The Pieces look awesome but the angle is hurting the presentation.
Good job, tho like the textures.
EDIT: i think whats throwing me off is the way your pulling back in such a tight space that even the arch on the bridge is being lost.
I agree, the angle is hurting it. But there isn't too much I can do about it. To capture the 'full' scene I had to bump the FOV up to about 110 or so, which results in a little bit of unwanted distortion.
The bridge its self doesn't have that much of an arch. Its actually rather subtle.
I think he is trying to stay as close as possible to the concept art. I like it a lot.. I would like to see more wear and tear and the deco patterns on the walls that are in the concept art though..
Are you also going to add the hanging chain thingys to the scene later...?
Looks like a solid start to me...
Good point about the wear and tear on the deco. I'll address that at some point in the future. I do plan on adding in all the little bits.. chains, wood planks, dust etc..
I'll likely start up a thread in the comming days to get some more feedback on this. I also have a few question for anybody that has answers :P
I'm glad you guys like it. Thanks for the feedback
Ruz, Bruno looks SO good. You have just fucking nailed it. Everything, the sweat streaks, the leather, denim, it all looks so good. He might could use some dirt or stubble on his face, and maybe hair on the tops of his hands, but, all-in-all, top notch.
If anyone saw the 2D animation I posted here a little while ago, then they will recognize the same scene now complete in 3D! (cross post from my wip thread)
[ame]http://www.youtube.com/watch?v=rqmv5ON4xWw[/ame]
Costumes for Russian IPad game.
Concepts by sidxartxa
Nice work!
My concern for you though is that currently the ARM7 OpenGL ES 2.0 hardware can't handle complex shaders like the 1px outline you have there, you have to do it the "old way" and invert the normals on a copy of the object. This can be a huge memory hog on animated objects.
It's looking cool, but I gotta say... maybe this is more of a mood illustration, but if it's meant to be a concept to work from then I think most modelers would love to see more details (especially on the gloves and boots).
You're definitely right about that, haikai, but it's not exactly supposed to be a concept piece. It is supposed to be more of a moody illustration, for a magazine submission.
You're definitely right about that, haikai, but it's not exactly supposed to be a concept piece. It is supposed to be more of a moody illustration, for a magazine submission.
Thanks you jerk its not like I was gonna make it or anything
For realsy dude this looks great! And if your posting new stuff its only fair If I do the same...
It's a skylight with MR Sky Portals, and a couple MR Spotlights aimed at it - Just a basic Arch and Design Material.Then I rendered out an AO pass that I fiddled around with in Photoshop.
Awesome, you doing to do some animations when you're done texturing etc. then?
cheers 8FtSpider and Mongrelman. yeah helen Mirren Wut:)
Haiasi - really cool, but the eyes and the forehead seems to b eon the same plane. if the eyes receded a bit more back in to the head i think it would look nicer.
So, first let me say this is better than anything I could do, but my main issue with this is that only the area around the face seems to be completely in focus (i'm not sure if this is a depth of field thing)- everything else reads as softer to me. I think it would read better if you had a few more areas that were equally sharp in focus. The one area in particular that seems oddly blurry to me is the piece that is on the right side of the waist (the viewer's right). It doesn't seem to match the sharpness of the elements around it.
Im building the mech above with a stupid amount of detail/parts/mesh/OH GOD THE MESH ;o. Im literally taking it down to the hydraulics and bearings, even parts that are barely visable/only visable on the most arkward angle. Ive modeled half way up its shin and its 10k+ quads without support loops + smoothing, and theres still a whole lot of detail to add xD. Anyway reason for it is practice hard surface skills and maybe get it to portfolio quality.
To the point, im recording it all. What time compression should i use? i have 7 hours so far already but by the looks of it, i might have a 80 hour project in the end. So what in reason would be a good time lapse speed?
Also i have a uncapped youtube account so i can upload about 2 hours per clip so less hassle between pressing next etc.
Cant help but thinking that statue is going to fall over, but mabey its just me Alberto.
Here is a pirate, thought I was done but a friend of mine convinced me that I should try to do a lowpoly and rig/animate the face because they thought it was to cool a piece to pass up.
Alberto I thinkyou could do with evening up the definition around his body, as the abs are extremly defined but the back and legs in particular are much less so. Also try to bring more of the form of the rib cage in there (the lat seems to roll all the around to the abs and seems to connect with the pectoral in the armpit area), and bring in the form of the shoulder blades. The back is also 'splitting' all the way down the middle when there is actually a flattish area at the base of the spine.
Alberto I thinkyou could do with evening up the definition around his body, as the abs are extremly defined but the back and legs in particular are much less so. Also try to bring more of the form of the rib cage in there (the lat seems to roll all the around to the abs and seems to connect with the pectoral in the armpit area), and bring in the form of the shoulder blades. The back is also 'splitting' all the way down the middle when there is actually a flattish area at the base of the spine.
Hopefully these references images help
Yeah, dood, This helps a Ton!
will go back carve more detail into em.
Fist Keeper! i nearly fainted when i noticed it was you here! i really admire your work! i love the style and the colors on those little scurvy dogs!! its a coincidence that i'm am working on a pirate my self!! but i still have a lot to learn about modeling and hand painted textures that's for sure!
here is what i am working on right now, its only my second character so far and the textures are not quite done, so critiques are very very very welcomed!! plus this is my first time here on poly count! so hello everybody!
Hey there guys!
I've been following the forum for quite a while now, But until now I was still too shy to try posting something.
Anyway for once i'm gonna show a little something.
At first its a tilable floor,
I've made the normal map spec and texture, its rendered on a plane.
Here is a set of brick used to make modulable stairs
normal map spec and texture
And finally something completely different, I've decided to start digital painting again (wich in quit 2 years ago). As a little pratice i've done this one. It's not an original, I started from a William Whitaker painting, not trying to reproduce it perfectly but to keep a similar style
done in a day.
Never got to finish this dude for Brawl, but I'm still working on him when I get a little time here and there. Still working on the hardsurface before I go back into Z and finish sculpting his face and then do the limbs and hat.
@ Alberto Rdrgz: lovely sculpt man, just one issue on the pose (maybe someone already pointed this out)...in a few words, it looks like the statue it's about to collapse cause it's pivot is way off the base...so i expect it to get broken near the ankle and fall down...personal opinion of course
One more thing i just noticed... in the back view the upper part of the arm looks a lot thinner than the forearms, so i think u should increase the mass of the triceps
@ Jackwhat : TOTALLY in love with your painted character!!!
FUCK I can't believe I just did this again. Tried doing an incremental save and fucked shit up to where I can't get back to it. :poly127:
Shit I hate myself... I spent so much time on this!
Here's what I got to anyway... :poly117: Making some good progress with my sculpting skills.
Replies
I agree, the angle is hurting it. But there isn't too much I can do about it. To capture the 'full' scene I had to bump the FOV up to about 110 or so, which results in a little bit of unwanted distortion.
The bridge its self doesn't have that much of an arch. Its actually rather subtle.
Good point about the wear and tear on the deco. I'll address that at some point in the future. I do plan on adding in all the little bits.. chains, wood planks, dust etc..
I'll likely start up a thread in the comming days to get some more feedback on this. I also have a few question for anybody that has answers :P
I'm glad you guys like it. Thanks for the feedback
b1ll: i swear i'll finish something this time !!
no updates yet , mocking up some sidescrollernessess
Much respect.
viv - Really cool painting, I love it!
FirstKeeper - Adorable! Great work!!
If anyone saw the 2D animation I posted here a little while ago, then they will recognize the same scene now complete in 3D! (cross post from my wip thread)
[ame]http://www.youtube.com/watch?v=rqmv5ON4xWw[/ame]
look to things like the vampire squid for inspiration and you'll make something terrifying
Nice work!
My concern for you though is that currently the ARM7 OpenGL ES 2.0 hardware can't handle complex shaders like the 1px outline you have there, you have to do it the "old way" and invert the normals on a copy of the object. This can be a huge memory hog on animated objects.
bust of pallas/athena by sprunghunt, on Flickr
It's looking cool, but I gotta say... maybe this is more of a mood illustration, but if it's meant to be a concept to work from then I think most modelers would love to see more details (especially on the gloves and boots).
Thanks you jerk its not like I was gonna make it or anything
For realsy dude this looks great! And if your posting new stuff its only fair If I do the same...
Something Different and new!
Awesome, you doing to do some animations when you're done texturing etc. then?
@Haiasi - Great character
@Viv - can't wait to see more
@Dii - really dig that kind of thing
@Ruz - great Helen Mirren model! Always liked your stuff
Too much good work here, thumbs up to everyone.
Haiasi - really cool, but the eyes and the forehead seems to b eon the same plane. if the eyes receded a bit more back in to the head i think it would look nicer.
So, first let me say this is better than anything I could do, but my main issue with this is that only the area around the face seems to be completely in focus (i'm not sure if this is a depth of field thing)- everything else reads as softer to me. I think it would read better if you had a few more areas that were equally sharp in focus. The one area in particular that seems oddly blurry to me is the piece that is on the right side of the waist (the viewer's right). It doesn't seem to match the sharpness of the elements around it.
This is just amazing!
Im building the mech above with a stupid amount of detail/parts/mesh/OH GOD THE MESH ;o. Im literally taking it down to the hydraulics and bearings, even parts that are barely visable/only visable on the most arkward angle. Ive modeled half way up its shin and its 10k+ quads without support loops + smoothing, and theres still a whole lot of detail to add xD. Anyway reason for it is practice hard surface skills and maybe get it to portfolio quality.
To the point, im recording it all. What time compression should i use? i have 7 hours so far already but by the looks of it, i might have a 80 hour project in the end. So what in reason would be a good time lapse speed?
Also i have a uncapped youtube account so i can upload about 2 hours per clip so less hassle between pressing next etc.
So any reccomendations?
Also Brownie points if anyone guess's the mech
did a lowpoly retopo and bake, screengrabs from max2009. just a fun excercise.
Here is a pirate, thought I was done but a friend of mine convinced me that I should try to do a lowpoly and rig/animate the face because they thought it was to cool a piece to pass up.
Hopefully these references images help
Still tinkering with this fuckin picture... almost done though.
Yeah, dood, This helps a Ton!
will go back carve more detail into em.
Fist Keeper! i nearly fainted when i noticed it was you here! i really admire your work! i love the style and the colors on those little scurvy dogs!! its a coincidence that i'm am working on a pirate my self!! but i still have a lot to learn about modeling and hand painted textures that's for sure!
here is what i am working on right now, its only my second character so far and the textures are not quite done, so critiques are very very very welcomed!! plus this is my first time here on poly count! so hello everybody!
Getting some weird shading in Mudbox 2012. Going to have to figure that out.
I've been following the forum for quite a while now, But until now I was still too shy to try posting something.
Anyway for once i'm gonna show a little something.
At first its a tilable floor,
I've made the normal map spec and texture, its rendered on a plane.
Here is a set of brick used to make modulable stairs
normal map spec and texture
And finally something completely different, I've decided to start digital painting again (wich in quit 2 years ago). As a little pratice i've done this one. It's not an original, I started from a William Whitaker painting, not trying to reproduce it perfectly but to keep a similar style
done in a day.
Super early and squishy right now, but Professor HerpaDerpalus is ready To cause mishief with his mad schemes!
Ninja Edit:
Slight late night update.
Never got to finish this dude for Brawl, but I'm still working on him when I get a little time here and there. Still working on the hardsurface before I go back into Z and finish sculpting his face and then do the limbs and hat.
I'm guessing its going to be White Glint, AC4A style?
Seforin: Love the pug.
APCTANK Thing
[ame="http://www.youtube.com/watch?v=1t6BOWkpQgs"]http://www.youtube.com/watch?v=1t6BOWkpQgs[/ame]
One more thing i just noticed... in the back view the upper part of the arm looks a lot thinner than the forearms, so i think u should increase the mass of the triceps
@ Jackwhat : TOTALLY in love with your painted character!!!
http://www.youtube.com/watch?v=-39lReThNc4
Shit I hate myself... I spent so much time on this!
Here's what I got to anyway... :poly117: Making some good progress with my sculpting skills.
I made some progress on my airship. Did the bumper today.
http://www.polycount.com/forum/showthread.php?p=1391413#post1391413