what is it?
also shouldnt you be sleeping right now? i know i should =/
its my semester project with the headline 'visual storytelling'. Its my way of doing for once something almost design driven (not coding or animating). And no, been awake the whole night - got stuff todo
...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 favorites.
thanks its exactly what I am after, a contrast of the past and the present in switched roles (because those futuristic pods have also something dated jugenstil on them).
Scene and composition is the key in this project - I want to add another scene but will see how it goes after all I need to deliver a story at the end presented in a comic/ graphic novel.
@ Unleashed
Nice character!
For the most part, the folds placement looks good to me but i think you should make less and instead thicker and more developed folds. Also why is her shirt not hanging at her hips? That would give you another starting point for folds because right now the folds there look strange to me.
@ renderhjs
looks very cool! I wonder how you have made all this crazy ivy stuff? Looks like a crapload of work to me but it really adds a lot to it.
a little collaboration between a friend (nils cartens - concept) & and me.
i try the new decimation master from zbrush to create the low poly and optimize the high poly...i like that plugin it saving so much time...
i`m curious about the next zbrush version...whenever?!
picture is a viewport screenshot from max with the cool agusturinn shader
5800 tris
i love the colours on that, but the FoV on the camera is a little TOO much, i think maybe because they're all in a line. it'd work better if they were staggered to the background maybe?
try making the glowy parts a bit more glowy, also, try mixing some blues into the colours. right now you've got like... dark dark dark, yellow, dark dark dark, PINK!!!
a little collaboration between a friend (nils cartens - concept) & and me.
i try the new decimation master from zbrush to create the low poly and optimize the high poly...i like that plugin it saving so much time...
i`m curious about the next zbrush version...whenever?!
picture is a viewport screenshot from max with the cool agusturinn shader
5800 tris
cheers!
Is this a deep sea thing? if so, really sick.
EDIT: quick little test texture thingy... no ao yet
im really trying to get a solid understanding of anatomy..I spent some more time on this guy with reference close to me. Im having a very difficult time sculpting hands...is there approaches to sculpting hands that are easier? (Im trying to get this as close as possible not just bsing the forms and faking with textures later. I really wanna be able to sculpt this 100 % )
as much as you're gonna hate hearing it, start over. work out your basic form first, then your muscle placement.
another thing that might help, would be to just do a hand, and an arm, and a leg, and a torso, and a head, and then work on the full body.
are you using a bodybuilder as reference? they tend to have extremely unnatural forms due to their exaggeration. try using atheletes instead, or martial artists. hell look in the mirror =].
I find drawing first helps when sculpting, just as sculpting experience can later help in understanding form when drawing. It's not about making an amazing drawing in this case, just about digging into the proportion of forms; of course, one must first know how to draw to some degree, but in learning to study forms this way, sculpting ability is easily boosted one hundred percent.
Here's my first real attempt at sub-d modeling. My question is about the next step. Should I bring the high poly into zbrush to add the dings and scratches or is it overkill with stuff like guns. Should I just build the low poly and add the details via crazybump? I'm pretty happy with it so far, just want to make sure I don't do more work than is necessary.
I'd say cause the rock faces have way to much detail over a large area compared to the building. Looks a bit unnatural, same goes for the large crack in the brick on the left hand side. Great speed sculpt, I'd love to see a whole mountain side village!
Nice stuff, Damien_B!
I like the prospector-type guy, and the mutant is pretty cool too, although the cloth folds look quite blobby and could be sharper.
I put my prop-a-day plans on hold while I work on my texture painting. I'm starting by painting textures from scratch in a cartoony way, here's my subject:
Really nice stuff, damien_b. really like the unclecreepy sculpt. the planet is cool too, hawken. the style is really cool.
made this at lunch, putting in posters and things and testing out how assets look in-game. haven't had spare time to post till now. still some issues with some props (they weren't intended to be seen up close) but i'll be fixing these soon. also, ignore the door not hiding behind the wall, that's a bug :
[ame]http://www.youtube.com/watch?v=CM7rjCXiwJA&fmt=22[/ame]
as per usual, most awesome art assets are by corv. the kickass new bearded guy is by scoobydoofus, rooms built/lit/etc by myself
Replies
thanks its exactly what I am after, a contrast of the past and the present in switched roles (because those futuristic pods have also something dated jugenstil on them).
