HntrLuc: sweeet! just have to remove that piece from my "stuff i want to do" lis and move it to my "stuff someone else has done better" list
Rob i guess i don't have to tell you, how great i think all of your stuff is, it totally doesn't change with that piece, great job
First time posting on this site... So many talented artists that I never bothered posting my work lol.. well heres something im working on.. and please critique!!!
So I finally get to pimp something I did at Bungie! I modeled and UV'd about 90% of this covenant building you see in the background (Minus the exploding gun on top).
Orb: wow, that demon is sweet! I kinda agree with nrek about the spec tho, I think the wet look of the left or middle one could make him look more like a fresh burn victim covered in new scar tissue. i think something like that would complement those puss bubbles and would look pretty awesome But I'm sure it'll be killer regardless
heres something I've been working on the past week.
I've posted more images of this guy here: http://www.polycount.com/forum/showthread.php?t=75907 if anybody is interested, but I wanted to get it a little further along before posting to this thread. I'll prolly just use that thread as an image dump from now on so i don't pollute this one.
Amazing work everyone, its really awe-inspiring to see so much skill concentrated in one place :thumbup:
SupRor: ever will u continue?
Yes! until u learn it. I shall say: resort to planes. Study the forms and the shapes, don't even attempt any detail until u figure out the essentials. Tip: flip it vertically to see if it holds-up or not.
[note: my pen is b0rked, so i used liquify with a mouse. pardon]
@shotgun: Honestly it had a lot more character before IMHO. People have different proportions and while the paintover looks more "anatomically correct" I don't see features exagerated to the point of looking wrong. I reckon it couls use some tweaks here and there but it doesn't have to conform to the stardard male head shape.
Character and unique proportions aside, shotgun has a major point, some of my forms are atrocious. I'm not gonna expect him to give me a quality paintover, good advice, AND retain the exact character i painted when he does it, all with a mouse, im just glad i got a crit that solid.
You make a very good point man, i was excited to practice with color and let the planes get completely screwed up. I know not everything is ironed out perfectly, but im feeling a bit better about this after taking some of your crits into account. I appreciate the feedback a lot.
Chiming in with felipe:
Yeah, they're two different characters. There is no real anatomical correctness to live by, theres just mostly just making sure proportions work for the character.
I'm running out of options. I am getting seams where a 2 static meshes connect. I have tried everything but I keep coming back to this UDN article that says to disable "bUseSubDivisions". But I can't find this option anywhere. Did it get moved?
Thought I'd put the clay I bought long ago to good use and took a shot at Left 4 Dead's Tank just for fun, don't even know if I plan to finish it, but it's being good exercise at least. There's tons of mistakes but reference is scarce (I'm looking at the model in the SDK's Model viewer but the normal map looks like shit so muscles are barely defined), I think at least the overall shape looks OK.
So I finally get to pimp something I did at Bungie! I modeled and UV'd about 90% of this covenant building you see in the background (Minus the exploding gun on top).
Any tips on modeling covi architecture? I would think it is sub-div modeling in max or something similar.
Hey cool felipe! I haven't worked worked with clay in forever but yours is coming along really nicely, better get those molotovs ready.
Here's a palm tree I did for a jungle scene/game I'm plodding along with in Unity. Still WIP.
Supror: that looks tons better! after u'll get the planar feel going on auto-pilot u'll be able to incorporate character-features more easily. In the large picture, they r just details. Study the head... the planes will give u the structure and the shapes will provide u with the character.
Fellipe: I agree, his version has more personality, but by no means did I try to eliminate sup's character. It's just something I've completely overlooked for the sake of this demonstration.
Moof: There are many more .5cm alignments I've made with the liquify brush using a mouse, perhaps U should point them out as well.
Thought I'd put the clay I bought long ago to good use and took a shot at Left 4 Dead's Tank just for fun, don't even know if I plan to finish it, but it's being good exercise at least. There's tons of mistakes but reference is scarce (I'm looking at the model in the SDK's Model viewer but the normal map looks like shit so muscles are barely defined), I think at least the overall shape looks OK.
Oh, shit, that's awesome! I checked the store back when it was announced but there were no pictures at the time. Thanks a lot, it'll come in handy for sure.
