I'll model teeth and place them seperatly
it's top lip is rolled up in the sculpt , they will cover the teeth in the low poly until the chomp chomp ani is done
Obeyurnapster: Awesome! I like the crazy/afraid psycho expression on her face.
Getting there.. I'm gonna tune down the blue light on her body as it's a bit overwhelming everything. Add some post hair strands and add some stuff into the bg.
Again any feedback is welcome.
Prophecies - Thanks a lot!! Yup, I've heard good things about ToonBoom. I'll definitely look into getting it in the future.
Loving how your scene is looking as well!
rollin - Thanks!
woogity - Thanks, yeah, I think sound could definitely add to it, especially when he slaps the table. Probably an annoying fly buzzing sound would be good too... either way, next step is colouring!
A humpback im working on, normalmap baked from highpoly, diffuse is still wip. model is at 7k tris.. texture and normals are 4096x4096. cheers!
[ame]http://www.youtube.com/watch?v=NK3RsVNDkBc[/ame]
zbrush shots + compositing in photoshop.... one on the left is me agonizing over a million layers, render on the right my boss did in 5 minutes (sadly we didnt have the right textures and subtools loaded)
That looks great ferg. I actually prefer the one on the left. It has a slightly more cartoony vibe to it. Which is a good thing IMO.
Maybe it's just me, but it almost looks like a really nice digital painting. Super good thing btw.
more to dump :P
Little bit more progress on my new Skywarp...getting the high poly moving and starting to understand SubD a bit more, just gotta work on clearing out the edge loops that don't matter, everything in this render comes out to 2 million tris ...got a lot of cleaning up to do, bleh
To show that you can see his head and shoulder pieces there :P, so he does transform.
what does "ik things at 12s" mean? Is that animator speech?
I think i know what jizz means but maybe you are talking about a different video here! :P
thx anyway!
I need a bit of critique on this tree. It was initially a test to see if I could manage to get something that looked like a tree. Should I keep working on it? (currently retopologizing it). The remaining detail (the bark, etc) will be added in the normal map, as I can't sculpt it.
Agree with skayne. The blobbiness probably comes from trying to get too much detail too soon, starting on a subdivision level higher than you need. Get to the lowest possible level and get as much detail as you can, block the shape out step by step just as you'd do with a real sculpture or painting. Just like you'd first block out the overall shape of a head, then add more subtle features to only then think about wrinkles and pores, you should first block the main overall shape then think about the roots more specific detail and then do some bark texturing, ALWAYS with a shitload of reference at hand.
@thetrooper - i suggest adding some more definition with a flatten brush of some sort, then building ontop of it again, as I agree it looks kind of blobby at this point.
i think im gonna retopo + texture this dude once i finish sculpting.
Finally got around to adding the damaged ceiling, rubble, and spiderwebs (they are terrible right now, I know. Need to rework them), and post processing!
Now... perhaps that wall could use a little love.
Yeah, I definitely need to work on the spec/envmap mask a bit more; I want them to fit with the tanks from Gorge, so they still need work. I'd forgotten about detail textures, so I'm glad you mentioned that.
As for size, they're over 800 Hammer units tall. They're based on tanks from refineries, so they're pretty huge.
Yamo: actually main inspiration is from this Dr. Who concept art
I'm not even really big into Dr. Who, but the newer series has some awesome concept art, and lots of it. Cool sci-fi gadgets and guns and environments done by this dude: http://www.petermckinstry.com/
A small modified knife I made. Everything is better with nails!
Might use it to learn how to import things into TF2. I still haven't learned things like that.
@sampson: I'm not sure what do you want to achieve, so I'll just throw out a few things:
- There's no atmospheric lighting, it's very uniformly lit. Create fore- and background light sources, reduce the global "sky" lighting and thus pop out those little glowy bits more locally. This will create more interest and depth in the scene and will reveal the normal-maps, which are muted right now due to the high ambiance.
- Considering how wear-n-teared everything is, it's very clean. Add some scattered elements, prop or via textures, that will dirty-up the place, break-up the consistency and draw the viewer into the scene, compositionally.
- Grey and dull browns will always look grey. Toss some paint in there, don't be afraid. The way the left vertical "beams" are fully brown would work better across the scene, rather then the massive greys. And the darker shapes = deeper, more saturated brown.
@sampson, what I would do, is more or less what you've done. You have a corridor leading to a bottomless sky. Make the outside really bright, and the corridor really dim save for the blade of light from the sun penetrating the corridor. Even if you don't take the bottomless sky idea, I think the corridor would really benefit from moody or dim lighting.
And here's something from me.. a simple head modeled in Max, and a bird named "Big Beak". It's supposed to be a giant vulture, but there's nothing else in the picture for scale. Big Beak was done for an indie film maker named Dylon Kiker and I used Blender and 3D Coat. Unfortunately he canceled his project indefinitely.
I know this is a game art forum, so I hope you'all don't mind me posting non-game related stuff.
@sampson: I'm not sure what do you want to achieve, so I'll just throw out a few things:
- There's no atmospheric lighting, it's very uniformly lit. Create fore- and background light sources, reduce the global "sky" lighting and thus pop out those little glowy bits more locally. This will create more interest and depth in the scene and will reveal the normal-maps, which are muted right now due to the high ambiance.
- Considering how wear-n-teared everything is, it's very clean. Add some scattered elements, prop or via textures, that will dirty-up the place, break-up the consistency and draw the viewer into the scene, compositionally.
- Grey and dull browns will always look grey. Toss some paint in there, don't be afraid. The way the left vertical "beams" are fully brown would work better across the scene, rather then the massive greys. And the darker shapes = deeper, more saturated brown.
