@gir: nice work, mate. I have a couple o' crits though.
Feet looks a bit wonky, the ankle is far too slim in proportion to the bulk of the foot: Clicky for a gallery of feet from all sorts of angles.
At the risk of picking the proverbial nit, the folds on arms and legs could use a little extra love to really sell it. That and some more saturated blacks.
Right.. Slightly more progress on my fishy-dolphin dude thingy-ma-jigg...
Trying to find a look I like for the chest area mostly atm. But have also adjusted boot lenght, knee placement since last time..
Any suggestions?
this is a work in progress but I need to put it on hold for a bit so putting it up here for some other eyes to see- concept by itchynick-http://cghub.com/images/view/161692/
Right.. Slightly more progress on my fishy-dolphin dude thingy-ma-jigg...
Trying to find a look I like for the chest area mostly atm. But have also adjusted boot lenght, knee placement since last time..
Any suggestions?
[/quote]
The Knees look very bland and they don't seem to have much form, i know your still blocking them out but a few ref's that may help.
Thanks for that Lazerus, but as freaky as it sounds, I have exactly those images saved in my ref folder for this guy + a few more
I didn´t want to start adding details below the waist prior to being happy with the overall shape of the legs and boots which is why they are so bland atm
Thanks very much for the comment though, and its an area that is next on my list of things to take a bit further.
Dan!: Looks nice Lonewolf: sweet looking.. Very smooth and clean modeling, and all the proportions seem bang on. achmedthesnake: damnit! now you gone and made me want to watch the movie again!
I've still got a long way to go on this (not much time lately). Starting to go back over some of the basic forms I put in and add in the detail I want.
I've still got a long way to go on this (not much time lately). Starting to go back over some of the basic forms I put in and add in the detail I want.
Lonewolf, dtschultz great work guys :thumbup:
don`t have too much free time so things going lil bit slowly... starting to texture this one. baked normals wip :poly142:
wires
Benji: Thanks for the crit, and hopefully the char gets a bit more lively when I get a bit further and start detailing
As for the beetle, only crit I could have is that it feels like the metalwork (shape wise, not texture wise) is in a much better condition than the texture indicates. Hard to explain but the specularity seems to flow a little too easily.. Looks very nice all the same though
Heres a nice photo I found that shows what I mean by the spec and weathered effect of the old car.
@Benji: That is a dirty little car, the doors are gorgeous and the water trails from the head and tail lights look great.
Some of the lines on it feel very clean for it's condition though. The line where the body stops and the top of the back wheel well looks like it could use a touch of rust. The rim of the hood too. Maybe I'm off base, that is how oxidation works right? From the edges in?
I have conquered the Fur! I deliberately put fur into this character because it is by far my weakest area and I feel all the more glad I did now
I tried for an age to just add alpha tufts onto the edges of the old fur but they never merged well and where easily identifiable as planes. I decided it was the actual main fur texture that was preventing me adding alphas so I scrapped it and focused on the fur as a singular alpha entity. 'Shadow Of The Colossus' stylee Only 2 shells.
Cheers Ruz, I've tried to add more colour variation on the jeans & boots. I kind of feel like I may be getting to a point where tweaking could go on forever so I think I'll call it soon.
Domo Arigato Gusti!
Too right Quack! Frump & HighElf I've given her a slight smile
Heh g2000 I was actually looking at the crysis nano suit aswell, great minds aye lol.
Remmers Super swish, I don't have much to crit man heh. Perhaps the joins between assets could be smoother for example where columns meet the floor etc, those kind of joins between assets could use some dirt & junk.
Really great overall tho dude.
Thanks Rion411, Nice work he's very SW sand people. His boots seem alittle high tho like they come rite up to his knees, which may be uncomfortable when bending. Not to insinuate he's alive lol but that logically a real person may choose slightly lower boots for that reason. Keep up the good work
KANEDA!!!!! Damn Razorb your Ooozing style!
Cool Beans Zxcman! His ears look alil vacuum formed tho if you know what I mean. Still very nice
Makecg, Ghibli's always a great choice for characters! Nicely done
Ha! Leilei, that's great! The jiggles really work well on her costume. lol it's about time somebody killed miku.
