gone a few weeks without doing any real art, used Vahl's basemesh and just started doodling about a week ago, got the basics done then did some more today. Just wanted to show I'm still alive heh
loving the clothing on the character Waz once the hair is on it'll be easier to comment on the face- loving the detail though, just need to make sure it doesn't become noise city
waz : folds, especially on the trousers are really random, more is not always better and you should keep in mind the reason they are supposed to be here. I tend to always start with obvious pressure and gravity points, then add more pressure depending on what is under the cloth, I'd strongly suggest you this book if you don't already have it :
Neox that is stunning.
haha, I lol'd when I scrolled up Gr9yFox, nice
Been doing a fair bit of zbrush recently, thought I would try some mechanical stuff for fun. Quite like this one, so I hope to get around fixing it up, then onto a low poly.
amazing as always, neox is it possible that you can post your flats one of these days for these guys? I wanna see how much work the diffuse is doing versus shader one of these days!
Thanks alot neox!
I did some changes to the proportions and smoothed somethings out. Do i have your permission to go into detailing now? Mr.no eyes:
That texture flat is purddy. Thanks for posting!
Oh and sefronin, if the textures dont look good, theres a really good chance that the model is going to suck with shaders aswell (my honest opinion)
Some guys will burn me for this, but i give damn nothing about "it has to be dynamic" fuck that, it looks like dead plastic crap in most cases, never liked that and never will like that, while this one might not look correct when lit from beneath, it's looking good for most lighting situations, it doesn't have to be mathmatical correct to be good.
To me the diffuse has to guide the normalmap, the normalmap is just an addition, letting it do the whole job, still doesn't compete with good old diffuse textures. Sure you can tone down the shading more then when having diffuse only, but removing it entirely and letting the shader do the job is just not good enough these days, maybe it will be but it's not now.
Neox : thanks for having common sense man and if they burn you, they can go ahead and burn me aswell !
great texture btw, I was wondering how you got that nicely drawn line inside the mesh itself without cutting it, NOW I KNO UR SECRETZ !!!
Seeing Airborn stuff is always refreshing and awesome guys, MORE!!!
Ooh,by the way, Adam, i really like the whole model, but that push on the polys at the back which is turning them into blobby form-less horns is really taking its toll on the model. You should just bring it back in, or make it flow through out the model.The latter might be difficult to do as im getting the vibe that you suddenly decided to do it haha. But you canz doing itz!
EDIT:
Best ref. you can get for yourself is either checking out paul's or djordje's folios.(two people i admire very much ) Speaking in reference to the skin-mechanic transition
Ha, ye it was bit of sudden decision and kinda just left it, cant do much with them either because the poly distribution up there is screwed - Think i'll real them back in
Some guys will burn me for this, but i give damn nothing about "it has to be dynamic" fuck that, it looks like dead plastic crap in most cases, never liked that and never will like that, while this one might not look correct when lit from beneath, it's looking good for most lighting situations, it doesn't have to be mathmatical correct to be good.
To me the diffuse has to guide the normalmap, the normalmap is just an addition, letting it do the whole job, still doesn't compete with good old diffuse textures. Sure you can tone down the shading more then when having diffuse only, but removing it entirely and letting the shader do the job is just not good enough these days, maybe it will be but it's not now.
thanks you so much for posting the diffuse! So your just running a diffuse and normal pass and the rest of the effects are being called by the shader? or are you using a ramp/gradient texture as well to effect the spec of the objects as well?
Ive been making some leaps in understanding shaders lately but I didnt realise that the diffuse had so much work put into it. I need to go back to my guy and really give him some diffuse love after seeing this!
@seforin: i'm using a texture to ramp a half lambert shading and adding an ambient cubemap on that, pretty much like the TF2 Stuff works, but with some tweaks in the ramp, ambientcube etv. and put rimlight and specular above that, but i have to tweak that part still, really no great speculars/reflections right now
@seforin: i'm using a texture to ramp a half lambert shading and adding an ambient cubemap on that, pretty much like the TF2 Stuff works, but with some tweaks in the ramp, ambientcube etv. and put rimlight and specular above that, but i have to tweak that part still, really no great speculars/reflections right now
so basically its more or less good diffuse/normal and cross hatching shader more then anything else to give the nice effects, the rimg light and specular are just minor fluff?
