I dig how you made a black/white and colored it later, I've been seeing quite a few concept artists go that route ..
what's your take on it compared to working directly with the colors ? do you feel sometimes more restricted as you can't easily change things up ?
@Oniram can't wait for the vid you have some nice shapes there, will you texture it also?
yup. for the process of it im going from start to finish on everything, which includes:
using an image to find a tileable pattern
creating the tileable basemesh
initial sculpting pass
creating a detail brush
detail sculpting pass
baking
texturing
unreal material setup (for tessellation and such)
and also at the end im going to be doing a comparison of the sculpt with generated normals in photoshop.
Hello Polycount! I've been stalking this thread for quite a while and a finally decided to join you guys.
I love your workflow surburbbum
I'm trying to create a translucent-like character, but I have no clue have to handle this in low-poly. I've started sculpting the muscles (and probably won't do a seperate skeleton)
This is what I have so far:
Should I use 2 models, one for the muscles, and one for it's translucent,squidlike skin? Thanks in advance
Heres something i've been working on for a few months (inbetween skyrim and dragon age2) it's a viking village in the UDK. This is one of the more complete and interesting areas i have so far, a small corner of the village. Default udk lighting for now:
Still a long way to go, rivers, bushes, trees, flags, hanging clothing and more colour .
Dont know why no one has commented on this love the texture work, cant wait to see it with new lighting and other areas more fleshed out!
papagersi: very nice sculpt, i like the roughness that still in there
Oskar: hehe i knew from the moment i saw that concept a month back it was going to be a hard one,
personally i'd approach something like that with a shader, double geometry for a character would be too much for a game to handle probably, i'm not saying it's impossible but it wouldn't be very game friendly.
My best bett would be to sculpt it the way you are doing now, for the very thin piece use alphas and use a shader with a falloff to fake the edges SSS
Also try to use a standard gray material or something to show your sculpt , the one you have now looks a bit dirty and harder to read. Don't be afraid to subtract when sculpting either. Now it looks like a lot of the muscles are just laying on a basemesh in some areas.
@linkov nice start on the arena...would like to see how it turns out eventually
progress on my legs!....i realized that the concept art i'm following lacks alot of detail due to lack of extra images on the mech...i still wanna push on and slightly alter the concept i guess...i feel slightly bad...dont know why :S
Update on my Scott Robertson Alien bust, having trouble taking the details further, keep restarting, computers starting to chug already to, POS.
Need feedback if possible, thanks.
Very good stuff on this thread, keep it up
Here is my first attempt at hand painted texturing (rocks)
Model was sculpted in mudbox (rendered in UDK, vegetation from UDK)
This is a sort of sci-fi blaster with an optional add-on. I got the idea after seeing a photo of a machine pistol. Unfortunately I can't find said photo anywhere.
Working on a mutant challenge character that is being put to shame, but I'm gonna finish it.
2376 tris...
Trying to bring a little more karate flavor, Maybe some hand wraps???
Any suggestions welcome.
(You can't really see the tentacles here but there are 8 of them back there, and they will all hang down like dread in the back once rigged.)
His neck arms and legs will all have 3 bones, I want him to be really smooth/flowy like a jelly fish instead of having a rigid bone structure (knees/elbows).
He looks pretty good, but you could stand to add some more exaggeration. for example, making the tentacles and belt far larger. As for the hands, you could give 'im gloves like Ryu's
Hey guys here is a scene that I am currently working on in UDK, Its still very wip, I still need to create the particle effects and work on the lighting , and a few more props, would be glad to hear what you guys think
This is a sort of sci-fi blaster with an optional add-on. I got the idea after seeing a photo of a machine pistol. Unfortunately I can't find said photo anywhere.
Too basic, your scale is out of wack between your elements (keep in mind a finger fits into the trigger guard, which means that space is about 1" square...which means your 'scope' is about 0.5" around, which is way too tiny. The attachment doesn't make sense either, mating the barrels like that doesn't really work, you replace the whole barrel.
I'd suggest looking at some more real guns and how they work before you attempt to break the rules with designs.
Also those sharp bevels will not bake anything useful.
Gettin back into zbrush, messing around with some stylized rock stuff. Here's a few doodles, tiling stones and I don't really know what the second one is supposed to be.
Eoq- I was hoping I'd see more work on this.
Virtuisic- Seriously, the scale you have going on is beutiful.
ErichWK- Damn fine job, but I thought things were going to stay cleaner, like a prototype.
Replies
Very cool and inspiring mate.
