Thanks Maph. Once I get some spare time (ha) I'll make some changes. I also want to do a more illustrated version of her fighting something, so maybe that'll be the future.
Swizzle, Ravenslayer and Jeremy-S: widened and flattened the nose a bit more, as well as some other facial adjustments that should bring it all together. after your post there I had another look at my first speed sculpt there from Feb, :poly122:. Thanks man.
suburbbum: The idea I'm going with here is sorta post-apoc/sci-fi Conan, so think Mad Max meets Star Wars. Right now I'm just focusing on getting the body right so I haven't really shown any of the other stuff aside from some simple base meshes earlier.
So I've tried to implement all your suggestions here, as well as a few more adjustments. left the hair off for now so the focus can just be his face.
-- I'm tempted to start a proper P&P thread but I don't want Adam to get mad about posting on more than one forum :poly131:
Basically done for the high poly, just a few thing I want to tweak.
Very nicely done with the reuse of mesh. Got to say with the modular cannons you picked a hell of a concept to pull off. Do you have a running thread or any other Wip shots?
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
Bit late, but major props to you my friend, for giving that girl some proper armor and not just cleavage. Thiis piece really took my eye, I absolutely love it.
A few questions if you don't mind:
1)How did you do the lamellar and feathers?
2) What sort of brushes do you use for the major folds? Do you go far with manual modelling or it is pretty much sculpting only?
3) What material(/lighting) is that? I think it looks gorgeous. Assuming it was taken inside zbrush.
Slowly getting into anatomy. First is my latest iteration of a generic muscle man, or vaguely muscley man anyway. Will likely start another soon as I feel every time I do, I'm improving things.
Started this guy in Sculptris from a sphere and then brought it into ZB to tweak and clean up. Only spent about an hour on him so pretty pleased with how he turned out. I may even go back and finish the feet, tweak the legs etc.
Bit late, but major props to you my friend, for giving that girl some proper armor and not just cleavage. Thiis piece really took my eye, I absolutely love it.
A few questions if you don't mind:
1)How did you do the lamellar and feathers?
2) What sort of brushes do you use for the major folds? Do you go far with manual modelling or it is pretty much sculpting only?
3) What material(/lighting) is that? I think it looks gorgeous. Assuming it was taken inside zbrush.
2) we tend to start our clothing in either zbrush or sculptris (due to the awesome triangle based and therefore topology independence) then we often do a quick retopo to get something clean to work with in 3dcoat and then it goes on just in zbrush, classical sculpting
3) its a custom made matcap, i'll upload it if i don't forget about it, the rendersettings are very simple, AO and shadow on and both blur samples set to 1, also no magic - well and then a bit of post, very subtle chromatic aberation, a gradient/vignette overlay, some noise and colourcorrection
Well, I don't know if this is anything near professional of what you call work but, I am 'editing' a screen capture of an IMVU avatar to resell as art (something common in that community).
About the avatar model:
I actually created the head with a web based 3DS Max plugin that exports the .xmf for me to upload in the creator program they have. I also collaborated with my boyfriend in making the skin(s).
Current WIP:
Hopefully it'll look as decent as the one I just finished:
I feel there aren't enough of those circular segments to be able to give it a good swing, is the 'rope' that short in the reference?
i agree with you. from the concept i think there are about 12 in the concept, but they all vary in size, i went off one of the small to mid size ones and i duplicated it 10 times. its the same length but i can see how it could be longer. i may go ahead and do that. thanks.
..err.. well if it was exactly that I think it'd have been lower down.. I was just practicing hair to be honest with that one, and furries/nekos aren't really my thing but I did enjoy playing with zebra stripes :x
Finished this beast today, the MP412 REX, Some Russian made revolver that sadly never made it into production.. There was barely any reference around, 3 photo's of a real gun and 2 cg ones, so I had to make some bits up
Some edges still need some softening I guess.. I'll see where I can improve them .
