Jesse Moody: Something is very wrong with that man's nose... and most of his face anatomy now that I think about it. Have you done much face sculpting before?
JasonLavoie/Poopinmymouth: Thanks for the feedback - good calls both. I hadn't considered modelling out that trim but it's a good idea for sure. And yeah I had a feeling something about the ferns didn't sit right, I'll do another pass before final renders.
Oh, damn, Synthesizer! Nice work! Are those fluorescent tubes actually casting light, or are you just getting the effect with some clever light or texture placement?
wow Synthesizer that looks sweeeet.
nice tanks too, looks like some Eraserhead influence here^^
Here a ZBrush practice i did yesterday (locust stair from GoW 2). Needs some work especially the part between stairs and stone.
I see a ton of people constantly struggling to draw and sculpt lips. I think I'm going to have to make a tutorial on how to avoid getting duck lips and I'm going to put it on here.
In the meantime, here's a drawing (with some fairly exaggerated features) that ought to help.
You guys might remember this guy from a few days ago, looking nothing like this in ZB. Finished it in the lovely new Mudbox today! Gonna add a 3d sketch section to my website tonight, since I'm now severely addicted to sculpting.
ebagg: The only thing that doesn't fit to me is the fin on his back but everything else looks great. Oh, are his elbows and knees bones exposed or is it just me? If they are I'd cover 'em with some muscle or at least some skin. If I had to fight that shark those are the first weak spots I'd notice.
A little update on the bat I started a couple of days ago.
It still needs some work and I think it is too simple. I might add an axe as Slaught suggested. btw Swizzle, would you show me some pics of that axe you made for TF2? I looked for it but couldn't find it
a tutorial sure would be nifty swizzle and holy crap art machine. awesome.
I actually started writing one after I made that thing, but it got so convoluted that I had to stop. I'll probably pick it up again now that I'm a little more familiar with Source.
Oh, and I agree about the holy crapitude of art machine's sculpt. Daaaaayum.
One thing, a sort of general idea, to consider when sculpting lips is the way the profile works. The upper lip is jut directly from the septum, then ducks back. It only has a slight protrusion, concordant with the fullness of the lips. Then the lower lip juts back out, but mostly down, often not even past the furthest forward point of the upper lips. Then it comes back in, under that lip, then down to the chin, then in towards the neck.
So basically, the profile of the face works its way, from the foremost tip of the nose: in, down, in, down-out (lower lip), in, down, in. And then of course, one must remember that the mouth curves back around the maxilla of the skull, along the curve of the teeth.
I mean, there are variations, like an underbite or a bulky chin, but basically.
Small update tonight while I sculpt up the tendril he's discovered (and admittedly, was a little startled by).
Still planned is an alien tendril for 22WT to be focused on, a couple more small props to bring out the human scale some more, a some work on the alternative camera angle, which I haven't shown yet.
Yep 12 chambers. Good eye woogity. Its based on pinfire revolvers from the 1800s. A lot of artists seem to go for very modern weapons, so I thought I'd try something a bit different. No plans to pair it up with a character ATM.
Looks great adam, I like the idea behind the shot. But with the tendril/door area being brighter and surrounded by green where the robot is almost the same color and brightness as the surrounding wall, the door area kinda draws more attention than the bot. Also having such a wide shot with two focal points almost equal in size kinda makes it hard to focus on the bot first and the door second. What if you tried something with the tendril coming out of the water infront of the bot? This way you could have a tighter shot with the bot taking up more of the image, it would also lend itself to some nice low angle shots. Just some ideas. Keep pushing it man, its really developing a wnderful sense of atmosphere.
Yea, agree. Right now I have 3 camera shortcuts saved in Unreal, the third of which isn't seen here and is definitely showing 22WT more predominantly. The lighting is still rather rushed in as I go, so I'll fiddle with it some more to bring the focus more towards the robot, rather than shared between the two.
I think I'll continue on with the door idea, though, so thanks for the water one
Update + new shot, which I am not sure if I'll stick with.
i love your piece, but the robot's pose is lacking something.maybe you could make it lower on its front legs, tilt the head slightly. make the back legs stretch out like hes leaning into the door. make him look like he's trying to work out what's behind the door.
also some ripples in the water would be cool
like these kitties *meow* http://www.carolyncamp.com/CuriousCat.jpg http://files.myopera.com/Zaphira/albums/612265/curious%20kitty.jpg
I've started an UT3 scene with the rocks I made last couple of days. There's three assets, one flat, one corner, one 360 with more unique details, here's a small quicky canyon:
The legs from that old Post-Apoc character I've been doing for an eternity in Marmoset. His belt-line is covered by the shirt/jacket hence the sloppiness.
