This looks awesome. Really nice render. You've got some fantastic stuff on your website too. Mind sharing any tips on that render setup?
Rendered in Vray and 3ds Max, using a single front key light and a couple of rims. Figure and elements are resting on a curved L-shaped backdrop. The material on the backdrop is a single color with the "roughness" attribute in Vray cranked to 100.
Output as full render, zdepth, wireframe color, and alpha.
Processed in Photoshop to turn the zdepth into DOF, and to tweak out the color.
One large blurry blast of highlight is added behind the character and in front of the backdrop using the alpha mask.
Haven't made anything in quite a few months, so did something simple to kind of get back into the swing of things. Based off of a knife I own. Still workin on the spec a bit, and testing presentation style.
WIP of my 3D Modeling Examination. I have to build a SciFi floor with modular pieces, 75.000 Tris & 3 Textures Packs (Diff, Spec, Norm, Glow, etc) with a size of 2048 pixes are allowed. The usage of realtime shaders isnt asked, will be (mental ray) rendered at the end. The following pics are two days old, so some details (door) has changed, or just left.
Final blockout. Tricount is 38.238 at the moment, so I´ve many space for additonal modules, the length, maybe an opened door etc.
The highpoly. Not sure about any single detail, some meshes are still lowpoly´s
Another version of my wall module. Got to add a frame for the vent.
More sci-fi stuff, this didn't turn out the way I wanted, considering going back and completely redoing the texture cuz it only looks good with certain lighting. Any tips or crits?
Mr.Cash: Crazy amount of detail, it looks great! Do you plan on baking this down and making it game ready?
Mr.Cash: Crazy amount of detail, it looks great! Do you plan on baking this down and making it game ready?
Thanks dude^^
Yeah of course this will be baked, you see the basemesh in the first image. Most of this stuff is already baked and waiting for texturing. I have to finish this until thursday this week so I´ve to hurry up (long night waiting for me)...I will render it with mental ray for my examination, but afterwards I´m going to make some realtime shots, and if time is left I´ll bring into UDK, coz I`ve to work on my game-engine material skills. Stay tuned, baked version will follow tomorrow
need to get to the most glaring anatomical problems (am i crazy or are the arms still a shade too long? just the forearms? hard to tell with the gut) but i am not going to slave too much more over this because it's just not going to translate that much to an in-game model.
been fun to get back into character stuff after years, crits welcome
arms are too long, legs are two short, the problems compound a lot. im not sure about the hip either, seems shrunk vertically and too low (like you moved it aside to fit the gut) SO GOOD though!
hey thanks man and funny enough, it just too a little while not staring at it to come up with a fix that i think is a big improvement. i isolated the midsection and brought it up since i realized that i think the torso was too long, and the accompanying correction of the leg length makes the arms look OK now. still maybe too long, but that i will probably just try a fresh look after a break.
what do you think?
man it is so fast to make huge changes with masking/transpose in zb
sorry for the shitty paintover gauss but maybe this will help you define the fundamental shapes a bit more.
I wouldn't get caught up on the fat folds as much as make sure to define where the important things like the ribcage, the shoulders, the hips/groin are.
A more neutral and relaxed profile pose will help you place your anatomy better as well.
You wont be able to sell an obese physique if you cant suggest some correct proportions/anatomy underneath.
lol yeah i got to admit i have no idea how that paintover is supposed to be helping
but you're right of course about nailing landmarks, that's true of every character. i just haven't been doing character work for ages so i am going to get better by doing. with what i'm working on i just can't spare the time to do anatomical studies for their own sake.
my question is what you mean by a more neutral pose? hands at 45 straight out to sides? less arch to the back, or what? i wanted to make sure that he has his feet under him while modeling, because rigged up i have seen too many characters that never look quite right because they were never modeled in a believable pose
gauss: well in the profile I moved the head back a bit .. and defined the curvature of the spine a bit better .. You kind of have a hunching thing going on .. I also moved the chest a bit lower and made the belly flow a little more naturally.
I didnt go into drawing out each muscle but edited the silhouette to put it into a more relaxed posture. A lot of mistakes happen because of being unsure of what goes where. Try to suggest the forms/muscles as they flow from bone to bone and fold into each other. Fat hides the muscles but it doesnt mean they arent there
Sorry it's pretty late so i just slapped the paintover very quick.
Here is the progress on my comicon entry. The body is placeholders just so Blender would run a bit smoother, but I spent most of today working on the hair.
endzeit - i know it's wood because looks like 'video game' wood - brown and noisy. but i can't tell what it's supposed to be. is it a bat carved out of wood? is it a branch with bark on it? it seems to have the surface quality of bark, but has some grain patterns like a plank. on top of all that, it has another layer of scratches/indents going cross-grain.
endzeit - I know it's wood because looks like 'video game' wood - brown and noisy. but i can't tell what it's supposed to be. is it a bat carved out of wood? is it a branch with bark on it? it seems to have the surface quality of bark, but has some grain patterns like a plank. on top of all that, it has another layer of scratches/indents going cross-grain.
I agree - I'm more into textures than I am actual sculpting but I feel like the texture can do a lot of damage if it doesn't look 'in sync' with what you are trying to create. Maybe try making your own 'random grain' seamless pattern for the wood?
Thanks for the feedback guys!
It's a handle for an axe, also thought of making a own wood texture.
