Mr. Teats here started out as a lunchtime doodle 18 months ago. I've been picking him up from time to time adding more stuff. Since people were asking, the blitz is a noised-up poly strip and the blue glow is photoshopped.
unngggg so much awesome in this thread lately. Great work zid, dii, jmiles, onelung, and everyone else posting hardcore uncensored badassery in here.
felipe - thanks man, I just use a super simply basemesh and go nuts on it... took a timelapse of this latest sculpt, in case you've got 22 minutes to see how I does it.
Today's zbrush doodle... Dark Lord Jeff, the most fearsome middle schooler in the galaxy. Don't you fucking dare call him a ginger. Head skeleton thing possibly inspired by a Chronicles of Riddick character. Edit: or time bandits apparently, which I've never seen.
rigged my old hard-normals "ninja" (wat?) girl a couple of days ago.
did this animation today.
got feedback about the camera being disorienting (it works in my head, might be because I did it...and the crazies), but I don't know what kind of camera I could do that would capture the animation from all angles other than cutting like that..might just need a backdrop?
the left hand is a bit iffy before it rises to her hip, and it doesn't stay planted firmly enough (it did before.. I must have fucked it up)..
other than that..dunno.. might go ahead and do one more before the week end is up..
some shots of the pose(s) and rig and silhouettes and shiznits (the first pose is the one in the anim, left leg is extended more, so it doesn't suck quite as bad as the picture)
edit:
it's meant to be kinda like a Street Fighter 4 intro before each match...dunno, might be an excuse for the camera ;D
sound is Juri from SSF4 (hair based on her as well)
video is choppy at places, thanks to shitty compression/computer/life
I've been experimenting with motion capture animation, the goal is to do the character animations to my Unity game (degree work) with pre-made MoCap animations from the interweb. This is just a test render to show my blog readers what i've been doing. Not the final quality.
Swizzle!
Nice concept is coming along nicely, but in the back shot there the perspective on his right leg is wrong. By being smaller than thye left it gives the impression that his legs are crossed and his torso is slightly angled to face the right of the frame as well. I know it's a result of flipping the original image to create the back shot, but it needs fixin. Below I present Super Paint-over:
I was able to get the hair cards in and UV'd. Pretty stoked about them. I always have a blast at doing hair. It was something that I was always scared of but once I got a process down for it, it became one of the funnest parts about doing characters. I can't wait to see what you guys think about my hair techniques.
The only geo that is not present is his teeth and tongue, other than that I'm sitting at 18204 tri count. I pretty pumped considering all the junk he has. I will most likely be able to keep it under 20K with 2 2K texture maps
Some may think it is a little unorthodox but every hair card is unique and will be uniquely painted. I have found that I can get much more dynamic looking hair that way.
Check out my WIP Thread for the UV Layouts for both of the maps
The scale seems a bit off with the pagoda. It is massive or small, the grass textures are conflicting. Based off the ground texture, it's massive, but the grass planes make it look tiny if the grass is that size compared to the thing.
That, or you gave a VERY drunk person a lawnmower that's set really low.
The scale seems a bit off with the pagoda. It is massive or small, the grass textures are conflicting. Based off the ground texture, it's massive, but the grass planes make it look tiny if the grass is that size compared to the thing.
That, or you gave a VERY drunk person a lawnmower that's set really low.
Ahahahaha, awesome.
Well, I see your point about the scale. I can fix that...in a bout 2 seconds ;D For now, let's pretend the grass is just really short bahaha.
The ground was really an afterthought...no real effort there.
Swizzle!
Nice concept is coming along nicely, but in the back shot there the perspective on his right leg is wrong. By being smaller than thye left it gives the impression that his legs are crossed and his torso is slightly angled to face the right of the frame as well. I know it's a result of flipping the original image to create the back shot, but it needs fixin. Below I present Super Paint-over:
You are, of course, entirely correct. I really should've put a bit more time into not making things super fucked by flipping the image and not changing the proportions.
Swizzle, awesome concept, nice colours. but as Scudz said there are proportion issues especially in the length of the legs and feet. Also on that right hand image, the left arm and leg look awkward and misplaced, as if they don't comply with the laws of perspective
Mrninjutsu, I can imagine this when it comes alive with texture and lighting nice
Candystripes, I like it but maybe a quick levels adjust on the texture could make it pop
TheWildHunt, great sculpt! I'd love to see this textured
Makecg - an old man Hey Arnold? haha
almighty_gir - nice armour design
thatanimator - amazing! so graceful
viv - wow. simple yet beautiful, love the lighting
Geledonutt, really nice scene, perhaps those wide shrub leaves are too saturated/bright though. they stand out from the background slightly too much, same with the grass clumps
tristamus, wow, really nice details on these objects! the texture on the first object looks a little flat though, you could play around with the specular to bring out some highlights on the normal map?
I'm having a bit of a problem but i didn't think its worth to start up a new thread. I'm a noob at Unity and i'm not sure as to why light is seeping through at the bottom?? Any help guys/girls ?:)
I'm having a bit of a problem but i didn't think its worth to start up a new thread. I'm a noob at Unity and i'm not sure as to why light is seeping through at the bottom?? Any help guys/girls ?:)
p.s textures are placeholder.
I think it has to do with the material not being double sided.. no idea how to change this in unity though
I think it is actually, I thought it had something to do with lighting rather than textures. Hmm. I kind of fixed, a real rough fix though. I plonked in some Unity Cubes and placed them behind and around the mesh to stop it. Seemed to work but not really a true fix though. Ah well!
