Neox, that girls looks pretty nice, but those legs Especially the shins, are way to massive in comparison to the rest of the body.
It would look better if they´d be more slender. She really has some "Wöchel"
Hi guys, I'm new to Polycount.
So for getting started I would like to share my current WIP, a personal project to sharpen my 3D skills.
So here goes..
Done in 3ds Max 2010.
This one is a high-poly model, and not planning on transform it into low poly model.
In this project I more concentrate on modeling hard surface objects, as well as texturing workflow.
Well, modeling and unwrapping process is finished, now time to do textureing.
Hope you guys like it
@holi: i started with a very rough basemesh, changed it on the fly when needed and expanded it also when needed, hands and feeds are the newest parts, thankfully zbrush now can reproject details even if you change the base, thats really awesome
@rumkugel: yep i agree, at least from the front, but also i'll make the arms a bit thicker to compensate the thicker legs, its just part of the design that chris' girls hav some chunky legs, and i really like that. I'll see if i can find some better ref from the front to change it, so thanks for the feedback
Think I'm pretty much finished on this fellow. A few more minor things I'd like to tweak, but at this stage they're far more effort than they're worth.
Awesome model, Talon! Though 3x 2048 textures seem kinda overkill since the shader you used doesn't even look like it needs that much detail. Maybe you can make them 1024 without losing any detail.
Edit: Also, I understand you might wanna keep it secret, but I'd love if you could share shader/render settings, or at least show us your texture sheets to see how much of the toon look is in the textures themselves.
if you look closely you can easily see what is shader and what is textured
everything that is pixelated and not antialiased is either shader (the cell areas) or an inverted pushed model (the outline)
and basicly this is what i think could be improved, why is everything so aliased?
instead of a shader that uses an If for the cell shading you could use a ramp to tranform the shading and make it therefore less pixelated. And even if its just for the presentation, i'd capture it twice the size and scale it down so the outline looks softer.
at least thats what i'm thinking
Neox, shes looking great, my only complain would be a technical difference between the hands and the feet, she only has 4 fingers in her feet while she has 5 in her hands?
Neox, shes looking great, my only complain would be a technical difference between the hands and the feet, she only has 4 fingers in her feet while she has 5 in her hands?
keen eye, i also stumbled upon this in chris' designs and kept it the way he designed all his characters
great work, Talon!
on first look i couldn't understand why do you post Jouste's concept and say that you
are "pretty much finished"
at second - "holy shit! it's a model!"
@Neox: Yeah, there's a lot more I could do with the aliasing, but it's straight out of Max viewport so I'm a bit limited.
The slightly fudgy edges on the toon shading is from xNormal's rubbish basic AO bake which helps drive the shading - the machine I'm on at the moment doesn't have enough memory to do a high quality bake. When I have access to my own PC again, I'll do a real AO bake in modo, which will help it loads.
I also found that using a ramp that blended a little gave me really strange artifacts around the blend, something to do with the filtering of the ramp texture I think. I'm unsure whether it's just this PC, Max's texture handling or what. So I've had to turn off filtering in the toon ramp texture completely to get rid of the artifacts.
Yeah, it's not the most efficient of shader set-ups by a long way, it's mostly an experiment.
If it was in a game, 1024 would do nicely, just that the line detail gets fudged. And I'd use a proper post-screen outline shader, too, rather than the dodgy copy/invert/push/make black method I've got going on.
Also, I'm aware that the greyscale stuff I've got could easily be combined into one texture or into the alphas of other textures. I just haven't done so for ease of editing them
not too happy with the guys face.. hes too pretty..
having thoughts about adding some sort of gas tank (of a bike maybe?) on his back as some sort of drinkin bladder, with a vac cleaner hose attached.
@ Amarth93-- no unfortunately , although I might like to invest in one. Just using the ref I get on the web, and I have The Cinematic Art of WoW: WotLK.. tons of good reference in there.
awesome sword jmiles. I messed around yesterday to try and get a workflow on how to do weapons in zb. This is just a throw away model. Next is going to be based on an actual concept.
super did you bend the body as one? it kinda looks like the ribcage is also bent, but it should stay as one mass, not sure tho maybe a view from the side would help
not too happy with the guys face.. hes too pretty..
having thoughts about adding some sort of gas tank (of a bike maybe?) on his back as some sort of drinkin bladder, with a vac cleaner hose attached.
What's that little chain for though? i can't figure it out, heh.
Creating a character for a company and I've started fleshing out the concept:
I know, not very interesting so far but gonna push it and make it a lot more asymmetric.
The character is to be like the uncharted / just cause antagonist, you know the kind of guy
edit:
I am aware he is missing a head. I am considering adding one if deemed necessary.
