I think I'm just about done with this. I've considered adding some sort of alien hand coming out from behind the rock to really sell that there's something attached to that shadow back there coming to get her, but I dunno if I should. Thoughts?
Also, is the halftoning just going way overboard, or does it feel about right? Maybe a little smaller?
Oh, yeah, one more thing. I know the kerning between the "Th" part of "Thrilling" and the "Ta" part of "Tales is super-fucked. It's fixed in the next version.
Yes, definitely alien hand. The first thing people are attracted to when they see the pic is the eyes, 'cause it's a contrast and also the main focus in everyday life and most pictures. When you follow the implied movement of the eye, you don't notice the shadow because it's washed out, you notice the giant rocks, and sooner or later the shadow, after you start looking at her outfit because of the bright yellow gloves. From there, when you do see the alien, it's like "Oh? There's a rapist behind the rock? Meh."
And I guess don't do the tone to hard, cause it just hurts my eyes, or that just might be me. Lighten it up in some areas, wash it out in others maybe, just give it some variety other than the edges. IMO it just hurts to look at for more than afew minutes. Especially on her face. But that's just me.
What ever you decide, this cover has to be awesome enough that I imagine a lazor firing out the gun for real.
Swiz: Cool one, didn't see it before. I would agree that a slimy black hand of goo or something showing the monstrosity more explicitly is neccessary - right now I didn't notice the shadow until minutes into staring, and even so it feels a bit lacking overall. Maybe a shadow is all you need, but then it needs to be darker or take up more space. Pulp covers weren't this nice and subtle
EDIT: Or maybe you could try just duplicating out a line of Moon Men shadows trailing away - could work I think.
I did this about 4 months ago in my second semester of school. It turned out alright, the normal map is a messed up because I was really new to game engines then
It goes low poly, high poly, and base texture, then my first render in Marmoset
guys guys guys! I just finished retopologizing a head in zbrush for a source mod, but I don't know how to export it (preferably as an .obj). The export button I would assume you use is grayed out for some reason
@Neox: I really like the coat on her. I agree about the comments for keeping the eyes white.
there will be both versions, at least thats what i planned. having a morphtarget for the hood to cover her head in "normal mode", standing below a streetlight in the night, having some dark shadows going on in her face and another "storm version" of her producing some lightning clouds
your nightcrawler is coming along nicely!
medestruit: totally not my stylte but very well done sir!
mladen: also great progress gotta love them shapes
there will be both versions, at least thats what i planned. having a morphtarget for the hood to cover her head in "normal mode", standing below a streetlight in the night, having some dark shadows going on in her face and another "storm version" of her producing some lightning clouds
your nightcrawler is coming along nicely!
medestruit: totally not my stylte but very well done sir!
mladen: also great progress gotta love them shapes
Thank you sir =D
I cannot wait for that Storm to be done so I can marvel at it's awesomeness as with all your work.
So...I added detail to the bandanna....Is this better?
I'd certainly have this shirt. My suggestion would be to cover the empty eye with a patch to make it a little more wearable (and therefore more profitable)
Doing personal work...in my free time?!? And it's two dimensional?!?! That's unpossible!!!
Been wanting to improve my concepting for ages and meaning to actually do some personal stuff. I was watching Jim Hawkins' gears of war concepting tutorial again and decided to try and do things in a similar way.
Did this over lunch, new workstyle for me and I'm really enjoying it.
heres my comicon character, did some work to the jacket last night, things are still fairly loose i'll be going in and tightening up some of the folds and adding smaller wrinkles and such. also he's still missing his zippers and i have to break up the symmetry on the front. ive added a hud like screen to his helmet piece to display his ammo count and such...
inspiring work everyone....uhmmm i'm still getting to understand normal maps..
(trying to get that smooth edge)
does this look ok to you?
It might be just me, but I think your normal maps are inverted (your ridges are becoming indents). Maybe try flipping a channel to see if that makes things look a little better?
Who knows though, I could just be loosing my mind :poly142:
@mike yevin
the last two does give the illusion they are inverted but it's the same screengrab..
maybe it's the lighting i don't know ...i use xoliulshader btw.
I'd certainly have this shirt. My suggestion would be to cover the empty eye with a patch to make it a little more wearable (and therefore more profitable)
Thanks. I don't know that I'm wild about adding an eye patch, but I will keep it in consideration. Hopefully someone picks it up, because I'd certainly like to have a print of it too, while profiting from the sale of the design.
I REALLY like the details on the bandana, that's a really cool pattern. What bugged me before though was the lack of shadowing and you have some nice "pointillism" shadows going on on the rest of it, IMHO the bandana could benefit from it as well.
@Mladen Jovicic - that's some sexiness; his eyes look a little crossed to me though
I dug this up and worked on it a bit more today..
I'm really liking the character, good job. The only crit I have is the face, it looks quite masculine as opposed to feminine. Would probably look more female if you would soften some of the features.
