this was an exercise to get more comfortable with subd, baking, and using normals and specular effectively. so far i still really can't get past cylinders before i get frustrated and stop
but this doesn't seem to have come out terribad. normally i would spend a lot more time doing more damage and making the logos look nicer and blalalalalala. already took me way too long to get this far.
gauss: looks really good, but i'd be afraid some of those edges are too hard. whats realistic isn't always best for baking
rollin: love those legs, i wish there was some more obvious articulation for the ankles, similar to the knees :O
I kinda want to make this into a whole character....but the head was created out of a polysphere...
Could I make a base mesh for a body in 3ds max then import into zbrush then attach it to the head/neck of my sculpt so far? So it's one continuous mesh?
which, the one running horizontally or the one running vertically on the upper left top of the magazine? the horizontal seam is modeled it's just a little harder to see in most angles. I don't have as strong of command of sub-d to have it show up just so, and I figured the vertical seam would be an ideal candidate for doing in PS. Yeah I'm going mostly crazy with the detail but I don't actually want to go crazy
gauss.. are you baking it -> texture it?
looks nice and clean so far!
Unleashed: the wings are looking heavy.., the creature is feeling slow and less dangerous because of this
the body, esp the legs are looking nice though
and again me.. yes yes.. but this is REALLY the last one, more like the concept
and the next update will get its own thread, promised..!
I need a head that is not as busy as the body.. the last 2 had too much detailing and stuff.
Trying to stay away from the big boob/overdetailed chick with this one.
In fact it's harder to keep minimal detail and keep it clean. I want to try a cleaner approach, i hate to be stuck with this noisy/detail everywhere look of mine.
Anyway, it's challenging but fun.
Oh, i forgot, some fan art (because i'm jealous i didn't come up with such cool design) I made my "own" Salarian from mass effect:
Beat, that female is the strangest human form I think I've ever seen. Where are her shoulders and how is that costume hanging on her back? Looks really uncomfortable lol.
Oh man duck you are killing it. Been watching your stuff since the Omo Valley tribesman (especially his poise). Really enjoy these two sets of gang/thug characters, the glossiness and material read of their clothing plus the colors, everything. These are done so often it takes a careful investment in particular details to sell it, and these guys have personality.
Started working on this guy recently, gotta finish up the body/backpack/face then decide how I want to outfit him; I'm thinking a power klaw / drill combo for the big arms then a skorca and rokkits on the smaller arms.
Either way, the assembly instructions for the models on the GW site make for some killer reference
quick jacket update here, can anybody tell me what the best way to add text would be? i want to put his name on the plate in front of the base there, but when i try making an alpha it distorts around the curve
@Rollin -I really like that last character Rollin - its simple yet elegant. Maybe the upper lip could be pushed out a bit more in profile view?
@BeatKitano - Nice design so far - I look forward to where you are going to take it
Right - last update of this guy until I manage to get a proper render/ capture done I promise!
I have tried to take into account everybodies suggestions and so have slightly elongated the lower legs and the lower arms. I also slightly desaturated the elastoplasts (or bandaids for our American cousins) but didn't want to dirt them up too much as the graze it is covering is meant to be quite fresh and has quite a bit of shine although you can't see it in the shots I have done so far.
Also took one shot into Photoshop for a bit of futzing about with some dodgy lens effects and post work to test what the final render will be like!
Oh man duck you are killing it. Been watching your stuff since the Omo Valley tribesman (especially his poise). Really enjoy these two sets of gang/thug characters, the glossiness and material read of their clothing plus the colors, everything. These are done so often it takes a careful investment in particular details to sell it, and these guys have personality.
This!
Fat_Cap - Dude I have been loving this character for so long, defiantly one of my favorites from you man, awesome awesome awesome.
fatcap he is really cool, the hair could use a bit more work looks way more painted than the rest and the eyes could use more live, but really well done
duck haha the gangstaz are great
ok going on
worked on the textures and shading/rendering, i again have to say, coming from the realtime background makes it a really pain in the *** to waaaaaaait and waaaaait
hands look a bit small and plugged on, would scale them a bit bigger and move them furter into the arm also for rigging purposes i'd suggest you to rotate the hands/wrists bei 90ยฐ forward so that the hands face down.
hands look a bit small and plugged on, would scale them a bit bigger and move them furter into the arm also for rigging purposes i'd suggest you to rotate the hands/wrists bei 90ยฐ forward so that the hands face down.
