youtube keeps compressing the HELL out of my scene and making it look way darker and low rez...when im a bit more further along im just gonna host it on my site streaming...but some neato effects progress so far (hit the 720 yo!)
almost done, kind of. I dont think i'm gonna use marmo to present this...
Looks great man, but one thing that kinda bothered me is her hand. Her finger need more volume and the hand itself need lesser volume (finger too thin, hand too thick). Also, the gold need to "pop" more..You need to tweak the spec (and gloss if you use any) for that.
*I want to comment on your WIP page, but seems like you haven't update that page with this new image.
Longtime lurker here! I love viewing this tread. Here is a little something I'm currently working on,
it's supposed to be Alice from Alice in Wonderland. I wanted to do something cartoony and cute.
looks very fake
green is way too saturated
cars' extruded pieces like the hood are too extreme. the bumps on there are kind of subtle
the noise on the color of the cars, yellow, red etc makes them look 3d and not at all realistic
text on the road is distracting and adds to the fakeness of the image. if you were shooting for "reality" at all, I'm not sure
Its an HDR image so everything is very bright
Wasnt aiming for realism, going for more cartoony style of things.
There is no noise on the car paint, its the reflection of the background image, but ill tone down the bumps if i decide to spend any more time on this :P
One thing to note is that the bits on the outside supporting the walls are actually individual rather than being one continuous piece as you have it. It looks like you misinterpreted it as a kind of roof extension, understandable given the perspective in the concept.
They are actualled called a 'Flying Butress' where the buttress is moved away from the wall to support the heavy load.
Love the character Daphz! The thing that looks off to me are the fingers as well. It could just be the angle, but way some of the fingers are bent looks rather unnatural, as if they are forming a perfectly smooth circle when bent.
So, been blocking out my next project, here's a really rough pic:
(Body basemesh=Arshlevon's baseman by the way)
It's going to be a female soviet pilot, posing in a pinup type of thing. What I'm wondering is whether or not I should drop the fag and lengthen her hair? I might be over analysing but the fag and short hair might communicate female emancipation and give it a more western feel. Thoughts?
Concept for a head. Busy retopo-ing it in TopoGun. I'll post more when the topology is complete. Then I'll transfer the details in Zbrush, and continue to work from there.
Still a few minor fixes left on this and some adjustments and then on to the low poly and bakes.
This ones been a lot of fun to work on.
Great looking high-poly!
Just a suggestion though, maybe make the magwell slightly indented or sloped inwards to ease loading. It looks like it'd be a pain to get the magazine into that perfectly cut hole.
Just a suggestion though, maybe make the magwell slightly indented or sloped inwards to ease loading. It looks like it'd be a pain to get the magazine into that perfectly cut hole.
Thanks man. The magwell is actually one of the things I want to change up a bit since this would be a HUGE pain to reload quickly..
Moody, looking very clean and gorgeous. Almost makes me want to use it for my character
Bit of an update with colours, added a diffuse map to it, too. Don't have any textures on the neck armour, aside from a normal map and cavity map as spec.
Grab from Toolbag with a quick sharpen in PS and the obligatory barely noticable black glow..
Working on a UDK version of the Empire State building circa 1945 for my portfolio. I'm trying to use texture space and tris as effeciently as possible.
thanks for the picture, much easier to see with that angle. my dad actually walked in and saw the piece and told me about the 'Flying Butress'. i understand better with that picture now (y)
thanks, yeah i was just going to do those side 'gothic' parts, and you rekon its a bell tower on top? i wasnt sure what to put there so i just left it for the moment till i figured out my next step. but now i know what to do and i can research some bell towers. tah
Wow, wicked stuff already and the year has only begun!
Working on this little sword, have to turn it steampunk, just have to find some inspiration... any suggestions?
I was thinking of turning medieval weapons (from 500-1500AD) into a steampunk-ish thing. I was thinking of adding some type of device that turns the blade hot or something along those lines.
Medestruit, it's hard for me to control my undeniable urge to want to copy and mimic your stylings when I see them. But I'll give in and pick up a visual here or there and stuff it into my bag.
Thanks, I try to continuously push my style and learn new things myself. From an illustration standpoint, I think that is what really defines the artist. In other forms of art you can get away with sticking to 1 general style, but I think illustration really lends itself to a full spectrum of diversity.
But anyway, messing with this still. I really want to do stuff inside the letters, but as you can tell with the 2nd shot showing what I began doing, I dont like how it was panning out. The blank space is mainly what bothered me, but meh.
I'm about ready to call this finished and move onto rigging. ~11K tris, 7 materials. Yes, the hands could be optimised, but there just aren't enough hours in the day. Hope you like!
