Does anyone else hate " this reminds me of" posts? They kind of feel like people trying to tell the artist that they arent original and dont provide any other comments other than that.
Harry:
Looking good. The AO bake seems a bit too strong though.
Does anyone else hate " this reminds me of" posts? They kind of feel like people trying to tell the artist that they arent original and dont provide any other comments other than that.
Harry:
Looking good. The AO bake seems a bit too strong though.
Yeah, right now that's all it is of course. Once i get into actual texturing ill use the ao in some other ways
tacit - those are great, model looks liike one of those hairless dogs or cats with the nasty looking wattly skin folds, add stubble rash and some little bits of tissue paper ow. sweet turnaround too,
The blast shield is a good idea, i kind of feel she has a nice balance though so i don't want to add too much to the model or alter weights of the body parts. Maybe try some alternate costume additions later and some of the suggested proportion tweaks.
moof - nice work moof, i think that design would benefit from slightly fatter bullets if that won't cause a headache with normals, they are a little bit lost
rabbid_cheese - yeah looks similar to that on the arms and hair, not familiar with the concept though, i like the vehicle. engi girl Also reminds me of this character: http://images.hellokids.com/img/atlantide-n-55-73089.jpg if she were redesigned by some degenerate hairy palmed russ meyer modeller.
disco stu - the grass really makes that, looks cool!
jeansson - really nice prop, be cool to see something more designed like the fox news logo on the screen rather than a pixel font.
harry - looks good, if you're not locked into final game mesh a little bit of tweaking on the wrinkles in the crook of the elbow might be worthwhile, looks kind of snarled up on the high res
jmiles - great sword, the blade is looking a little bit soft on the edges, might need a retaining bevel.
Rawtalent (a pretty cocky nickname, by the way): As someone else suggested, start your own thread. You're constantly posting in here, and you'd be much better served by a thread of your own.
Well, I can't see shit, honestly. Leave the model shaded and turn on the wire frame (F4 or just select Smooth + Highlights + Edged Faces on the viewport top left menu).
To answer a couple of questions, here's a quick process layout (click for full-resolution):
Side note: If you're feeling adventurous you could also import a higher subdivision level or re-topology mesh from ZBrush and use Skin Wrap (3ds Max) or Wrap deformer (Maya) to attach it to the rig, and use displacement and/or normal-maps to render out a proper animation of the highpoly
I might give that a shot at some point just to see how it goes.
NotoriousPIG: you raise a good point and one that I haven't fully thought out yet :poly122:. i may bend the cable to make it less obtrusive, give the wielder, who in this case is going to be a robot, some abnormal wrist structure, or just take it out all together. i need more time to doodle out what I want:)
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.
holy... kite, love your work...is there a thread for this project! i would love to see more ...
something is really wierd about the 'feet' here. They shape of him just seems to suddenly bend forward at a 90^ angle rather strangely. I noticed it in your walkcycle too.
NotoriousPIG: you raise a good point and one that I haven't fully thought out yet :poly122:. i may bend the cable to make it less obtrusive, give the wielder, who in this case is going to be a robot, some abnormal wrist structure, or just take it out all together. i need more time to doodle out what I want:)
Yeah bending it could work.
I just saw that i forgot like half of the words in my last post. Sorry about that, had my attention elsewhere.
Awesome work kite. I bet her boobies are feeling pretty uncomfortable though. At least that´s what my girlfriend said when she saw it. xD
kite. as ever man bringing the fresh goods. really motivating stuff. maybe she could sport a flip down blast shield for those titties ? post more mechs and thumbs. please
bitmap. awesome ! any chance you could post a 360 of that bad boy ?
build. diggin' the design of those pants. but. while i'm always keen on some ass. any rationale behind leaving that near portion out ? ( beyond us all being keen on some ass )
thomasp. good head !
arrangemonk. good rock !
larolaro. dude. your drawings are always sweet. love to see more
.
a ' quick ' sketch ( 'bout 1.5 hours ) playing with ' the kite method '. mushing together of spheres
Finishing up this guy - been in the works for what seems like a looooong time now!
I had to change the old logo he had on his leather vest, to this new one, after I got contacted by a reprasentative of the Hells Angels. It seems they are quite protective of their logo and pretty litigious about that sort of stuff so I had no choice but to design, remodel, re-texture etc a new logo which was a bit of a set back!
