Hi guys,
long time no real post with personal stuff from me... I have been mostly struggling with jobs, moving around, loosing files in harddrive crashes, trying to have a real life and doing some occasional freelance.
anyways, I recently finished concept art work for the video game adaption of Wanted by Universal Studios, that I cannot show in this moment but once the game is released. Perhaps I go studying but now I am looking for work around the globe. So i thought in order to compete and since I haven't done to much 3D here I decided to give my portfolio a long needed overhaul with some recent stuff.
I will post the stuff I create here, including some wips.
As I am kind of in a rush with not much time on my hands I will do pieces that demonstrate certain things rather then going my own route of doing things for personal work.
Meaning gamey characters, realistic and non realistic anatomies, strong focus on sculpting, faces, cloth, some proportion, texturing and shading and so on. so its less personal but for me a good opportunity to get rid of old habits and learn some new stuff.
so lets start. (sorry if occasionally a picture wont show up as I swap them sometimes but it will be fixed shortly after).
so i started with this one, which was quite fun and is still going on. Its a character that started out as a really simple sketch of a monk by my former art director Dan blomberg.
Over time I realized it was a bit to simple so I added stuff and it became some sort of guard thing. At this point i really liked Mudbox.
FINISHED:
but then I rediscovered Zbrush with version 3.1 (3.1 not 3 that is) which turned out to be a blast. still awkward in control and ui but definitely came a long way.
Its amazing how nice you can sculpt in there....
hmm first try on a realistic head. Obviously I don't want to make them boringly uninteresting so I try to give them something (in this case the chin area).
second attempt on a realistic head using the base bust from arsh. Fucking pain in the ass to sculpt the eyes properly. I redone them at least 20 times or so and still dont like them..
this one was fun, using arshs base mesh and the transpose tool (in the wrong way though, got it now, rotate not move
). it was fairly quick , like 2 hours or so...I am amazed by zbrush.
same attempt, this time with rotated transpose. i will continue this one perhaps as it was fairly quick aswell.
so thats it for now. I am definitely looking for critiques and feedback to further improve the works. Feel most invited to suggest some other subjects to create if you like!
Also feel free to visit my web portfolio that has some work Ive done for Sega Rally with Valkyrie which I believe I didnt post here
stephko.viranyi.de/folio07
As I also look for work I certainly welcome pointers to nice workplaces aswell! i would love to work with some polycounters in future even though the majority of you guys work in the us, which is a bit hard to enter as an European with no degree or heavy xp whatsoever.
Cheers
Replies
Your 2nd random heady study from arsh's base looks like you got into the details too fast. The major forms look a bit too blobby, especially in the neck. I agree with you that the eyes are a bit distracting because they arent perfect spheres. I wish you had just thrown some spheres in there and sculpted around them rather than trying to sculpt it all out.
While artistically I like that the ideas you're working with for your last 2 speed sculpts, they feel far too un-planned on the design side. Youre mainly just throwing shapes together, which is great for having fun and practicing, but not really what I (personally) would want to see in a portfolio.
Going through your site was a blast. You have a ton of great work in there that I'm pretty jealous of. I like your site setup too, as un-organized as it seemed, it was nice and pleasent to just scroll through and see all your work.
Glad to see you posting some new works. I really like the guard's costume design, it's original and the carries it's level of detail well. It gives me a sense of "Harkonen" clothing, which is great.
aesir, I figure he left the seam due to the hood thing he has on, looks like it covers those areas. still, as a standalone portfolio image it does look jarring
see you in wien, ginga
Bobo, Guriamo, peter, rolling thanks.
fliff, I think you want a hug , with my foot ;P Looking forward!
anyway here is an update of the Guard...He currently weighs relativly hefty 17.000 tris with some stuff still not fully done. I am aiming for fps standards so I am going for around 15- 17.000 tris in total with optimization. In any case I dont really care for polies nowadays... The body with coat and and leather armor has a 1k texture. the head aswell, even though i am looking into mapping them together with the hands, keeping it 1k. Boots, underlying suit and perhaps hoodie will go on a 512 or 256 later. Not sure yet. Damn you hoodie...
Hand are not done yet as I want to create a reusable template for later projects, so I will probably take the hands into Zbrush and give it a go there.
Glad to see you posting something again, the space granny's face made me chuckle
Would you mind to show your flats ?
Psstt... when showing off a normal map keep the diffuse gray and put the normal map in the bump slot. That way we see the effect but aren't confused by the colors.
The eyes seem too close, the inner corner of the eye should align more with the start of the nostril.
Could you please post the flatz of this armor guy? Some seriously nice effect you got.
vig, yeah I know I make a render with the normal only when I find the time.
Shotgun, beatkitano I can post them seperatly aswell. right now i just tossed them on the complete sheet. I hope however I can clear up the ppl minds how the shader works i use for the monk (which is nothing special really )
EQ, b1ll, RazorBladder, Bryan, firestarter Thanks!
So its
FINISHED!
i hope most of the images are self explanatory. Was great fun to do this again. work hours and hours and then post the stuff. I felt very encouraged to continue this piece because of you guys. Thanks a lot!
here is is:
puh took longer then expected having some troubles with the RTT and to many polygons
Anyway here is some additional stuff. i would like to write more about the process i went through but I have a terrible headache right now
So I redid the head once again. i realized a shit load of mistakes I made during making this piece. Too small face, too small eyes, wonky proportions, etc. I think most of this stuff comes from my gone by days of texturing stuff where you were used to cheat and trick to achieve certain effect, stylization in a sense. Bad habits... anyway I hoped to pull off a look that has some style, but still feels realistic.
some renders and wireframe:
I want to do more and more now
I would also like to animate this guy. I am thinking about rigging him aswell. Perhaps if somebody wants a take on this pass , this person shall feel free to contact me.
so next up is something I am planning on collaborating with the insanely talented Luc Allenet. I am looking into doing something that is not necessarily my niche and doesn't have SHIMMER written all over it. I hope it will be good I definitely encourage you to check out his website though:
http://whitenights.free.fr/
thats it for now. Thanks or all the replies.
this french guy is awesome
Oh yeah, just one thing, actually... POSE HIM !
so moronic looking really adds to the idea of him being a medieval thug along
with the clothing.
He'd be fun in a cinematic, I picture him terrorizing the little people on market day
as he strolls through with an enflated sense of his own entitlement, like Homer
when he imagines himself in Godfather as some old chick 'make a the special donut
jus a for you'.
as if I had to say "God job"...
I looove how you give some personnality to your model (and how simple is your website)
*****
female bust attempt. crits and comments are certinaly welcome.
The only comment i have is the soldier guy, and his weapons, awesome beefy lookin dude, but, a tiny sword and little throwing knives? The weapons don't seem to fit the character...
Eyes not as geospheres!?
But hey, just my thought, and it's really tiny compared to the overall model, which is awesome.
Keep them coming !!
Zbrush is a hell of a nice tool. puh just made this one, still rough and couldnt wait to polypaint, but yeah the idea is kind of a son of a universe , everything and nothing. pretty wonky and still away from what I want to do but thhat the idea. Its for a personal project of mine, hope it will see the light of the day one time....
Keep 'em coming!
This is really awesome stuff.