cheers Ironbear, will replace the smoothing groups soon, nice doom guy BTW. not sure if the upper torso makes him look a little squat though.
Snowfly , nice as usual . few crits though. The girls leg looks a little thick, almost manly and the guys bicep has weird issues as thought the bicep is pointing too much away from his body.
Perhaps his eyes could be set further back in the skull or is that just the look you were going for.
puppies really cute
Hey Arsh yeah youre totally right, thats exactly how shes supposed to end up! Problem is that the green leg is a cover up of a skinnier version, whereas the other (pink) one has not been covered in wax yet. Indeed, the hip on the right of the picture is supposed to be up ; torso tension is supposed to be on the right, compression on the left. So yeah exactly what you pointed out haha.
(you can see it on that earlier wip : http://img.photobucket.com/albums/v242/pior_ubb/pior_sulpt_anatomystudy_001.jpg but thanks for reminding me anyways!)
Steven. It kind of seems like he has a face on his face (The mouth-nose area). I think that area could have been simplified a bit. Like a big huge mouth or something.
I'm also not a fan of the half circle thing on his forehead but I do like the rest of him. I think the shape of his head, ears, cheekbones and eyes work very well together. I can totally picture a bat-muscular-ogre-body kind of thing for the rest of his body.
Been slowly... slowly working on recreating figaro castle from ff6. Got most of the blockout done with other textures, just finished the main doors used throughout the area. Not an exact replication of the original, but I'm giving myself some creative freedom. I may go back and redo the main metal background part, but for now I just did a po on my zb sculpt to see how I may texture it.
Steven. It kind of seems like he has a face on his face (The mouth-nose area). I think that area could have been simplified a bit. Like a big huge mouth or something.
I'm also not a fan of the half circle thing on his forehead but I do like the rest of him. I think the shape of his head, ears, cheekbones and eyes work very well together. I can totally picture a bat-muscular-ogre-body kind of thing for the rest of his body.
Yeah, that whole face-thing is supposed to be some kind of extra-sensory organ... or something like that. The nose, and the fore-head semi-circle, and the fleshy inlets on top of his head are all one system. But if i do do a full bodied critter based on this, I will probably take your advice and alter a few things... it seems to be hitting people weirdly.
Deadline cut this into half. Task was environment from racing game map shown top-down or ISO-style. Had to send this in as it is. Was good lesson. If I had the 10 years experience the others have. :poly111: [sigh]
AutopsySoldier, something is totally wrong with your smoothing, look ad the hard edges there are artifacts and black edges...which shouldnt be there...
Hey HAL, I think I see what you mean on the grip part. I'm having a hard time seeing it anywhere else. I'll look at the model again, I had a hard time baking the normals for this gun.
I used 3ds max to bake, I've never used it before and thought I should learn now to bake normals a different way rather than just XNormal....here is the same gun with the same materials, just inside the Mesh Editor in UDK without any lighting....does it look better in here?
I think I might be doing something wrong with the lighting...I'm really new to UDK so I'm not really sure what I'm doing, this is actually the first piece I try to light and show in my portfolio, all my other pieces have just been screen grabs from the Mesh Editor.
An hour off ref from the photothread in general. I think it was either jordans or eraserheads photo.
Im trying to get less rough and more presise with my work. Ill start working up to more complex stuff in less time. Also i didnt use any straight line tools, all freehand painting.
I'm kinda new to hard surface modeling (and max as well) and this is my second try. Based on a concept by fellow polycounter Nick Carver. Hope to turn it into game rez soon. And yep I rendered it with turbosmooth off (it would take a decade to render with smooth on).
@AutopsySoldier: That's the wires of the the control/base mesh. Some parts were modeled by starting with more geometry. It kinda looks like it is smoothed cause I put them into one smoothing groups and then rendered it.
Yeah i was actually the one that made alchemy's use popular here on polycount at the start of the last dom war, buit i dont really like it that much any more as it tends to produce results similar for most people, its good for making base silhouetes and random shapes but thats about it. Where as the thing i linked to is an experiment into procedural drawing, where when 2 lines are drawn together shading is made up in between it. Imo, it is seriously rude to call that thing an alchemy like...