2) we tend to start our clothing in either zbrush or sculptris (due to the awesome triangle based and therefore topology independence) then we often do a quick retopo to get something clean to work with in 3dcoat and then it goes on just in zbrush, classical sculpting
3) its a custom made matcap, i'll upload it if i don't forget about it, the rendersettings are very simple, AO and shadow on and both blur samples set to 1, also no magic - well and then a bit of post, very subtle chromatic aberation, a gradient/vignette overlay, some noise and colourcorrection
That link looks great. Gonna get into that right now Thanks a bunch for the answers - keep rocking!
Working on a PGM sniper rifle, still got alot of cleaning up to do, hopefully Ill be able to get It into an engine but Its my first time modeling something for an engine, and I have no idea how it all works.
At the moment its around 2500 faces not sure if that's to high for current gen engines, but Im still gonna get into an engine just for the experience.
doodlin out a hand painted ax at home, working at a leisurely pace. The thing getting cut off at the bottom is an alpha plane for some sort of tassels hanging off of the ring.
Nick: You rat bastard... Loving these two, the first especially. Any tips on complex foliage areas? It looks mostly like premade brushes but some areas you can't tell. Great moods to both pieces. Keep em coming man.
ae.: Sweet progress man. The composition is nice so far, but I still feel like the environment, while beautiful and well done, is still a little lack luster. Anything you could do to spice it up? Maybe expanding the shot a little? Showing a bit more history? I don't know, someone help me out here...
seven: Gnarly characters. I'm thinking the scotsman needs more body hair. He's got that sweet beard with nothing to compliment it with.
Free_Fall: I love me a nice breaktop revolver, doubly so when it's an obscure weapon.
Nick: Gorgeous stuff as always. Love that silhouette piece in particular. Such strong shapes and composition!
Menstruosity: I understand that you're selling that, but those watermarks are kind of obnoxiously distracting. I basically can't see the forest for the trees there.
Sojira: That's a really nice study, you should totally finish that. Love the slight asymmetry in the face (the eyebrows!).
Haven't really been doing much art, so I dug up the old SDK folder last night and did up a face for MoP's space chick. Need to do another pass tonight after work to fix a couple things and polish it up.
First time I've posted work on PC! The project I just joined takes place in a medieval setting and I've had an itch to work on some sci-fi stuff for awhile now so I came up with this panel here. I've also been wanting to improve my baking and hand painting skills so this is what came out of that:
The bolts weren't exactly what I had in mind but I think the metal itself needs a little more love
This was pretty basic as you can imagine so next time I'm going to push myself with a more complicated object
Not had much chance for art this week, but I managed to do this environment piece for my project today:
And here's a little silhouette panel from the same sequence:
More soon!
Cheers,
Nick.
Nick, you come up with something awesome every weekend. Dunno how you do it, but I'm looking forward to the completion of this mysterious project you've been working on.
Replies
suburbbum: The idea I'm going with here is sorta post-apoc/sci-fi Conan, so think Mad Max meets Star Wars. Right now I'm just focusing on getting the body right so I haven't really shown any of the other stuff aside from some simple base meshes earlier.
So I've tried to implement all your suggestions here, as well as a few more adjustments. left the hair off for now so the focus can just be his face.
-- I'm tempted to start a proper P&P thread but I don't want Adam to get mad about posting on more than one forum :poly131:
The door is based off a concept from quake 4, just a ao bake, normals and a basic spec applied.
Starting a new project
Finally finished with this character, super excited to start a new character/creature once I get back from PAX.
That's a cool matcap. Where'd you get it? You make it?
that is STUNNING man!
I feel there aren't enough of those circular segments to be able to give it a good swing, is the 'rope' that short in the reference?
Very nicely done with the reuse of mesh. Got to say with the modular cannons you picked a hell of a concept to pull off. Do you have a running thread or any other Wip shots?
I do have a thread where I show it before the rivets and a few other things begin to get added.
Iron Breaker Thread
Bit late, but major props to you my friend, for giving that girl some proper armor and not just cleavage. Thiis piece really took my eye, I absolutely love it.
