Not really, but I figured I may as well take advantage of the Autodesk student licensing and get myself some free software. Modo is still my primary modeling tool, but there are a lot of features I wish it had that have been in Max and Maya for years now. Since I can use Max and Maya for free as long as I'm a student, I figure I should take advantage of some of those capabilities.
Snader:
I used Modo's Pen tool to create strips of polygons and then I tweaked them from there.
I actually figured they were arm warmers or something
Medestruit, I'm diggin the octopus man. I don't like the light bags under the eyes though, they read strange to me as I'd sorta expect them to be darker. I can tell by that look in its eye that it's ready to have its way with an unsuspecting asian chick though.
unrelatedly, I found him!
Any chance of a wireframe shot? I'm interested in seeing how you did the trenchcoat. Is it paper thin and two-sided?
I still have to finish up the AO and normal bakes, but I'm pretty satisfied with how this is coming along. I figured out a decent way of doing the hair so it matches the eyebrows, so I'm pretty happy with that. I still need to get the low-poly shackles and stuff done, but that's not terribly pressing at the moment and I still have some UV space set aside for them.
It's currently at 10,758 tris, so I'm definitely going to start optimizing soonish. The head alone is eating up almost 6000 tris, and that's just absurd.
That frankestien is awsome
good to hear you are going to optimize soon, since that head is pretty "highpoly" are you planning to keep the hair in boxes in the final lowpoly aswell?
And a general question to all: I've seen a lot of people use thick polystrips/elongated boxes for their hair. Can anyone tell me how that works? As in - how do you make the strips/boxes, how do you generally sculpt them, and how do you bake?
Links to relevant sites/tutorials would be nice too.
you mean strips or sculpted hair? because at least i do them differently: here is how i did the strips for storm, pretty straight forward, just a quick n dirty walk through but i guess you get the point.
for sculpted hair you could use shell to give em some thickness, or use zspheresm our just drag them out of the head in zBrush with snakehook and then sculpt over them, there are plenty of possibilities on how to do em.
started with the retopo yesterday, stuff may change once its baked, also i'm thinking about using a few tilable zippers as opposed to baking them straight in, guess the textureres will not work with the dtail and it will end up in a big blurry soup :X
you mean strips or sculpted hair? because at least i do them differently: here is how i did the strips for storm, pretty straight forward, just a quick n dirty walk through but i guess you get the point.
Nice tut.
a similar effect can be achieved in c4d with the hair plugin, and some deft combing
I actually figured they were arm warmers or something
Medestruit, I'm diggin the octopus man. I don't like the light bags under the eyes though, they read strange to me as I'd sorta expect them to be darker. I can tell by that look in its eye that it's ready to have its way with an unsuspecting asian chick though.
This is an asset i made for the game i'm working on (they let me design it so bring it ooon, lets practice hardedges) this is a kind of team color checkpoint (i can't really say more about that) .
still in wip (need some specular fixes and crazybump pass for scratches and stuff)
Reminds me greatly of the Unigine Heaven benchmark. Only I assume you're not using magical DirectX 11 tesselation technology? (The greatest enemy of 3d artists)
Still lots to do, but still plugging away at this. I've killed a bunch of tris in his head and hair, but further sacrifices must occur. Adding the shackles bumped this up to beyond the polycount I'm comfortable with, so I think I'm going to give him a bit of a haircut soon.
swizz: looking forward to the final version, make the eyes next! they really push it down currently
yesterday night i sculpted the pantdetails, pockets and beltholderthingies (whats the word for that? i don't even know it in german ) changed some detail things, aaaand moved on with the retopo/uv.
right now she is around 10k, i can easily remove some polies once baked, so i guess i'll have around 3-4k left for hair, hood and detailstuff such as the zippers and belts and well silhouette tweaks once the normals are there.
Jordan, the presentation of your work sets you apart from any artist I see on here. I can almost instantly determine which work is yours just because of the final "look". You have such a keen eye for the small details and they really show through in your work. I always enjoy seeing your progress, and I can't wait to see where this scene ends up.
What really bugs me about this scene and a lot of similar ones in particular. You are kinda overdoing the "bricks look out of the wall"-cliche. While it can look very good with a single stone here and there, this looks more like a Jenga-Game instead of some serious and heavy stonework. Almost as if some crazy human being came with a hammer and tried to beat some stones out of it --> Jenga-Syndrome.
I'm all for adding more depth to otherwise boring stone walls, I think you (and others doing these kinda scenes) need to tone it down a notch, to make it a bit more realistic. Yeh, I really think if you rescale the random "in- and out looking" pattern, this scene will benefit greatly from it.
Replies
Snader:
I used Modo's Pen tool to create strips of polygons and then I tweaked them from there.
Any chance of a wireframe shot? I'm interested in seeing how you did the trenchcoat. Is it paper thin and two-sided?
