Hello my name is James and I live in the UK. I've made this sketchbook in the hopes to improve my work and hopefully receive help from anyone who views my sketchbook :P. Please feel free to be as harsh as you want, any feedback is much appreciated.
None of those silohouettes have sold me for your Steampunk Pied Piper. The concept has an awesome amount of potential so I would compile a bunch of reference imagery, grab some interesting shapes and forms, and push the limits. Heck, I wouldn't mind undertaking the idea myself since the words 'Steampunk Pied Piper' just invoke all sorts of imagery.
This is a low poly head I re-did for my Anatomically correct head project, it's just under 1000 polys.
Here's the UV layout.
Looking back at it now I wish I had taken some polys out from the face and put a few more into the ear.
My next project was a group project where we were given certain tasks to create a scene in unity that a player could walk around in. My task was to model and texture organic creatures. I also ended up animating and helping others with the unity interface.
Here's a fish that I was particularly impressed with that I modeled in maya.
It's really low poly only 220 faces, I had to triangulate it in Maya as it wasn't triangulating the way I wanted it too in Unity.
Here's the wireframe.
Here are the maps I used, the normal map was generated in Unity I made it very subtle. There is also an incandescence map so that the blue stripes reflect light at particular angles, it gave a nice effect when it was moving around in Unity.
Whacked out some quick silhouettes using Alchemy for a small robot project. My favorites are: A01, A08, A09, A10, A13, A15, A19, A24, B02, B03, B09, B17, B25.
Hey i like the way you have executed your sketches.
They are worth appreciating. The way you have shown different shadows of the same man with different postures is really a new way of presenting things.
Hope to see more and keep posting.:)
Rock sculpt from last night, thought that I might as well make make a low poly version and bake some maps for practice. Relatively happy with the result, although I do need to look into applying a more realistic diffuse texture to the rock. @robertg Thanks for the kind words man.
Started a Game Art Apprenticeship course over at UArtsy with Brett Briley, thought I might as well post my progress here.
For my first assignment we were told to select 10 items for a prop sheet then 1 was chosen by our tutor to then go ahead and model a construction/high-poly mesh. Here's the result for my first assignment.
After submission I later realised I had too many useless edge loops and lack of floating geometry which I later fixed in my second submission completely remodeling the hi-poly mesh from scratch.
Second assignment was to go ahead and fix problems with hi-poly and make the low poly with UV's.
As you can see from my second submission my edge flows are a lot cleaner and less cluttered.
So it's my first month at UArtsy completed and I feel like I've learnt a shit ton! Looking forward for the rest of the course and here's my finished piece.
Really struggled on this prop but either way it was a massive learning curve. Played with Keyshot for a little while and have to admit I'm really impressed with this software.
Awesome stuff, your latest works are great quality, it's really cool to see. Are you using substance painter for texturing by any chance? or may I ask what programs you texture with
@bounchfx Thanks for the kind words man . As for the texturing software the gas and air pump were both textured in photoshop+quixel and the viking axe was done in substance painter. Checked out your sketchbook and damn really makes me wanna pick up painting/drawing again... maybe one day.
Replies
Here's some quick silhouettes I did for a pied piper in a steampunk style for my current project at college.
Some speed paintings I did in college today, I could do these all day.
None of those silohouettes have sold me for your Steampunk Pied Piper. The concept has an awesome amount of potential so I would compile a bunch of reference imagery, grab some interesting shapes and forms, and push the limits. Heck, I wouldn't mind undertaking the idea myself since the words 'Steampunk Pied Piper' just invoke all sorts of imagery.
Quick speed painting of a bug I did during lunch break.
Here's the UV layout.
Looking back at it now I wish I had taken some polys out from the face and put a few more into the ear.
My next project was a group project where we were given certain tasks to create a scene in unity that a player could walk around in. My task was to model and texture organic creatures. I also ended up animating and helping others with the unity interface.
Here's a fish that I was particularly impressed with that I modeled in maya.
It's really low poly only 220 faces, I had to triangulate it in Maya as it wasn't triangulating the way I wanted it too in Unity.
Here's the wireframe.
Here are the maps I used, the normal map was generated in Unity I made it very subtle. There is also an incandescence map so that the blue stripes reflect light at particular angles, it gave a nice effect when it was moving around in Unity.
I'm going with a sort of mayan themed floor texture. Any feedback?
New update -
They are worth appreciating. The way you have shown different shadows of the same man with different postures is really a new way of presenting things.
Hope to see more and keep posting.:)
Will post wires and texture map later.
Rock sculpt from last night, thought that I might as well make make a low poly version and bake some maps for practice. Relatively happy with the result, although I do need to look into applying a more realistic diffuse texture to the rock.
@robertg Thanks for the kind words man.
For my first assignment we were told to select 10 items for a prop sheet then 1 was chosen by our tutor to then go ahead and model a construction/high-poly mesh. Here's the result for my first assignment.
After submission I later realised I had too many useless edge loops and lack of floating geometry which I later fixed in my second submission completely remodeling the hi-poly mesh from scratch.
Second assignment was to go ahead and fix problems with hi-poly and make the low poly with UV's.
As you can see from my second submission my edge flows are a lot cleaner and less cluttered.
You can find the ref here http://www.decophobia.com/prodimg/addison-catalin-radio-a2-art-deco-waterfall(1).jpg
Really struggled on this prop but either way it was a massive learning curve. Played with Keyshot for a little while and have to admit I'm really impressed with this software.
Ate the fuckin' grenade, eh?
Had fun on this one.
Back again doing Brett's class, 1st prop HP. Looking forward to texturing this one as I've got some awesome reference too.
I found this image from the 3D Artist magazine which has inspired me to make a mini diorama scene for my own prop.
So plenty more to come soon!