Evil Flower: oh man I don't know how I missed your MG-34, you must have just posted it before I posted.
Looking pretty good but I think you've got some width issues--nothing a little scaling won't fix I think? The one that really sticks out is the stock in particular, it's just too thick. I can't find a picture of the butt straight on but even the side pics tend to suggest a much slimmer profile:
I don't know the gun well enough to comment on anything else, but that's what stuck out. The gallery I linked to above has a lot of close-up pics and shots from a couple of angles which should prove useful--sorry if it's more than a little late in your process
Fuse, this is looking sweet but it really feels like her face is pinched too much towards the center. I know it's style, and I think it almost works, but it feels awkward to me. Especially with the lips so pursed, the sharp chin, and the nasal labial folds pulling in so much.
I should have mentioned it when you first posted her though, sorry for the late crit. Still cool looking though, it's just been a recurring feeling each time you've posted her.
I'm trying to use sculptris as sketch/character design tool. Here's a quick maintenance guy concept:
Awesome use of sculptris man. Looks great, and seems like the program will really shine as a sketch/idea generation program. I have only spent about 30 minutes with it and felt like the tessellation and some of the tool functionality in general made it feel a little unnatural for working with surface detail. That probably just has to do with getting used to it though and it no way meant to be negative, it seems to be a great program and it's really awesome he did it by himself and put it out for free.
Here's the head I started on in the first 30 minutes I spent with the program. Pretty bad start, but I'll try the program out again when I get more time and try something more interesting.
Alrighty guys, I went and tried Sculptris, just like everybody else. Im a total noob at sculpting, and I thought that the program is absolutely great; I absolutely love the fact that you dont have to pay attention to topology, or making sure that you have enough polys in areas where you need them.
If you guys can see how i can improve it, critique it up!
I wanted to create some things to work on my texturing ability so I just decided on some random objects to model and texture.
The first object I decided on was a medieval door. I wanted to focus on just texturing it so there is no normal map but with a little effort I could easily turn the high poly into a higher poly and bake a normal map.
hey fuse, the area around the mouth looks pinched and unnatural. The cheekbones are also oddly placed/shaped. It's been bothering me throughout all your updates. I think if you clear that up, the piece will become a lot stronger.
Obliviousharmony, the biggest issue is that the black metal is blending in too much with the door. try adding some scratches or something around the edges of the metal parts to help distinguish a border between the material and the shadow.
GCMP: Looks nice,but to be honest, to me it looks like the funniest Nutcracker ever(no offence)
Can´t think of a way this thing can shot, could be that it´s only because i´m not really into this star trek phaser thingie at all.But even if it was meant to be like a phaser, even i(who has reasonably small fingers) couldn´t pull this awfully small trigger.
Did some more work on this.
Next step will be the low poly and some test bakes. Then back to the high poly details and a mudbox pass on the larger forms.
And looking at it now, those squiggly details need a going over at some point.
Ariel: Started from a sphere? How dya do the hoses? Looks great BTW.
Update: 500'000 strands of hair now. Little bit better sampling (1,0 triangle2x2).
Thanks. It's all from one sphere except for the hands, so 3 spheres total. The hoses are simply just pulled out of the bottom of the leg and inserted back at the top. It's not a perfect technique, but for a rough concept it works alright.
commander_keen - I believe this is fixed now. The program seems much faster and stable with this latest release.
playing with hard surface in Z bit sloppy at the moment, but ill keep practicing till i suck less... advice is much appreciated slightly longer than lunch
Would love some crits on this, been staring at it for far too long. Missing the hat, shirt is placeholder and im going to start with the ears next. Polypaint is just temporary.
@hogboy: Geometry looks good. Put more work into the teture, lacks color variation right now, especially on the skin. Maybe add some rim elements for the armor too, maybe incorporate another color there too.
