Just found this and it was pretty funny, but i think it might actually be helpful . Bit unreliable and the models are far from being pretty but hell it does show a wide variety of shapes.
bighoss: cheers dude ^^ cody: glad someone liked 'em :P gonna have to do a seperate tattoo layer when texturing what's_true: cool point man. I'll try and work the shirt off the back muscles a little more (around the upper back and stuff). And threw an extra bevel/loop in butt: clay toobs (man i say that about everything :P). Just clay tubes and a little standard brush to push and pull forms out more sometimes (and the smooth brush but everyone uses the smooth brush). stimpack: then my work here is done mat: thanks man. Worked the body/hands some more so hopefully workin bettah brodyB: moon pplz ftw :P cheers dude ^^ sama.van: ^__^ muzz: lol, next character's gonna have to be a 'brick' :P thanks man
umm... 6738 so far. no ears and hair's gonna take some back and forth, just found out about the maya hair paint fx thing =D
ugh... uv's :poly127:
also sculpted this dude real quick yesterday. Wanna make him a full character but no idea what to make him into (gave him an earing, didn't really tell me much more )
aarrrgggg, necro post.
Anyways, got back from europe a couple o days ago. fixed my comp up and after getting my site all updated and sent off to local places, decided to sculpt for a week or so.
first time 100% handpainting stuff.
still really early. looking forward to messing with the colours and doing some cool mat setup. Kinda digging the results so far (turns out you just have to use a soft edged brush... >_>)
:P cheers man. at the rate it's going i expect to be finished this time next year... mebbe
got a leetle bit more done on the head... and test marmo shots. Still got the proper ponytail, wrist thingy and courier bag to add on. bag should be fun.
I'm really liking this so far. Don't add too much more detail to the clothes (They read very very well). A very nicely done representation on th HP in the LP.
Her face reminds me of the actress who played Marlena in cloverfield (her real name escapes me).
Her neck muscles and clavicle look a bit too strong, but the clothes do look amazing, but her boobs are a bit bumpy, the bra wouldn't really cause lumps of fabric on the wife beater.
doomivox: haha, just noticed the resemblence a second ago (think it's the skintones and post processing :P). i was thinking of adding a little wear, fading and a logo mebbe (to the top anyway) ^^
pior: cheers man, marmo... now all i need is your painting skillz, is it true if i kill you i become you? :P
zacd: good point, i tried making the shading on there a little weaker but i did oversculpt them a bit. and agreed on some of the smaller boob lump folds
Still got the hands and seams to fix before i'm done with the skin... might be lacking in contrast tho. I was kinda going for somthing like nicolas' stuff. dunno how much of it would be textures, mat setup or post processing, might take some experimenting.
oh, also threw the diff into the spec, think it'll look better with a proper spec map
almost done with the diffuse i think (gotta finish hands, eyes, hair, seams and throw in some minor logos on clothing and mebbe some smaller tatts for interest).
also concepting up a bag (mix between converse bag and that one from mirror's edge so far). not really sure of her character at all anymore, kinda tricky adding more interest to her atm
Jump into photoshop and just start doodling things onto her, and write down certain personality traits you want her to have. Give her a name, and draw on objects with backstory.
Do some crazy stuff, you can always pull it back to normal afterwards .
great work on the pants, the material is very convincing, love the painting you posted earlier as well, really awesome style. Are we going to be seeing the mech this chick pilots later?
muzz: cool idea... i actually just tried posing her a leetle in zbrush (transpose + move ftw), seemed to get a lot more character out. might have to rig this one >:{
stimpack: cheers man ^^
woog: haha, thanks dude... yeah nicolas' stuff is always awsome. And i rly gotta change the thread title still
been building a bag for her, just making all my base meshes ready for zb sculpting... still got some pockets and straps and other faces to throw on. Also did a little mo on the texture, gotta get the hair done asap.
saw this (click me!) over at cghub as well and been working on the anatomy sculpt and base meshes. Gonna hafta start a new thread, getting the proportions right has been kinda tricky :P
really? i thought i'd have to resculpt that bit and rebake... unless you mean going over each channel in ps and painting over. hmm, i'll give it a shot, would look cooler
while i disagree with "manface syndrome" i think there is something up with the last image that maybe we couldnt see before. take a look at the bags under the eyes poor girl looks exhausted, smooth that area out a bit and it should be workin.
