A face study, still struggling with it but will move on to another.
and amazing stuff posted here guys,
you call THIS struggling??? I think it's gorgeous, very cute face with a TON of expression, feels more human than a photo. I do think you should move on to another though because this feels very finished to me, great job!
Radiator? That's a ton of detail. Are you perhaps are you doing the full engine?
i did that engine a while back, i thought its not detailed enough but if u say so i guess that will do
thing is, its pretty small parts and you will hardly notice those on the final model
nothing special here, i really need to learn how to setup a render better but what i have here is just red shader with 20 gloss 30 spec, beach probe as a reflection map set to 5% and 1 skylight
using regular scaneline render
i works nice for those parts but i tried to render other stuff in the scene like guns and it sucked eh
i updated her stance a bit, didn't tough the cloth on her legs though, blocked in a rough hairdummy which i'm going to use for placing the hair planes. Also of course i gave her a face, i tried to stay true to the concept when possible.
Which wasn't totally possibe with the eyes and the nose basicly, the nose looked super strange in profile. the proportions are mostly there for me, i worked on her with a basicly way too small head, got used to it too much and now i feel her head is huge even though she is 7.6 heads high, maybe its overall too wide, and that makes it look so strange on the bald version but i'm not entirely sure - also i think i should reduce the gab between her eyebrows, especially from far away it looks very massive . i get used to my work way to quickly, its a really really bad habit i have to say :X
and another bad habit, i stole hazardous polypaint trick for the eyes, evil me
:quickedit:
changed some of the stuff i talked about earlier
i think now i have to widen her jaw again, she feels kinda too skinny right now, 3/4 still looks strange, but i like the profile and fron better than before and she is now a bit cross eye, lets see if i can fix this in the sculpt or do it later on the lowpoly
changed it a bit already, softened her eyebrow bow and gave her cheekbones a bit more volume overall, i think what makes the 3/4 awkward is that the panited on eye texture loses its impact quite a bit as it looks just painted on then
NICK CARVER, you are such an inspirationally skilled all around artist. I would pay money to see some videos of how you work, everything you make is so good and so alive.
Front but of the MP412 is done so did a test bake, since the barrel didn't need a lot of poly's at all, I though I'd add a few to the cilinder for some extra detail Hope I didn't over do it..
Tokoya - That's some nice texturing the spec is really nice, any tips?
Sean VanGorder - Another one?! It's looking good so far! Are you going to bake down the other one?
Benji - That looks awesome man, the texture does look a bit noisey in places like in the recesses of the headlamps? I don't know I could be really wrong!
I am finally back on this after the eat3d comp. I have to fix one bit where I baked AO and forgot I was mirroring it! But yeah on to texturing!
Neox: Really cool model, though: I think the sillouette/proportions are too masculine (in the small head-count thumbnail i mistook it for a man) and the nose gives the face a very edgy/pointy feeling making it even more masculine. it could be all down to perspective and posing though, i guess.
i already put a bit more work into the the head, in image 05 the face wasn't sitting right in the head and the head was facing downwards too much, i reworked that.
Basicly i started with a imageplane of the concept and worked from that, needing to change it afterwards as not everything translated well into the 3rd dimension.
I also reworked a few features like the brow ridge or the gap inbetween the eyebrows to be less prominent which also made the face look more masculine than wanted from distance.
But i don't think a sharp cut nose or features a defined jawline are something girls or women shouldn't have. Assumed i'm not too blinded by my own work (which happens without feedback from the outside, this is why i post here) and things might change while i go on i don't think right now she is too manly.
She has somewhat avarage proportions but isn't too masculine, she doesn't even have small boobs, she is not super slim, or super fit/muscular or may lack super long model like legs (though they are a slight bit longer than the anatomybooks state), she has a tiny bit of weight on while not beeing chubby, maybe that would have been an interesting task as well, and yet she is somewhat trained, but not like a sparts professional, more like day to day fitness i think.
http://airborn-studios.com/projects/2011/portfolio/owl_huntress/frenja_prop.jpg
Her crotch could be a little lower, as could be the knees, maybe overall the middle section could be moved lower, starting from the bellybutton i kinda worked after the concept and then changed it on the fly based on feeling maybe i should investigate more.
overall, OF COURSE the manly clothing adds to the "issue" which i really don't think is one, but female clothing from that time would most likely be dresses and thats not what we are after. we tried to support the female shape with a few cut and contrast tricks like the waistconformed belly armor, adn widened her hips with the hipplates maybe i should emphasize this more. But still i don't want the armor to go into every bodyshape to support the female shape more than it could, its still lying on top of several layers of cloth, and the cloth will not be skintight.
