My first time sculpting for something intended for a smaller scale - a big change from going detail crazy:
A little sculpt I've been working on here and there for the Kingdom Death table top game. Really awesome guy to work with, really interesting flavour of horror - check it out: http://kingdomdeath.com/
HAHA this is awesome! dig the third leg. I was browsin around on that kingdom death site and stumbled onto GORM. Thats totally my next freetime project :P
Just trying to have some fun between jobs. Using the MattDixon "Fantasy Character Bible" as guideline for the themes:
It´s incredible how not comfortable I´m with this kind of painting process (full rendering). Painting Edges still a nightmare. X-|
@benji: wow. Thanks dude. In fact this part is horrible in the first version. I´ve tried to fix that.
There are some great areas in this painting (the form on the right leg feels really solid) and I think if you work on the anatomy/lighting on the right arm then you'll have a really good piece. I'd tone down the lighting on that arm to push it back in space and also adjust the proportions/orientation as well. The harshness of the shadow that the creature is casting makes that deltoid look really small as well, so maybe lighten that shadow a little?
Jackwhat - that slight grain you've got going on, is that a grain filter/overlay sort of thing or is that singularly the result of your brushes? I need to look into that.
Amazing work as always here
Here is a cross post of my thread. I just saw the critiques, I got there as I was on vacation and forgot to check back if I got any comments so I am taking those in consideration and I will go back to the high poly and add some more wrinkles and details where needed Thanks everybody.
This is a Mayan pyramid I created for a class this past Spring. I would appreciate any feedback you guys can give. And if anyone can help me out...why are the leaves not appearing on my foliage when I render? thanks.
Nick Carver: zomg man... why do i even bother to make art - that shit is biblical.
Gav: Nice Schlong mangus, needs a dribble of babybatter coming out of the tip though.
Neox: Dude wicked depth on that cloth im loving that.
Going to try finish my fanart of Fran - threw away the old face and started again.
So i thought i'd give the art test from splashdamage a go too.
However i feel that something is a bit off, i just can't put my finger on what it is..
Any ideas?
For my 'little' project. Going from Concept to finish! Nothing baked yet, no Diffuse/Spec Textures yet. 50% grey + normal does its job for now. Many roots and vines and little plants still missing. Hope Y'all like it!
Looking pretty cool Tastyrice, couple of things though:
I'd take the white from his beard and use it to push the spec on the swords, it doesn't add to your pallete and will make the swords pop more.
Also on the attack moves, it would be nice to have a slightly brighter colour on the motion blur of the sword, again, you could use the beard pallete for this.
Awesome animation on them btw.
Nice. I agree with gilesruscoe about the spec on the sword.
Also. This animation. Looks kinda odd when the shield is brought forward but it has a flat edge at the front. I think you've tried to make it look as if its moving back around the body to the other side. This would be a side on view and the centre part of the shield would be raised. Atm the shield looks like it cuts in half for a frame. Hope thats clear. If not i'll do a paintover.
Nice. I agree with gilesruscoe about the spec on the sword.
Also. This animation. Looks kinda odd when the shield is brought forward but it has a flat edge at the front. I think you've tried to make it look as if its moving back around the body to the other side. This would be a side on view and the centre part of the shield would be raised. Atm the shield looks like it cuts in half for a frame. Hope thats clear. If not i'll do a paintover.
Also, if that's the defense animation shouldnt he pivot back a little to brace himself for impact?
added the main outfit and machette, I've used my polypack knife as a base (since Valve isn't using it) and played with the siloutte some, also shrunk the mouth for ya Maph,
The art in this thread never ceases to amaze me! Its been a while since I posted anything here on PC. tryin to get m'self a job as a graphic designer. so I've been workin on new stuff for my portfolio other than what I did in school.
Here's my latest one, began with a nifty render using a super spray emitter in max, with cubes as particles, some fiddlan in the mat editor and a very wide angle on a standard max camera, Scanline renderer of course!
Replies
i really like the iceberg on the right but im not sure if it really fits in.
still needs lots of work but im getting there slowly.
first layer of clothing, head is obviously just a simple proxymesh, worked on her based on a recent character, so there is no face yet.
Speedy 2 day weekend project, utilizing dx11 tessellation.
HAHA this is awesome! dig the third leg. I was browsin around on that kingdom death site and stumbled onto GORM. Thats totally my next freetime project :P
There are some great areas in this painting (the form on the right leg feels really solid) and I think if you work on the anatomy/lighting on the right arm then you'll have a really good piece. I'd tone down the lighting on that arm to push it back in space and also adjust the proportions/orientation as well. The harshness of the shadow that the creature is casting makes that deltoid look really small as well, so maybe lighten that shadow a little?
very nice cloth!
Jackwhat - that slight grain you've got going on, is that a grain filter/overlay sort of thing or is that singularly the result of your brushes? I need to look into that.
Here is a cross post of my thread. I just saw the critiques, I got there as I was on vacation and forgot to check back if I got any comments so I am taking those in consideration and I will go back to the high poly and add some more wrinkles and details where needed Thanks everybody.
disanski crazy creature you got there.
Just a other pic of my crocguy.
YOU ARE AWESOME! I've been working hard to achieve a 'consistent' painterly style. This really helps!
Gav: Nice Schlong mangus, needs a dribble of babybatter coming out of the tip though.
Neox: Dude wicked depth on that cloth im loving that.
Going to try finish my fanart of Fran - threw away the old face and started again.
Concept:
http://4.bp.blogspot.com/_1WvRGZTqEiY/TEVLqXuL0vI/AAAAAAAAAJA/e1HHFBccFbA/s1600/gun_color1.jpg
.....continued studies, needed a break
However i feel that something is a bit off, i just can't put my finger on what it is..
Any ideas?
cool man. some nice shapes coming in even this early
abstract nonsense from me;
I'd take the white from his beard and use it to push the spec on the swords, it doesn't add to your pallete and will make the swords pop more.
Also on the attack moves, it would be nice to have a slightly brighter colour on the motion blur of the sword, again, you could use the beard pallete for this.
Awesome animation on them btw.
Using a couple of UT textures, but it's all very WIP at the moment.
i did some more work on the electric porsche (and tried out the x-convict, SyncViewS material)
two things ive been working on lately. bathroom from harry potter and a utility pole. thoughts?
Heres some progress on my scene..
Nice. I agree with gilesruscoe about the spec on the sword.
Also. This animation. Looks kinda odd when the shield is brought forward but it has a flat edge at the front. I think you've tried to make it look as if its moving back around the body to the other side. This would be a side on view and the centre part of the shield would be raised. Atm the shield looks like it cuts in half for a frame. Hope thats clear. If not i'll do a paintover.
Also, if that's the defense animation shouldnt he pivot back a little to brace himself for impact?
Working on poses and lighting for my angel chick
looks sweet. Marmoset is doing a great render job. Of course because you got a kickass asset.
Good God, Haz. This is really rad! It captures Fran really well.
-Still need to fix the tiling issue with the brick on the door frame.
- Also add some more Atmosphere ( lighting,Props,Decals )
Here's my latest one, began with a nifty render using a super spray emitter in max, with cubes as particles, some fiddlan in the mat editor and a very wide angle on a standard max camera, Scanline renderer of course!