confracto:
At first I was like: "I was wrong? On the Internet?! How can it be?!!"
So I ran through the house ( actually just through one large room as I'm living in a flat ) looking for that dusty box with old Games that won't play without a DOS-Emulator ( big box, very dusty *cough* ) and found the MechWarrior 2: 31st Century Combat Box with the manual holding proof that I was right. *doing-the-strike-yes-move*
Normally I wouldn't have checked on something like that but I remembered to have once seen a Website doing the exact same error on labelling those 2 weapons with the name of the other one and I wasn't sure if I had adapted this error myself so I took a closer look into it.
Look at the Image ( and the way they worked Ingame ):
The LB-X is considered an oversized Autocannon which requires an ammo belt ( like on the Picture ) to feed it's hunger from en external ammunition depot while the Gauss Rifle is more like a 12t Single Shot Rifle.
*sigh* Kids these days will never again see a 73 Pages Manual for a Computer Game *sigh*
Eyes are pointed too inward. They generally face out a bit.
No, they don't. Each eye focuses inward. If each eye stares exactly straight ahead, the eyes look dazed or focused on the horizon. The closer the focal point, the more inward the eyes face.
The problem is not that they're pointed inward, the problem is that the tear ducts are too close to the center of the eye. That makes them look crossed.
confracto:
At first I was like: "I was wrong? On the Internet?! How can it be?!!"
So I ran through the house ( actually just through one large room as I'm living in a flat ) looking for that dusty box with old Games that won't play without a DOS-Emulator ( big box, very dusty *cough* ) and found the MechWarrior 2: 31st Century Combat Box with the manual holding proof that I was right. *doing-the-strike-yes-move*
Normally I wouldn't have checked on something like that but I remembered to have once seen a Website doing the exact same error on labelling those 2 weapons with the name of the other one and I wasn't sure if I had adapted this error myself so I took a closer look into it.
Look at the Image ( and the way they worked Ingame ):
The LB-X is considered an oversized Autocannon which requires an ammo belt ( like on the Picture ) to feed it's hunger from en external ammunition depot while the Gauss Rifle is more like a 12t Single Shot Rifle.
*sigh* Kids these days will never again see a 73 Pages Manual for a Computer Game *sigh*
first, it's awesome you went and looked it up, and based on the information you have, you would seem to be correct. however, your manual has obviously gotten it wrong.
you'll note that in this manual the image I drew from is directly below the text about the autocannon, while the other gun is inset into the text regarding the gauss rifle, 2 pages earlier.
the book I got this out of is the Battletech Compendium, a rulebook for the tabletop game, from which the mechwarrior video games are based on, and most likely the original source of the artwork.
also of note, the autcannon has rifling, and a picture of a bullet with a casing, while the gauss rifle text talks specifically about firing a slug of metal (which is what the corresponding picture depicts, since its a railgun)
also, your Cain model rocks, and keeps pushing me to make my stuff better
Yeahhh the WoW torsos club , that sound classy :] !
Last time i post this one i guess. I actually wanted this " human " feeling (in eyes mostly because thrall was raised by humans) but I tried to tweak the jaws as you told and it looks better so thx for the advice . If you have another feedback i guess fredh will gave me few time to tweak it a little bit more!
Prophecies: Great design and 3D :] i really like the style!
lol @ Holi
Looking awesome ithoual but instead of removing the ponytails as Holi said maybe just make them a little dirtier with a few stray strands it would probably match the cracked armor better.
Ithoual that is mindblowing !
I don't get the hate for the human/clean look, it sells well as a noble orc kind .. especially with the gold/black armor ..
@Shiniku it looks like his right arm is a different size than the left bulk wise. I can't say for certain but either his arms are a little short or his torso is a little long, it makes him appear very dwarfish and stocky. Although I'm not sure if that is what you are going for or not.
Working on a high-poly bust to better acquaint myself with the high to low poly process, and normal mapping. Some shading errors in the render but I'm not going to worry about them too much now.
