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.**
Ryan you've stepped up the quality on this, there is a very noticeable improvement here over your past work, sculpt, texture, presentation, everything man. Whatever you're doing differently its working man. Now give the dude some hair!
One small nitpick is how you connected the sternomastoid muscles, they should be more V shaped at the center and part of it splits and attaches further away on the clavicles...of course the form can change depending on the fat and skin hanging.
Joe: Thanks man! Thats high praise coming from you and I appreciate it. I'm a bit lost as to what I want to do re: hairstyle so that's why he doesn't have one yet. Hair is a major weakness for me. Im a bit surprised at the positive response to this guy as yet again for me...not a scrap of reference was used and I just freeballed this guy out of a voxel sphere.
Psyko: Good eye. Yeah, I noticed that myself. Truth is though, the shoulders and such are going to be covered by clothes/armor/whatever and I just added all that in so the neck wasn't just floating there like so many other heads I've done. I wouldn't have lazed out and done better work if I'd actually bothered with clavicles but again since its going to be covered...fuck it.
butt_sahib: Yeah man...that rim light is way too strong and the aliasing its causing isnt doing you any favors. Also your reflection map is a bit sharp and does not appear to be masked by your spec. It just looks uniform across the surface, which is not good. Otherwise it looks like a pretty good job. Keep at it!
Massbot: I always like your heads. The lips seem a bit thin or lacking interior volume especially as they go toward the corners of the mouth, making the cheeks appear paper thin. This character is hard to read, not having any additional information. He could be a REALLY messed up human, or a very human looking monster of some type. Its kinda hard to tell. I think pushing him more in either direction will help him stand out and tell his story a little better.
I like the image layout, but I'm not crazy about that big blue font.
little update here, still need to do the bandana properly, and I'm not sure what to do about the gloves, googling 1850's railroad worker attire was not as fruitfull as one might expect:
oh noooo i've always wanted to do a feddie ball nice work on the details. I've always wondered how i would go about doing the panels on the main sphere. did you do anything special for them?
haha nice animations. Also I was looking at your webpage....well the directory, out of curiosity what was that SOTU for? I actually scrolled through it and read it. Nice job on that.
I like the image layout, but I'm not crazy about that big blue font.
little update here, still need to do the bandana properly, and I'm not sure what to do about the gloves, googling 1850's railroad worker attire was not as fruitfull as one might expect:
I love this character, I think it's fabulous.
BUT, the stitches don't fit the game. Compared to the rest of the TF2 universe, those stitches add far too much detail.
Made more progress, and started on a prelim texture, though i might have to redo some of it as i was messing with proportions while i was starting to texture.... Things look so much different as soon as you add texture.
I really need to do more 3d.... i havent finished anything since college last year.
Ruz + Scooby - Thanks for the feedback guys! I think pushing it more towards monster or human is a really good idea. The sculpting was a bit rushed so I'm going to go back and look at all the volumes etc as well.
As for your displacement issues - I've only ever used them in mudbox to XSI so not too sure, in my mini guide thread i've done a really quick write up of geting them working nicely between those two packages - it may be no help at all but maybe theres some transferable info :P
playing around with udk and new features and possible usecases for us - as e3 is over we also finally started blocking the rest of the island but its too early to show something, but this is just awsum, i can sit here and move them around and watch the shadows
currenlty most stuff is unlit thats why it looks a bit crappy
Replies
YUSSS
thanks help, kitteh, I will work on that.
the rimlight is blinding me.
First attempts at hard surface/highpoly in max... I wanna see how far I can push it by, say, tomorrow.
Ryan you've stepped up the quality on this, there is a very noticeable improvement here over your past work, sculpt, texture, presentation, everything man. Whatever you're doing differently its working man. Now give the dude some hair!
One small nitpick is how you connected the sternomastoid muscles, they should be more V shaped at the center and part of it splits and attaches further away on the clavicles...of course the form can change depending on the fat and skin hanging.
Psyko: Good eye. Yeah, I noticed that myself. Truth is though, the shoulders and such are going to be covered by clothes/armor/whatever and I just added all that in so the neck wasn't just floating there like so many other heads I've done. I wouldn't have lazed out and done better work if I'd actually bothered with clavicles but again since its going to be covered...fuck it.
butt_sahib: Yeah man...that rim light is way too strong and the aliasing its causing isnt doing you any favors. Also your reflection map is a bit sharp and does not appear to be masked by your spec. It just looks uniform across the surface, which is not good. Otherwise it looks like a pretty good job. Keep at it!
Massbot: I always like your heads. The lips seem a bit thin or lacking interior volume especially as they go toward the corners of the mouth, making the cheeks appear paper thin. This character is hard to read, not having any additional information. He could be a REALLY messed up human, or a very human looking monster of some type. Its kinda hard to tell. I think pushing him more in either direction will help him stand out and tell his story a little better.
also i love that gun flying monk.
WIP Untilted UT2004 project, trying to make quick modular assets that light well when vertex lit and fit with existing theme.
[ame]http://www.youtube.com/watch?v=Wv5UW46yqq0[/ame]
This shows great compassion Sparkwire:)
that or he just wants to keep him well fed and healthy so he can beat him some more lol
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TF2-style sentry guns [Tier 3 I'm still working on]
little update here, still need to do the bandana properly, and I'm not sure what to do about the gloves, googling 1850's railroad worker attire was not as fruitfull as one might expect:
Swizzle: i think there are to many gradients going on, the blue is to vibrant and your header is way to big . try to keep it more subtle
Ace.
Also, nice faty mutant RavenSlayer.
Sexyfat
the concept is from the old anime gundam0083
the highres
currently baking the normal and modeling the lowpoly
Kickass work guys all round.
Messin round
ravenslayer as well great, maybe the heads are a bit too large?
You will probably find that rail workers from that time period didn't wear gloves.
But yeah, hard to find any refernce for that time period and subject.
Looks good, and as Neox said, much better compared to the earlier rendition.
tnx for the suggestion ^^, it does look better after scaling it down a bit
haha nice animations. Also I was looking at your webpage....well the directory, out of curiosity what was that SOTU for? I actually scrolled through it and read it. Nice job on that.
I love this character, I think it's fabulous.
BUT, the stitches don't fit the game. Compared to the rest of the TF2 universe, those stitches add far too much detail.
Made more progress, and started on a prelim texture, though i might have to redo some of it as i was messing with proportions while i was starting to texture.... Things look so much different as soon as you add texture.
I really need to do more 3d.... i havent finished anything since college last year.
As for your displacement issues - I've only ever used them in mudbox to XSI so not too sure, in my mini guide thread i've done a really quick write up of geting them working nicely between those two packages - it may be no help at all but maybe theres some transferable info :P
The craters are a tile set.
Will it transform into Wheeljack?
http://www.tfu.info/1984/Autobot/Wheeljack/wheeljack.htm
Just a metal base put down so far. :P
(from ref)
edit: silly photobucket...
the current state...
And where we're going. Using a 3ds Max mockup to figure out the materials...
Any help, would be greatly appreciated.
Using Google SketchUp (Yeah, I'm cheap and its easy. :P)
Some close ups :
currenlty most stuff is unlit thats why it looks a bit crappy
Working on that backpack... now texturing. Any suggestions?
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It's 0:43 AM, so Thomas Baker's fancy collar can go screw itself.
47 stock when everything else is 74 looks a lil weird to me. also seems a tiny bit thin
but idk
finalized.
full wip thread here
http://www.polycount.com/forum/showthread.php?t=74616