I thought the giant Coke bottle was a given in our lives...I mean isn't it on the same priority list as a graphics tablet or 30 inch dual monitors? (no i don't have those...too many Coke purchases i guess...)
Lol, so much fuss about the coke, hah - designers fuel, ey?
Yeah, Jason - il play around with the colors, I got time till next week, but I got a lot of stuff to do.
But yea, E-freak, there is actually more stuff in my room, papers, a wacom bamboo on the table, clothes under the tv, books and goodies next to bed. Too small to model and i cant see myself modeling folded t-shirts - I just can't.
keen- Pretty freakin sweet. Reminds me of the audio visualizer on the PS3. You know the one that only has 3 settings. Bumpy droplets, bumpy wave race, and the Brian Eno.
dude keen that is awesome! Do you work at unity or something? Your unity projects look like the "do whatever you want"-friday stuff they have over there
Bike asset for a level I am working on.
gotta go back and add some things to the model
Rims look weird and something is off on the scale. Is it supposed to be a 26" mountain bike? At first sight it looked like a kids' bike. Tires are too fat and wide. Lack of derailleurs and shifters add up to that. Cable looks way too weird. make a nice curved spline and loft it, you'll get nice cables. UV is a mess! Since you modelled the spokes, you could just UV one of them and instance it around.
Ok hi, I'm new to this forum but was urged by a good friend to post my 1st humanoid attempt here.
Yes, it is from a tutorial, but in my defence the english version is a loose translation from the original french
Like I said it's my 1st attempt and its not quite finished, my next project will be working from a friends concept art. However I would appreciate some tips / critiques. Hehe don't worry, I can take critics so long as they are being constructive :poly124:
wyldcard- :Edit: your images got firewalled at my work wires would be nice, its pretty good as far as joan of arks go. face could use some work in your next piece
Rims look weird and something is off on the scale. Is it supposed to be a 26" mountain bike? At first sight it looked like a kids' bike. Tires are too fat and wide. Lack of derailleurs and shifters add up to that. Cable looks way too weird. make a nice curved spline and loft it, you'll get nice cables. UV is a mess! Since you modelled the spokes, you could just UV one of them and instance it around.
The spokes are not modeled. They are on a flat plane with an opacity mask.
Its supposed to be a kids bike, but i do agree that the tires are a little big. I need to keep this fairly low on tri's, and it shouldnt be anywhere above 2000. We were dicussing whether or not to even include a brake/brakeline/lever and thought it would be a good idea. After searching around in a couple games, most bikes we see modeled are inaccurate as fuck; no shifters, no actual brakes, but mysterious levers.
Also after putting on the opacity mask, I forgot that there was no inside to the wheel. Im going to actually model the rims and take off the brake to save some tris.
Reccomend anything for the UVs?
Also; mine is for a game. Im not just working in Maya.
I have somewhat of a quick question. I'm pretty new to the whole moddeling buisness, but does having your own art style (textures, models) have an effect on how people look at your work? Or is it certain styles that look more realistic and the accuracy. Could someone maybe break that down for me.
I have somewhat of a quick question. I'm pretty new to the whole moddeling buisness, but does having your own art style (textures, models) have an effect on how people look at your work? Or is it certain styles that look more realistic and the accuracy. Could someone maybe break that down for me.
I'm not sure what you mean by how it affekt how people look at your work, but I'd say that having your own style is great, since it gives your models a personal touch, but also will make them stand out from the crowd.
I think "art style" is most noticeable when doing 2d art, look at Jouste's drawings forexample, they're out of the world.
wyldcard: don't use the same color for the model and for the background, it really makes it hard to distinguish between them. I think you can actually make your own thread, for specific advice and progress.
I have somewhat of a quick question. I'm pretty new to the whole moddeling buisness, but does having your own art style (textures, models) have an effect on how people look at your work? Or is it certain styles that look more realistic and the accuracy. Could someone maybe break that down for me.
The one thing about art is that artists that have acquired a style are very easy to spot. That is when they show something, you know it came from them. It also tends to lead to a wide range of copiers which is a good thing since it shows you set a trend. Style is not however found by the artist, style finds the artists after a long period of practicing....and being influenced by other artists. It will also tend to force you to go to studios that can get behind your approach, which is why it's a good thing to know naturalistic as well as abstract..good luck.
