i'm doing a couple scene a day (model/texture/light) personal tests, here's the first. mental ray render, only postwork on this was adding the depth blur.
Just kidding. Is this for a base mesh? If it is, is the nipple/belly button really neccesary? Hand also look a bit small, and pecs should sag more. Also the anatomy around the knee could give you issues.
looks good Arrangemonk, I think the "user" view is making the proportions look screwy, either that or the arms need a bit of tweaking as they look kinda stumpy. pecs look a little short too but im no character artist so take these with a grain of salt :P
also, if this is a base mesh maybe might wanna take the twist out of the shins so the poly flow is more straight up and down the legs, otherwise you might get those jaggy diagonals when sculpting on a lower sub d level. nice work on the all quads man, blastin out the tris can sometimes be a head scratcher.
Blaizer, that texture is awesome! I love the colours, and the highlights are really sharp and well done.
However I have to say the proportions of the model are not really doing it justice, his waist looks really high (making the torso look too short) and the arms and legs look quite tubular, there isn't much interesting silhouette there... I think it could be a lot more dynamic, and I think a texture this good deserves a model which is equally good.
The design has a large belt with a skull, above the navel, like some gladiators and wrestlers. For that reason, the waist is so high, i know the high trousers are not very cool, but i didn't know another way to put the armor parts. Maybe a weak point in the design hehe. Also, i should have used more polygons to avoid the tubular look. The model has too many pieces and i ended giving more detail to hands and face.
Razorb, the model was something personal i started long time ago when i was playing a mmo hehe. The idea i had, was to make something mmo style, with symmetrical textures and a bit of customization.
Hey Renaud, thanks dude
Now i'm with Zbrush and i wish i had your skills haha (i haven't got enough practice). Your pirate looks very original, i like it!
Annnnnnnd something else im trying to tidy up! Spending too long on her face at the moment though but will probably finish it tomorow or something. Will be doing more with her design later on tooooo~
yes well im building an env. based in the universe, it wont be the Discovery but a similar ship, so im taking pointers from the original rather than trying to copy
gonna model a HAL 9500 soon, will probably take me weeks
Cheers people! (last time i'll spam this here, soz)
Earth - probably right, but what it really needs is MORE grass to solve the issue, haha!
Kjell - not the only person to say that, been trying to resolve it and repainted the legs like twice thanks to some people pointin out my flaws... i hate knees.
I'll paint up that arm later and probably tweak some other shit along the way!
I think their weird thing about the legs is the perspective below the waist vs the perspective above. Seems like there's very little perspective on the top half, but quite a bit on the lower. Unify!
also... yes... kindgirls is very good for "reference"... (those pictures are for anatomy studies baby, honest)
Starting sculpting a staff for my DW summoner. Won't have enough polys/uv space to give it to him for the contest but it'll be for the character as a portfolio piece. Still up in the air with the sphere, might do something else there, smoke or whatever else. Also going to do another pass with finer details tomorrow.
Jackwhat to me it looks like her left foot is slightly twisted like shes standing on a small mound with her right foot and her left didnt fit onto the mound
JordanW, really loving the series but i find the overlays on that last one lose too much of the contrast and impact of the image
Ferg, nice study man!
here's what i'm working on right now. a ground plane test for my final fantasy 9 scene.
the scene so far -
the ground plane tests so far, next up is the street tile.
I've got a question about grass planes. I haven't brought it into a game engine yet, but since the planes aren't facing the light at the same angle as the ground they look terrible. Is this accounted for in game engines? and is there a workaround for a mental ray render?
Cheers people! (last time i'll spam this here, soz)
Earth - probably right, but what it really needs is MORE grass to solve the issue, haha!
Kjell - not the only person to say that, been trying to resolve it and repainted the legs like twice thanks to some people pointin out my flaws... i hate knees.
I'll paint up that arm later and probably tweak some other shit along the way!