Sai for the win Makkon, what I wouldn't give for sai's brushes in photoshop.
Cool concepts aswell, he's very Jedi. I like the pinkskellycorn track lol.
Nice thumbnails D1ver, get some more out . The perspective on your tron bike clashes with the floor tho, like your looking almost head height at the bike but the veiwpoint of the floor is from a higher raised position so they clash to me.
Daphz... um.. nice? lol nawh that's a cool style your rockin.
Bonebrew22! I am Loving that! Great outfit, great pose, great colours, I really like the hand posing aswell. My only crit would be the blockyness of the hair and perhaps alittle more texture depth.
Almighty_Gir I enjoy that you always have a constant starwars theme in your work. It's cool keep it up! The eyes look alil close together tho, nice work on the outfits tho.
Undoz that's Nuts you Beast! I'm guessing the skull is his actual head otherwise it looks alil small to fit one in lol. The details are brilliant, you've definitely set the bar.
Mask_Salesman - That fur is looking great man. This character keeps getting better and better, and you've done a great job at implementing critiques. The hair is looking much better than the last version I saw as well. Keep it up.
Basemesh for this little buddy... lizards have weird ass legs, not sure what's going on with these.
I think you can improve quite a bit, if not on the basemesh than at least with the sculpt, i think the overall proportions dont work, from the front he is way to wide in a lot of parts - imho
The side is working overall, but keep in mind in the concept it is moving, so its one leg left behind and one already moving forward, i think making them in a bit more even to create a neutral stance might be a good idea. If you think about someone having to rig it, think about the range of motion, having a neutral stance as a righ pose gives the animator/rigger the possibility to stretch the limb 50% in both directions while a more exaggerated pose might force him to go from 0% to 100% in just one direction, this for instance is one of the reasons why most characters have their hands facing down, so it takes 90° to show the inside of the hand facing forward and 90° for facing backwards, the rare occasions of the hand facing upwards are basicly just that, very rare and something you might not have to consider, having the hands face forward might end up having to twist the arm 180° to let it face backwards, which might create a lot of bad stretching.
The front right now looks like a hippo, reference some disnosaur skulls, the nose needs to be much slimmer, it is a carnivor, a hunter, it needs 3d sight to hunt, therefor it should be able to look forward and not only sidewards, like herbivores his prey.
The teeth are way to small and soft, this beast has to smash through skulls and bones, has to rip through flesh, maybe even might need to crack through hard shells/carapaces - give it the right tools to be feared by its prey!
one thing that might be just my personal taste but i imagine the part below the jaw to be more like saggy skin, it would be quite a bit slimmer at the bottom and not like large throat, but really thats more a interpretation and personal taste thing.
Some kind of sci-fi computer thingy. The concept is from Mass Effect 2. Except for the crappy normal-bake, I'm quite satisfied with the outcome.
Just a high-poly render from my first assignment, in which we were tasked to create a robot out of primitives. My first real work in Maya. So far the switch from 3DS Max has gone surprisingly well.
You're right about the legs, I tried to cheat since I knew this wasn't getting rigged. But that's a poor attitude, I will go back and do it correctly. I actually first modeled the hind legs in the neutral stance (tried with several paintovers on the concept even), but it was throwing off the body posture and making the rest more difficult to manage.
It's hard to interpret the concept without any perspective angle. But I think you're definitely right, the body and head should be slim and aerodynamic because it's a carnivore. I was assuming the neck skin was an expandable pouch, that would stretch if he were swallowing an animal carcass. I will see if it looks better as saggy skin.
The Wheatley highpoly is pretty far off. Post up your wires so people can help.
Yeah, I know, but I was only trying to reach some resemblance. Anyhow, I'll post ze wirez tomorrow, since I don't have the correct version of the model at home.