ZacD's way will work, it's quick, but dirty. I wouldn't do it that way for a portfolio piece. Reason being is that that technique won't account for smoothing group shading information and potentially cause unwanted results. Especially on more complex geometry. It's a brushstroke re-export and re-bake for guaranteed good results.
gar, keep getting discouraged on certain bits that don't go too well and quiting for the day... gotta get more structure in my days i think.
anyways, thinking it might be best to resculpt a couple of areas (skin details, under the eyes to reduce the bags :P, etc). I did try hand painting fixing my normal maps a while ago and yeah, it never seems to work no matter how close you match the original colours
sampson: wakka wakka manz. been in europe for a bit. now i'm enjoying being an unsociable hermit
anyway, cheers for the comments guys, definitley helps me move along with this thing. Gotta redo the body of the bag, and my hair attempt yesterday failed horribly, gonna try hand painting again and doing some gradient fill alphas if that makes sense. Eager to do my final maps, take some pics in unreal + marmo and move on :P
I wouldnt go through all that hassle of resculpting anything. If youre like me, youll probably feel the same way after resculpting new shit and realise that it wouldve been better if you just left it where it was in the first place. Everything looks great as is, dont jump back into the pipeline. But thats just me :P
butt: cheers man ^^ Truth be told i'll prolly puss out and just wrap it up as soon as possible :P Is somthing to keep in mind for future speed sculpts tho
and seams are my mortal enemy. zapplink hates me/doesn't work, tho i might be getting photoshop cs4 soon. I hear there's some cool polypainting things in that. Back to colour picking on my psd in the meantime :P
FAT_CAP: thanks dude (really like your heads btw, and the stuff you did on necessary force ^^)
just went back to page 1 and man things have changed a bit. Thinking of throwing in a p90 smg over her other shoulder tho (cheers 8ft spider), and was testing some tatt designs yesterday too :P (i'm procrastinating from doing the uv's on the bag btw :poly122:)
Wanna move on to the 5s general thing
Dude, I havent seen any of your work for a logn time, I'm not sure how I missed this but youve improoved alot from what I remember. Nice job so far man - great to see the improovements too!
Firebert: haha, cheers man :P Eager (like a beaver) to move on to somthing new and exciting right about now Hazardous: ty dude. check back in maybe 5 years, i might almost be at your level now ^^ OrganizedChaos: cheers 8FtSpider: ty dude. I was gonna go with some gradient style alpha maps but marmo (and i'm guessing unreal) only does the 8 bit pixely kindof alphas, so thinking of changing them to finer strands. Razorb: haha, ty dude :poly136: ZacD: as if it weren't mirror's edge enough already? :P i do have more planned going up the left arm, like an 'asian' kinda thing, hard to explain, pics should help tommorow
Anyways, bag be ready for texturing. Shoulda taken a couple of hours and ended up taking 2 days so far
Tommorow = hair working, tatts and logos (incl. bag logo), bag texturing and throwing in some duct tape mebbe... then i can move onto my spec and channels maps and call it a day =D (oh and seams >_>)
great to see you back and working on her, looking very awesome love how crisp yet soft she looks.. still dont really see any detail in her hands though :P but maybe thats because of camera angle
liking the proportions for your next character, your gonna do the concept justice i can tell
ferg: cheers ^^ ghost-d: :P ty dude Firebert: hehe, still not happy with the sculpt but meh, ill scribble all over the diffuse map and hopefully no one will notice how rushed it is mat: thanks man. Good point on the hands. I can't remember if i went back in and added all the detail i wanted to on them, they kinda look alright from some angles and kinda smoothed mush from others :S
welp, i kinda hit a wall or two. Hair's still turning out like crap. If anyone's got some hair tuts... ^^ (already got that varga hair tut and poop's one from ages ago stuck open on my other monitor :P).
Also i can't add all the cool tatt and logo details i want with my current texturing method (painting straight on the diff map, warps pretty crazy atm). In the process of upgrading to PS CS4 now, hoping the 3d painting tools will rock mah sockx :poly142:
This looks great. Very Mirror's Edge vibe to it. I am really loving characters in simple real world clothing lately.
As for the hair, there's not really any secret to it. Start laying down your strokes darkest and largest to lightest and thinnest. This great demo by BoBo helped me a lot: http://www.bobotheseal.com/vids/BoBo_Hair_Demo.swf
You could argue over proportions all day long, and I am one of those wierdos who like small heads and big feet I thought the proportions in the initial sculpts were a bit more exotic. To me the bend on the forearm might be a little extreme but this is one of the best figures I have seen.
Careful with those quick assumptions Raiskul, SGC is NOT using any built in photoshop 3d projection tools here, he simply uses DeepPaint 3D to export a screenshot of his model to PS, paint there, and import back to let DP project the texture itself.
As far as I know (and tried) the CS4 Threedee painting stuff is still completely useless, in principle as well as in practice (you really dont need to paint live in 3D - painting on screenshots to be later reprojected is far more efficient)
and yeah, just tried out photoshop cs4 and i gotta say it was kinda cool :P (that might be because i've got nothing to compare it to tho, i've always just painted straight onto the diffuse map).