Forgot to edit the ass as well, she's a woman! give her an ass pls:D
made a quick overpaint of your drawing mate, try giving the back a bit more volume like I showed, that should help.
Helixx thats pretty cool!!! it looks like you have your large and medium details in. are you planning on getting your small details also? like wood grain?
Yeah, it's one of those. I have some time now to work on this finally, been doing art tests for what seems like forever. I need more realistic and recent work in my portfolio, so why not. Planning on making this one a more complete scene. Just a quick block-out.
Replies
i'm doing a couple scene a day (model/texture/light) personal tests, here's the first. mental ray render, only postwork on this was adding the depth blur.
tiny update on my pirate. Hopefully, I'll finish him this month.
Any chance of you sharing your workflow?
I try sculpting again. Results are meh:
wip sceenshot of a model for a game i'm making for one of my exams. (860 tris at the moment)
still only quads, im proud of myself
Just kidding. Is this for a base mesh? If it is, is the nipple/belly button really neccesary? Hand also look a bit small, and pecs should sag more. Also the anatomy around the knee could give you issues.
also, if this is a base mesh maybe might wanna take the twist out of the shins so the poly flow is more straight up and down the legs, otherwise you might get those jaggy diagonals when sculpting on a lower sub d level. nice work on the all quads man, blastin out the tris can sometimes be a head scratcher.
However I have to say the proportions of the model are not really doing it justice, his waist looks really high (making the torso look too short) and the arms and legs look quite tubular, there isn't much interesting silhouette there... I think it could be a lot more dynamic, and I think a texture this good deserves a model which is equally good.
The design has a large belt with a skull, above the navel, like some gladiators and wrestlers. For that reason, the waist is so high, i know the high trousers are not very cool, but i didn't know another way to put the armor parts. Maybe a weak point in the design hehe. Also, i should have used more polygons to avoid the tubular look. The model has too many pieces and i ended giving more detail to hands and face.
Razorb, the model was something personal i started long time ago when i was playing a mmo hehe. The idea i had, was to make something mmo style, with symmetrical textures and a bit of customization.
Hey Renaud, thanks dude
Now i'm with Zbrush and i wish i had your skills haha (i haven't got enough practice). Your pirate looks very original, i like it!
Ive been seeing so much of warhammer so I felt like starting to draw a painting on my own.
- Renaud, awesome as always!
Can you post a 1680x1050 version? :P
That goes for ALL of you!
http://i62.photobucket.com/albums/h91/Jackwhat/0506ArtPG6.jpg
yes well im building an env. based in the universe, it wont be the Discovery but a similar ship, so im taking pointers from the original rather than trying to copy
gonna model a HAL 9500 soon, will probably take me weeks
The full version of my girly, whos almost finished! yay.
Looking neat! I love "the Sci-Fi" corridor as an exercise. Everybody makes something so different, yet often so similar.
Earth - probably right, but what it really needs is MORE grass to solve the issue, haha!
Kjell - not the only person to say that, been trying to resolve it and repainted the legs like twice thanks to some people pointin out my flaws... i hate knees.
I'll paint up that arm later and probably tweak some other shit along the way!
also... yes... kindgirls is very good for "reference"... (those pictures are for anatomy studies baby, honest)
*slow claps*
hehe, damn i totaly forgot about that site, guess ill have to do some major img saving when i get back home
i also agree on the perspective
Jack i think she needs some cool highlights,
id love to see you take this a step further and add some insane details
nice work man
Ferg, nice study man!
here's what i'm working on right now. a ground plane test for my final fantasy 9 scene.
the scene so far -
the ground plane tests so far, next up is the street tile.
I've got a question about grass planes. I haven't brought it into a game engine yet, but since the planes aren't facing the light at the same angle as the ground they look terrible. Is this accounted for in game engines? and is there a workaround for a mental ray render?
made a quick overpaint of your drawing mate, try giving the back a bit more volume like I showed, that should help.
Trying some complex hard surface modeling. Gears inspired
this time its more like a mexican desperados guy