Undoz: I think the hands are rather small; if I lay my palm on my chin, I can just about reach my hair line with my middle finger. It looks like she'd only get to her eyes or eye brows.
Thanks guys!
Massbot: will check the reference. I think the scapula is a bit too large.
Disco Stu: The legs are pointing in a bit, but the entire boot might be off.
Mop: I saw a very cool sketch by Snowfly with the characters from Sandman on this thread a while ago, and I think that I was reading death: the high cost of living at the time. I thought it might be cool to try it.
Zwebbie: Just measured it and it's ok. I think it is because of the perspective.
Well, he made an AK74M Stock, which is a folding stock, and looking at my RS AK74M... it does NOT allign flush with the receiver.
However, the whole AK seems to be kitbashed. AK74M Stock, AK74 Furniture and ribbed Receivercover, AKM Frontset, 7.62 Mags...
The Stock´s cutout near the base of the receiver is too deep too.
undoz: everyone pretty much said it, gorgeous character, great work on the fabric its very believable, nice to see a female character with believable boobs too haha.
good to see the changes you made on the legs- I still think you can push the silhouette detail some more on the upper legs tho to bring them in line with all the shapes in the arms, shoulder and head. making good progress though
I did some more opitmizing, but there are still 8 sided cylinders at some places. I did optimize the gas bottles, wheels and chimney. I'm kinda calling it done for now and probably work on it some more after i'm finished with the rest of my environment. Just to have a fresh look at it.
I did some more opitmizing, but there are still 8 sided cylinders at some places. I did optimize the gas bottles, wheels and chimney. I'm kinda calling it done for now and probably work on it some more after i'm finished with the rest of my environment. Just to have a fresh look at it.
Would you mind making a thread about this in P&P??? I'd love to see you break this model down for others - including myself! - to learn from.
gir, I'm curious what the model looks like out of zbrush, any chance of a screen in max/maya/whatever?
Off the top of my head, the jawline is the biggest difference as well as the nose shape, and possibly the head width?
These refs are great for texture work but the lighting is so even it makes picking out the shapes much harder
sure, i'll put her into max sometime later and do a couple of renders. i just finished playing around with some of the assymetrical features she has, she's actually quite pretty despite her crooked nose and wonky lips, i think her jaw is wider on one side of her face too, but i didn't put that into the sculpt yet :P
and i think possibly my mesh is a little thin width ways, but it could also be the crappy perspective zbrush has...
Still working on this fella, going for a TimeSplitters vibe (For me they were the first guys that did a great cartoony style). I think this is the second character I did, ever!
almighty_gir its not the perspective because you can even see from the front on that its really thin in comparison with your reference. Also looks like your nose could do with turn up a bit, so that you can see underneath the nostrils a bit more. Also her lower lip and chin seems to protrude a tiny bit more in the reference it seems. But it's good so far, keep it up
Almighty_gir: You can toggle perspective modes in ZBrush by pressing P. I agree the head looks a little thin right now; she's got a real conehead thing going on in the front view. But other than that, it's looking great.
Snipergen: Looks great! I like the way you use smoothing groups to define those hard edges.
Working on some planet textures. The game engine is circa 2004, so we can't do anything fancy like EVE Online has done with their awesome planets. Clouds don't move, even. Lots of nasty DXT compression on the clouds, but it won't be facing the mission waypoint node in the final version, so it'll be better.
I actually made everything in this pic, including the starfields and Columbia.
Great stuff, Fletcher. Wish you hadn't mirrored him straight down the front though, maybe moving the seam a bit off to the side instead so the very middle has some uniqueness going on.
Finally getting back to some personal work now that I've settled in, easing in with some concepting.
throw a gem on his forehead and see what he looks like fletcher, for some reason i want to see what it looks like but god damn you can paint man that's insane texturing.
Replies
Beautifull work on the rest°!
Massbot: will check the reference. I think the scapula is a bit too large.
Disco Stu: The legs are pointing in a bit, but the entire boot might be off.
Mop: I saw a very cool sketch by Snowfly with the characters from Sandman on this thread a while ago, and I think that I was reading death: the high cost of living at the time. I thought it might be cool to try it.
Zwebbie: Just measured it and it's ok. I think it is because of the perspective.
Thanks for the motivation!!
Well, he made an AK74M Stock, which is a folding stock, and looking at my RS AK74M... it does NOT allign flush with the receiver.
However, the whole AK seems to be kitbashed. AK74M Stock, AK74 Furniture and ribbed Receivercover, AKM Frontset, 7.62 Mags...
The Stock´s cutout near the base of the receiver is too deep too.
Sick shit undoz!
the models looks great so far , really like the tension on the fabric
Lovely model and great presentation!
And i'm loving the style so far Jackwhat!
Getting used to Marmoset: (Would show the watermark but my resolution clips it off)
Far from done, but yeah, i'm still alive.
Turns out the problems i was having with it before were solved by:
- Not using max's shit .obj exporter (9)
- Not using max's shit normal map generator
Awesome JFletcher, lovely painterly feeling.
JFletcher: Those painting skills of your never cease to amaze
edit: Hey do you have a sketchbook thread on conceptart.org or something like that?
I was going to mention that about the shoulder blades as well other than that this is kick ass work mate.
Taking this guy in a new direction...
I was trying to show someone your stuff yesterday, any idea when your site will be back up? Love this piece btw.
I did some more opitmizing, but there are still 8 sided cylinders at some places. I did optimize the gas bottles, wheels and chimney. I'm kinda calling it done for now and probably work on it some more after i'm finished with the rest of my environment. Just to have a fresh look at it.
Reminds me of the rock golem you made ages ago. Unless it IS the rock golem.
Would you mind making a thread about this in P&P??? I'd love to see you break this model down for others - including myself! - to learn from.
sculpt so far + ref. trying to work on likenesses, females are difficult -_-
Nice caravan mad!
cos it was late and i wanted to block down as much as i could before i replaced that ref with the assymetrical one :P
Off the top of my head, the jawline is the biggest difference as well as the nose shape, and possibly the head width?
These refs are great for texture work but the lighting is so even it makes picking out the shapes much harder
and i think possibly my mesh is a little thin width ways, but it could also be the crappy perspective zbrush has...
Snipergen: Looks great! I like the way you use smoothing groups to define those hard edges.
my very first attempt to sculpt a human head... paintover pls
Working on some planet textures. The game engine is circa 2004, so we can't do anything fancy like EVE Online has done with their awesome planets. Clouds don't move, even. Lots of nasty DXT compression on the clouds, but it won't be facing the mission waypoint node in the final version, so it'll be better.
I actually made everything in this pic, including the starfields and Columbia.
[ame]http://www.youtube.com/watch?v=WLInRFmRfvw[/ame]
Other than the UI, I made all of the content seen in the video, including particle fx.
And if anyone was interested in the process (click for large):
Well calling this finished and moving on,
Finally getting back to some personal work now that I've settled in, easing in with some concepting.