Mesmurda,i like the idea of the concept although i think theres too much white at the moment,maybe make some of the armor a different material and perhaps darker. Like some of the armor parts colored darker would give the concept more contrast.
Also,not to be a huge nerd but the Iron Cross on the chain looks too Teutonic,it doesnt really fit history wise with knights templars.
suburbbum - awesome design
Nick - beautiful as always
jfletch - looks great man, hope you are having fun at your new job
Terrabite - love it, his expression is awesome, you know you gotta make more now!!!!
Haikai - lovely as usual
Ferg - just love that painting
Swizzle - really nice material definition.
heres another study from me. 2 hrs in all. Finally got the art of district 9 come through over a month wait and just had to sculpt a prawn hes a mish mash of the concept art from the book and alot of making up as I go. timelapse here
Happy Valentines Day. With that in mind, here's a early wip of the whoriest whore that capcom that ever whored.
Boobs too dense in poly? Arms too thin? Skin needs a contrast/gamma adjustment? Hair needs more hair? Dress needs to be more revealing? Clavicles too high? Shoulders need remodeling? Waist needs to be lowered? Blender shaded viewport preview sucks?
I'm not sure about the answers myself. Target's UT2.
Alls looking good. You didn't actually post much of the waist so no feedback there. My suggestion would be to squish the boobs together. In the video-game at least Morrigan has a cleavage. Maybe model the clothing if you're going for this poly density?
suburbbum - awesome design
Nick - beautiful as always
jfletch - looks great man, hope you are having fun at your new job
Terrabite - love it, his expression is awesome, you know you gotta make more now!!!!
Haikai - lovely as usual
Ferg - just love that painting
Swizzle - really nice material definition.
heres another study from me. 2 hrs in all. Finally got the art of district 9 come through over a month wait and just had to sculpt a prawn hes a mish mash of the concept art from the book and alot of making up as I go. timelapse here
thx for sharing, this is awesome !!! you gonna push it further with a render ?( i mean with vray & dof ... ) great to watch you modling :]
heres another study from me. 2 hrs in all. Finally got the art of district 9 come through over a month wait and just had to sculpt a prawn hes a mish mash of the concept art from the book and alot of making up as I go. timelapse here
Character concept for modeling class. Armor is gonna be sub-D modeled.
What I did was to get a photo of a woman standing in that pose, painted some armor and new face over her.
mezz: holy smokes ur getting so good at digital painting. altho the likeness is not full spot on its still a looks great on its own. i think its the eyes thats sets it off.
read this as, "my brain just pooped."
No, but seriously awesome work Crazy. Can't wait to see more.
I guess I'll do some more helmet and armor shit if you guys like it so much lol.
EDIT: Mezz, it seems like the arch of her nose as it leads into her brow is too chiseled. Try softening that area up so it sort of graces back down under the eyes instead of creating a hard plane. Otherwise brilliant work
just a quick material check. to make sure things are reading as they should be.
not happy with the scratches on the armour though, will probably re-do it.
Amazing stuff in here as usual!!
I also have a progress comparisson image:
I did my best to capture her beauty, but there was too much there, I couldn't even come close. It's nice to have such a great muse, though. It helps push you forward.
Mezz: you're improving a lot and in fact I think you undersell yourself on how close to a likeness you got. You did well. Each part of the face is rather well rendered and they're almost in the right places, but that's where you failed, was in more accurately registering the features in relation to each other in the face.
I have the same problem, so I am keen on looking out for it. It usually just means taking a little more time to nail down that main triangle--distance between the eyes, and the distance between the eyes and the mouth. You get most of that nailed down early on and the rest is gravy. You have a really good eye for rendering form now and will improve steadily, you just need to back it up with stronger structure now. Remember, you're working digitally, so without "cheating with overlays, you can still give yourself a big hand up by frequently mirroring your piece as well along with the ref, so that you can keep seeing the piece fresh. This is my one most critical tool in managing blindness to the faults that are staring me in the face after working on a piece too long, and most of the digital painters I know don't make enough use out of it.
So again, great work on the Connelly piece--I think you'll find if you adjusted the height of the eyes down, and brought them slightly closer together, the likeness would be dead on. The eyes are just too high up, elongating both the nose and cheeks just a little too much. But you're so close a simple adjustment would nail it--so I'm looking forward to more work from you
I highly recommend buying the Massive Black tutorial from El Coro where he paints an oil portrait from life--he focuses on registration exclusively, and then starts to get at modeling the forms. It's the best advice I think for the stage you are at.
