This is awesome! What it really lacks is some kind of Subsurface scattering in the plants. They look darn dead. I dont know how to achieve, but it would really help the scene to get some more life!
thanks acapulco, I love your work on air borne by the way
yeah, i have a bit on it now...i will have to try and bump it up, and now that i now the whole thing with the color look up tables in udk may ( hopefully it will fix a lot )
Another gun for my portfolio. Based on a concept art from the Borderlands game. High poly is almost done. I'll post other views later (my comp renders so slow).
Also needed some advice, i originaly planned on making him into some goblin type character but after playing abit with polypaint before ending this session i felt like testing a different direction, some sort of sickly albino demon type thing... This is only like a 5min paint test but would like som input. Anyone think it would be a cool direction to take it in?
Max and Mudbox (for texturing, didn't sculpt), supposed to look like it belongs with UT3's Ronin. Took about two weeks to this point.
You've got the team style looking pretty ace, little to comment on that. The only thing I'd suggest is giving the mesh a less red gray, instead using more yellow or blue even.
Currently, the whole has a warm feel to it, and it needs some cooler colors to contrast.
Also, the texture still feels too painterly for UT with the creases painted in black and in general looking a bit fuzzy and showing brush strokes, but I assume that's because it's still WIP.
@ Verkerk
Make sure to give the sun a warm feeling, this should look nice in contrast with a cooler color in the tunnels. Not sure about the concrete ceiling. What state is the tunnel in, is it being built, in use, or abandoned?
The ceiling suggests they still need to tile it, place a trashcan in the removed tile, hang up a sign in the back etc. There's also no trash but that's due to WIP
On the other hand, most of the surfaces appear finished and there's a bit of dirt on them, so it looks somewhat used, though as of yet lacking trash, clutter, props.
On the third hand, that one tile looks like it's supposed to be broken. But none of the other floortiles show any damage.
Lastly, that one yellow cornertile is a bit repetetive.
@Papa Austin:
Looks really nice, though it feels a bit too yellow/orange. There's also some really blue plants in the bottom right. Perhaps unify the plant colours a bit more to a medium green? Also, translucency would be a huge boon to this scene indeed.
@breakneck:
Like it a lot. Love that you modeled in the rear tracks, makes it a lot more real. Though some parts (seat, front wheels, hood). If you're not willing to go for a higher polycount, you could save some tris by making the wheel hubs with alpha planes (if you're not already), those holes look like they cost a bunch of polies.
prolow
That's cute lol
Well yea I agree with Snader for now it looks flat, probably bake in some AO map and multiply it onto your texture will improve on your "flatness" issue.
@ yoyoman: Thanks for the suggestion! I'm not entirely sure what can I do with it at this point short of remodeling these parts altogether... Any ideas?
@snader: I see what you mean with the warm gray, I'll make it cooler on the next pass. Also agree with it being too painterly still.... I'll pay closer attention to it next time I go in. Prolly remove all the black lines and add crisper texturing on the metallic parts.
dfacto: beautiful refinements in terms of the read on the surface changes, i feel like i could confidently model it just from that image. really believable detailing, and the NZ manufacture cracks me up.
just curious, is this to be like a vestgun/hold out pistol or what? is it a slug thrower or something more esoteric?
as for me, to all those who said "gauss, we like seeing your concept tags and all, but when are you going to do a tag executed in the style of luis royo?" your wait is over.
royo was one those artists that anyone who was a young teenager in the 90s should recognize... i was always kind of alternately amused and bewildered by his.. very specific oeuvre you might say. but let me just say, let no man poke fun at 90's airbrush style poster/heavy metal art in the vein of royo without taking a crack it yourself. you might just learn something.
Holi: I don't imagine this will be much comfort to you, but if they were interviewing someone senior for the same position and still interviewed you, they probably believed the senior artist had other opportunities and there was a reasonable chance that artist would turn down an offer, so they interviewed you also. Showing your art test results is probably fine but you shouldn't tell us what studio it was for. Very nice work though!
Millenia: With that tri count, it seems like you'd be better off normalmapping the ridges and putting that geometry toward more loops in your cylinders. Ten sides isn't enough, they look quite blocky.
boyluya: Looks great! Maybe a bit heavy on postprocess though. And very very tiny thing: the "corners" of the box gradient background are noticeable.
penrod, prolow, stefanH; thanks guys!
