Roughed in the forms for the hair that will go under the hair cards. Pretty pumped really excited to get to baking.
Great work and a lot of character there mate, really enjoyed seeing how it has progressed since the start !
My humble advice is that this character can benefit more if the hair would be a separate mesh (subtool), not only will it help definition but you can also easily bake alpha from it to color the hair in PS.
Fuck yes. Googled your studio name (see kids, this is why you should name your portfolio images properly) and saw that you've been doing mostly iGames. Any chance at an android or PC release?
I wish we would, but it's not up to me! With every project I ask again, but so far it hasn't happened. I know it's been an option, so we'll see...
Pretty satisfied with the initial normal map bakes out of XNormal. Haven't cleaned anything up yet just through them on to get a idea of how it looked. If you wanna check out my uvlayout take a look at my WIP thread for this kid. Can't wait to start texture painting.
hahaha man, when i first saw this i got a stylised patrick swayze vibe xD
thanks for the kind words Jay, I dunno though I think they look more like sausage links then ropes, will see if I can sort them out better in the texture :-)
Blocking in the colors, trying to get a feel for what direction I'm going to go. I'm pretty set with the shoes, and the shorts but the shirt color is still a little iffy. He will have a graphic T on, so it won't be completely blank.
Green seems so calm, doesn't fit his personality IMHO. Maybe something more energetic like a bright yellow? I guess it depends on what color you choose for the hair too.
Livewire: I really like the soft, chunky proportions of all the components. My only tiny nitpick is with those twiddly knobs by the rail. Maybe you could vary them a little and make the ones attached to the sight a different size or shape? Other than that though, super sweet!
Here's a design for a trans-atlantic, cruise locomotive for the project. The front is supposed to look like a swan, kinda...
onelunglewis: like your first blockout, can#t wait to see it all coming together - i really enjoyed the progess so far.
okay as a few guys asked about rendering and stuff, i switched to vray pretty early as the rendertimes in MR where killing me and our renderguy is on vray so i could fiddle around a bit with his license - here you can see the current status, all maps are hand painted besides a few textures brushes i created while working on it - i think i will be buying a couple of other licenses for the studio, i really like vray very much so far.
well whatever hope it helps
soe of the brushes are out of a freckle brushset from deviant art, but most are custom brushes.
the material is a shellac material with a vrayskinshader in it and a normal vraymaterial on top for more correct reflection control, tuned it way back as i so far didn't paint a different mask for specular besides the color and well using that makes it very bright overall.
A small thing i tested and which worked out pretty nice are those little transparent hairs which i added in the bump and also in the specular which only appear in flat viewing angles to the camera, of course tis not totally correct but we are not going super duper upclose so i guess this will work out well enough in the end
:edit: something is off at her jaw, thats not what i sculpted - have to recheck the displacements :edit: fixed ^^
I think I have narrowed it down. Everybody seemed to think he needed a energetic warm colored shirt. I think that is a good call. I'm interested to see how everything plays together when I get the back pack and bandoleer in there.
I also scaled up his "Seat Belt" belt buckle, and made his shoes even bigger. I thought scaling up his shotgun and shells worked so well I wanted to push the scale even further. I also wanted to really see his belt buckle.
I will probably start creating the hair card rig tonight. I want to get back all the spikiness and messiness of the concept.
Fantastic work all around guys
Neox thank you for sharing this- your posts are always very informative and helpful.
Nick Carver beautiful design man
Here are the statues I have been working on for a while and I am almost done with them. Cross posting them here as well as in my thread so i can get some more eyes on them and hopefully some critiques before I call it done ( apologize for the big image) :
onelunglewis, that is better IMHO although it does give me a vintage Brazilian soccer jersey vibe (but that may just be cause I'm brazilian, so...), which might not be bad at all actually.
heya guys, wonderful works in this topic, as always
gave a break on my deus ex scene (didnt stop, its just a break - guess ill be back at it tomorrow). meanwhile i modelled this:
xoliul shader. no hi to low baking, textured it straight and made the normals myself.
wanted to have some critics on it, since its my first time doing a prop presentation shot like this. anything, from how its presented, to polycount, to how much it sucks, etc. what do you guys think? :P
thanks alot for the tips and crits everyone, helped loads.
made many improvements to the asset, added smoothing groups, reduced by more than half the polycount (the count is 774 polies now against 1953 before ), tweaked the tex maps a tiny bit, and messed a bit with the lighting.
