Well I wanted to share these... As I said I had been doing some of my own renders trying to achieve something close.
And when... I got them... I didn't have a reason to use the materials so I turned them into matcaps! All credit goes to Mr. Boehme for the inspiration from his Rage renders... And I hope he doesn't mind that I posted these.
My results were not exactly like his... I ended up doing all mine in one pass so I didn't have as much control on the outcome but they are sort of like his.
Note: they were created in Zbrush 4.0 Click the picture for the download!
I got to spend the evening with digital painting. I really want to get better, so here goes! Any advice is appreciated. @MrNinjitsu: I had a problem like that in Unity previously, and when I imported the objects, there was a gap between the wall and the floor. That's probably not the problem, but it's something. @Tigerfeet: I love the use of colors, the dragon pops out; I like the brush strokes and the painterly feel. The only thing that makes me feel a little funny is how the dragon and the environment seem to different styles. It's no big deal though!
Looking at everyone's stuff makes me want to draw more!
This is my latest work. A Mac11 Bakad from High to Low, with a Normal+Diffuse+Speck/Glass 2048x1024 texture.
would be fun to see what people think about it
the playblasts from the perspective view (the ones without the orange background) all have an extra frame in them where the pelvis moves back and forth in the beginning .. fucking shitty motionbuilder compression is fucking shitty
I assure you that it's not meant to look like that ;D herp derp
gonna tweek around a bit on both animations..kinda wanna make one more though
Yes, the way I create hair cards is pretty straight forward.
Retop the new hair cards in Topogun
Import geo into maya, extrude the faces
crease the edges, view in smooth mode (hit the 3 key)
position the geo where I want it then hit the 1 key then smooth once
then delete the unwanted faces created by the extrude.
I don't use soft select because I feel Iike I have a little more precision pushing and pulling verts in smoothed mode. But soft select works just as well more just personal pref really.
I will also hand paint the hair and normals for the outer hair cards. The high res sculpt will only be baked onto the underlining base geo not the hair cards. Hope that helps.
Amr0: Looks decent, there are some parts that read well. But I'd suggest using as much reference as possible, it'll help you to learn how light behaves. I've been doing a lot of studies myself, I still don't have it down yet. Just takes time.
going for maximum exposure so im gonna crosspost for you people who only have time to check the WAYWO. Still a few fixed on the face, specially the eyes. And a lot of texturing on the armor, but I'm hoping to be done tomorrow/day after tomorrow
Little concept sculpt I did recently that I wanted to share. Tought myself retopo-ing in zbrush which is not what I'd call elegant but ultimately effective. There a polypaint-textured version that may present itself at some point as well.
Replies
And when... I got them... I didn't have a reason to use the materials so I turned them into matcaps! All credit goes to Mr. Boehme for the inspiration from his Rage renders... And I hope he doesn't mind that I posted these.
My results were not exactly like his... I ended up doing all mine in one pass so I didn't have as much control on the outcome but they are sort of like his.
Note: they were created in Zbrush 4.0
Click the picture for the download!
I got to spend the evening with digital painting. I really want to get better, so here goes! Any advice is appreciated.
@MrNinjitsu: I had a problem like that in Unity previously, and when I imported the objects, there was a gap between the wall and the floor. That's probably not the problem, but it's something.
@Tigerfeet: I love the use of colors, the dragon pops out; I like the brush strokes and the painterly feel. The only thing that makes me feel a little funny is how the dragon and the environment seem to different styles. It's no big deal though!
Looking at everyone's stuff makes me want to draw more!
could use some new eyes on my current wip. Need to work on the spikes, third layer on the skirt, hair, and cape. Anything else seem off to you guys?
Really digging your style man, I love your work on your blogspot!
looks really cool !
would be fun to see what people think about it
How many tris/polys? Wireframe?
still gotta fix some stuff and its not done yet (barrel etc.) and im modeling the internal parts cuz i can
Crits are welcome
Greetz
hope you find the next animation graceful and ladylike as well ;D
[ame="http://www.youtube.com/watch?v=yuvU6uEVT6k"]ninjagrl_wip3.mov - YouTube[/ame]
today's animation...kinda like a taunt or what will you
the playblasts from the perspective view (the ones without the orange background) all have an extra frame in them where the pelvis moves back and forth in the beginning .. fucking shitty motionbuilder compression is fucking shitty
I assure you that it's not meant to look like that ;D herp derp
gonna tweek around a bit on both animations..kinda wanna make one more though
This is the first proper hand painted texture i've done. An acorn. :P
It's for a university game i'm working on, Natural Born Critters. This being a pick up in the game
An Ogre I've been working on for my demo reel, based on a concept by Andr
i am loving seeing your progress on this one, really nice job...cant wait to see it finished
Yes, the way I create hair cards is pretty straight forward.
Retop the new hair cards in Topogun
Import geo into maya, extrude the faces
crease the edges, view in smooth mode (hit the 3 key)
position the geo where I want it then hit the 1 key then smooth once
then delete the unwanted faces created by the extrude.
I don't use soft select because I feel Iike I have a little more precision pushing and pulling verts in smoothed mode. But soft select works just as well more just personal pref really.
I will also hand paint the hair and normals for the outer hair cards. The high res sculpt will only be baked onto the underlining base geo not the hair cards. Hope that helps.
started a new sculpt from a doodle, i'm probably going to practice some hard surface on this one
Here's a guy called "2Dark"
So this is what I'm working on, a character for an animation in blender
(This guy is made in sculptris and blender)
Comments and critics are all welcome, hit me!
WIP concept. Critique/advice/pointers more than welcome.
Amr0: Looks decent, there are some parts that read well. But I'd suggest using as much reference as possible, it'll help you to learn how light behaves. I've been doing a lot of studies myself, I still don't have it down yet. Just takes time.
That's very nice! And I've added to my favorites.
Wow, great looking texture, can't wait to see the rest!
i love your paintings Makkon
@ onelunglewis : Always love your stuff mr
Cross promotion. Working on a new HULK character.
and im not talking about your screenshot
cross posting update for my demon witch
@Sean VanGorder: Looks like something from Alien. Loveit!
WIP cinematic soldier dude.
Here's a quick doggy doodle, still quite blobby, and looks really weird on the front view, i think the head may be too small.