Thanks so much everyone, the speedies are really helping
Brushes; 90% of the time I like to use claytubes with the alpha off to build up and shape forms. I find it just the right balance to add and carve in subtle details but every sculpts different but on this one its mainly just rough forming with claytubes and adjusting with the move brush. Detailing I like to use slash1 with a low intensity (maybe 10) and a big brush size to do things like wrinkles and refine shapes, then I like to go in with inflat set to around 15 with lazymouse to add weight and shape, I didnt do much of that onthe last one due to the lack of organic detailing and hpolish to flatten out areas where needed.
[ame]http://www.youtube.com/watch?v=kns5DtbOpLg[/ame]
so yeah, i think i've settled on materials now. still need some tweaking. the cape is supposed to be leather, with cotton at the top going over the head/round the shoulders. the leather is definitely way too reflective at the moment so i'll tone that down.
i did not do the pose or gun
Characters done for Tactical Assault.pretty old now (dec 2010). These were my first game ready models, their are some errors (high poly count, proportions etc.) but i tried to learned as much as possible when making him. learned a TON and ready for the next
Imageshack now require you to register to have direct links so I tried another site. I guess it wasn't good either...
I'll go with tinypic from now on.
You can get around that by clicking the thumb it gives you after the upload, going to the actual image by right-clicking it and selecting "show image" or whatever it is in english browsers. Then just paste the url of the image, it's the same thing.
Suburbum - Now that I look at that area, I definitely see what you're saying. It's a tricky spot :P Thanks! If i fiddle with the paint a bit more, I'll deal with that area
gauss - Thanks so much for the detailed critique! You know what's ridiculous? I knew the eyes were slightly off. But I purposely moved the right eye to where it was cause I thought it was looking droopy in what was probably the correct spot. Pretty silly of me, but I'll be watching for that in the future for sure. I've heard of using that mirroring technique. That, or even flipping the canvas upside down. It's so simple digitally that it's silly I didn't think of doing that. Thanks for the reminder!!
I'm not sure if I'm going to revisit this piece or not, because once I call something done, I hate to come back to it... buuut it's possible I'll make an exception for this one :P
oobersli - Zomg is that from FFVI?? Nice, love it!
Swizzle - That's really cool! If I'm not mistaken, is that one of the guys from that series of old jail photos?? Really great material to work from
I'm undecided whether this needs more weathering/damage on the vertical edges of the middle section rather than just the top edges. It's a stone pillar, obviously.
I'm undecided whether this needs more weathering/damage on the vertical edges of the middle section rather than just the top edges. It's a stone pillar, obviously.
Replies
Also,not to be a huge nerd but the Iron Cross on the chain looks too Teutonic,it doesnt really fit history wise with knights templars.
@MESMURDA
this is futuristic Altair ?)
P.S.:this is my first post)
influenced by one of scott eaton's sketches
additional images here:
http://dl.dropbox.com/u/3223191/Reel_Uploads/centaur_006.jpg
http://dl.dropbox.com/u/3223191/Reel_Uploads/centaur_005.jpg
http://dl.dropbox.com/u/3223191/Reel_Uploads/centaur_004.jpg
Nick - beautiful as always
jfletch - looks great man, hope you are having fun at your new job
Terrabite - love it, his expression is awesome, you know you gotta make more now!!!!
Haikai - lovely as usual
Ferg - just love that painting
Swizzle - really nice material definition.
heres another study from me. 2 hrs in all. Finally got the art of district 9 come through over a month wait and just had to sculpt a prawn hes a mish mash of the concept art from the book and alot of making up as I go. timelapse here
Alls looking good. You didn't actually post much of the waist so no feedback there. My suggestion would be to squish the boobs together. In the video-game at least Morrigan has a cleavage. Maybe model the clothing if you're going for this poly density?
thats a cool helmet dude
more!
Epic prawn crazyfool, need to watch that film again!
Here is a conan bust I've started yesterday. Going to add some more details and stuff. Having some major problem sculpting the hair... any tips?
Also interested in knowing which brushes you use, crazyfool!
my brain just popped
What I did was to get a photo of a woman standing in that pose, painted some armor and new face over her.
read this as, "my brain just pooped."
