So much awesome work on this thread. It seems like the work on here keeps getting better!
Below are a couple shots from my first Art Test. I had a blast doing it and hopefully when I graduate in September I can hit the ground running. Enjoy!
Hack, that is beautiful man! What art test is this? Are the specifications publicly available?
jmiles and waedoe, I'm loving these high polys!
suburbbum, great style! I assume you'll be adding a spec map? It will really help differentiate those materials!
Here's a screen of the Beetle I've been working on; I've moved on to texturing and will aim to wrap this up within a week.
Still some deformations of the components to come - this photo is the look I'm aiming for! The moss will be troublesome, any suggestions? normal maps alone won't cut it as this project is for film. I'm thinking have the moss as separate sculpted meshes, but that would be a pain in the ass
@benji: maybe a displacement map combined with a specular map rather than just a speculat material setting? otherwise you could always use some kind of vegetation painted script, like advanced painter: http://www.scriptspot.com/3ds-max/scripts/advanced-painter
otherwise, custom sculpted meshes wouldn't be that hard to do: just start off by laying down a grunge base with a large brush, and then go over it to get in the details that you need. I mean, unless this moss is going to be the absolute center of attention, you will never notice if it's not as detailed as you might think it should.
Well, no... Marbles use a RampLighting+Spec+RimLight+NormalMap+AlphaBlend surface shader (but probably I'll get rid of NormalMap), while the track is actually a big prepainted texture (I'm not using Unity Terrain due to some limitations).
2 weeks to finish for class. but had a problem of textures rearanging themselves in marmoset. anyone else ever run into that? still finishing out the textures. Oh the character is 13k polys in the end. ill post up when a get a quick minute. any crits welcome! oh n needs more hair. =/ my enemy.
kio: Love that car! Can't wait to see the texturing finished!
jmiles: Really good modeling on that helmet. The only thing that looks slightly off is the corrugations on the tube. They look closer together on the ref. Otherwise it's super tight.
Hack: Very cool bridge. Good luck witht the art test!
Here are a couple of sculpts of secondary characters for my Race project:
Hello! I'm working on a high poly World War 2 era M1 Helmet although I want to add a helmet cover but to do so would require using a normal map to make the creases and all that would anyone care to let me know how I could achieve that? similar to this guy's version: http://www.turbosquid.com/3d-models/maya-m1-helmet---vietnam-war/361927
I'm not that skilled as a modeller I've failed quite a lot attempting to model other things like a Bank Vault, Weapons and a human as well I've been using blender for 3-4 years now so hoping to improve as much as I can.... as I want to get into the game developer industry as soon as I acquire the skills...
Hack, are you able to post the specifications or is that breaking NDA? I'd love to know the kind of requirements and limitations that art tests impose.
MaVCArt; thanks for the link man, something like that will be perfect. If all else fails I'll attempt the sculpting method!
Dagon: the helmet looks good! you could sculpt the creases in ZBrush/Mudbox to create your normal map.
an alternative way would be to take photos of plain creased fabric (pillow case?) in soft light; use an application such as Njob to derive a heightmap from this which you can then edit in Photoshop and return to Njob to create a normal map. It's a bit of a bodge but it works!
Is it frowned upon to use models from games for animation? I don't have much in the way of resources to get good character models to work with, nor do I feel confident that my character art skills are good enough yet to merit animating one of my completed models.
Nonetheless, here's a doodle I did today. The left leg is still a bit janky and I haven't gotten to do some of the finer finger animations (although there is some there), but I was curious what critiques I could get-- even if it's simply "Don't use these models" kind of critique.
I'm approaching the end of the high poly for this guy. Spent much too long already. Any last crits before I move on are much appreciated. Thread link in sig.
Frump- You seem have to plenty of definition in his accessories and hair, but his body seems to be without any. No nipples or wrinkles or defined hands. The broad forms seem to be in place, but not much of the important fine details are there.