I was assuming the neck skin was an expandable pouch, that would stretch if he were swallowing an animal carcass. I will see if it looks better as saggy skin.
a totally understandable interpretation, maybe some sort of a mix might work, but if not - well yours is also a totally viable approach, looking forward to it
Great work everybody! here is my attempt at a handpainted cartoony style, it's being made for an Egyptian themed level I'm working on. It took my a couple of retries of sculpting and painting to get it to this point, could really use some feedback
Replies
Nothing fancy from me just a very quick speed model. For this I was trying to work like It was a production environment.
click the images for turntable gifs, careful though, they're big! (~7mb each)
looks great! I've tried to install that shader. Im usin max 2010 and whenever I click install it returns an "error: cannot install"... It makes me sad
Feet looks a bit wonky, the ankle is far too slim in proportion to the bulk of the foot:
Clicky for a gallery of feet from all sorts of angles.
At the risk of picking the proverbial nit, the folds on arms and legs could use a little extra love to really sell it. That and some more saturated blacks.
cool proportions and feel of weight, also silhoette. well, pretty much everything
Here is a little piece that i´ve been working on lately
its a old dwarf workshop...
well, feel free to throw some stones
Right.. Slightly more progress on my fishy-dolphin dude thingy-ma-jigg...
Trying to find a look I like for the chest area mostly atm. But have also adjusted boot lenght, knee placement since last time..
Any suggestions?
**note to self - create better topology for animation/bending...
+ model if ya wanting to do your own version:
http://dl.dropbox.com/u/4704618/wikus_sdk.obj
Right.. Slightly more progress on my fishy-dolphin dude thingy-ma-jigg...
Trying to find a look I like for the chest area mostly atm. But have also adjusted boot lenght, knee placement since last time..
Any suggestions?
[/quote]
The Knees look very bland and they don't seem to have much form, i know your still blocking them out but a few ref's that may help.
http://www.tactical-kit.co.uk/hatch-xtak-knee-pads-382-p.asp
http://www.casg.pl/data/gfx/pictures/medium/9/7/579_3.jpg
http://www.rptactical.com/assets/media/104025-70412.jpg
http://store.colemans.com/cart/images/2873.gif
I didn´t want to start adding details below the waist prior to being happy with the overall shape of the legs and boots which is why they are so bland atm
Thanks very much for the comment though, and its an area that is next on my list of things to take a bit further.
Dan!: Looks nice
Lonewolf: sweet looking.. Very smooth and clean modeling, and all the proportions seem bang on.
achmedthesnake: damnit! now you gone and made me want to watch the movie again!
because it deserves to be bumped, amazing job
don`t have too much free time so things going lil bit slowly... starting to texture this one. baked normals wip :poly142:
wires
lonewolf - badass. that tiny text may not show up in the normal map though
achmedthesnake - this is awesome, great texture
Dan- that's looking sweet, and true to the concept
dtschultz- awesome, the dangling wires are a nice touch.
any feedback on this before I call it done for now?
As for the beetle, only crit I could have is that it feels like the metalwork (shape wise, not texture wise) is in a much better condition than the texture indicates. Hard to explain but the specularity seems to flow a little too easily.. Looks very nice all the same though
Heres a nice photo I found that shows what I mean by the spec and weathered effect of the old car.
Some of the lines on it feel very clean for it's condition though. The line where the body stops and the top of the back wheel well looks like it could use a touch of rust. The rim of the hood too. Maybe I'm off base, that is how oxidation works right? From the edges in?
This stuff is like sexually arousing!
Excellent work.
amesome work dudes !
always vegeta or bejita
Really lovely texture and lopo.
I tried for an age to just add alpha tufts onto the edges of the old fur but they never merged well and where easily identifiable as planes. I decided it was the actual main fur texture that was preventing me adding alphas so I scrapped it and focused on the fur as a singular alpha entity. 'Shadow Of The Colossus' stylee Only 2 shells.
Cheers Ruz, I've tried to add more colour variation on the jeans & boots. I kind of feel like I may be getting to a point where tweaking could go on forever so I think I'll call it soon.
Domo Arigato Gusti!
Too right Quack! Frump & HighElf I've given her a slight smile
Heh g2000 I was actually looking at the crysis nano suit aswell, great minds aye lol.
Remmers Super swish, I don't have much to crit man heh. Perhaps the joins between assets could be smoother for example where columns meet the floor etc, those kind of joins between assets could use some dirt & junk.
Really great overall tho dude.
