Damn alex, I know I say this a lot but you are constant inspiration man, the touch ups you did to that art test is really nice man, each piece you are getting better and better
you plan on making this a portfolio piece? It might be offensive to some folks. :thumbdown:
Aye, I plan on using this in portfolio.
Religious topics aren't new to games, movies, stories or cinema - I probably wouldn't like working for someone easily offended by art anyhow, regardless of the subject.
Religious topics aren't new to games, movies, stories or cinema - I probably wouldn't like working for someone easily offended by art anyhow, regardless of the subject.
Well, in the way you are portraying could possibly be new and offensive. You aren't killing demons, etc..
I'm just suggesting you'd be better off portraying a neutral point of view with a 'portfolio piece' since you are selling yourself rather then put something someone might offensive you'd want to sell yourself and your art not your ideals and views, and not everyone that views your site might not be the person you'd end up working for, imagine that the HR person saw your work and before even forwarding your work she was offended and instead just went to the next prospective employee. Now, if you just label it something innocuous it won't be a huge deal, but if you label it in your portfolio "MACHINE THAT HOLDS BODY OF CHRIST AFTER SECOND COMING TO SYPHON HIS ENERGY TO USE AS A WEAPON" you might have some issues with folks.
Thanks for the advice, didn't add specular map to xnormal render as there seemed there was no place for one, is there a way to see specular and or glosiness with xnormal?
Couldn't come up with anything fun for the DK challenge at GA.org last night, so I did this quick paint (from reference). Trying to get better with colour, refine my workflow and generally speed up my painting.
Bit over an hour.
Well, in the way you are portraying could possibly be new and offensive. You aren't killing demons, etc..
I'm just suggesting you'd be better off portraying a neutral point of view with a 'portfolio piece' since you are selling yourself rather then put something someone might offensive you'd want to sell yourself and your art not your ideals and views, and not everyone that views your site might not be the person you'd end up working for, imagine that the HR person saw your work and before even forwarding your work she was offended and instead just went to the next prospective employee. Now, if you just label it something innocuous it won't be a huge deal, but if you label it in your portfolio "MACHINE THAT HOLDS BODY OF CHRIST AFTER SECOND COMING TO SYPHON HIS ENERGY TO USE AS A WEAPON" you might have some issues with folks.
indeed sir, indeed. at this point, all that will be included in the portfolio is that it is called The Ark and it looks cool. The backstory is actually less blasphemous than implied, and I'd be glad to share it in another thread. Good point though, not aiming to hurt anyone's feelings, just making arts.
Thanks for the advice, didn't add specular map to xnormal render as there seemed there was no place for one, is there a way to see specular and or glosiness with xnormal?
yeah there should be!
I always recall it accepting specular slots and a seperate gloss slot.
Might be wrong as I never use gloss maps as a seperate file so dont use it in xnormal, but theres definitely a spec map slot.
I was in a rush last time I posted so I'll make make it a little clearer (Sorry!)
basically if you keep your spec at bright white and knock down ambient and light colors to something greyer (or equivalent values) then your spec will quite literally shine through. It's not entirely accurate to what you'll get in engine, (without shader work) but its good to check if your spec is working the way you want it to etc.
As for your piece, I would suggest (as its going to a portfolio) making it modular and getting a lot of pieces out of your single texture sheet. Lego sets are king! For brick walls I like to do broken variants, as you can easily get single bricks out of a tiled texture.
Couple of minor things as well if you dont mind
Bricks are a little red for my liking. (I accept that bricks come in all shapes and colours!)
AO bake.
Make it a little more obvious where the concrete blocks meet the brick wall. This could just be some little cracking on the bricks (maybe a little growth growing from the cracks?) as well as a little bit of wear on the edging of the concrete.
Try and describe where the bricks and concrete meet the ground maybe? Bricks tend to go a different colour when they touch the ground, courtesy of dampness etc.
On a design note, I feel like the tops of the brickwork could be perhaps plastered/concreted over. One thing I remember as a kid is that brick walls arent ever really brick on top, they were always surfaced differently so they were a joy to walk on. But I think this might be erring on the side of personal preference, so go with what you think for that.
And finally, what I like doing when I get to do bricks is modelling a few loose bricks, and then making them sit out from the wall a little bit. When these cast shadows it looks effective alongside a good normal map, at the cost of what, 8 tris a brick? good deal! Same can be said for cutting in to your texture and insetting a brick a slight amount, though that can be more expensive so I wouldnt use it as frequently.
Oh and finally, finally, on a similar note, I'd push those concrete blocks out a little to break the boxiness of it and then they'll cast shadows over the bricks, too, as well as compliment SSAO if its being used.
