thanks guys, tweaked a bit further, now i think i can start working on a retopoed mesh, think about a pose and well if i dress her up or not
and if i even retopo her or not, not sure ^^
- changed the arms thickness in the sideview, but still might need a bit less thickness
- changed the eyelashes to be wider and thicker
- added a bit more polypaint
- worked on the hair further
- changed the matcaps of skin and hair / need to tweak the colour and specular for the hair matcap, but damn i love matcaps/litspheres for fast previews
- worked a bit on her hips/thighs more
basicly just tiny subtle stuff but i hope it works better
and for katana, based on Chris Sanders awesome work :P
thomas: niiice! but i agree on the knees, also maybe her forearm is a bit too long, but its hard to say, could be a perspective thing
I really love the character Neox! I normaly like your style alot, so combining it with Chris's sketches can only improve it!
I was wondering about the feet tho, why did you decide to model them in this pose? Wouldn't this be a hell to rig (if you were planning on rigging her at all) and isn't it just harder to sculpt?
I mean they do look cute, don't get me wrong. Just wondering why you picked this particular pose.
Fletcher I'm playing Just Cause 2 on the Xbox behind me and you've got the good vibes going on there (So good job on that!)
I'd make the crotch more blocky, it's too wide, or it's the shading or something there that doesn't make it feel a 100%.
Also needs a pack of smokes under his shirt on the shoulder
Edit: Wow, I've been idling in the mountains while I was writing this and my character is now covered in snow!
[ame]http://www.youtube.com/watch?v=2g0B7mFSysc[/ame]
I made my very first model in an attempt to contribute to team fortress. Now I find myself modeling for the sheer enjoyment out of this. I had never used Maya or photoshop before now, so bear with me. I want to play around with the textures more, and the Jaw has jigglebones. I was just looking for suggestions or anything really.
Nice model, wasker! Only negative thing that captured my eye is that the ears seem to be a little too red, but maybe that's intentional, so...Nice model anyway, the boots are specially cool.
Hi, just registered after about a year of reading stuff and basically using the site for inspiration,
anyway besides the formalities, I am working on a bloke, not got a name yet so any suggestions are welcome, still some stuff to fiddle with, poly flow and some work still on the face, crits would be nice, perhaps even a paintover?
About a 1.5-2 hours from a quadsphere in ZB. No references or alphas used, just standard brush & claybrush mostly. I realize...its just yet another muscly bald white dude, but...Crit away please!
Man....it's been ages since I've posted anything. I've continued by dive into the well of Casual Gaming...In short, I spent the last 6 months working on a Facebook game, Social City. I did the style and direction with Todd Pickens. I also developed the technical pipeline, modeled about half the assets, and did almost all the little animations. That took about 6 months to get launched and has been out for about six weeks. The game has done very well since it launched right before GDC, currently over 13,000,000 Monthly Active Users and 3,200,000 Daily Active Users. Old ladies love to buy buildings. It was fun being at GDC this year since there were banners and crap all over that I could point out to people and be like I worked on that.
Most of the animation was fun and really simple, like this kind of stuff:
Other than that, I'm back on a new project (also casual) where I am just starting to lock down the rendering and color guides for the team. I'm not done yet, I forgot the color brown. Anyway, more to do.
Will look something like this:
I've been doing a ton of graphic design too unfortunately which is not my strong suit.
This screen is a few weeks old now, but I'm still working on it...
and something else I've added today... You don't really get any sense of it in an image, but these lights spin around at different speeds, making some pretty patterns...
A little more progress. I always jump the gun with color. I like to play that way though. Helps keep the excitement level up for these quick little personal projects. Crit me pls!
Ajax - what did you render this with - mental ray or standard max renderer I am guessing that you built high res models and rendered them to 2d. looks awesome anyway. I have actually played it:)
Hi, just registered after about a year of reading stuff and basically using the site for inspiration,
anyway besides the formalities, I am working on a bloke, not got a name yet so any suggestions are welcome, still some stuff to fiddle with, poly flow and some work still on the face, crits would be nice, perhaps even a paintover?
also started working on this. Based off one of Paul Richards Darksiders weapon concepts.
Haha, I started working on the same thing last week. I was confused when I first saw yours. I thought, "I never posted on here before!" I'm excited to see how my work matches up to a pro's So far I've got these bits done. I'm quite happy, as I did the front blade-thing bit in a couple hours, which is good compared to how long it would have taken me before. I'm definately speeding up
That beach is looking really nice ParoXum, hah fancy seeing you here :P (small world I guess)
My bloke is now done as far as I'm concerned, Finished all texture work, including bump maps, fixed some edge flow problems, still needs a name tho
Your textures are taken directly from photoreferences (bad), and are misaligned to the geometry in many areas (worse)
Major problem area's are:
- The juncture between the neck and head
- The cuff of the pants
- The shoes
And to a lesser extent the ears, and the mouth.
