Makkon, that Diamond Dogs Mine theme sounds like it could be a Dimmu Borgir song! awesome stuff!
Gratz to all who have posted stuff on the last couple of pages, it's all looking great!
d1ver, nice thumbs, which brushes do you use for this stuff? do you choose your values by hand and do you paint with 100% flow/opacity? I've been meaning to do more quick environment concepting like this!
I done made a tire. Just a quick experiment with baking planar high poly details, then manipulating the normal map to line up with the low poly UVs
Also I started a life drawing class today, hope you guys won't get sick of these every monday for the next 10 weeks I'm hoping I'll see some improvement in myself, I see serious proportion/anatomy issues with this week's!
just one more before bed. crits are very welcome btw
Hey, benji, thanks, man. Just the basic chalk brush for pretty much everything, except some grass, which is also done with the standard brush and a custom scattered round brush for leaves.
Yeah I pick values by hand but it's basically a gradient - brightest=furthest and closest=darkest. And yeah opacity and flow 100% but pressure sensitive, I do most of my blending with just sensitivity but sometime set lover opacity to blend stuff.
I hope it's been useful, bro. You should definitely try some of those - they are fun:)
Hey guys some real awesome work going on here thats inpiring me! Just a quick question does anyone know how to use the Locomotion system for Unity? Kind of struggling to get it working properly without any choppiness in the animation.
Would it be good to go back and alter animation to suit or just figure out the settings?
Thank you guys so much! This forum is built on a foundation of win, seriously XD Thank you for all your feedback!
Maph: I'll have to check that out, I've heard about it! I thought it was a sequencerand not a VST, though. Dang, shows how much I know.
And thank you guys for your help in technical talk, now I don't have to rack my brain anymore
So, im not so much of an artist, bus since im 16 [STILL! pretty much few days left to my birthday] so i guess, its a little forgiven....
Just kidding [except, im still not an good artist, and yeah, im still 16]
I would really apreciate critiques!
Thank you
Updated my tumbler a bit more, the main body is almost fully unwrapped, but not finished yet. However i have gotten the wheels out of the wa now. Here're some shos of it with/without wires and respective tri-counts.
Great work on those tires man.
I´m sure you could cut down tri´s by quite a bit on the back-tires by cleaning up the geometry as you go closer to the middle.
If the Tumbler was ingame, and moving, reducing those inner segments by half would not be noticeable at all unless the player character would stop, turn and actually look at them to check
Also whats up with the edge loops on the front tires?
Seems you just cut the middle out of the geometry and rotated it to get the offset in the rubber-track instead of just shifting the UV´s a bit if you needed to offset the texture.
Any specific reason for that?
yeah have included an explanation about the front wheels in my WIP thread :P i'd forgotten i could of just done it in the UVs, so i'll be cleaning that up soon, was tired when i did it, wasn't really thinking ^^
Bonebrew22 - very cool character. My recomendetion - try to render her in UDK, atleast they have hair sorting system, which should help with hair opacity issues.
May i ask how did managed to do ornaments on her belt and robe. You just converted patterns to normal maps in photoshop (sorry if you answeared this before)? Shadownami92 you need to fix leg angle, instead of inward angle make it out, starting from a knee (chek skeleton anatomy to understand how bones relate to each other)
Cheers.
Bonebrew22 - very cool character. My recomendetion - try to render her in UDK, atleast they have hair sorting system, which should help with hair opacity issues.
May i ask how did managed to do ornaments on her belt and robe. You just converted patterns to normal maps in photoshop (sorry if you answeared this before)?
Thanks man, I was experimenting with the anisotropy shader in marmoset. it seems to mess with my normals, makes them all split (anyone who knows what thats about I'd love hear from you)
With the ornaments for the clasps I found a reference, than just for kicks I wipped up a high-poly in max w/ sub-Ds, then just rendered out a normal, AO, and Opacity to a flat plane, which I then instanced down.
The belt was just a matter of brute force Zbrush stencils. Used the drag rectangle with a tiling alpha and made sure to match the scale perfectly (kinda got a bit monotonous)
this might be too late, as you're already well into the texturing phase, but i feel like you're missing a lot of the major forms that make up this guy.
the concept shows very distinct shapes in the torso and arms - this guy is made up of a series of fatty sections. you did a good job matching these in the face, but there is a stark difference in the bodies that is immediately noticeable. i'm not sure how closely you're supposed to stick to the concept, but if your goal is to match it as near as possible, i would seriously consider revisiting the torso and trying to really bring out those masses.
try taking a red brush and trace all the major forms in the concept - it is very easy. do the same to yours, and you'll see where things get lost and doesn't translate.
Bonebrew, that is GREAT. I think the eyes need some love in the texture, she doesn't sell a lot of personality from this range, but that is a very cool very faithful representation of the character.
mjackson126, the shape of the beard differs from the concept, which gives him a slightly different attitude. I don't know much about texturing, but I feel there is too much noise in the body. The head works better for me in that regard. Keep it up!
Gauss I'm digging the slight asymmetry on the eyes, you don't see that enough on models.
hey thanks man, and yeah it makes a huge difference. one of the zb character artists i was checking out while learning zb had some videos of sculpting, and he almost never used symmetry toggle while modeling facial features. the huge boost of character and realism that came from following through on those lifelike deviations was hard to ignore
Replies
random blob guy doodle
Outlining some bad guys for Dungeonauts.
some quick thumb studies. some many great stuff around lately I don't even know if I should post this crap. great job all you guys!