Continuing on my broken down medieval scene.
looks nice now I found it:)
updating another old model
thanks a ton, dudes!
Ferg, those chick armors are awesome
FelipeFrango, yeah man I didn't do anything fancy. It's just a double sided paperthin jacket.
Paintover of current project, blue ribbon.
It's currently at 10,758 tris, so I'm definitely going to start optimizing soonish. The head alone is eating up almost 6000 tris, and that's just absurd.
good to hear you are going to optimize soon, since that head is pretty "highpoly" are you planning to keep the hair in boxes in the final lowpoly aswell?
you mean strips or sculpted hair? because at least i do them differently: here is how i did the strips for storm, pretty straight forward, just a quick n dirty walk through but i guess you get the point.
for sculpted hair you could use shell to give em some thickness, or use zspheresm our just drag them out of the head in zBrush with snakehook and then sculpt over them, there are plenty of possibilities on how to do em.
@swiz: loving him!
really love how clean he is
@enodmi: very nice start, i like the outfit. dunno if i'm a fan of the plugged on blue scarf, looks a bit uncomfortable
@funky bunnies: haha great one
started with the retopo yesterday, stuff may change once its baked, also i'm thinking about using a few tilable zippers as opposed to baking them straight in, guess the textureres will not work with the dtail and it will end up in a big blurry soup :X
Got some more work done on her. Fixed a lot of proportions and started blocking out the armor:
[ame]http://www.youtube.com/watch?v=bSL4cmFW_GU[/ame]
also
Nice tut.
a similar effect can be achieved in c4d with the hair plugin, and some deft combing
I Don't crave his fingers.. they look like Edward p.... hands to me :S
evening doodlin...
damn you freud!!1
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Current work :
Aweinspiringly Awesome!
I'm starting to practice seriously on head sculpting with reference. Right now I'm looking at it thinking, it doesn't look very good at all.
Am I on the right track? Any particular areas that are in desperate need of attention?
anyone want to do a quick paint over to help me out?
buy that game!! lol
still in wip (need some specular fixes and crazybump pass for scratches and stuff)
You make me want to go back and redo old pieces. BTW, good to see you update your site!
swizz: looking forward to the final version, make the eyes next! they really push it down currently
yesterday night i sculpted the pantdetails, pockets and beltholderthingies (whats the word for that? i don't even know it in german ) changed some detail things, aaaand moved on with the retopo/uv.
right now she is around 10k, i can easily remove some polies once baked, so i guess i'll have around 3-4k left for hair, hood and detailstuff such as the zippers and belts and well silhouette tweaks once the normals are there.
Belt loops?
a quick dewdle ting.
first ever real crack at hand painting anything, was trying to go for a plywood type effect (something like this http://www.google.com.au/imgres?imgurl=http://www.istockphoto.com/file_thumbview_approve/3868503/2/istockphoto_3868503-wood-texture.jpg&imgrefurl=http://www.istockphoto.com/stock-photo-3868503-wood-texture.php&usg=__WJgDlXgto_zNnEKkJibwi7QyWlw=&h=304&w=380&sz=56&hl=en&start=93&sig2=m_-oKAFz20gtT55QNKLQSg&zoom=1&tbnid=WttAIc9ztxhjkM:&tbnh=144&tbnw=179&ei=vuylTPmfKoXCcdaRsKcH&prev=/images%3Fq%3Dwood%2Btexture%26um%3D1%26hl%3Den%26safe%3Doff%26biw%3D1242%26bih%3D791%26tbs%3Disch:10,2500&um=1&itbs=1&iact=hc&vpx=539&vpy=315&dur=436&hovh=201&hovw=251&tx=87&ty=71&oei=neylTMqNE8PtcJjggagH&esq=5&page=5&ndsp=24&ved=1t:429,r:2,s:93&biw=1242&bih=791)
any advice would be great
*EDIT*
heres a wip shot of it added to the snowboard
I'm making a mace, first model ever polynumber is not important
Ref:
/asskiss
What really bugs me about this scene and a lot of similar ones in particular. You are kinda overdoing the "bricks look out of the wall"-cliche. While it can look very good with a single stone here and there, this looks more like a Jenga-Game instead of some serious and heavy stonework. Almost as if some crazy human being came with a hammer and tried to beat some stones out of it --> Jenga-Syndrome.
I'm all for adding more depth to otherwise boring stone walls, I think you (and others doing these kinda scenes) need to tone it down a notch, to make it a bit more realistic. Yeh, I really think if you rescale the random "in- and out looking" pattern, this scene will benefit greatly from it.
some possible refs:
http://fineartamerica.com/images-medium/stone-wall-ian-macdonald.jpg
http://www.wrightconservation.co.uk/images/dry%20stone%20wall%202.gif