finished up an art test for a small studio. Built in CoD4 Radiant. I had absolutely zero experience with the editor going in, so this was all new to me. It's about a week of work & learning. Lots of issues, not where I wanted it to be, but it is what it is =\
The hair isn't really practical but here it goes. I used a zsphere to make a strand which I brought into maya and duped into a clump which I arranged into multiple clumps. Brought that back in zbrush and used the move tool to arrange the chunks and move topo to spread the pieces around and make them random. Then I smoothed them all down to fix any stretching and used inflate to beef them back up. Took about an hour but it was the only way I could think of to get stringy hair in zbrush. I also duplicated the final twice and shook them around a bit to add more density.
Working on a spine based on CT scans.. The picture only shows the neck area, but I have more scans to do retopping on the lower region. It's for a visualization project at my school job. Fun fun fun. (tedious, but actually interesting)
Working on a spine based on CT scans.. The picture only shows the neck area, but I have more scans to do retopping on the lower region. It's for a visualization project at my school job. Fun fun fun. (tedious, but actually interesting)
Really nice spine you got there. Is that Silo? If it is, Im a Silo user too! :P
I updated my monsters head. I found out that the UV distortion I saw was just a weird Silo display error or something because when I opened the file on my schools computer everything was fine.
What do you guys think? Any suggestions or critiques? I would love to hear some! I am starting on the body and hopefully I am done by Monday. Cheers!
Really nice spine you got there. Is that Silo? If it is, Im a Silo user too! :P
Yep! Hello fellow Silo user.
My only crit is that your monster head appears to be a little too dense in the flat areas of the forehead. As for the display error... that's not too surprising. Silo 2 obliterates Windows's Aero shadows for some reason too - very strange. I just hope Nevercenter updates it before the program becomes unusable on increasingly modern hardware.
Working on a spine based on CT scans.. The picture only shows the neck area, but I have more scans to do retopping on the lower region. It's for a visualization project at my school job. Fun fun fun. (tedious, but actually interesting)http://trancerobot.com/share/spine-progress-04.jpg
Atlas and Axis, my 2 favorite vertebrae! are you duplicating the existing vertebrea and just tweaking them for each one?
My only crit is that your monster head appears to be a little too dense in the flat areas of the forehead. As for the display error... that's not too surprising. Silo 2 obliterates Windows's Aero shadows for some reason too - very strange. I just hope Nevercenter updates it before the program becomes unusable on increasingly modern hardware.
I really hope Nevercenter steps up with the updates because I really love working in Silo. I think it was money well spent.
As for the monsters head, maybe I should try and optimize the topology a bit more. You have any tips on how I should do it? I have a bit of a hard time actually knowing which areas I should give more love than not. :poly136: I might have to tweak the topology in Maya using the "preserve UVs" function since I dont think Silo has that feature. Ill post some updates later.
Cause I haven't done any character work in ages, and I don't think I've posted any work in longer than that. Did a bust today, trying to get back into the swing of sculpting. It's been way too long...
Baked 'n shit. And trying to find my way around in Max...
Now it's time to slab a rig on him, send him over to UDK and get on with the texturing/shading.
Here is my high detail practice, started from the plane, simply mirrored most of it, I'm not happy with it, because I wanted to do something else and I've come up with something else.
cheers jeremy but i think im goin to start over as theres somethin about it thats really pissing me off haha.
For me I think it's the top right corner that makes it feel a little crowded and because of the high contrast is becoming sort of a focal point, you did a good job though with the main focal point but my eye eventually gets stuck in that corner.
My only crit is that your monster head appears to be a little too dense in the flat areas of the forehead. As for the display error... that's not too surprising. Silo 2 obliterates Windows's Aero shadows for some reason too - very strange. I just hope Nevercenter updates it before the program becomes unusable on increasingly modern hardware.
dam i never noticed that till you mentioned it with the shadows and now it's really bothering me.
Just finnished baking Normal and AO maps on my terran marine( yey )
got some basic color, spec and reflect going. going to continue adding
detail in the Spec and Color maps, adding stickers, mechanics, damage etc..
also his exhaust pipes only has a yellow color atm xD
tacit math love the shading on the fat gif guy! not only the flat shading, but the shitty gif compression gives the piece some sweet dots all over, which I would love to see a shader of in a game full of flat shaded characters! ;D he kinda looks like a reaper from infamous anyways :P
Jeremy-S : Nice one reminds me a bit on Kratos,though there's something odd with his cheekbones
Swizzle : Great concept,i wold love to see it in 3d:)
tacit math : Wow ,big guy in armor is my favorite,love your stuff mate keep them comi'n:poly142:
Stinger88 : He's a manly man, gone are the ages of barebacks. I see what you mean, I was heading towards a more furry coat type thing, but I got really lazy near the end and set sleep as priority. Will fix it up later! Cheers for the comment
Ok..sculptris is my new favourite tool.
