Awesome stuff on here guys, love the power armor Needs Glue, and that Brink bust is noice Mrandk!
WIP, Mateba Unica 6, on my spare time, pretty sure the bevels are mostly too tight for good lowpoly bakes, let me know if they are! ill have to tweak those.
Some parts aren't smoothed yet.
@trevorJ: the barrel of that gun is way too skinny. it could just be the muzzle break thats throwing me off but in general it seems the entire gun needs to be a bit thicker. hp modeling looks great though. edges seem nice n soft for baking so no issues there.
Yeah, its quite the piece of engineering, probably to a fault, supposedly not very reliable, the entire top section actually moves back to cycle the cylinder.
Oniram, i think its prob the compensator making it look thin, its the same diameter as the rounds, and the barrel matched in the ortho side view, ill double check it for sure though, thanks for the feedback on the edges guys.
Hey guys, first time poster here. Working on my first sculpt, having some difficulties with the face, muscle difinition and the overall proportions.
Screengrab from Max with some photoshop fun.
Could definitively use some crits! (still have to model his belt in subD)
Cross re-post of my Protoss wip thread here http://www.polycount.com/forum/showthread.php?t=87229
i didn't get feedback on this last update, so i hope to be more lucky here...;)
My doubts are explained down here:
"For now i'm going with the "extract each single plate" process, which is quite effective but a very time-consuming. (By the way i've seen this process from the hard-surface tut of Mike Jensen on eat3d.com)
Any better idea on how to proceed with the armor?"
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
These guys need to be in a pikmin styled commando game.
Yeah the engine block on the back of the S.A.F.S. has a hard join currently, I was looking to add a weld along the edge just because welds are fun to do but after looking at a ton of ref decided not to add it since generally it is treated as a seperate servicable element so it is not welded in place.
Will use the texture to unify the two elements more so and add logic to the design and placement though since in the high detail it does draw the eye more than I would want.
Some more progress on the quake 4 crate. I feel I have the metal look down, I just need to work on making the diffuse look a little less boring. A lot of crates in Quake 4 are green so I am testing the waters with the faded green in the middle but I feel I still need some other design to make it more than just bare metal.
Biofrost- I feel that the wear and tear is too uniform across the hard edges you have in place. To me, those would seam like areas that would have different wear and tear because of their angles. Nice progress.
My humble attempt at handpainting wood, with obligatory stylized knots...
Looks pretty good Marshal, you're going to end up with some pinching in the fingers when they bend though (if it was to be animated). What you've got here certainly works but I'd recomend moving some things around (you save a few poly's as well) like so:
basically, axe the red bits and add/keep the green, that way when the fingers bend the geo isn't being squashed and distorted. It's not really something that would be too noticable outside of low-poly First person hands, but it's good practice. Also probably better explained here: http://www.pig-brain.com/tut02/tut02_02.htm
A little more work on Conan, tweaking the face and torso details,
Scudz, you magnificent bastard, your sculpting has improved beyond belief in the past few months.
I think the only thing I'd change at this point is his nose; everything else looks like a Frazetta painting, but his nose could stand to be a little flatter and wider at the bridge. Well, if making him look like Frazetta's Conan is the goal.
I'm not necessarily going for Frazetta, more like some kinda hybrid between him, Bisley and Cary Nord, with a little of my own whims on top. That nose has been bugging more for a while so I'll keep at it. Thanks man
Finished my low poly model of my half demon boy Dunn, as seen on a previous post!
He is at 1404 tris and all handpainted textures, this is my second model ever done so im pretty happy with it.. and I also need to thank gilesruscoe who helped me with the unwraping and making the gif : )
and I will make a new DEMONOLOGY thread with all the demonology stuff in it,
cool work suburbbum, maybe you could add some blue tones in there
Scudz: Nice but the head kind of bothers me , i think the eyelids are too straight and it could use some sharper edges at the cheekbones and jaw. Body is looking pretty good so far
Maph: Haha, I'm glad you like it. Considering that was the resolution I was working with I don't think I did too badly. I'll fix her up for sure, just for you.
Scudz: Looking really sweet dude, but I'm confused as to what you're going to change on him that qualifies as an "alternate universe". Right now it just seems like you're modeling a badass conan, rather than alternate universe. You could do business man Conan who always gets the deal in his suit, tie, and sword combo. Just a concern, but who am to judge? Keep kicking ass!
