New guy here! Long-time spectator and admirer of the huge talent on display here although very daunting and intimidating! Never the less you got to start somewhere, right? So it’s about time I jump on the polycount bus and hopefully make some friends and learn a thing or two while at it
Brief bit about me, I am an aspiring games artist from Scotland who is now living in Vancouver and looking to land his first job/internship early next year. I am currently building my folio that will hopefully help me achieve my goal.
My chosen concepts are as shown below along with self-assigned goals of what I would like to achieve. This folio should help me get my foot in the door with my first job/internship in a 3D Artist role.
I do have a concern that they are all character based pieces I have chosen to work ( that’s what I enjoy the most) and I’ve heard it very unlikely to get a entry job as a character artist. Truth is I would happy to do anything Environments, Props, Weapons any to do with the creation of 3D assets. My thinking is this, if have these four polished assets in my folio then I can show a potential employer my ability to recreate concept art well and that although the techniques vary depending on what you are modeling the basic skill set is the same and can be transferable. Is this a bad approach?
I have set myself deadline of the end of the year and have created this thread in hope to gain feedback on all aspects of the process of creating a portfolio.
Any feedback is great and am not afraid of strong crits in fact I fully welcome and really appreciate the time taken to give them :poly136:
p.s Sorry if this was the wrong place to post this thread, if so feel free to move it :P
Replies
So here is my WIP so far, Speed sculpt in Mudbox till I got something that I liked 1-2 hrs then into Photoshop and used my hacker 2D skills to get a side view. which am going to use to block out a basic mesh in which to build my front view on.
Hope you like
Also, you set some great proportions with the legs and torso, and then you have just regular old arms. Change it up. I want to see some concepts with massive arms, and some concepts with t-rex arms. Flesh it out more before you can into modeling.
that guy needs something to keep him from looking like he is about to fall over though imo.. but I very much like the face!
wake - Cheers for the crits, I have adjusted his weight and chopped of the arms for the time being but dontworry he will have a bad ass set of guns when I am finished with him.
My main concern now is how he would walk/run I want him to give the impression of warrior/hunter I picture him being very primal when attacking. I really did intend to go down the centaur route but It seem like a obvious solution to how he would move.
Ideally I would like to find a way to get him to work as a biped. Any ideas.
Heres the update with changes to his weighting.
There's a more interesting concept hiding in there, I know it. Work with those feet baby, and I wanna see some thumbnails. If you do end up rolling with the 'centaur' concept, take that to mean only that it has an extra set of limbs, not that the lower half is that of a horse. What if he has a 2nd set of arms which he actually uses to help him run, like a gorilla? Or what if he has a set of massive frog-like legs that he uses to bound for any kind of speed or distance travel but which fold up when he's just waddling around? Or what you kept the posture from the first side profile and gave him crazy long arms that reach the ground and then some? What if there's something about this guy that means he doesn't even need to move faster than a waddle?
*you must widen your gaze Mr. Holmes*
good luck.
also, tomorrow when I'm not tired I may fuckle around with some paint-overs.
I had an idea, I was thinking what runs fast on two legs.....Velociraptor! So I made a mock up using a concept I found online. Here what I have come up with.
I feel it will look better running than the old concept which I could only imagine would be something like this :P
Let me know what you think and thanks again for the crits wake!
Cheers!
I really like the head but the legs seem a bit on the short side. Maybe look at more references such as centaurs/horses? It's just the proportions look a bit off to me. Look forward to seeing how it turns out. Hopefully wake does a nice paintover, that would be good too!
Hope you're well bruv.
Liam
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Don't get me wrong, you've got a good start, but first things first-- what kind of creature is this? You're insistent on it being something fast, yet all of the form language that you're using indicates more of a lumbering hulk, i.e. the scale (the head size indicates this beasty is at least 2-3x the size of a man), how musclebound the entire body is, and the hooves as only a pair and not a set of 4. Because hooves lack moving, articulated surfaces, in order to balance well the creature needs to be tripedal or quadrupedal. Even with a great big tail this guy is at best just going to lumber along.
What you need to do is set your priorities, and then go from there. What are the most important aspects of this concept? That he's fast? That he's bipedal? The hooves? The overall muscled proportions? Once you have the general concept nailed down go crazy with the thumbnails, and stop trying to concept an idea in 3d, trust me. Coming up with something interesting/original is hard enough just using silhouettes, not to mention having to wrap your head around the details and actually building it as well.