I know it seems like I've said alot, but its all just real small crits tbh.
@JohnnyRaptor: Female I think, but one thats got jimmy chin-itis and or is eating a particularly large toffee. Not an.. er, overly female girl, but more feminine than a guy.
Got some free time on my hands, started a head - been messing around with the hair tonite, will be back on the face/ear/cloth in the morning. Think I may cheer her up a bit as well :P
I think this looks bad ass. And to be completely honest I wouldn't have a clue what it's purpose was if it was standing alone in a portfolio. Not that I'm any Voice of Reason (pun?) on the subject.
well the problem with women and girls is, that unless you make them totally smooth, they will look too manly if you're not adding a proper feminine haircut, eyeleshes etc.
well the problem with women and girls is, that unless you make them totally smooth, they will look too manly if you're not adding a proper feminine haircut, eyeleshes etc.
yeah, im trying to get a feminine face with the bare minimum, and once thats achieved, the hair and the rest will be a bonus that takes it even further.
yeah there should be!
I always recall it accepting specular slots and a seperate gloss slot.
Might be wrong as I never use gloss maps as a seperate file so dont use it in xnormal, but theres definitely a spec map slot.
I was in a rush last time I posted so I'll make make it a little clearer (Sorry!)
basically if you keep your spec at bright white and knock down ambient and light colors to something greyer (or equivalent values) then your spec will quite literally shine through. It's not entirely accurate to what you'll get in engine, (without shader work) but its good to check if your spec is working the way you want it to etc.
As for your piece, I would suggest (as its going to a portfolio) making it modular and getting a lot of pieces out of your single texture sheet. Lego sets are king! For brick walls I like to do broken variants, as you can easily get single bricks out of a tiled texture.
Couple of minor things as well if you dont mind
Bricks are a little red for my liking. (I accept that bricks come in all shapes and colours!)
AO bake.
Make it a little more obvious where the concrete blocks meet the brick wall. This could just be some little cracking on the bricks (maybe a little growth growing from the cracks?) as well as a little bit of wear on the edging of the concrete.
Try and describe where the bricks and concrete meet the ground maybe? Bricks tend to go a different colour when they touch the ground, courtesy of dampness etc.
On a design note, I feel like the tops of the brickwork could be perhaps plastered/concreted over. One thing I remember as a kid is that brick walls arent ever really brick on top, they were always surfaced differently so they were a joy to walk on. But I think this might be erring on the side of personal preference, so go with what you think for that.
And finally, what I like doing when I get to do bricks is modelling a few loose bricks, and then making them sit out from the wall a little bit. When these cast shadows it looks effective alongside a good normal map, at the cost of what, 8 tris a brick? good deal! Same can be said for cutting in to your texture and insetting a brick a slight amount, though that can be more expensive so I wouldnt use it as frequently.
Oh and finally, finally, on a similar note, I'd push those concrete blocks out a little to break the boxiness of it and then they'll cast shadows over the bricks, too, as well as compliment SSAO if its being used.
I know it seems like I've said alot, but its all just real small crits tbh.
Thanks for all the crits, wasn't thinking modular when it was made as it's measured out for a scene, might be better of deleting this and starting again Funny you should mention the top of the wall, I was thinking exactly the same thing so I might have gone about this the wrong way from the start... mm, will post another one, try something a bit different...
Based on this concept from homeworld II I'm modelling an Interceptor. As soon as I've finished the high-poly mesh I'm going for the Normalmap baking and texturing. Below you can see one first draft of the high-poly model. The model is still WIP and I'm still trying different techniques of smoothing / subdividing to get better high-poly results.
ImSlightlyBored that SD Art test attempt looks awesome, nice atmosphere.
JohnnyRaptor, that looks great, is he grinning? looks like a wierd inbetween mix of grinning and not.
Making progress on my 2d platformer env thingy. (click thumb for a bigger pic as its quite wide atm)
alexl:
Wow thats amazing
The cacti will animate!! (guessing from the wireframe) so cool
how about adding more zing with even more vibrant colours.Might look nice
Slavezero:
Excellent modeling.
The low will look suh-weet
lol, nice one cody dude looks more evil now! i actually have a set of teeth modelled, but havent polypainted them yet so theyr not in the screen and not as big as your paintover
alexl, is that for some game or just doin some art? looks fresh!
Max screen using JIStyles_skinshader and post_bloom_fx.
