Mental Radiation: nice work. but unless you are working on something that is intended to show up in the game roughly the size of a mountain, i would just call it done and move onto another piece. you've done good work but if it's a normal human-sized asset it does not justify the time put in and for the most part doesn't speak to how much time was put in.
Mental Radiation: nice work. but unless you are working on something that is intended to show up in the game roughly the size of a mountain, i would just call it done and move onto another piece. you've done good work but if it's a normal human-sized asset it does not justify the time put in and for the most part doesn't speak to how much time was put in.
Thanks for the crit . It is supposed to be pretty huge though. Like 4 or 5 people tall was what I was thinking unless that wont work for some reason or if it's still too detailed? I admit I didn't think this through very well, hah. It started as a speed sculpt for practice and I just kept working on it. I'm open for more suggestions if you've got 'em. I might make my own thread soon instead of spamming this so much in here too... Anyway, I'll definitely move on now and finish the surrounding cliffs [not shown] and hope they will help sell the scale .
Lovely monster Blaizer You might want to apply some of the angular design you have on whole body to hind legs too, they look a bit fat-ish at the moment.
I'm working on my first ever character model. (I'm normally an environment guy). Mainly focusing on doing clothing items for this one so I don't get overwelmed:
not bad if this isn't what your usually doing but i think there are some points that you might rethink, first of all i think the boots look way to feminine for a soldier dude and secondly i think as tight as the it is those wrinkles are pretty deep, i guess the cloth would have to be quite a bit wider/saggier or the wrinkles would have to be much harder and less deep as this makes the legs look very thin compared to the rest. Also i think you might reconsider some of the proportions, not sure about the gun (but compared to the hand it looks rather small, but i have no clue about guns), but the pocket on the other side is definitely way too small and very flat you wouldn't be able to put a pack of cigarettes in it.
good to see you back laro, i'm struck by how different the sketch seems without the more customary outline on a lot of your pieces. but then aside from any technical consideration your redheads always look good
also in case nobody knew laro is the guy that just keeps fucking killing it with the tf2 addon stuff--you should pimp that DX:HR stuff in here btw
Here's my Snusmumrik/Snufkin WIP. Getting colored. I am a big fan of painting the diffuse map directly in mudbox. It takes some getting used to, but I very much like painting the diffuse on top of a visible normalmap, onto a model that will be wearing it.
not bad if this isn't what your usually doing but i think there are some points that you might rethink, first of all i think the boots look way to feminine for a soldier dude and secondly i think as tight as the it is those wrinkles are pretty deep, i guess the cloth would have to be quite a bit wider/saggier or the wrinkles would have to be much harder and less deep as this makes the legs look very thin compared to the rest. Also i think you might reconsider some of the proportions, not sure about the gun (but compared to the hand it looks rather small, but i have no clue about guns), but the pocket on the other side is definitely way too small and very flat you wouldn't be able to put a pack of cigarettes in it.
Thanks for the feedback, it all helps.
BTW I noticed we have the same first name, what are the chances, haha.
That's pretty slick. It looks like some of the edge are too sharp and won't bake/mip down well. Have any concept images for the environment it's going into?
Nice work so far. Really like what's going on with the "fingers" that are on the center orb. Also curious if you're following a concept or just creating it as you go.
wanted to make something to go along with my axe I'm working on, doings a beaten up shield. just roughing up the overlay pattern now. still pretty loose.
I'm honestly just creating it as I go. I originalyl intended for the scene just to consist of the arms and the central orb. I am building it to create a portal/wormhole complex effect that you would see in a real-time cut scene or keypoint in the story of a game. I got carried away and decided that it would be great hard surface modeling practice to just finish the scene.
This thread is loaded with inspirational eye candy. Awesome things happenin!
Looking for some crit on my incubator before I move to lighting in UDK for the folio shots.
The texture is good but I feel it needs a bit more detail and just work on your material definition a bit more? Like I assume it's mostly made of metal? Racers tutorials are really good for metal, I have followed them myself!
I have started texturing! It all still needs a lot of work, I need so much practice! Emissives haven't really been touched either, I just wanted to see what it will look like!
Any and all crits on my texturing would be awesome, I really want it to look good. I still need to do a proper grunge pass.
