Just remembered about this place, figured I'd post this thing I made a little while back. It needs cleaning up (particularly in fixing "stars" causing general smeariness), and probably a higher-res pass or bump/normal mapping, but at least for now it is what it is. Any criticism or advice is welcome, and even if it only applies to this one in particular I'll try and extrapolate it for future application.
EDIT:
well, now that I look longer, it looks like a dark/nearly black model on a black background, go ahead and present it with more lighting/rimlighting/or lighter background.
Well, it's a head. Precisely one that's been in a bog for a while. There's a lot of sunken fat around the neck, and the cranium and nose are somewhat exaggerated. It's somewhat stylized, but that's not to say I don't welcome anatomy tips.
This is gonna be harsh, but... That's not "somewhat stylised." It's only recognisable as a head in that there are b]very[/b vague approximations of eyes, a nose, and a mouth. Maybe you were going for an Easter Island statue sort of thing, but from your description of sunken fat, etc, it doesn't appear that way.
This is gonna be harsh, but... That's not "somewhat stylised." It's only recognisable as a head in that there are b]very[/b vague approximations of eyes, a nose, and a mouth. Maybe you were going for an Easter Island statue sort of thing, but from your description of sunken fat, etc, it doesn't appear that way.
Two words: USE. REFERENCE.
Making the eyes distinct requires a pass at a higher resolution (this is actually a subsurfaced low-poly model). I think it makes for a happy accident, though - the eyelids of a dead body seal shut, and the puffiness of the lips give a sense of bloatedness. For that reason I have mixed feelings about changing them, but it's not like I won't still have this version on file. The lips are, however, distinct in the non-subsurfaced model.
For the nose, I would want to bring a bridge out in a more realistic model, and make tighter creases around the nostrils no matter what (again, prohibited by the resolution). If there's anything you can add to that, please tell me.
The inspiration on stylization, to be specific, comes from wood masks. A little bit from Moai, but not totally. The general shape comes from this image, which I was trying to reproduce before getting sidetracked.
I use reference plenty, but I don't use it all the time, and that's not a crime.
I think what LoTekK is getting at is if your trying to create a bust of a dead person who's been sunk at the bottom of a bog then you could improve it by looking at some more reference and re-defining some of the facial features, at the moment the eyes, nose and mouth are rather vague shapes.
It does resemble more a head from a totem pole or a Moai statute.
@ LoTekK I wouldn't jump straight to troll, he has posted the work on a couple of other forums as well as a few bit of work on his site. I just think this kind of work isn't usually posted on here. But then again maybe I'm just young and naive.
I think what LoTekK is getting at is if your trying to create a bust of a dead person who's been sunk at the bottom of a bog then you could improve it by looking at some more reference and re-defining some of the facial features, at the moment the eyes, nose and mouth are rather vague shapes.
The whole creation process was kind of a wandering train of thought, hence not picking any reference images. Now that that's definitely what I've gone with and will want to emphasize, that is certainly something to plan on doing. I'm already thinking about how I'd pull off the folds (google image search if you're not on the same page). I'm not very good at that, but I imagine I should just do one or two creases per eye actually on the mesh, and use normal mapping for the majority of the wrinkles.
i doubt it, i checked out their website, and any others that link to them. its pretty obvious they are a trolling group. But i'll give them 5 internets for trying.
I guess he's really a troll then. Strange how he goes through all that trouble with the website. I really thought he was some very weird older programming guy with no artistic talent & visionwhatsoever. Turns out it's an 18yr old kid doing it for the lulz...
just stop posting, all these replies are pretty much what he wanted and pointless , i know by saying this it's kinda hypocritical but if i stops more posts then it was beneficial
I'm not excusing mistakes by saying I like their end result. They are still mistakes in my mind, I just felt I should give some background. I don't delude myself to thinking they add to anyone's satisfaction with the work but mine.
The "stylization" concerns the general bowed, rectangular shape of the head (see 2D drawing; now fat) and the smoothness of the nose. The lack of arch in the bridge of the nose is a flaw, and masks or eliminates the intended stylization: a wooden mask style, flat, tongued nose bridge.