The glowmap is a fake by adding it into the trans and diffmap. Its a bit, crappy but it works.;)
Made this one during the last couple of days. I havent posted anything since DW3 so it's about time. It wasnt suppose to be a Star wars guy but my wife thought it looked like a star wars dude so I thought I might as well add a lightsaber.;) Still needs to be rigged, and maybe Ill tweak the textures some more.
yea palm, thats amazing
the head makes it very 'pirates' for me, but the armour etc makes it SW lol
but yeaa... pose him cool!
cant wait to see something epic [i SW lol]
---
dont really do things that are this low poly, so i thought i'd give it a try
its mainly 256x256 and 512x512 textures
currently at 1284 tris
all CnC is welcome!
cheers
Daniel Craig right? I think the hairline is a bit off, and something about the brow seems a bit weird i think. instantly recognizable though and looks awesome so far.
I think its done now. Ill post it here since I dont feel like starting a new thread about it. Thx for the comments. I kept this one really simple on both texture and model. I wanted big contrast in it so I worked more on getting large fields. It only took me a few days to do this one. And before anyone comments, I know the rig suck balls!;)
BTW. Does anyone know how to get rid of that useless circle polygon you get from your rigs in max (inside max)? You can see it on the screen.
Hello B1! Nice to see your still around. Yeah, Iv been lazy lately, my wips these days are mostly bad industrial metal, but I don’t dare to post that anywhere. However I gotta get my creative juices flowing again. I need a new freelance gig.;)
I never thought about unfreezing all. Thx a lot dude. =D
I just started with the layout of my 2009 portfolio this evening which will be booth a book and interactive flash website.
Its a face page layout thus 2 pages visible at a time, screens are grabbed from inDesign
so far I have planned 16 chapters ~ 44 pages. Many pictures are beeing sorted and collected right now (500+ screens including wires, application screenshots, textures, animation screenshots,...). Once I progressed far enough I will create a propper thread for it to get specific feedback.
Replies
Wall 1024x1024 1234 tris
diffuse, specular, glossiness, normal
x normal
max screengrab
Looking to put this on a portfoilio so any crits would be really helpful:thumbup:
Rawk onz!
Very nice work. Though i cant really tell that a specular is at play...yet
Aye, I plan on using this in portfolio.
Religious topics aren't new to games, movies, stories or cinema - I probably wouldn't like working for someone easily offended by art anyhow, regardless of the subject.
Well, in the way you are portraying could possibly be new and offensive. You aren't killing demons, etc..
I'm just suggesting you'd be better off portraying a neutral point of view with a 'portfolio piece' since you are selling yourself rather then put something someone might offensive you'd want to sell yourself and your art not your ideals and views, and not everyone that views your site might not be the person you'd end up working for, imagine that the HR person saw your work and before even forwarding your work she was offended and instead just went to the next prospective employee. Now, if you just label it something innocuous it won't be a huge deal, but if you label it in your portfolio "MACHINE THAT HOLDS BODY OF CHRIST AFTER SECOND COMING TO SYPHON HIS ENERGY TO USE AS A WEAPON" you might have some issues with folks.
Couldn't come up with anything fun for the DK challenge at GA.org last night, so I did this quick paint (from reference). Trying to get better with colour, refine my workflow and generally speed up my painting.
Bit over an hour.
-caseyjones
-caseyjones
Hermaphrodite? LOL
indeed sir, indeed. at this point, all that will be included in the portfolio is that it is called The Ark and it looks cool. The backstory is actually less blasphemous than implied, and I'd be glad to share it in another thread. Good point though, not aiming to hurt anyone's feelings, just making arts.
Here's updates on texture:
edit: JohnnyRaptor - female imo
I always recall it accepting specular slots and a seperate gloss slot.
Might be wrong as I never use gloss maps as a seperate file so dont use it in xnormal, but theres definitely a spec map slot.
I was in a rush last time I posted so I'll make make it a little clearer (Sorry!)
basically if you keep your spec at bright white and knock down ambient and light colors to something greyer (or equivalent values) then your spec will quite literally shine through. It's not entirely accurate to what you'll get in engine, (without shader work) but its good to check if your spec is working the way you want it to etc.
As for your piece, I would suggest (as its going to a portfolio) making it modular and getting a lot of pieces out of your single texture sheet. Lego sets are king! For brick walls I like to do broken variants, as you can easily get single bricks out of a tiled texture.
Couple of minor things as well if you dont mind
Bricks are a little red for my liking. (I accept that bricks come in all shapes and colours!)
AO bake.
Make it a little more obvious where the concrete blocks meet the brick wall. This could just be some little cracking on the bricks (maybe a little growth growing from the cracks?) as well as a little bit of wear on the edging of the concrete.
Try and describe where the bricks and concrete meet the ground maybe? Bricks tend to go a different colour when they touch the ground, courtesy of dampness etc.