Keep posting them, really nice atmosphere, I kinda want to model a scene based off the first 2.
also Jaythurm looking good.
Gratz to all who have posted stuff on the last couple of pages, it's all looking great!
d1ver, nice thumbs, which brushes do you use for this stuff? do you choose your values by hand and do you paint with 100% flow/opacity? I've been meaning to do more quick environment concepting like this!
I done made a tire. Just a quick experiment with baking planar high poly details, then manipulating the normal map to line up with the low poly UVs
Also I started a life drawing class today, hope you guys won't get sick of these every monday for the next 10 weeks I'm hoping I'll see some improvement in myself, I see serious proportion/anatomy issues with this week's!
thanx
Hey, benji, thanks, man. Just the basic chalk brush for pretty much everything, except some grass, which is also done with the standard brush and a custom scattered round brush for leaves.
Yeah I pick values by hand but it's basically a gradient - brightest=furthest and closest=darkest. And yeah opacity and flow 100% but pressure sensitive, I do most of my blending with just sensitivity but sometime set lover opacity to blend stuff.
I hope it's been useful, bro. You should definitely try some of those - they are fun:)
d1ver - nice thumbnails, they look really balanced
this is what I spent my afternoon doing.
Would it be good to go back and alter animation to suit or just figure out the settings?
Maph: I'll have to check that out, I've heard about it! I thought it was a sequencerand not a VST, though. Dang, shows how much I know.
And thank you guys for your help in technical talk, now I don't have to rack my brain anymore
@Rowsdowner: clean forms. I dunno I might push his anatomy a bit further, really expiriment and see if you like it more defined and 'comicbooky'
Working on a beauty render for my updated portfolio, just testing this pose.
Reaktor can be anything you want it to be. Be it a synth, sequencer, effect, you name it.
Think of it like a node based shader editor, but with sound.
-bit more ao might help sell some realism?
-smoothing on the hair has some issues/hair can use a bit more love
.. awesome
Also thanks for the kind words for my post earilier!
daphz: ! your heads are crazy! !
here is my Comicon progress.
Here is a close up of the sword, just a link since the image is a little big. Made the sword completely in Blender, really love the array modifier.
study-study-study-study and study some more
Just kidding [except, im still not an good artist, and yeah, im still 16]
I would really apreciate critiques!
Thank you
Also here's my WIP thread: http://www.polycount.com/forum/showthread.php?t=88330
I´m sure you could cut down tri´s by quite a bit on the back-tires by cleaning up the geometry as you go closer to the middle.
If the Tumbler was ingame, and moving, reducing those inner segments by half would not be noticeable at all unless the player character would stop, turn and actually look at them to check
Also whats up with the edge loops on the front tires?
Seems you just cut the middle out of the geometry and rotated it to get the offset in the rubber-track instead of just shifting the UV´s a bit if you needed to offset the texture.
Any specific reason for that?
Bonebrew22: I dont know much about characters, but I like that a lot
Some env concept work to prepare for a matte painting.
May i ask how did managed to do ornaments on her belt and robe. You just converted patterns to normal maps in photoshop (sorry if you answeared this before)?
Shadownami92 you need to fix leg angle, instead of inward angle make it out, starting from a knee (chek skeleton anatomy to understand how bones relate to each other)
Cheers.
With the ornaments for the clasps I found a reference, than just for kicks I wipped up a high-poly in max w/ sub-Ds, then just rendered out a normal, AO, and Opacity to a flat plane, which I then instanced down.
The belt was just a matter of brute force Zbrush stencils. Used the drag rectangle with a tiling alpha and made sure to match the scale perfectly (kinda got a bit monotonous)
You've got a lot of nerve there, buddy, posting such an awesome speedpaint and then saying that my doodle is nice.:) Seriously, love those colors!
Nice update on the head, man. It's looking great!!!
You should really push the contrast in the texture.
Get in those skin folds and make them darker, dirtier.
Don't be afraid to bake in some lighting.
the concept shows very distinct shapes in the torso and arms - this guy is made up of a series of fatty sections. you did a good job matching these in the face, but there is a stark difference in the bodies that is immediately noticeable. i'm not sure how closely you're supposed to stick to the concept, but if your goal is to match it as near as possible, i would seriously consider revisiting the torso and trying to really bring out those masses.
try taking a red brush and trace all the major forms in the concept - it is very easy. do the same to yours, and you'll see where things get lost and doesn't translate.
http://www.gausswerks.com/am/am021.jpg
http://www.gausswerks.com/am/am022.jpg
http://www.gausswerks.com/am/am023.jpg
http://www.gausswerks.com/am/am024.jpg
http://www.gausswerks.com/am/am025.jpg
mjackson126, the shape of the beard differs from the concept, which gives him a slightly different attitude. I don't know much about texturing, but I feel there is too much noise in the body. The head works better for me in that regard. Keep it up!
gauss, made me smile
...from zbrush:
x
hey thanks man, and yeah it makes a huge difference. one of the zb character artists i was checking out while learning zb had some videos of sculpting, and he almost never used symmetry toggle while modeling facial features. the huge boost of character and realism that came from following through on those lifelike deviations was hard to ignore