Looks great!
May I ask which render / lighting setup you used (+which app?)?
Cheers
I model and render in Modo. I used 1 dark gray material with blurry reflections. All of the lighting is from 1 IBL light probe.
-And thanks to everyone for the kind words!
I got some nice crits here before on my biker girl, got some time now to fix up things on her
Been working on her face mainly
Looking much better. Eyes are looking really good apart from that white artifact. Nose and lips look good to me as well.
Overall lacking a bit of specular here and there, have some more on her nose, cheeks, forehead, etc.
Something about the jawline and neck. I'd try raising the jawline where it ends near the ear and maybe make the neck curve out a bit more instead of going as straight downwards to the collar area as it is now.
First Zbrush Model. All made from Zspheres. I'm an environmental artist, so this character stuff is new to me. But I'm starting to like it. I'm currently working on my first human head right now. Will post some WIP of that soon.
Here's an update on that modelling concept I was working on for my university assignment. This is my first proper attempt at a 2d character sketch.
I think I'm going to leave it as it currently is; I want to get into the 3D side now! The basic colours are on purpose; the time I spend shading this in 2D could be valuable time spent learning Zbrush properly and getting the 3D sculpt further along.
@ kaoticvisions the concept is from Anthony Francisco while he was doing work for Project Offset, unfortunately intel canceled the project.
@ Firebert thanks, I'll definitely get up a decent render once I get more of the sculpt done. still need a decent anatomy pass on him and then onto the lowpoly.
Here's some more stuff from me, finally got this baked down to a "low" poly.
Polycount is about 21,000, credit to Marc Brunet once again for the original concept.
HntrLuc: I have to say I rather liked the old face better; the V-shaped nose and the distance between the eyes were a bit more unique and memorable (this mouth is nicer, though).
nice work HntrLuc, i hope you wont mind me providing some feedback though.
some of the shapes on the leg could be more curvy and the heel looks too round at the moment. here is a paintover to show what i mean.
Kevin Johnston: Thats beautiful man. Love the style
Rooster: I hope thats a game character design...blue bear game coming soon, eh???
anyhoo...think im calling this study done. did a few timelapses and such but youtube is being a bitch so i'll upload them another time. Maybe i'll use Vimeo instead.
pose aint great and the eyes are dodge but it'll do for now.
Any Blender users here? I might need some pointers in making UV maps. I was trying to have a map of the front view of my character's body parts, then on the sides, and even the back.
started a new char, Mancubus fanart from original Doom. still blocking out the forms mostly, the hard surface stuff is giving me headaches though, specially the design on the flamethrowers.
I wish this would end it's not even fun to work on but I still have like 50 more things to do to it.
I really wish I was practicing other stuff right now, but I guess this thing atleast has good polygon layout... I think.
swizzle & zwebbie - hey thanks guys. originally i was going for a more stylized approach with this, but recently when I came back to it I decided to go more realistic with it. I'll agree at this point based on the images ive posted the face is a little boring, but hopefully I can change your minds about it once I get some textures and closeups going!
MM - Awesome, thanks man. Someone else mentioned the heel earlier as well, and im digging the curvier legs in your paintover. Ill be sure and fix those areas up
Replies
progress so far today after a few hours
TRAPJAW!!!!! YES!!!!
here's my latest update from my WIP thread
my issue is about handling these buckles, was going to try something like this. does anyone have a better suggestion?
Looks great!
May I ask which render / lighting setup you used (+which app?)?
Cheers
I model and render in Modo. I used 1 dark gray material with blurry reflections. All of the lighting is from 1 IBL light probe.
-And thanks to everyone for the kind words!
First testbake, got a lot of error but I'll look into it in the morning...
Looking much better. Eyes are looking really good apart from that white artifact. Nose and lips look good to me as well.
Overall lacking a bit of specular here and there, have some more on her nose, cheeks, forehead, etc.
Something about the jawline and neck. I'd try raising the jawline where it ends near the ear and maybe make the neck curve out a bit more instead of going as straight downwards to the collar area as it is now.
Some more progress on my building. A few more props to make and some lighting issues to address and I'll be calling this finished.
Last knife for a while, just wanted quick and dirty texture practice.
a bit of fan art from me, still bummed that project offset was canceled
@ Robat, looking good so far, really interested to see how your "ogre" translation works out.
Still fiddling with this-
Full Sizes:
Render 1
Render 2/URL]
Render 3
-Polite
I think I'm going to leave it as it currently is; I want to get into the 3D side now! The basic colours are on purpose; the time I spend shading this in 2D could be valuable time spent learning Zbrush properly and getting the 3D sculpt further along.
@ Firebert thanks, I'll definitely get up a decent render once I get more of the sculpt done. still need a decent anatomy pass on him and then onto the lowpoly.
Working on my original character on Blender, now fiddling the UV Mapping function.
Slowed down 50% for now.
[ame]http://www.youtube.com/watch?v=AlPAIEb_D-A[/ame]
Here's some more stuff from me, finally got this baked down to a "low" poly.
Polycount is about 21,000, credit to Marc Brunet once again for the original concept.
Still missing long hair for now.
Cool stuff Andr
I agree with Zwebbie about the eyes and nose, but the current features still look very good.
some of the shapes on the leg could be more curvy and the heel looks too round at the moment. here is a paintover to show what i mean.
Rooster: I hope thats a game character design...blue bear game coming soon, eh???
anyhoo...think im calling this study done. did a few timelapses and such but youtube is being a bitch so i'll upload them another time. Maybe i'll use Vimeo instead.
pose aint great and the eyes are dodge but it'll do for now.
quick polypaint from me I tried adding more colour but decided on this it will probably all change in the low poly lol
A subdivision exercise, nothing special, a spanish hydrant.
started a new char, Mancubus fanart from original Doom. still blocking out the forms mostly, the hard surface stuff is giving me headaches though, specially the design on the flamethrowers.
edit:
thank you Dan!
did a quick paintover for kicks.
I wish this would end it's not even fun to work on but I still have like 50 more things to do to it.
I really wish I was practicing other stuff right now, but I guess this thing atleast has good polygon layout... I think.
self portrait WIP
Also, the arms look a touch long and I think you could afford to really carve in with the folds in the fabric.
swizzle & zwebbie - hey thanks guys. originally i was going for a more stylized approach with this, but recently when I came back to it I decided to go more realistic with it. I'll agree at this point based on the images ive posted the face is a little boring, but hopefully I can change your minds about it once I get some textures and closeups going!
MM - Awesome, thanks man. Someone else mentioned the heel earlier as well, and im digging the curvier legs in your paintover. Ill be sure and fix those areas up
Nice hidrant Blaizer!