I like the outfit, it's different from the Heavy which is good. One could argue that it's a bit too detailed for TF2, but I still like it. I'm not really a fan of the beige/sand colour belt, to be honest, but probably the biggest thing to work on, imo, would be the head. Ther'es just something odd about it, I think it's the eye area. Like circles around the eyes from sleepless nights or something, which has no place in tf2. I can't explain it
it's definatley meant to be a bit more detailed than reg tf2 (it's probably going to stay just a sculpt), somewhere inbetween the game detail and the concept sketches. the belts and bandanna are still placeholder right now so colour/detail is completely up for grabs.
I find with the head that the details read differently depending on how close it is,
so while the eye's probably are a bit too baggy underneath, I think they work up close.
or at least I think they do...
cool work shotgun, what are you using for projection painting?
here's a flying monkey i did for the wizard of oz contest on game artisans. i recently did more work on the texture and posed it. it just has a diff map.
spitty that monkey is awesome :thumbup: !!!!
late but i have to say that ^^
Scudz, the eyes need way more depth, they're closer to being a plane than being real eyes at this point. Pretty sweet model otherwise, pretty cool how the old fangled tf2 team is coming together.
k, I'll have another go at the eye's when I get home, thanks dfacto.
Neox, man that paintover is awesome, but it looks exactly like a Neox, if you catch my meaning, and I'd really like people to think it looks like a Scudz... maybe I can find a nice middle ground though.
I liked Neox's paintover so much I wanted to see it mirrored, of course the face is a bit squished, but I really like the head shape and style and thinks it fits much better in the TF2 universe.
I liked Neox's paintover so much I wanted to see it mirrored, of course the face is a bit squished, but I really like the head shape and style and thinks it fits much better in the TF2 universe.
hahaha oh my yeah mirrored sucks
here is a better one
scudz i'm not saying you have to do it exatcly the same way, but i hope i can give you enough points you can look at, basicly you have a lot of random appearing shapes going on, you need to clean that, tf2 is all about simplicity, my overpaint could even be more cleaned, no quesions about that
also you need to focus on flow a bit more, it doesn't matter if you copy my eye or the mouth or the nose, but your mouth is super straight, has no organic feel at all and the eyes are very almond shaped, very symmetrical and wall-eyed
naw I get that, and sorry I didn't mean to sound ungratefull or anything, you've got some very good points and I fully intend to copy as many of them as I can, I just meant that when I look at your paintover (more the first one) there very first thing I would think if it wasn't my sculpt is "Neox made this."
And while that speaks volumes for your signature style and talent, in the same way that you could spot a Kolby Jukes or a Tim Applebee a mile off, it might just leave me as that guy who isn't Neox. If that makes any sense.
and of course it's much more likely that I'm just insane and over-thinking it to begin with so I'll shut-up.
Neox/Scudz: I think the lips in the paintover don't look like TF2 lips at all. The cheeck shading is also too dominant if you ask me. Quuiiiiickie paintover:
High poly WIP of a bushmaster ACR.. Low poly will come once this is finished.
Looks nice so far, edges may be a bit tight in spots. I'm not sure what else you have done, but this seems like a sort of silly way to work, just detailing one side of a mesh before doing anything else? You should make a proper blockout, and then work on stuff in sensible peices, what you have now is going to be a pain when you put everything together(joining the two sides and any other work) it would be better to start with solid chunks and get your base in there, otherwise it gets really hard to make any changes when you've got a mesh this dense but dont have the rest of the gun in there...
thanks for the crits.
the other side of the gun is a mirror minus the ejector port.
I do have a block out of the weapon as well but its hiding in the render.
The Heavy is looking awesome Scudz, but he looks too intelligent for a heavy replacement, if you know what I mean? When I look at the TF2 heavy, I think of a giant dopey looking guy. What you have now looks like he's really deep in thought, not really one to run out risking his life with a gattling-gun.
If you were going for a more intelligent looking heavy though, then nevermind this :P
Yeah, this guy looks like an erudite east coast campaigner for emancipation, not someone in the desert west driving railroad spikes. Make him look mean.
Hey peeps, been having a little break from web design and came across a tutorial on cg textures about the blend if function in photoshop. Never messed with it before and strangely enough it was always in front of my eyes! Anyway I decided to test it out on a rock sculpt I did in zbrush a while back, some results...
Sculpt baked to plane
Version 1 textures
Version 2 textures
This should save some time from painting masks so it's all good
I'll never get tired of looking at that SDK. Frogfish theres always time to resculpt and rebake :P It's looking pretty good anyway, the specular needs breaking up a bit he looks a bit shiny.
