ErichWK - Nice dude! That design carlo did is super-awesome, as is most of his stuff. I've also got a file on here somewhere of a blockout i started of it a while ago. Seeing yours is making me want to fish it out and work on it
A scene I have been working on... Still way too early.
I am trying vertext painting on this project. Not quite sure if I am heading into the right direction..
update for today, been working mostly on the feathers trying to find the right approach for the lowest, base layer the next layers will be lose single feathers, not sure if i will do them in zbrush as well, roughed in a couple of more details - still a lot of stuff ahead
update for today, been working mostly on the feathers trying to find the right approach for the lowest, base layer the next layers will be lose single feathers, not sure if i will do them in zbrush as well, roughed in a couple of more details - still a lot of stuff ahead
Ah I thought she looked familiar. Good work getting that Daily Deviation!
update for today, been working mostly on the feathers trying to find the right approach for the lowest, base layer the next layers will be lose single feathers, not sure if i will do them in zbrush as well, roughed in a couple of more details - still a lot of stuff ahead
Good stuff Steffen, a couple of things though (if you don't mind my ramblings of course).
1) The fingers on her left hand seem very thin compared to the rest of her.
2) Right hand glove is bulky and feels quite heavy, which isn't a bad thing per se, but it looks like it's going to slide right of her hand. How about you strap it up a bit? Could be cool.
3) I have to agree with Mashru's paintover for the cloth on the legs, while the folds are technically superb, they lack a some sense of gravity and weight imho.
Pretty freaking rad none the less man! Love where this is going; you've got this Assassin's Creed thing going on here.
Keep rocking!
"oh lawd, another animation..ffs"
I know right!:poly142:
"finished" (lol thats a stretch) this today.. shitty image quality, had to fuck with brightness in afterfx since youtube/vimeo darkened the original too much..:shifty:
watch it to the end for animator lulz:poly117:
too much arm animation, I know ;D blame my horrible acting skillz :poly136:
thanks to the guys helping me out in the UDK tech talk!:thumbup:
Good stuff Steffen, a couple of things though (if you don't mind my ramblings of course).
1) The fingers on her left hand seem very thin compared to the rest of her.
2) Right hand glove is bulky and feels quite heavy, which isn't a bad thing per se, but it looks like it's going to slide right of her hand. How about you strap it up a bit? Could be cool.
3) I have to agree with Mashru's paintover for the cloth on the legs, while the folds are technically superb, they lack a some sense of gravity and weight imho.
Pretty freaking rad none the less man! Love where this is going; you've got this Assassin's Creed thing going on here.
Keep rocking!
hey man thanks for the feedback and i couldn't agree more on most of it ^^
1 - dunno i thought it pretty much fit with the body, but compared t all the cloth and heavy leather all around they appear to be quite thin, i agree, but i kinda like that contrast
2 - totally agree, thought about that as wellm, but usually if you look at those "bird" gloves they are just way to big, i guess its somewhat a combination of the lining or the pose of the fingers and hand that it doesn't move that much, but usually those things are HUGE even on male hands, but i agree so some sort of strapt on the wrist might work
3- maybe you didn't read it but yeah its planned i was just to lazy to rearrange the hollow of the knee part, i won't doo it too soon, as there is so much stuff left but its on my list of things to do as i want it to be able to bend and right now it just isn't
So I decided to do some hard surface modelling and I randomly wanted to make a sci-fi boiler. Here is my progress on the High Poly so far, still a lot to do.
Back to my S.A.F.S. between a couple of my other environment projects, working on the low res but went back to the high to tweak some corners so did some renders too.
Got CryEngine SDK today so may give that a go with this model when done.
Awesome work needs glue, I love ma.k. All that stands out is the edges around the HL 375 box, they're really sharp compared with the rest of the model - maybe a little solder around it?
More tactical shooty work. Each head has a 256 diffuse, body is 256 and severely WIP
"oh lawd, another animation..ffs"
I know right!:poly142:
"finished" (lol thats a stretch) this today.. shitty image quality, had to fuck with brightness in afterfx since youtube/vimeo darkened the original too much..:shifty:
watch it to the end for animator lulz:poly117:
too much arm animation, I know ;D blame my horrible acting skillz :poly136:
thanks to the guys helping me out in the UDK tech talk!:thumbup:
Gotta work on those acting skills a bit. Its just a lot of arm flailing. Surely there are more interesting acting choices you could have made?
Neox - coming along nice, but the folds are a bit overdone I feel, look a bit too curtainy
Robat - loving that so far, looking forward to the textures
CodeFather - nice but to so keen on the middle bit on the chest area
I'm taking a classic drawing course at the Animation Workshop (Viborg, Denmark), and I've been working on this since tuesday, I kid you not.
The teacher had just decided he is not letting us off feet before we do them amazingly... or perhaps until everyone understands thinking in 3D (according to my roomie who took it last year, that can take months) - which I did not realize not everyone did, how do they get to understand that? Sure my teacher is not very patient (and very much an Artist), but I think also some of the students are being more stubborn than what is good for them.
