Very cool! i think the head and ankles need some shrinkage. It looks like the fibula and tibia are ending at the same height?, the fibula should be lower. Check shoulder width too.
It feels a little soft, like you modeled it out of clay. Real barriers like that are cast concrete. Any damage that is done to them, is well after they are solid, so the overall shape needs to be crisp, as do any chips and such that are taken out of it.
Your holes are also kind of weird shapes, and in weird places. Damage to these dividers tends to be around the edges/corners, as they get moved around a lot. Any damage to the surface, from cars hitting it or whatever, tend to be very directional, and not round. Also keep in mind that there is rebar inside, so any deep gouges/cracks should reveal rebar.
Lastly, to add more visual interest, notice that some of these dividers have round holes in the middle, or square depressions to get bolted down, or rectangular bits removed from the bottom for drainage and to be lifted by forklift. Also, many of them are painted, either entirely, or with construction markings or graffiti.
Yep, one way to enhance the crisp feeling is to use some concrete textures desaturate it 100%, push the contrast and use it has stencil in zbrush on the chipped (right word ?) off parts.
For the "holes", you should think where the block may be inpacted, a big hole right in the mass is unlikely, contrary to an edge impact.
[EDit] Tumerboy made my comment useless . That's harsh !
thank you for your crits. those rebars are missing cause i used the barrier as zbrush training first so i didnt make some thats why some graffitis etc are missing too hrhr. the round holes were more from some shooting. I think i will train more on a new barrier and try to get a better one... not so soft. Thank you guys and thanks for your references
first model made in maya2009. I am a experienced 3dmax user trying to learn maya. so nothing too fancy yet cuz im still learning the modeling ways of maya.
_Oz: is that the start of a splash damage environment art test ^^ good start
ok thats for the next time my last barrier i post. Cant see it anymore and i want to make some other stuff . its still not the perfect barrier. crit it, i try to keep it all in mind
Looks great Ebola, you are making great strides forward with Zbrush.
To improve this, you should get a regular small brush, select one of those round gradient from center to edge brushes and use it to subtlely deepen those 'plaster wearing away' forms.
The trick to this, is to not do long continuous strokes, don't do even depth, don't do even thickness, just lots of whispy pen strokes where you trace over the drop shadows, or just below it to make that plaster look unevenly flaking while deepening some of the lines, then use the same bursh to pull out the top of that ridge, so you are popping the 'lip' like edges of the plaster.
You could also benift from some subtle clay tool work with the square alpha selected, set its strength really low and it focus at -80 or something so it will make sharper subtle marks, with that you can go around the damaged indents, making their bevels and embossed areas look less soft and regular.
Really the trick with plaster and concrete is to make it look a little messy, a bit chaotic.
Still trying hard to meet the deadline for the movie comp. I might put this in the pimp section to get some feedback, my eyes aren't as objective as I'd like them to be.
Woah JI this transluency shader looks impressive! I'm usually not a huge fan of the "balloon filled with water" kindof look that overdone transluency often gives, but your take on it looks great. Can't wait to see that applied to thin wing membranes, crystals, or even just to nicely present a sculpted model like on your example picture...
Hey all, here's a generic woman I've been trying to model for a while. I'm starting to lose steam on it atm
Something is off about her that I can't figure out. (besides the no hands and feet thing). Any ideas would be awesome.
oh btw the eyebrow polys are just temporary coz I think she looked more human with them there.
@apocalypse: well she looks more like a dude with boobs, she needs more female curves, especially for a generic woman, give her more hips and ass, so it's not straight from the ribcage down to hte legs
Neox: yeah she does look kinda manly *facepalm* What about her face is that shouting man as well?. I've been looking at this model for ages so its getting hard to tell now.
CODY:
Im really liking your Firefly/Serenity scene
its one of my favorite shows.
it know its a work in progress but i thought id throw in my 2 cents about issues i see
first off. the ship seems too clean. the metal should be a bit more rusty and leaking. remember the ship is very old. and it needs to be more cluttered. They always had tons of stuff. ie random barrels covered by big net
add the hanging light over the first landing of the stairs, and the random chains hanging from the ceiling.
the design on the wails can be pushed more. more pronouced. feels like someone scracthed the walls.