Added another view and play with a lighting a tiny bit,
looks really nice Massbot. the only thing I would say is that it seems a bit liney in places, perhaps focus a little more on volumes.
Also I am not sure if they are wrinkles or scars.
A little old now, but decided to show this here.
Started as a Voxel sculpt in 3D Coat. Retopo/UV'd in 3DC, projected vox details, finished & polypainted in Zbrush.
Also trying to get displacement to work nicely from ZB3.5-->Max but not getting sharp results. Any tips in that area would be appreciated.
Expressions are just a few test targets, not rigging.
**Credit and thanks to Cman2k for the eyeballs/shader.**
Finally managed to get some more of this gun done.
Kind of crappy renders, but its late.
I ended up spending too much time screwing around with the forward ejection port. But I've got it pretty much where I want it to be now. The shells now get ejected out to the left instead of over the barrel in the line of fire. This also has the added bonus having some details in the FPS view.
From the reference pics I found this gun seems to use the same magazine as the AK-47 so I went with that, and made an extended clip for the hell of it.
Replies
What just one day oO
some progress on the dude
(I will try 3dcoat soon)
well, both of those are in the concept and in the real heavy, so I'd rather not but if more people agree than I'll try it without.
I find with the head that the details read differently depending on how close it is,
so while the eye's probably are a bit too baggy underneath, I think they work up close.
or at least I think they do...
I think what I found weird were the eyes themselves. I think you painted them on? The fact would feel different with actual eyes.
late but i have to say that ^^
Neox, man that paintover is awesome, but it looks exactly like a Neox, if you catch my meaning, and I'd really like people to think it looks like a Scudz... maybe I can find a nice middle ground though.
thanks for the feedback guys
[img]http://img149.imageshack.us/img149/4807/tradshottywip1.gif[/img Still needs work on the stock, grip, etc.[/img]
Agreed.
hahaha oh my yeah mirrored sucks
here is a better one
scudz i'm not saying you have to do it exatcly the same way, but i hope i can give you enough points you can look at, basicly you have a lot of random appearing shapes going on, you need to clean that, tf2 is all about simplicity, my overpaint could even be more cleaned, no quesions about that
also you need to focus on flow a bit more, it doesn't matter if you copy my eye or the mouth or the nose, but your mouth is super straight, has no organic feel at all and the eyes are very almond shaped, very symmetrical and wall-eyed
Haha Spitty that's great!
And while that speaks volumes for your signature style and talent, in the same way that you could spot a Kolby Jukes or a Tim Applebee a mile off, it might just leave me as that guy who isn't Neox. If that makes any sense.
and of course it's much more likely that I'm just insane and over-thinking it to begin with so I'll shut-up.
For now.
---
In other news today, some more dead people:
I miss the sketch thread.
@Zwebbie:
Those are some really awesome paintings
Piece above the grip is screwy. I re-did it twice. Maybe a third time is what it needs.
Looks nice so far, edges may be a bit tight in spots. I'm not sure what else you have done, but this seems like a sort of silly way to work, just detailing one side of a mesh before doing anything else? You should make a proper blockout, and then work on stuff in sensible peices, what you have now is going to be a pain when you put everything together(joining the two sides and any other work) it would be better to start with solid chunks and get your base in there, otherwise it gets really hard to make any changes when you've got a mesh this dense but dont have the rest of the gun in there...
the other side of the gun is a mirror minus the ejector port.
I do have a block out of the weapon as well but its hiding in the render.
The grip itself is messed up too. The side of it should be pretty much flat and meet up nicely with the piece above it. Look at your refs.
awesome... and jawsome........
If you were going for a more intelligent looking heavy though, then nevermind this :P
Sculpt baked to plane
Version 1 textures
Version 2 textures
This should save some time from painting masks so it's all good
ps: site will be up soon http://www.gcmax.co.uk
laterz
Added another view and play with a lighting a tiny bit,
Also I am not sure if they are wrinkles or scars.
Started as a Voxel sculpt in 3D Coat. Retopo/UV'd in 3DC, projected vox details, finished & polypainted in Zbrush.
Also trying to get displacement to work nicely from ZB3.5-->Max but not getting sharp results. Any tips in that area would be appreciated.
Expressions are just a few test targets, not rigging.
**Credit and thanks to Cman2k for the eyeballs/shader.**
Kind of crappy renders, but its late.
I ended up spending too much time screwing around with the forward ejection port. But I've got it pretty much where I want it to be now. The shells now get ejected out to the left instead of over the barrel in the line of fire. This also has the added bonus having some details in the FPS view.
From the reference pics I found this gun seems to use the same magazine as the AK-47 so I went with that, and made an extended clip for the hell of it.