I have some trouble with color, so this morning I painted up a quick sketch I made of a happy dragon. I pulled colors from a monet painting. Any crits are welcome
Just a few in game shots of a unity game I'm doing the environment work for. The character is placeholder/not my work.
Looks promising, although I think it looks a bit noisy, lots of bricks everywhere. Try adding depth fog, IMHO it could help the foreground elements pop out of the background.
Replies
Got my first major project brief from uni. Got to make a weapon for Dead Island. Going for a nail bomb, with a twist. Enjoy:
Mr. Teats here started out as a lunchtime doodle 18 months ago. I've been picking him up from time to time adding more stuff. Since people were asking, the blitz is a noised-up poly strip and the blue glow is photoshopped.
it shoots soundwaves
concept by our awesome art lead, Tom Kaschub :
highpoly..
SEX
peppi: thats soo gross man I love it!
Rob: Always love your figure studies!
Got a bit more work done on this guy. I'd really love to get started on modeling, but starting next week things are going to get super crazy at work.
*sigh*
Anyway:
Not really a speed sculpt here, so I'll just leave this here...
pay no attention to:
hands/boots
pay little attention to:
head
still need to think of how i want the arm/glove/leg armour to look.
rigged my old hard-normals "ninja" (wat?) girl a couple of days ago.
did this animation today.
got feedback about the camera being disorienting (it works in my head, might be because I did it...and the crazies), but I don't know what kind of camera I could do that would capture the animation from all angles other than cutting like that..might just need a backdrop?
the left hand is a bit iffy before it rises to her hip, and it doesn't stay planted firmly enough (it did before.. I must have fucked it up)..
other than that..dunno.. might go ahead and do one more before the week end is up..
thatanimator.com/dump/ninjagrl_sexyposetest.jpg
thatanimator.com/dump/ninjagirl_sexyposetest2.jpg
some shots of the pose(s) and rig and silhouettes and shiznits (the first pose is the one in the anim, left leg is extended more, so it doesn't suck quite as bad as the picture)
edit:
it's meant to be kinda like a Street Fighter 4 intro before each match...dunno, might be an excuse for the camera ;D
sound is Juri from SSF4 (hair based on her as well)
video is choppy at places, thanks to shitty compression/computer/life
http://www.youtube.com/watch?feature=player_embedded&v=D-aYMbtl4g0
If you are interested in Unity game developement, Blender etc, check my blog!
I try to update it daily.
http://waltsudegreework.blogspot.com/
edit: hey, how can i put youtube videos so they can be viewed here in the forum?
Swizzle!
Nice concept is coming along nicely, but in the back shot there the perspective on his right leg is wrong. By being smaller than thye left it gives the impression that his legs are crossed and his torso is slightly angled to face the right of the frame as well. I know it's a result of flipping the original image to create the back shot, but it needs fixin. Below I present Super Paint-over:
this is bloody stunning peppi! wierd as fuck but stunning.
The only geo that is not present is his teeth and tongue, other than that I'm sitting at 18204 tri count. I pretty pumped considering all the junk he has. I will most likely be able to keep it under 20K with 2 2K texture maps
Some may think it is a little unorthodox but every hair card is unique and will be uniquely painted. I have found that I can get much more dynamic looking hair that way.
Check out my WIP Thread for the UV Layouts for both of the maps
the badness droping in here is starting to get a bit out of hand
4ish hours of doodling:
thanks guys I was afraid it was going to look like a dog.
That, or you gave a VERY drunk person a lawnmower that's set really low.
Ahahahaha, awesome.
Well, I see your point about the scale. I can fix that...in a bout 2 seconds ;D For now, let's pretend the grass is just really short bahaha.
The ground was really an afterthought...no real effort there.
Thank you for your comments!
You are, of course, entirely correct. I really should've put a bit more time into not making things super fucked by flipping the image and not changing the proportions.
Sure! It's mr. Steve Wonder! Great likeness!
Just kidding, I know it's mr. Segall.
Swizzle, awesome concept, nice colours. but as Scudz said there are proportion issues especially in the length of the legs and feet. Also on that right hand image, the left arm and leg look awkward and misplaced, as if they don't comply with the laws of perspective
Mrninjutsu, I can imagine this when it comes alive with texture and lighting nice
Candystripes, I like it but maybe a quick levels adjust on the texture could make it pop
TheWildHunt, great sculpt! I'd love to see this textured
Makecg - an old man Hey Arnold? haha
almighty_gir - nice armour design
thatanimator - amazing! so graceful
viv - wow. simple yet beautiful, love the lighting
Geledonutt, really nice scene, perhaps those wide shrub leaves are too saturated/bright though. they stand out from the background slightly too much, same with the grass clumps
tristamus, wow, really nice details on these objects! the texture on the first object looks a little flat though, you could play around with the specular to bring out some highlights on the normal map?
I'm having a bit of a problem but i didn't think its worth to start up a new thread. I'm a noob at Unity and i'm not sure as to why light is seeping through at the bottom?? Any help guys/girls ?:)
p.s textures are placeholder.
I think it has to do with the material not being double sided.. no idea how to change this in unity though
Looks promising, although I think it looks a bit noisy, lots of bricks everywhere. Try adding depth fog, IMHO it could help the foreground elements pop out of the background.