I just remembered how much I love Brink's art style, so decided to swing in that direction. The shape from the front seems a bit bland compared to the other views so I'll do some work on that.
jramauri- I have seen your animated gif's a few times of course and I was wondering, it looks like you render it in black and white but then colorize it to an extent where you arent adding new strokes. The transition from the 4th to 5th frame is what I'm talking about. How do you go about that?
I have been starting in color but never understood how people transitioned from B&W to true color.
Shaffer: Put a new layer on color mode over the greys. Then add the colors. It' will add hue and saturation, and use tones from greys. Then you can creat a normal layer in top of all to adjust colors even more.
Jramauri- I'll have to try that, thanks for the tip man.
Here is a high Poly I'm working on, Colt Paterson Revolving Rifle first generation. I have limited reference so I'm trying to figure out the bits on it, it's more "insipred by" I guess. Seems as though the early version came in all types of configs. The one I went off of is in a book I own.
OrganizedChaos: Just googled that, and some of them look pretty sweet. But those older versions are freaky, man! Naw, this is based off of an earlier concept I did for one of those community contests here. No one posts in the thread anymore :P
benji: Hope I make it that far!
moof: Thanks, bro! I'll post periodic progress
Skamberin: Heh, yeah. It's sort of how I learned out to model. It's called strip modeling (probably shouldn't google that). I just extrude a group of edges and tweak rotation and size as I extrude along the shapes that I want to convey. It's best used to quickly block out important/prominent shapes.
Been a while since I posted anything but I've been busy with monotonous retouching work lately since it's the beginning of the spring photography season, but I'm still touching this thing every once in a while in my free time:
And began concepting out this logo for a client who runs a shiatsu and personal health business in Germany based on her pre-requisites:
Very early stages, but meh...it's something to post.
Rojo, that is looking very very nice - it's great that you've gone for realistic proportions rather than the "idealised" female we are all used to seeing in game art. I can't see much to crit - it could use some harder edges in places, as it looks a bit too smoothed (i.e. in the elbows, shoulders)
Also the clavicles look a little strange to me, is that angle right? Maybe add some more definition here, and the other bony areas such as wrists, and where the clavicle joins the scapula
Ages since I've posted anything (or done any artwork at all), getting a bit rusty! I'm sure the quality standard in this thread keeps getting exponentially higher, too.
I've been working on the main character for my Unity game as part of my Final Year Project at university.
Some underlying anatomical issues I need to smooth out yet. The hands got really screwed when I combined the head/body tools into one mesh, need to re-do those. Feet aren't touched as I'll be modeling shoes later
More progress on a personal project. The feet still haven't got any love yet.
Great sculpt!
Small crit: Nice hands. Thumbs look a little odd though. The curve between the knuckle and the nail tip is a little extreme. Its normally quite flat but some do curve. But not that much.
Edit: actually, just looking at it again. The 3 largest fingers seem a little stretched and elongated also.
Replies
At first I was like: "I was wrong? On the Internet?! How can it be?!!"
So I ran through the house ( actually just through one large room as I'm living in a flat ) looking for that dusty box with old Games that won't play without a DOS-Emulator ( big box, very dusty *cough* ) and found the MechWarrior 2: 31st Century Combat Box with the manual holding proof that I was right. *doing-the-strike-yes-move*
Normally I wouldn't have checked on something like that but I remembered to have once seen a Website doing the exact same error on labelling those 2 weapons with the name of the other one and I wasn't sure if I had adapted this error myself so I took a closer look into it.
Look at the Image ( and the way they worked Ingame ):
The LB-X is considered an oversized Autocannon which requires an ammo belt ( like on the Picture ) to feed it's hunger from en external ammunition depot while the Gauss Rifle is more like a 12t Single Shot Rifle.
*sigh* Kids these days will never again see a 73 Pages Manual for a Computer Game *sigh*
No, they don't. Each eye focuses inward. If each eye stares exactly straight ahead, the eyes look dazed or focused on the horizon. The closer the focal point, the more inward the eyes face.
