@david: your getting better in your style everytime yiou post a new piece, everytime you make a big leap. i'm not totally a fan of that style but thats just personal taste, it doesn't have to be something for everyone. It is very well done and has a really nice painterly feeling, the forms are also nice.
All info is from the original texture in the first frame, the rest is a rebuilt "macro shape" using that texture. I did a shitty job on quick macro so at the end you'll see a very unvaried texture with too defined light spots.
i've been sick the past couple days, so not done much. today i've been adding more detail/character to the rooms.
also playing with maxscript and flatiron to simplify the lighting/baking process. the reason flatiron rocks:
[ame=http://www.youtube.com/watch?v=l9auM_uzSYw&fmt=18]Single action CTRL+SHIFT+L to light[/ame]
thx all
I have made some more renders and could not resist to experiment with some heavy PS post effects. This will also be a part of my big website update, that im currently working, which is long overdue: more high res pics
unfortunately i could not use the highest Sdiv in all the subtools because it allways crashed Zbrush.
Davision3D - looking pretty good, but your touched up version loses a lot of the detail when you crushed the levels in ps. and it's such pretty detail too
fruit stand i did for an environment i'm working on.
I made my creature some bait, bur came acros a problem (3ds max):
the insect has wings with alpha transparent texture at the edges
and i want to use the volumetric light
could it be that volume light turns of alphas, shadow type does not seem to matter
with the normal light the edge of the wing is transparent
if anyone knows a workaround or solver, thanks alot.
i dunno if the jaw needs to be widened, but his skull should definitely be smaller
the back of the head looks especially weird... which is a shame since the features themselves are pretty recognisable, it just seems like since you were concentrating on the face you forgot about the rest of the head!
Lol josh, that's awesome. Still don't know how you guys get such smooth results in zbrush. Hehe. Every time I try working in that damn app the end result looks like a turd.
Dummeh - loving it moar as you post moar, you have a wicked game man!
renderhjs - really nice colours and feeling of depth there:)
Davision3D - sweet sweet work :thumbup:
rawrsie looks nice
Tried changing Becky and sort of given up on her, actually just salvaged it from the recycle bin hah so decided to get some real human references and change the pose/details a bit, crits would be nice.
vitor: wicked work on the craig sculpt. i agree with the skull being too large. the side profile is spot on, and the general eye area is amazing. the jaw could be a tad wider, right now he looks kinda emaciated. cant wait to see the final result this is one of the best reditions ive seen done of him.
Dummeh - loving it moar as you post moar, you have a wicked game man!
renderhjs - really nice colours and feeling of depth there:)
Davision3D - sweet sweet work :thumbup:
rawrsie looks nice
Tried changing Becky and sort of given up on her, actually just salvaged it from the recycle bin hah so decided to get some real human references and change the pose/details a bit, crits would be nice.
you should do some life sketches, fruitbowls, cups, etc. work less with hard lines, and more with messy sketching of basic forms and shapes, once you've got your flow down for big masses, then start learning to sketch the details.
Check out this book from your local library, and check out this thread; along with others at CGSociety. Your drawing could do with alot of improvement, starting with drawing closer to life and reference. That doesnt mean it has to be lifelike, but you should pay careful attention to scale, proportion, perspective etc.
bit of practice
alot of mistakes still (holes when subdiv in zbrush) and I got a bit lazy on the surface details but hopefully will just paint some corrections in the bake no worries
GCMP: just what almighty_gir said, be more raw and try to draw more basic stuff like little objects (e.g bottles, mp3 player, computer mouse, apple,..).
If you take for example comic art even though you see those perfect clean lines they are all based on a very rough pencil sketch where the artists try to find the flow, shape and composition of each panel and the characters.
Hardly any artist I know draws lines perfectly right away - instead they always make a rough sketch. kind of like this here: http://hynavian.com/?p=8761
Is the batcave actually built there, or what's the deal coz i'm back in Rotterdam in 3 weeks or so. Looks cool:thumbup:
Thanks man! So far, there has been no incentive to build it yet, but who knows. This is mainly the outcome of a week of indesem '09 http://www.indesem.nl/ by my group. I don't know exactly where it will be shown yet, will find out, but apparently there are screens set up in the city where this video of our project will be broadcasted for a while (they said a year...but that would be strange).
been working on environments again - medbay post-battle:
i'm torn between staying reserved with the bodies/gore, and going all out robocop/starship troopers style. on the up-side it minimises the chance the game will be seen as toony and cute, on the down-side it might seem overdone, overused, clich
Nah. I say go for the splatterhouse gore. Its an interesting dichotomy, the fun & light art style, and the heavy bloody combat. Just make sure the blood particles/pools/splashes have environment mapping/high spec and arent just dark crimson stains.
Render: I dont think ive seen anyone push the foliage overgrowth motif so far, it works REALLY well and you ought to give yourself a pat on the back for that.
Combined with those smooth alien metal forms its an incredibly striking scene, it fairly reeks of age and mystery which is a great direction to go in, one my favourites.
The changes you;ve made to those smooth curved metallic steps are brilliant, i really am looking forward to seein this one completed, I looks like it needs subtle worn autumnal colors , but it could be amazing if you can maintain restraint and control like you have as you continued to flesh it out.
i'm torn between staying reserved with the bodies/gore, and going all out robocop/starship troopers style. on the up-side it minimises the chance the game will be seen as toony and cute, on the down-side it might seem overdone, overused, clich
Replies
i don't call this one finished. I call this one fantastic.
