Trying to get into some traditional sculpting , never really done this before so it takes some getting used to coming from a digital environment
some basic shape blocking
Trying to get into some traditional sculpting , never really done this before so it takes some getting used to coming from a digital environment
some basic shape blocking
Are you using any kind of measuring tools for your proportions and masses? Because those are important with real clay and your proportions are pretty much out there. Some simple large wooden pliers will suffice just nicely.
Also, try using a spatula to slowly add mass a little bit at a time. I found it a lot easier then laying down huge chunks of clay and cutting away afterwards.
haha nope, i thought of this as a base to start adding/cutting away from. I also didn't know what kind of head i wanted to make at first but i think i'm going to adjust it to some more realistic proportions and find a proper portrait(reference) to sculpt.
tnx for the advice btw i'll try to take it a little slower so i can get a proper result out of it ^^
Fantastic work all around guys
so i can get some more eyes on them and hopefully some critiques before I call it done ( apologize for the big image) :
very nice! I think you could put more shadow and dirt/grunge into the areas behind the statues and along the edge of the where the rock meets the floor
heres what Ive been working on, crosspost from my mistborn thread.
Cross post from my sketchbook thread, I've been trying to finish a bust I started quite some time ago. I've been having a bit of trouble trying to figure out the dreads but there are some other areas that probably need work too. Comments and crits always appreciated.
Started doing this with just a cylinder to try test bakes using max RRT and xnormal. ended up adding a power unit wire and the works.. I'm eager to texture this thing now..maybe after work i guess:)
I decided to put more effort on 3D stuff, since I believe to be my current weak point on my porfolio. Blizzard = goal here.
First off, I am making an old demon design into a 3D sculpt, this one will require some more effort, but heres the progress so far:
Next, I decided to spend some time on a World of Warcraft troll. I am not sure still if I will continue working on it, or just start new models. What do you guys think?
And to end things with cute thing, here's a 30min speedpaint of Bunny bot, the doomsday bringer.
onelunglewis: Looks good overall, but the skin tones don't make sense. Forearms are normally tanner then the upper arms because shirts, same with the legs. Knees/elbows are darker because skin is more densely packed their. So unless he's constantly wearing sleeveless shirts and short shorts, plus knee and elbow guards, I don't think his skin would ever look like that.
Have a few straps left out and the zipper pull cards. I've built the low res shotgun but haven't bake it yet. I'll come in right under 16K when I put the shot gun in there.
onelunglewis, I'd say it's too saturated, especially the shirt. it seems too dominant in the way it draws the eye. I second PolyHertz's comment too, the skin saturation is too much in places
You say rock but to me it looks more like crazy-paving, so much so I'm guessing that's what you are actually going for. I think it looks good, but you'd benefit from some colour variation. Also the DOF in that plane render is a little overkill, most of it is blurry.
@Geledonutt: That steamer is epic, I agree with katana that it would be good to get some waves or ripples on the water surface that show it's got some physical presence in the water.
blot1234: I love this texture Really nice. Id try to have the white highlights fade in some rocks a bit more, and perhaps play with the idea of adding a bit of mossy stuff?
This is a Kappa from Japanese folklore. Sitting pretty at 8330 tris. This is just a max viewport grab. I need to rig this guy and get it into UDK or Crysis and see how it looks next.
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.
He's looking great so far onelung, love the choice of hair colour. Redheads represent, makes him look much cheekier.
This is a face I've been working on for a bust project. Just started texturing. It's extremely rough right now. Just a color map so far. I'm planning on doing both high rez and low rez versions of it. This one's rendered using vray in max. The stupid shine on the nose is (i guess) a default light being emitted from the camera. I am totally new to max and have no idea how to turn this light off, so if anyone knows what to do, some advice would be much appreciated.
Well, I guess this whole normal mapping thing is going to stick around - time I got serious about it. Diffuse and spec are super temp, straight up cg texture metal with ao bake and crazybump spec.
I wanted to get an idea of the the final look of the textures and what style I will most likely go with for my little guy. I took his shot gun almost all the way done to develop the look. I'm pretty please with it, can't wait to see how it translate to the rest of him.
Hey! Something I'm working on. First one is the old man from jramauri's Kryzalida Project.The second one is a containment cylinder for a creature that I will sculpt later on. I still need to add some pieces and tubes and stuff. The two images are Wips. CyA!
Guedin : she looks cool man,are you gonna leave her as high poly sculpt or you going to make her game rez,textured...? TeriyakiStyle : Love the design of your Bebop,one of my favorite characters from tmnt,cool bakes and colors blockout,looking forward to see it finished
Replies
Trying to get into some traditional sculpting , never really done this before so it takes some getting used to coming from a digital environment
some basic shape blocking
Are you using any kind of measuring tools for your proportions and masses? Because those are important with real clay and your proportions are pretty much out there. Some simple large wooden pliers will suffice just nicely.
Also, try using a spatula to slowly add mass a little bit at a time. I found it a lot easier then laying down huge chunks of clay and cutting away afterwards.
tnx for the advice btw i'll try to take it a little slower so i can get a proper result out of it ^^
very nice! I think you could put more shadow and dirt/grunge into the areas behind the statues and along the edge of the where the rock meets the floor
heres what Ive been working on, crosspost from my mistborn thread.
Steam pwwwwer! rawwwr..
Cross post from my sketchbook thread, I've been trying to finish a bust I started quite some time ago. I've been having a bit of trouble trying to figure out the dreads but there are some other areas that probably need work too. Comments and crits always appreciated.
First off, I am making an old demon design into a 3D sculpt, this one will require some more effort, but heres the progress so far:
Next, I decided to spend some time on a World of Warcraft troll. I am not sure still if I will continue working on it, or just start new models. What do you guys think?
And to end things with cute thing, here's a 30min speedpaint of Bunny bot, the doomsday bringer.
Started texturing today. Will finish the bolter tomorrow.
Very good. I like it!
thanks!
Nice! Get a ships wake on that thing!
Here are some progress shots.
@Geledonutt: That steamer is epic, I agree with katana that it would be good to get some waves or ripples on the water surface that show it's got some physical presence in the water.
Quickie olmec for fun.
Keep it up, definetely cool work
This is a Kappa from Japanese folklore. Sitting pretty at 8330 tris. This is just a max viewport grab. I need to rig this guy and get it into UDK or Crysis and see how it looks next.
A quick update on the major :
He's looking great so far onelung, love the choice of hair colour. Redheads represent, makes him look much cheekier.
have some fun with marmoset engine. so simple and sweet.
TeriyakiStyle : Love the design of your Bebop,one of my favorite characters from tmnt,cool bakes and colors blockout,looking forward to see it finished
~ Beautiful stuff, brother
Rendered in Marmoset Tools 1.04.
Some modular plaything i made using one piece of repeated Geo with modifiers and stuff. Should fit in snugly with my current uni project.
thread here if you're feeling fancy in the pants-
http://www.polycount.com/forum/showthread.php?t=90887
There are some proportional issues and it's still in really rough shape, but whatever. It's just for a personal project anyway.
night all, keep making wonderful things