The hands and inner shirt are actually a different element so those kinds of rotations shouldn't be a problem... But it's no use anyway because I have to fit it to an existing rig (the scale is also dictated by that, as well as length, hl2 being notorious for long arms )
@duck : that's really great work, I spent a good 10 minutes just studying those characters; the gangstas with the assault rifles in particular seem to have a lot of depth and personality. Interesting presentation too.
@FAT_CAP: beautiful character, top notch across the board; the chromatic aberration on the renders is an interesting effect
@Duck just wow man! As said, they really have personality, and i have to say, those jacket's are just wicked! I'm glad we won't be searching for internship at the same time Good luck!
That concept of the asian guy cracks me up...he looks so delighted with himself. Lots of personality in your characters...I did think the textures on the faces are too dependant on photo-source though...
@Duck: Awesome stuff man, love the flying squirrel @Neox: Really love seeing the updates on her, the render is starting to look real nice. Any plans on doing a lower res realtime version?
Man this tread is my daily bread of inspiration... Well, I picked up an old mesh I did back in 98. My first character model actually, today I chucked it inside mudbox for some recycling:
Skamberin, it didn't look too hot :P It was a university project i did with max 1.2 ^^, My project was a Beowulf animation, and this model was my take on Grendel .
that little lady is looking sooooo good. The hands are so real looking in that render its *almost creepy. I`d kill to have that degree of understanding with sub-surface scattering.
Yamo: also wanted to say I love your take on the Doom guy. If you can capture the meathead proportions of the classic end screen (middle left of your refs) I'll be really impressed. We've seen a few close to faithful renditions of that version but I'd be really stoked to see it fully executed on. Nice work, keep it up.
n88tr: it's a trick of scale. The AK74SU is a subgun sized version of an AK rifle with only an 8-inch barrel; I think you're reacting to the weirdness of, say, how giant a 30 rounder mag looks on it. That's the AK. Google pics of "AK74" vs. "AK74SU" or "krinkov" and you'll see what i mean.
ohnomelon: well from one guy trying to get through the sub-d gauntlet to another I sympathize, but I'll meet those challenges when I come to them.
bbob: thanks for the encouragement, I think this is the first model I'll take all the way to a full game-ready state since... well, shit. Since Quake3.
Harry: amen to that
rollin: yep going all the way
BeatKitano: realling digging the chick you've done. I think you're executing well on your brief--I like the detailing but all the forms seem pretty well delineated. A definite Mass Effect vibe coming through, I like the knee forms and the "wrap" shoulder shell dealie. Nice work.
Fat_Cap: probably time to call it done, nice work, seems like you've been fussing over this one ages
Neox: I reiterate my suggestion that the finished version get sent to John K, he'd be over the moon about this girl, looks greaaaat
Harry: an unusual look for this guy and I dig it
D R E A M N T: I'm seeing cyborg evening dress more than a sniper right now but that's probably because of the material separation at the moment. Like where it's headed
Aaaand for me some interruptions kept me from making more progress on this but aside from some small detailing on the front sight, the entire muzzle is done. All that's left tomorrow is the fairly serious dust cover detailing plus bolt/action/ejection port area. Come Monday should be ready to bake.
Replies
but this doesn't seem to have come out terribad. normally i would spend a lot more time doing more damage and making the logos look nicer and blalalalalala. already took me way too long to get this far.
gauss: looks really good, but i'd be afraid some of those edges are too hard. whats realistic isn't always best for baking
rollin: love those legs, i wish there was some more obvious articulation for the ankles, similar to the knees :O
for the dw4.5 dreams and nightmares contest. pose feels funny to me, it looks almost like hes sitting on a barstool at the moment :S
im working on another sdk texture, by slaught. i've not done many female 3d pieces
I got a question for you pro zbrush users...
I kinda want to make this into a whole character....but the head was created out of a polysphere...
Could I make a base mesh for a body in 3ds max then import into zbrush then attach it to the head/neck of my sculpt so far? So it's one continuous mesh?
to go crazy is to do it right.
16 colours CGA...
they're planets, if it wasnt obv.
looks nice and clean so far!
Unleashed: the wings are looking heavy.., the creature is feeling slow and less dangerous because of this
the body, esp the legs are looking nice though
and again me.. yes yes.. but this is REALLY the last one, more like the concept
and the next update will get its own thread, promised..!