They will start just copying the foot as they see it, and rendering it (and it often looks great).. but he will erase their work, because, construction!
And all my homework for the weekend is sketching feet feet feet, breaking them into forms... figured I'd try to recreate those forms in 3D. I don't think these were the exact ones he was using... guess I'll print it and ask him to draw on it.
Replies
Me? In that case I haven't been able to work on it so far this week, but hopefully I can do so tomorrow.
Tease.
A scene I have been working on... Still way too early.
I am trying vertext painting on this project. Not quite sure if I am heading into the right direction..
it's supposed to be hitting a 1200 poly target total on one texture image, after learning about some basic opengl efficiency.
Try loosening up a lot of those edges, they're really not going to transfer well into a bake
wasabi, Nizza_waaarg those look great so far guys!
Noted. When I'm making my low poly later on, should I try to chamfer hard edges to make way for better baking, or is it better to leave them hard?
Also a general update. Starting to shape up pretty nicely.
Loosen them up before you bake. You can't move the drum atm neither. Look at your reference..
update for today, been working mostly on the feathers trying to find the right approach for the lowest, base layer the next layers will be lose single feathers, not sure if i will do them in zbrush as well, roughed in a couple of more details - still a lot of stuff ahead
Ah I thought she looked familiar. Good work getting that Daily Deviation!
That's true. You want your artwork to speak not your background. Keep at it, you'll find something that suits you.
Good stuff Steffen, a couple of things though (if you don't mind my ramblings of course).
1) The fingers on her left hand seem very thin compared to the rest of her.
2) Right hand glove is bulky and feels quite heavy, which isn't a bad thing per se, but it looks like it's going to slide right of her hand. How about you strap it up a bit? Could be cool.
3) I have to agree with Mashru's paintover for the cloth on the legs, while the folds are technically superb, they lack a some sense of gravity and weight imho.
Pretty freaking rad none the less man! Love where this is going; you've got this Assassin's Creed thing going on here.
Keep rocking!
"oh lawd, another animation..ffs"
I know right!:poly142:
"finished" (lol thats a stretch) this today.. shitty image quality, had to fuck with brightness in afterfx since youtube/vimeo darkened the original too much..:shifty:
watch it to the end for animator lulz:poly117:
too much arm animation, I know ;D blame my horrible acting skillz :poly136:
thanks to the guys helping me out in the UDK tech talk!:thumbup:
hey man thanks for the feedback and i couldn't agree more on most of it ^^
1 - dunno i thought it pretty much fit with the body, but compared t all the cloth and heavy leather all around they appear to be quite thin, i agree, but i kinda like that contrast
2 - totally agree, thought about that as wellm, but usually if you look at those "bird" gloves they are just way to big, i guess its somewhat a combination of the lining or the pose of the fingers and hand that it doesn't move that much, but usually those things are HUGE even on male hands, but i agree so some sort of strapt on the wrist might work
3- maybe you didn't read it but yeah its planned i was just to lazy to rearrange the hollow of the knee part, i won't doo it too soon, as there is so much stuff left but its on my list of things to do as i want it to be able to bend and right now it just isn't
however thanks for the feedback much appreciated!
working on the explosions and effects for Pineapple Smash Crew
blocking out my comicon character- Beast as a carribean pit fighter
thread here
http://www.gameartisans.org/forums/showthread.php?t=26384
thatanimator: looking good \o/
concepting, pfeh.
Back to my S.A.F.S. between a couple of my other environment projects, working on the low res but went back to the high to tweak some corners so did some renders too.
Got CryEngine SDK today so may give that a go with this model when done.
Sean VanGorder nice, convincing tech.
Awesome work needs glue, I love ma.k. All that stands out is the edges around the HL 375 box, they're really sharp compared with the rest of the model - maybe a little solder around it?
More tactical shooty work. Each head has a 256 diffuse, body is 256 and severely WIP
Gotta work on those acting skills a bit. Its just a lot of arm flailing. Surely there are more interesting acting choices you could have made?
Dan! love that
Robat - loving that so far, looking forward to the textures
CodeFather - nice but to so keen on the middle bit on the chest area
MEAN MUGGIN!! love it
The teacher had just decided he is not letting us off feet before we do them amazingly... or perhaps until everyone understands thinking in 3D (according to my roomie who took it last year, that can take months) - which I did not realize not everyone did, how do they get to understand that? Sure my teacher is not very patient (and very much an Artist), but I think also some of the students are being more stubborn than what is good for them.
They will start just copying the foot as they see it, and rendering it (and it often looks great).. but he will erase their work, because, construction!
And all my homework for the weekend is sketching feet feet feet, breaking them into forms... figured I'd try to recreate those forms in 3D. I don't think these were the exact ones he was using... guess I'll print it and ask him to draw on it.
tl;dr learning to draw