Replies
The middle level (with the circle window) needs more detail than just the flat wall, struts/supports fancy gothic designs ect
Also try adding a bell tower, where you'v just left it as flat top?
youtube keeps compressing the HELL out of my scene and making it look way darker and low rez...when im a bit more further along im just gonna host it on my site streaming...but some neato effects progress so far (hit the 720 yo!)
Looks great man, but one thing that kinda bothered me is her hand. Her finger need more volume and the hand itself need lesser volume (finger too thin, hand too thick). Also, the gold need to "pop" more..You need to tweak the spec (and gloss if you use any) for that.
*I want to comment on your WIP page, but seems like you haven't update that page with this new image.
_Revel
Yep, it's another one of those. Would really love any and all crits as I move forward on it.
that looks mighty terrific!
I am feeling bit odd about his jacket...
Any feedback and critique are welcome...
ps, i know the colours are not in the right order xD
it's supposed to be Alice from Alice in Wonderland. I wanted to do something cartoony and cute.
I'm open for some feedback
green is way too saturated
cars' extruded pieces like the hood are too extreme. the bumps on there are kind of subtle
the noise on the color of the cars, yellow, red etc makes them look 3d and not at all realistic
text on the road is distracting and adds to the fakeness of the image. if you were shooting for "reality" at all, I'm not sure
Wasnt aiming for realism, going for more cartoony style of things.
There is no noise on the car paint, its the reflection of the background image, but ill tone down the bumps if i decide to spend any more time on this :P
One thing to note is that the bits on the outside supporting the walls are actually individual rather than being one continuous piece as you have it. It looks like you misinterpreted it as a kind of roof extension, understandable given the perspective in the concept.
They are actualled called a 'Flying Butress' where the buttress is moved away from the wall to support the heavy load.
onwards and upwards!
So, been blocking out my next project, here's a really rough pic:
(Body basemesh=Arshlevon's baseman by the way)
It's going to be a female soviet pilot, posing in a pinup type of thing. What I'm wondering is whether or not I should drop the fag and lengthen her hair? I might be over analysing but the fag and short hair might communicate female emancipation and give it a more western feel. Thoughts?
This ones been a lot of fun to work on.
Great looking high-poly!
Just a suggestion though, maybe make the magwell slightly indented or sloped inwards to ease loading. It looks like it'd be a pain to get the magazine into that perfectly cut hole.
Thanks man. The magwell is actually one of the things I want to change up a bit since this would be a HUGE pain to reload quickly..
I know right. It wouldn't be functional technically just based off the length of the clip and the placement of things.
It wasn't my concept but I loved the design so much I had to model it out.
Bit of an update with colours, added a diffuse map to it, too. Don't have any textures on the neck armour, aside from a normal map and cavity map as spec.
Grab from Toolbag with a quick sharpen in PS and the obligatory barely noticable black glow..
Max 2009 with Xoliul's viewport shader
Pretty much had the same thought. Nice.
this had me rollin. fkn minecraft ftw!
nice work everybody!
I´m planning to really polish this head, retopo, add hair and make nice hi-res photo-sourced texture.
Top part is almost done:
thanks for the picture, much easier to see with that angle. my dad actually walked in and saw the piece and told me about the 'Flying Butress'. i understand better with that picture now (y)
@Lazerus Reborn
thanks, yeah i was just going to do those side 'gothic' parts, and you rekon its a bell tower on top? i wasnt sure what to put there so i just left it for the moment till i figured out my next step. but now i know what to do and i can research some bell towers. tah
and in the words of Barney Stinson "Boobs?"
Something before bed
Hi man, now its time for you teach me; how to use color!
That looks awesome!
New stuff from my sketchbook thread!
_Revel
Working on this little sword, have to turn it steampunk, just have to find some inspiration... any suggestions?
I was thinking of turning medieval weapons (from 500-1500AD) into a steampunk-ish thing. I was thinking of adding some type of device that turns the blade hot or something along those lines.
Thanks, I try to continuously push my style and learn new things myself. From an illustration standpoint, I think that is what really defines the artist. In other forms of art you can get away with sticking to 1 general style, but I think illustration really lends itself to a full spectrum of diversity.
But anyway, messing with this still. I really want to do stuff inside the letters, but as you can tell with the 2nd shot showing what I began doing, I dont like how it was panning out. The blank space is mainly what bothered me, but meh.
East: Very nice!
I'm about ready to call this finished and move onto rigging. ~11K tris, 7 materials. Yes, the hands could be optimised, but there just aren't enough hours in the day. Hope you like!
the diffuse on the collar bone / chest area looks a bit too dull or desaturated but other wise this looks great.
Maybe in distant future I can do great characters too, but for now here
is a blocky satellite I am working on: