@paprika i personally think you should try add some color variations to the fur of the mouse, looks flat to me imo...although i don't have the right to say that since i'm terrible at texturing and have yet to touch organic modelling >.<...it's just my two cents :P
my progress so far on my mech....i'm really slow.....and bad at this :S.....weird black tears are just coz i'm working on 1st iteration turbosmooth so my computer doesn't disintegrate from the amount of polies i will eventually have when it comes to baking....*shudders*....color blocks are just basic shapes...shame on me for not whiteboxing >.>
lookin good alberto. if you're gonna go for stylized though i'd maybe ditch the low frequency detail. with that kind of style rocks n such its better to have broad flat surfaces.
itismario - I'm loving the entire style, very awesome, but the composition and addition of the little wall is killing the character, I think it needs a hue change, or maybe to be darkened a bit, so the character stands out and doesn't fight for attention with... bricks. Too busy the way it is.
Hey every one! this is my very first post!! and i want to share this.
I made it in UDK. Thank you for you feedback! (the video is a little dark, and mac users might see it too much darker because the high contrast of the apple screens).
lookin good alberto. if you're gonna go for stylized though i'd maybe ditch the low frequency detail. with that kind of style rocks n such its better to have broad flat surfaces.
good call! Yeah, it'll probably pop more as well, right?
Took the concepting to dynamesh to block it out and adjust proportions. Still got to sort out design for the chitin plates on the back, but they'll be seperate objects for the sculpt anyway.
Off on holiday tomorrow though so won't be able to continue for a couple of weeks
Took the concepting to dynamesh to block it out and adjust proportions. Still got to sort out design for the chitin plates on the back, but they'll be seperate objects for the sculpt anyway.
Off on holiday tomorrow though so won't be able to continue for a couple of weeks
Interesting design but I can't help but feel like the legs are too thin to support the weight.
fusedgore- That's a real lovely balance you got going on between the detail and the original aesthetic of the Pyro.
Had to call it quits on my Nefertiti Bust. I might pick it up again later for general polish and finished textures. Here's the low with some quick textures... Im not digging Art History Classes.
Yup yup Marshal Banana. I've been blending Eva's with Armored core's, there addictive to draw and its filled 50 odd pages. This one learns more toward Eva but uses a ton of Ac Armour plates, legs and arms. You'll need to excuse the pencil sketch trains are rather unforgiving when your trying to draw in pen so.
The legs, arms an front view have vanished with aload of other paper work for uni
Idea is to draw and model one part a day. Good practice and it's pretty fun.
Ill have the head finished with the next detail pass, fix the fugly eyes.
mongrelman I couldn't help myself and do a paintover :
I really dig the design, but I feel the wings look a bit weird on this creature .. on the other hand if it was more like butterfly wings and the whole creature would stretch up when flying (and crawl to this pose on land) that would be cool & creepy
anyway good stuff mate, and enjoy your vacation ey
good call! Yeah, it'll probably pop more as well, right?
absolutely. that sort of style really helps the shapes a lot. it still maintains a good amount of realism, but in a not so super realistic way. i think that sort of style works very well for organic sculpts like that.
one of my favorite environments using that sort of style, done by teaandcigarettes a while ago.
benji:
You've got some good overall proportions and anatomy going on. I'd suggest trying to use longer strokes to get better gesture and cleaner lines. When you're drawing, try to use your entire arm instead of just your hand and wrist. You won't get as finely-grained control of your tool at first, but you'll eventually get much stronger drawings because you'll be able to make every part of it feel like it's connected to every other part.
Replies
@culturedbum: Your rat bastard strongly reminded me of Stalker's mutant rats.
finally finished my mouse.
Sweet stuff swizzle !
The skin is pure sex, I imagine the clothes are still rough WIP right ?
my progress so far on my mech....i'm really slow.....and bad at this :S.....weird black tears are just coz i'm working on 1st iteration turbosmooth so my computer doesn't disintegrate from the amount of polies i will eventually have when it comes to baking....*shudders*....color blocks are just basic shapes...shame on me for not whiteboxing >.>
didnt know where to post this. Just something I pulled together in some spare time today.
