^2 for her accessories.
@Swizzle: 302, of course
Cool. I'd heard that they've improved viewport rendering of normal maps, but what I read didn't specify how. I haven't gotten a chance to try 302 yet, so I'd be interested in hearing what you think of it.
EDIT: Well, holy hell. I didn't realize they had a free demo now. I had thought they were still charging for it.
But I haven't really noticed an improvement in the normal map display, as such. The sculpting vector displacement shader's a lot faster and more efficient, which might be what you're thinking of.
Come to think of it, that may actually be the same shader that handles the normal map display...
Finally got a chacne to mess w/ my tank~
S'been forever since i've done anything...
Side note: Those tread links are waaay too big, Need to go back & re-do them...
Other than that, getting close to being done
Talon: I'm just learning after effects now, and having a ton of fun doing it! it was rendered in passes, ambient occ, max's ink and paint for the flat col and lines, a high contrast pass for the glows and stuff,ect,ect so it only really exist in after effects. I'll post wires and more pics when it progresses.
a larger pic:
Concept stuff with my new tablet.
wip of Masterblaster, , still gotta start Master, but once these two get enough progress on them I may chuck em in UT3 for some fun.
head i did for a arttest, going to totally redo him, so i can take this piece into my portfolio
looks nice Klash120- I would n't have the patience for that kind of work:)
how do you link thumbnails from wordpress BTW?
good job!
sorry i was too lazy to comment on your work, but they are both looking good anyway
actually the weirdness on the nostirls is my crappy bake , the zbrush model is a bit better, but I have to go back and look at that.
mainly I find trying to fix old stuff seems to make it worse, but will prolly have a go:)
Is the white outline a bit over the top do you think anyone?
Any ideas to make my presenation look a little more dynamic would be helpful
imho the bump is a too strong, also use an ambient light, I've never seen such a contrast on real skin
don't forget the ambient occulsion of the hair!
still wip
the teeth will get a sculting pass, many details are missing and hair will be added
Made some good headway on the texturing this evening.
Either way, it looks very good.
:O~~~ my max viewport color almost matches the forum :O
Hey neox, he looks like a younger ben kingsley!
Oh and Blender 3D
my initial reference was telly savallas, would be a lot of work to make him fit totally but as he is a game character and they obiously don't have the rights to create a digita clone, i only worked on captchuring the mood of that guy, not his genome
oh y00tz posted a reference, definitely some connections there, can't deny that
I have to re-do him, but it's super-fun so I don't mind one bit. This version of him I might just texture up and finally figure out how to get custom player models into HL2 or CS:S or something.
talon, the eyes are really white and starey and perhaps the shoes could be improved quite a bit
katzeimsack - thats really creepy in a good way
Neox - I thought that it was based on ben kingsley too looks good , but I would like to see more detail in the neck area
Levus - he looks good so far, perhaps a bit cute for a devil? perhaps the hands are a little too inflatable looking, perhaps some claws might help
EarthQuake: no online portfolio yet, but i might do a work dump somtime soon, gota a lot of shit that i might as well post.
anyways, a lunch time doodle:
some WIP freelance work I am allowed to show, low res is up next
Muzzle flash forthcoming... Hoping to finish this tonight.