Screwonhed: I think you've handled the different materials really well, but I feel like the scale of the details and the overall textural finish differs quite a lot between the wood and the metal. I'd recommend either sharpening up the wood, or softening the metal and scaling up the little rivet holes. I think it will feel more cohesive if you do one or the other.
I think I probably need to get rid of that lamp thing. This was originally going to be a night or dusk area, but I ended up painting it more like daylight as I kept working on it until it turned into this. Now the lamp isn't really adding anything except color contrast. Maybe I'll just darken the whole thing a little so the lamp pops out more. I dunno.
I was getting mighty bored of the unsexy biped in 3DSMax, so decided I had to draw my latest walk cycle isntead:
[ame="http://www.youtube.com/watch?v=BVPb9EYmWXw"]Sexy Walk Cycle Animation (2D) - YouTube[/ame]
Still a bit WIP, thinking I'll do another pass to add a ponytail for some nice secondary action.
Trying to finish up some renders and movies for my website. Here's my most recent creature from the ArenaNet thing (no response or critique from them again...):
Haven't posted in awhile but I have been titillating my eyes with all the greatness on this thread. Here is a WIP of an industrial boiler I'm working on. It's modeled pretty closely after a prop in a existing game. It's pretty generic I know but I liked it. Can anyone recognize the prop?
Trying to finish up some renders and movies for my website. Here's my most recent creature from the ArenaNet thing (no response or critique from them again...):
That is a strong model, well done mate.
However the texture needs more definition, atm it looks like a few blurry brush strokes :
1. Look at reptile refs - make notes how the color breaks up, etc ...
2. You will notice the outer "shell" is usually a darker colder color, and the soft inner skin (stomach) etc has a brighter warmer color.
3. use a painting app or such and play around with these colors, no need for details just do a rough go.
3. Then the detail version, Instead of just brushing it up - also use a noise layer like a cgtextures rock or whatever.
Look how I did my Gray Render monster, obviously different colors & style - but focus on the variation and noise.
MM,
-make sure to include the highlights and details in his other eye. Right now it feels really dead, and in photography they will pull sad faces for it :P
-In some of the images the shadow in his nose feels unrealistic, fake it till you make it.
-Maybe thicken his eyebrows slightly, just 10% or so to give it more character.
-The skin might benifit from some more variation in tone, feels like everything has quite a balanced value.
Try setting up more lighting variations where you get different areas to pop out and blend those together in photoshop. Awesome work man
This is my 2nd post in this topic.. I'm a begginer on sculpting, this is a 3rd try, before I was using sculptris and blender, this one I made with Zbrush, and oh god Zbrush is magical. I'm still getting the hang of it. Tips are aways welcome and congrats to all posts here, we have a lot of inspiration going on.
thanks everyone. further details, wires and shader setups will be posted along with the tutorial when released, so you will have to wait a bit
@ Damian, thanks. for this model no. i didnt plan on adding any hair since the hair style is so short and i also hate the way unreal renders alpha in general(even in the latest builds). so until i figure out a way to make/render hair in UDK that doesnt look like a piece of rug i will have to skip it.
Yeah, I see your point. It does seem like getting hair that matches the quality of the mesh would be difficult. Still, fantastic work. Even though I'm generally into enviro stuff, I can't wait to see the breakdowns.
the thing is niuarts, its less about which software you use and more about anatomy and knowledge of the structures you are tryng to recreate
maybe try and 'build' a head rather than jumping straight in to scuplting
get some good ref wth at least a good side three quarter and front view.
I aways find it odd when people try and sculpt the major forms when its as easy to build them in max wth poly modelling
started the textureeee
Oh, also, going to take a Magicka approach to his face :P
considering giving him Spiral Knight eyes
I really like this model! I kind of like having a black void where the face would be too. I feel like adding the glowing eyes cheapens it. Being able to see the fold of the geometry for his right eye really bothers me too. Maybe just put a flat plane inside the hood and put eyes on that? I don't think they should be sticking out.
Love it! There are two strange tangents in it that I keep looking at, though. One is the slope of the rock cliff in the foreground, it matches almost perfectly with the horizon line far in the BG. The other is the smoke coming out of the car, it also ends right at one of your horizontal strokes that illustrates the top of one of your sand dunes.
Some of the concept artists here are really making me super jealous.
Trying to work on my own rock brushes, it's really tough figuring these things out. Anyone have some good tips for environment oriented brushes?
Would love to have you do a tutorial on how you do rocks and cliffs and stuff. I'm excited for your new brush set. I will definitely check back to see if you have them available. I try to do backgrounds. They end up looking like Looney Tunes. The only thing missing is Wile E Coyote and road runner. I think you're doing really good. I just have to practice more. Keep up the great work!