Here, I've attached some quick thumbs that I've done to help illustrate what I'm saying. Once you more specifically know what you want to do with the concept then you can start modeling and feeling your way through what looks better.
hope this helps.
Hope this is a bit more interesting. Love to hear which one you like 1,2 or 3?
Thanks again mate
#1 seems the most bestial-- the frontal profile of the legs and chest are very equine in appearance. That and the arch of his back and the angle of his rear legs makes me think that he would be able to raise up on the hind legs. Not that it's essential one way or another, that's just how it comes across.
#2 looks like he's would run like a gorilla, barreling toward an enemy with those great big forearms and building up tremendous momentum.
#3 is the colossal beast that towers over people, crushing them to death or beating them aside with his massive frontal appendages. Both he and #2 look like they could do some serious damage in combat, just in different ways-- where #2 charges through, #3 strikes quickly or sets an ambush and just swings and stabs with those massive leg-clubs.
Anyway, I'd pick one and try doing a couple more iterations of it and then if you're happy with it start figuring out the details. If you're outside your comfort zone, that's good, as that means you're starting to push into areas that you haven't before, or which aren't just amalgamations of various popular designs floating around in your subconscious.
good luck man, can't wait to see the next post.
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Think anatomically and logically. He doesn't have any arms to pick up stuff or attack with.
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I am also looking to give him some bright colour scheme :P
keep up the awesome work
Wish me luck!
been a little busy but had some time today to do some more - changed the mesh from z-spheres with a Scott Spencer base mesh then tweaked after that I blocked out his accessories and have done a few variations. This one I like but I will probably try a couple more before going on to detail him.
As always crits welcome!Cheers,
Murray.
wanted to do something a bit different and sleep on the hunter dude for a bit so I went and work on Chuck for a while and would like to share my progress and hear what you all think.
This is not my concept just so you know.
Now I am of to play the new TF2 UPDATE! woot
Small texture update
I know the colour looks off but its mainly due to the Matcap I am using.
Nice!
Been away for a bit but still working away. Hit a bit of a rut with last project when it come to back hardsurface normal maps. So I am in the process of working out a solid reliable workflow for myself which once I have my results I will be looking to share them here.
First thing here is a underwater pump the low ply is sitting at 3200 tris and the Fire hydrant is going to be the assets I am using for my test with baking normal maps. It is sitting at 900 tirs.
I manged to do more work on this guy and would love to here any crits before I go into the secondary forms.
But get that creature textured looks like it could be an awesome folio piece if given some texture loving. As for details get a weapon made for it and do some sort of beads and junk in what Iam guessing are dreads or something.
Props for trying that brink concept the style is so nice
Yeah the dude up for the top need load of love but dont worry he will be getting the once over soon enough. Looking forward to seeing that sketchbook when u get it up
Went on and did some more worth to this guy. I am happy with the overall forms as is but speak up if you think anything looks off. I know the ye brow need to hang lover but as this is going to be made to a game res mesh that will support animation I want to pull it down once its rigged.
So I started on the other heads will have the fourth blocking soon.
All based from SD concept art
So here is what I have so far.
I would love some crits on this guy as I am just unsure about a few things.
1. First one is the side profile. Do you think I looks correct or appealing? I had to make this up as I only have the 3/4 view to go on.
2. I know my collar does not look the same. The concept shows what I think is a bevel but I am just unsure I had made it straight and I guess boring as I can really understand whats really going on. Help with this would be great.
3. The shell part in which his arm go through seems to overlap the collar but as they both look solid I didn't see this being something I should try and make look functional in 3d so I made it flush with the collar. This imo make it look less interesting but still hold the overall shape and will use less geometry overall.
4. The legs. I dont think they would work. So I modified them a bit and plan on painting the weights near the top of the legs to zero so they would not deform. I think he would use his jet pack as his main mode of transport not walking.
But I do wonder if that the best choice so would LOVE to hear what you think.
I am thankful for any feedback given!! Cheers.
Thanks again for the feedback guys Its really appreciated!!!!!!!!!
I think you are really capturing the vibe of this character which for me is one of the most important things when I look at characters. However if you feel like he is not looking right then you can always overlay a screenshot of your mesh over the concept and see where the proportions differ. It is always hard to re-create a styelised character from a sketch. I made a quick paint over for you. You can take it or leave it, I think you are doing a great job.
You should bridge that circle on his waist though probably not neceasy at the moment but they bug the hell out of me.