I agree on the lighting, I think because it is so bright at the same level, there is no contrast in your piece. Also changing some color values in some lights might give it a richer feeling.
A small modified knife I made. Everything is better with nails!
Might use it to learn how to import things into TF2. I still haven't learned things like that.
I like this, great idea How did you do the tape/tie bits?
More big pistol.. I don't know what it shoots now haha:
I'm aiming to do a first person weapon with this, my first one, and most complex and detailed model (for games) I've taken on.. Do you think this warrants a thread? I wouldn't mind crits and feedback before I get too far along with it. Things like silhouette and proportions I'm not sure about.
Replies
still stuff to add...
Getting there.. I'm gonna tune down the blue light on her body as it's a bit overwhelming everything. Add some post hair strands and add some stuff into the bg.
Again any feedback is welcome.
concept by feng zhu:
Loving how your scene is looking as well!
rollin - Thanks!
woogity - Thanks, yeah, I think sound could definitely add to it, especially when he slaps the table. Probably an annoying fly buzzing sound would be good too... either way, next step is colouring!
Will post next version with colour hopefully soon
[ame]http://www.youtube.com/watch?v=NK3RsVNDkBc[/ame]
2.4k tris, but still need teeth
zbrush shots + compositing in photoshop.... one on the left is me agonizing over a million layers, render on the right my boss did in 5 minutes (sadly we didnt have the right textures and subtools loaded)
---> based off this sketch by Vinod Rams <---
Maybe it's just me, but it almost looks like a really nice digital painting. Super good thing btw.
Going to be an experiement in vertex painting, after getting that 3D Motive tutorial made me want to try out some advanced stuff. My first environment
Little bit more progress on my new Skywarp...getting the high poly moving and starting to understand SubD a bit more, just gotta work on clearing out the edge loops that don't matter, everything in this render comes out to 2 million tris ...got a lot of cleaning up to do, bleh
To show that you can see his head and shoulder pieces there :P, so he does transform.
off-topic, if anyone happens to know this artist and a way to contact him I'd appreciate it. I'd love to let him know his work is inspiring me on this piece
http://www.tfw2005.com/boards/transformers-fan-art/255605-thundercracker-concept-art.html
Arcs is one of the 12 principle of animation and the hand holding the bottle has a straight trajectory which looks a bit unnatural.
http://en.wikipedia.org/wiki/12_basic_principles_of_animation
Mezz: Cool stuff! Look up Digicel FlipBook:thumbup:
Edit: I browsed 11secondclubs forum and stumbled on this. Seems good and it's FREE:poly142: http://www.plasticanimationpaper.dk/
I don't really know that much about the whole process just yet so basically discovering as I go.
Was hoping if someone could tell me if this looked "ok" for a low-poly stairs, and if it's a good base to start unwrapping and texturing.
The idea is to build an enviroment and learn UDK at the same time
i think im gonna retopo + texture this dude once i finish sculpting.
awesome
The textures still need the trademark brushy stuff, but eh.
Don't forget the detail textures you can overlay ontop of materials, in the materials/overlays folder.
What's the scale of them? person sized? twice person sized? building sized??
As for size, they're over 800 Hammer units tall. They're based on tanks from refineries, so they're pretty huge.
LV-426 hallway from Aliens?
I'm not even really big into Dr. Who, but the newer series has some awesome concept art, and lots of it. Cool sci-fi gadgets and guns and environments done by this dude: http://www.petermckinstry.com/
Space pirate? Looks cool, I like it.. but yeah the teeth need some fixing
Sampson: That scene is coming along nice. Some good lighting will really make it shine
Tip: don't draw'em, suggest them. Drawn teeth: monster, suggested teeth: normal teeth.
Also cloth still kicks my butt.
Might use it to learn how to import things into TF2. I still haven't learned things like that.
- There's no atmospheric lighting, it's very uniformly lit. Create fore- and background light sources, reduce the global "sky" lighting and thus pop out those little glowy bits more locally. This will create more interest and depth in the scene and will reveal the normal-maps, which are muted right now due to the high ambiance.
- Considering how wear-n-teared everything is, it's very clean. Add some scattered elements, prop or via textures, that will dirty-up the place, break-up the consistency and draw the viewer into the scene, compositionally.
- Grey and dull browns will always look grey. Toss some paint in there, don't be afraid. The way the left vertical "beams" are fully brown would work better across the scene, rather then the massive greys. And the darker shapes = deeper, more saturated brown.
And here's something from me.. a simple head modeled in Max, and a bird named "Big Beak". It's supposed to be a giant vulture, but there's nothing else in the picture for scale. Big Beak was done for an indie film maker named Dylon Kiker and I used Blender and 3D Coat. Unfortunately he canceled his project indefinitely.
I know this is a game art forum, so I hope you'all don't mind me posting non-game related stuff.
Yeah that looks way better! I see what you mean. Thank you I'll have another go at working on them today.
I couldnt find actual blueprints so i think the shape is probably going to be a bit off but yeah!
I agree on the lighting, I think because it is so bright at the same level, there is no contrast in your piece. Also changing some color values in some lights might give it a richer feeling.
I like this, great idea How did you do the tape/tie bits?
More big pistol.. I don't know what it shoots now haha:
I'm aiming to do a first person weapon with this, my first one, and most complex and detailed model (for games) I've taken on.. Do you think this warrants a thread? I wouldn't mind crits and feedback before I get too far along with it. Things like silhouette and proportions I'm not sure about.