Still plugging away at the pooptree. I'm probably going to bring it into the UDK and play around with shaders once I get the low-poly version done to help me learn the system.
Neox - I am loving the environment, reminds me of this show i watched where the chracters lived in islands in the sky, crossed with a stage from sonic.
Just some hand modeling practice and playing around with blender's boolean function
Been kind of a slow day today but I am currently working on a challenge and level for class (trying to merge the two).Just a quick rock prop I thought turned out pretty cool and I thought I would share.
Modeled a humanoid alligator, he will be a light soldier so I'll be coming out with some armor for this guy.
Anyone have advice on making an alligator tail? I wanted to give him a long one but I can't seem to get the general shape of the tail right (should it be wider sideways or thicker vertically) .
rollin - nice concept. not so sure about the face. bit nondescript
nice Neox
good start woogity - but perhaps collect some more ref for the elbows/forearms
looks a bit indistinct right now
cool prop OBlastradiusO
i think its more an issue between the head and the upper torso, the head seems to be too big and the shoulders could be wider, the overall upper torso a bit bigger?
but depends on how tall he is supposed to be
Neox: Man, that is looking more and more awesome with every update.
RobG: Can I have your babies?
Keen: Crazy cool stuff you're doing with Unity. Are you working with full source? Or are you just building separate toolset things?
Some sprites I did over the weekend for fun, based on the characters in the game I just finished. Might turn them into a shmup of sorts.
Thanks, Jason and Neox. I was expecting the proportions to come up. Part of is the render's perspective throwing you off, I think, because it does look a tad off there. Here are the front and side views:
I don't think the head's size is the issue here, since he stand between 7 and 8 heads tall. If there's a problem, it does seem to be the torso/shoulder width, which is hard to see because of the puffy deltoid things he's wearing... I'll try to widen the chest a bit and see how that works. He's not supposed to be a bodybuilder space marine, so I've been a bit reluctant to make him look big.
nice zwebbie! I wish I had a fancy hat too...
I think it's the part under the armpits that's too narrow. He doesn't have a tiny bit of Y manly pyramid shape at all. Other than that it's great work so far .
I felt compelled to do a paintover realquick. I feel like the whole 8 heads things is a good thing to go by, but sometimes I feel people fall back on it too much. theres a lot to getting the proportions to be onpoint sometimes. First and fore most- a neck is good :P sometimes being really close to a project for a long period of time can make you lose objective distance. its always good to take a break sometimes to pull your self back a bit.
all I did was scale it verically a tad, popped the head off and add a neck, puffed the chest out in the front view- and deflated it in the side view (maybe too deflated). also, sometimes boots look cooler if you curl the toe up a bit like a cowboy boot. This was pretty quick and dirty, so not exactly a focused crit- as you weren't really asking for one and also this is just the 'what are you working on" thread.
so the actual 3d-face will not look like the concept..
all in all it's a bit close to the reference.. maybe a bit too close.. we'll see
it should match the style but not the person .. bit hard to do :shifty:
so forgive me steffen :poly122:
@ Suprore
It looks great! But you should do more on the mouth. Looks too simple right now. Nose looks too smoothed to me.
@ almighty_gir
Looks good, try lowering the brows and make them les blocky. Also, try makeing the distance from the nose to mouth les then from mouth to chin.
@ warriah
Really like the direction in which that is going!
konstructs paintover is pretty sweet as far as the shoulder length and the axilla-axilla length is concerned, but i think the character looks generically taller.
Oh and zwebbie...stop being sooo fucking awesome
Needed to be done, as im animating on as of yet unannounced Lego-title, so needed to get my gorey fix out of the way (after animating on lord of the rings for the past year haha).
Some cool stuff up here, wish more sdks got released, would love to play with some bits ;D
warriah: looove the proportions and curves on that. Great style on the face, too.
flynny: that animation is fantastic. I practically cringed, even with that basic render. Awesome stuff
konstruct: thanks a lot! ...Buuuut I'm not sure I agree. I find myself constantly surprised at how short most real people are, and those are 20th century people (I imagine fancy hat people to be shorter, ancient diet and all that).
It's not the first time that I make proportions of which I think "Yeah, that's realistic, this isn't supposed to be a space marine" and Polycount responds "That's nice and all, but add 50% height!". Happens almost always.
I definitely agree about the objective distance! I'll leave this for a week and compare with fresh eyes, maybe I've just grown too attached to the shortness. Might even be worth creating a thread for this guy so I can settle the matter once and for all. Either way, I agree with all the other changes you've made .
