I'm gearing up to finalize this scene and post it properly in P&P. As such, I'm doing a few changes to the scene since it was seen last that I'll save for the final shots. For now, I'll just toss in a couple framed-off sections from 2 different angles I'm working from.
Sorry Adam, but to be honnest, I liked the old version better. I think that you lost your focus point on this version. The foreground elements are better, though I really liked what you did with the tree and the flying leaves in the old version, it added a nice magic feel to the scene. And I'm not sure to like the current tree's shape. It's definitly less tree-ish than the previous one. But maybe this is deliberate?
I also still think that the image is lacking of color variations, it's REALLY green and a bit too foggy (for my taste) right now.
Just some thoughts
Anyways, cool work mate, can't wait to see the final piece !
Adam : I know I msg you saying I wouldn't post here, but here are my crits, still :
*you lost the focal point
*you just tweaked the lowpoly of the tree to make a new one, but the flaws of the original are still here
*don't hide your focal point into blurry shit and fog
*trees don't grow on cobblestone >_>
*WAY WAY WAY too green, try to add those lights even without light sources for now, you'll fill that out later on, but the lighting needs a LOT of balancing to catch the viewer's attention.
*redo that fucking bark dammit
*have you tried mixing 2 different normals over a mesh ? One normal would convey the global details of the tree+ an AO pass, the other one the smaller details of the bark (and a third one the microdetail, which is shared by all materials of the same style) this can easily be done in unreal.
*be more subtle in every aspect of your scene creation
*leaves don't mean anything anymore, your tree is offset too
*here's a composition sheet ref I found on Nick Zuccarello's site a little while ago, always useful :
Sorry Adam, but to be honnest, I liked the old version better. I think that you lost your focus point on this version. The foreground elements are better, though I really liked what you did with the tree and the flying leaves in the old version, it added a nice magic feel to the scene. And I'm not sure to like the current tree's shape. It's definitly less tree-ish than the previous one. But maybe this is deliberate?
I also still think that the image is lacking of color variations, it's REALLY green and a bit too foggy (for my taste) right now.
Just some thoughts
Anyways, cool work mate, can't wait to see the final piece !
Oh btw, a tiny update on my current model :
Still unsure about the shortness of the thumbs. Rest looks awesome.
Adam : I know I msg you saying I wouldn't post here, but here are my crits, still :
*you lost the focal point
*you just tweaked the lowpoly of the tree to make a new one, but the flaws of the original are still here
*don't hide your focal point into blurry shit and fog
*trees don't grow on cobblestone >_>
*WAY WAY WAY too green, try to add those lights even without light sources for now, you'll fill that out later on, but the lighting needs a LOT of balancing to catch the viewer's attention.
*redo that fucking bark dammit
*have you tried mixing 2 different normals over a mesh ? One normal would convey the global details of the tree+ an AO pass, the other one the smaller details of the bark (and a third one the microdetail, which is shared by all materials of the same style) this can easily be done in unreal.
*be more subtle in every aspect of your scene creation
*leaves don't mean anything anymore, your tree is offset too
*here's a composition sheet ref I found on Nick Zuccarello's site a little while ago, always useful :
Vahl & Renaud- LOL, Well, I guess "a couple framed-off sections from 2 different angles I'm working from" wasn't very clear. I'm aware of the tree, that tree's don't grow on pavement and the lights/lanterns, you guys know that.
The shots were a couple quickies showing the background or secondary details while the tree gets worked on. Those are not the final shots/angles/compositions I'm going from.
The SF mini comp is getting really scary, DW is going to be nuts this year...to add to the craziness:
Edit: Ooops, thanks all for the comments especially regarding the headband..in a lot of the pics i have it looks flat and would have had no idea otherwise.
Lunchtime progress shot of the new tree(s), which will be growing out of a mound of dirt & rock, on top of the platforms. The idea of the scene is how windy it is, or would be, up this high in the sky. Overtime tree's adapt to their surroundings so I am building them to look wind swept. As well, this is the very beginning of the tree's progress. The idea is I'll continue with what is seen in the picture below all the way up the tree, then go back and do smaller branches coming out of the thicker ones at the bottom. Then bring in to Mud and do the magic in there.
I'm pretty much done with this, finally. I have no idea who made the skeleton, i just changed the stance, proportions and wrapped the meat on top. As you can see the most important part is still missing! .
Lunchtime progress shot of the new tree(s), which will be growing out of a mound of dirt & rock, on top of the platforms. The idea of the scene is how windy it is, or would be, up this high in the sky. Overtime tree's adapt to their surroundings so I am building them to look wind swept. As well, this is the very beginning of the tree's progress. The idea is I'll continue with what is seen in the picture below all the way up the tree, then go back and do smaller branches coming out of the thicker ones at the bottom. Then bring in to Mud and do the magic in there.