Not sure why it looks blurry on here or if the brightness/ contrast looks OK - I am in the middle of trying to calibrate my two monitors at home and not sure if they are still off?
I had to change the old logo he had on his leather vest, to this new one, after I got contacted by a reprasentative of the Hells Angels. It seems they are quite protective of their logo and pretty litigious about that sort of stuff so I had no choice but to design, remodel, re-texture etc a new logo which was a bit of a set back!
Yes, because realism should be your top priority when creating rock-men.
Absolutely. And any other weird creature you can think of. A great design will always have so basis in reality, including things like making sure it balances. Otherwise it looks wrong to the audience, who can tell something is off.
Replies
and here's how it turned out
Harry:
Looking good. The AO bake seems a bit too strong though.
Yeah, right now that's all it is of course. Once i get into actual texturing ill use the ao in some other ways
Folds are probably horribly inaccurate, meh
Very nice work on both models. I really like those designs!
Kite, beautiful work as always. I love the way you keep choosing unusual shapes and silhouettes to come up with interesting designs.
Progress on my sword.. prolly gonna bake out the blade again and user a higher rez'd model
@ Kite... she's gorgeous dude..
@ Tacit Math-- hot silhouette man.. can't wait to see moar!
crits alwasy welcome!
-Woog
Folds need work...crits welcome
The blast shield is a good idea, i kind of feel she has a nice balance though so i don't want to add too much to the model or alter weights of the body parts. Maybe try some alternate costume additions later and some of the suggested proportion tweaks.
moof - nice work moof, i think that design would benefit from slightly fatter bullets if that won't cause a headache with normals, they are a little bit lost
rabbid_cheese - yeah looks similar to that on the arms and hair, not familiar with the concept though, i like the vehicle. engi girl Also reminds me of this character: http://images.hellokids.com/img/atlantide-n-55-73089.jpg if she were redesigned by some degenerate hairy palmed russ meyer modeller.
disco stu - the grass really makes that, looks cool!
jeansson - really nice prop, be cool to see something more designed like the fox news logo on the screen rather than a pixel font.
harry - looks good, if you're not locked into final game mesh a little bit of tweaking on the wrinkles in the crook of the elbow might be worthwhile, looks kind of snarled up on the high res
jmiles - great sword, the blade is looking a little bit soft on the edges, might need a retaining bevel.
woogity - cool sword, nice design
And the name is not supposed to be cocky, It is because RAW are my initials and it's unique, and sure I'll start a topic
Thanks MoP!
Yep That's next on the list to fix.
holy... kite, love your work...is there a thread for this project! i would love to see more ...
something is really wierd about the 'feet' here. They shape of him just seems to suddenly bend forward at a 90^ angle rather strangely. I noticed it in your walkcycle too.
basically it looks like
(head, body, feet)
and he shouldnt be able to balance.
Spatz, you only want to see more boobs, admit it ^^
Kite, awesome stuff
Planning on making a lowpoly and such and actually finish this thing
@woogity: i agree with Notorius about the handle, looks kind of uncomfortable, looks cool otherwise.
I just saw that i forgot like half of the words in my last post. Sorry about that, had my attention elsewhere.
Awesome work kite. I bet her boobies are feeling pretty uncomfortable though. At least that´s what my girlfriend said when she saw it. xD
Will see what i can do. cheers
Here's a sample.
I still working on it. Now, I start to collecting different passes, for photoshop compositing.
I thought... I was the only one.
have a beer... 8|
shots inside modo. love it. the fresnel is great
Yes, because realism should be your top priority when creating rock-men.
Guilty :poly124:
i like this guy a lot ...very good!
I had to change the old logo he had on his leather vest, to this new one, after I got contacted by a reprasentative of the Hells Angels. It seems they are quite protective of their logo and pretty litigious about that sort of stuff so I had no choice but to design, remodel, re-texture etc a new logo which was a bit of a set back!
Not sure why it looks blurry on here or if the brightness/ contrast looks OK - I am in the middle of trying to calibrate my two monitors at home and not sure if they are still off?
WTF! WTF! Hell's angels surf pcount? WTF?!?!?
Absolutely. And any other weird creature you can think of. A great design will always have so basis in reality, including things like making sure it balances. Otherwise it looks wrong to the audience, who can tell something is off.