Seforin, over all it's looking pretty good. I think one of the biggest problems proportionally is that his massive upper body isn't reflected in his arms, but he's a boxer. Also, be careful for the angle and depth of the separation in the flexors of the forearm. It's too prominent, and you should definitely work on definition in the extensors.
I can't tell much of the face on this one, but the neck and chest are looking a bit off because he doesn't have much for his trapezius - which doesn't fit with the rest of his musculature. Due to his social status, he's also always got a certain posture that I don't think you've got yet.
This is nitpicky, but if you're going for a direct 3d depiction, his cummerbund is sitting lower than you'd usually wear one. I think it kind of throws off his look at the waist.
Swizzle, looking sweet. I think you're mostly just missing a few curves around the eyes and mouth by a bit. I dunno if you're going for a fairly direct translation, but I think most of the mid details are in place, the biggest departure is that he's not smiling enough and doesn't share that mood.
Martin: It looks ok, not sure whats happening with the ammo clip/magazine, there doesn't seem to be any hard edge at the bottom. Maybe its the angle but the sight looks skewed. Some of the details don't seem right and too curved. There are some refinements that need to be done.
Took a break from some unearthly stuff to get some more practice on High Poly Modeling. Actually learned something from this too. Hopefully I have some extra free time to do the low poly and texture.
I also plan on adding the spiral detail in mudbox if/when time permits.
Martin: It looks ok, not sure whats happening with the ammo clip/magazine, there doesn't seem to be any hard edge at the bottom. Maybe its the angle but the sight looks skewed. Some of the details don't seem right and too curved. There are some refinements that need to be done.
I agree about the bottom of the mag looking kinda wierd even tho there was an edge there fixed that now tho. The sight isnt skewed its just the perspective, its not a sideview screengrab its perspective view. Could you be more specific about wich details look wrong?
Saidin311 : thats looking good! I like the clawed foot at the bottom; are the wrinkles hand modelled?
Yeah, I don't quite have the skill to work with symmetry in mudbox, especially for some sort of organic type object so I just modeled the ridges by hand, once things go to normal mapping the small details would probably have gotten muddled anyways.
The moon shapes aren't perfect either. Some pinching in spots, I'm still learning a bit and tweaking. But I'm also thinking it will be less noticeable if you were swinging away with it.
I'm liking your subway entrance the engine render came out nice, I like the lighting coming from below.
Hmm nice crits but im having some problems relating them to my gun seeing as mine doesnt really look like his and its also not the same gun originally? Could you maybe point out wich of those crits you think apply to my model aswell?
Hoping for a few crits... Another space marine haha yay (yawn). I want him in the end to look more gnarly and unhealthy. But I always seem to balk at the half finished stage, now knowing what to go in and do next. Apart from the ears of course ;P
started on some topology for the low poly head, dear god been forever since ive done a character like this so theres ALOT I already see I will need to fix.
If anyone wants to break out there red markers and start Drawing lines and putting the Letter F in the corner by all means
Why not just do it at the texturing stage with the Nvidia plugin or Crazybump? It'd save a lot of time and effort.
I thought about it, but I'm not sure of a couple of things. A) The details might be painted too softly that crazybumb/nvidia might pick out muddy details and I figured I could make a brush in mudbox that could give me what I was looking for and I figured that if I could create it on the mesh it would be 100x better than trying to paint it on the texture.
I'm still pretty new to "what I should sculpt" and "what should be filtered". The drawing is pretty random so I figured that gave me free reign on the type of detail I can create. I'm just worried it will look like poo if I use Nvidia/cb as opposed to making some sort of brush and sculpting the details.
suggestions and input definitely desired to help my learning!
Well, you'll have to go up to a pretty high subdivision level in Mudbox to get those kinds of details, so that's one possible problem. Another issue is that Mudbox has a tendency to make really lumpy strokes that require a lot of refining and reshaping before they're usable. That's the main reason I'd suggest not using Mudbox for this, even though I do love that program so very much.
In contrast, it'd be pretty easy to get the details looking pretty nice with Nvidia or Crazybump and all you'd have to do to get them nice and sharp is to paint them that way. You could probably even download some Photoshop brushes or vector shapes and go to town.
Well, you'll have to go up to a pretty high subdivision level in Mudbox to get those kinds of details, so that's one possible problem. Another issue is that Mudbox has a tendency to make really lumpy strokes that require a lot of refining and reshaping before they're usable. That's the main reason I'd suggest not using Mudbox for this, even though I do love that program so very much.
In contrast, it'd be pretty easy to get the details looking pretty nice with Nvidia or Crazybump and all you'd have to do to get them nice and sharp is to paint them that way. You could probably even download some Photoshop brushes or vector shapes and go to town.