Using photoreference isn't bad, but when you just paste it over area's of the model it really gives it the look of being slapdashed on there. Take some time to investigate what skin looks, what the colors are, and where it's shadowed. Check out any page in this thread to find examples, or run a google search for skin painting/texturing tutorials, and checkout this: http://www.furiae.com/popup.php?text=skintutorial
Pay attention to your anatomy. You've got the basics, but your placement is off in alot of areas some in little ways like the face and shoes, and some in larger ways, like the length of your guy's thighs, and the bend in his arm.
Hope this helps; you know the process for modeling, now you just gotta improve your artistic level!
Ajax - that looks fantastic! Really well realised and the animations are so charming! I've avoided those casual Facebook games like the plague, but I might have to give this one a go.
Thanks guys! I make no claims as to how fun the game is, it's pretty much your standard by the numbers FB Farming Game with a few twists. We were targeted the 20-40 year old female soooo...
I appreciate the kind words! Todd P. and I definitely wanted to try to push the boundaries of Flash games a bit with this with the hopes that we can start raising the bar on production values for Facebook games. With any luck after a few more games we'll start breaking the mold on the "farm clone" gameplay too into stuff a bit more interesting.
@ Ruz: Just standard scan-line render out of 3DS Max. Mostly a combination of tweaking a direct light, a skylight, and fun materials. It was a blast to work on because we don't have to unwrap or texture anything, it's all material & color based. Models were high-poly because we are lazy and do a lot edge-loop modeling to make it go fast.
cool work guys, really nice paintings muzz and jackwhat
Mucking about with bobo's brunt sdk made me want to try some old school painted stuff, so i started doodling out a few thumbnails for a cast of sci fi characters with the idea of maybe painting up one. Background is they are part of a mining crew on a giant krupp style platform, which forms a sort of moving township as well.
Was trying out a new workflow for these, which is starting with a sphere, squashing that into shape and remeshing to generate even topology, i love the results, very intuitive to work with and very fast to block out a character. Can even match concept art pretty well with the imageplane function. The miner was doodled out as a messy thumbnail first & the kill frame was just made up on the fly, both are quite awkward in areas, unfinished limbs and need polishing and proper topo+ additions but a fun little experiment. Might try old dom war thumbnails next.
The miner has kind of wonky human proportions but i've rationalised - contracted miners have limbs removed and replaced with interfaces so they can interact with complex mining machinery, hard suits, diggers etc, get plasticky human style prosthetics when they're off duty.
Replies
Tons of mistakes, body disproportions. At least I got something haha. Its more fun than I thought but harder too.
and if i even retopo her or not, not sure ^^
- changed the arms thickness in the sideview, but still might need a bit less thickness
- changed the eyelashes to be wider and thicker
- added a bit more polypaint
- worked on the hair further
- changed the matcaps of skin and hair / need to tweak the colour and specular for the hair matcap, but damn i love matcaps/litspheres for fast previews
- worked a bit on her hips/thighs more
basicly just tiny subtle stuff but i hope it works better
and for katana, based on Chris Sanders awesome work :P
thomas: niiice! but i agree on the knees, also maybe her forearm is a bit too long, but its hard to say, could be a perspective thing
Haha, no. He's our nerdy main character. Suposed to have glases to but it would get a bit hard to morph correct.
I was wondering about the feet tho, why did you decide to model them in this pose? Wouldn't this be a hell to rig (if you were planning on rigging her at all) and isn't it just harder to sculpt?
I mean they do look cute, don't get me wrong. Just wondering why you picked this particular pose.
Did you start from Zspheres?
Time to get modelin'
I'd make the crotch more blocky, it's too wide, or it's the shading or something there that doesn't make it feel a 100%.
Also needs a pack of smokes under his shirt on the shoulder
Edit: Wow, I've been idling in the mountains while I was writing this and my character is now covered in snow!
I made my very first model in an attempt to contribute to team fortress. Now I find myself modeling for the sheer enjoyment out of this. I had never used Maya or photoshop before now, so bear with me. I want to play around with the textures more, and the Jaw has jigglebones. I was just looking for suggestions or anything really.
My progress for the Cghub competition Production Challenge. Lost of stuff to fix, but the big volumes are almost done now:
anyway besides the formalities, I am working on a bloke, not got a name yet so any suggestions are welcome, still some stuff to fiddle with, poly flow and some work still on the face, crits would be nice, perhaps even a paintover?
