Haven’t really been working on this the last few days, doing some drawing stuff with pencil/micron pens/paper. I’m pretty much making it a poster(I don’t think it’d look good on a shirt, but I could mock it up I guess).
I am having some issues deciding what to do to it to make it less bland. The scroll is an idea I like, but it feels empty without text and I really have nothing to put in it .. I’m going to dirty the edges up on green background, but still feel the background needs love.
Hey - Medestruit you know i'm a fan but are you doing this in vector or photoshop - what resolution you using for it?
It's all Photoshop. The octopus itself is in a file that's 5000x5000(16 2/3"x16 2/3") at 300 DPI. The canvas it's on at the moment in that screenshot is 17x11 so I actually have a good bit of resolution. I'm good up to ~24"x24" with this setup.
Going to start a new udk scene soon. I'm a terrible concept guy, so just roughing out some things.
Its all planning stages so if you have any ideas, feedback, or whatever, throw it at me.
Medestruit: I really like it, but I don't know about the scroll, throws it off for me for some reason. Have you considered putting some more distance between the values to make it pop... if making it pop is what you want to do?
Here's a bad lighting job. Trying to bring this guy to a finished state, and rigging/skinning are my new vices that I have to overcome... oh and lighting as always a constant weakness.
Medestruit looking awesome as always, hope the next one you do continues with the sea theme, but has a deep sea diving suite / dry suite.
Or perhaps work that into this one, e.g. deep sea diver with hand above the octopus's head as if to grab it? Could transform the illustration to more of a portrait orientation as well, depending on the perspective you give the diver.
got my pc hooked up at our new place, back to modeling. got a base to bring into zb.
hey man nice model! from a historical standpoint tho, center grip shields rarely had arm straps. also you might want your shield boss to be separate geo going into Zbrush.
@woogity - ya, I noticed that after i started to model. I took ref from two totally different shields. I thought having both might be nice since they look sorta bare without each other. Primarily just a model to get me back into doing work at home.
Here's some sculpted bricks for my piece for Eat3D's Old and Damaged contest. Ignore the strange arrangement of them, as they're positioned like that for baking purposes.
A sort of Koala race i'll be modelling in the future, started with a base concept that i can draw some variations onto. Will be creating an environment later to fill a bunch of these little guys in.
really dig the model and color scheme for the outfit, but the skin just isn't quite doing it for me. Not sure if you are still WIP on the polypaint, but you may want to try a technique like the technique shown here
start with some highly saturated colors and paint differnt parts of the skin, like recesses or areas where a alot of blood is present and then go over it with White "noodles" or some kinda of alpha with a color that will desaturate and blend the two color regions. Repeat this step several times and your skin will be alot more convincing and convey alot more visual interest as well.
*****************************
And now for my WIP
doing a UDK environment based off of Raphael's School of Athens painting for a class project that will be ongoing for the rest of the semester.
this is primarily just a whitebox mock up of the space I intend to create. also please excuse my first iteration God rays.
the meshes here are all placeholder.
There's bloom lighting present as well, but it doesn't render with the tiledshot command apparently. The last render was intended to focus on it, instead you get to see my very few and scattered god ray meshes and the ridiculous angles at which they enter the room.
I like the stubble, Swizzle. Do you think that maybe the higher bridge part of the nose would be less pink, more like the colour of his cheekbone area? Maybe it's just from looking at it explicitly but the pinkishness of the bridge seems sort of distracting.
A sort of Koala race i'll be modelling in the future, started with a base concept that i can draw some variations onto. Will be creating an environment later to fill a bunch of these little guys in.
Epic. Chuck them in some treetop forts. I'm looking forward to seeing more.
Realtime screenshots from Marmoset Toolbag. Diffuse and normal maps. No specular map yet. All colours are just flat block-ins so far, still have noooo idea where to go with her colour-wise (this is why I'm not a concept artist)...
As you can see it started out as more of an Adam Hughes version, and then it evolved a bit from there. I think I might have to give her a motorcycle..
EDIT: So far 9,500 triangles, and change. I'll model in folds to help the normal map with the silhouette once I come up with the colour scheme in case I need to do some more changes..
Just me winding down with a blendshape and DoF shot in Toolbag.
