I figured I'd try this sculpting thing that you're all on about, even though it's probably just a fad that will be forgotten two months from now.
You may now tell me not to move up subdivisions that quickly, to get reference, to spend less time on making a fancy render and to stop using Blender and switch over to a manly application like ZBrush.
even though it's probably just a fad that will be forgotten two months from now.
I bet you were saying that two years ago. Five years ago I was saying how great it would be to finally see some nice game art come out of Blender. I'm still saying it.
Anyway, your sculpt isn't terrible. But, you could follow your own advice if you want to progress.
Container is coming along nicely. I'm an environment art fan more than a character art fan .
Crits
- indents on the end face look really artificial. Colors are too strong (blue and black) and contrasted and read like faked normal details rather than true indents (though I'm sure they are).
- Warning signs, and other stickers / text on end are not worn in a consistent manner to the rest of the container, they look too clean.
- The sides could use a large logo and / or company name. Some nice detail to break things up.
- The very base of the object should be darkened and dirtied up a bit so that there is not a harsh transition to the ground.
- The end silver rods and locking mechanics need some more texture love and well placed detail. Pipe intersections need to be called out more, bolts need more contrast etc.
- Consider some stronger lighting and a more effective spec map.
it doesn't really catch the dynamic and flow of ratcliffe, while he is a pretty heavy dude he has some really nice flowy lines in his original design, try to capture these first.
damn i'm having a hard time getting the face to look like the fat governor caucasian. he looks more like a native american now (which is rather ironic). i took some liberties with the topology, but it's all there for the fat tissue and shape. don't know if this is good or bad though .
Damn that looks awesome shimmer, don't know if you've begun on the legs yet (probably not) but I'll say this anyway, the legs seem too small, at least when comparing with the Zangief art from Capcom, he seems to have alot more thickness in his legs especially in his latest form from SF4 (pic).
Ignore this observation if your reinventing him in your own vision of course or if you already had plans for the legs
Nice door! I kind of like the hinges as you have them, but the middle piece could use a little more volume to give it another level of pop and get rid of that flat texture feeling.
Shimmer that is looking awesome! I actually like the legs with smaller proportions. I also like the rough sculpty feel this has. How did you do the hair anyways?
Racer445: This thread typically isn't for critiques. This thread has always been more of a galley of types as if we were all in the same lab and were just walking around peeking over one anothers shoulder. This format makes it pretty cluttered and getting a good back and forth going isn't really ideal, it's basically disruptive. If you are looking for critique, I'd suggest making a thread of your own and simply asking for it. Give a little background about your piece, your tools, and intentions, etc. it will create an opening for good feedback... blagablagalbalf
First level is starting to come together now. I just pulled animation frames/stills from the animations posted earlier in the week and just photoshopped them over the background. Still WIP, got some more polishing and tweaking/fixing to do. Want to darken/brown up the back cliffs to add more contrast (and push them back a bit for more play area). I need to work some more color in here somewhere too to break up the tan overload a bit.
General Chaos is a great Genesis game. It was a kind of console-centric real time strategy game. And the over-the-top characters and animations made it all the more entertaining.
Your game is looking really good. You've got a good style working for it. I had noticed some of your practice sculpts for the cliffs earlier, I think that approach is working well. It would be nice to see a more up-close shot of the characters. Are you using sprites or 3D models at the moment?
No real closeups, they are just super simple shapes actually, proportioned to look readable at that angle. Here are some animation samples though: http://subreal.net/media/animation_sample.html
They are modeled and animated in 3D, but rendered out and turned into spritesheets (it is being built in Flash after all). I actually contracted out the models to a friend of mine (Todd Pickens) to speed up the process.
The best closeup I have is this really crappy render I had to rush for a coworker:
I've not done anything realistic for a while so I thought I better have a go at a likeness to keep my eye in with this stuff. It's another character from the Wire - everyone's favourite stick-up guy, Omar Little. I'm still working on it and I'm planning to do a textured, game-res version as well. Excuse the crappy alpha masks - they're just there to help me visualise the hair etc.
And something from a while back that I never posted:
kp: ah ok :P.
neox: thanks! fixed the hair and medal band.
it's about done now, now i need to "gear him for war" with the 200 tris i have left... make some silly keyblade or something.
Japhir, your character models are getting better and better man, have some really nice mesh flow with this piece, and AWESOME silhouette... mmmm, I like very much!