About a 1.5-2 hours from a quadsphere in ZB. No references or alphas used, just standard brush & claybrush mostly. I realize...its just yet another muscly bald white dude, but...Crit away please!
Most of the animation was fun and really simple, like this kind of stuff:
http://timaste.com/media/boop_co.html
Other than that, I'm back on a new project (also casual) where I am just starting to lock down the rendering and color guides for the team. I'm not done yet, I forgot the color brown. Anyway, more to do.
Will look something like this:
I've been doing a ton of graphic design too unfortunately which is not my strong suit.
and something else I've added today... You don't really get any sense of it in an image, but these lights spin around at different speeds, making some pretty patterns...
first environmentoid. got some tips here at pc by usin the ole search function
Cool stuff, Ajax, looks like it was fun to work on
Ajax - that's very solid work. I hope you are seeing a cut of the revenue.
A little more progress. I always jump the gun with color. I like to play that way though. Helps keep the excitement level up for these quick little personal projects. Crit me pls!
Seriously though, great stuff on this page!
anyway besides the formalities, I am working on a bloke, not got a name yet so any suggestions are welcome, still some stuff to fiddle with, poly flow and some work still on the face, crits would be nice, perhaps even a paintover?
Haha, I started working on the same thing last week. I was confused when I first saw yours. I thought, "I never posted on here before!" I'm excited to see how my work matches up to a pro's So far I've got these bits done. I'm quite happy, as I did the front blade-thing bit in a couple hours, which is good compared to how long it would have taken me before. I'm definately speeding up
I think I will open a thread soon. It begins to need massive feedback..
liking this a lot
My bloke is now done as far as I'm concerned, Finished all texture work, including bump maps, fixed some edge flow problems, still needs a name tho
Your textures are taken directly from photoreferences (bad), and are misaligned to the geometry in many areas (worse)
Major problem area's are:
- The juncture between the neck and head
- The cuff of the pants
- The shoes
And to a lesser extent the ears, and the mouth.
Using photoreference isn't bad, but when you just paste it over area's of the model it really gives it the look of being slapdashed on there. Take some time to investigate what skin looks, what the colors are, and where it's shadowed. Check out any page in this thread to find examples, or run a google search for skin painting/texturing tutorials, and checkout this: http://www.furiae.com/popup.php?text=skintutorial
That split between the neck and the head is terribly obvious. Don't do that. That should be one connected piece, with a consistent matching texture between them.
Ben Mathis has a bunch of excellent tutorials on modeling, and proper edge looping. Check out some of them here:
http://www.3dtotal.com/team/Tutorials/benmathis/benmathis_1.php
http://www.poopinmymouth.com/tutorial/tutorial.htm
Pay attention to your anatomy. You've got the basics, but your placement is off in alot of areas some in little ways like the face and shoes, and some in larger ways, like the length of your guy's thighs, and the bend in his arm.
Hope this helps; you know the process for modeling, now you just gotta improve your artistic level!
I appreciate the kind words! Todd P. and I definitely wanted to try to push the boundaries of Flash games a bit with this with the hopes that we can start raising the bar on production values for Facebook games. With any luck after a few more games we'll start breaking the mold on the "farm clone" gameplay too into stuff a bit more interesting.
@ Ruz: Just standard scan-line render out of 3DS Max. Mostly a combination of tweaking a direct light, a skylight, and fun materials. It was a blast to work on because we don't have to unwrap or texture anything, it's all material & color based. Models were high-poly because we are lazy and do a lot edge-loop modeling to make it go fast.
wip
few more
http://www.flickr.com/photos/31266066@N04/4521966717/sizes/o/
Ajax that work really is amazing. Really good job on that stuff.
Workin on another master study, fun times!
Demon blade cyclops:
Mucking about with bobo's brunt sdk made me want to try some old school painted stuff, so i started doodling out a few thumbnails for a cast of sci fi characters with the idea of maybe painting up one. Background is they are part of a mining crew on a giant krupp style platform, which forms a sort of moving township as well.
Was trying out a new workflow for these, which is starting with a sphere, squashing that into shape and remeshing to generate even topology, i love the results, very intuitive to work with and very fast to block out a character. Can even match concept art pretty well with the imageplane function. The miner was doodled out as a messy thumbnail first & the kill frame was just made up on the fly, both are quite awkward in areas, unfinished limbs and need polishing and proper topo+ additions but a fun little experiment. Might try old dom war thumbnails next.
The miner has kind of wonky human proportions but i've rationalised - contracted miners have limbs removed and replaced with interfaces so they can interact with complex mining machinery, hard suits, diggers etc, get plasticky human style prosthetics when they're off duty.