Still working on some metal textures. The rust feels off to me, I can't seem to get it to look quite right.
The rust is on all of the scratch points. It should be below the plates, not on their edge, and/or up higher on the edge past the leading edge, since the leading edge getting scratched is going to keep the rust off.
Ghostscape - Thanks for the advice man, I have never done rust before so I had no clue what I was doing. I'll go back and rework it based on what you said
Looking good gir, proportions are great if a bit thin .
Started on my second weapon in my set of fantasy style weapons. Still working on the hilt design as most of the cool details will happen there. Let me know what you think so far.
Replies
Yes, definitely alien hand. The first thing people are attracted to when they see the pic is the eyes, 'cause it's a contrast and also the main focus in everyday life and most pictures. When you follow the implied movement of the eye, you don't notice the shadow because it's washed out, you notice the giant rocks, and sooner or later the shadow, after you start looking at her outfit because of the bright yellow gloves. From there, when you do see the alien, it's like "Oh? There's a rapist behind the rock? Meh."
And I guess don't do the tone to hard, cause it just hurts my eyes, or that just might be me. Lighten it up in some areas, wash it out in others maybe, just give it some variety other than the edges. IMO it just hurts to look at for more than afew minutes. Especially on her face. But that's just me.
What ever you decide, this cover has to be awesome enough that I imagine a lazor firing out the gun for real.
EDIT: Or maybe you could try just duplicating out a line of Moon Men shadows trailing away - could work I think.
DOUBLEDIT: Like this?
It goes low poly, high poly, and base texture, then my first render in Marmoset
this.is.awesome
here is the head:
More fun times.
@Ravenslayer: Thanks man. Those wings on your dude look fun.
@Mladen Jovicic: Nice dude! I've not seen a wolverine like this before. Fresh take! I love the legs haha!
@Neox: I really like the coat on her. I agree about the comments for keeping the eyes white.
there will be both versions, at least thats what i planned. having a morphtarget for the hood to cover her head in "normal mode", standing below a streetlight in the night, having some dark shadows going on in her face and another "storm version" of her producing some lightning clouds
your nightcrawler is coming along nicely!
medestruit: totally not my stylte but very well done sir!
mladen: also great progress gotta love them shapes
I also increased the halftone frequency, so hopefully it still gives the same effect while not being so eyeball-searing.
Thank you sir =D
I cannot wait for that Storm to be done so I can marvel at it's awesomeness as with all your work.
Swiz, the halftone looks muuuuuuch better now.
I'd certainly have this shirt. My suggestion would be to cover the empty eye with a patch to make it a little more wearable (and therefore more profitable)
@kwakkie: LOL!
millah, looking good
Millah:cheers
jumping between models. trying to improve on anatomy..hard as a muthafucka.
Been wanting to improve my concepting for ages and meaning to actually do some personal stuff. I was watching Jim Hawkins' gears of war concepting tutorial again and decided to try and do things in a similar way.
Did this over lunch, new workstyle for me and I'm really enjoying it.
BOOBIES!!!
(trying to get that smooth edge)
does this look ok to you?
It might be just me, but I think your normal maps are inverted (your ridges are becoming indents). Maybe try flipping a channel to see if that makes things look a little better?
Who knows though, I could just be loosing my mind :poly142:
http://www.gameartisans.org/forums/showthread.php?p=224641
the last two does give the illusion they are inverted but it's the same screengrab..
maybe it's the lighting i don't know ...i use xoliulshader btw.
ps:
i've looked at this pic for 10 min and then back at mine and the normals don't look inverted anymore....:poly136:
http://www.dailyhaha.com/_pics/swirly_lines_illusion.jpg
Thanks. I don't know that I'm wild about adding an eye patch, but I will keep it in consideration. Hopefully someone picks it up, because I'd certainly like to have a print of it too, while profiting from the sale of the design.
maybe it is not the best idea to use Imrod's base mesh?)
I dug this up and worked on it a bit more today..
I wont one looks really nice.
I'm really liking the character, good job. The only crit I have is the face, it looks quite masculine as opposed to feminine. Would probably look more female if you would soften some of the features.
More pics on my GameArtisan WIP thread
yet another comicon
Wow dude that is sweet. All that's missing now is the futuristic 'pinup' lady.
The rust is on all of the scratch points. It should be below the plates, not on their edge, and/or up higher on the edge past the leading edge, since the leading edge getting scratched is going to keep the rust off.
Rust happens where moisture accumulates.
Started on my second weapon in my set of fantasy style weapons. Still working on the hilt design as most of the cool details will happen there. Let me know what you think so far.
Warnign 3mb image haha, Calling the challenger done
mucking around with this. no real clear direction.
Maybe it's just me, but for some reason the neck looks a little long and strange.
My Thread on Gameartisans:
http://www.gameartisans.org/forums/showthread.php?p=230465&posted=1#post230465