Im practicing alot with sculpting with different clay types and recently picked up my 3d again. (since i hardly done anything in the past 2 years, rsi holdback)
Snake, coming along nicely, I'd reckon you put a heavy grunge layer on the dirt near the bottom. Wooden stands are usually outdoors and would be quite weathered with dirt from the streets and beaten from the sun on top. Fruits look good, but the tomatoes look a kinda strange with that flat texture, whereas all the other fruits have some more dimension to them.
That looks really good, snake. To make the tomatoes look less flat, you could put just a few actual tomato meshes near the back so they occlude the back part of the box. Either that or make the surface more bumpy like you did with orange stuff in the other boxes.
i'm not sure what the exact context of this piece will be. but to me i picture it on the side of a highway in the boonies... almost shack-like. i'm totally reading into how i see the piece being used so feel free to ignore these crits if they are not relavent to the situation.
1 - slightly twist up some of the boards, long-ways. not all lumber is perfectly straight (especially the lumber that would most likely be used in a building like this) you also might want to slightly taper them to give it more character - and i do mean very slightly.
2 - vary the length of some of the boards also. this is pretty obvious on the roof, the back wall and the floor. the guy that put this thing together probably isn't an advanced carpenter. make the piece reflect the skills of the person that assembled it. you might also want to ad some edge loops on the individual boards and do some scaling - that would add some imperfections for sure.
3 - as it is, every thing is either parrallel or perpendicular. it seems like this building would be a make-shift shelter for sales and that's about it. i would give it some character by angling the upright supports. make it look like it's been there a while. maybe even the entire building is leaning a bit from lack of structural integrity. the signs could also use some tilting.
4 - this is nic-picking, but i would stay away form black as a background color if you're sending in a render.
textures look great to me. and i think it's a nice piece - could maybe just use some character details.
Been working on my level, and I kinda liked how the light was showing on this (just screengrab from material editor in UE3) so I thought... meh might as well show it :P
Its an elevator platform for a level I'm currently working on.
Loving the pipe work Pope, gonna get some reallllyy nice shadows once you start baking the light down.
- GoSsS : these gunshot impacts are too planed placed.. the distance between each of them is very similar and there is no spot where more than one hit is and they look like clones too
- renaud: are you also planing to lowpoly-bake-texture some of your sculpts? .. would be cool
realy cool stuff
Looks like a good start Butt, it's probably not necessary to model all the cloth wraps and strips though, normal mapping and alpha maps can take care of that.
Here's what I've been working on, still needs some sculpting and eventually his tribal garb. I'm going to do a cinematic version and a real time version of this guy.
Sorry, no penis, it was intersecting with his loin cloth.
GoSsS: Looks really awesome, but theres something thats troubling about the gap between the eye region and the ear, it seems theres too much space there.
Jaco: Great work. Will look awesome once you've finished sculpting. Looks like you're still working on the hands, feet and horns I guess.
Renaud: Awesome. I can see straight away that the second one is yours. The torso on the guy above has some freaky swirls that are a tad confusing but it still rocks.
Karera, I am going to try to illustrate what I think funky bunnies is trying to explain. My 2d isnt the greatest, but hopefully this helps.
The first thing I noticed was the lips seemed to be sitting on top of the face. The outsides of the lips should sink back a good bit making them feel like they are part of the face. Also, the crease that you have starting from the bottom of the nostril running down to the outside of the lips looks off. If you raise that crease to the top of the nostril it may look more accurate.
On the top lid of the eyes...the inner part of the upper lid would be raised more so than the outer part.
Also, I added a suggestion of the skull in the cheek area. Hope this is helpful.
Karera, you keep using the same weird pointy pursed tubelips on your characters. Fix em up and these could be so much better.
Renaud and Jaco, awesome.
Thanks, i'll look into it!
Reference so far has been Zachary Quinto, Im not really planning on making it completely like him, just good to have references a while into the model i guess..
Edit:
And definately thanks penrod! Much appreciated.
Man, its shocking how hard I find not drawing from reference... trying to draw from my head to test myself, so i've gotta work my way up again.
I realised the other day that im so uncertain at working in colour, especially on figures... and i cant render well yet either! Colour only practice time!
Harry thats coming along. perhaps you should focus on the zbrush model now and then worry about the rebaking after.
its geting ther, just needs more detail
Did you say lobotomised cybord footballer ? Oh and yeah, I'm definitly planning to finish something one day But for now, these little heads are just a good exercice to start my day.
Low poly cartoon style level for a side project I'm using to get started in character modeling and animation. Basically a simple 4 way battle royal fighter. The figures are stand-ins I borrowed from the Blender model depot, since I'm horrible at figures right now.
The head looks small to me, if i size it up even slightly it looks too big... The shoulders look completely fucked in the helmet but as soon as i remove it they appear fine...
I loved the airborn mod concepts so much I though I'd make a low-ish poly model of one of the planes. Just feel I better state I am in no way associated with the mod and if it's a problem for them me posting this I'll get rid of it straight away.
