benclark -> thanks! Your model looking nice, I like it much. Did you think it need a little more sharpness on the fabric folds?
rul119 -> 2048 maps can take some more details than you have on it. And the model looking little stiff, you need to do some work on shape flow, to catch some interesting proportions! Warrior can't be bowed, give him more power!;)
Normal and occlusion already baked, I need just fix seams padding:/
just started learning gtkradiant two days ago and it gives me a warm fuzzy feeling to be able to make a map and run around in it, even if it is good old quake 3!
working on 3dtotal sculpting challange, still have like half an hour left to work on this - I wanna make the hat folds more convincing, not sure how to approach it ...
Alright, it's not digital work at all, but this is what I had been up to for the past couple of months. I'll post some digital 3d work sometime soon.
Clay doodle:
I did a alginate mold on a friend, and let the alginate shrink and then casted it in Ultracal (a gypsum cement)
A collaboration project with a friend, where we made him to look like an old homeless man, full facial prosthetic sculpted by us and then casted in an FX grade gelatin. Won us a nice little Grant actually.
And a welded steel sculpture, each structure stands about 5 feet
actually, we sort of did play a prank in a way. After we had him all made up, we walked around the city filming him in various places, like starbucks and local theatres, everytime he was threated to have the cops called on him if he didn't leave, fun stuff.
i would ditch the light grey background, hurts my eyes , and also that light scheme makes the head blend in instead of "pop" know what i mean ? solid suff nontheless
Ruz, somewhere in your lighting your spec maps all of your faces get really flattened out. Subtlety is key in specular, even if you want to go for something styled. Something more broken up that compliments the skin tone would do wonders.
I am not really an expert on the best way to do things, just hope and pray really, but i do like my high spec faces, gives them a certain look which I like.
Its like the burnt out look hides some of the form and gives it a more illustrative feel if that makes any sense
Its like the burnt out look hides some of the form and gives it a more illustrative feel if that makes any sense
You're the more experienced artist of the two of us, but personally i would leave effects like that to the shader, and practice the most effective rendering of the forms with whatever it is you're using -- this looks like default normals/diffuse/spec?
Why not use that BRDF shader, or something, if you want a more illustrative effect?
Leviathan, this is not the greatest paintover, but maybe it'll get the point across -- look up facial planes and think about the bigger forms, waaaay too much microdetail there.
Leviathan, this is not the greatest paintover, but maybe it'll get the point across -- look up facial planes and think about the bigger forms, waaaay too much microdetail there.
Since everyone seems to be doing heads these days:
Hopefully not too hard to guess who it is. Still only on sub-d level 3, plenty of work to go yet. Doesn't look quite so accurate from some angles yet, and the ears/hair/neck are clearly hardly touched yet. No asymmetry yet either.
And yes, I know his skin is too dark and the wrong colour.
Great form on the head Mop, but who is it(You probablly captured the likeness well, I just don't know who it is)
Is that just hand colour painted skin so far? I think you got the shape down so well the priliminary colour you stuck on works really well(aside from you saying its too dark)
Ruz : your skin tones definitely needs more color variations, also I think your cloth work is lacking a lot of detail compared to the work you put into faces, pouches and straps look like a simple extrusion/predefined mask/stamp, they have no detail whatsoever besides a basic pouch/strap shape, no color variations, the texture looks like a simple overlay (except for the leather jacket that looks a bit more refined on that regard. I know you don't want to sculpt all that but a few good photoshop custom brushes can make up for that very easily, I also tend to slightly desaturate on the edges of folds to add more contrast (kind of like the dry brushing technique on figure painting), especially on the jeans, would work better than a simple flat color+overlays IMO. I'm not the best at texturing and such, so people that are good at this can correct me if I'm wrong, only personal statement here keep it up man !!
Mop : is that Edward James Olmos ? if so, I think the eyes may be too low and the nose too short and the forehead too long
Ruz : your skin tones definitely needs more color variations, also I think your cloth work is lacking a lot of detail compared to the work you put into faces, pouches and straps look like a simple extrusion/predefined mask/stamp, they have no detail whatsoever besides a basic pouch/strap shape, no color variations, the texture looks like a simple overlay (except for the leather jacket that looks a bit more refined on that regard. I know you don't want to sculpt all that but a few good photoshop custom brushes can make up for that very easily, I also tend to slightly desaturate on the edges of folds to add more contrast (kind of like the dry brushing technique on figure painting), especially on the jeans, would work better than a simple flat color+overlays IMO. I'm not the best at texturing and such, so people that are good at this can correct me if I'm wrong, only personal statement here keep it up man !!
Yeah, gotta agree, you really gotta model out the details in these meshes man, the pockets etc all look just like lame bumpmaps applied, and theres a huge difference in quality between the clothes and faces in most of your characters. Also color variation+++
Spent a stupid amount of time on this but at least I've learned quite a bit about high to low and even UE3 (Cheers eat3D!) Might revisit the shader once I've done a bit more learning.