Replies
Great work and a lot of character there mate, really enjoyed seeing how it has progressed since the start !
My humble advice is that this character can benefit more if the hair would be a separate mesh (subtool), not only will it help definition but you can also easily bake alpha from it to color the hair in PS.
Thank you sir, the artwork & timelapse totally rocked my day
Not sure if you are using this as reference, if not and you don't know it you should definitely watch it:
[ame="http://www.youtube.com/watch?v=XpOH2lWFEl8"]Memory Tapes "Yes I Know" - YouTube[/ame]
Awesome, remind's me of this.
http://www.thepaperfox.blogspot.com/
@malus - whoa, never seen this before. thanks for the link - some awesome work here!
normal and after upgrade version
[ame="http://www.youtube.com/watch?v=ijFtsXfUv58"]6/11/11 Work In Progress 3: City Skyline and FX Tests[/ame]
eh dont like it much
never liked anything after G1 =\
I wish we would, but it's not up to me! With every project I ask again, but so far it hasn't happened. I know it's been an option, so we'll see...
here's a pandaren inspired piece
I finished it today in ZB.
hahaha man, when i first saw this i got a stylised patrick swayze vibe xD
those looks so fucking chunky! i love it!
updated volcano, crosspost
@eyo, i love the style!
You did excellet job here
Looks perfect!!
Livewire: I really like the soft, chunky proportions of all the components. My only tiny nitpick is with those twiddly knobs by the rail. Maybe you could vary them a little and make the ones attached to the sight a different size or shape? Other than that though, super sweet!
Here's a design for a trans-atlantic, cruise locomotive for the project. The front is supposed to look like a swan, kinda...
Shooting for a Mass Effect Quarian.
30 min Z-Doodle...dunno what it is, but its there
Project thread
Man, I love these little mini environments. I should really try to do a few myself, this looks cool!
okay as a few guys asked about rendering and stuff, i switched to vray pretty early as the rendertimes in MR where killing me and our renderguy is on vray so i could fiddle around a bit with his license - here you can see the current status, all maps are hand painted besides a few textures brushes i created while working on it - i think i will be buying a couple of other licenses for the studio, i really like vray very much so far.
well whatever hope it helps
soe of the brushes are out of a freckle brushset from deviant art, but most are custom brushes.
the material is a shellac material with a vrayskinshader in it and a normal vraymaterial on top for more correct reflection control, tuned it way back as i so far didn't paint a different mask for specular besides the color and well using that makes it very bright overall.
A small thing i tested and which worked out pretty nice are those little transparent hairs which i added in the bump and also in the specular which only appear in flat viewing angles to the camera, of course tis not totally correct but we are not going super duper upclose so i guess this will work out well enough in the end
:edit: something is off at her jaw, thats not what i sculpted - have to recheck the displacements :edit: fixed ^^
Thanks so much for the info/breakdown!
@Neox Hot damn, the flesh and textures look great
I love checking the WAYWO thread for inspiration.
doing this guy in zbrush4 R2
Love this! Can't wait to see more in the series.
I also scaled up his "Seat Belt" belt buckle, and made his shoes even bigger. I thought scaling up his shotgun and shells worked so well I wanted to push the scale even further. I also wanted to really see his belt buckle.
I will probably start creating the hair card rig tonight. I want to get back all the spikiness and messiness of the concept.
Neox thank you for sharing this- your posts are always very informative and helpful.
Nick Carver beautiful design man
Here are the statues I have been working on for a while and I am almost done with them. Cross posting them here as well as in my thread so i can get some more eyes on them and hopefully some critiques before I call it done ( apologize for the big image) :
thanks alot for the tips and crits everyone, helped loads.
made many improvements to the asset, added smoothing groups, reduced by more than half the polycount (the count is 774 polies now against 1953 before ), tweaked the tex maps a tiny bit, and messed a bit with the lighting.
there ya go, crits always welcome: