Woah Ruz! Loving it, and the rather harsh colors actually work very well!
How do you preview that by the way? Loving the simple and clean renders you use.
garriola83 - the problem I feel with your piece is with the muted/almost totally desaturated colours.
Every element has the same tonal value.
I would make the red more vibrant, the blues darker, but less ultramarine( makes stuff look too dirty) - the breast cups are an example of that
perhaps look at each piece in the armour and try to identify what its meant be in terms of metal/plastic etc and focus on making the surface quality more accurate
the waistband for example looks a bit like plastic/plasticine right now
MasteroftheFork - that is scary, like an evil ventriloquists doll
nice rendering but the model needs a lot of work
garriola83 : what Ruz said, plus you seem to be lacking any ambient occlusion added to your diffuse. Or if it's there, it's too subtle. It would help to clarify what's going on as everything seems a bit busy just now.
I was inspired to start learning how to high poly model after seeing kevin johnstone's thread. So here is my first go at it... im gunna bake it down to low poly next.
i'm trying to get my head around zbrush... again ;P
obviously the hands/lowerarms/legs/feet/head (pretty much everything) is still wip.
i finally found out that the clay tool is way more usefull if you set it to about 22-27 in stead of the standard 10 :P. crits, tips and tricks most welcome!
Japhir,that looks like a good start.His legs look really small though,and his crotch is perhaps a bit to low(or it might seem that way cause of the small legs,not sure)
damn ben, that's really sweet, are you going to bring that into a 3d app and render that or are you just gunna keep it skinned in zbrush?
and ya, thanks for the crit, i was thinking that too, but i didn't want to over-detail the thing and just make it look too noisy you know? i'll add some more down there though, practice makes perfect.
Thanks guys Pope Adam - Used planes, extruded borders and chamfered edges, photo for ref. Nice sculpt Ben, textures compliment perfectly. Hope you get some glossy eyes for him soon! Virtuosic - More detail? I would love to see some criss-crossing wires/tubes inbetween all those fins and maybe some dammage.
Posted this in the main page but didn't receive any comments (guess its just too generic?). Anyways, I'll be using this in an upcoming environment I'm planning out.
I'll be doing an age pass on it pretty soon so it looks like its been kicked around for a few centuries. Crits if you've got them
Andrew_Morris - Not bad but the eye sockets and nasal cavity need enlarging, some of the detailling around the upper jaw needs smoothing out. Also I would consider removing some of the teeth and maybe fracturing them if this is to be an old skull. http://courses.washington.edu/chordate/453photos/skull_photos/human_skull_front_02.jpg
Are you using refs?
After the boards switched over to the new software I lost my old avatar smily, so decided to make a new one. Model is a retopologized sculpt from a sphere done in zb. the rest is a paintover done in Photoshop.
Hello, Just started so If I mess up just let me know.
Currently I'm working on this character for my 3D character modeling class.
I have his basic torso, I will update as time passes.
Right now he has no legs, but I'm working on it.
Looks ok, though the poly distribution is kinda inconsistent and somewhat inefficient.
That side view is looking strange :)bring those feet in and maybe try to add the "S" backbone curve to the model
Looks good tho
heres the high poly of a cart I did tonite. Going to try and add more medium detail. Hopefully between crunch and tf2 I can get the normals and AO baked out this week.
Okay, so on my cintiq this is super dark, because I'm an idiot that lost my cd and the color profiles with it But on my monitor it looks like what I would expect. So if you aren't skipping over this maybe you can tell me if it looks like crazy washed out and "light" or crazy dark? And I guess any thoughts in general would rock.
Replies
600 tris, 256^2 tex
still very early
Extending this bowl of dust
Fork - awesome shot!
some more from the ga comp:
How do you preview that by the way? Loving the simple and clean renders you use.
i dont know, mohawk.
garriola83 - the problem I feel with your piece is with the muted/almost totally desaturated colours.
Every element has the same tonal value.
I would make the red more vibrant, the blues darker, but less ultramarine( makes stuff look too dirty) - the breast cups are an example of that
perhaps look at each piece in the armour and try to identify what its meant be in terms of metal/plastic etc and focus on making the surface quality more accurate
the waistband for example looks a bit like plastic/plasticine right now
MasteroftheFork - that is scary, like an evil ventriloquists doll
nice rendering but the model needs a lot of work
ironbearxl and GCMP - looks great
Thats not even slightly photoshopped i hope?
?
I think he means photosourced... :P
I was inspired to start learning how to high poly model after seeing kevin johnstone's thread. So here is my first go at it... im gunna bake it down to low poly next.
obviously the hands/lowerarms/legs/feet/head (pretty much everything) is still wip.
i finally found out that the clay tool is way more usefull if you set it to about 22-27 in stead of the standard 10 :P. crits, tips and tricks most welcome!
and ya, thanks for the crit, i was thinking that too, but i didn't want to over-detail the thing and just make it look too noisy you know? i'll add some more down there though, practice makes perfect.
Pope Adam - Used planes, extruded borders and chamfered edges, photo for ref.
Nice sculpt Ben, textures compliment perfectly. Hope you get some glossy eyes for him soon!
Virtuosic - More detail? I would love to see some criss-crossing wires/tubes inbetween all those fins and maybe some dammage.
benclark: Great sculpt! Super tight work.
Here's another little designer toy/quirky character piece:
This stuff is fun but I need to do some sculpting!
Cheers, Nick.
Cool sculpt, Ben
I Love it!!!
Fantastic sculpt Ben, the eye seems a wee bit strange to me, other than that , top notch!!
I'll be doing an age pass on it pretty soon so it looks like its been kicked around for a few centuries. Crits if you've got them
http://courses.washington.edu/chordate/453photos/skull_photos/human_skull_front_02.jpg
Are you using refs?
top viewport, bottom render with AO
i seem to loose almost all my specular with the AO, any way to combat this?
GCMP: the reason the eye socket and nasal cavity look huge in your reference image is because of the camera distortion.
Granted, they could be a bit larger in the model, but not too much.
use a real light for spec, you don't really get specular highlights from ao alone, its more just to get the subtle shadows.
Currently I'm working on this character for my 3D character modeling class.
I have his basic torso, I will update as time passes.
Right now he has no legs, but I'm working on it.
i'l try using a point light setup or an engine for the next shot
Its juggernaut from xmen......its not samus on roids tho lol
Robot bunny, side kick to a character I am working on, anything garishly wrong that you guys see?
That side view is looking strange :)bring those feet in and maybe try to add the "S" backbone curve to the model
Looks good tho
Tried to put in an s to the back, any other tips?
-Argyle
heres the high poly of a cart I did tonite. Going to try and add more medium detail. Hopefully between crunch and tf2 I can get the normals and AO baked out this week.
Some parts remind me of Fade to Black, the 3d sequel to Flashback.
Okay, so on my cintiq this is super dark, because I'm an idiot that lost my cd and the color profiles with it But on my monitor it looks like what I would expect. So if you aren't skipping over this maybe you can tell me if it looks like crazy washed out and "light" or crazy dark? And I guess any thoughts in general would rock.
-caseyjones