Pretty pleased with myself for finding out UEd's post processing stuff as well. Prop will be used in a subway/train station scene.
seems pretty reasonable since the artist who drew her is quite the....ummm...nvm
You can check out his profile here (slightly adult images kiddies!)
Thanks tho
Just wish i had unreal so i could bug neox on helping me with the shader. Reflections and better cell shading and not to mention lines ON the seams are my only concerns...but meh! ive got other stuff to do
Replies
rul119 -> 2048 maps can take some more details than you have on it. And the model looking little stiff, you need to do some work on shape flow, to catch some interesting proportions! Warrior can't be bowed, give him more power!;)
Normal and occlusion already baked, I need just fix seams padding:/
Had a go at slaught's awesome mech :
just started learning gtkradiant two days ago and it gives me a warm fuzzy feeling to be able to make a map and run around in it, even if it is good old quake 3!
much more to do of course
Clay doodle:
I did a alginate mold on a friend, and let the alginate shrink and then casted it in Ultracal (a gypsum cement)
A collaboration project with a friend, where we made him to look like an old homeless man, full facial prosthetic sculpted by us and then casted in an FX grade gelatin. Won us a nice little Grant actually.
And a welded steel sculpture, each structure stands about 5 feet
I thought I had lost this head, but just found it on an old drive
updated the skin texture and normal map on this version
changed the background slightly
'nother one. yeah this is more about presenting my stuff nicely rather than pimping new work although
I have updated stuff on these models like improving the textures
Ruz: presentation is pretty nice, I would darken the backgrounds just a smidge, or make it gradient to a darker color as opposed to a lighter one,.
55-ish old man. Moech loef to Mudbox.
/e
Super-duper next genz \o/
Wasn't on smoothshaded. :poly116:
Better?
Its like the burnt out look hides some of the form and gives it a more illustrative feel if that makes any sense
You're the more experienced artist of the two of us, but personally i would leave effects like that to the shader, and practice the most effective rendering of the forms with whatever it is you're using -- this looks like default normals/diffuse/spec?
Why not use that BRDF shader, or something, if you want a more illustrative effect?
Leviathan, this is not the greatest paintover, but maybe it'll get the point across -- look up facial planes and think about the bigger forms, waaaay too much microdetail there.
Thanks, I'll check it out!
Davision3D - the overall head shape is nice, but the eyes and nose look a litle weird
perhaps the eyes are a little far apart and the flared nostrils could be toned downa little?
. . . wait, uh. . . I mean, he's looking very technically proficient. . .
Hopefully not too hard to guess who it is. Still only on sub-d level 3, plenty of work to go yet. Doesn't look quite so accurate from some angles yet, and the ears/hair/neck are clearly hardly touched yet. No asymmetry yet either.
And yes, I know his skin is too dark and the wrong colour.
Is that just hand colour painted skin so far? I think you got the shape down so well the priliminary colour you stuck on works really well(aside from you saying its too dark)
Mop : is that Edward James Olmos ? if so, I think the eyes may be too low and the nose too short and the forehead too long
Update, looks a lot more like him now, although the eyes and general shape of the face still need some work.
Yeah, gotta agree, you really gotta model out the details in these meshes man, the pockets etc all look just like lame bumpmaps applied, and theres a huge difference in quality between the clothes and faces in most of your characters. Also color variation+++
(I said touching cloth:)
The problem is i keep jumping from one thing to another without finishing either:)
in a vain attempt to bolster my folio
The belt etc as you say are just simple extrusions.
I may just choose one thing and finish it to the required level of detail.
I was basically kind of 3d sketching and practicing stuff rather than work like I would do in a work environment.
I do have stuff that is a lot more finished, but its mainly NDA unfortunately
For example the jeans are just the basic folds, have n't even added any seams yet, so still far from complete.
and some doodle sketch , 2hours in zbrush, glasses in max:
----EDIT:
and next step, its probably enough for today:
sketching with sil0oo:
I shouldn't model hair next time.
*learning moment!*
RUZ, thats sweet!, very clean
Spent a stupid amount of time on this but at least I've learned quite a bit about high to low and even UE3 (Cheers eat3D!) Might revisit the shader once I've done a bit more learning.
Pretty pleased with myself for finding out UEd's post processing stuff as well. Prop will be used in a subway/train station scene.
NEEDS MORE BLOOM! :P
ImSlightlyBored - looks nice, but the tiled bits on the pillars look a bit flat somehow
Probably done with her.
Max shader
Otherwise quite nice though.
You can check out his profile here (slightly adult images kiddies!)
Thanks tho
Just wish i had unreal so i could bug neox on helping me with the shader. Reflections and better cell shading and not to mention lines ON the seams are my only concerns...but meh! ive got other stuff to do
It's exceedingly hard to find photo references without running into scary porn. The length of the skull is intentional.
just wanted to share since feedback here is always better