I need a head that is not as busy as the body.. the last 2 had too much detailing and stuff.
i think it gives it a slightly feline alien character. If that was his intention, it's sick
imo the 2nd.. but it would be better if it has a tiny bit more color in it without loosing the flat-shadow style
the noise in the shadow of #3 isn't working imo
but anyway.. for what is it?
In fact it's harder to keep minimal detail and keep it clean. I want to try a cleaner approach, i hate to be stuck with this noisy/detail everywhere look of mine.
Anyway, it's challenging but fun.
Oh, i forgot, some fan art (because i'm jealous i didn't come up with such cool design) I made my "own" Salarian from mass effect:
portfolio >>> http://depuiseau.com/
Either way, the assembly instructions for the models on the GW site make for some killer reference
As for text, why not type some text along a spline, extrude it outwards and import it into Zbrush?
duck: awesome! and soo stylish
there is only something with the eyes that bugs me.. kind of the weak spot.. the materials are great though
AutopsySoldier: create a thread if you want real crit, imo you should think of an interesting head first.. so far it's just another generic alien head
@BeatKitano - Nice design so far - I look forward to where you are going to take it
Right - last update of this guy until I manage to get a proper render/ capture done I promise!
I have tried to take into account everybodies suggestions and so have slightly elongated the lower legs and the lower arms. I also slightly desaturated the elastoplasts (or bandaids for our American cousins) but didn't want to dirt them up too much as the graze it is covering is meant to be quite fresh and has quite a bit of shine although you can't see it in the shots I have done so far.
Also took one shot into Photoshop for a bit of futzing about with some dodgy lens effects and post work to test what the final render will be like!
This!
Fat_Cap - Dude I have been loving this character for so long, defiantly one of my favorites from you man, awesome awesome awesome.
duck haha the gangstaz are great
ok going on
worked on the textures and shading/rendering, i again have to say, coming from the realtime background makes it a really pain in the *** to waaaaaaait and waaaaait
Something that isn't interesting enough to be worth the time learning about... Yet
Hands, mask and quick colouration test on this duder
The hands and inner shirt are actually a different element so those kinds of rotations shouldn't be a problem... But it's no use anyway because I have to fit it to an existing rig (the scale is also dictated by that, as well as length, hl2 being notorious for long arms )
@FAT_CAP: beautiful character, top notch across the board; the chromatic aberration on the renders is an interesting effect
That concept of the asian guy cracks me up...he looks so delighted with himself. Lots of personality in your characters...I did think the textures on the faces are too dependant on photo-source though...
@Neox: Really love seeing the updates on her, the render is starting to look real nice. Any plans on doing a lower res realtime version?
and this model was my take on Grendel .
that little lady is looking sooooo good. The hands are so real looking in that render its *almost creepy. I`d kill to have that degree of understanding with sub-surface scattering.
n88tr: it's a trick of scale. The AK74SU is a subgun sized version of an AK rifle with only an 8-inch barrel; I think you're reacting to the weirdness of, say, how giant a 30 rounder mag looks on it. That's the AK. Google pics of "AK74" vs. "AK74SU" or "krinkov" and you'll see what i mean.
ohnomelon: well from one guy trying to get through the sub-d gauntlet to another I sympathize, but I'll meet those challenges when I come to them.
bbob: thanks for the encouragement, I think this is the first model I'll take all the way to a full game-ready state since... well, shit. Since Quake3.
Harry: amen to that
rollin: yep going all the way
BeatKitano: realling digging the chick you've done. I think you're executing well on your brief--I like the detailing but all the forms seem pretty well delineated. A definite Mass Effect vibe coming through, I like the knee forms and the "wrap" shoulder shell dealie. Nice work.
Fat_Cap: probably time to call it done, nice work, seems like you've been fussing over this one ages
Neox: I reiterate my suggestion that the finished version get sent to John K, he'd be over the moon about this girl, looks greaaaat
Harry: an unusual look for this guy and I dig it
D R E A M N T: I'm seeing cyborg evening dress more than a sniper right now but that's probably because of the material separation at the moment. Like where it's headed
Aaaand for me some interruptions kept me from making more progress on this but aside from some small detailing on the front sight, the entire muzzle is done. All that's left tomorrow is the fairly serious dust cover detailing plus bolt/action/ejection port area. Come Monday should be ready to bake.