I dig how you made a black/white and colored it later, I've been seeing quite a few concept artists go that route ..
what's your take on it compared to working directly with the colors ? do you feel sometimes more restricted as you can't easily change things up ?
an update on my Mutant league char
What a great Hammerhead ballet dancer . Insane design, i'm a fan.
onelunglewis & suburbbum , i really dig both of your concept, awesome style in here.
yup. for the process of it im going from start to finish on everything, which includes:
using an image to find a tileable pattern
creating the tileable basemesh
initial sculpting pass
creating a detail brush
detail sculpting pass
baking
texturing
unreal material setup (for tessellation and such)
and also at the end im going to be doing a comparison of the sculpt with generated normals in photoshop.
I love your workflow surburbbum
I'm trying to create a translucent-like character, but I have no clue have to handle this in low-poly. I've started sculpting the muscles (and probably won't do a seperate skeleton)
This is what I have so far:
Should I use 2 models, one for the muscles, and one for it's translucent,squidlike skin? Thanks in advance
Dont know why no one has commented on this love the texture work, cant wait to see it with new lighting and other areas more fleshed out!
I have the weirdest boner right now...
finished this thing last night
it's an another model that I've done when I have spare time
I've tried to make a UFC fighter who I like
Starting concept art on a small animation project,
first character is Fat jack the happy worker.
thread here
papagersi: very nice sculpt, i like the roughness that still in there
Oskar: hehe i knew from the moment i saw that concept a month back it was going to be a hard one,
personally i'd approach something like that with a shader, double geometry for a character would be too much for a game to handle probably, i'm not saying it's impossible but it wouldn't be very game friendly.
My best bett would be to sculpt it the way you are doing now, for the very thin piece use alphas and use a shader with a falloff to fake the edges SSS
Also try to use a standard gray material or something to show your sculpt , the one you have now looks a bit dirty and harder to read. Don't be afraid to subtract when sculpting either. Now it looks like a lot of the muscles are just laying on a basemesh in some areas.
progress on my legs!....i realized that the concept art i'm following lacks alot of detail due to lack of extra images on the mech...i still wanna push on and slightly alter the concept i guess...i feel slightly bad...dont know why :S
I think it's best as a 3PS weapon, otherwise the CCO up front is awkward for the aim down sights shot.
Probably going to take it into zbrush and see how that comes out.
I had to stare at this for a good 30 seconds before I could do anything else. and then I lol'd. Nice work!
Man, this is state of art... the most beautiful black sawn i've seen. Sublime!
The portrait turned out great! Thanks for showing your workflow on this.
@ Razgriz
This thing so damn hot! I would like to see it baked and textured. Maybe you can find the time.
I've finfished this fantasy-sword these days. It was mainly a sculpting practice.
Need feedback if possible, thanks.
love it dude!
Here's a character i started today.
And our first prototype!!!
[ame="http://www.youtube.com/watch?v=ZJMygRU1r_M"]Bort indie game prototype - YouTube[/ame]
more info and art @ www.bortblog.blogspot.com
I think the anatomy of the chest/stomach texture could use some work though...something about it just needs kinda wierd and off
It's DX11 Tessellation in the Unreal Engine
[ame="http://www.youtube.com/watch?v=cXm1F1p_rgM"]DirectX 11 Tessellation in the Unreal Engine - YouTube[/ame]
Wow, very inspirational! Great work Choco.
This is a sort of sci-fi blaster with an optional add-on. I got the idea after seeing a photo of a machine pistol. Unfortunately I can't find said photo anywhere.
Working on a mutant challenge character that is being put to shame, but I'm gonna finish it.
2376 tris...
Trying to bring a little more karate flavor, Maybe some hand wraps???
Any suggestions welcome.
(You can't really see the tentacles here but there are 8 of them back there, and they will all hang down like dread in the back once rigged.)
His neck arms and legs will all have 3 bones, I want him to be really smooth/flowy like a jelly fish instead of having a rigid bone structure (knees/elbows).
Too basic, your scale is out of wack between your elements (keep in mind a finger fits into the trigger guard, which means that space is about 1" square...which means your 'scope' is about 0.5" around, which is way too tiny. The attachment doesn't make sense either, mating the barrels like that doesn't really work, you replace the whole barrel.
I'd suggest looking at some more real guns and how they work before you attempt to break the rules with designs.
Also those sharp bevels will not bake anything useful.
Virtuisic- Seriously, the scale you have going on is beutiful.
ErichWK- Damn fine job, but I thought things were going to stay cleaner, like a prototype.
Finishing up my Nefertiti bust.
dude, that's awesome. got starwars-y vibe in it
This started as a quick sculpt, but I ended up taking it a bit further. I was looking at Nice Guy Eddie from Reservoir Dogs for inspiration.
Asymetrical poly modelling excersize. Soooo rusty.