Dude, its like, post apoc... I dunno, maybe radiated rats ate the other eye right from the head? But the lack of ears didn't bother me, oddly I've seen a few without ears, and as it was a simple low poly (and I'm lazy), 6 inch tall misc map model that sits in a corner, I didn't worry too much about it. But next time I make a creepy doll head, I'll go the full hog, to be sure
Kot_Leopold - I put together a little gif of how I do the little more complex pieces whenever I sculpt. For the basic stuff like bandana I just use the zbrush primitives (think i used a tube or a cylinder for that one). For the rest I use maya since I am not really comfortable with shadowbox, I feel I have more control when I use maya.
So this is probably obvious stuff to a lot of you but it took me a while to come up with this workflow and i feel pretty comfortable with it and i can get out stuff fast to zbrush to add detail.
So here's whats going on (btw, numbers dont correspond to pictures :P):
1. I export the lowest subdiv out of zbrush just to get a base in maya.
2. I find a cool concept of what I want and then analyze the main parts of it so i can break it down to the easiest things to make.
3. For the hat I noticed that its three identical sides and each side has a mirrored component. So I created a cylinder with 6 sides and deleted 5 of them.
4. Then I mirrored an instance over so I had one full side of this triangle and that side was a mirror image.
5. I instanced that one side to the two other sides and got a full triangle hat.
6. After I had the setup ready to go I just extruded stuff and since everything was instanced and mirrored it went pretty fast.
7. Moved some parts around just to get a basic shape around the head
8. This was all done using a plane (gets so messy if its a shape with thickness). So once its shape is complete I extrude everything and add thickness to it. Also throw in a couple of supporting edges to define some areas.
9. Export that shit out to zbrush and start adding detail to it. I use the move brush extensivley here with the Topological modifier turned on. So i can work on a small area without messing up things behind it (since the hat kinda turned around it self where it folds up again its easy to mess stuff up there)
for the neckless I basically do the same for the first part
1. Use base
2. Analyze smallest component
3. Created curve around the neck
4. Created a chain and instanced that to make sure they would intertwine well
5. Duplicated a chain link along curve with a script from Creative Crash
6. Created the cross
7. Done
Hi guys, I'm new to ploycount. I heard about it from the IGDA talk with Adam Bromell. I recenlty decided to learn Zbrush and well its a bit overwhelming but starting to get a handle of it. This is my first sculpt and I'm having some trouble with Hair. Comments and critiques and helpful tutorials are very welcome (if it isn't too much trouble please reply in this thread: October WIP )
working on a cryeinge 3 level.
95% of all things in this level are mine, i only used decals, particle effects and two or three assets from the game. (so the rest of the environment is entirely mine)
working on lighting right now, trying to get the right feel for the scene. i think i'm going the right way, what do you guys think?
I really need to get back to animating for my reel, so I'm putting this one to rest and calling it done. I think for my first Zbrush sculpture I brought it to a pretty good spot I'm still unhappy with her hair but until I find a style or tutorial that works for me I can't do much more.
Gotta say, these material studies you guys are making are fucking nuts. Is there a specific reason you make them? Also, got any tricks I can tuck in my sleeve?
We're in between projects at the minute so we're all doing plenty of texture practice, material shaders, and modelling practice.
For tricks... Here's a picture roughly showing my process. I was a bit destructive in my method so I can't show exactly how it was done, but it's near enough
And here's how I did the rock. If these are too big, just let me know guys and I can just have them as links instead.
Hi guys, I'm new to ploycount. I heard about it from the IGDA talk with Adam Bromell. I recenlty decided to learn Zbrush and well its a bit overwhelming but starting to get a handle of it. This is my first sculpt and I'm having some trouble with Hair. Comments and critiques and helpful tutorials are very welcome (if it isn't too much trouble please reply in this thread: October WIP )
Skyerzz, I've got a couple quick hair vids I used to use a while back for reference when sculpting hair. They're not much but they might get the ball rolling:
I would say your best bet is to study the hell out of classical sculpture because that's probably the best reference for sculpted hair out there. Sculpting hair can be tough depending on the style your trying to pull off.
