Thanks, even though I'm ready to shoot myself right now. /sigh
I was saving out a .jpg and had changed the image size down to something reasonable, and...apparently even though I'm 100% sure I didn't save over the file(I still have the .PSD in tact) it saved as the 500x500. Not a HUGE deal because I can throw it in Illustrator and fix it, but I'll have to repaint the color most likely just because of the linework. This is gonna be frustrating, but thanks for enjoying it =D
Oy, I've had to do that before. Illustrator's trace will be mostly accurate but you might have to do some cleaning up after it...
Oy, I've had to do that before. Illustrator's trace will be mostly accurate but you might have to do some cleaning up after it...
Good luck, art is an insufferable passion.
Yeah, generally live trace does a pretty good job if you know the right settings. When I turn a vexel Illustration into vector normally(image sizes are 2500x2500 and up at 300 DPI) I can throw it in Illustrator and do a high fidelity photo pass with live trace, drop the minimal pixel density to 0 and color to 64. At those settings it renders out every detail fairly cleanly, sans maybe some very small and minuscule illustrative marks).
Unfortunately in this case, that isn't working. I stayed up all night trying to fudge it, to no avail. So alas, I am re-drawing the design by essentially tracing over the finished version with the color layers disabled. It will take some time, but at least I don't have to try and imagine details and where to place them, just re-render the lines. I'm about halfway done re-doing it at the moment.
On the plus side, I got a phone call last night in regards to my friends' band who this is for, and they're putting it in a magazine article they're getting run by a magazine, so should get some exposure on the work at least =D.
I need to redo the stitches and actually put some work into the hair, but eh. I'm probably going to make this into a full character; I haven't done anything that was normal mapped head-to-toe in a while and I'm out of practice.
those edges need to be way tighter! I know the concept your working from and the soft edges you have now and the flat surfaces really mess up the scale - It looks way way to small.
I recently started using Maya more often instead of 3DS Max, my current project in Maya is a WW2 Colt 1911, I have just started creating the normals in Photoshop... (Screenshot of WIP below) any criticism would be helpful thanks!
evillair: thats awesome , maybe add some more bordeaux red tints on the edges of the mouth?
swizzle: clean sculpt, some suggestions to pump up the attitude :poly121:
stinger: nice design, do try to get some more depth in there by adding darker shadows on the suit, also maybe increase the weapon size
scudz, cap Hotkill : looking good ^^
I'd recognize this anywhere Mr D9 scene replicator! I wondered what happened to the progress on your scene...the mothership is looking fantastic! Sigh, this reminds me I really need to pick back up on working on my Prawn, bleh
out of curiosity how did you go about all those details? Did you hand-craft everything or did you use some method to replicate sections of it (it appears to be done like that)?
Bake came out nice Pedro, i see a little bit of wave-eeee-nesssss @ the barrel area but nothing that smudge can't fix in PS
Lpoly done, time to UVW and all the other goodness, my main want for the lpoly was to be able to keep all the ridges on the barrel instead of using a normal map and losing a lot of the geo whilst keeping it under 5k, mission complete
I'd recognize this anywhere Mr D9 scene replicator! I wondered what happened to the progress on your scene...the mothership is looking fantastic! Sigh, this reminds me I really need to pick back up on working on my Prawn, bleh
out of curiosity how did you go about all those details? Did you hand-craft everything or did you use some method to replicate sections of it (it appears to be done like that)?
Most of the high-poly is modular so i can re-use it over and over again, some of it is not so modular and because of it have hindered me a bit.
We paint from reference too in the concept tag thread--it's more fun when you have to factor in some piece of clothing, hair color, or palette from a previous image though
couldnt help myself bit of starcraft marineness, im slowly progressing through this in between projects, im just using this for high poly practice any c&c is appreciated
A bit too late for it now, but make your cylinders rounder! Every cylinder looks like it's 8 sided and it's really hurting it.
what cylinders?
nice painting gauss!
only the feet/legs bother me a bit oO
i think in that position the pelvis should be poking out a bit more.
unless she´s got her knees broken ^^
Replies
Oy, I've had to do that before. Illustrator's trace will be mostly accurate but you might have to do some cleaning up after it...
Good luck, art is an insufferable passion.
I made Domo Kun! in Zbrush xD
Yeah, generally live trace does a pretty good job if you know the right settings. When I turn a vexel Illustration into vector normally(image sizes are 2500x2500 and up at 300 DPI) I can throw it in Illustrator and do a high fidelity photo pass with live trace, drop the minimal pixel density to 0 and color to 64. At those settings it renders out every detail fairly cleanly, sans maybe some very small and minuscule illustrative marks).
Unfortunately in this case, that isn't working. I stayed up all night trying to fudge it, to no avail. So alas, I am re-drawing the design by essentially tracing over the finished version with the color layers disabled. It will take some time, but at least I don't have to try and imagine details and where to place them, just re-render the lines. I'm about halfway done re-doing it at the moment.
On the plus side, I got a phone call last night in regards to my friends' band who this is for, and they're putting it in a magazine article they're getting run by a magazine, so should get some exposure on the work at least =D.
Indeed, art is a sick thirst, thanks.
There's not a lot of detail right now.
I'd like some crits and comments on it.
evillair: thats awesome , maybe add some more bordeaux red tints on the edges of the mouth?
swizzle: clean sculpt, some suggestions to pump up the attitude :poly121:
stinger: nice design, do try to get some more depth in there by adding darker shadows on the suit, also maybe increase the weapon size
scudz, cap Hotkill : looking good ^^
To-Do List:
-Make bottom story
-Make roof+windows
-Footpath+road
-texture whole thing
-UDK+Speedtree
(Mental Ray)
Based on James' Cameron's Viperwolf concepts for Avatar.
The full project can be viewed here
pleh.....
Needs longer legs though!
I'd recognize this anywhere Mr D9 scene replicator! I wondered what happened to the progress on your scene...the mothership is looking fantastic! Sigh, this reminds me I really need to pick back up on working on my Prawn, bleh
out of curiosity how did you go about all those details? Did you hand-craft everything or did you use some method to replicate sections of it (it appears to be done like that)?
5368 tris / 2048*1024
Ah, i need to bake a new AO with the unexploded mesh.
Lpoly done, time to UVW and all the other goodness, my main want for the lpoly was to be able to keep all the ridges on the barrel instead of using a normal map and losing a lot of the geo whilst keeping it under 5k, mission complete
PS. Is it possible to embed vimeo videos here?
http://junkersgame.blogspot.com/
(from ref)
some doodles to try and apply studied stuff to
Anyway I think I'm just about done with this guy ... any crits before I sign off on it?
A bit too late for it now, but make your cylinders rounder! Every cylinder looks like it's 8 sided and it's really hurting it.
It's a little inacurate but oh well.
Most of the high-poly is modular so i can re-use it over and over again, some of it is not so modular and because of it have hindered me a bit.
Gonna try to knock this out of my system asap! :P
my latest, about 4 hours:
zombie kid
@jackwhat....your last is stunning!
Shot at 2010-06-28
what cylinders?
nice painting gauss!
only the feet/legs bother me a bit oO
i think in that position the pelvis should be poking out a bit more.
unless she´s got her knees broken ^^