@david: your getting better in your style everytime yiou post a new piece, everytime you make a big leap. i'm not totally a fan of that style but thats just personal taste, it doesn't have to be something for everyone. It is very well done and has a really nice painterly feeling, the forms are also nice.
nice details tho
All info is from the original texture in the first frame, the rest is a rebuilt "macro shape" using that texture. I did a shitty job on quick macro so at the end you'll see a very unvaried texture with too defined light spots.
Carrot still very wip, just threw down the normals and a quick overlay of color
I'm thinking about some clothes for him, maybe an antique style, maybe some french louix X!V clothes.. what do you think?
cheers
philipp
i've been sick the past couple days, so not done much. today i've been adding more detail/character to the rooms.
also playing with maxscript and flatiron to simplify the lighting/baking process. the reason flatiron rocks:
[ame=http://www.youtube.com/watch?v=l9auM_uzSYw&fmt=18]Single action CTRL+SHIFT+L to light[/ame]
dummeh, get some sleep! :P
I have made some more renders and could not resist to experiment with some heavy PS post effects. This will also be a part of my big website update, that im currently working, which is long overdue:
more high res pics
unfortunately i could not use the highest Sdiv in all the subtools because it allways crashed Zbrush.
fruit stand i did for an environment i'm working on.
I need help deciding on whether i should keep the pillers seperate from the wall as one modular piece or keep it as one.
any suggestion would be great.
the insect has wings with alpha transparent texture at the edges
and i want to use the volumetric light
could it be that volume light turns of alphas, shadow type does not seem to matter
with the normal light the edge of the wing is transparent
if anyone knows a workaround or solver, thanks alot.
Just testing some stuff...
Sexy stuf there Josh!
the back of the head looks especially weird... which is a shame since the features themselves are pretty recognisable, it just seems like since you were concentrating on the face you forgot about the rest of the head!
If your in the neighborhood of Rotterdam, check out the city media screens, this movie with our project is to be exhibited there.
[ame]http://www.youtube.com/watch?v=A-dPcf7C9AY[/ame]
renderhjs - really nice colours and feeling of depth there:)
Davision3D - sweet sweet work :thumbup:
rawrsie looks nice
Tried changing Becky and sort of given up on her, actually just salvaged it from the recycle bin hah so decided to get some real human references and change the pose/details a bit, crits would be nice.
Is the batcave actually built there, or what's the deal coz i'm back in Rotterdam in 3 weeks or so. Looks cool:thumbup:
you should do some life sketches, fruitbowls, cups, etc. work less with hard lines, and more with messy sketching of basic forms and shapes, once you've got your flow down for big masses, then start learning to sketch the details.
Check out this book from your local library, and check out this thread; along with others at CGSociety. Your drawing could do with alot of improvement, starting with drawing closer to life and reference. That doesnt mean it has to be lifelike, but you should pay careful attention to scale, proportion, perspective etc.
Look at the persp view though...there is something definitely odd looking about the cheeks...too prominent, maybe pull those back a little?
bit of practice
alot of mistakes still (holes when subdiv in zbrush) and I got a bit lazy on the surface details but hopefully will just paint some corrections in the bake no worries
Wip stuff, things to model, proportions to fix, details to add.
GCMP: just what almighty_gir said, be more raw and try to draw more basic stuff like little objects (e.g bottles, mp3 player, computer mouse, apple,..).
If you take for example comic art even though you see those perfect clean lines they are all based on a very rough pencil sketch where the artists try to find the flow, shape and composition of each panel and the characters.
Hardly any artist I know draws lines perfectly right away - instead they always make a rough sketch. kind of like this here:
http://hynavian.com/?p=8761
Thanks man! So far, there has been no incentive to build it yet, but who knows. This is mainly the outcome of a week of indesem '09 http://www.indesem.nl/ by my group. I don't know exactly where it will be shown yet, will find out, but apparently there are screens set up in the city where this video of our project will be broadcasted for a while (they said a year...but that would be strange).
nice raptor too, Super.
been working on environments again - medbay post-battle:
i'm torn between staying reserved with the bodies/gore, and going all out robocop/starship troopers style. on the up-side it minimises the chance the game will be seen as toony and cute, on the down-side it might seem overdone, overused, clich
what is it?
also shouldnt you be sleeping right now? i know i should =/
Combined with those smooth alien metal forms its an incredibly striking scene, it fairly reeks of age and mystery which is a great direction to go in, one my favourites.
The changes you;ve made to those smooth curved metallic steps are brilliant, i really am looking forward to seein this one completed, I looks like it needs subtle worn autumnal colors , but it could be amazing if you can maintain restraint and control like you have as you continued to flesh it out.
revisiting an older model, folds are killing me
there is a moment at 0:20 that some programmers might be able to explain, ive seen it once but never again.
this embedded version is smaller then the youtube version, so click on it twice to get linked to the youtube page
a killer video with all my sick moments is still on its way
[ame]http://www.youtube.com/watch?v=fnSiYfJoZ4U[/ame]
Finally got around to re-baking the normals & diffuse on this guy. Spec map, hair & polish to come.