Been painting all day. Finished my swords here, a bow pack and now I'm starting on some nature scenes. I need to get a tablet.... Christmas present maybe.
n88tr, buddy, bit foolish to steal from a fellow PC'er now innit?
Now it makes me wonder where the other swords are from :poly122: :poly122:
It is one thing to come out and say you are going to copy inspirations, it is another to completely copy the silhouette, line by line, and, well, this is self explanatory....
wth, just gonna post this here. I'm starting to get into the whole mobile stuff thing. Sometimes it works, sometimes not
All I know is that it's a lot of fun and I'm planning to do a bit bigger scene next, to see how this works out
so much good shit in here. have to take an hour to read through all the pages i've missed!
i reeeeally reeeally love the art style of this. it looks comic book style yet also very orginal at the same time
also about the N88tr incident,
indeed he fucked up by copying a concept without saying so but don't scare him off with too much hatemail.
he knows he fucked up now and has hopefully learnt.
wth, just gonna post this here. I'm starting to get into the whole mobile stuff thing. Sometimes it works, sometimes not
All I know is that it's a lot of fun and I'm planning to do a bit bigger scene next, to see how this works out
WIP composited shot of a scene a friend and I are working on for school:
This is coming together nice! Love the mood, reminds me of a scene I did but you guys are accomplishing it much better than me
The only things that seems to stick out to me is the well and the stone structure to the far right; seems a little too perfect in comparison to how dilapidated the rest of the ruins are in my opinion.
Keep the steam rollin!
So lots of good work posted since I last logged in, good job to all of you. I've been slacking a little on my project, but here is an update on my scene (from work PC, don't have PS installed to crop my image, sorry!).
Still early in this project. Feel free to C&C.
I had to laugh at that gif Zack, caught 'im red handed! I like how the perspective distortion on the cylindrical handle in your screengrab became design features in the "inspired" piece
Sorry to derail discussions about the current projects, but I did have a quick question regarding concept. I'm starting a new project of a stylized Roy Batty (a project I'm sure that has destroyed far better modelers than I) and I've managed to stitch together most of the details for the jacket from stills of the movie, but I think some things might be a bit off. Any information would be helpful.
hopefully this isnt to crummy to be here. i could use some concept help if anyone would be interested. having trouble figuring out what kinda armor to put on him, but having a good time modeling.
Any one have any tips on painting this character im working on having real trouble with the skin... everything else im k with but the skin is annoying me grrr
GoK, I think some of it might be due to the fact that your skin tone is all monochromatic. There are subtle reds and blues present throughout the skin, check this link out, see if it's along the lines of what you're looking for: Painting Realistic Skin Tones with Photoshop and Painter
Hey thanks dude, Im nt o bad on my texture painting I was thinking more of suggestions for handling the toony look to the skin... But cheers for the link!
Here's a few hours progress on a gun model I'm working in my spare time. This is my first gun so I thought I'd pick a relatively easy model to do. Let me know if there are any glaring issues. Also, guess who's gun!
I'm playing around with UDK learning some small bits of Kismet, lighting, etc.. to use on my environment. Got some elevator action, and switches to turn on/off lights and particle effects. I also used this to get more used to the scale in UDK.
It's some sort of debug or development environment, the final enviro won't look like this (except for those green metal things, they are some of the props I'm using for my real enviro)
@ Turbosmooth Operator: Thanks for the crits, I'm gonna try to incorporate the more delicate details you mentioned in the next piece I shall start. Because really these things you mentioned make the stuff pop or not - and I'm always having trouble with things not popping :P
Still trying to figure out what to choose next
Maze: cool start. For me at least, the only HL element you got going is the single eye, but that shouldn't be counted as a bad thing... you have that wall behind it? is he built into the wall or what? could be something cool. You have some really cool details going on, but don't forget about your primary/secondary shapes!!! all those spiffy details should come last. :thumbup:
I think its floaters. I'm more interested in the welding - it looks sculpted, but its in max??
I assume that roBOT's workflow was as follows: model and subdiv all hardsurface parts in max; bring that stuff into zbrush, apply unified skin and reproject the details; sculpt; decimate; and pop the final mesh back into max.
I might be wrong here of course; if that's the case I would love to hear about the workflow too roBOT
Replies
n88tr, buddy, bit foolish to steal from a fellow PC'er now innit?
It is one thing to come out and say you are going to copy inspirations, it is another to completely copy the silhouette, line by line, and, well, this is self explanatory....
suspect.
Slowly working on this old wip
UDK
All I know is that it's a lot of fun and I'm planning to do a bit bigger scene next, to see how this works out
http://www.acumen-design.de/projects/show/western_building_low2.jpg
hahaha
i reeeeally reeeally love the art style of this. it looks comic book style yet also very orginal at the same time
also about the N88tr incident,
indeed he fucked up by copying a concept without saying so but don't scare him off with too much hatemail.
he knows he fucked up now and has hopefully learnt.
This is coming together nice! Love the mood, reminds me of a scene I did but you guys are accomplishing it much better than me
The only things that seems to stick out to me is the well and the stone structure to the far right; seems a little too perfect in comparison to how dilapidated the rest of the ruins are in my opinion.
Keep the steam rollin!
Still early in this project. Feel free to C&C.
Common wtf... n88tr, Alex Grenlie, what are you doing?
Here's a few hours progress on a gun model I'm working in my spare time. This is my first gun so I thought I'd pick a relatively easy model to do. Let me know if there are any glaring issues. Also, guess who's gun!
This.
I mean, even the scratches are the same.
---
Turned my boring anatomy study into my favorite manga character...
Looking good so far dude, I think your nose might be a bit too long tho.
I wanted to do a mix between a gorilla and a robot. Still a wip though!
I'm playing around with UDK learning some small bits of Kismet, lighting, etc.. to use on my environment. Got some elevator action, and switches to turn on/off lights and particle effects. I also used this to get more used to the scale in UDK.
It's some sort of debug or development environment, the final enviro won't look like this (except for those green metal things, they are some of the props I'm using for my real enviro)
Still trying to figure out what to choose next
errrr, i am not quite sure about that james..
Maze: cool start. For me at least, the only HL element you got going is the single eye, but that shouldn't be counted as a bad thing... you have that wall behind it? is he built into the wall or what? could be something cool. You have some really cool details going on, but don't forget about your primary/secondary shapes!!! all those spiffy details should come last. :thumbup:
N88tr: yeah, gonna need to know what the hell you were thinking with that one...
Looking pretty awesome - you know your putting a bit of pressure on yourself picking this character right?
Oh laud, shit just got real!
Dude...its The Heavy...
n88tr :poly141: an apology to Zack / explanation might be in order :shifty:
If nothing else in a simple pm to the man.
I assume that roBOT's workflow was as follows: model and subdiv all hardsurface parts in max; bring that stuff into zbrush, apply unified skin and reproject the details; sculpt; decimate; and pop the final mesh back into max.
I might be wrong here of course; if that's the case I would love to hear about the workflow too roBOT