*update lower
This piece will be done by tomorrow... and all I have to say is the biggest thing I've learned from this piece (besides some new techniques, thank you vlad... i still need to use them though) is that my time management skills are completely busted. I've been working some freelance gigs on the side, as well as school, but this piece is incredibly important to me... and I should have devoted much more time to this.
Replies
You may now tell me not to move up subdivisions that quickly, to get reference, to spend less time on making a fancy render and to stop using Blender and switch over to a manly application like ZBrush.
I bet you were saying that two years ago. Five years ago I was saying how great it would be to finally see some nice game art come out of Blender. I'm still saying it.
Anyway, your sculpt isn't terrible. But, you could follow your own advice if you want to progress.
Some quick fixes:
-Curve the clavical bone upwards.
-Fix the trapezius muscle, it's V shaped in the back
Yes, some slight bleeding of the shadow outside the alpha mask as these aren't cleaned up yet (tomorrow have a whole bunch to do!)
just another generic container prop
Container is coming along nicely. I'm an environment art fan more than a character art fan .
Crits
- indents on the end face look really artificial. Colors are too strong (blue and black) and contrasted and read like faked normal details rather than true indents (though I'm sure they are).
- Warning signs, and other stickers / text on end are not worn in a consistent manner to the rest of the container, they look too clean.
- The sides could use a large logo and / or company name. Some nice detail to break things up.
- The very base of the object should be darkened and dirtied up a bit so that there is not a harsh transition to the ground.
- The end silver rods and locking mechanics need some more texture love and well placed detail. Pipe intersections need to be called out more, bolts need more contrast etc.
- Consider some stronger lighting and a more effective spec map.
-Tyler
i'm working on governor ratcliffe, the evil guy from pocahontas:
http://img243.imageshack.us/img243/8418/wipbk4.jpg
Poly's
handed it in yesterday, will work on it more in a few months.
!
c'mon, don't be that guy
looks like your stencils aren't effected by the indents/extrudes on the side. particularly noticeable on the bottom right '87' dealie
what texture size? whats the polycount? can we see wires?
...and listen to gamedev
Still have a bit of work to do, thought I'd post it to get a little feedback
There is no handle yet.
Edit: Updated Picture
Ignore this observation if your reinventing him in your own vision of course or if you already had plans for the legs
rendered using MentalRay
gonna start on his orcish armor soon
Japhir: is that my fathed sdk mesh?
Your game is looking really good. You've got a good style working for it. I had noticed some of your practice sculpts for the cliffs earlier, I think that approach is working well. It would be nice to see a more up-close shot of the characters. Are you using sprites or 3D models at the moment?
They are modeled and animated in 3D, but rendered out and turned into spritesheets (it is being built in Flash after all). I actually contracted out the models to a friend of mine (Todd Pickens) to speed up the process.
The best closeup I have is this really crappy render I had to rush for a coworker:
edit: update!
http://www.vnn.vn/vnn4/pic_story/story6-pocahontas/picture/p2.jpg
http://www.geocities.com/TheTropics/Resort/4986/govrat.gif
i think a little more flow (more loops) in his hair wouldn't hurt it's pretty edgy compared to his face
Killingpeople, I understand, but this was just some random prop I made and I didn't think it deserved its own thread.
I've not done anything realistic for a while so I thought I better have a go at a likeness to keep my eye in with this stuff. It's another character from the Wire - everyone's favourite stick-up guy, Omar Little. I'm still working on it and I'm planning to do a textured, game-res version as well. Excuse the crappy alpha masks - they're just there to help me visualise the hair etc.
And something from a while back that I never posted:
I'm going to do an evil knight as well, I think.
Cheers, Nick.
I´m busy finishing a realtime heads.
did this last night
Rota
nick: love the knight and the king! great design.
rota/drill: awesome stuff dudes
driller that is so awesome : )
It's omar.
Seriously awesome.
SWEET works!
neox: thanks! fixed the hair and medal band.
it's about done now, now i need to "gear him for war" with the 200 tris i have left... make some silly keyblade or something.
*update lower
This piece will be done by tomorrow... and all I have to say is the biggest thing I've learned from this piece (besides some new techniques, thank you vlad... i still need to use them though) is that my time management skills are completely busted. I've been working some freelance gigs on the side, as well as school, but this piece is incredibly important to me... and I should have devoted much more time to this.
*goes to corner and cries