Thanks for the reply. I'm going to try both ways. I've renewed inspiration for trying to paint the details, even though as you say I'm going to have to vector them into crisp shapes. I use mudbox because I can understand the interface. I can get up to a decent sub-d level with my comp (it's pimp), but I wish I knew how to use zbrush because it seems more powerful to do these types of details. Alas, that interface confuses the fuck out of me.
edit: I ran this test on an earlier piece I was working on. This is where I got the idea I could mudbox those details.
As I said before, this is a side thing for the moment, but it's given me a massive amount of learning so I might just take this all the way before I step back into unearthly. Maybe I'll get even more out of finishing this.
@ ruz:
I do agree that the noise is like IN YO FACE. But thats not how it actually is lol ITS THE MATCAP!! XD but yeah, its actually alot smoother with other mat caps. I guess i like to so much becasue its the first time ive been able to go that high with the subd levels. Thats thansk to my new graphics card. Maybe tahts why i liek ti so much
think its the "-omg-ive-never-used-unreal-ed-before-but-on-my-first-try-i-totally-amped-up-the-light-bloom-but-everyone-except-me-hates-it-lol-z-z-z-z"
speacking on NAISE:
Im totally happy that you,saidin are actually sculpting the detial. its EXCELLENT practuce and something i am going to be tackling aswell
haha butt_sahib, guess what, zbrush doesn't care about your graphics card at all, you could take an old 4mb cirrus logic and it won't have an impact :P
zbrush totally depends on cpu und ram
Nah, no sketchthread... although these are probably more suited to one. I've had a sketchbook going on conceptart for about 3 1/2 years though haha, man theres some shit in there.
woah, sahib, way too much microdetail once again. And it's all random noise, it's not like you're putting ultrafine wrinkles or something in there, you're just giving him crazy sandpaper skin. Tone it down, it's the bigger forms that matter.
Martin, while yours is an HK416 and his was an M4, both are based on the same gun (AR-15/M16) and thus, have VERY Similar parts, especially around the receiver. Your grip/Trigger area is well done, but above that, the forward assist, shell deflector, ejection port, magazine release, selector switch, charging handle and sights are all out of scale with the gun/each other. (generally too small) Your barrel also feels very thin. The bump around the mag release on the left side, is flat, not rounded. I have a feeling your rails aren't made properly, but I can't tell from the side views. I'm not sure what stock you're trying to make, but if it's this one, you need to take another look:
Replies
some nice stuff guys, love the sandwich birds Ani
nice first post trevor87
Seforin, over all it's looking pretty good. I think one of the biggest problems proportionally is that his massive upper body isn't reflected in his arms, but he's a boxer. Also, be careful for the angle and depth of the separation in the flexors of the forearm. It's too prominent, and you should definitely work on definition in the extensors.
I can't tell much of the face on this one, but the neck and chest are looking a bit off because he doesn't have much for his trapezius - which doesn't fit with the rest of his musculature. Due to his social status, he's also always got a certain posture that I don't think you've got yet.
This is nitpicky, but if you're going for a direct 3d depiction, his cummerbund is sitting lower than you'd usually wear one. I think it kind of throws off his look at the waist.
Swizzle, looking sweet. I think you're mostly just missing a few curves around the eyes and mouth by a bit. I dunno if you're going for a fairly direct translation, but I think most of the mid details are in place, the biggest departure is that he's not smiling enough and doesn't share that mood.
DO WANT
make that a teeshirt and I will buy it
Just pooped out another one today...
heres the first thing iv worked on at home for the past...2-3 months, a quick sculpy
Ruz: The pattern on his legs seems a bit to big compared to his upper body. Really nice folds though. I'm always finding that difficult.
Not even touched the hands yet, and books and stuff is just mockups.....
yours looks good so far
ruz- looking great, insulation on pipes loks odd at the mo, are they nvidia/crazybump details, could do with hp if it is
I will be redoing a lot of stuff in the image on my second pass.
Looks really good!
@ don, excellent work Speaking of the hulk.....
butt_sahib - perhaps you have gone a little bit far on the micro detail seems a bit overworked somehow
Uhm........
URL=http://imageshack.us][/url]
working on the lowpoly atm.
I also plan on adding the spiral detail in mudbox if/when time permits.
I agree about the bottom of the mag looking kinda wierd even tho there was an edge there fixed that now tho. The sight isnt skewed its just the perspective, its not a sideview screengrab its perspective view. Could you be more specific about wich details look wrong?
here are my ref pics: http://www.pixagogo.com/2715654219 the gun is kind of a mix between a 416 and 417 but mostly 416.
