Heres a character that I am creating for UT3 as part of a uni module
HEres a character that I am working on for my Final Year Project. Ive got to the stage of detailing him in xbrush but the main focus is creating a muscle system for him and getting him into a game engine like unreal...im not sure how to get the muscles from max to unreal though. If anyone has any suggestions that would be great
Just as an FYI, as someone who has actually handled multiple types of firearms, that trigger would be incredibly clunky and difficult to work with. It's about 2 - 3 times too wide.
Some low poly mushrooms, and a little lump of terrain. I started playing Torchlight and felt like doing something kinda cartoony and hand painted.
lool you have really interesting style, is that seamless hand painted texture? noooice
@ Ericwell,
interesting, i rarely explore vector , i think it could be powerfull asset for texture ...
this is my current wip, still some stuff need to be polished ... i cant imagine working in manual painting .. i did lots of color correction and stuffs here ...
feel free to flame and crit
So, mops little goblin project reminded me that I haven't done any handpainted diffuse only stuff in years and years, so I dragged up and old soldier model and optimized it and re-did the UVs and started having some fun. Still a ways to go obviously, but I'd be happy to hear any crits.
phew, lots of problems with this guy. Somehow somewhere his pivot offset got screwed up, resulting in not being able to sculpt with symmetry.
Tried lots of ways to get his guy working again, which eventually worked out for the most part.
Only his hand and foot (hidden atm) are still screwed. Since that'll be mirrored anyway I can live with that.
Anyway, spend ton of time on techy salvage stuff, now finally back to sculpting.
xvamp: you might realing the right leg (his right leg). it seems like he's sitting on something right now because his leg is to far forward. apart from that (minor) thing I really like it!
aesir: Looks awesome, could i see it from a different angle?
the texture is looking good so far, my only crit would be to maybe have the side pockets wrap around to the front a bit, that area looks kind of empty. Also, i'd dirty up the bandage over the eye a bit.
Thanks guys! I figured no environment art portfolio is complete without some cartoony mushrooms :P I"ll probably make one or two more just for shits and giggles, the shape is so simple but wildly variable in terms of proportion and texture/material there's really a lot of fun possibilities.
Makoa, thats a nice study man, but I would have to say don't be afraid to get a little more saturated with the mid tones on the body.
makoa: gorgeous palette.
danPV: love that helmet concept.
WIP of my girlfriend for her birthday next week. Still trying to sort out if I want to stylise the torso proportions. (don't mind the hair or the sloppy masking, still just blocking out the torso... also wondering if I should do full-figure, or bust)
If you're making this for your girlfriend, I'd suggest smoothing out the harsh line of the 'muzzle' (the one extending from the nose to the corners of the mouth). You also might want to play down the dark shades under the eyes. Yes, they're probably showing up in the picture you're working from (I assume you're working from a pic?) but if this is a present for her, go ahead, take some artistic license in making her look extra pretty :P
The boobs also look like they end a little too high up to be anatomically correct.
cthogua - thanks man, yeah the photo was fairly desaturated, so i was trying to follow that. looking at it now though, i can definitely see it being more saturated...
Replies
HEres a character that I am working on for my Final Year Project. Ive got to the stage of detailing him in xbrush but the main focus is creating a muscle system for him and getting him into a game engine like unreal...im not sure how to get the muscles from max to unreal though. If anyone has any suggestions that would be great
Just as an FYI, as someone who has actually handled multiple types of firearms, that trigger would be incredibly clunky and difficult to work with. It's about 2 - 3 times too wide.
Here's a doodle from last night, working on compiling drop-in vector widgets for future textures
A bit excessive on the blobbery
Small but important point: because of the gaps between the outine it now looks like www.realmof.empires.com.
You want to fill out the space between the f and the E. And probably the one between m and o too.
lool you have really interesting style, is that seamless hand painted texture? noooice
@ Ericwell,
interesting, i rarely explore vector , i think it could be powerfull asset for texture ...
this is my current wip, still some stuff need to be polished ... i cant imagine working in manual painting .. i did lots of color correction and stuffs here ...
feel free to flame and crit
learnin learnin
More please!
So, mops little goblin project reminded me that I haven't done any handpainted diffuse only stuff in years and years, so I dragged up and old soldier model and optimized it and re-did the UVs and started having some fun. Still a ways to go obviously, but I'd be happy to hear any crits.
2k triangles and a 512
fusebox for a mod project. normals+AO
phew, lots of problems with this guy. Somehow somewhere his pivot offset got screwed up, resulting in not being able to sculpt with symmetry.
Tried lots of ways to get his guy working again, which eventually worked out for the most part.
Only his hand and foot (hidden atm) are still screwed. Since that'll be mirrored anyway I can live with that.
Anyway, spend ton of time on techy salvage stuff, now finally back to sculpting.
Dig that fusebox linkov .. !
Also, the way his lower and upper arm are rotated is a bit funky, on the left, his bicep is straight and does not flow towards the twisted lowerarm.
Nice piece man
Here's some progress:
Heres a HP model im currently working on.
Still got some material definitions and so on to fix, but its getting there.
wow, really clean modeling. can wait to see the next part !
AutopsySoldier: Very good meshflow, keep it up man !
danpV : nice design, i like it !
handsandwich - that's a pretty awesome gun, i'm lovin the proportions!
xvampire - that's pretty nice!
cthogua - epic ass mushrooms! i love em
been doing studies to step my game up....
the texture is looking good so far, my only crit would be to maybe have the side pockets wrap around to the front a bit, that area looks kind of empty. Also, i'd dirty up the bandage over the eye a bit.
Makoa, thats a nice study man, but I would have to say don't be afraid to get a little more saturated with the mid tones on the body.
linkov sweet render and detailling going on there
danPV: love that helmet concept.
WIP of my girlfriend for her birthday next week. Still trying to sort out if I want to stylise the torso proportions. (don't mind the hair or the sloppy masking, still just blocking out the torso... also wondering if I should do full-figure, or bust)
http://dl.dropbox.com/u/778345/shyanne-wip2.jpg
updated to address some of Mezz's points (thanks!)
The boobs also look like they end a little too high up to be anatomically correct.
Nice start, though!
iansmith - i forget exactly where i got the ref from, but probably from this awesome blog:
http://www.them-thangs.com/
cthogua - thanks man, yeah the photo was fairly desaturated, so i was trying to follow that. looking at it now though, i can definitely see it being more saturated...
//Herman
went a bit further into detail
Neox : That looks great
chugging along
Head study, done in max.
Just finished it.
smoking lady approves -
very nice study!
need to finish this one. update on marine from system shock 2; will do one for the other classes as well.
Gauss: Can you say, "Metal Gear....IT CAN'T BE!" Looks Great!
Awesome! It's the goddamn BATMAN!