No, but seriously awesome work Crazy. Can't wait to see more.
I guess I'll do some more helmet and armor shit if you guys like it so much lol.
EDIT: Mezz, it seems like the arch of her nose as it leads into her brow is too chiseled. Try softening that area up so it sort of graces back down under the eyes instead of creating a hard plane. Otherwise brilliant work
would be great to see it modeled too
looks ace. the clip release is missing the pin it pivots on though
Need to do the low poly now...
just a quick material check. to make sure things are reading as they should be.
not happy with the scratches on the armour though, will probably re-do it.
Mezz: you're improving a lot and in fact I think you undersell yourself on how close to a likeness you got. You did well. Each part of the face is rather well rendered and they're almost in the right places, but that's where you failed, was in more accurately registering the features in relation to each other in the face.
I have the same problem, so I am keen on looking out for it. It usually just means taking a little more time to nail down that main triangle--distance between the eyes, and the distance between the eyes and the mouth. You get most of that nailed down early on and the rest is gravy. You have a really good eye for rendering form now and will improve steadily, you just need to back it up with stronger structure now. Remember, you're working digitally, so without "cheating with overlays, you can still give yourself a big hand up by frequently mirroring your piece as well along with the ref, so that you can keep seeing the piece fresh. This is my one most critical tool in managing blindness to the faults that are staring me in the face after working on a piece too long, and most of the digital painters I know don't make enough use out of it.
So again, great work on the Connelly piece--I think you'll find if you adjusted the height of the eyes down, and brought them slightly closer together, the likeness would be dead on. The eyes are just too high up, elongating both the nose and cheeks just a little too much. But you're so close a simple adjustment would nail it--so I'm looking forward to more work from you
I highly recommend buying the Massive Black tutorial from El Coro where he paints an oil portrait from life--he focuses on registration exclusively, and then starts to get at modeling the forms. It's the best advice I think for the stage you are at.
lol :P
Concept by eWKn:
First Pass almost ready to being real modelling:
More in my PnP thread.
Thanks so much everyone, the speedies are really helping
Brushes; 90% of the time I like to use claytubes with the alpha off to build up and shape forms. I find it just the right balance to add and carve in subtle details but every sculpts different but on this one its mainly just rough forming with claytubes and adjusting with the move brush. Detailing I like to use slash1 with a low intensity (maybe 10) and a big brush size to do things like wrinkles and refine shapes, then I like to go in with inflat set to around 15 with lazymouse to add weight and shape, I didnt do much of that onthe last one due to the lack of organic detailing and hpolish to flatten out areas where needed.
here is first one
end table in progress
so yeah, i think i've settled on materials now. still need some tweaking. the cape is supposed to be leather, with cotton at the top going over the head/round the shoulders. the leather is definitely way too reflective at the moment so i'll tone that down.
Characters done for Tactical Assault.pretty old now (dec 2010). These were my first game ready models, their are some errors (high poly count, proportions etc.) but i tried to learned as much as possible when making him. learned a TON and ready for the next
tri count is 20,000 tris @_@
Here's some OLD work from November 2010 that was under NDA... check out all the WIP at my thread -> http://www.polycount.com/forum/showthread.php?t=79221
Agreed. I mentioned in my last post that it's placeholder and getting changed.
Suburbum - Now that I look at that area, I definitely see what you're saying. It's a tricky spot :P Thanks! If i fiddle with the paint a bit more, I'll deal with that area
gauss - Thanks so much for the detailed critique! You know what's ridiculous? I knew the eyes were slightly off. But I purposely moved the right eye to where it was cause I thought it was looking droopy in what was probably the correct spot. Pretty silly of me, but I'll be watching for that in the future for sure. I've heard of using that mirroring technique. That, or even flipping the canvas upside down. It's so simple digitally that it's silly I didn't think of doing that. Thanks for the reminder!!
I'm not sure if I'm going to revisit this piece or not, because once I call something done, I hate to come back to it... buuut it's possible I'll make an exception for this one :P
oobersli - Zomg is that from FFVI?? Nice, love it!
Swizzle - That's really cool! If I'm not mistaken, is that one of the guys from that series of old jail photos?? Really great material to work from
Don't post much. But whipped this up in an hour for a character texturing assignment.
I say mooooar!