A few questions if you don't mind:
1)How did you do the lamellar and feathers?
2) What sort of brushes do you use for the major folds? Do you go far with manual modelling or it is pretty much sculpting only?
3) What material(/lighting) is that? I think it looks gorgeous. Assuming it was taken inside zbrush.
Sorry for the bombardment
Started this guy in Sculptris from a sphere and then brought it into ZB to tweak and clean up. Only spent about an hour on him so pretty pleased with how he turned out. I may even go back and finish the feet, tweak the legs etc.
looks nice Evan!
thanks man and sure - no problem
1) its pretty much the same technique Joe Lee used for his bird of prey tutorial
http://www.pixologic.com/docs/index.php/Tutorial:_Bird_of_Prey
2) we tend to start our clothing in either zbrush or sculptris (due to the awesome triangle based and therefore topology independence) then we often do a quick retopo to get something clean to work with in 3dcoat and then it goes on just in zbrush, classical sculpting
3) its a custom made matcap, i'll upload it if i don't forget about it, the rendersettings are very simple, AO and shadow on and both blur samples set to 1, also no magic - well and then a bit of post, very subtle chromatic aberation, a gradient/vignette overlay, some noise and colourcorrection
About the avatar model:
I actually created the head with a web based 3DS Max plugin that exports the .xmf for me to upload in the creator program they have. I also collaborated with my boyfriend in making the skin(s).
Current WIP:
Hopefully it'll look as decent as the one I just finished:
i agree with you. from the concept i think there are about 12 in the concept, but they all vary in size, i went off one of the small to mid size ones and i duplicated it 10 times. its the same length but i can see how it could be longer. i may go ahead and do that. thanks.
*shivers*
..err.. well if it was exactly that I think it'd have been lower down.. I was just practicing hair to be honest with that one, and furries/nekos aren't really my thing but I did enjoy playing with zebra stripes :x
Sorry if it was offensive x.X
Some edges still need some softening I guess.. I'll see where I can improve them .
That link looks great. Gonna get into that right now Thanks a bunch for the answers - keep rocking!
At the moment its around 2500 faces not sure if that's to high for current gen engines, but Im still gonna get into an engine just for the experience.
So please CNC and offer any help if you can.
Decided to re-do the sling on my Remington 870 for a more realistic look and better visual details.
Now I just have to make the actual sling, which is gonna take a while I suppose... I'm not good with splines at all.
Edit:// These are the high-poly models btw.
Finally made a thread for this:
http://www.polycount.com/forum/showthread.php?t=87948
Not had much chance for art this week, but I managed to do this environment piece for my project today:
And here's a little silhouette panel from the same sequence:
More soon!
Cheers,
Nick.
I found my program's "Make stuff look better" button.
ae.: Sweet progress man. The composition is nice so far, but I still feel like the environment, while beautiful and well done, is still a little lack luster. Anything you could do to spice it up? Maybe expanding the shot a little? Showing a bit more history? I don't know, someone help me out here...
seven: Gnarly characters. I'm thinking the scotsman needs more body hair. He's got that sweet beard with nothing to compliment it with.
A face study, still struggling with it but will move on to another.
and amazing stuff posted here guys,
Nick: Gorgeous stuff as always. Love that silhouette piece in particular. Such strong shapes and composition!
Menstruosity: I understand that you're selling that, but those watermarks are kind of obnoxiously distracting. I basically can't see the forest for the trees there.
Sojira: That's a really nice study, you should totally finish that. Love the slight asymmetry in the face (the eyebrows!).
Haven't really been doing much art, so I dug up the old SDK folder last night and did up a face for MoP's space chick. Need to do another pass tonight after work to fix a couple things and polish it up.
The bolts weren't exactly what I had in mind but I think the metal itself needs a little more love
This was pretty basic as you can imagine so next time I'm going to push myself with a more complicated object
Nick, you come up with something awesome every weekend. Dunno how you do it, but I'm looking forward to the completion of this mysterious project you've been working on.