Scene and composition is the key in this project - I want to add another scene but will see how it goes after all I need to deliver a story at the end presented in a comic/ graphic novel.
color and panel impression test:
Only just started but maybe you guys can spot some errors I haven't.
ok i've made the crappiest SCARY GREEN BATHROOM and car15 ever.
i'm a total nub when it comes to modeling of conventional weaponry.
eq raping welcome
Nice character!
For the most part, the folds placement looks good to me but i think you should make less and instead thicker and more developed folds. Also why is her shirt not hanging at her hips? That would give you another starting point for folds because right now the folds there look strange to me.
@ renderhjs
looks very cool! I wonder how you have made all this crazy ivy stuff? Looks like a crapload of work to me but it really adds a lot to it.
I have my website finally updated
I'm feeling really slow. Does speed improve over time?
Also still working on the floor.
i try the new decimation master from zbrush to create the low poly and optimize the high poly...i like that plugin it saving so much time...
i`m curious about the next zbrush version...whenever?!
picture is a viewport screenshot from max with the cool agusturinn shader
5800 tris
cheers!
a little bit to colourful?!
jeah you are right i want the dof too much...
i think i must build a little scene around for a better presentation...
I think he is talking about ones available on 3dtotal.
the ones here are by sebecisor under the projection master section
http://www.pixologic.com/zclassroom/homeroom/
Is this a deep sea thing? if so, really sick.
EDIT: quick little test texture thingy... no ao yet
im really trying to get a solid understanding of anatomy..I spent some more time on this guy with reference close to me. Im having a very difficult time sculpting hands...is there approaches to sculpting hands that are easier? (Im trying to get this as close as possible not just bsing the forms and faking with textures later. I really wanna be able to sculpt this 100 % )
please paint overs critics etc are welcomed!
another thing that might help, would be to just do a hand, and an arm, and a leg, and a torso, and a head, and then work on the full body.
are you using a bodybuilder as reference? they tend to have extremely unnatural forms due to their exaggeration. try using atheletes instead, or martial artists. hell look in the mirror =].
I find drawing first helps when sculpting, just as sculpting experience can later help in understanding form when drawing. It's not about making an amazing drawing in this case, just about digging into the proportion of forms; of course, one must first know how to draw to some degree, but in learning to study forms this way, sculpting ability is easily boosted one hundred percent.
more environments. needs more generic props about the place i think. maybe some posters, wall sockets, litter, etc.
Anyway Slowly getting there.
found out some better ways to handle the pencil, will probably give me better results the next time
i like how u handle the pencil Rens really good hatching practice
i had a little fun with my zbrush model and make a couple screenshots and play around in photoshop...the low poly version is a bit to gaudy ^^
[ame]http://www.youtube.com/watch?v=S6sepLnHwOo[/ame]
Nice style! Like the clous idea. Was thinking about the same for my planet, but need to code bilboards support into the engine first
I like the prospector-type guy, and the mutant is pretty cool too, although the cloth folds look quite blobby and could be sharper.
just a little progress on some accessories blocking in max (with a lower lvl for the character). Almost ready for some Zbrush detailing.
(sorry for the large image)
wip:
made this at lunch, putting in posters and things and testing out how assets look in-game. haven't had spare time to post till now. still some issues with some props (they weren't intended to be seen up close) but i'll be fixing these soon. also, ignore the door not hiding behind the wall, that's a bug :
[ame]http://www.youtube.com/watch?v=CM7rjCXiwJA&fmt=22[/ame]
as per usual, most awesome art assets are by corv. the kickass new bearded guy is by scoobydoofus, rooms built/lit/etc by myself
vitor: looking great
Coming from you dummeh - the maker of my most highly anticipated game - thanks!!
are you recording these in game?
something im kinda working on at the moment. old character touch ups.
its abe sapien from hellboy btw.
i am not sure, is that daniel craig or that evil guy from prison break?
- Rick.