I will redo the handle and then it should be a clearer type of wood
need to get to the most glaring anatomical problems (am i crazy or are the arms still a shade too long? just the forearms? hard to tell with the gut) but i am not going to slave too much more over this because it's just not going to translate that much to an in-game model.
been fun to get back into character stuff after years, crits welcome
i think the arms and legs are fine, its the torso that looks too long to me.
Hello everyone, I'm new to PolyCount. I just started my first character in 3DS Max and I would love some imput! Here is what I have so far...
So the thought behind this guy is that he lives in a post apocalyptic world, where it is a constant battle against a second ice age, marauders, and rabid animals.
I'm going to re-do his jacket to make it look more like worn leather and fur, and I'm also re-working the boots. The sword on his back is just a place holder for now. I would love all the advice you guys are willing to give me, and I look forward to some great critisism.
Replies
edit: and now
Rendered in Vray and 3ds Max, using a single front key light and a couple of rims. Figure and elements are resting on a curved L-shaped backdrop. The material on the backdrop is a single color with the "roughness" attribute in Vray cranked to 100.
Output as full render, zdepth, wireframe color, and alpha.
Processed in Photoshop to turn the zdepth into DOF, and to tweak out the color.
One large blurry blast of highlight is added behind the character and in front of the backdrop using the alpha mask.
yessir.. game res & unwrap and the whole nine yards
Another hand painted practice
Final blockout. Tricount is 38.238 at the moment, so I´ve many space for additonal modules, the length, maybe an opened door etc.
The highpoly. Not sure about any single detail, some meshes are still lowpoly´s
Another version of my wall module. Got to add a frame for the vent.
Close up of my door.
Any C&C is highly recommended and very welcome.
WIP
Slowly adding more props..
Mr.Cash: Crazy amount of detail, it looks great! Do you plan on baking this down and making it game ready?
funny how shitty it looks without the fancy lighting http://dl.dropbox.com/u/12430386/cave_wth.jpg
Jmiles, you're not too shabby either
Here's my fresh speedsculpt, 40 minutes or so
Thanks dude^^
Yeah of course this will be baked, you see the basemesh in the first image. Most of this stuff is already baked and waiting for texturing. I have to finish this until thursday this week so I´ve to hurry up (long night waiting for me)...I will render it with mental ray for my examination, but afterwards I´m going to make some realtime shots, and if time is left I´ll bring into UDK, coz I`ve to work on my game-engine material skills. Stay tuned, baked version will follow tomorrow
Saved.
That is nuts. I want one hanging in my living room.
should be working on Conan but I'm toolbaging Earl instead:
not even capable of seeing what else it needs,....please clone your brain so I may eat it and gain your powers?
heres a bit more I worked on after work. wood is still a bit lumpy.
A Simple dolly asset for my scene..
will bring it to Zbrush and add welding lines.
been fun to get back into character stuff after years, crits welcome
what do you think?
man it is so fast to make huge changes with masking/transpose in zb
More progress. Hi res picture available here
I wouldn't get caught up on the fat folds as much as make sure to define where the important things like the ribcage, the shoulders, the hips/groin are.
A more neutral and relaxed profile pose will help you place your anatomy better as well.
You wont be able to sell an obese physique if you cant suggest some correct proportions/anatomy underneath.
I'd maybe work down a few subdivision levels.
These are so clean and awesome! I love them
but you're right of course about nailing landmarks, that's true of every character. i just haven't been doing character work for ages so i am going to get better by doing. with what i'm working on i just can't spare the time to do anatomical studies for their own sake.
my question is what you mean by a more neutral pose? hands at 45 straight out to sides? less arch to the back, or what? i wanted to make sure that he has his feet under him while modeling, because rigged up i have seen too many characters that never look quite right because they were never modeled in a believable pose
I didnt go into drawing out each muscle but edited the silhouette to put it into a more relaxed posture. A lot of mistakes happen because of being unsure of what goes where. Try to suggest the forms/muscles as they flow from bone to bone and fold into each other. Fat hides the muscles but it doesnt mean they arent there
Sorry it's pretty late so i just slapped the paintover very quick.
Here is the progress on my comicon entry. The body is placeholders just so Blender would run a bit smoother, but I spent most of today working on the hair.
Does this look like wood? (first sculpting try)
Edit:
Quick render with simple texture overlay:
blaizer: great weapons especially the "Bone Slasher"
I agree - I'm more into textures than I am actual sculpting but I feel like the texture can do a lot of damage if it doesn't look 'in sync' with what you are trying to create. Maybe try making your own 'random grain' seamless pattern for the wood?
It's a handle for an axe, also thought of making a own wood texture.
I will redo the handle and then it should be a clearer type of wood
Thanks!
Here you go SkyleBones.
i think the arms and legs are fine, its the torso that looks too long to me.
Love it! Those changes are too awesome not to do. Thanks a ton man, I really appreciate it.
Things to add-dock area,power station,watch towers,AA gun emplacements,smallboats
Some highpoly wallpanel things for my scifi scene.
So the thought behind this guy is that he lives in a post apocalyptic world, where it is a constant battle against a second ice age, marauders, and rabid animals.
I'm going to re-do his jacket to make it look more like worn leather and fur, and I'm also re-working the boots. The sword on his back is just a place holder for now. I would love all the advice you guys are willing to give me, and I look forward to some great critisism.
turntable on Vimeo http://vimeo.com/28427812