JFletcher. The chain is attached to a input cover that unscrews and can be removed to use if I recall correctly a headset. The chain is in place so you don't lose the cap.
Replies
I really like it. Nice!
do it man! looks like an interesting creature
-Frank
added hands and feet and tweaked some other things, basicly arm flow, hips/thighs, a bit on the neck, well yeah
What kind of base mesh did you use? Zsphere?
Thanks for the paintover MaD, it's helped a ton.
http://www.ultimatecoupons.com/blog/wp-content/uploads/2008/05/cyclops2.JPG
It would look better if they´d be more slender. She really has some "Wöchel"
So for getting started I would like to share my current WIP, a personal project to sharpen my 3D skills.
So here goes..
Done in 3ds Max 2010.
This one is a high-poly model, and not planning on transform it into low poly model.
In this project I more concentrate on modeling hard surface objects, as well as texturing workflow.
Well, modeling and unwrapping process is finished, now time to do textureing.
Hope you guys like it
_Revel
@rumkugel: yep i agree, at least from the front, but also i'll make the arms a bit thicker to compensate the thicker legs, its just part of the design that chris' girls hav some chunky legs, and i really like that. I'll see if i can find some better ref from the front to change it, so thanks for the feedback
zbrush sketch that lasted a few hours, trying to decide if I should finish or not...
Couple of other angles.
Jouste's original concept for reference.
Edit: Also, I understand you might wanna keep it secret, but I'd love if you could share shader/render settings, or at least show us your texture sheets to see how much of the toon look is in the textures themselves.
everything that is pixelated and not antialiased is either shader (the cell areas) or an inverted pushed model (the outline)
and basicly this is what i think could be improved, why is everything so aliased?
instead of a shader that uses an If for the cell shading you could use a ramp to tranform the shading and make it therefore less pixelated. And even if its just for the presentation, i'd capture it twice the size and scale it down so the outline looks softer.
at least thats what i'm thinking
keen eye, i also stumbled upon this in chris' designs and kept it the way he designed all his characters
I cant wait to see her finished ^^
You can find it on my sketchbook thread, so maybe, just post you crits there, thx!
http://boards.polycount.net/showthread.php?p=1114930#post1114930
on first look i couldn't understand why do you post Jouste's concept and say that you
are "pretty much finished"
at second - "holy shit! it's a model!"
really cool work, dude, congrats!
The slightly fudgy edges on the toon shading is from xNormal's rubbish basic AO bake which helps drive the shading - the machine I'm on at the moment doesn't have enough memory to do a high quality bake. When I have access to my own PC again, I'll do a real AO bake in modo, which will help it loads.
I also found that using a ramp that blended a little gave me really strange artifacts around the blend, something to do with the filtering of the ramp texture I think. I'm unsure whether it's just this PC, Max's texture handling or what. So I've had to turn off filtering in the toon ramp texture completely to get rid of the artifacts.
@conte: Thanks, dude
@felipefrango:
Yeah, it's not the most efficient of shader set-ups by a long way, it's mostly an experiment.
If it was in a game, 1024 would do nicely, just that the line detail gets fudged. And I'd use a proper post-screen outline shader, too, rather than the dodgy copy/invert/push/make black method I've got going on.
Also, I'm aware that the greyscale stuff I've got could easily be combined into one texture or into the alphas of other textures. I just haven't done so for ease of editing them
Sample textures;
Shader;
slooooow....
not too happy with the guys face.. hes too pretty..
having thoughts about adding some sort of gas tank (of a bike maybe?) on his back as some sort of drinkin bladder, with a vac cleaner hose attached.
a lil update from last night
@ Amarth93-- no unfortunately , although I might like to invest in one. Just using the ref I get on the web, and I have The Cinematic Art of WoW: WotLK.. tons of good reference in there.
Also practicing.... Might use it for makin some clothes later...
Mudbox basemesh.
(nothing finished yet, but hands and feet are still untouched)
awesome original character.
Textures are still wip. The screen is just a quick grab from something else until i finish what i want with my materials / effects for it.
What's that little chain for though? i can't figure it out, heh.
Creating a character for a company and I've started fleshing out the concept:
I know, not very interesting so far but gonna push it and make it a lot more asymmetric.
The character is to be like the uncharted / just cause antagonist, you know the kind of guy
edit:
I am aware he is missing a head. I am considering adding one if deemed necessary.
JFletcher. The chain is attached to a input cover that unscrews and can be removed to use if I recall correctly a headset. The chain is in place so you don't lose the cap.
new cole concept
pfff, heads are over rated.
Cool concept though. Maybe the chain is some kind of recall whistle for his trained attack hawk! :poly122:
i remember too