Squeezed in a little time for some quick concepting for a new character Im working on. His name is Tugsy, he is going to be post apocalyptic orphan, that roams the streets trying to survive. He will eventually have a little kids back pack with a skate board, machete, and AK47. Hope you guys enjoy.
Jeez. Fuse, Nick Carver, OneLungLewis, Prototyp3, Snefer. Yes!
Just finished up this piece. It was a great learning experience. I've started up a thread with more images, texture sheets, etc. http://www.polycount.com/forum/showthread.php?p=1452007#post1452007
I'd love to get some crits on this, so drop on by if you feel compelled
Nick: what a sweet taurent sculpture you have there, a bit more dynamic in the pose would be great but its sweet anyways!
Slipstream: looks ace, what exactly is it?
here is a quick texturing test i did with the highpoly, not really decided on what kind of plattform i'll target, maybe more like a cinematic model, really not sure - no specular maps or anything like that so far, just the polypaint applied and refined here and there, eyelashes are just painted on, will be done with planes later
Nick: what a sweet taurent sculpture you have there, a bit more dynamic in the pose would be great but its sweet anyways!
Slipstream: looks ace, what exactly is it?
here is a quick texturing test i did with the highpoly, not really decided on what kind of plattform i'll target, maybe more like a cinematic model, really not sure - no specular maps or anything like that so far, just the polypaint applied and refined here and there, eyelashes are just painted on, will be done with planes later
Is this just a BPR render in ZB then? I'd love to know your settings if so.
Thanks Maph> I'll tweak the settings in Marmoset so it's somewhat less purple @Neox: He's one of the wandering zone bosses for the new expansion to GA, to give high level players something more to shoot at
Also, I too am curious about your render settings. That looks really cool
Doing an art test for Paradox Interactive. This is not yet done, have received some good crits from my teachers. Going to fix the metal on the shield, and add details to the clothing.
The small guy is the thumbnail that was chosen to work from.
@Goraaz, thanks dude! He is one of the most interesting characters I have ever seen, so I hope I really bring out his persona and attitude. Vincent Angerosa is the concept artist who made it. http://siegetheartist.tumblr.com/
He does commission work too in case you're interested in getting anything. He does pretty good quality work and will work with the client and do updates if changes need to be made
@Zoid Sure dude, It's not close to being done at all, I'd say I'm only about 2-3 hours in, with maybe an hour tops of messing around trying to figure out how to paint things
There is more that will be on the UV's, like hands and feet. Considering also going back and adding a few horns here and there that will go in the bottom left
ZacD, The cracks are a little too deep but more importantly they angle out too much. Your crack profile looks like a V, it should look more like a ||, much less open cracks.
chiniara An armature or image plane setup would probably help you out on your proportions. Your shapes are way off right now, and the shapes are way too soft. Maybe hold off on the Turbosmoothing until you get more blocked in and get the proportions down.
Free_fall> I'd work more on your material definitions. It's hard to read any clear distinction between the rubber(?) grip and metal parts of the gun. Couldn't find any good ref, you probably got better, but this image shows what I mean by distinction.
Is this just a BPR render in ZB then? I'd love to know your settings if so.
No no its MR, loaded the highpoly with 1.5mio tris into max, transferred the polypaint onto the uvs and refined the resulting texture a bit - most work i did was lighting and and shader tweaks. However i guess besides the accuracy of an actual renderer, you could break down the shader into its passes, render it on the sphere and recompile those passes inside BPR with the material system and get somewhat close. But really i don't know how close you can get, never played that much with the built in translucency, only used the wax preview so far and building shaders within zbrush, where the end result is totally not going to be rendered in, i don't think thats such a good idea.
looking at the thumb, i think there are a few areas which look better in it.
First of all, i like that the pike isn't that perspectively aligned as yours is right now, yours looks more correct, but in the thumb its more iconic und might help the 3d artist to get the shape done right. But thats just a minor
i think the boot stuff you did in the initial sketch works much better as it defines the silhouette more, that would be a thing which i would change back - beeing granted that that change isn't something your client wants to have, then its totally fine
Made a bridge for an iPhone student game. Still a lot I should do but it needs to be done for the project. Need to lower the detail frequency for one thing...
there is some seriously awesome work in these last few pages! here's my humble attempt at digital painting, kind of going with a halloween flavor. Any feedback would be greatly appreciated, thanks.
also, I've recently updated my portfolio site: http://ezralauportfolio.blogspot.com. If you're feeling extra generous, please take a look and let me know what you think!
Replies
Yes, yes, yes! Maybe the render's a tad too washed out with the hue adjust, but kickass work man! Saved to ref.
Just finished up this piece. It was a great learning experience. I've started up a thread with more images, texture sheets, etc.
http://www.polycount.com/forum/showthread.php?p=1452007#post1452007
I'd love to get some crits on this, so drop on by if you feel compelled
Slipstream: looks ace, what exactly is it?
here is a quick texturing test i did with the highpoly, not really decided on what kind of plattform i'll target, maybe more like a cinematic model, really not sure - no specular maps or anything like that so far, just the polypaint applied and refined here and there, eyelashes are just painted on, will be done with planes later
The sketch to the far left looks very cool. Looking forward to seeing you do that in 3d.
Is this just a BPR render in ZB then? I'd love to know your settings if so.
i love zbrush!
@Neox: He's one of the wandering zone bosses for the new expansion to GA, to give high level players something more to shoot at
Also, I too am curious about your render settings. That looks really cool
The small guy is the thumbnail that was chosen to work from.
Woah, that's even more than ZacD and Hboybowen's post counts combined.
He does commission work too in case you're interested in getting anything. He does pretty good quality work and will work with the client and do updates if changes need to be made
@Zoid Sure dude, It's not close to being done at all, I'd say I'm only about 2-3 hours in, with maybe an hour tops of messing around trying to figure out how to paint things
There is more that will be on the UV's, like hands and feet. Considering also going back and adding a few horns here and there that will go in the bottom left
Re-did the head of this mech robot dude to be a little more like the concept. And posed him as its more interesting then not being posed.
http://www.polycount.com/forum/showthread.php?t=90285
Sorry for bad english.
updatesss...mostly just model update. Slight texture stuff, but not sure if it'll really be noticeable
I think like this
No no its MR, loaded the highpoly with 1.5mio tris into max, transferred the polypaint onto the uvs and refined the resulting texture a bit - most work i did was lighting and and shader tweaks. However i guess besides the accuracy of an actual renderer, you could break down the shader into its passes, render it on the sphere and recompile those passes inside BPR with the material system and get somewhat close. But really i don't know how close you can get, never played that much with the built in translucency, only used the wax preview so far and building shaders within zbrush, where the end result is totally not going to be rendered in, i don't think thats such a good idea.
@zenarion:
looking at the thumb, i think there are a few areas which look better in it.
First of all, i like that the pike isn't that perspectively aligned as yours is right now, yours looks more correct, but in the thumb its more iconic und might help the 3d artist to get the shape done right. But thats just a minor
i think the boot stuff you did in the initial sketch works much better as it defines the silhouette more, that would be a thing which i would change back - beeing granted that that change isn't something your client wants to have, then its totally fine
nice trousers!
Much better
Made a bridge for an iPhone student game. Still a lot I should do but it needs to be done for the project. Need to lower the detail frequency for one thing...
I've started texturing my shield. All handpainted
I was wondering how I could paint the blade without polluting (even more) the shield...:poly141:
also, I've recently updated my portfolio site: http://ezralauportfolio.blogspot.com. If you're feeling extra generous, please take a look and let me know what you think!
derpin around with zbrush 4r2