Generally facing out is being lazyeyed.
first, it's awesome you went and looked it up, and based on the information you have, you would seem to be correct. however, your manual has obviously gotten it wrong.
you'll note that in this manual the image I drew from is directly below the text about the autocannon, while the other gun is inset into the text regarding the gauss rifle, 2 pages earlier.
the book I got this out of is the Battletech Compendium, a rulebook for the tabletop game, from which the mechwarrior video games are based on, and most likely the original source of the artwork.
also of note, the autcannon has rifling, and a picture of a bullet with a casing, while the gauss rifle text talks specifically about firing a slug of metal (which is what the corresponding picture depicts, since its a railgun)
also, your Cain model rocks, and keeps pushing me to make my stuff better
Last time i post this one i guess. I actually wanted this " human " feeling (in eyes mostly because thrall was raised by humans) but I tried to tweak the jaws as you told and it looks better so thx for the advice . If you have another feedback i guess fredh will gave me few time to tweak it a little bit more!
Prophecies : Great design and 3D :] i really like the style!
Looking awesome ithoual but instead of removing the ponytails as Holi said maybe just make them a little dirtier with a few stray strands it would probably match the cracked armor better.
I don't get the hate for the human/clean look, it sells well as a noble orc kind .. especially with the gold/black armor ..
Any feedback?
Working on a high-poly bust to better acquaint myself with the high to low poly process, and normal mapping. Some shading errors in the render but I'm not going to worry about them too much now.
Steps, if anybody finds useful.
I have been starting in color but never understood how people transitioned from B&W to true color.
And one more shout out to the uknown concept artist for good measure.
Link to concept: http://i38.photobucket.com/albums/e117/SkepticalNate/prop_radixgenerator.jpg
Here is a high Poly I'm working on, Colt Paterson Revolving Rifle first generation. I have limited reference so I'm trying to figure out the bits on it, it's more "insipred by" I guess. Seems as though the early version came in all types of configs. The one I went off of is in a book I own.
Any crits or comments on this? Much appreciated.
OrganizedChaos: Just googled that, and some of them look pretty sweet. But those older versions are freaky, man! Naw, this is based off of an earlier concept I did for one of those community contests here. No one posts in the thread anymore :P
benji: Hope I make it that far!
moof: Thanks, bro! I'll post periodic progress
Skamberin: Heh, yeah. It's sort of how I learned out to model. It's called strip modeling (probably shouldn't google that). I just extrude a group of edges and tweak rotation and size as I extrude along the shapes that I want to convey. It's best used to quickly block out important/prominent shapes.
progress:
anyways i've been trying to draw and paint more lately - here's one from tonight.
And began concepting out this logo for a client who runs a shiatsu and personal health business in Germany based on her pre-requisites:
Very early stages, but meh...it's something to post.
Dunno why nobody has commented on it. Awesome work.
Also the clavicles look a little strange to me, is that angle right? Maybe add some more definition here, and the other bony areas such as wrists, and where the clavicle joins the scapula
[ame]http://www.youtube.com/watch?v=a3mmf5NTQzg[/ame]
video was mainly made for promo reasons as a lot of the fine stuff in the sculpt doesn't translate
or something.
Besides of that, solid work!
I've been working on the main character for my Unity game as part of my Final Year Project at university.
Some underlying anatomical issues I need to smooth out yet. The hands got really screwed when I combined the head/body tools into one mesh, need to re-do those. Feet aren't touched as I'll be modeling shoes later
first attempt at hand painted textures
Because it's too awsome to comment on it.
Looking Much better Dudeman95 :thumbup:
Great sculpt!
Small crit: Nice hands. Thumbs look a little odd though. The curve between the knuckle and the nail tip is a little extreme. Its normally quite flat but some do curve. But not that much.
Edit: actually, just looking at it again. The 3 largest fingers seem a little stretched and elongated also.
last two images are broken for me!
Looks good but what is sucking the blindfold into her eyes? it looks unnatural.
Homes: Love this concept
inspired by http://daverapoza.blogspot.com/