I've been out since the day after I started my thread there. I have way too big a backlog of unfinished models that I can go back to and pretty up to be starting a new project like Comicon. There are about half a dozen solid starts in my projects folder that I could pound into something portfolio-worthy with some elbow grease.
Besides, my heart just wasn't in it. I picked a subject that I wasn't crazy about and I'm just not in the mood to try competing with some of the absolutely kickass stuff I saw coming out of the comp in the first two days.
@Medestruit: Thanks for the feedback. All valid crits that I've been working out.
Kinda worried about finishing this. There are many more details I'd like to do but I have no more free weekends so it's all weeknights from here on out...
...What the hell is wrong with me and posting at night?
So I found out I lost my concept in this thread afew pages back when I edited the post...yeah...Oh well, it sucked anyways, and there was alot of changes to it.
So this guy I've been sculpting for the past week or so(?) In my spare time. So here's the progress so far, slow but steady. I'm going to have alot of trouble with his collar -.-
well when i started searching for ref i found a lot of highres reference for rihanna, pretty much the best i could get of any black actress/singer, i guess one of the biggest thing that connects both is the haircut, as i found out rihanna had some similar haircuts going on, but for the haircut my main reference was the work Lolita-art, for the character itself i mostly used rihanna for overall proportions and the nose, lips are different, eyes are different, ears are different as well - but yeah can't deny that she has the biggest impact on this piece just because of the super high res refrences i found while searching for refs
Neox, that is looking badass. The boots fascinate me to no end. Any wire porn upcoming?
Having the case of the shits today, so trying to finish this one up between potty breaks. This is taken in the excellent Marmoset Toolbag. Trying to tweak materials, especially on the metal pauldron and noisy bracers, as well as the hair and the way I've set up the alpha planes (lots of wasted polygons).
Neox, that is looking badass. The boots fascinate me to no end. Any wire porn upcoming?
Having the case of the shits today, so trying to finish this one up between potty breaks. This is taken in the excellent Marmoset Toolbag. Trying to tweak materials, especially on the metal pauldron and noisy bracers, as well as the hair and the way I've set up the alpha planes (lots of wasted polygons).
Been working on a little scene the past few weeks, it's slowly getting there. I'm not gonna have much time to work on it now, gonna have uni work to do soon!
i hope your re doing this boring gun for some cool stylized german soldier :P
east: she is great, but i think you can defintiely improve the rendering, what did you use to render it?
ok just a quick one for today, worked a bit on her hoody, will add morphable pockets later, i want her to be able to put her hands in those bags - well i hope i can do that
also i want to change the long sleeve, looks to slutty right now
:edit: never mind added the pockets right away, going to bed now...
are the folds made with a mix of cloth sim and sculpting?
neox: nice stuff! but I'm wondering why you don't make the stitching more obvious.. baking, texturing and a more distant camera will make them really hard to see.
Looking for a few crits on this style, I'm kind of a sketchy drawer, I'm not good at rendering things out, so i thought i might try a sketchy looking diffuse. I kind of like how this is turning out, but if it ends up looking dumb to other people I'll probably paste in some wow textures and paint over them.
ruz: really great! youre developing such a nice and recognizable style, really like it
blackula: i like her pretty much, but dunno if the shader for the metalparts looks that good, hard to read the shapes, theay are either too soft or the shader is making em softer than they are
@achillesian: its not bad, reaally, i just thunk some of the proportions and forms are wonky, the lowerarm and especially the hands look pretty bad in comparison to the rest
neox: nice stuff! but I'm wondering why you don't make the stitching more obvious.. baking, texturing and a more distant camera will make them really hard to see.
because i want to do a believable character and not one with 1cm wide fantasy stitches that look crap and just wrong, its not textured yet
the stitches will definitely be part of the diffuse and spec - i didn't colorize them in zbrush and i don't think i'm going to do that with polypaint, the basic depth of a stitch (not the string, the overlapping clothparts) are definitely thick enough to be visible from a reasonable distance - if you can't see the single stitches from a distance, well, then be it - it is like it ist, i'm not gonna use ropes for stitching ^^
just tested it with ps, the overlapping clothparts are still visible at a decent size, the parts that are not too obvious can still be pushed with the diffuse and spec
Haven't done much modeling in a while.. had some spare time to play w/ ZB4s new brushes a bit.. they were a pain at first.. but they will prove to be useful in the future now that I've got them figured out..
because i want to do a believable character and not one with 1cm wide fantasy stitches that look crap and just wrong, its not textured yet
the stitches will definitely be part of the diffuse and spec - i didn't colorize them in zbrush and i don't think i'm going to do that with polypaint, the basic depth of a stitch (not the string, the overlapping clothparts) are definitely thick enough to be visible from a reasonable distance - if you can't see the single stitches from a distance, well, then be it - it is like it ist, i'm not gonna use ropes for stitching ^^
just tested it with ps, the overlapping clothparts are still visible at a decent size, the parts that are not too obvious can still be pushed with the diffuse and spec
No, of course I'm not talking about arm thick stitches. But making the stitches about 50% bigger and/or pressing them deeper into the material
even the different stitched leather parts do not create really noticeable seams.