All other features are intended to build sound facial features into this unsound skull shape (a curved prism). So, as much as possible I want the face to trick one into seeing it as anatomically plausible, even when it can't be because of the unrealistic skull.
If I posted something I tried to exercize proper anatomy with from the start you would still find it terrible, because my anatomy skills are not amazing, and this is my first whole 3D head.
IF IT HELPS YOU ANY JUST IGNORE ANYTHING I'M SAYING AND CONTINUE TO POINT THINGS OUT. I TRY 2 POST BTR NXT TIME
What I really mean is, I don't swallow my pride easily at all. I take pride in my mistakes, so it's hard not to defend them. But I apologize for asking for criticism on my own terms, and if it's too late for this thread I'll make another one sometime and try to avoid all of this.
A lot of the artists at polycount don't like to deal with artists with attitudes that want to learn 3D but don't really listen to the advice that people have (not saying you in particular, but we often have new members that post weird/bad art and take every comment personally), once the thread isn't serious anymore its hard to get decent critiques.
So if you really want to improve as a game artist, keep posting and keep working at it.
If you want to mess around and troll, don't bother.
When searching through the dusty Tome of Knowledge, to my surprise, I had finally figured out that "Belias" was actually the leader of Cult of Master Trolls...
And now, my fellow Polycounters, they have come in great force. The invasion has begun.
Let these days be known as the reckoning! The venomous flood, led by Master Belias, have come to eradicate us all! They come with badly made 3D art, bad grammar and no explanation of their pimp!
We must call upon the Great Old Gods and ask them permission to conceal this thread of plague before it spreads like a cancer! Mods! Hear our plea!
The "stylization" concerns the general bowed, rectangular shape of the head (see 2D drawing; now fat) and the smoothness of the nose. The lack of arch in the bridge of the nose is a flaw, and masks or eliminates the intended stylization: a wooden mask style, flat, tongue-shaped nose bridge.
Then in actuallity Lokiclock we refer to the convex nature of the bridge to allow correct stylisation or the inherent asthetic (see 2d drawing, now blue)
It emmits a regal severity which combined with the sloping masked brow is a flaw of anatomical correctness, which I have drawn in blue crayon, without addressing this, one cannot hope to combine the crits here along with suitable outcomes through the algorithm sugested.
I dunno what kinda person purposely trolls 3d forums, doesn't make sense to me, so I'll ask ya this:
You said its stylized, you did what you wanted w/ it, whatever, why post it? There's really nothing that can be offered to you if you think it's done and it did what you wanted to do.
You said its stylized, you did what you wanted w/ it, whatever, why post it? There's really nothing that can be offered to you if you think it's done and it did what you wanted to do.
Well I imagined more things would end up being mentioned, beyond the ones I knew about. I still gained useful advice on how to proceed, but I didn't hear of any flaws that weren't already apparent to me. The former is, I suppose more useful in the long run, and easier to provide than the latter for this type of thing. I also learned that I'm expected to post things that represent my technical intuitions honestly, because you have to see bad intuitions to correct them, and others correcting your bad intuitions is the whole purpose of critique.
Replies
EDIT:
well, now that I look longer, it looks like a dark/nearly black model on a black background, go ahead and present it with more lighting/rimlighting/or lighter background.
I get "x-ray" and "ultrasound" a lot.
Aw, shucks.
Two words: USE. REFERENCE.
Making the eyes distinct requires a pass at a higher resolution (this is actually a subsurfaced low-poly model). I think it makes for a happy accident, though - the eyelids of a dead body seal shut, and the puffiness of the lips give a sense of bloatedness. For that reason I have mixed feelings about changing them, but it's not like I won't still have this version on file. The lips are, however, distinct in the non-subsurfaced model.
For the nose, I would want to bring a bridge out in a more realistic model, and make tighter creases around the nostrils no matter what (again, prohibited by the resolution). If there's anything you can add to that, please tell me.
