I agree. The sword handle looks like it would shatter after a couple of hard hits with another sword/armor/shield. Definitely beef up the handle I think.
I agree. The sword handle looks like it would shatter after a couple of hard hits with another sword/armor/shield. Definitely beef up the handle I think.
Thanks for the comments guys, making it bigger might be impractical as this stage, but ill see what I can do!
This environment is looking pretty cool! I like the style.
And the whole thread is very inspiring, lots of progress here!
Let me ask you something. Do you have a schedule or something like that to do your stuff (2D/3D/character/Environment)? Or do you just go ahead and make whatever you want?
I'm asking this because everything appeals to me, and whenever I see something awesome, no matter what (concept, character, environment, spaceship...), I want to do something like that. I can't manage my time or focus on only one thing. And I see you making a couple of different stuff here. I'm wondering how can you manage this...
Currently I have a rotating schedule of 4 projects going on. I have a full time job, so on weekdays I can onely manage around 3-5 hours of art related work on week days. However I work all day and often pull long nights and sleep less on weekends. In a week on average I do around 40-50 hours a week, depending on days off and my job (Active duty air force).
Although its true that working on 4 projects means there will be a long periods of no finished art I find it keeps me from burning out artistically, I work faster because im not grinding, gives me time away from projects to refresh my eyes and I use skill i gain from working on previously rotated projects and apply them to all of my projects so there I eliminate the artifact of having my next project being better than my previous one, at least at a much larger margin. As far a scheduling goes, when I find myself slowing on a project, i rotate and try to keep each of them to a similar state of completion. Also, I try to keep only 4 going on at the same time.
some people discourage this, mainly because if you have an issue finishing projects it can be a negative cycle. However this has worked fine for me so far.
for me I find doing other facets other than your target feild of work (2d/charachter/enviro) all complement each other. this is also discouraged by many as in you should focus down your target feild and specialize. Everyone is different and by no means does it mean you have too. I suggest you do your own studies, take heed to everything you hear, weigh it, and filter it logically through yourself and then take action on your own.
Hey RJ, I've never seen this thread before. You have gotten so much better at 3d since your first post. Good job man!!
Keep on rolling with this, you energy drink madman!
Hey RJ, I've never seen this thread before. You have gotten so much better at 3d since your first post. Good job man!!
Keep on rolling with this, you energy drink madman!
lol, thanks man! ill keep goin and you do the same!
little composite to see how it would look as a whole.
The design looks cool, but to me it seems a little soft, perhaps it is because of the zbrush material.
perhaps, softer edges make fro beter normals though.
3-4 days worth of low poly and baking normals and AO. Still need to concept out her weapon and make an opacity map for her hair and eyelashes but ive been working enough on her. on to environment stuff.
Looking cool man, I think the inlay on the metal/stone part at the head of the weapon looks a bit too fine and delicate compared to the rest of the weapon. It looks like solder or something. Maybe if you look at metal or stone engravings you could find something cool to use in those indents?
Well, the hammer is in rather pristine condition, but yeah, as soon as some wear sets in the yellow color will definitely fade and the fine engravings will erode.
Looks cool, though you might want to fade the yellow a bit, or make it darker, i'm not sure
Looking cool man, I think the inlay on the metal/stone part at the head of the weapon looks a bit too fine and delicate compared to the rest of the weapon. It looks like solder or something. Maybe if you look at metal or stone engravings you could find something cool to use in those indents?
cool man, thanks for the feedback! ill try and make it seem more metalic if I can. do you mean as in replacing those indents or putting stuff in them?
Well, the hammer is in rather pristine condition, but yeah, as soon as some wear sets in the yellow color will definitely fade and the fine engravings will erode.
Looks cool, though you might want to fade the yellow a bit, or make it darker, i'm not sure
I might adjust the yellow in the metal and see how that works. Thanks for the feedback!
Well I think if you do something more interesting with the indents, or if you want to keep them simple you could maybe make them thicker/more chunky. Right now they are thin and delicate, so you would expect them to hold a more elegant and designed shape. Basically if you're going for a chunky design for the weapon, use chunky engravings,
Looking at stuff from Darksiders, Warcraft, and Warhammer would be good to look at if you want to follow the stylised chunky look, if not have a look at some of the weapon props from Lord of the Rings, The Hobbit, and Game of Thrones for more refined and ornate designs.
Diffuse and normals only, based on a concept by Dale Comte that got away from me. Didn't hit that quality bar I wanted to, lesson learned; use PROFESSIONAL concept art for best result. I am not competitive in that measure. Cant say I didn't learn anything though.
great work. Definitely progressing nicely you have a strong eye for environment. I really like the last ship you did as well keep pumping those projects out!
Replies
more WIP
worked on the face alitle
Thanks for the comments guys, making it bigger might be impractical as this stage, but ill see what I can do!
Working the HP
blocking out, had enough, rotating prodjects.
WIP
And the whole thread is very inspiring, lots of progress here!
Let me ask you something. Do you have a schedule or something like that to do your stuff (2D/3D/character/Environment)? Or do you just go ahead and make whatever you want?
I'm asking this because everything appeals to me, and whenever I see something awesome, no matter what (concept, character, environment, spaceship...), I want to do something like that. I can't manage my time or focus on only one thing. And I see you making a couple of different stuff here. I'm wondering how can you manage this...
Although its true that working on 4 projects means there will be a long periods of no finished art I find it keeps me from burning out artistically, I work faster because im not grinding, gives me time away from projects to refresh my eyes and I use skill i gain from working on previously rotated projects and apply them to all of my projects so there I eliminate the artifact of having my next project being better than my previous one, at least at a much larger margin. As far a scheduling goes, when I find myself slowing on a project, i rotate and try to keep each of them to a similar state of completion. Also, I try to keep only 4 going on at the same time.
some people discourage this, mainly because if you have an issue finishing projects it can be a negative cycle. However this has worked fine for me so far.
for me I find doing other facets other than your target feild of work (2d/charachter/enviro) all complement each other. this is also discouraged by many as in you should focus down your target feild and specialize. Everyone is different and by no means does it mean you have too. I suggest you do your own studies, take heed to everything you hear, weigh it, and filter it logically through yourself and then take action on your own.
good luck!
just a few little things then gonna decimate.
Keep on rolling with this, you energy drink madman!
lol, thanks man! ill keep goin and you do the same!
little composite to see how it would look as a whole.
perhaps, softer edges make fro beter normals though.
3-4 days worth of low poly and baking normals and AO. Still need to concept out her weapon and make an opacity map for her hair and eyelashes but ive been working enough on her. on to environment stuff.
The lower body of her is really stretched and looks odd, armor looks cool
The spaceship is really nice. Never use black to white gradients tho
is this better?
Wepon concepts, props for one of my enviros
weapon props
Not sure i am a fan of the thin handles though .
But I am of the same opinion as Muzz, those thin handles, they seem like they would just snap if you swing those.
High poly assets for environment. rotating projects.
WIP rotating
Closer to concept. now decimating.
WIP, face, yellowbits and eyes need attention.
gotta concept the hammer now, rotating projects.
Going to add a working waterfall soon. rotating projects.
Looking cool man, I think the inlay on the metal/stone part at the head of the weapon looks a bit too fine and delicate compared to the rest of the weapon. It looks like solder or something. Maybe if you look at metal or stone engravings you could find something cool to use in those indents?
Looks cool, though you might want to fade the yellow a bit, or make it darker, i'm not sure
cool man, thanks for the feedback! ill try and make it seem more metalic if I can. do you mean as in replacing those indents or putting stuff in them?
I might adjust the yellow in the metal and see how that works. Thanks for the feedback!
Looking at stuff from Darksiders, Warcraft, and Warhammer would be good to look at if you want to follow the stylised chunky look, if not have a look at some of the weapon props from Lord of the Rings, The Hobbit, and Game of Thrones for more refined and ornate designs.
Portfolio ready. Took a year to finish the other projects are comming to a close as well.
done!
Diffuse and normals only, based on a concept by Dale Comte that got away from me. Didn't hit that quality bar I wanted to, lesson learned; use PROFESSIONAL concept art for best result. I am not competitive in that measure. Cant say I didn't learn anything though.
Playing with M2 and PBR. Marmoset needs to implement a custom background importer, ha ha.