Basically you import and rotate your mesh around on a layer, then just paint on layers above it and merge them down and you get a seperate texture psd... you can load textures too (adds straight ontop of it) or do photosourcing about 20x easier (than zbrush anyway)... oh and it retains smoothing groups, which i found to be quite awsome :poly142:
pior: as far as i can tell, looks like you have to leave the mesh in a set position before painting and dropping down your paint ontop of it, seems to be fairly similar to the deep paint and zapplink vids i've seen so far (minus the extra apps :P), i'm not really sure tho.
Anyways, i'm still really new to the projection painting thing, but it is pretty fun atm :P if there's any better alternatives i'd love to hear about them. I did look for deep paint after watching vladim's awsome vids but can't find it anywhere locally
ninja edit: just found you can load normal maps in too, and there's a bunch of option under render setting like displaying wireframe, flat colour, etc.... fun stuff :P
@pior - hmmm duelly noted and thnx for clearing that up cause im pretty sure he uses either cs2 or cs3 in the vids and I was wondering how he was doing the projections, but aside from that his texturing technique is really usefull.
Nizza_waaarg - can't wait to see the results of ur software upgrade ** waits patiently**
Replies
Look simple and alive!
I like her!
http://www.dailymail.co.uk/femail/article-488236/Trinny-Susannah-reveal-12-womens-body-types--you.html
cody: glad someone liked 'em :P gonna have to do a seperate tattoo layer when texturing
what's_true: cool point man. I'll try and work the shirt off the back muscles a little more (around the upper back and stuff). And threw an extra bevel/loop in
butt: clay toobs (man i say that about everything :P). Just clay tubes and a little standard brush to push and pull forms out more sometimes (and the smooth brush but everyone uses the smooth brush).
stimpack: then my work here is done
mat: thanks man. Worked the body/hands some more so hopefully workin bettah
brodyB: moon pplz ftw :P cheers dude ^^
sama.van: ^__^
muzz: lol, next character's gonna have to be a 'brick' :P thanks man
umm... 6738 so far. no ears and hair's gonna take some back and forth, just found out about the maya hair paint fx thing =D
ugh... uv's :poly127:
also sculpted this dude real quick yesterday. Wanna make him a full character but no idea what to make him into (gave him an earing, didn't really tell me much more )
Anyways, got back from europe a couple o days ago. fixed my comp up and after getting my site all updated and sent off to local places, decided to sculpt for a week or so.
first time 100% handpainting stuff.
still really early. looking forward to messing with the colours and doing some cool mat setup. Kinda digging the results so far (turns out you just have to use a soft edged brush... >_>)
got a leetle bit more done on the head... and test marmo shots. Still got the proper ponytail, wrist thingy and courier bag to add on. bag should be fun.
Her face reminds me of the actress who played Marlena in cloverfield (her real name escapes me).
Yeah diffuse work + slight marmoset skin ramp effect = win !
pior: cheers man, marmo... now all i need is your painting skillz, is it true if i kill you i become you? :P
zacd: good point, i tried making the shading on there a little weaker but i did oversculpt them a bit. and agreed on some of the smaller boob lump folds
Still got the hands and seams to fix before i'm done with the skin... might be lacking in contrast tho. I was kinda going for somthing like nicolas' stuff. dunno how much of it would be textures, mat setup or post processing, might take some experimenting.
oh, also threw the diff into the spec, think it'll look better with a proper spec map
almost done with the diffuse i think (gotta finish hands, eyes, hair, seams and throw in some minor logos on clothing and mebbe some smaller tatts for interest).
also concepting up a bag (mix between converse bag and that one from mirror's edge so far). not really sure of her character at all anymore, kinda tricky adding more interest to her atm
Do some crazy stuff, you can always pull it back to normal afterwards .
Looks really good so far though .
-Woog
stimpack: cheers man ^^
woog: haha, thanks dude... yeah nicolas' stuff is always awsome. And i rly gotta change the thread title still
been building a bag for her, just making all my base meshes ready for zb sculpting... still got some pockets and straps and other faces to throw on. Also did a little mo on the texture, gotta get the hair done asap.
saw this (click me!) over at cghub as well and been working on the anatomy sculpt and base meshes. Gonna hafta start a new thread, getting the proportions right has been kinda tricky :P
(where u been man i havent seen you online in ages?)
all I did was eye drop the main purple and colored over areas to smooth them out,
I dont think the breasts seem like a major issue btw!
-Woog
- BoBo
anyways, thinking it might be best to resculpt a couple of areas (skin details, under the eyes to reduce the bags :P, etc). I did try hand painting fixing my normal maps a while ago and yeah, it never seems to work no matter how close you match the original colours
sampson: wakka wakka manz. been in europe for a bit. now i'm enjoying being an unsociable hermit
anyway, cheers for the comments guys, definitley helps me move along with this thing. Gotta redo the body of the bag, and my hair attempt yesterday failed horribly, gonna try hand painting again and doing some gradient fill alphas if that makes sense. Eager to do my final maps, take some pics in unreal + marmo and move on :P
I wouldnt go through all that hassle of resculpting anything. If youre like me, youll probably feel the same way after resculpting new shit and realise that it wouldve been better if you just left it where it was in the first place. Everything looks great as is, dont jump back into the pipeline. But thats just me :P
and seams are my mortal enemy. zapplink hates me/doesn't work, tho i might be getting photoshop cs4 soon. I hear there's some cool polypainting things in that. Back to colour picking on my psd in the meantime :P
FAT_CAP: thanks dude (really like your heads btw, and the stuff you did on necessary force ^^)
just went back to page 1 and man things have changed a bit. Thinking of throwing in a p90 smg over her other shoulder tho (cheers 8ft spider), and was testing some tatt designs yesterday too :P (i'm procrastinating from doing the uv's on the bag btw :poly122:)
Wanna move on to the 5s general thing
^^^^^^^^ WHAT IS THIS AWESOMENESS YOU HAVE BREWING UP HERE!?! i love the proportions of this guy!
Hazardous: ty dude. check back in maybe 5 years, i might almost be at your level now ^^
OrganizedChaos: cheers
8FtSpider: ty dude. I was gonna go with some gradient style alpha maps but marmo (and i'm guessing unreal) only does the 8 bit pixely kindof alphas, so thinking of changing them to finer strands.
Razorb: haha, ty dude :poly136:
ZacD: as if it weren't mirror's edge enough already? :P i do have more planned going up the left arm, like an 'asian' kinda thing, hard to explain, pics should help tommorow
Anyways, bag be ready for texturing. Shoulda taken a couple of hours and ended up taking 2 days so far
Tommorow = hair working, tatts and logos (incl. bag logo), bag texturing and throwing in some duct tape mebbe... then i can move onto my spec and channels maps and call it a day =D (oh and seams >_>)
dude, that bag came out kick ass! very clean, very nice!
liking the proportions for your next character, your gonna do the concept justice i can tell
ghost-d: :P ty dude
Firebert: hehe, still not happy with the sculpt but meh, ill scribble all over the diffuse map and hopefully no one will notice how rushed it is
mat: thanks man. Good point on the hands. I can't remember if i went back in and added all the detail i wanted to on them, they kinda look alright from some angles and kinda smoothed mush from others :S
welp, i kinda hit a wall or two. Hair's still turning out like crap. If anyone's got some hair tuts... ^^ (already got that varga hair tut and poop's one from ages ago stuck open on my other monitor :P).
Also i can't add all the cool tatt and logo details i want with my current texturing method (painting straight on the diff map, warps pretty crazy atm). In the process of upgrading to PS CS4 now, hoping the 3d painting tools will rock mah sockx :poly142:
must... finish... :poly122:
As for the hair, there's not really any secret to it. Start laying down your strokes darkest and largest to lightest and thinnest. This great demo by BoBo helped me a lot: http://www.bobotheseal.com/vids/BoBo_Hair_Demo.swf
Good luck.
here's a link to a painting tut I found on vimeo, he uses projection painting in PS: http://vimeo.com/5821890
You could argue over proportions all day long, and I am one of those wierdos who like small heads and big feet I thought the proportions in the initial sculpts were a bit more exotic. To me the bend on the forearm might be a little extreme but this is one of the best figures I have seen.
Super stuff!
As far as I know (and tried) the CS4 Threedee painting stuff is still completely useless, in principle as well as in practice (you really dont need to paint live in 3D - painting on screenshots to be later reprojected is far more efficient)
Good luck!
and yeah, just tried out photoshop cs4 and i gotta say it was kinda cool :P (that might be because i've got nothing to compare it to tho, i've always just painted straight onto the diffuse map).
Basically you import and rotate your mesh around on a layer, then just paint on layers above it and merge them down and you get a seperate texture psd... you can load textures too (adds straight ontop of it) or do photosourcing about 20x easier (than zbrush anyway)... oh and it retains smoothing groups, which i found to be quite awsome :poly142:
pior: as far as i can tell, looks like you have to leave the mesh in a set position before painting and dropping down your paint ontop of it, seems to be fairly similar to the deep paint and zapplink vids i've seen so far (minus the extra apps :P), i'm not really sure tho.
Anyways, i'm still really new to the projection painting thing, but it is pretty fun atm :P if there's any better alternatives i'd love to hear about them. I did look for deep paint after watching vladim's awsome vids but can't find it anywhere locally
ninja edit: just found you can load normal maps in too, and there's a bunch of option under render setting like displaying wireframe, flat colour, etc.... fun stuff :P
Nizza_waaarg - can't wait to see the results of ur software upgrade ** waits patiently**
Loving that pilot still!!! But where's the mech!