Im starting to understand more and more what you did sir! Veryvery sneaky!
so basically its more or less good diffuse/normal and cross hatching shader more then anything else to give the nice effects, the rimg light and specular are just minor fluff?
Im starting to understand more and more what you did sir! Veryvery sneaky!
no crosshatches anymore, we dropped that as we couldn't control it as much as we wanted, having it only in the shadows like in valkyria chronicles would be nice but we can't use the shadows as a mask, or well we don't know how to do that, so there is only some hatching in the textures
Some guys will burn me for this, but i give damn nothing about "it has to be dynamic" fuck that, it looks like dead plastic crap in most cases, never liked that and never will like that, while this one might not look correct when lit from beneath, it's looking good for most lighting situations, it doesn't have to be mathmatical correct to be good.
To me the diffuse has to guide the normalmap, the normalmap is just an addition, letting it do the whole job, still doesn't compete with good old diffuse textures. Sure you can tone down the shading more then when having diffuse only, but removing it entirely and letting the shader do the job is just not good enough these days, maybe it will be but it's not now.
This stuff is highly highly HIGHLY subjective, and very much related to exactly what sort of lighting, shaders, and art style you are trying to achive. While i wont try to tell you that you are wrong, because clearly what you have works really cool, and is a great style. But I think what you're doing here could be done in a pretty simple fashion, with the right shaders and lighting, while still being a dynamic effect.
Again not saying what you're doing is wrong, just saying that there are infact many ways to skin a cat. And none of them are "correct". There is no "correct" in game art, as it is all just a series of hacks to get a certain desire effect, so in essence, I am actually agreeing with you on some points here.
So experiment people, do what looks good! Not what some programmer tells you is correct.
Hey Warby. Is that a 3D scene that you rendered out? Looking at it I can't help but feel that environment was constructed in 3D. You've captured a very illustrative feel, and some of the elements might have been illustrated in afterwords, but I can't shake the feeling that I'm seeing a rendering of a 3D scene.
Either way, killer work, I'm really digging the style.
The only thing thats a bit weird is the curve in the upperleg and the lowerarm, maybe straighten those out a bit?
(upperleg in the frontview, lowerarm in the sideview)
Still alot to do on the sculpting for these guys. The rider will have big ass armour (not an actual armoured ass!) and the straps and gubbins for the hog are subject to change.
Just wanted to check a different colored matcap on that sculpt with simply coloring the pic in PS but then i did a lot more.
@FatCap
Great!
I wouldnt worry too much about hurting buttocks like Funky bunnies does more about the poor hog that needs to carry that fatass! Maybe make the hog simply a bit bigger. Also you could hide his pee pee with a even more fatty belly.
Replies
gone a few weeks without doing any real art, used Vahl's basemesh and just started doodling about a week ago, got the basics done then did some more today. Just wanted to show I'm still alive heh
waz : folds, especially on the trousers are really random, more is not always better and you should keep in mind the reason they are supposed to be here. I tend to always start with obvious pressure and gravity points, then add more pressure depending on what is under the cloth, I'd strongly suggest you this book if you don't already have it :
[ame=http://www.amazon.com/Dynamic-Wrinkles-Drapery-Solutions-Practical/dp/0823015874/ref=pd_bbs_sr_1?ie=UTF8&s=books&qid=1229369597&sr=8-1]Dynamic wrinkles and drapery[/ame]
Also, the facial structure doesn't read as correct to me, eyes seem either too small and/or high, cheeks aren't working and mouth is way too pinched
haha, I lol'd when I scrolled up Gr9yFox, nice
Been doing a fair bit of zbrush recently, thought I would try some mechanical stuff for fun. Quite like this one, so I hope to get around fixing it up, then onto a low poly.
amazing as always, neox is it possible that you can post your flats one of these days for these guys? I wanna see how much work the diffuse is doing versus shader one of these days!