The crescent moon shapes seem a little off in that view; not by much though and I've a feeling it might be the view angle?
Trees are hideous, redo tomorrow using reference
DOF is so overblown because its only meant to show off my sub entrance.
few more little tweaks to go...
Yeah, I don't quite have the skill to work with symmetry in mudbox, especially for some sort of organic type object so I just modeled the ridges by hand, once things go to normal mapping the small details would probably have gotten muddled anyways.
The moon shapes aren't perfect either. Some pinching in spots, I'm still learning a bit and tweaking. But I'm also thinking it will be less noticeable if you were swinging away with it.
I'm liking your subway entrance the engine render came out nice, I like the lighting coming from below.
Hmm nice crits but im having some problems relating them to my gun seeing as mine doesnt really look like his and its also not the same gun originally? Could you maybe point out wich of those crits you think apply to my model aswell?
- Also thanks a bunch guys! but all they really are is copys from the reference unfortunately, aint good enough yet to do this shit on my own :<
Why not just do it at the texturing stage with the Nvidia plugin or Crazybump? It'd save a lot of time and effort.
space marine are boring
im trying to make a gun again, lets see what it becomes
Your hulk for some reason reminds me of poop.
started on some topology for the low poly head, dear god been forever since ive done a character like this so theres ALOT I already see I will need to fix.
If anyone wants to break out there red markers and start Drawing lines and putting the Letter F in the corner by all means
tried taking your lowest/second lowest subdivisions out of zbrush and using those as a base for your low res mesh?
I thought about it, but I'm not sure of a couple of things. A) The details might be painted too softly that crazybumb/nvidia might pick out muddy details and I figured I could make a brush in mudbox that could give me what I was looking for and I figured that if I could create it on the mesh it would be 100x better than trying to paint it on the texture.
I'm still pretty new to "what I should sculpt" and "what should be filtered". The drawing is pretty random so I figured that gave me free reign on the type of detail I can create. I'm just worried it will look like poo if I use Nvidia/cb as opposed to making some sort of brush and sculpting the details.
suggestions and input definitely desired to help my learning!
In contrast, it'd be pretty easy to get the details looking pretty nice with Nvidia or Crazybump and all you'd have to do to get them nice and sharp is to paint them that way. You could probably even download some Photoshop brushes or vector shapes and go to town.
Thanks for the reply. I'm going to try both ways. I've renewed inspiration for trying to paint the details, even though as you say I'm going to have to vector them into crisp shapes. I use mudbox because I can understand the interface. I can get up to a decent sub-d level with my comp (it's pimp), but I wish I knew how to use zbrush because it seems more powerful to do these types of details. Alas, that interface confuses the fuck out of me.
edit: I ran this test on an earlier piece I was working on. This is where I got the idea I could mudbox those details.
As I said before, this is a side thing for the moment, but it's given me a massive amount of learning so I might just take this all the way before I step back into unearthly. Maybe I'll get even more out of finishing this.
@ ruz:
I do agree that the noise is like IN YO FACE. But thats not how it actually is lol ITS THE MATCAP!! XD but yeah, its actually alot smoother with other mat caps. I guess i like to so much becasue its the first time ive been able to go that high with the subd levels. Thats thansk to my new graphics card. Maybe tahts why i liek ti so much
think its the "-omg-ive-never-used-unreal-ed-before-but-on-my-first-try-i-totally-amped-up-the-light-bloom-but-everyone-except-me-hates-it-lol-z-z-z-z"
speacking on NAISE:
Im totally happy that you,saidin are actually sculpting the detial. its EXCELLENT practuce and something i am going to be tackling aswell
zbrush totally depends on cpu und ram
trying to beef up my portfolio with some more high end work
Martin, while yours is an HK416 and his was an M4, both are based on the same gun (AR-15/M16) and thus, have VERY Similar parts, especially around the receiver. Your grip/Trigger area is well done, but above that, the forward assist, shell deflector, ejection port, magazine release, selector switch, charging handle and sights are all out of scale with the gun/each other. (generally too small) Your barrel also feels very thin. The bump around the mag release on the left side, is flat, not rounded. I have a feeling your rails aren't made properly, but I can't tell from the side views. I'm not sure what stock you're trying to make, but if it's this one, you need to take another look:
http://us3.pixagogo.com/S5ODTr!fWlbmTCx2W9dU7rV3VlF6FAijg0Lz91avtl8oPFOJ3MfncAPZ8kNBG1GiiTQP1f1GXZn6bi!zf8LaMYbKiAEm50zCue/00009.jpg
All of these are fairly nitpicky, it was very obvious what gun it was when I saw it, but it could be a bit more accurately.