This looks like it's growing underwater to me.
I think the windswept look comes more from the overall movement of the tree, rather than individual branches. The branches you have are making too drastic a turn. Instead, I think it would be better to just remove the branches that would be growing into the wind (leave stumps, like they snapped off), or have them grow closer to the direction of the trunk, and have that trunk give gradually to the wind.
I think that last one would be a good overall shape for your scene, with the branches kind of trailing off the way your leaves will be in the air.
Good point about looking underwater. My intention is to do a tree that feels mystical, and not model it after any one tree type in particular. Having it blown over slightly like that will get too much in to the center of the composition, which isn't what I'd like. I've got the last image you posted saved and I'll see what I come up with.
I never really played Street Fighter but I want to start entering more of these challenges so I looked up the characters and decided on Balrog. Its also a test for me to try to get more comfortable in zbrush so I just started doing a bunch of brute force modeling and its working out ok. All wip ofcourse!
So many other SF entries that are way beyond what I can do lol.
i made one of those tanka - yours looks quite rockish than concrete so i suggest:
1. reducing the size of the rock (so in photoshop scale it down and clone some areas ... so the details are smaller
Replies
never gonna give you up never gonna make you cry
(I hope I finiiiiiiiiiiiiiiish)
*headbutt*
My first Subdivided model. Hopefully my next few will be a ton better.
Here is the 3d concept.
I also still think that the image is lacking of color variations, it's REALLY green and a bit too foggy (for my taste) right now.
Just some thoughts
Anyways, cool work mate, can't wait to see the final piece !
Oh btw, a tiny update on my current model :
*you lost the focal point
*you just tweaked the lowpoly of the tree to make a new one, but the flaws of the original are still here
*don't hide your focal point into blurry shit and fog
*trees don't grow on cobblestone >_>
*WAY WAY WAY too green, try to add those lights even without light sources for now, you'll fill that out later on, but the lighting needs a LOT of balancing to catch the viewer's attention.
*redo that fucking bark dammit
*have you tried mixing 2 different normals over a mesh ? One normal would convey the global details of the tree+ an AO pass, the other one the smaller details of the bark (and a third one the microdetail, which is shared by all materials of the same style) this can easily be done in unreal.
*be more subtle in every aspect of your scene creation
*leaves don't mean anything anymore, your tree is offset too
*here's a composition sheet ref I found on Nick Zuccarello's site a little while ago, always useful :
http://bp3.blogger.com/_s-p_50MVQAw/R_-tAD1GykI/AAAAAAAAAgw/i0AfH019L3M/s1600-h/Composition_Cheat_Sheet.jpg
I think this has the potential to be your best piece if you really put the effort in and don't do your Adambrome (and you know what I mean by that
Still unsure about the shortness of the thumbs. Rest looks awesome.
Here's my little wip, hat and uniform to come.
Yeah, what he said.
AWESOME Birdie Jaco !
Is there actually a downloadable preset of those Game artisans Challenges? I like the final presentation with the big sf4 logos and the website logo..
The shots were a couple quickies showing the background or secondary details while the tree gets worked on. Those are not the final shots/angles/compositions I'm going from.
Workin on a WW2 plane shoot em up at work.
Mines better though. . .
Edit: Ooops, thanks all for the comments especially regarding the headband..in a lot of the pics i have it looks flat and would have had no idea otherwise.
Renaud: Overall the character is great, but I wish her face was more feminine. Maybe adjust her jawline and bring out the cheekbones a little more?
ha ha! we should have a dog fight.
Still adding details. Work on my painting is almost done, so I have more time to get back to this.
The SF busts are blowing my mind!
Lines, lofts and a little bit of elbow grease!
quickbaboon^^
Reminds me a lot of Kolbys work, very nice sculpting !
Started honda
I'm pretty much done with this, finally. I have no idea who made the skeleton, i just changed the stance, proportions and wrapped the meat on top. As you can see the most important part is still missing! .
Heavily based on Zack Petroc's work:
http://gnomonology.com/tutorial/350
This looks like it's growing underwater to me.
I think the windswept look comes more from the overall movement of the tree, rather than individual branches. The branches you have are making too drastic a turn. Instead, I think it would be better to just remove the branches that would be growing into the wind (leave stumps, like they snapped off), or have them grow closer to the direction of the trunk, and have that trunk give gradually to the wind.
I think that last one would be a good overall shape for your scene, with the branches kind of trailing off the way your leaves will be in the air.
So many other SF entries that are way beyond what I can do lol.
By nrek
1. reducing the size of the rock (so in photoshop scale it down and clone some areas ... so the details are smaller
2. reduce teh saturation