Just some doodles for project idea thats been kicked around. Disclamer: I am by no means a concept artist, so this is my feeble attempt at getting a modular weapon system fleshed out before I try to model anything. I understand the anatomy of the gun may not work super realistically, but only really care about what is neat looking.
So much awesome work on this thread. It seems like the work on here keeps getting better!
Below are a couple shots from my first Art Test. I had a blast doing it and hopefully when I graduate in September I can hit the ground running. Enjoy!
Is it frowned upon to use models from games for animation? I don't have much in the way of resources to get good character models to work with, nor do I feel confident that my character art skills are good enough yet to merit animating one of my completed models.
Nonetheless, here's a doodle I did today. The left leg is still a bit janky and I haven't gotten to do some of the finer finger animations (although there is some there), but I was curious what critiques I could get-- even if it's simply "Don't use these models" kind of critique.
crossposting this from mah thread to see if I can get a few more pairs of eyes looking over it before I commit to the LP
Not sure if that lower belt will give you rigging/deforming problems when you come to posing the LP's legs, if you're going to have it in the same position. Otherwise, go go go go go go go! Nice work
Impressive stuff, keep up the great work everyone.
Here's my fav thing I created today in the office(WIP).
It's overpainted 3D weapon render I created earlier for a 2D handheld game.
Weapons should be stylized, kinda like brink weapon textures + zombie apocalypse factor.
I'm responsible for 20+ weapons, this is one of them:
Is 50k too much for a plane? :P (just to iterate, I know a couple of areas I can cut a huge amount of polys without losing any detail, just have to do a presentation tommorow :P )
The animation is a do-over in my opinion. Start looking at reference, and studying the 12 principles of animation.
Yes, I rigged it myself.
I agree, I think it'd be a good idea to retry this one. I sort of went in without any planning and that came back to me in the end. Still, I think it was a good practice for me
dfacto - I like the shapes in combination with the materials, very nice.
enodmi - Cool mecha!
Never worked on a single project for such a long time, but I'm finally ready to do the lowpoly for this guy. Not really happy with the transition from the hair to his face...so, should I use hair planes together with the sculpted hair or only planes?
sweet critter dude ! hope you're gonna model him up. and / but. since this is polycount. i can't help but notice the double ended dong wrapped around his shoulders
ENODMI: Badass! Needs moar crazy decals though, like some cat stickers. gibson543: Good start, but you need to use some dark redoranges to bring out the shapes, especially in the deep cuts. Blaizer: Freaking rad man! Always love your critter designs! ErichWK: Really cool so far! Link to the concept?
Replies
Below are a couple shots from my first Art Test. I had a blast doing it and hopefully when I graduate in September I can hit the ground running. Enjoy!
best ive seen from you jackwut
if it only had a few pieces of light revealing his form
jmiles and waedoe, I'm loving these high polys!
suburbbum, great style! I assume you'll be adding a spec map? It will really help differentiate those materials!
Here's a screen of the Beetle I've been working on; I've moved on to texturing and will aim to wrap this up within a week.
Still some deformations of the components to come - this photo is the look I'm aiming for! The moss will be troublesome, any suggestions? normal maps alone won't cut it as this project is for film. I'm thinking have the moss as separate sculpted meshes, but that would be a pain in the ass
otherwise, custom sculpted meshes wouldn't be that hard to do: just start off by laying down a grunge base with a large brush, and then go over it to get in the details that you need. I mean, unless this moss is going to be the absolute center of attention, you will never notice if it's not as detailed as you might think it should.
hope this helps
Love it!!
2 weeks to finish for class. but had a problem of textures rearanging themselves in marmoset. anyone else ever run into that? still finishing out the textures. Oh the character is 13k polys in the end. ill post up when a get a quick minute. any crits welcome! oh n needs more hair. =/ my enemy.
kio: Love that car! Can't wait to see the texturing finished!
jmiles: Really good modeling on that helmet. The only thing that looks slightly off is the corrugations on the tube. They look closer together on the ref. Otherwise it's super tight.