Ebola - That looks great, man. Any more of them coming soon?
Adam - Each update it gets better and better, cant wait to see what it will look like when its finish.
Not much on my end, just a little something I did during my nights of insomnia.
A quick sketchover of where I am thinking of going with my goat creature. I am going to be learning Maya to model all of the accessories which should be "interesting"!
I'm really angry at UT3 because the textures looks washed out, half its quality and details are lost ingame/editor, after the first import+cook.. The game settings are at the max tho.
Does that means that if I want to see my textures at 2048*2048 ingame I have to create 4096*4096 ones ?
Anyway I think I will scrape the canyon idea. Something bothers me.
Replies
JasonLavoie/Poopinmymouth: Thanks for the feedback - good calls both. I hadn't considered modelling out that trim but it's a good idea for sure. And yeah I had a feeling something about the ferns didn't sit right, I'll do another pass before final renders.
dejawolf: that tank looks awesome!
I made this low poly box this morning, 9 polys with a 64x64 texture;
It's really fun making these little things!
Okee diffuse is nearing its completion, the spec map is still veeery wip though :O
nice tanks too, looks like some Eraserhead influence here^^
Here a ZBrush practice i did yesterday (locust stair from GoW 2). Needs some work especially the part between stairs and stone.
(encase you never seen his FANTASTIC tank the first time round here you are
http://boards.polycount.net/showpost.php?p=954220&postcount=3101 )
I'm having terrible trouble sculpting the lips nice stairs Ebola.
I see a ton of people constantly struggling to draw and sculpt lips. I think I'm going to have to make a tutorial on how to avoid getting duck lips and I'm going to put it on here.
In the meantime, here's a drawing (with some fairly exaggerated features) that ought to help.
Poor Mr. Muscleshark.
You guys might remember this guy from a few days ago, looking nothing like this in ZB. Finished it in the lovely new Mudbox today! Gonna add a 3d sketch section to my website tonight, since I'm now severely addicted to sculpting.
A little update on the bat I started a couple of days ago.
It still needs some work and I think it is too simple. I might add an axe as Slaught suggested. btw Swizzle, would you show me some pics of that axe you made for TF2? I looked for it but couldn't find it
Here are some pictures of the death board:
I actually started writing one after I made that thing, but it got so convoluted that I had to stop. I'll probably pick it up again now that I'm a little more familiar with Source.
Oh, and I agree about the holy crapitude of art machine's sculpt. Daaaaayum.
So basically, the profile of the face works its way, from the foremost tip of the nose: in, down, in, down-out (lower lip), in, down, in. And then of course, one must remember that the mouth curves back around the maxilla of the skull, along the curve of the teeth.
I mean, there are variations, like an underbite or a bulky chin, but basically.
beautiful head sculpt artmachine
Goat Justice intresting guns do those chambers hold like 12 bullets? is there gonna be a character to go with them?
-Woog
Still planned is an alien tendril for 22WT to be focused on, a couple more small props to bring out the human scale some more, a some work on the alternative camera angle, which I haven't shown yet.
I think I'll continue on with the door idea, though, so thanks for the water one
also some ripples in the water would be cool
like these kitties *meow*
http://www.carolyncamp.com/CuriousCat.jpg
http://files.myopera.com/Zaphira/albums/612265/curious%20kitty.jpg
and i'm not happy with the overall blandness.
I've started an UT3 scene with the rocks I made last couple of days. There's three assets, one flat, one corner, one 360 with more unique details, here's a small quicky canyon:
dejawolf, cool atmosphere in that env!
The legs from that old Post-Apoc character I've been doing for an eternity in Marmoset. His belt-line is covered by the shirt/jacket hence the sloppiness.
Huh now im sure, I ll do full Cammy:D
:poly142:
Small update to the lighting tonight for this thread while I work on some small props.
Reminder what the old lighting looked like.
Adam - Each update it gets better and better, cant wait to see what it will look like when its finish.
Not much on my end, just a little something I did during my nights of insomnia.
Bit of update on it:
I'm really angry at UT3 because the textures looks washed out, half its quality and details are lost ingame/editor, after the first import+cook.. The game settings are at the max tho.
Does that means that if I want to see my textures at 2048*2048 ingame I have to create 4096*4096 ones ?
Anyway I think I will scrape the canyon idea. Something bothers me.