Zack Flowler: thanks for your response, but yeah, this situation still nebulous to me.
I won't call Michael Moore, but, yeah...
Thanks!
Nice! update Crazyfool! i think his calves might be loosing a little structure, it looks like the muscle is flattening out in the back view, the armor design is awesome! and the feet are nice too!
I'm working on improving my subd modelling skills; I've never done any before! So I looked at the principles and did this today. It's the barrel of a gun emplacement from a Warhammer figure.
Can you guys see anywhere I can improve so far? Gonna get cracking on with it some more tomorrow!
Did a bit more on the shotgun, zbrushed the shoulder pad like leather and the glass/plastic light beam covers then edited various stuff in max. Added a bit of a paintover to see what direction it's going...
Why do you make your cylinders so blocky? Polygons are cheap; use more of them where they're actually needed and round the edges with normal maps.
Well I ended up meshsmoothing the eyepieces anyways since I've got lots of my budget left (I reckon any first-person model can be at max the same polycount as the highest poly first person model there is since you only use one at a time )
Horribly rushed texture, but I don't have too much time to spend on each piece as these are for an army project (and I honestly don't care as much as with my own projects)
Zack Flowler: thanks for your response, but yeah, this situation still nebulous to me.
I won't call Michael Moore, but, yeah...
Thanks!
Hey man, don't mean to be critical at all but your reaction to being turned down is both understandable and telling. It's a small industry, it's good to show class whenever possible and not let things like that get to you. Your test looks good, I'm sure you'll get a job and be fine, but there are a lot of senior guys out there these days looking for jobs too so competition may be a bit stiff.
It sounds like they dealt with you reasonably, letting you know it was someone with more experience that got the job. You can conduct yourself anyway you want, of course, but calling the studio out by name with the "whatever, I don't care what they think" attitude is a bit off-putting, not just for them but for any other potential employers who may see it. That may seem like a stretch, but it's generally a good principle to live by just to be safe. At least until you're comfortably employed, then you can tell everyone how much they suck
Anyway, sorry to derail this lovely thread, your work is good and I'm sure you'll be fine. Just sayin'.
This is a really early WIP level in unity.Placement and env is all over the shop, but its slowly taking shape. Press ctl and forward to run rather than walk http://www.mikerusby.com/zombie/guardtest.html
Replies
yeah, i have a bit on it now...i will have to try and bump it up, and now that i now the whole thing with the color look up tables in udk may ( hopefully it will fix a lot )
And no, i didnt copy the other mech arm on the boards
Done maybe. I dunno, I'm kinda happy with it.
Some zsphere doodle i did today:
Also needed some advice, i originaly planned on making him into some goblin type character but after playing abit with polypaint before ending this session i felt like testing a different direction, some sort of sickly albino demon type thing... This is only like a 5min paint test but would like som input. Anyone think it would be a cool direction to take it in?
LeoJr: It's looking pretty good. You should probably rethink the hair banes though. At first I thought she was wearing a hat.
Nice assets prolow. Goldfish are my fav.
You sure you're finished texturing? The skeleton is rather flat...
You've got the team style looking pretty ace, little to comment on that. The only thing I'd suggest is giving the mesh a less red gray, instead using more yellow or blue even.
Currently, the whole has a warm feel to it, and it needs some cooler colors to contrast.
Also, the texture still feels too painterly for UT with the creases painted in black and in general looking a bit fuzzy and showing brush strokes, but I assume that's because it's still WIP.
@ Verkerk
Make sure to give the sun a warm feeling, this should look nice in contrast with a cooler color in the tunnels. Not sure about the concrete ceiling. What state is the tunnel in, is it being built, in use, or abandoned?
The ceiling suggests they still need to tile it, place a trashcan in the removed tile, hang up a sign in the back etc. There's also no trash but that's due to WIP
On the other hand, most of the surfaces appear finished and there's a bit of dirt on them, so it looks somewhat used, though as of yet lacking trash, clutter, props.
On the third hand, that one tile looks like it's supposed to be broken. But none of the other floortiles show any damage.