Hack: Very cool bridge. Good luck witht the art test!
Here are a couple of sculpts of secondary characters for my Race project:
And another story/scene illustration:
More stuff soon!
I'm not that skilled as a modeller I've failed quite a lot attempting to model other things like a Bank Vault, Weapons and a human as well I've been using blender for 3-4 years now so hoping to improve as much as I can.... as I want to get into the game developer industry as soon as I acquire the skills...
M1 Helmet
MaVCArt; thanks for the link man, something like that will be perfect. If all else fails I'll attempt the sculpting method!
Dagon: the helmet looks good! you could sculpt the creases in ZBrush/Mudbox to create your normal map.
an alternative way would be to take photos of plain creased fabric (pillow case?) in soft light; use an application such as Njob to derive a heightmap from this which you can then edit in Photoshop and return to Njob to create a normal map. It's a bit of a bodge but it works!
Calling the High Poly done, got to get the low finished by tonight with a rudimentry texture.
Guts! Guts?
That's awesome.
Nonetheless, here's a doodle I did today. The left leg is still a bit janky and I haven't gotten to do some of the finer finger animations (although there is some there), but I was curious what critiques I could get-- even if it's simply "Don't use these models" kind of critique.
[ame="http://www.youtube.com/watch?v=B2islLCvkhA"]http://www.youtube.com/watch?v=B2islLCvkhA[/ame]
Thanks for your time
Just some doodles for project idea thats been kicked around. Disclamer: I am by no means a concept artist, so this is my feeble attempt at getting a modular weapon system fleshed out before I try to model anything. I understand the anatomy of the gun may not work super realistically, but only really care about what is neat looking.
This looks great!
crossposting this from mah thread to see if I can get a few more pairs of eyes looking over it before I commit to the LP
Thought I would throw in my humble 2 pence worth
Just a sketch that went a little far and I textured him the other day.
Keep it up guys this forum has been made of 100% win lately my inspiration folder
Has definitely been hit hard
Did you rig the character yourself?
The animation is a do-over in my opinion. Start looking at reference, and studying the 12 principles of animation.
Not sure if that lower belt will give you rigging/deforming problems when you come to posing the LP's legs, if you're going to have it in the same position. Otherwise, go go go go go go go! Nice work
first some more random demon designs
and then we have some human soldiers!
I have also started texturing my model of Dunn, hopefully I can post that up soon
Here's my fav thing I created today in the office(WIP).
It's overpainted 3D weapon render I created earlier for a 2D handheld game.
Weapons should be stylized, kinda like brink weapon textures + zombie apocalypse factor.
I'm responsible for 20+ weapons, this is one of them:
Got a lowpoly and some textures happening
Is 50k too much for a plane? :P (just to iterate, I know a couple of areas I can cut a huge amount of polys without losing any detail, just have to do a presentation tommorow :P )
Yes, I rigged it myself.
I agree, I think it'd be a good idea to retry this one. I sort of went in without any planning and that came back to me in the end. Still, I think it was a good practice for me
Marmoset Grab
yes boss that's tits
Another critter from me, an Alien Puncher!
i love this so much, really nice dude
enodmi - Cool mecha!
Never worked on a single project for such a long time, but I'm finally ready to do the lowpoly for this guy. Not really happy with the transition from the hair to his face...so, should I use hair planes together with the sculpted hair or only planes?
x
sweet critter dude ! hope you're gonna model him up. and / but. since this is polycount. i can't help but notice the double ended dong wrapped around his shoulders
This thing is so sexy
Man, this is kicking so much ass!
Uploaded with ImageShack.us
bing
Watch out for the misaligned brick texture on the corners of the extruded part of the wall on the left there. Otherwise, it's coming along well, man.
gibson543: Good start, but you need to use some dark redoranges to bring out the shapes, especially in the deep cuts.
Blaizer: Freaking rad man! Always love your critter designs!
ErichWK: Really cool so far! Link to the concept?