Alberto: Really loving the progress on your environment man, and that globe shader is so hardcore. Can't wait to see the finished product.
Just got started on this pieces. I made the wooden beams floating mesh, which saves on the total triangle count, but wastes a bit of texture space. I've always wondered if this was a clever way to do things, or a horrible waste.
Looks pretty good Marshal, you're going to end up with some pinching in the fingers when they bend though (if it was to be animated). What you've got here certainly works but I'd recomend moving some things around (you save a few poly's as well) like so:
basically, axe the red bits and add/keep the green, that way when the fingers bend the geo isn't being squashed and distorted. It's not really something that would be too noticable outside of low-poly First person hands, but it's good practice. Also probably better explained here: http://www.pig-brain.com/tut02/tut02_02.htm
A little more work on Conan, tweaking the face and torso details,
I'm really digging those muscles, they look great. I still can't get skin to look this good.
Just a personal opinion here, but the muscles around his nose, and mouth seem a bit too puffed out right now, like he's holding air in his mouth for some reason. You might try adding anew layer, and just pushing, and pulling some polys there, and see if anything pops. Also, his eyes are a weird shape to me, but like I said, personal opinion.
You've been getting a LOT better recently. Mad props, man
@Ravenslayer- Ewwwwwwwww... And I mean that in the best way possible.
Been working on some animation:
You've got the motions in the arms and legs down, but try to keep the knees from popping when she stretches out fully. You also don't have any movement in the hips, which should be bobbing. You can especially tell in the fact that the flat part of her head stays perfectly flat throughout the loop in the side view. The basic idea of a constant curve will help it out a lot.
You've got the motions in the arms and legs down, but try to keep the knees from popping when she stretches out fully. You also don't have any movement in the hips, which should be bobbing. You can especially tell in the fact that the flat part of her head stays perfectly flat throughout the loop in the side view. The basic idea of a constant curve will help it out a lot.
Thanks! I knew something was off but I couldnt figure out what I forgot. Softened the popping in the knees and added the bobbing as per your crit.
Also, tweaked the head, slightly. New on the left, old on right.
@Andreas and Marshal- Thanks guys. I'll shorten her stride a bit to fix that.
This video really helped me to understand your point: http://youtu.be/FdoMitt3DZs
Also, thank god Im not a woman...
Yeaah walking on heels is a whole other story isn't it? Good point Marshal Banana.
I am spamming with my baby for last time as it is finally done Cross post from my thread.
Any C&C are much appreciated.
suburbbum:
In any case, I think the lips are too bright, there's this dead look in her eyes (which are too bright as well, and her nose is oddly shaped.
Also, introduce some more dark browns and reds, blues, purples and desaturated oranges in the skin pallette.
Painting technique aside, I do think it's a pretty strong character as a whole. Just lurv the white lion skin!
Kinda reminds me a bit of this guy from Claymore (great anime if you haven't seen it yet!).
Replies
Holy shit, that's reaction-face worthy :thumbup:
I'll still probably end up re-doing it again... xD
Started on my comic-con entry...gonna do a fantasy/medieval style archangel.
"I CAME... FIREEEEEEEEEEEE"
did a few quick environment studies from ref today and i plan to do more of these
WIP, Mateba Unica 6, on my spare time, pretty sure the bevels are mostly too tight for good lowpoly bakes, let me know if they are! ill have to tweak those.
Some parts aren't smoothed yet.
low poly below the hammer. blockout i assume
I know you guys are just frothing at the mouth waiting for updates, so here's some more Conan for you:
yeah thats still blockout
[ame]http://www.youtube.com/watch?v=zcnG9qt5oFE[/ame]
Yeah, its quite the piece of engineering, probably to a fault, supposedly not very reliable, the entire top section actually moves back to cycle the cylinder.
Oniram, i think its prob the compensator making it look thin, its the same diameter as the rounds, and the barrel matched in the ortho side view, ill double check it for sure though, thanks for the feedback on the edges guys.
WOW man! I love her!!! Really cool style
Screengrab from Max with some photoshop fun.
Could definitively use some crits! (still have to model his belt in subD)
i didn't get feedback on this last update, so i hope to be more lucky here...;)
My doubts are explained down here:
"For now i'm going with the "extract each single plate" process, which is quite effective but a very time-consuming. (By the way i've seen this process from the hard-surface tut of Mike Jensen on eat3d.com)
Any better idea on how to proceed with the armor?"