Not bad for the first time sculpting. The best thing you can probably do to improve overall would be to study your anatomy, and I totally recommend the books by Philippe Faraut if you wanna improve your portraits. I've learned more from that guy than anything else.
a friend of mine at work (r4ptur3) gave me great advice to enlarge the shot gun to be more inline with the fact that this kid is only 8 or 9 years old and a double barrel shotgun would be huge in the hands of an 8 year old. I also enlarged the canteen for the same reasons.
hate to ask this, but I'm still learning so here goes...
Should I model these details into the low poly?
this wouldn't be for 1st person or anything like that. I'm thinking 3rd person shooter.
It's already at 760 polys and adding those additional details would raise it another hundred polys or so.
This isn't going to be a central piece in my portfolio but rather an accesory.
Reason why I ask is because when I did the marine's legs I had a similar detail which I didn't model into the low poly thinking the normal would do the work. Instead it looks flat and featureless, so I'm going back in and modeling it into the legs' lowpoly.
Ive had slow progress with this model been busy lately. But im getting up to speed all i need now is the hair, belts, eyes, and a few more things here and their. Critiques would be nice thanks guys. Oh also some hair sculpting techniques I hardly sculpt hair so some tips and tricks would be nice.
I think you should model things marked green on highpoly.
But you can optimize your low poly more. Think of how much benefit connected geometry gives you compared floating for each part. In some cases, it will give you really small savings in UV space, which you almost sure won't be able utilize, but it will increase polycount.
Also, look for vertices which don't contribute to the silhouette, looks like there are some.
Hey guys, I'm new to Polycount so yea lets start with some models. I'm planning on making a abandoned hotel hallway. Starting with the models then merching all together and stuff.
Chair
Lamp
Painting:
Table:
So yea, still left to do is a reception and stome other stuff, but since I'm not very good at 3d I can use the help from you guys, any tips and help are welcome in my inbox (:
Skyerzz, I've got a couple quick hair vids I used to use a while back for reference when sculpting hair. They're not much but they might get the ball rolling:
I would say your best bet is to study the hell out of classical sculpture because that's probably the best reference for sculpted hair out there. Sculpting hair can be tough depending on the style your trying to pull off.
Not bad for the first time sculpting. The best thing you can probably do to improve overall would be to study your anatomy, and I totally recommend the books by Philippe Faraut if you wanna improve your portraits. I've learned more from that guy than anything else.
Thanks A lot! I'll study up on Philippe Faraut, his work is beautiful
Hello polycount community. I am brand new to this website.
For my first post, here's an old damaged pillar I've been working on for a while. Even though it is inspired by Eat 3D's tutorial, it is 100% done by me.
I'm currently studying to become a environment artist, so any comments or criticism would be much appreciated.
I've recently started a small business with a couple of friends, and we're working on a puzzle game for the iPhone.
I did this fake, retro box art for it... The actual game does not have a guy in tight latex :P (screenshots from the game can be found at our website: http://www.sliceofsoup.com, shameless self promotion)
Replies
[ame="http://www.youtube.com/watch?v=6z51uywOsBs&hd=1"]OverDose ViDoc - Misc Models And Shizzle - YouTube[/ame]
yeah nice work :thumbup:
G_I_B_B_O_N - Youre completely right, they were way more visible before I added an expression to her face. I will remedy that asap.
felipefrango - Awesome expressions. Ooooozing character.
Kot_Leopold - I put together a little gif of how I do the little more complex pieces whenever I sculpt. For the basic stuff like bandana I just use the zbrush primitives (think i used a tube or a cylinder for that one). For the rest I use maya since I am not really comfortable with shadowbox, I feel I have more control when I use maya.
So this is probably obvious stuff to a lot of you but it took me a while to come up with this workflow and i feel pretty comfortable with it and i can get out stuff fast to zbrush to add detail.
So here's whats going on (btw, numbers dont correspond to pictures :P):
1. I export the lowest subdiv out of zbrush just to get a base in maya.
2. I find a cool concept of what I want and then analyze the main parts of it so i can break it down to the easiest things to make.
3. For the hat I noticed that its three identical sides and each side has a mirrored component. So I created a cylinder with 6 sides and deleted 5 of them.
4. Then I mirrored an instance over so I had one full side of this triangle and that side was a mirror image.
5. I instanced that one side to the two other sides and got a full triangle hat.
6. After I had the setup ready to go I just extruded stuff and since everything was instanced and mirrored it went pretty fast.
7. Moved some parts around just to get a basic shape around the head
8. This was all done using a plane (gets so messy if its a shape with thickness). So once its shape is complete I extrude everything and add thickness to it. Also throw in a couple of supporting edges to define some areas.
