So I was able to knock out the skate board. This was a blast. I had always wanted to design my own playing card and skateboard, so I killed two birds with one stone. I attached a gif of my texturing process of the deck, hope you enjoy. LOL I just realized that I need to add bolts to the bottoms of the trucks.
^ agreed. Unless your going for one of those beginning of new school skateboarding from like the early 90s in that case the tail and nose were a lot squarer
onelunglewis, your texture work is just unbelievable man, I love the skateboard and the sneakers. If anything I'd say you've added a little too much wear and tear to the board design to a point where it's barely recognizable. Maybe amp the contrast on the mask so it doesn't look like a gradient but has more harsh whites and blacks, showing more of the design and adding depth to the main scratches.
Hboybowen: It's a story/world project I'm developing in my spare time. I'm planning to print an 'Art of' book for a movie that doesn't exist! I'm hoping to release the book, which will feature lots of different vis dev work as well as story snippets, process breakdowns etc. at the end of next year.
Makkon: I really like these rock studies you're doing! This latest one has a great sense of movement as well as form. Nice!
ALL ABOARD!
Holy hanna montana that is amazing. I want to see a step by step if you have something like that to show. What sort of brushes do you use for industrial shapes like that?
Guedin: Dat ass! The face looks a bit boyish though, although not sure if that's what you're going for.
Nick Carver: Ditto on the request of what brushes you use to pull off them shapes! Also, you didn't happen to have recorded a timelapse of that gorgeous piece of work did you?
Cheers fellas! To those of you asking what brushes I use, (heheh) I actually used 3d pretty heavily to establish most of the main elements (besides the crowd in the foreground, the escalator, ceiling etc.). I'm not too hot when it comes to perspective drawing and I'm pretty quick at mocking stuff up in Maya, so I figure why not use it to take the headache out of a piece like this? I've devised a pretty good system for taking some simple renders and then using that as a basis for an image that feels a lot more 2d. It's often colour and edge quality (lack of variety thereof) that makes something feel like a render. I try and use some textured brushes to break things up and get rid of overly sharp edges. I can post an animated gif of my layers building up if people are interested.
and sneak peek of a female character Im working on, still modelling a few bits and then I can work into/move everything around in zbrush. The head above doesnt go on her body lol
Messing around with marmoset toolbag, with diffuse and normal, no specular. Still a bit of work to do on the diffuse, like removing some of the excess scratches and adding some finer detail here and there, but I'd like to think that I'm almost done with it. As always, any comments and suggestions are appreciated.
Seriously though, looks great and thanks for showing these timelapses. It's so beneficial to watch someone talented do something. It really helped me out when I participated in the speed sculpt series you started over at gameartisans. Really improved my stuff after that. So thanks man!
this thread is so full of good shit as usual.
nick carver - awesome, would be cool to see the layers and maybe just a screen shot of the 3d scene to see what you start out with
guedin - agree with maph, mostly about dat ass! but also about the face
af3d - lol, like :P
Here's some stages I saved out from the psd. The first pic is a composite from Mental Ray of an occlusion render, a simple directional render, and a single point light render for atmosphere.
gibson543: Of course! If it looks like I used 3d in the process then I probably did! I tend to stick to 2d for more organic subjects and use 3d as a base for industrial/architectural stuff.
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?
Benji, super cool of you to help everyone out. thanks for the comments man!
And yep...completely agree...that shit is FLAT! I was told this by many others as well - Next pagoda variation = Serious specular business
Replies
more to come.
Tugsy's Skateboard
Skate Board Design
Deck Textureing Stages
reach the lvl some times you work on
love it ! .. only the board seems to be very thick, maybe just me
- the tails could be a bit more upper too..
like this:
http://i175.photobucket.com/albums/w123/TheoneLD/MattsGearBagSale005.jpg
Lovely style and nice anims. Crit on the above one. The drivers head should be forced forward when the cannon fires not backward.
Look forward to seeing more.
Trying hard not to overdo it!
ALL ABOARD!
that is great! almost reminds me of an old game i played. it was called Gadget and was basically a train adventure game in a retro-sci-fi world.
That is truly awesome!
Holy hanna montana that is amazing. I want to see a step by step if you have something like that to show. What sort of brushes do you use for industrial shapes like that?
More updates on the major :
No, you're my hero, Nick!
Nick Carver: Ditto on the request of what brushes you use to pull off them shapes! Also, you didn't happen to have recorded a timelapse of that gorgeous piece of work did you?
and sneak peek of a female character Im working on, still modelling a few bits and then I can work into/move everything around in zbrush. The head above doesnt go on her body lol
cant wait to analize that timelapse :P
cheers!
here are some recent life drawings - any crits or thoughts on which I should/shouldn't show on my portfolio?
Seriously though, looks great and thanks for showing these timelapses. It's so beneficial to watch someone talented do something. It really helped me out when I participated in the speed sculpt series you started over at gameartisans. Really improved my stuff after that. So thanks man!
this thread is so full of good shit as usual.
nick carver - awesome, would be cool to see the layers and maybe just a screen shot of the 3d scene to see what you start out with
guedin - agree with maph, mostly about dat ass! but also about the face
af3d - lol, like :P
and here's my update
Hope this helps!
this is so awesome and cute!
[ame="http://www.youtube.com/watch?v=FXDQrnoqSXo"]The Dark Knight Kills Christmas (Original) - YouTube[/ame]
0:18
@NickCarver : Thanks a lot for the breakdown, really interesting
Sorry for the double post, but here's something I keep working these night
working on some female anatomy:
A new wip
C&C are welcome
Benji, super cool of you to help everyone out. thanks for the comments man!
And yep...completely agree...that shit is FLAT! I was told this by many others as well - Next pagoda variation = Serious specular business
Doing some analog sculpting, not much to show. The final product will be in bronze:
I'll look into that
keeping busy
smg concept here: http://fc03.deviantart.net/fs24/f/2007/352/d/a/5H3LL_v2_by_MeganeRid.jpg