Replies
legs and head need some tlc, then some more characteristic detail (moles, damage etc.)!
Haven’t really been working on this the last few days, doing some drawing stuff with pencil/micron pens/paper. I’m pretty much making it a poster(I don’t think it’d look good on a shirt, but I could mock it up I guess).
I am having some issues deciding what to do to it to make it less bland. The scroll is an idea I like, but it feels empty without text and I really have nothing to put in it .. I’m going to dirty the edges up on green background, but still feel the background needs love.
It's all Photoshop. The octopus itself is in a file that's 5000x5000(16 2/3"x16 2/3") at 300 DPI. The canvas it's on at the moment in that screenshot is 17x11 so I actually have a good bit of resolution. I'm good up to ~24"x24" with this setup.
Going to start a new udk scene soon. I'm a terrible concept guy, so just roughing out some things.
Its all planning stages so if you have any ideas, feedback, or whatever, throw it at me.
Here's a bad lighting job. Trying to bring this guy to a finished state, and rigging/skinning are my new vices that I have to overcome... oh and lighting as always a constant weakness.
small update on this guy, still need a lot love.
Or perhaps work that into this one, e.g. deep sea diver with hand above the octopus's head as if to grab it? Could transform the illustration to more of a portrait orientation as well, depending on the perspective you give the diver.
Just a possible direction to make it less bland.
Rush to finish my comicon today and see the extended deadline :poly116:
here is my beauty shot, find the other on my Game Artisan WIP thread
hey man nice model! from a historical standpoint tho, center grip shields rarely had arm straps. also you might want your shield boss to be separate geo going into Zbrush.
direction polypaint
anyways, heres what I've got from zb so far.
Any critiques are certainly welcome.
started a horse
how delightfully absurd!
really dig the model and color scheme for the outfit, but the skin just isn't quite doing it for me. Not sure if you are still WIP on the polypaint, but you may want to try a technique like the technique shown here
[ame]http://www.youtube.com/watch?v=k66iKwJ_iu4[/ame]
start with some highly saturated colors and paint differnt parts of the skin, like recesses or areas where a alot of blood is present and then go over it with White "noodles" or some kinda of alpha with a color that will desaturate and blend the two color regions. Repeat this step several times and your skin will be alot more convincing and convey alot more visual interest as well.
*****************************
And now for my WIP
doing a UDK environment based off of Raphael's School of Athens painting for a class project that will be ongoing for the rest of the semester.
this is primarily just a whitebox mock up of the space I intend to create. also please excuse my first iteration God rays.
the meshes here are all placeholder.
There's bloom lighting present as well, but it doesn't render with the tiledshot command apparently. The last render was intended to focus on it, instead you get to see my very few and scattered god ray meshes and the ridiculous angles at which they enter the room.
The blocky triangle poking on the back needs to go though. Totally kills the shape.
blitz> nice dude. It'd be nice to see it with some actual lighting though. Overall, kinda hidden in darkness.
jackwhat> dude, no square brush yet? get on that, heh. Custom brushes save the day...
some stuff I'm trying to get to modeling. Life has keep putting dampers in the way though. Sigh, wish I could press pause sometimes.
and cool style as usual Swizzle.
My first personnal work ticket on polycount
Here's my cryo room for a scene in udk , still a wip.
Epic. Chuck them in some treetop forts. I'm looking forward to seeing more.
and one fullbody with different lighting and some added texture work:
But its alot of fun so now im thinking about going back and making a more optimized/better looking lowpoly and doing the full character.
edit: updated the image. and added second shot.
I'm honestly sick of looking at it haha -.-
so small :[
looks so cool, but so small...
-
Swizzle
nrek
JFletcher
JordanW
Mind
DKK
Makkon
Bishop
:
It's 17"x11" or larger if I want to. It's just a screenshot of the actual piece. I'm planning on doing a limited run of prints.
Trying to get into this whole sci-fi thing.
As you can see it started out as more of an Adam Hughes version, and then it evolved a bit from there. I think I might have to give her a motorcycle..
EDIT: So far 9,500 triangles, and change. I'll model in folds to help the normal map with the silhouette once I come up with the colour scheme in case I need to do some more changes..
Just me winding down with a blendshape and DoF shot in Toolbag.