I'm just mentioning the first thing that got through my mind when I saw your work: "bit flat.. "
But I'm quite sure you will handle things bc one has to see stuff first on the lowpoly to be certain .. :thumbup:
BlackulaDZ: i am really in love with that ! the design is fuckin awesome!
Neox,East and Blaizer really nice work also am totally jealous of ur high poly skills Neox!
Just a bunch of older shit that is either, shit/not being used/rushed/half arsed. Dont know why im posting! ;/
currently picking around with the forms trying to get the best possible base to do skin detail and stuff on.. please let me know if you think i should change some stuff
Replies
I've been out since the day after I started my thread there. I have way too big a backlog of unfinished models that I can go back to and pretty up to be starting a new project like Comicon. There are about half a dozen solid starts in my projects folder that I could pound into something portfolio-worthy with some elbow grease.
Besides, my heart just wasn't in it. I picked a subject that I wasn't crazy about and I'm just not in the mood to try competing with some of the absolutely kickass stuff I saw coming out of the comp in the first two days.
Kinda worried about finishing this. There are many more details I'd like to do but I have no more free weekends so it's all weeknights from here on out...
So I found out I lost my concept in this thread afew pages back when I edited the post...yeah...Oh well, it sucked anyways, and there was alot of changes to it.
So this guy I've been sculpting for the past week or so(?) In my spare time. So here's the progress so far, slow but steady. I'm going to have alot of trouble with his collar -.-
Gonna post a P&P thread when I get the time.
didn't do much on my entry lately wasted the whole weekend to get some 2d prototype thingie running, here is an update on the boot from yesterday
and a quick test for morphing the hood
Having the case of the shits today, so trying to finish this one up between potty breaks. This is taken in the excellent Marmoset Toolbag. Trying to tweak materials, especially on the metal pauldron and noisy bracers, as well as the hair and the way I've set up the alpha planes (lots of wasted polygons).
[ame]http://www.youtube.com/watch?v=5JhPcxXKH3s&loop=1[/ame]
@hawken get it done, mod!
THIS is sick dude! Not overtly sexed up but still gorgious to look at! Hair texture could use some work though. But still, one fine lady :thumbup:
Neox your boot is looking niiiiiiice.
rawr
east: she is great, but i think you can defintiely improve the rendering, what did you use to render it?
ok just a quick one for today, worked a bit on her hoody, will add morphable pockets later, i want her to be able to put her hands in those bags - well i hope i can do that
also i want to change the long sleeve, looks to slutty right now
:edit: never mind added the pockets right away, going to bed now...
More drawings >>>>>here<<<<<
This is my low poly strawberry.
64 polys.
Why did I make it? I have no idea.
EDIT: Quoted wrong post. woops.
LOL!
That looks exactly like Rihanna! (to me)
starting a set for a possible UDK shooter...
wip of a new paint
Still chugging along. Lots left.
I'm almost done blocking this in.
I need to make a coil of hose, a sprayer and a few misc details, then probably push it around with some FFD.
bit more on this
love the concept blaizer
nice jacket neox
coming along nice BlackulaDZ
And now for something completely different.
are the folds made with a mix of cloth sim and sculpting?
neox: nice stuff! but I'm wondering why you don't make the stitching more obvious.. baking, texturing and a more distant camera will make them really hard to see.
blackula: i like her pretty much, but dunno if the shader for the metalparts looks that good, hard to read the shapes, theay are either too soft or the shader is making em softer than they are
@achillesian: its not bad, reaally, i just thunk some of the proportions and forms are wonky, the lowerarm and especially the hands look pretty bad in comparison to the rest
because i want to do a believable character and not one with 1cm wide fantasy stitches that look crap and just wrong, its not textured yet
the stitches will definitely be part of the diffuse and spec - i didn't colorize them in zbrush and i don't think i'm going to do that with polypaint, the basic depth of a stitch (not the string, the overlapping clothparts) are definitely thick enough to be visible from a reasonable distance - if you can't see the single stitches from a distance, well, then be it - it is like it ist, i'm not gonna use ropes for stitching ^^
just tested it with ps, the overlapping clothparts are still visible at a decent size, the parts that are not too obvious can still be pushed with the diffuse and spec
No, of course I'm not talking about arm thick stitches. But making the stitches about 50% bigger and/or pressing them deeper into the material
even the different stitched leather parts do not create really noticeable seams.
I'm just mentioning the first thing that got through my mind when I saw your work: "bit flat.. "
But I'm quite sure you will handle things bc one has to see stuff first on the lowpoly to be certain .. :thumbup:
Now relate the folds to the additional designs.
Neox,East and Blaizer really nice work also am totally jealous of ur high poly skills Neox!
Just a bunch of older shit that is either, shit/not being used/rushed/half arsed. Dont know why im posting! ;/
hands are fucky i know
... back to maya ;(
Back with the final thing soon.
ps: anyone have 3ds max 9x64 and extension 1: I just installed it and rendering seems twice as slow
First Post! W00t!
I tried my hand at Bobo's fabulous Demon SDK
It is the first time I hand painted a texture, feedback is always welcome!
currently picking around with the forms trying to get the best possible base to do skin detail and stuff on.. please let me know if you think i should change some stuff