Replies
Looking pretty good but I think you've got some width issues--nothing a little scaling won't fix I think? The one that really sticks out is the stock in particular, it's just too thick. I can't find a picture of the butt straight on but even the side pics tend to suggest a much slimmer profile:
http://gallery.gunsofthereich.com/mg34-9152a/46t.jpg.php
http://gallery.gunsofthereich.com/mg34-9152a/49t.jpg.php
I don't know the gun well enough to comment on anything else, but that's what stuck out. The gallery I linked to above has a lot of close-up pics and shots from a couple of angles which should prove useful--sorry if it's more than a little late in your process
[img]http://i24.photobucket.com/albums/c44/deadxiii/LowMid Poly/medievalStocks01.png[/img]
Fuse, this is looking sweet but it really feels like her face is pinched too much towards the center. I know it's style, and I think it almost works, but it feels awkward to me. Especially with the lips so pursed, the sharp chin, and the nasal labial folds pulling in so much.
I should have mentioned it when you first posted her though, sorry for the late crit. Still cool looking though, it's just been a recurring feeling each time you've posted her.
Awesome use of sculptris man. Looks great, and seems like the program will really shine as a sketch/idea generation program. I have only spent about 30 minutes with it and felt like the tessellation and some of the tool functionality in general made it feel a little unnatural for working with surface detail. That probably just has to do with getting used to it though and it no way meant to be negative, it seems to be a great program and it's really awesome he did it by himself and put it out for free.
Here's the head I started on in the first 30 minutes I spent with the program. Pretty bad start, but I'll try the program out again when I get more time and try something more interesting.
40 Min Sculpt; Sculptris
Alrighty guys, I went and tried Sculptris, just like everybody else. Im a total noob at sculpting, and I thought that the program is absolutely great; I absolutely love the fact that you dont have to pay attention to topology, or making sure that you have enough polys in areas where you need them.
If you guys can see how i can improve it, critique it up!
That is straight bad ass. Nice job man.
Helmet is looking swell.
The first object I decided on was a medieval door. I wanted to focus on just texturing it so there is no normal map but with a little effort I could easily turn the high poly into a higher poly and bake a normal map.
Sculpted in sculptris as a personal project. I wasn't smart about how I did this project, but it could have been worse :P
Obliviousharmony, the biggest issue is that the black metal is blending in too much with the door. try adding some scratches or something around the edges of the metal parts to help distinguish a border between the material and the shadow.
Sculptris is the answer
Can´t think of a way this thing can shot, could be that it´s only because i´m not really into this star trek phaser thingie at all.But even if it was meant to be like a phaser, even i(who has reasonably small fingers) couldn´t pull this awfully small trigger.
You can see them in these images:
I feel potential, so I made it, but take it with caution, I'm just barely starting to understand faces and there may be better options out there...
Next step will be the low poly and some test bakes. Then back to the high poly details and a mudbox pass on the larger forms.
And looking at it now, those squiggly details need a going over at some point.
It's a skull! Highly original, I know.
Thanks. It's all from one sphere except for the hands, so 3 spheres total. The hoses are simply just pulled out of the bottom of the leg and inserted back at the top. It's not a perfect technique, but for a rough concept it works alright.
commander_keen - I believe this is fixed now. The program seems much faster and stable with this latest release.
Very nice adamlewis!
-Woog
Almost as common as the dumpster, ladies and gentlemen its the hard surface Zbrush cyborg sculpt !!
*edit* added a quick paintover for giggles
incredibly correct study m8:)
yeah, i'm not sure if you could call it my "style" or just a weakness that makes all my stuff look similar.
Would love some crits on this, been staring at it for far too long. Missing the hat, shirt is placeholder and im going to start with the ears next. Polypaint is just temporary.
here is the ref http://billsmovieemporium.files.wordpress.com/2009/03/woyzeck2pm.jpg
http://dl.dropbox.com/u/2184180/cliffjumper.mp4
http://dl.dropbox.com/u/2184180/Backflip.mp4
cool render iakshay
:shifty:
Will be racing around in a short clip.
@hogboy: Geometry looks good. Put more work into the teture, lacks color variation right now, especially on the skin. Maybe add some rim elements for the armor too, maybe incorporate another color there too.
Your surfaces look superclean so its kk to dont know what it is :poly142:
im not telling but ur welcome to guess O.o
well who sees the tiny change?