Jackwhat, that is gorgeously vibrant. I was looking through some of your work and you have a pretty nice painterly style but also soft -> hard concept style which I don't see too often these days (I've seen a lot of 2D artists scorn upon soft edged brushes, but it's really just knowing how and when to use them, instead of neglect them completely).
Here's some early WIP on my Mignola-esque sculpt of Aguirre for the comp at Sinister Circle. There's no way I'll finish this for the deadline as I'm busy all weekend, but I'll no doubt plug away at it until it's done:
heres what ive got so far.. crits please!
also any ideas of things i could add would help
Face looks expressionless.... I know its the rig pose so it's supposed to be expressionless but I think beyond that it look like it lacks the ability to make an expression if animated.
I think it needs at the very least eye-lids and maybe also eyebrow ridges and a slight hint at having lips.
I tried Marmoset for the first time and now I believe in love at first sight. Thanks 8Monkey Labs!
(For a comparison you can look at the last segway screenshot. It's exactly the same model and maps, but in Maya)
I tried Marmoset for the first time and now I believe in love at first sight. Thanks 8Monkey Labs!
(For a comparison you can look at the last segway screenshot. It's exactly the same model and maps, but in Maya)
I dig this, but did you bake any normal maps from a highpoly? The surfaces all seem pretty flat... maybe it's just me.
Vrav, yeah, the normals were generated from a diffuse map. It's pretty noticeable.
How do I reduce the light's potency in Marmoset Toolbag? Is it just finding/creating new cubemaps? I found out some tweakable parts but didn't get the result I was looking for.
blocked out a rough jacket for him and tightened up the face muscles a little bit more, think I might have him cradling a mignola style skull in one hand with the hanged dude from the comic silhouetted in the moon behind him
Vrav, yeah, the normals were generated from a diffuse map. It's pretty noticeable.
How do I reduce the light's potency in Marmoset Toolbag? Is it just finding/creating new cubemaps? I found out some tweakable parts but didn't get the result I was looking for.
You can manually adjust the exposure in the .env(notepad!) file for the sky, but i dont think that gives the best results for whatever reason. I would say just darken your diffuse a bit.
kite: Love the sculpting on his face and it looks great with those trademark sloping Mignola shoulders. The ideas you have for the rest of the sculpt sound very cool.
b1ll: Typically sweet, dude! I really like the direction you're taking in terms of stylisation and shapes.
RobG: When you and TF2 collide the results can only be awesome!
Still making sprites and animating elements in the Flash IDE for a Flash game. Kind of rushing at this point but oh well, deadlines and all. http://subreal.net/media/icbm_launch.html
Not bad Swizzle, looks to be some type of pilot. Can't really see anything to crit on except the goggles look to be pretty tight on his face. Yet his cheek skin doesn't seem to be taking on a deformation from it.
That's not just "some type of pilot"! That's Lobster Johnson, you ignorant fool! :poly128:
You're right about them not pushing into his face. I meant to do something with that, but I kinda forgot. I only spent about an hour messing with it, though, so it still has a long way to go before I'm done.
nice swizzle - hurry up so i can copy the leather effect onto mine :P
Ain't much to copy, really. You push a line in, you pull out on either side of it, wrinkles magically appear! I think I'm overdoing them, though; his cap looks more like a rubber swimming cap than leather. I probably ought to ease up on the wrinkles a bit.
btw.. no ambient cube yet.. although I don´t need it while texturing
and note to myself: make a switch to enable/disable the light-attenuation (While working I´m using a light which is connected to this spline-sphere you can see - I rotate the sphere if I want to check how the texture works with diffferent light angles)
AND I've only tested the shader in max8 and max2008 .. but it should work in other versions too.. but can´t guarantee
Replies
Cheers Marine
Finally got around to finishing this picceh off, after like 2 months of neglect.
Awesome work mate, keep at it.
Here's some early WIP on my Mignola-esque sculpt of Aguirre for the comp at Sinister Circle. There's no way I'll finish this for the deadline as I'm busy all weekend, but I'll no doubt plug away at it until it's done:
Cheers, Nick.
Face looks expressionless.... I know its the rig pose so it's supposed to be expressionless but I think beyond that it look like it lacks the ability to make an expression if animated.
I think it needs at the very least eye-lids and maybe also eyebrow ridges and a slight hint at having lips.
----
Some ugly zbrush poop
(For a comparison you can look at the last segway screenshot. It's exactly the same model and maps, but in Maya)
mentlegen...
Robg: Simply amazing. I am a huge fan of your work. I would love to see more 3d work. It was so refreshing to see.
Oh, shit. I just found my new TF2 spray.
How do I reduce the light's potency in Marmoset Toolbag? Is it just finding/creating new cubemaps? I found out some tweakable parts but didn't get the result I was looking for.
http://benregimbal.com/hb_wip01.jpg
You can manually adjust the exposure in the .env(notepad!) file for the sky, but i dont think that gives the best results for whatever reason. I would say just darken your diffuse a bit.
kite: Love the sculpting on his face and it looks great with those trademark sloping Mignola shoulders. The ideas you have for the rest of the sculpt sound very cool.
b1ll: Typically sweet, dude! I really like the direction you're taking in terms of stylisation and shapes.
RobG: When you and TF2 collide the results can only be awesome!
Haven't contributed much to this thread this year but here goes anyway, still working on this high poly...
oh ma gaaaa !
As always, this is sick!
Nothing to show today but I will be going to the land of the frenchies tomorrow, maybe they can sparkple some pioresque skill on me.
Render by Dee.
Model By Joshflighter.
Early pics of the wip:
http://www.scifi-frontier.com/Forum/viewtopic.php?f=33&t=198
This is fresh so I guess I'll post it, though there's more to the scene than seven identical trowels... I think it came out okay. (wires)
edited: http://clocktock.com/vrav/wip3D/trowel05.jpg
new:
xNormal viewer, textures hold up at 256, yay. I think it looks better sized down.
http://subreal.net/media/icbm_launch.html
Totally owns seeing 2D game art in this thread, instead of always 3D stuff.
Nice dax you got there xD
Nice ride <thatnumpty>
It's not you segway, it's me.
P.S: EQ, darkening the diffuse helped a lot, thanks!
Good idea, don't know why I didn't do that to begin with.
Found a neat pic of a mausoleum today. Hopefully I can get to texturing it this weekend. (After fixing the coop)
You're right about them not pushing into his face. I meant to do something with that, but I kinda forgot. I only spent about an hour messing with it, though, so it still has a long way to go before I'm done.
Here's a teeny little update:
this shader is more like a fake of the original tf2 shader but it´s already helping to get an idea what's going on
grab it if you want
DOWNLOAD v0.2
and thats the ramp texture based on the tf2 shading
Nice work, will check that out.
That reminds me, has anyone created a shader like this in ut3? I remember there being a couple, but I don'tknow if they stopped working on it or not.
http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3
Great work Rollin, will give it a try.
and note to myself: make a switch to enable/disable the light-attenuation (While working I´m using a light which is connected to this spline-sphere you can see - I rotate the sphere if I want to check how the texture works with diffferent light angles)
AND I've only tested the shader in max8 and max2008 .. but it should work in other versions too.. but can´t guarantee
Hey! Thats awesome, is it the Tempietto by Bramante? It looks just like it!