Yes she has shoulder panels and she will even get armorplates on he upper arms, which will definitely change the proportions even more into a manly direction. Our starting point for this project was to create a cool, yet believable female medieval northern character, maybe a fictional fantasy game which doesn't run with all the cliches our industry is using to death, beeing almost nude, using chainmailslips and metalbras and other (in my oppinion, it doesn't have to be yours ) crappy 80ies symbolics, having huge boobs and superlong legs, a tiny waist and no shoulders.
having that said i know there is a lot more stuff to do, the 3/4 still doesn't cut it, something is off with the lips and maybe i should change the sideview more, we'll see ok enough blabla going to bed, a lot of officebuilding crap going on tomorrow :X
This is my second attempt at baking a bump map from a high poly mesh. I think it turned out pretty alright, although I'm going to redo the bump map of the metal slide at some point. Inspired by me finding my Tandy 1000 the other day.
@ Neox, your just gonna have to face the fact that if you make a female char thats not wearing bikini plate amor, shes gonna look more masculin. Some people will like that and some people wont.
I for one think the amor modeling is some of the best I've ever seen. and I'm not being a suck up.
.. or maybe I am.
Looking nicely sick, Scudz! For my taste, and this is just my taste, so ignore it if you're going for something else, I'd give him a little more fat/less definition on his muscles. But it's still looking good so far. I like the concept and I'll be watching his progress. Finish!
Scudz, The lower abs are way too bloated. They should bulge a lot less than the rest, and the crease between them should not be nearly as noticeable. They need to taper down into the groin, there should be no seam down there.
Replies
Thumbs up man!
you call THIS struggling??? I think it's gorgeous, very cute face with a TON of expression, feels more human than a photo. I do think you should move on to another though because this feels very finished to me, great job!
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idea for my next low poly model
Radiator? That's a ton of detail. Are you perhaps are you doing the full engine?
yup
thanx
i did that engine a while back, i thought its not detailed enough but if u say so i guess that will do
thing is, its pretty small parts and you will hardly notice those on the final model
Keep it coming, please:)
still can't paint to save my life. And making a pic in 3 days instead of 3 a day. Somebody please kick me in the nuts
nothing special here, i really need to learn how to setup a render better but what i have here is just red shader with 20 gloss 30 spec, beach probe as a reflection map set to 5% and 1 skylight
using regular scaneline render
i works nice for those parts but i tried to render other stuff in the scene like guns and it sucked eh
soften up those edges
STFU! this is pretty slick dood! i love it!
making progress with this; diffuse done.
i updated her stance a bit, didn't tough the cloth on her legs though, blocked in a rough hairdummy which i'm going to use for placing the hair planes. Also of course i gave her a face, i tried to stay true to the concept when possible.
Which wasn't totally possibe with the eyes and the nose basicly, the nose looked super strange in profile. the proportions are mostly there for me, i worked on her with a basicly way too small head, got used to it too much and now i feel her head is huge even though she is 7.6 heads high, maybe its overall too wide, and that makes it look so strange on the bald version but i'm not entirely sure - also i think i should reduce the gab between her eyebrows, especially from far away it looks very massive . i get used to my work way to quickly, its a really really bad habit i have to say :X
and another bad habit, i stole hazardous polypaint trick for the eyes, evil me
:quickedit:
changed some of the stuff i talked about earlier
i think now i have to widen her jaw again, she feels kinda too skinny right now, 3/4 still looks strange, but i like the profile and fron better than before and she is now a bit cross eye, lets see if i can fix this in the sculpt or do it later on the lowpoly
changed it a bit already, softened her eyebrow bow and gave her cheekbones a bit more volume overall, i think what makes the 3/4 awkward is that the panited on eye texture loses its impact quite a bit as it looks just painted on then
:edit2:
small hand painted palm tree.just a texturing practine
I especially like the fur on one arm instead of both side
haha
[ame]http://www.youtube.com/watch?v=I38I1gstyUo[/ame]
started as diablo, then i started trying different things for the scratchy detail stuff
zbrush fun by train between crunchs at work:
NICK CARVER, you are such an inspirationally skilled all around artist. I would pay money to see some videos of how you work, everything you make is so good and so alive.