Awesome as always!
tweakage
Working on the storm giant. Have no idea which way to go.Slim and athletic or the way i have it now DO tell
sure
@butt: i really like the forms of this one, athletic yet subtle not overmuscular
I did some changes to the proportions and smoothed somethings out. Do i have your permission to go into detailing now? Mr.no eyes:
That texture flat is purddy. Thanks for posting!
Oh and sefronin, if the textures dont look good, theres a really good chance that the model is going to suck with shaders aswell (my honest opinion)
To me the diffuse has to guide the normalmap, the normalmap is just an addition, letting it do the whole job, still doesn't compete with good old diffuse textures. Sure you can tone down the shading more then when having diffuse only, but removing it entirely and letting the shader do the job is just not good enough these days, maybe it will be but it's not now.
great texture btw, I was wondering how you got that nicely drawn line inside the mesh itself without cutting it, NOW I KNO UR SECRETZ !!!
Seeing Airborn stuff is always refreshing and awesome guys, MORE!!!
EDIT:
Best ref. you can get for yourself is either checking out paul's or djordje's folios.(two people i admire very much ) Speaking in reference to the skin-mechanic transition
Ha, ye it was bit of sudden decision and kinda just left it, cant do much with them either because the poly distribution up there is screwed - Think i'll real them back in
thanks you so much for posting the diffuse! So your just running a diffuse and normal pass and the rest of the effects are being called by the shader? or are you using a ramp/gradient texture as well to effect the spec of the objects as well?
Ive been making some leaps in understanding shaders lately but I didnt realise that the diffuse had so much work put into it. I need to go back to my guy and really give him some diffuse love after seeing this!
the only way to eat a sandwich
so basically its more or less good diffuse/normal and cross hatching shader more then anything else to give the nice effects, the rimg light and specular are just minor fluff?
Im starting to understand more and more what you did sir! Veryvery sneaky!
I made this after work , still needs bevels
Massbot I like what U did back there
no crosshatches anymore, we dropped that as we couldn't control it as much as we wanted, having it only in the shadows like in valkyria chronicles would be nice but we can't use the shadows as a mask, or well we don't know how to do that, so there is only some hatching in the textures
This stuff is highly highly HIGHLY subjective, and very much related to exactly what sort of lighting, shaders, and art style you are trying to achive. While i wont try to tell you that you are wrong, because clearly what you have works really cool, and is a great style. But I think what you're doing here could be done in a pretty simple fashion, with the right shaders and lighting, while still being a dynamic effect.
Again not saying what you're doing is wrong, just saying that there are infact many ways to skin a cat. And none of them are "correct". There is no "correct" in game art, as it is all just a series of hacks to get a certain desire effect, so in essence, I am actually agreeing with you on some points here.
So experiment people, do what looks good! Not what some programmer tells you is correct.
your last sentence pretty much sums it up
~1000 triangles atm
dunno how far ill keep goin with this as a test, but it still needs another modelling pass (for facial features, wrinkles, tweaks)
Either way, killer work, I'm really digging the style.
The only thing thats a bit weird is the curve in the upperleg and the lowerarm, maybe straighten those out a bit?
(upperleg in the frontview, lowerarm in the sideview)
OH! And where's his pee pee?
a tree fully paint in maya:
Rooster, that's so very hawt.
Neox, bloody hell I've been trying to get that awesome style and color for ages. Always kickass.
Just wanted to check a different colored matcap on that sculpt with simply coloring the pic in PS but then i did a lot more.
@FatCap
Great!
I wouldnt worry too much about hurting buttocks like Funky bunnies does more about the poor hog that needs to carry that fatass! Maybe make the hog simply a bit bigger. Also you could hide his pee pee with a even more fatty belly.
Anyways, finally got started on the sculpting today. Tell me what you think.
Tools: wings3d and photoshop
By mcunha98