The inspiration on stylization, to be specific, comes from wood masks. A little bit from Moai, but not totally. The general shape comes from this image, which I was trying to reproduce before getting sidetracked.
I use reference plenty, but I don't use it all the time, and that's not a crime.
Excellent work, no crits, amazing stuff, etc etc.
It does resemble more a head from a totem pole or a Moai statute.
@ LoTekK I wouldn't jump straight to troll, he has posted the work on a couple of other forums as well as a few bit of work on his site. I just think this kind of work isn't usually posted on here. But then again maybe I'm just young and naive.
The whole creation process was kind of a wandering train of thought, hence not picking any reference images. Now that that's definitely what I've gone with and will want to emphasize, that is certainly something to plan on doing. I'm already thinking about how I'd pull off the folds (google image search if you're not on the same page). I'm not very good at that, but I imagine I should just do one or two creases per eye actually on the mesh, and use normal mapping for the majority of the wrinkles.
here's a good reference for a bog mummy, the Tollund Man:
Yeah...I'm not really sure either *cough*
I guess he's really a troll then. Strange how he goes through all that trouble with the website. I really thought he was some very weird older programming guy with no artistic talent & visionwhatsoever. Turns out it's an 18yr old kid doing it for the lulz...
http://www.lokiclock.com/still/digital/NoHomeHere.png
http://www.lokiclock.com/still/digital/HIIAMBRONSON.png
I'm not excusing mistakes by saying I like their end result. They are still mistakes in my mind, I just felt I should give some background. I don't delude myself to thinking they add to anyone's satisfaction with the work but mine.
The "stylization" concerns the general bowed, rectangular shape of the head (see 2D drawing; now fat) and the smoothness of the nose. The lack of arch in the bridge of the nose is a flaw, and masks or eliminates the intended stylization: a wooden mask style, flat, tongued nose bridge.
All other features are intended to build sound facial features into this unsound skull shape (a curved prism). So, as much as possible I want the face to trick one into seeing it as anatomically plausible, even when it can't be because of the unrealistic skull.
If I posted something I tried to exercize proper anatomy with from the start you would still find it terrible, because my anatomy skills are not amazing, and this is my first whole 3D head.
IF IT HELPS YOU ANY JUST IGNORE ANYTHING I'M SAYING AND CONTINUE TO POINT THINGS OUT. I TRY 2 POST BTR NXT TIME
So if you really want to improve as a game artist, keep posting and keep working at it.
If you want to mess around and troll, don't bother.
....
I feel stupid :poly142:
And now, my fellow Polycounters, they have come in great force. The invasion has begun.
Let these days be known as the reckoning! The venomous flood, led by Master Belias, have come to eradicate us all! They come with badly made 3D art, bad grammar and no explanation of their pimp!
We must call upon the Great Old Gods and ask them permission to conceal this thread of plague before it spreads like a cancer! Mods! Hear our plea!
Then in actuallity Lokiclock we refer to the convex nature of the bridge to allow correct stylisation or the inherent asthetic (see 2d drawing, now blue)
It emmits a regal severity which combined with the sloping masked brow is a flaw of anatomical correctness, which I have drawn in blue crayon, without addressing this, one cannot hope to combine the crits here along with suitable outcomes through the algorithm sugested.
hope that helps, best of luck.
You said its stylized, you did what you wanted w/ it, whatever, why post it? There's really nothing that can be offered to you if you think it's done and it did what you wanted to do.
Personally, I don't think that it's stylized. It's just a badly made model.
Well I imagined more things would end up being mentioned, beyond the ones I knew about. I still gained useful advice on how to proceed, but I didn't hear of any flaws that weren't already apparent to me. The former is, I suppose more useful in the long run, and easier to provide than the latter for this type of thing. I also learned that I'm expected to post things that represent my technical intuitions honestly, because you have to see bad intuitions to correct them, and others correcting your bad intuitions is the whole purpose of critique.
Here, trolls get trolled..
+1 internet justice..
But he's legendary to me!
...At least for today.
cuz it really sucks...in a good way
(lol at peoples reactions that haven't seen this thread and see your avatar)