...and what is it with all the rail gun stuff? Is there a comp going on or something?
I don't often post work because of a tendency to be unhappy with the results but I thought this was a passable effort. Started as a boredom sketch the other night after Max crashed on me and I was too infuriated to re-open it for the third time that evening.
This is our Unearthly entry this year (Snight, Asa and myself). We've got the weekend left to focus on lighting and composition bits. We'd love tough feedback and crits. Head on over to our thread (in my sig) and leave em'
Replies
the socket is a nice detail. bet your room is never that clean
Yeah, Jason - il play around with the colors, I got time till next week, but I got a lot of stuff to do.
But yea, E-freak, there is actually more stuff in my room, papers, a wacom bamboo on the table, clothes under the tv, books and goodies next to bed. Too small to model and i cant see myself modeling folded t-shirts - I just can't.
Doesn't need to be said really, we can all see the camera tripod
Looks great to me, good job!
Looks pretty good to me.
But..nature is cliche now?
only those generic lumpy rock props everyone makes. :poly124:
Bike asset for a level I am working on.
gotta go back and add some things to the model
Pixelchaot, that is rad! My friends all call me T, maybe i should tattoo that on my forehead.
here is quick temporary update, background is just for concept
Hope to soon get on texturing.
Rims look weird and something is off on the scale. Is it supposed to be a 26" mountain bike? At first sight it looked like a kids' bike. Tires are too fat and wide. Lack of derailleurs and shifters add up to that. Cable looks way too weird. make a nice curved spline and loft it, you'll get nice cables. UV is a mess! Since you modelled the spokes, you could just UV one of them and instance it around.
I'm making a bike too:
Yes, it is from a tutorial, but in my defence the english version is a loose translation from the original french
Like I said it's my 1st attempt and its not quite finished, my next project will be working from a friends concept art. However I would appreciate some tips / critiques. Hehe don't worry, I can take critics so long as they are being constructive :poly124:
[ame]http://www.youtube.com/watch?v=eNaPUjleSYU[/ame]
-woog
Thats the first face I've ever made, where would you suggest I work on? Any advice would be greatly appreciated.
well, of couse
The spokes are not modeled. They are on a flat plane with an opacity mask.
Its supposed to be a kids bike, but i do agree that the tires are a little big. I need to keep this fairly low on tri's, and it shouldnt be anywhere above 2000. We were dicussing whether or not to even include a brake/brakeline/lever and thought it would be a good idea. After searching around in a couple games, most bikes we see modeled are inaccurate as fuck; no shifters, no actual brakes, but mysterious levers.
Also after putting on the opacity mask, I forgot that there was no inside to the wheel. Im going to actually model the rims and take off the brake to save some tris.
Reccomend anything for the UVs?
Also; mine is for a game. Im not just working in Maya.
I'm not sure what you mean by how it affekt how people look at your work, but I'd say that having your own style is great, since it gives your models a personal touch, but also will make them stand out from the crowd.
I think "art style" is most noticeable when doing 2d art, look at Jouste's drawings forexample, they're out of the world.
Discostu - Awesome.
[ame]http://www.youtube.com/watch?v=8MFLuo1Gd60[/ame]
Friend from college wanted me to draw an octopus thingy for a tattoo, so, eh, i drew an octopus thingy.
Here's a tiny dragon thingy I'm working on during lunch
Experimenting with clay renders atm.
main focus is the face
The one thing about art is that artists that have acquired a style are very easy to spot. That is when they show something, you know it came from them. It also tends to lead to a wide range of copiers which is a good thing since it shows you set a trend. Style is not however found by the artist, style finds the artists after a long period of practicing....and being influenced by other artists. It will also tend to force you to go to studios that can get behind your approach, which is why it's a good thing to know naturalistic as well as abstract..good luck.
...and what is it with all the rail gun stuff? Is there a comp going on or something?
i have evidence!
friggn evidence!!
Tried to make a hand-drawn semi WoW style shield in 1hr, here's how far I got. 374 tri btw.