Hope you guys like let me know if anyone has any ideas of where to take it to next.
might make it into a lo poly for giggles
What do you guys think?
Some of the materials are from the bathhouse for now, so props to JordanW Ill be switching them out when I get to the texturing phase!
crit and comments welcome and appreciated!
Oh my goodness. I can not WAIT to see to see this thing in 3D!
I made it in UDK. Thank you for you feedback! (the video is a little dark, and mac users might see it too much darker because the high contrast of the apple screens).
Video:
http://www.youtube.com/watch?feature=player_embedded&v=NhMEPmcWP5Q
wrapping up on this, ready to move on!
Btw: Motenai, thanks man! I tried to put in your suggestions.
lovely work recently here on polycount
still retouching old work, trying to improve overall skills
That's Zooey Deschanel isn't it? Her features will be a bit softer and baked later. but yeah great likeness.
nice work!
Danielnm, how did you make those round holes in the sphere?
This is also a freebie
http://cg.tutsplus.com/articles/news/freebie-epic-3d-character-model-of-pyro-from-team-fortress-2/
crap flyby of some grey boxing for a level design project in game design class
good call! Yeah, it'll probably pop more as well, right?
Took the concepting to dynamesh to block it out and adjust proportions. Still got to sort out design for the chitin plates on the back, but they'll be seperate objects for the sculpt anyway.
Off on holiday tomorrow though so won't be able to continue for a couple of weeks
Interesting design but I can't help but feel like the legs are too thin to support the weight.
i as inspired by alien bust by dim as well a bit of jar jar binks.
I've filled a sketch book with hundreds of designs so why not put them to some use and make a parts bin.
Had to call it quits on my Nefertiti Bust. I might pick it up again later for general polish and finished textures. Here's the low with some quick textures... Im not digging Art History Classes.
Edit: Now with Video! Also Thanks Alberto
[ame="http://www.youtube.com/watch?v=SPh3Y-J1l0I&list=UUUFlh80nU7SCOAJkphVzs6g&feature=plcp"]Nefertiti Bust - YouTube[/ame]
Eva-inspired?
@Dado Whoa! sick style!
I've been blending Eva's with Armored core's, there addictive to draw and its filled 50 odd pages. This one learns more toward Eva but uses a ton of Ac Armour plates, legs and arms. You'll need to excuse the pencil sketch trains are rather unforgiving when your trying to draw in pen so.
The legs, arms an front view have vanished with aload of other paper work for uni
Idea is to draw and model one part a day. Good practice and it's pretty fun.
Ill have the head finished with the next detail pass, fix the fugly eyes.
Cleaned it up, ill do the body tomorrow depending on how drunk i am.
I really dig the design, but I feel the wings look a bit weird on this creature .. on the other hand if it was more like butterfly wings and the whole creature would stretch up when flying (and crawl to this pose on land) that would be cool & creepy
anyway good stuff mate, and enjoy your vacation ey
Wow this is awesome, you just made my day !
Any tips on your workflow ? do you work on one layer and just play around with all colors ?
absolutely. that sort of style really helps the shapes a lot. it still maintains a good amount of realism, but in a not so super realistic way. i think that sort of style works very well for organic sculpts like that.
one of my favorite environments using that sort of style, done by teaandcigarettes a while ago.
http://dl.dropbox.com/u/4361936/folio/med_cellar.html
More to come soon, C&C very welcome
Made In Softimage, rendered in UDK - Uses 1 x 2048 Level Atlas (made by hand...) 2 x 512 Tileable Terrain Textures
You've got some good overall proportions and anatomy going on. I'd suggest trying to use longer strokes to get better gesture and cleaner lines. When you're drawing, try to use your entire arm instead of just your hand and wrist. You won't get as finely-grained control of your tool at first, but you'll eventually get much stronger drawings because you'll be able to make every part of it feel like it's connected to every other part.