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.
Gotta be the jawline. It's squaring off pretty manly-like atm. Maybe try putting a nice picture of a lady on a plane, making your mesh see-through, and seeing how the jaw lines compare on front & side views?
But where are those seams you´re speaking of? Seems like i´ve turned my art eye off for the weekend. Hmm. Only area that seems a bit, Hmm-ish is directly below the nose. "The snot canal"
Gotta be the jawline. It's squaring off pretty manly-like atm. Maybe try putting a nice picture of a lady on a plane, making your mesh see-through, and seeing how the jaw lines compare on front & side views?
it's not always that easy, sometimes you do it just like int the reference but everything totally changes with different eyebrow shapes, or wider eyelashes or even roughed out long hair, females are pretty darn nasty things to do, onw wrinkle she gets too old one hard edge it gets to manly, but in a lot of cases giving her hair instead of beeing bald does the job quie good
@ Solar: Looks a bit like Angelina Jolie. Really like how you've layered the hair and have it blending with the head. Are you using any sort of special shader, or lighting because the shading on the skin from light slightly reddish to dark blue/grey/purple is really nice. Something is bothering me about the eyes though, the iris and pupil to be precise. They look to be "coming forward" is the best way I can put it, and I'm not sure if its all the red near the blue or the iris needing to blend more with the pupil. Hmm...or it could be that the eyes have no specular highlight/reflection giving them that glossy wet look.
Decided to work faster, so expect (even) more mistakes hehe, the measuring thing needs alot of work still. And this time in the correct thread:P
Starting to look pretty damn nice and I don´t really have anything to crit at the moment. Looking forward to see you add props. Whats your plans for it? (Adding water, what kind of props etc)
Oh and this is in unreal i assume?
Wait here´s a crit. The bottom wall and top wall are identical. Maybe you could just flip the uvs so spots on the walls are not at the same place? Some tiling going on there. But i guess it works anyway.
Thanks, yeah I had a texture for the bottom wall, but this one time, I accidently applied the current material to it and it looked better than the previous one lol. So I thought i'd keep it and change it a bit somewhere later. And yes, it's Unreal, as for my plans with it, I dont really know yet except the standart stuff like water(perhaps even some good old barrels). I'm definatly going to add some light sources and some kind of metal pole and/or sign.
Here's another tiny update:
(i'm going to slow down on the updates or start a new thread for it, dont want to fill this thread with small updates)
Thanks P.I.G. Yeah the snot canal is over pronounced, no body yet. They just needed a head I think. Yeah it was for Perfect Dark source willy-wilson. Thanks Godzero! Illusions - it's the marmoset toolbag viewer, have a look in the technical talk part of the forum. It comes with a skin shader.
started to work on my scene 2 for the student game i still working on with few other guys (programmer are bit strange :P ). can "only" show currently in unreal cause the editor of the engine we are using dont want anymore get started at home -.- but i will show some more when i have some more :thumbup:
Back, from what I see I"m gonna need to get working on something now to not fall behind. Great work everyone, lets keep the momentum going through the 2nd quarter! :thumbup:
tadpole3159 - coming along nice but the back legs seem a bit weird
Overall the muscles need a bit more work.
They look a bit like bags for water under the skin right now
_Oz - nice stuff so far
yea he's a fat, lazy grazer, its more like bags of jelly that wiggle when you stroke them. i'll keep bashing at it. the front view of the back legs are driving me scatty
The contest is over, but I think I shall work on it a bit more. Some people have said it is too blue on their monitors, others say too dark. How does it look on yours?
It looks very green-blue. I don't think it's the tint that's holding it back here, maybe it needed some specular/highlights and rim lights. I'm not sure how the film looked alike thought.
cody: I think the biggest drawback on that scene is the lack of any real material definition with specular highlights, everything looks kinda flat. some deeper shadows could help as well. textures could really use a 2nd pass for some extra lovin' now the time frame has been removed.
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I was working on this head for a little less than an hour until I discovered I punked myself...oh well...haha
Nice looking paint man.
Gotta be the jawline. It's squaring off pretty manly-like atm. Maybe try putting a nice picture of a lady on a plane, making your mesh see-through, and seeing how the jaw lines compare on front & side views?
I support this endeavor and wish to hear more about your fine wares.
Also I better see some spinnaz in this bitch.
Really quick head done for a friend working on a perfect dark mod. Still some seams and spec issues to sort out. Shown in toolbag!
But where are those seams you´re speaking of? Seems like i´ve turned my art eye off for the weekend. Hmm. Only area that seems a bit, Hmm-ish is directly below the nose. "The snot canal"
You mean that?
You could define the forms a bit more, since you will lose some detail after normal mapping and smoothing.
I blame the beers. But thats what we call it in common swedish
it's not always that easy, sometimes you do it just like int the reference but everything totally changes with different eyebrow shapes, or wider eyelashes or even roughed out long hair, females are pretty darn nasty things to do, onw wrinkle she gets too old one hard edge it gets to manly, but in a lot of cases giving her hair instead of beeing bald does the job quie good
Gamedevs need to grow out of the "every girl must be pretty" mentality when designing characters.
Oh and this is in unreal i assume?
Wait here´s a crit. The bottom wall and top wall are identical. Maybe you could just flip the uvs so spots on the walls are not at the same place? Some tiling going on there. But i guess it works anyway.
Here's another tiny update:
(i'm going to slow down on the updates or start a new thread for it, dont want to fill this thread with small updates)
Any critiques/advice is more than welcome!
A small scene to test unity with, just starting the fist pass at the textures
wires
Started texturing this, the year rings are way too huge for these proportions and I have a ton of seams to smooth out
way to go still
Overall the muscles need a bit more work.
They look a bit like bags for water under the skin right now
_Oz - nice stuff so far
finally finished ups dr.girlfriend model
I'd like to do another pass on a few things, but times up for this one.
in engine:
I LOVE unity.
don't tell earthquake.
Neox : I love the Airborn stuff! It's great to see a whole project being worked on, it gives a lot of inspiration...keep at it and good luck.
The contest is over, but I think I shall work on it a bit more. Some people have said it is too blue on their monitors, others say too dark. How does it look on yours?
First two shots are Unreal3 last is Max
http://codywright.com/images/sfam/codyWrightdotcomMood.jpg
There's still a bunch of stuff I want to add.
Mat, nice air steward? Very sassy, I'd like to meet her.