lol that rocks b1ll, how would he even move haha! the bottom of his stomach looks a bit odd to me, its almost like hes wearing a bullet proof vest, but its actually his stomach =/
B1ll! Needs some more pouches, how the hell is he going to carry all of his stuff? STORAGE!
seriously, though, hips are too narrow. That or obliques are too wide.All of the muscles pinch in at the hips and it doesn't seem natural. Ridiculous stylization in proportions is awesome and one thing, this is another thing entirely -- it doesn't look like his legs can even move, too absurd.
great stuff bill, who cares that he can't move :P. would be fun to see him animated, just to prove he CAN move ^^.
Suprore gave me some pointers, and i opened arshlevon's basemesh for reference (no, nothing was copied over :P). so thanks again suprore and arshlevon .
here is what i came up with:
haha bill. the way he's ears are so pointy and big makes me thing of a german sheppard lol. that's what i would change. the bat ears smaller in size. but yeah looking hawt
Oversized and busy, yes... nevermind that he's a dude who lives in a cave fighting people dressed up as clowns. Love it b1ll, you're awesome. It's great that you've worked your own style into a legendary character like this...too bad you're french
This is my latest work and its about time I get some good solid crits on this. It is an old school coke/soda vending machine. Wanted to go for an aged and worn out feel. The solid gray areas in the texture are just temp for now until I figure out how to make a chrome material in the unreal 3 editor. I'm still debating whether or not if I should keep the coke logo or come up with a funny name like loca cola or something, I have no idea. Just Diffuse and normal so far... Please feel free to rip it apart. Thanks all!
Vivi, pretty nice scene. is that in source? one thing that stuck out to me is the fridge looks really small in that scene. out of scale to the windows it feels it should be at least double its size.
This is my latest work and its about time I get some good solid crits on this. It is an old school coke/soda vending machine. Wanted to go for an aged and worn out feel. The solid gray areas in the texture are just temp for now until I figure out how to make a chrome material in the unreal 3 editor. I'm still debating whether or not if I should keep the coke logo or come up with a funny name like loca cola or something, I have no idea. Just Diffuse and normal so far... Please feel free to rip it apart. Thanks all!
textures look great, it'd be better if u include the rust texutre onto ur normal map.
onionhead_o: thanks man. I didn't want to go too far ahead with the normal map just in case I had to make a major change to the model or the diffuse texture. Once I figure out that i'm going in the right direction I will def add some rust noise to the normal.
bitmap: as of now no specular. I wanted to wait until I finish up the diffuse first. I think I will go ahead and just make a temporary one so you guys can get a better idea.
Vivi, pretty nice scene. is that in source? one thing that stuck out to me is the fridge looks really small in that scene. out of scale to the windows it feels it should be at least double its size.
That's probably because I made the windows really big :P. The player size is actually pretty close of that to the refrigerator. More shots to come soon!
Just started this little character , for good-old-school-modeling/textuing's sake. Only the head (without the glasses) and the gun are "finished", hope you'll like it !
made a low poly gnome a long time ago and though it would be good practice for learning about how to sculpt hair and cloth. its not very good but its not horrible.
also spent a bit of time learning how to do wrinkles, still new to it but i like how it came out atleast
Are those rocks? (just checking they arent some alien forms or something, not a knock against your work)
If they are, perhaps try pinching the edges more so they look nice and sharp and rock like?
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benregimbal@hotmail.com
I wouldn't want to fuck with him. . . though if I had to, I'd probably just push him over and run away.
BATMAN IS A FUCKING T600 !!!
(nice model bill, but something is terribly wrong with his leg/torso.)
seriously, though, hips are too narrow. That or obliques are too wide.All of the muscles pinch in at the hips and it doesn't seem natural. Ridiculous stylization in proportions is awesome and one thing, this is another thing entirely -- it doesn't look like his legs can even move, too absurd.
oh and MOVING WHAT< batman is a friken BAT HE CAN FLY! NANANANAN!
Looking great
Suprore gave me some pointers, and i opened arshlevon's basemesh for reference (no, nothing was copied over :P). so thanks again suprore and arshlevon .
here is what i came up with:
i think/hope i'm ready to sculpt now.
likin' it dude, cool volumes
Started this last night and this is as far as i got.
Still needs a lot more work but I have a pretty good idea of where it's going, so that's all good
And on an offnote... i was looking at your portfolio. What plugin do you use for your artwork section? i really like it.
and My site uses "High slide" http://vikjavev.no/highslide/ Which is far superior to lightbox or whatever its called :P
Bow to the scarecrow!
Trying to get back into the swing of things so I started a sketchbook thread and this was my first entry. Next comes the model.
is nice!
here's something from me.
a golf field. just to pratice some texturing.
Hope to finish it tomorrow. I would love to do a whole Phantom Tollbooth collection someday.
Concept from http://www.raphael-lacoste.com/
textures look great, it'd be better if u include the rust texutre onto ur normal map.
Looks cool Renauld
Attempt at low poly monster, no doubt plenty wrong with it though.
Bit of an update on one of my projects
bitmap: as of now no specular. I wanted to wait until I finish up the diffuse first. I think I will go ahead and just make a temporary one so you guys can get a better idea.
It needs the approach and intermediate cut around the green to make it look authentic.
That's probably because I made the windows really big :P. The player size is actually pretty close of that to the refrigerator. More shots to come soon!
edit: yeah its source!
(click for a bigger version)
>>Shaded version before texturing (more angles !)<<
made a low poly gnome a long time ago and though it would be good practice for learning about how to sculpt hair and cloth. its not very good but its not horrible.
also spent a bit of time learning how to do wrinkles, still new to it but i like how it came out atleast
I feel like the front foot could be lowered a bit (getting cut off by the crop is never a bad thing).
Also if you try and hash out the back leg joint a bit better, the piece will be 100 times more awesome. (not done says I !!!!!!) :P
The diffuse is a quick 5 minute test. Sculpting her boots was a bitch, how do you guys get those hard edges where the leg goes into the boot?
- BoBo
If they are, perhaps try pinching the edges more so they look nice and sharp and rock like?