Slum: Haha, it's actually a coincidence that I did Hulk, it actually started out as a young Wolverine and as I was looking for some ref I stumbled onto This version of The Hulk by Joe Madureira so I ended up doing that. I know its not exact to the concept, but I just like the square/hard edge look about it which I tried to get into mine.
I'll definite look at the area you pointed out and see if I can improve on it a little more, thanks for the comments
ironbearxl: Thanks, mate. I really like the proportions of your little dude.
Slipstream ->
I dont't like two things: hairs and horns, but probably it's one of the most charateristic features of this model, sorry then;) And legs, too thin for me, no muscles (almost), this guy is going to crack the legs under his weight.
i'd like to know why it feels dull, i don't have much experience with well clothed things with lots of drapery, folding and wrinkles since i make naked stuff all the dam time.
Leilei: It's not too bad. As Leviathan pointed out, there's no shadows. It might be nice to see some purple (or reddy/brown?) shadowing to give it a bit of depth and colour variation.
Eh, I was away giving a talk on modo, then massively hungover and then Okami came out on the Wii... I've pried myself away from it to try and finish up my character :P
Her eyes should be less crossed now (although they're still kinda starey, will fix the texture later). Hands a bit bigger, breasts a bit higher, neck a bit shorter - which I think covers all the crits.
Mostly I've been working on the textures for her accessories because it's easy to work on during lunch hour and I don't trust the crappy TFTs at work with skin tones. Hopefully tomorrow evening I can get back on with the character proper.
pimp, slipstream.
I agree about the legs though. Maybe it's just an inherently strange with those types of especially thin legs on a biped.
lookin' nice, Talon.
I think some subtle masculinity is okay - such as in the jawline for this character.
I think the bust and up still looks a bit awkward over all though. Most of that can be alleviated by just squashing almost everything down a bit up there - hopefully that doesn't change the character too much. The distance from the chin to the clavicle is still pretty large and her head looks a little too tall and skinny. You can just drop the lid a bit and reshape the eyebrows to make the eyes less starey, and lashes will help.
the forearms also look a little strange - especially going into the hands, I think they're just too flat. Also, I wish you'd hurry up and fix that thumb :P haha, unless it's like that for ease in rigging? I dunno.
lookin' cool though
Hey CheapA I agree with Ruz I wouldn't call it dull either. However there are a few things you might want to keep in mind when going for the KH look (which I believe is your thing?). It's just color theory but it can make quite a difference. Here are some pointers, hope you don't mind the paintover. In true Prometheus style! (I reiterate some things he states himself, but there is also some more personal stuff in there.)
Also I would suggest to not work and present your model against such a background color. Since it has a stong color and said color is close to your object's, it creates very low color and value contrasts. I would recommend using white for such KH-like models. If a model looks good against a bright background it will hold up its saturation in many situations. If previewed on a dark bg, chances are it will look grey in the open air. (I'm not a 50 grey fan either, I like a bright gradiant the most)
And some other random color theory notes, might be of some help :
I started my own thread for this guy but I am not getting enough eyes on it so I figured I would throw it up here. I would love to get some c&c on this sucker since I am still at a relatively early stage.
@Swizzle: I was aiming for a fairly tomboyish character. The person the face is based off has a fairly strong jawline already, so I ran with that.
@FunkyBunnies: Thanks for the animation, dude. I'll have a play with some changes this evening. And yeh, the thumbs still need done, I'll fix those, too
Thanks pior, that post was informative and useful, but a couple things:
- i'm not going for KH style (not my thing where did you get that from lol), but more like a style that would fit in lower-end, overbright games like Quake3 with a lot of deep shadows and small highlights such. Skinning her like the picture on the left would make her appear quite washed out in bright areas
- Across her shoulder isn't that but this:
Sa7an that' s just beautiful. What kind of metallic wire is that? I love how perfectly straight the forearm are aso. I hope you will do more of these.
Cheap It's all up to you for sure... I see what you mean for the tiny highlight look but that will convey a very oily feel. Imo it worked well for q3a because the characters are oily, sweaty gladiators but that does not mean everything has to be done that way...
By all means avoid using a 'whitened' version of your main color for the highlights (if you take a good look at the q3a textures you will see that highlights are tiny on metals, and the broader surface highlights always show a shift in color from the base. good examples : Hunter and Hunter Red)
pior: i'm not sure what type of metal it is but i think its about 0.5mm thick and you need pliers to work it if you dont want to hurt your fingers. it's stronger than it looks. the red stuff is normal sewing thread.
Sa7an, I'm stupid - from your last post and after digging a bit deeper in my memory I think I perfectly see what stuff this is. I was confused by wire coming in rolls, but your stuff looks like 'piano string' kind of wire. I was wondering how you put it straight, but now I realize it *is* straight right from the start haha.
Just some screens for an art test I did for America's Army:
Mental Ray render.
Various angles.
Attempting to get it into the Unreal Editor (Gow) ;p
Latest attept w/ getting the shader to work properly...
Anyone knows why the handle (recently added) appears black? I think it's normal map UV space may be a bit too small.... I did after all squeeze that handle in there >. >
nice work hawken always enjoy looking at your work.
pior: the wire i used looked pretty much exactly like on this photo. to straighten it out i wrapped it around the drainage pipe outside the building and pulled the ends back and forth. works like a charm.
finished another study (made of wood) today but i didnt take my camera with me today. will post it tomorrow i think. these studies are fun to do
Nick Carver, stop doing such kick ass pieces, you are making me depressed that I cannot build them, as I suck at hard surface work:P Haha, love the stuff your doing, and really looking forward to what you do next.
everything has to be using stock assets, but you are allowed to make materials & particles using those assets. Nothing can be used from an external program. Deadline is June 30th, I'm about 65% complete.
Replies
@Neo_God: good job, because it rang a bell as soon as I saw it : D
I'll definite look at the area you pointed out and see if I can improve on it a little more, thanks for the comments
ironbearxl: Thanks, mate. I really like the proportions of your little dude.
IronHawk: Thanks for the comments, dude.
-caseyjones
I dont't like two things: hairs and horns, but probably it's one of the most charateristic features of this model, sorry then;) And legs, too thin for me, no muscles (almost), this guy is going to crack the legs under his weight.
Neo_God, looking cool!
i'd like to know why it feels dull, i don't have much experience with well clothed things with lots of drapery, folding and wrinkles since i make naked stuff all the dam time.
blue is a hard colour to work with anyway
swizzle - looking good so far
Eh, I was away giving a talk on modo, then massively hungover and then Okami came out on the Wii... I've pried myself away from it to try and finish up my character :P
Her eyes should be less crossed now (although they're still kinda starey, will fix the texture later). Hands a bit bigger, breasts a bit higher, neck a bit shorter - which I think covers all the crits.
Mostly I've been working on the textures for her accessories because it's easy to work on during lunch hour and I don't trust the crappy TFTs at work with skin tones. Hopefully tomorrow evening I can get back on with the character proper.
I agree about the legs though. Maybe it's just an inherently strange with those types of especially thin legs on a biped.
lookin' nice, Talon.
I think some subtle masculinity is okay - such as in the jawline for this character.
I think the bust and up still looks a bit awkward over all though. Most of that can be alleviated by just squashing almost everything down a bit up there - hopefully that doesn't change the character too much. The distance from the chin to the clavicle is still pretty large and her head looks a little too tall and skinny. You can just drop the lid a bit and reshape the eyebrows to make the eyes less starey, and lashes will help.
the forearms also look a little strange - especially going into the hands, I think they're just too flat. Also, I wish you'd hurry up and fix that thumb :P haha, unless it's like that for ease in rigging? I dunno.
lookin' cool though
Also I would suggest to not work and present your model against such a background color. Since it has a stong color and said color is close to your object's, it creates very low color and value contrasts. I would recommend using white for such KH-like models. If a model looks good against a bright background it will hold up its saturation in many situations. If previewed on a dark bg, chances are it will look grey in the open air. (I'm not a 50 grey fan either, I like a bright gradiant the most)
And some other random color theory notes, might be of some help :
me thread: http://boards.polycount.net/showthread.php?t=53814
@FunkyBunnies: Thanks for the animation, dude. I'll have a play with some changes this evening. And yeh, the thumbs still need done, I'll fix those, too
- i'm not going for KH style (not my thing where did you get that from lol), but more like a style that would fit in lower-end, overbright games like Quake3 with a lot of deep shadows and small highlights such. Skinning her like the picture on the left would make her appear quite washed out in bright areas
- Across her shoulder isn't that but this:
Cheap It's all up to you for sure... I see what you mean for the tiny highlight look but that will convey a very oily feel. Imo it worked well for q3a because the characters are oily, sweaty gladiators but that does not mean everything has to be done that way...
By all means avoid using a 'whitened' version of your main color for the highlights (if you take a good look at the q3a textures you will see that highlights are tiny on metals, and the broader surface highlights always show a shift in color from the base. good examples : Hunter and Hunter Red)
Sa7an: That's super cool. It has a great sense of balance and abstraction at the same time.
Here's another bit of work for DEEP over at CA.org:
Cheers, Nick.
Henning, that's really awesome, nice piece of art
@ Sa74n
Now show us the rendered model not just the wireframe! Just kidding, its some cool looking art.
pior: i'm not sure what type of metal it is but i think its about 0.5mm thick and you need pliers to work it if you dont want to hurt your fingers. it's stronger than it looks. the red stuff is normal sewing thread.
I also have a really hard time seeing it walking on land. Maybe its only meant for water though?
The Raconteurs fan by any chance?
Good start
Ha ha!
They're okay...but it's actually meant to be Jack Black - not Jack White.
I can see the confusion with the song title in there! By 'steady as she goes' I just meant I'm taking my sweet time - still tweaking.
That was my first impression, Jack Black. I can see the resemblance.
Mental Ray render.
Various angles.
Attempting to get it into the Unreal Editor (Gow) ;p
Latest attept w/ getting the shader to work properly...
Anyone knows why the handle (recently added) appears black? I think it's normal map UV space may be a bit too small.... I did after all squeeze that handle in there >. >
pior: the wire i used looked pretty much exactly like on this photo. to straighten it out i wrapped it around the drainage pipe outside the building and pulled the ends back and forth. works like a charm.
finished another study (made of wood) today but i didnt take my camera with me today. will post it tomorrow i think. these studies are fun to do
Spark
my first time casting resin.
everything has to be using stock assets, but you are allowed to make materials & particles using those assets. Nothing can be used from an external program. Deadline is June 30th, I'm about 65% complete.