Heh, well I knew that soudned too good to be true. I'll take my time with it to get it as close as possible to that sculpt then, looks much better then the model on the SDK. Its' hard to work with it cause that's all the clay I've got, so I have to remove clay from some places to add to others haha. Well I'll just continue and see where it goes.
After a few months modeling environment props a head is good for a change. I hope it's recognizable already, but I reckon it still needs a lot of work, mainly on the 3/4 view...
it is really strange while i don't really see christian bale in it, i also thought "christian bale". so something must be right if its supposed to be him
This building was way to big to allow for any Sub-D bakes. It consists of a bunch of tiling textures. I followed some concept art on this one, so my tip would be to stay as close to the concept as possible .
Thought I'd put the clay I bought long ago to good use and took a shot at Left 4 Dead's Tank just for fun, don't even know if I plan to finish it, but it's being good exercise at least. There's tons of mistakes but reference is scarce (I'm looking at the model in the SDK's Model viewer but the normal map looks like shit so muscles are barely defined), I think at least the overall shape looks OK.
Well I recognised it from the thumbnails, so don't worry :P
Dreamnt, her nipples are bigger than her eyes :P
Its the guy from Mass Effect, no?
Replies
Something done for the TF2 blog, ETF2l Highlander Event.
So number 2 of the robot master redesign/head sculpt series.
Why is he so angry you ask?
He has no hands, and has a itch he cant scratch. Duh!
Rob i guess i don't have to tell you, how great i think all of your stuff is, it totally doesn't change with that piece, great job
saw terrabite's sculpt and got inspired and did some work on the head from yesterday..
hmm.. hehe
edit: installed xnormal and made some maps and put them back on my basemesh
[ame]http://www.youtube.com/watch?v=MN5CVJsmhJM[/ame]
yay haha
Do you think it fits the style of the characters at all?
This is why we do it. :thumbup:
Nice work, Keen
heres something I've been working on the past week.
I've posted more images of this guy here: http://www.polycount.com/forum/showthread.php?t=75907 if anybody is interested, but I wanted to get it a little further along before posting to this thread. I'll prolly just use that thread as an image dump from now on so i don't pollute this one.
Amazing work everyone, its really awe-inspiring to see so much skill concentrated in one place :thumbup:
One of the abilites I created for our MMO out on the web
http://www.facebook.com/faxiononline
speedpaint for practice
Working on this zbrush head, all done in zbrush atm, including polypaint etc.
Yes! until u learn it. I shall say: resort to planes. Study the forms and the shapes, don't even attempt any detail until u figure out the essentials. Tip: flip it vertically to see if it holds-up or not.
[note: my pen is b0rked, so i used liquify with a mouse. pardon]
laro - thanks man! I haven't shown her yet, i figured i'd show her after its "done" and see if she has any final crits :P
jaco - youre totally right, the tails been super neglected so far, but i'll try and get it together. thanks!
You make a very good point man, i was excited to practice with color and let the planes get completely screwed up. I know not everything is ironed out perfectly, but im feeling a bit better about this after taking some of your crits into account. I appreciate the feedback a lot.
Yeah, they're two different characters. There is no real anatomical correctness to live by, theres just mostly just making sure proportions work for the character.
Pictures from the UDN article.
the stones seem to be reversed , illuminated edges should be above i think :icon15:
Here's a palm tree I did for a jungle scene/game I'm plodding along with in Unity. Still WIP.
Fellipe: I agree, his version has more personality, but by no means did I try to eliminate sup's character. It's just something I've completely overlooked for the sake of this demonstration.
Moof: There are many more .5cm alignments I've made with the liquify brush using a mouse, perhaps U should point them out as well.
love the clay felipe
evening sketch inspired by trappe's badass sculpt... may try and finish tomorrow
Nice start! Maybe this ref willh help you hehe
https://www.gamingheads.com/index.php?option=com_myphp&Itemid=3&product=86
your anatomy looks more correct, than on this ref. but you can use it for tiny detail. keep up!
hmm this guys are using the valve official zbrush models for the prints, i think the model is just like in the game ^^
This building was way to big to allow for any Sub-D bakes. It consists of a bunch of tiling textures. I followed some concept art on this one, so my tip would be to stay as close to the concept as possible .
Well I recognised it from the thumbnails, so don't worry :P
Dreamnt, her nipples are bigger than her eyes :P
Its the guy from Mass Effect, no?