Lastly, that one yellow cornertile is a bit repetetive.
@Papa Austin:
Looks really nice, though it feels a bit too yellow/orange. There's also some really blue plants in the bottom right. Perhaps unify the plant colours a bit more to a medium green? Also, translucency would be a huge boon to this scene indeed.
@breakneck:
Like it a lot. Love that you modeled in the rear tracks, makes it a lot more real. Though some parts (seat, front wheels, hood). If you're not willing to go for a higher polycount, you could save some tris by making the wheel hubs with alpha planes (if you're not already), those holes look like they cost a bunch of polies.
That's cute lol
Well yea I agree with Snader for now it looks flat, probably bake in some AO map and multiply it onto your texture will improve on your "flatness" issue.
_Revel
redux on this dude (under 700tris)
Have you got a link to that FFVII retexturing project?
Normals, AO, 3 point shader !
http://forums.qhimm.com
Lots of FF modding over there
Guess what?
I did an art test for Ankama wich led me to a job interview:
But, guess what?
They finally hired someone with a lot more of experience.
What you guys think about this?
Sorry to be a bit acid, but im disapointed by how they test and interview junior and senior artist for the same job...
but right now, Im working on an old project
Trying to refine this. The last version was a bit nonsensical in terms of structure as I found out when trying to make a blockout model.
@snader: I see what you mean with the warm gray, I'll make it cooler on the next pass. Also agree with it being too painterly still.... I'll pay closer attention to it next time I go in. Prolly remove all the black lines and add crisper texturing on the metallic parts.
Thanks for the help!
just curious, is this to be like a vestgun/hold out pistol or what? is it a slug thrower or something more esoteric?
as for me, to all those who said "gauss, we like seeing your concept tags and all, but when are you going to do a tag executed in the style of luis royo?" your wait is over.
royo was one those artists that anyone who was a young teenager in the 90s should recognize... i was always kind of alternately amused and bewildered by his.. very specific oeuvre you might say. but let me just say, let no man poke fun at 90's airbrush style poster/heavy metal art in the vein of royo without taking a crack it yourself. you might just learn something.
Is that CryEngine 2?
I think the test turned out great. better luck next time
Millenia: With that tri count, it seems like you'd be better off normalmapping the ridges and putting that geometry toward more loops in your cylinders. Ten sides isn't enough, they look quite blocky.
boyluya: Looks great! Maybe a bit heavy on postprocess though. And very very tiny thing: the "corners" of the box gradient background are noticeable.
Zack Flowler: thanks for your response, but yeah, this situation still nebulous to me.
I won't call Michael Moore, but, yeah...
Thanks!
bootilicious
wussed out with circular hinges, i wish i could wrap my head around how the actual hinges work
hey stick this in the low poly thread, you're likely to get some good crits. Just don't feed the triangle-otaku too much goodness, they bite you know.
here's a generic female head study. some spots look funky but I cant quite put my finger on it...
Can you guys see anywhere I can improve so far? Gonna get cracking on with it some more tomorrow!
Why do you make your cylinders so blocky? Polygons are cheap; use more of them where they're actually needed and round the edges with normal maps.
Well I ended up meshsmoothing the eyepieces anyways since I've got lots of my budget left (I reckon any first-person model can be at max the same polycount as the highest poly first person model there is since you only use one at a time )
Horribly rushed texture, but I don't have too much time to spend on each piece as these are for an army project (and I honestly don't care as much as with my own projects)
Mostly done with the lower body, just need to finish up the back and figure out what I'm going to do with the forearms then add the teeth/hooves.
It sounds like they dealt with you reasonably, letting you know it was someone with more experience that got the job. You can conduct yourself anyway you want, of course, but calling the studio out by name with the "whatever, I don't care what they think" attitude is a bit off-putting, not just for them but for any other potential employers who may see it. That may seem like a stretch, but it's generally a good principle to live by just to be safe. At least until you're comfortably employed, then you can tell everyone how much they suck
Anyway, sorry to derail this lovely thread, your work is good and I'm sure you'll be fine. Just sayin'.
edit: and for those interested, here it is with all the other shit too.
TODO is just one strap and collar markings.
Please do add more folds to the tunic though..
http://www.mikerusby.com/zombie/guardtest.html