Such amazing work here guys. I have been following for the past few months and finally decided to join in.
Here is a progress shot of my character I am doing for the comicon challenge this year. Basically an armored version of batman post 2012. Lots of work left as well as a lot of polishing to do.
been working on painting some more. I'm trying to get better at painting humanoid subjects so I've started on this four armed goddess thing. Tell me what you guys think.
I am not worthy to post here... but I shall add to the collection .
Still newbie at sculpting/sculptris. Finding it a bit hard to do hair...
Tried a textured brush for the beard.
Rock test really, or soft metal... Hard to get super sharp edges. Could achieve better rocks in max but not a bad result I think! Off to find more tutorials!
Replies
Looking for some crit on my incubator before I move to lighting in UDK for the folio shots.
process video-if you got 15 minutes
http://vimeo.com/28439908
@Dan: Nice! You and a lot of others around here are making me wish I could draw better...
Thanks for the crit . It is supposed to be pretty huge though. Like 4 or 5 people tall was what I was thinking unless that wont work for some reason or if it's still too detailed? I admit I didn't think this through very well, hah. It started as a speed sculpt for practice and I just kept working on it. I'm open for more suggestions if you've got 'em. I might make my own thread soon instead of spamming this so much in here too... Anyway, I'll definitely move on now and finish the surrounding cliffs [not shown] and hope they will help sell the scale .
also in case nobody knew laro is the guy that just keeps fucking killing it with the tf2 addon stuff--you should pimp that DX:HR stuff in here btw
Here's my Snusmumrik/Snufkin WIP. Getting colored. I am a big fan of painting the diffuse map directly in mudbox. It takes some getting used to, but I very much like painting the diffuse on top of a visible normalmap, onto a model that will be wearing it.
some little work on my old mp5 textures
thinking of adding M203 on it
DIBS!
kickass Man!
-woog
.
Love the 2D love in here
Thanks for the feedback, it all helps.
BTW I noticed we have the same first name, what are the chances, haha.
Geeeezzz Ryan, I see your finally moving on from stone pillars haha. Nicely done. An very sweet concept.
That's pretty slick. It looks like some of the edge are too sharp and won't bake/mip down well. Have any concept images for the environment it's going into?
Nice work so far. Really like what's going on with the "fingers" that are on the center orb. Also curious if you're following a concept or just creating it as you go.
Just what I thought of
Nice but the ref has the arms flared out
reference:
High-poly:
Low-poly and normals:
I think that's why they have a ball joint.
I'm honestly just creating it as I go. I originalyl intended for the scene just to consist of the arms and the central orb. I am building it to create a portal/wormhole complex effect that you would see in a real-time cut scene or keypoint in the story of a game. I got carried away and decided that it would be great hard surface modeling practice to just finish the scene.
This is awesome! I love the detail! What brushes are you using?
The texture is good but I feel it needs a bit more detail and just work on your material definition a bit more? Like I assume it's mostly made of metal? Racers tutorials are really good for metal, I have followed them myself!
Gah your hard surface stuff is awesome!
I have started texturing! It all still needs a lot of work, I need so much practice! Emissives haven't really been touched either, I just wanted to see what it will look like!
Any and all crits on my texturing would be awesome, I really want it to look good. I still need to do a proper grunge pass.
concept is here - http://sixduck.org/prop/big/ControlBox.jpg
Here is a progress shot of my character I am doing for the comicon challenge this year. Basically an armored version of batman post 2012. Lots of work left as well as a lot of polishing to do.
Hope you all like it.
Blaizer you have such amazing style dude, those creatures would look amazing in 2d animation.
So here is an small update for my Natalie Portman Space mariner;
Cox, my dream when i was a child was to have my own Manga.
Here's another one, in my PC Sketchbook there's more.
I'm thinking I could set this up as an SDK. It wouldn't be game art, but it would be fun.
Slowly working on my new environment, just blocked everything out.
Uploaded with ImageShack.us
Can anyone recommend any metal rendering tutorials for either Maya or Max? because I cant render atm
Still newbie at sculpting/sculptris. Finding it a bit hard to do hair...
Tried a textured brush for the beard.
Rock test really, or soft metal... Hard to get super sharp edges. Could achieve better rocks in max but not a bad result I think! Off to find more tutorials!