Comments really appreciated, think it's heading in the right direction? Orange panels possibly a bit muddy?
Replies
Im practicing alot with sculpting with different clay types and recently picked up my 3d again. (since i hardly done anything in the past 2 years, rsi holdback)
Probably going to post it later on today.
Here's something i'm BS'ing around with
i'm not sure what the exact context of this piece will be. but to me i picture it on the side of a highway in the boonies... almost shack-like. i'm totally reading into how i see the piece being used so feel free to ignore these crits if they are not relavent to the situation.
1 - slightly twist up some of the boards, long-ways. not all lumber is perfectly straight (especially the lumber that would most likely be used in a building like this) you also might want to slightly taper them to give it more character - and i do mean very slightly.
2 - vary the length of some of the boards also. this is pretty obvious on the roof, the back wall and the floor. the guy that put this thing together probably isn't an advanced carpenter. make the piece reflect the skills of the person that assembled it. you might also want to ad some edge loops on the individual boards and do some scaling - that would add some imperfections for sure.
3 - as it is, every thing is either parrallel or perpendicular. it seems like this building would be a make-shift shelter for sales and that's about it. i would give it some character by angling the upright supports. make it look like it's been there a while. maybe even the entire building is leaning a bit from lack of structural integrity. the signs could also use some tilting.
4 - this is nic-picking, but i would stay away form black as a background color if you're sending in a render.
textures look great to me. and i think it's a nice piece - could maybe just use some character details.
Its an elevator platform for a level I'm currently working on.
Loving the pipe work Pope, gonna get some reallllyy nice shadows once you start baking the light down.
So, here is the Hi Res.
Low poly (2336 tris with eyes and cigar) in UT3.
And the chest armor. Done in major part in ZB (base meshes done in max)
btw Goss, show the model with better lighting :P
Also,
Working on a new character. At 4500 tris atm. The head will be around 1.5-2k so my 6k limit seems ok. Please comment!
just a little head from today :
- GoSsS : these gunshot impacts are too planed placed.. the distance between each of them is very similar and there is no spot where more than one hit is and they look like clones too
- renaud: are you also planing to lowpoly-bake-texture some of your sculpts? .. would be cool
realy cool stuff
Looks like a good start Butt, it's probably not necessary to model all the cloth wraps and strips though, normal mapping and alpha maps can take care of that.
Here's what I've been working on, still needs some sculpting and eventually his tribal garb. I'm going to do a cinematic version and a real time version of this guy.
Sorry, no penis, it was intersecting with his loin cloth.
somehow this reminds me of Zarathustra.
More free time for this little dude...
JasonLavoie - reminds me of doom 3 but with better lighting
still texturing...
Jaco: Great work. Will look awesome once you've finished sculpting. Looks like you're still working on the hands, feet and horns I guess.
Renaud: Awesome. I can see straight away that the second one is yours. The torso on the guy above has some freaky swirls that are a tad confusing but it still rocks.
edit: I baked it and laid down a simple-as-fuck texture
Renaud and Jaco, awesome.
upd:
The first thing I noticed was the lips seemed to be sitting on top of the face. The outsides of the lips should sink back a good bit making them feel like they are part of the face. Also, the crease that you have starting from the bottom of the nostril running down to the outside of the lips looks off. If you raise that crease to the top of the nostril it may look more accurate.
On the top lid of the eyes...the inner part of the upper lid would be raised more so than the outer part.
Also, I added a suggestion of the skull in the cheek area. Hope this is helpful.
Thanks, i'll look into it!
Reference so far has been Zachary Quinto, Im not really planning on making it completely like him, just good to have references a while into the model i guess..
Edit:
And definately thanks penrod! Much appreciated.
I realised the other day that im so uncertain at working in colour, especially on figures... and i cant render well yet either! Colour only practice time!
its geting ther, just needs more detail
nice jackawhat and Blaizer
I took this turkey paparazzi shot before we ate him.
Nice textures shotgun.
here is something little I worked on, ca. 4 hours
YES YES YES!
NEEDS MORE SUPLEX!
Are you planning on making a low poly for him?/ in game model?
Also give that hair and goate some love please
And remmeber the scars on him !
Did this while on a personal project.
The head looks small to me, if i size it up even slightly it looks too big... The shoulders look completely fucked in the helmet but as soon as i remove it they appear fine...
Going to work in a 3rd color to the outfit (maybe dark blue) and try something out with the legs/asymmetry.
Still tryin to learn how to colour my stufffffff.
Crits?
battlezone needs a remake badly
Xenobond - that texture is shaping up very nicely indeed
Jackwhat - liking the colours and texure on your painting aswell
Comments really appreciated, think it's heading in the right direction? Orange panels possibly a bit muddy?
@Jackwhat: That's amazing
If anyone has any crits or suggestions, feel free!
Are there any real advantages to using a node editor? I just completely ignored it when I was forced to use maya...