Replies
dummyyou: Damn that is nice...If you were going for a Blizz/Asian thing, I think you succeeded.
haven't done anything in a while so im basically starting over learning this stuff
will add details on handle next post
C&C always welcome!
Just a couple of quick doodles from me for today:
Cheers!
Fewes- that aimpoint keeps getting better and better
and a lot of good texturing work I'm seeing on here, keep it up everyone
Here is a wip of Q-Bee I started a couple of hours ago based off a roax concept
I think I probably need to get rid of that lamp thing. This was originally going to be a night or dusk area, but I ended up painting it more like daylight as I kept working on it until it turned into this. Now the lamp isn't really adding anything except color contrast. Maybe I'll just darken the whole thing a little so the lamp pops out more. I dunno.
Nick Carver -- Beautiful work as always! Truly inspiring.
Jackwhat -- Great mountain study, loving the feel of it!
mutatedjellyfish -- Really nice handpainted stuff!!
SupRore -- Nice sculpting study!
I was getting mighty bored of the unsexy biped in 3DSMax, so decided I had to draw my latest walk cycle isntead:
[ame="http://www.youtube.com/watch?v=BVPb9EYmWXw"]Sexy Walk Cycle Animation (2D) - YouTube[/ame]
Still a bit WIP, thinking I'll do another pass to add a ponytail for some nice secondary action.
Because this needs to be on this page as well!
Absolutely fantastic work MM! We can haz material/lighting breakdown plz?
http://www.youtube.com/embed/G075e8EClRw
http://www.youtube.com/embed/7DwUd6rGmRw
still WIP
A little more detailing and time to start polypainting:
That is a strong model, well done mate.
However the texture needs more definition, atm it looks like a few blurry brush strokes :
1. Look at reptile refs - make notes how the color breaks up, etc ...
2. You will notice the outer "shell" is usually a darker colder color, and the soft inner skin (stomach) etc has a brighter warmer color.
3. use a painting app or such and play around with these colors, no need for details just do a rough go.
3. Then the detail version, Instead of just brushing it up - also use a noise layer like a cgtextures rock or whatever.
Look how I did my Gray Render monster, obviously different colors & style - but focus on the variation and noise.
-make sure to include the highlights and details in his other eye. Right now it feels really dead, and in photography they will pull sad faces for it :P
-In some of the images the shadow in his nose feels unrealistic, fake it till you make it.
-Maybe thicken his eyebrows slightly, just 10% or so to give it more character.
-The skin might benifit from some more variation in tone, feels like everything has quite a balanced value.
Try setting up more lighting variations where you get different areas to pop out and blend those together in photoshop. Awesome work man
Fewes,
Looking nice!
holy shit saya
Anyway Spot on work!
Ive been busy working on my project , painting concepts here and there..
I cant wait to actually show off what ive been doing
started the textureeee
Oh, also, going to take a Magicka approach to his face :P
considering giving him Spiral Knight eyes
This is my 2nd post in this topic.. I'm a begginer on sculpting, this is a 3rd try, before I was using sculptris and blender, this one I made with Zbrush, and oh god Zbrush is magical. I'm still getting the hang of it. Tips are aways welcome and congrats to all posts here, we have a lot of inspiration going on.
Yeah, I see your point. It does seem like getting hair that matches the quality of the mesh would be difficult. Still, fantastic work. Even though I'm generally into enviro stuff, I can't wait to see the breakdowns.
maybe try and 'build' a head rather than jumping straight in to scuplting
get some good ref wth at least a good side three quarter and front view.
I aways find it odd when people try and sculpt the major forms when its as easy to build them in max wth poly modelling
I did :poly136::shifty:
Love it! There are two strange tangents in it that I keep looking at, though. One is the slope of the rock cliff in the foreground, it matches almost perfectly with the horizon line far in the BG. The other is the smoke coming out of the car, it also ends right at one of your horizontal strokes that illustrates the top of one of your sand dunes.
I love your story telling
Yeah I know atm they are just spheres..
http://danielorive.blogspot.com/
Regards!!!
hmmz, could probably use a bit more details
Getting a nice render scene up in marmoset for my graduation presentation.
Been an awesome few pages on here, LOVING the advance wars stuff, its like a wet dream
Would love to have you do a tutorial on how you do rocks and cliffs and stuff. I'm excited for your new brush set. I will definitely check back to see if you have them available. I try to do backgrounds. They end up looking like Looney Tunes. The only thing missing is Wile E Coyote and road runner. I think you're doing really good. I just have to practice more. Keep up the great work!
Made variants of the original blockhead sculpt, quick bake/texture and imported into CE3
(default forest map)