Also the hanger bay door is all wrong
i have great reference here. but i dont know how to add a picture from my comp. i try to add a picture and it asks for the url.
if someone can help me with that i can show you my reference and show you what im suggesting
CODY: This image shows the metal wires in between railings as well as the chains and deisgn on the walls This image shows the cargo door
Mohawked, thanks for the tips man. Actually it is for the scene from a movie comp at game artists, and the movie set of Serenity is quite different. And I followed reference from movie screen grabs quite closely. I do think you are right about dirtying it up and adding more clutter. Chains sound like a good idea.
Replies
Your holes are also kind of weird shapes, and in weird places. Damage to these dividers tends to be around the edges/corners, as they get moved around a lot. Any damage to the surface, from cars hitting it or whatever, tend to be very directional, and not round. Also keep in mind that there is rebar inside, so any deep gouges/cracks should reveal rebar.
Lastly, to add more visual interest, notice that some of these dividers have round holes in the middle, or square depressions to get bolted down, or rectangular bits removed from the bottom for drainage and to be lifted by forklift. Also, many of them are painted, either entirely, or with construction markings or graffiti.
MOAR REFERENCE!
For the "holes", you should think where the block may be inpacted, a big hole right in the mass is unlikely, contrary to an edge impact.
[EDit] Tumerboy made my comment useless . That's harsh !
Yeah, Laurens Corijn, a.k.a. Xoliul, created the shader as a working product of something he and Doylle came up with over at game-artists.net
The link on these boards is here: http://boards.polycount.net/showthread.php?t=62006
Thank you sir! You rock!
thumb crusher
Megaman redesign Ive been wanting to do based off an old sketch of mine. not sure how far I wanna take it.
Its about HOPPING CARS!!!
the sides look too destroyed and the side too smooth imo
ok thats for the next time my last barrier i post. Cant see it anymore and i want to make some other stuff . its still not the perfect barrier. crit it, i try to keep it all in mind
To improve this, you should get a regular small brush, select one of those round gradient from center to edge brushes and use it to subtlely deepen those 'plaster wearing away' forms.
The trick to this, is to not do long continuous strokes, don't do even depth, don't do even thickness, just lots of whispy pen strokes where you trace over the drop shadows, or just below it to make that plaster look unevenly flaking while deepening some of the lines, then use the same bursh to pull out the top of that ridge, so you are popping the 'lip' like edges of the plaster.
You could also benift from some subtle clay tool work with the square alpha selected, set its strength really low and it focus at -80 or something so it will make sharper subtle marks, with that you can go around the damaged indents, making their bevels and embossed areas look less soft and regular.
Really the trick with plaster and concrete is to make it look a little messy, a bit chaotic.
Still trying hard to meet the deadline for the movie comp. I might put this in the pimp section to get some feedback, my eyes aren't as objective as I'd like them to be.
a window :P not the beautiest render and the glas is getting a bit strange to blobby but not important for now, tired for now xD
J.
Yup.
Something is off about her that I can't figure out. (besides the no hands and feet thing). Any ideas would be awesome.
oh btw the eyebrow polys are just temporary coz I think she looked more human with them there.
behold, the lasso-dolphin:
Im really liking your Firefly/Serenity scene
its one of my favorite shows.
it know its a work in progress but i thought id throw in my 2 cents about issues i see
first off. the ship seems too clean. the metal should be a bit more rusty and leaking. remember the ship is very old. and it needs to be more cluttered. They always had tons of stuff. ie random barrels covered by big net
add the hanging light over the first landing of the stairs, and the random chains hanging from the ceiling.
the design on the wails can be pushed more. more pronouced. feels like someone scracthed the walls.
Also the hanger bay door is all wrong
i have great reference here. but i dont know how to add a picture from my comp. i try to add a picture and it asks for the url.
if someone can help me with that i can show you my reference and show you what im suggesting
very rough concept work for game character.
This image shows the metal wires in between railings
as well as the chains and deisgn on the walls
This image shows the cargo door
Loving that door!
Screwing around in photoshop for a few hours here...
Mohawked, thanks for the tips man. Actually it is for the scene from a movie comp at game artists, and the movie set of Serenity is quite different. And I followed reference from movie screen grabs quite closely. I do think you are right about dirtying it up and adding more clutter. Chains sound like a good idea.
Meta art is the new art, to be honest.