On a design note, I feel like the tops of the brickwork could be perhaps plastered/concreted over. One thing I remember as a kid is that brick walls arent ever really brick on top, they were always surfaced differently so they were a joy to walk on. But I think this might be erring on the side of personal preference, so go with what you think for that.
And finally, what I like doing when I get to do bricks is modelling a few loose bricks, and then making them sit out from the wall a little bit. When these cast shadows it looks effective alongside a good normal map, at the cost of what, 8 tris a brick? good deal! Same can be said for cutting in to your texture and insetting a brick a slight amount, though that can be more expensive so I wouldnt use it as frequently.
Oh and finally, finally, on a similar note, I'd push those concrete blocks out a little to break the boxiness of it and then they'll cast shadows over the bricks, too, as well as compliment SSAO if its being used.
I know it seems like I've said alot, but its all just real small crits tbh.
@JohnnyRaptor:
Female I think, but one thats got jimmy chin-itis and or is eating a particularly large toffee. Not an.. er, overly female girl, but more feminine than a guy.
Driller- lol I like the eyes awesome.
Got some free time on my hands, started a head - been messing around with the hair tonite, will be back on the face/ear/cloth in the morning. Think I may cheer her up a bit as well :P
I think this looks bad ass. And to be completely honest I wouldn't have a clue what it's purpose was if it was standing alone in a portfolio. Not that I'm any Voice of Reason (pun?) on the subject.
Bah, based off something I've seen before.
I'm thinking of changing it around a bit.
Yeah!
A cyber-Lenin!
[ame]http://www.youtube.com/watch?v=aS6CchHfl1Y[/ame]
Just a testmap on CE2.
thanks for the guesses dudes, it is a woman indeed, but not as feminine as id like it to be, gotta work on that..
Looks good man, I really liked how it didnt all crumple in but only the edging
yeah, im trying to get a feminine face with the bare minimum, and once thats achieved, the hair and the rest will be a bonus that takes it even further.
CE2 physics is a little bit buggy sometimes...or maybe my models are.
Thanks for all the crits, wasn't thinking modular when it was made as it's measured out for a scene, might be better of deleting this and starting again Funny you should mention the top of the wall, I was thinking exactly the same thing so I might have gone about this the wrong way from the start... mm, will post another one, try something a bit different...
Based on this concept from homeworld II I'm modelling an Interceptor. As soon as I've finished the high-poly mesh I'm going for the Normalmap baking and texturing. Below you can see one first draft of the high-poly model. The model is still WIP and I'm still trying different techniques of smoothing / subdividing to get better high-poly results.
JohnnyRaptor, that looks great, is he grinning? looks like a wierd inbetween mix of grinning and not.
Making progress on my 2d platformer env thingy. (click thumb for a bigger pic as its quite wide atm)
Wow thats amazing
The cacti will animate!! (guessing from the wireframe) so cool
how about adding more zing with even more vibrant colours.Might look nice
Slavezero:
Excellent modeling.
The low will look suh-weet
alexl, is that for some game or just doin some art? looks fresh!
Thanks for the suggestion butt_sahib, I do agree, needs something extra.
Max screen using JIStyles_skinshader and post_bloom_fx.
The glowmap is a fake by adding it into the trans and diffmap. Its a bit, crappy but it works.;)
Made this one during the last couple of days. I havent posted anything since DW3 so it's about time. It wasnt suppose to be a Star wars guy but my wife thought it looked like a star wars dude so I thought I might as well add a lightsaber.;) Still needs to be rigged, and maybe Ill tweak the textures some more.
the head makes it very 'pirates' for me, but the armour etc makes it SW lol
but yeaa... pose him cool!
cant wait to see something epic [i SW lol]
---
dont really do things that are this low poly, so i thought i'd give it a try
its mainly 256x256 and 512x512 textures
currently at 1284 tris
all CnC is welcome!
cheers
EDIT: its still in progress btw
kukk - stylish man
I think its done now. Ill post it here since I dont feel like starting a new thread about it. Thx for the comments. I kept this one really simple on both texture and model. I wanted big contrast in it so I worked more on getting large fields. It only took me a few days to do this one. And before anyone comments, I know the rig suck balls!;)
BTW. Does anyone know how to get rid of that useless circle polygon you get from your rigs in max (inside max)? You can see it on the screen.
I never thought about unfreezing all. Thx a lot dude. =D
finally want to set a little standard thing in the house..
Its a face page layout thus 2 pages visible at a time, screens are grabbed from inDesign
so far I have planned 16 chapters ~ 44 pages. Many pictures are beeing sorted and collected right now (500+ screens including wires, application screenshots, textures, animation screenshots,...). Once I progressed far enough I will create a propper thread for it to get specific feedback.