Yeah the engine block on the back of the S.A.F.S. has a hard join currently, I was looking to add a weld along the edge just because welds are fun to do but after looking at a ton of ref decided not to add it since generally it is treated as a seperate servicable element so it is not welded in place.
Will use the texture to unify the two elements more so and add logic to the design and placement though since in the high detail it does draw the eye more than I would want.
My humble attempt at handpainting wood, with obligatory stylized knots...
I always love to see other's techniques of coming up with something similar.
Probably the best hand I've made:
basically, axe the red bits and add/keep the green, that way when the fingers bend the geo isn't being squashed and distorted. It's not really something that would be too noticable outside of low-poly First person hands, but it's good practice. Also probably better explained here: http://www.pig-brain.com/tut02/tut02_02.htm
A little more work on Conan, tweaking the face and torso details,
Looks awesome!
I think the only thing I'd change at this point is his nose; everything else looks like a Frazetta painting, but his nose could stand to be a little flatter and wider at the bridge. Well, if making him look like Frazetta's Conan is the goal.
Absolutely love the design on her! Face needs some more work thouh.
He is at 1404 tris and all handpainted textures, this is my second model ever done so im pretty happy with it.. and I also need to thank gilesruscoe who helped me with the unwraping and making the gif : )
and I will make a new DEMONOLOGY thread with all the demonology stuff in it,
Scudz: Nice but the head kind of bothers me , i think the eyelids are too straight and it could use some sharper edges at the cheekbones and jaw. Body is looking pretty good so far
Pc's inner workings
Maph: Haha, I'm glad you like it. Considering that was the resolution I was working with I don't think I did too badly. I'll fix her up for sure, just for you.
Scudz: Looking really sweet dude, but I'm confused as to what you're going to change on him that qualifies as an "alternate universe". Right now it just seems like you're modeling a badass conan, rather than alternate universe. You could do business man Conan who always gets the deal in his suit, tie, and sword combo. Just a concern, but who am to judge? Keep kicking ass!
Alberto: Really loving the progress on your environment man, and that globe shader is so hardcore. Can't wait to see the finished product.
EDIT: Thanks Ravenslayer; more blues it is!
this is crying out for some spec
Been working on some animation:
I'm really digging those muscles, they look great. I still can't get skin to look this good.
Just a personal opinion here, but the muscles around his nose, and mouth seem a bit too puffed out right now, like he's holding air in his mouth for some reason. You might try adding anew layer, and just pushing, and pulling some polys there, and see if anything pops. Also, his eyes are a weird shape to me, but like I said, personal opinion.
You've been getting a LOT better recently. Mad props, man
You've got the motions in the arms and legs down, but try to keep the knees from popping when she stretches out fully. You also don't have any movement in the hips, which should be bobbing. You can especially tell in the fact that the flat part of her head stays perfectly flat throughout the loop in the side view. The basic idea of a constant curve will help it out a lot.
Thanks! I knew something was off but I couldnt figure out what I forgot. Softened the popping in the knees and added the bobbing as per your crit.
Also, tweaked the head, slightly. New on the left, old on right.
@Ferg- Reminds me of a horned rat of some kind...
Hobo - Looking good so far, but from what I recall from watching women walking in tall heels, they don't bend their ankle like that. It's more like:
My memory may be a bit fuzzy, though.
Absolutely true. Was very surprised when I noticed that a few years back!
This video really helped me to understand your point:
http://youtu.be/FdoMitt3DZs
Also, thank god Im not a woman...
I am spamming with my baby for last time as it is finally done Cross post from my thread.
Any C&C are much appreciated.
better ? :P
In any case, I think the lips are too bright, there's this dead look in her eyes (which are too bright as well, and her nose is oddly shaped.
Also, introduce some more dark browns and reds, blues, purples and desaturated oranges in the skin pallette.
Painting technique aside, I do think it's a pretty strong character as a whole. Just lurv the white lion skin!
Kinda reminds me a bit of this guy from Claymore (great anime if you haven't seen it yet!).
TortillaChips : very cool work so far he's got that retro design and i like it,keep going.
Looks great Eyo. I was just wondering what brushes you used if you dont mind me asking.