9. Export that shit out to zbrush and start adding detail to it. I use the move brush extensivley here with the Topological modifier turned on. So i can work on a small area without messing up things behind it (since the hat kinda turned around it self where it folds up again its easy to mess stuff up there)
for the neckless I basically do the same for the first part
1. Use base
2. Analyze smallest component
3. Created curve around the neck
4. Created a chain and instanced that to make sure they would intertwine well
5. Duplicated a chain link along curve with a script from Creative Crash
6. Created the cross
7. Done
this is what I've got so far -
crits and feedbacks are welcome
still working on the shaping & silhouette.
working on a cryeinge 3 level.
95% of all things in this level are mine, i only used decals, particle effects and two or three assets from the game. (so the rest of the environment is entirely mine)
working on lighting right now, trying to get the right feel for the scene. i think i'm going the right way, what do you guys think?
For tricks... Here's a picture roughly showing my process. I was a bit destructive in my method so I can't show exactly how it was done, but it's near enough
And here's how I did the rock. If these are too big, just let me know guys and I can just have them as links instead.
still working on this Vespa, almost done with the high poly
this is some slick shit! If your going for the punk little kid that you want to slap in the face look you nailed it.
nice style too.
thanks for the time lapses!!
onelunglewis: really nice sculpt/model so far, wonder what the hair is gonna look like
small doodle from today :P
Frontier must have some skilled handpainters, because those are some sweet textures. I've always loved Pomperi's style too.
Need to make some 'god rays' for the street lamps and finish a few textures up before friday. And stop the houses looking so plain.
Skyerzz, I've got a couple quick hair vids I used to use a while back for reference when sculpting hair. They're not much but they might get the ball rolling:
http://www.veoh.com/watch/v1499072AZNYXW8W
[ame="http://www.youtube.com/watch?v=vcNnCCpNaco&feature=related"]fur tutorial - YouTube[/ame]
I would say your best bet is to study the hell out of classical sculpture because that's probably the best reference for sculpted hair out there. Sculpting hair can be tough depending on the style your trying to pull off.
Not bad for the first time sculpting. The best thing you can probably do to improve overall would be to study your anatomy, and I totally recommend the books by Philippe Faraut if you wanna improve your portraits. I've learned more from that guy than anything else.
here's some 2d from me too
^ i ordered this printed on a longsleeve shirt...
same here.. some 2D love for a future 3D character
Should I model these details into the low poly?
this wouldn't be for 1st person or anything like that. I'm thinking 3rd person shooter.
It's already at 760 polys and adding those additional details would raise it another hundred polys or so.
This isn't going to be a central piece in my portfolio but rather an accesory.
Reason why I ask is because when I did the marine's legs I had a similar detail which I didn't model into the low poly thinking the normal would do the work. Instead it looks flat and featureless, so I'm going back in and modeling it into the legs' lowpoly.
thanks for the help!
Could you be so kind and show some of your workflow for that "freshcult" image?
Love this! Looks great
http://alarcon3d.blogspot.com/2011/11/bat-girl-sidetracking.html
Woah! Please say that's from George Orwells book 1984? Awesome work!
I think you should model things marked green on highpoly.
But you can optimize your low poly more. Think of how much benefit connected geometry gives you compared floating for each part. In some cases, it will give you really small savings in UV space, which you almost sure won't be able utilize, but it will increase polycount.
Also, look for vertices which don't contribute to the silhouette, looks like there are some.
Chair
Lamp
Painting:
Table:
So yea, still left to do is a reception and stome other stuff, but since I'm not very good at 3d I can use the help from you guys, any tips and help are welcome in my inbox (:
Thnx!
Thanks A lot! I'll study up on Philippe Faraut, his work is beautiful
Hahaha Yeah it's a re-imagining... kinda.
finished one is here
BTW:
Dood! COX that is BADAAAAASSSSS!!!!
For my first post, here's an old damaged pillar I've been working on for a while. Even though it is inspired by Eat 3D's tutorial, it is 100% done by me.
I'm currently studying to become a environment artist, so any comments or criticism would be much appreciated.
I did this fake, retro box art for it... The actual game does not have a guy in tight latex :P (screenshots from the game can be found at our website: http://www.sliceofsoup.com, shameless self promotion)