Nice sculpt marine
Looks sick! but get back to your joust character or ill kill you :P
it's nice to see a female model with out so much boobage
Sean VanGorder - Another one?! It's looking good so far! Are you going to bake down the other one?
Benji - That looks awesome man, the texture does look a bit noisey in places like in the recesses of the headlamps? I don't know I could be really wrong!
I am finally back on this after the eat3d comp. I have to fix one bit where I baked AO and forgot I was mirroring it! But yeah on to texturing!
Concept is here -http://sixduck.org/propnetc.html
http://airborn-studios.com/projects/2011/portfolio/owl_huntress/frenja_06.jpg
i already put a bit more work into the the head, in image 05 the face wasn't sitting right in the head and the head was facing downwards too much, i reworked that.
Basicly i started with a imageplane of the concept and worked from that, needing to change it afterwards as not everything translated well into the 3rd dimension.
I also reworked a few features like the brow ridge or the gap inbetween the eyebrows to be less prominent which also made the face look more masculine than wanted from distance.
But i don't think a sharp cut nose or features a defined jawline are something girls or women shouldn't have. Assumed i'm not too blinded by my own work (which happens without feedback from the outside, this is why i post here) and things might change while i go on i don't think right now she is too manly.
She has somewhat avarage proportions but isn't too masculine, she doesn't even have small boobs, she is not super slim, or super fit/muscular or may lack super long model like legs (though they are a slight bit longer than the anatomybooks state), she has a tiny bit of weight on while not beeing chubby, maybe that would have been an interesting task as well, and yet she is somewhat trained, but not like a sparts professional, more like day to day fitness i think.
http://airborn-studios.com/projects/2011/portfolio/owl_huntress/frenja_prop.jpg
Her crotch could be a little lower, as could be the knees, maybe overall the middle section could be moved lower, starting from the bellybutton i kinda worked after the concept and then changed it on the fly based on feeling maybe i should investigate more.
overall, OF COURSE the manly clothing adds to the "issue" which i really don't think is one, but female clothing from that time would most likely be dresses and thats not what we are after. we tried to support the female shape with a few cut and contrast tricks like the waistconformed belly armor, adn widened her hips with the hipplates maybe i should emphasize this more. But still i don't want the armor to go into every bodyshape to support the female shape more than it could, its still lying on top of several layers of cloth, and the cloth will not be skintight.
Yes she has shoulder panels and she will even get armorplates on he upper arms, which will definitely change the proportions even more into a manly direction. Our starting point for this project was to create a cool, yet believable female medieval northern character, maybe a fictional fantasy game which doesn't run with all the cliches our industry is using to death, beeing almost nude, using chainmailslips and metalbras and other (in my oppinion, it doesn't have to be yours ) crappy 80ies symbolics, having huge boobs and superlong legs, a tiny waist and no shoulders.
having that said i know there is a lot more stuff to do, the 3/4 still doesn't cut it, something is off with the lips and maybe i should change the sideview more, we'll see ok enough blabla going to bed, a lot of officebuilding crap going on tomorrow :X
@yeman: very nice sculpt!
A quick torso bust from me before hitting zbrush... or adding some more bodyparts.
lovely work as always Neox, though wouldn't she be a little hot under all that armour?
little more crushing beneath sandaled feet:
I for one think the amor modeling is some of the best I've ever seen. and I'm not being a suck up.
.. or maybe I am.
I think I've finished up my high-poly for this weapon...
Feedback in my sketchbook thread would be appreciated. You'd also see the concept and progression of it.
Stinger88. I've wanted to do that for a while Thanks for the comment.
Something to keep me interested