Replies
-Woog
Just some hand modeling practice and playing around with blender's boolean function
The radiosity calculation time is the same no matter how many lights you have
Anyone have advice on making an alligator tail? I wanted to give him a long one but I can't seem to get the general shape of the tail right (should it be wider sideways or thicker vertically) .
Crits welcome .
2232 polys
@swizzle: i like that tree but i don't like the heavy ssao, dunno just doesn work
@frogfish: his eyes are creepy
and another update from my side, lightmaps next... yay manuel will have phun!
nice Neox
good start woogity - but perhaps collect some more ref for the elbows/forearms
looks a bit indistinct right now
cool prop OBlastradiusO
Some fantasy soldier guy with a fancy hat.
I think games need more fancy hats.
I wish I had a fancy hat.
Har har!
Looking good Zwebbie, either the head is too big, or maybe the legs too short, just seems like proportions are off jusssstt a bit.
but depends on how tall he is supposed to be
RobG: Can I have your babies?
Keen: Crazy cool stuff you're doing with Unity. Are you working with full source? Or are you just building separate toolset things?
Some sprites I did over the weekend for fun, based on the characters in the game I just finished. Might turn them into a shmup of sorts.
I don't think the head's size is the issue here, since he stand between 7 and 8 heads tall. If there's a problem, it does seem to be the torso/shoulder width, which is hard to see because of the puffy deltoid things he's wearing... I'll try to widen the chest a bit and see how that works. He's not supposed to be a bodybuilder space marine, so I've been a bit reluctant to make him look big.
I think it's the part under the armpits that's too narrow. He doesn't have a tiny bit of Y manly pyramid shape at all. Other than that it's great work so far .
Want to try and make a whole bust of this, i'm not sure if it's gonna be worth the time though
mouseing again
I felt compelled to do a paintover realquick. I feel like the whole 8 heads things is a good thing to go by, but sometimes I feel people fall back on it too much. theres a lot to getting the proportions to be onpoint sometimes. First and fore most- a neck is good :P sometimes being really close to a project for a long period of time can make you lose objective distance. its always good to take a break sometimes to pull your self back a bit.
all I did was scale it verically a tad, popped the head off and add a neck, puffed the chest out in the front view- and deflated it in the side view (maybe too deflated). also, sometimes boots look cooler if you curl the toe up a bit like a cowboy boot. This was pretty quick and dirty, so not exactly a focused crit- as you weren't really asking for one and also this is just the 'what are you working on" thread.
Lotek- RocketBirds are AWESOME!
quick dirty dark elf sculpt
so the actual 3d-face will not look like the concept..
all in all it's a bit close to the reference.. maybe a bit too close.. we'll see
it should match the style but not the person .. bit hard to do :shifty:
so forgive me steffen :poly122:
just playing around with the hair yet
perhaps the ear is a tad far back though
Suprore, yeah that's great man. I might try some mousing myself
It looks great! But you should do more on the mouth. Looks too simple right now. Nose looks too smoothed to me.
@ almighty_gir
Looks good, try lowering the brows and make them les blocky. Also, try makeing the distance from the nose to mouth les then from mouth to chin.
@ warriah
Really like the direction in which that is going!
@ rollin
Nice Style
davision3d: thx but its not my style
My current progress of my short, lotsa kinks thatl be done and probaly redone at some point..
Oh and zwebbie...stop being sooo fucking awesome
Ltekk:
Wazzzza
Man those are awesome! pure win
Suprore:
Sweet!
Edit:
Flynny:
You make me so envious.... XD
Some cool stuff up here, wish more sdks got released, would love to play with some bits ;D
im actually making an SDk right now well texturing it right now....almost done. Will be posting a thread up soon
flynny: that animation is fantastic. I practically cringed, even with that basic render. Awesome stuff
quick mockup at iphone screen res:
lol i'm a sword
lotekk: love it!
konstruct: thanks a lot! ...Buuuut I'm not sure I agree. I find myself constantly surprised at how short most real people are, and those are 20th century people (I imagine fancy hat people to be shorter, ancient diet and all that).
It's not the first time that I make proportions of which I think "Yeah, that's realistic, this isn't supposed to be a space marine" and Polycount responds "That's nice and all, but add 50% height!". Happens almost always.
I definitely agree about the objective distance! I'll leave this for a week and compare with fresh eyes, maybe I've just grown too attached to the shortness. Might even be worth creating a thread for this guy so I can settle the matter once and for all. Either way, I agree with all the other changes you've made .
I was too much on 2d those days, i needed some zcharacter art;
(oh snap! no tail..)
edit:
I think I will start a sketch tread
suprore: your sculpts have come along way that one is looking pretty decent
Might make a WoW armor set out of it or something.