jarrede : Awesome zombie,looking forward to see the rest
Dan! : Nice one! is it finished?
Jeremy-S : haha i see you're making another one of Joe Mad's characters (if that is his work),tough one since he's drawn from side view,hope you manage to pull that one off would be kick ass . As for face just make him some sort of skull and paint it black
Working on a something based off this concept. Not following it to the T and will only be doing a high poly version. Block out complete and this high poly so far. Trying to figure out how these wheels and tracks are actually working is a bitch
Thanks Tacit Math. Great sketches and very original style. Particularly like the yellow characters.
it's not actually an "industrial" colour scheme. It's jousting colours. I might do 2 versions if I ever get that far. And maybe...just maybe pose them jousting. Still early days though and theres loads of time for me to abandon yet another project.
You've really come a long way, daphz. That's some fantastic work. The clothes look great, and his hands are very natural.
@g2000, yeah, that's a Joe Madureira concept I screencapped from a Darksiders 2 video. And I've totally got an agenda for making Joe's concepts into 3d Will start a thread on my next update.
starting to work on a new robot thing
last one was a lot of fun. not working off of a side 2d image for guns where i had to guess at a lot of things, robots are still 2d images but i feel like i can be a lot more creative on robots than on guns. i guess that's a no brainer though.
Messing about with a pencil sketch led a to 3d doodle of it. Teased about with the mesh to see if i could make a few variations quickly, in case i ever need to make filler weapons/gear later on type deal.
Centre in the original, moved in seperate symmertry directions.
Still abusing the sword mesh and making a 'model tree' of sorts. Im wanting to see what i can push the forms into while recycling as much of the old mesh as possible.
I tried to keep it faithful to the game, which is very barren. I'll go back and check out some gameplay videos and see if there is anything I can add to break it up a bit.
[Update]
I went back through my ref and found some instances of vegitation. It's not a lot but it's something to work with.
Don't be afraid to use the extra polys to make the crate look better. Even source engine games back in 05(?) were able to handle the extra geometry.
And if the barrel is 360 polys, and the crate is 6, that's 60 times more polys from one to the other, and presumably if they're going in the same engine, it shouldn't mind the extra dozen or so tris.
Also, for the barrel, try and make the metal rings stand out more - in reality there's a nice sharp edge, and sometimes a nook or cranny or crevice (etc) where the metal goes over the wood - try to bring this out with your normals (harder and more pronounced edges), diffuse (baked AO should leave a nice dark line) and spec (no light and in the shadow, no specularity). If you can afford, maybe even extrude some faces for the metal rings?
Also, the texturing is great, but not consistent - on the barrel the wood looks nice and, well, nice. Like a used timber floor. But the metal looks like it belongs in a workshop. Also there's a seam of some sort just to the right of the bolts, second ring down.
Tweak what you've got there, and you've potentially got a very nice new barrel and a very good used barrel texture.
Replies
left over flesh and sinew- face/head looks bathed in shadow- could just texture and render it as such.- cool sculpting so far
Been wanting to improve my 2D skills so went back to the fundementals, did some exercises and started doodling this guy as I worked on my linework.
@Dan! Yeah, I think you're right on the rotten flesh idea. Not sure why that didn't click in my head, seems pretty obvious now... Thanks for that
After looking at the ref a bit more, looks like I need to mess with the proportions of him, and everything else a bit more. It's close, but off.
i must get more of the awesomez and less of the suxzors!!!!
http://vimeo.com/26437892
nice one pior- dig the freckles and that upper lip
dark link is done for the most part- sorry for the cheeseball triforce pedestal but I could not resist
and how long did that bake take i wonder?
Dan! : Nice one! is it finished?
Jeremy-S : haha i see you're making another one of Joe Mad's characters (if that is his work),tough one since he's drawn from side view,hope you manage to pull that one off would be kick ass . As for face just make him some sort of skull and paint it black
Razorb - that just awesome!
jarrede _ I am loving the clothes on that one!
An update on a char am working on:
there is never enough zombie
especially ww2 and vietnam zombies
Doing some painting of the....thingy.
PS. Loving that bike Drav
Thanks Tacit Math. Great sketches and very original style. Particularly like the yellow characters.
it's not actually an "industrial" colour scheme. It's jousting colours. I might do 2 versions if I ever get that far. And maybe...just maybe pose them jousting. Still early days though and theres loads of time for me to abandon yet another project.
no idea where i'm going with this:
@g2000, yeah, that's a Joe Madureira concept I screencapped from a Darksiders 2 video. And I've totally got an agenda for making Joe's concepts into 3d Will start a thread on my next update.
last one was a lot of fun. not working off of a side 2d image for guns where i had to guess at a lot of things, robots are still 2d images but i feel like i can be a lot more creative on robots than on guns. i guess that's a no brainer though.
Centre in the original, moved in seperate symmertry directions.
Kratos?
YOU GOT IT!
Damnnnn awesome concept piece man o_O *new desktop BG*
just a little friday evenig relaxing lets-do-some-senseless scultping session.. got to play with scultping a little more serious i guess.
quick n dirty overpaint
Ergo; heavy rail gun
Tree as of now;
I tried to keep it faithful to the game, which is very barren. I'll go back and check out some gameplay videos and see if there is anything I can add to break it up a bit.
[Update]
I went back through my ref and found some instances of vegitation. It's not a lot but it's something to work with.
I'll spend some more time o it. Thanks again!
Just thought I'd post some props I scratched together as of late. More to come!
Don't be afraid to use the extra polys to make the crate look better. Even source engine games back in 05(?) were able to handle the extra geometry.
And if the barrel is 360 polys, and the crate is 6, that's 60 times more polys from one to the other, and presumably if they're going in the same engine, it shouldn't mind the extra dozen or so tris.
Also, for the barrel, try and make the metal rings stand out more - in reality there's a nice sharp edge, and sometimes a nook or cranny or crevice (etc) where the metal goes over the wood - try to bring this out with your normals (harder and more pronounced edges), diffuse (baked AO should leave a nice dark line) and spec (no light and in the shadow, no specularity). If you can afford, maybe even extrude some faces for the metal rings?
Also, the texturing is great, but not consistent - on the barrel the wood looks nice and, well, nice. Like a used timber floor. But the metal looks like it belongs in a workshop. Also there's a seam of some sort just to the right of the bolts, second ring down.
Tweak what you've got there, and you've potentially got a very nice new barrel and a very good used barrel texture.