So to celebrate here is Bald John Smith Protagonist (he's good since he's smiling in a protagonistic way)
Replies
They're beautiful.
Mind sharing how you did dem hairs?
Maph, thanks dude!
The hair isn't really practical but here it goes. I used a zsphere to make a strand which I brought into maya and duped into a clump which I arranged into multiple clumps. Brought that back in zbrush and used the move tool to arrange the chunks and move topo to spread the pieces around and make them random. Then I smoothed them all down to fix any stretching and used inflate to beef them back up. Took about an hour but it was the only way I could think of to get stringy hair in zbrush. I also duplicated the final twice and shook them around a bit to add more density.
Uploaded with ImageShack.us
Really nice spine you got there. Is that Silo? If it is, Im a Silo user too! :P
I updated my monsters head. I found out that the UV distortion I saw was just a weird Silo display error or something because when I opened the file on my schools computer everything was fine.
What do you guys think? Any suggestions or critiques? I would love to hear some! I am starting on the body and hopefully I am done by Monday. Cheers!
venom!
Yep! Hello fellow Silo user.
My only crit is that your monster head appears to be a little too dense in the flat areas of the forehead. As for the display error... that's not too surprising. Silo 2 obliterates Windows's Aero shadows for some reason too - very strange. I just hope Nevercenter updates it before the program becomes unusable on increasingly modern hardware.
Thanks! The modelling was all done in Max. I simply threw it into Zbrush because I was too lazy to do a proper lighting/material setup :poly142:
Think I've seen her face once (once!) on the internet... :P
I really hope Nevercenter steps up with the updates because I really love working in Silo. I think it was money well spent.
As for the monsters head, maybe I should try and optimize the topology a bit more. You have any tips on how I should do it? I have a bit of a hard time actually knowing which areas I should give more love than not. :poly136: I might have to tweak the topology in Maya using the "preserve UVs" function since I dont think Silo has that feature. Ill post some updates later.
Jack this is looking great, love the colors and textures.
Baked 'n shit. And trying to find my way around in Max...
Now it's time to slab a rig on him, send him over to UDK and get on with the texturing/shading.
pimp style, makoa
doodles~
For me I think it's the top right corner that makes it feel a little crowded and because of the high contrast is becoming sort of a focal point, you did a good job though with the main focal point but my eye eventually gets stuck in that corner.
Uploaded with ImageShack.us
dam i never noticed that till you mentioned it with the shadows and now it's really bothering me.
Had fun making the facial rig for this guy, learned a bunch of new techniques.
Still deciding on clothing colors, opinions are welcome
got some basic color, spec and reflect going. going to continue adding
detail in the Spec and Color maps, adding stickers, mechanics, damage etc..
also his exhaust pipes only has a yellow color atm xD
Uploaded with ImageShack.us
More photoshop madness. I wouldn't mind doing little fantasy portraits for an RTS hah.
first thing I thought of when I saw that was the robot skeleton Geoff Peterson + Craig Ferguson's glittery ball
love the shading on the fat gif guy! not only the flat shading, but the shitty gif compression gives the piece some sweet dots all over, which I would love to see a shader of in a game full of flat shaded characters! ;D he kinda looks like a reaper from infamous anyways :P
Nice portrait Allen. But I think adding the fuzziness/blur was a mistake. He looks like he has extremely hairy shoulders.....Maybe he does :?
Swizzle : Great concept,i wold love to see it in 3d:)
tacit math : Wow ,big guy in armor is my favorite,love your stuff mate keep them comi'n:poly142:
additional credits to Andrea Bruschi for first pass cloth and prop modeling on the survivor model.
http://www.monochrome-games.com/forums/showthread.php?t=191
Person on the picture is myself^^
Im not really happy with it, so i need some crits
Rock On!
Ok..sculptris is my new favourite tool.
So to celebrate here is Bald John Smith Protagonist (he's good since he's smiling in a protagonistic way)
THIS!!!:thumbup::thumbup::thumbup::thumbup::thumbup::thumbup::thumbup:
:poly142: