Frogfish -= perhaps the legs are too short or perhaps the purple top coming too far down is making it look that way. the hands pose looks a bit odd also
Frogfish -= perhaps the legs are too short or perhaps the purple top coming too far down is making it look that way. the hands pose looks a bit odd also
You're right. I edited the mesh and it actually looks a bit better.
Dado Almeida - Hey man, I just wanted to say (I don't know if people are commenting or not) but your drawings have been improving so much man, really enjoying seeing you progress, its very very noticeable and I just wanted to say awesome job man.
worked some more on my fn fal G1, it's going slowly as it's got a nice amount of details, it's a great practice tho after some months of not modelling!
again, c&c appreciated.
some wips for a fps-game project. the head is supposed to be Lil-Ze from "The City of God". pants have no texture yet.
the Character is going to land on approx 7k tris.
Im working on my online folio too check it out!
i welcome crits
might have to start a thread for this one so i can actually finish.
an old base mesh i had lying around that i tried many times but failed. this time more simple design.
boots are placeholders cuz im too lazy to model new ones right now.
duck - i really dig your portfolio man...only critique on the posted guy is the position of the strap holding the googles ..its a little bit off...but he is cool anyway...great work...
mladen ...jesi dobro?...coool stylin character...love the proportions...
I'm working on a cartoony basehead that I'm gonna play with to find some cool proportions for a cartoony look. (I've stolen the ears from some SDK as a placeholder). I'm having fun, organic modeling is so different!
edit
ignore me
don't want the gaming blogs to put 2 and 2 together and make 5.
It was a batman related side-project im working on, independantly, but it's probably best I wait lest people get the wrong end of a metaphorical STICK.
that alleyway painting is nice but the tiles on the floor have no shape would be good to see some subtle highlights and shadows just to break up the flat smooth look the floor has
I'm working on a cartoony basehead that I'm gonna play with to find some cool proportions for a cartoony look. (I've stolen the ears from some SDK as a placeholder). I'm having fun, organic modeling is so different!
Im working on that, just havent had a chance to do that yet, as it takes a lot of freaking work to paint that many tiles in by hand .... Just finished painting the darks back into the gaps from when i went over the top with the light bounces.
You'll find it unnecessary to paint that many tiles, but just to just hint at the more distant ones and give more detail to the ones that are closer, something akin to dof, in this case depth of detail....nice subtle palette though.
Here premium, the wires.
Also if somebody sees a problem with some edgeloops please let me know, I'm don't have much experience with this! And thank you for the nice comments
@Muzz, great paintings, I like it. @Raven, that's sweet man, as usual.
Too much good stuff in this thread.
Hey Snipergen, lookin' stylish!
These guys seem to be entirely lacking cheekbones...And you're spending tons of tris on those ears when I get the feeling you could get away with way fewer there.
Something to keep in mind (that I got burned by just recently) is your eyelids should, ideally, have the same number of facets as the eyeballs beneath them, otherwise things can animate/clip poorly. Show us some shots from more angles or give us a .gif turnaround. Maybe set your mesh to 1 material pls, faceted shading for ease of critique?
Well have at it then...your stairs are reversed though...the 'widest' steps for this perspective would appear at the bottom...the closer to the horizon line, then the steps get thinner...beyond that, it's coming along nicely.
Replies
i want this for my desktop.:)
You're right. I edited the mesh and it actually looks a bit better.
Gotta polish a couple spots before i move on to the low poly, almost there!
Thrillkill: I like the texture, but the pose just feels a little stiff..
Here's a wip from me.. Need some finishing touches on a couple of places and some minor changes..
Feedback/comments much appreciated!
again, c&c appreciated.
Also. I need a russian. Any russians around?
the Character is going to land on approx 7k tris.
Im working on my online folio too check it out!
i welcome crits
mm?
kick ass character! where do you have more low poly stuff posted?
an old base mesh i had lying around that i tried many times but failed. this time more simple design.
boots are placeholders cuz im too lazy to model new ones right now.
(this looks cool too, btw..)
huge goggles, and a loud jacket? Brilliant. ahah.
mladen ...jesi dobro?...coool stylin character...love the proportions...
It looks great, hope you finish him!
@Snipergen: Neat, Looks like he might be a cool switch out for a TF2 character
Nice - that's what I like. Rendering at UDK ?! Hot stuff. :poly142:
Any toon (cell) shader or just Your texture skills ?
ignore me
don't want the gaming blogs to put 2 and 2 together and make 5.
It was a batman related side-project im working on, independantly, but it's probably best I wait lest people get the wrong end of a metaphorical STICK.
texturewip , waiting for my new laptop to arrive on monday so i can work without my system freezing up
Still pretty basic
really cool stuff dado, mladen, and fuse.
Not quite the look im aiming for but ill take that as a compliment. (emulating styles of a few different anime backgrounds.
Anyways was showing some dude how to paint rain.
I must see wirez!!! :poly122: please! :poly121:
Im working on that, just havent had a chance to do that yet, as it takes a lot of freaking work to paint that many tiles in by hand .... Just finished painting the darks back into the gaps from when i went over the top with the light bounces.
Also if somebody sees a problem with some edgeloops please let me know, I'm don't have much experience with this! And thank you for the nice comments
@Muzz, great paintings, I like it.
@Raven, that's sweet man, as usual.
Too much good stuff in this thread.
These guys seem to be entirely lacking cheekbones...And you're spending tons of tris on those ears when I get the feeling you could get away with way fewer there.
Something to keep in mind (that I got burned by just recently) is your eyelids should, ideally, have the same number of facets as the eyeballs beneath them, otherwise things can animate/clip poorly. Show us some shots from more angles or give us a .gif turnaround. Maybe set your mesh to 1 material pls, faceted shading for ease of critique?
Thanks snipergen.
Katana, yah usually i would agree with you, but sometimes you just need to roll up your sleves and do work for the sake of practice.
One more sitting left in this one...
Im exited... this will be my first "finished" illustration since highschool... How i got a job without finishing anything ill never know...
The light is still rough and ill probably repaint that in properly (its on a seperate layer)
Spent some more time to spend on this one. Diffuse + spec in UE. 4x256 1x512 and 2 64x64. ~5k tris.