Some sort of a stylized anatomy study ... 1/6th=30cm, started in sculpey trying different mixes (left) but the buildup is just waaaay slow with that thing. So I switched to castilene (right) = some sort of wax. It's a hundred times faster to work with but gives less of a fleshy feel to things. So I might end up layering some sculpey back on top of everything to get that one final realistic touch ...
Also need to beef up the leg on the right, I want more of a spaceboot feel.
And the head is temp, bit too small really... oh and yeah I cheated - this part is a cheap low quality 3D print, good enough as a placeholder :P
Fun stuff
Im really looking foward to seeing this worked on further. excellent stylized anatomy! very inspirational. thanks for posting!
Hey man, I looked up Lintels and do you just mean like a piece of trimming above the garage doors?
Argh. Sorry for the late reply.
Yep! They're usually just big beams of concrete or metal, which support the weight of the bricks above, and stop them falling into the hole that the door or window sits in. A door/window frame won't typically hold the weight, y'see.
*EDIT* Photo. Notice this one's splayed. Normally, they'd be as wide at the bottom as they are at the top (so it's wider than the door's width.)
Replies
Changed the background and color balance of the flying galleons painting-
And a new one of my studio's mascot-
Snowfly , nice as usual . few crits though. The girls leg looks a little thick, almost manly and the guys bicep has weird issues as thought the bicep is pointing too much away from his body.
Perhaps his eyes could be set further back in the skull or is that just the look you were going for.
puppies really cute
Have been messing around with a quick critter I did in ZB... just trying some compositing in PS.
(you can see it on that earlier wip : http://img.photobucket.com/albums/v242/pior_ubb/pior_sulpt_anatomystudy_001.jpg but thanks for reminding me anyways!)
Calix :
http://www.dickblick.com/ for the common stuff
http://www.sculpt.com/ for the more advanced clays/waxes
http://www.smooth-on.com/ for the casting materials
Yay!
I'm also not a fan of the half circle thing on his forehead but I do like the rest of him. I think the shape of his head, ears, cheekbones and eyes work very well together. I can totally picture a bat-muscular-ogre-body kind of thing for the rest of his body.
lol, ya caught that..not sure why I even merged those in the first place.
Yeah, that whole face-thing is supposed to be some kind of extra-sensory organ... or something like that. The nose, and the fore-head semi-circle, and the fleshy inlets on top of his head are all one system. But if i do do a full bodied critter based on this, I will probably take your advice and alter a few things... it seems to be hitting people weirdly.
Thanks for the input!
Hey man, I looked up Lintels and do you just mean like a piece of trimming above the garage doors?
i usually dont do a lot of vehicles or environments so this was pretty unusual
It's the AMR 5 from District 9, at least I hope it will be when I'm done.
Going to bake things onto a lowpoly later on and then combine it with a script in UDK.
If I can get this right It'll be the first properly finished thing I make outside of school :X So crits wanted
Wire:
Basic:
I haven't subD'd everything yet, kind of stuck with how I should proceed with the larger white middle part.
An hour off ref from the photothread in general. I think it was either jordans or eraserheads photo.
Im trying to get less rough and more presise with my work. Ill start working up to more complex stuff in less time. Also i didnt use any straight line tools, all freehand painting.
EDIT: lol compression...
And the wires for those wirefreaks.
Wait, so are the wires the smoothed model or not? I'm confused, it looks unsmoothed...but way to high.
It's an Alchemy-like : http://al.chemy.org/ (I guess or I hope everyone already know that)
:poly142:Thats a nice tool, here my first result:
been doing this the whole week i am slow...
starting details on the tail tonight
I'll resize his gigantic stompers once i get the folds right.
Yeah i was actually the one that made alchemy's use popular here on polycount at the start of the last dom war, buit i dont really like it that much any more as it tends to produce results similar for most people, its good for making base silhouetes and random shapes but thats about it. Where as the thing i linked to is an experiment into procedural drawing, where when 2 lines are drawn together shading is made up in between it. Imo, it is seriously rude to call that thing an alchemy like...
Im really looking foward to seeing this worked on further. excellent stylized anatomy! very inspirational. thanks for posting!
Yep! They're usually just big beams of concrete or metal, which support the weight of the bricks above, and stop them falling into the hole that the door or window sits in. A door/window frame won't typically hold the weight, y'see.
*EDIT* Photo. Notice this one's splayed. Normally, they'd be as wide at the bottom as they are at the top (so it's wider than the door's width.)
Yes, i did post scribbling.