Thanks Rion411, Nice work he's very SW sand people. His boots seem alittle high tho like they come rite up to his knees, which may be uncomfortable when bending. Not to insinuate he's alive lol but that logically a real person may choose slightly lower boots for that reason. Keep up the good work
KANEDA!!!!! Damn Razorb your Ooozing style!
Cool Beans Zxcman! His ears look alil vacuum formed tho if you know what I mean. Still very nice
Makecg, Ghibli's always a great choice for characters! Nicely done
Ha! Leilei, that's great! The jiggles really work well on her costume. lol it's about time somebody killed miku.
Sai for the win Makkon, what I wouldn't give for sai's brushes in photoshop.
Cool concepts aswell, he's very Jedi. I like the pinkskellycorn track lol.
Nice thumbnails D1ver, get some more out . The perspective on your tron bike clashes with the floor tho, like your looking almost head height at the bike but the veiwpoint of the floor is from a higher raised position so they clash to me.
Daphz... um.. nice? lol nawh that's a cool style your rockin.
Bonebrew22! I am Loving that! Great outfit, great pose, great colours, I really like the hand posing aswell. My only crit would be the blockyness of the hair and perhaps alittle more texture depth.
Almighty_Gir I enjoy that you always have a constant starwars theme in your work. It's cool keep it up! The eyes look alil close together tho, nice work on the outfits tho.
Undoz that's Nuts you Beast! I'm guessing the skull is his actual head otherwise it looks alil small to fit one in lol. The details are brilliant, you've definitely set the bar.
Great lowpoly work there Achmedthesnake
BUMP THIS SHHHH!!!!!!
Hey I've read that book! Nice work!
I think you can improve quite a bit, if not on the basemesh than at least with the sculpt, i think the overall proportions dont work, from the front he is way to wide in a lot of parts - imho
The side is working overall, but keep in mind in the concept it is moving, so its one leg left behind and one already moving forward, i think making them in a bit more even to create a neutral stance might be a good idea. If you think about someone having to rig it, think about the range of motion, having a neutral stance as a righ pose gives the animator/rigger the possibility to stretch the limb 50% in both directions while a more exaggerated pose might force him to go from 0% to 100% in just one direction, this for instance is one of the reasons why most characters have their hands facing down, so it takes 90° to show the inside of the hand facing forward and 90° for facing backwards, the rare occasions of the hand facing upwards are basicly just that, very rare and something you might not have to consider, having the hands face forward might end up having to twist the arm 180° to let it face backwards, which might create a lot of bad stretching.
The front right now looks like a hippo, reference some disnosaur skulls, the nose needs to be much slimmer, it is a carnivor, a hunter, it needs 3d sight to hunt, therefor it should be able to look forward and not only sidewards, like herbivores his prey.
The teeth are way to small and soft, this beast has to smash through skulls and bones, has to rip through flesh, maybe even might need to crack through hard shells/carapaces - give it the right tools to be feared by its prey!
one thing that might be just my personal taste but i imagine the part below the jaw to be more like saggy skin, it would be quite a bit slimmer at the bottom and not like large throat, but really thats more a interpretation and personal taste thing.
Some kind of sci-fi computer thingy. The concept is from Mass Effect 2. Except for the crappy normal-bake, I'm quite satisfied with the outcome.
Just a high-poly render from my first assignment, in which we were tasked to create a robot out of primitives. My first real work in Maya. So far the switch from 3DS Max has gone surprisingly well.
You're right about the legs, I tried to cheat since I knew this wasn't getting rigged. But that's a poor attitude, I will go back and do it correctly. I actually first modeled the hind legs in the neutral stance (tried with several paintovers on the concept even), but it was throwing off the body posture and making the rest more difficult to manage.
It's hard to interpret the concept without any perspective angle. But I think you're definitely right, the body and head should be slim and aerodynamic because it's a carnivore. I was assuming the neck skin was an expandable pouch, that would stretch if he were swallowing an animal carcass. I will see if it looks better as saggy skin.
Yeah, I know, but I was only trying to reach some resemblance. Anyhow, I'll post ze wirez tomorrow, since I don't have the correct version of the model at home.
a totally understandable interpretation, maybe some sort of a mix might work, but if not - well yours is also a totally viable approach, looking forward to it