Wip on my Hydralisk.
Feedback is more than welcome, and please visit our Civil war thread to see more SC stuff.
Thanks
Not sure how far along the sculpt is but its missing tight/well resolved detail. I'm not saying you need to add a bunch of micro texture, just some tighter/sharper edges where appropriate.
Actually there was no photo referencing in that screenshot. It was all hand paint/polypaint, except a skin overlay in photoshop. But i did get your point on how it looked mushy and all. I had to do alot of fine tuning to make it better.
for those who arent too experienced with renders and shaders and lighting and whetever-the-fk-not, put your time into learning how to light your scenes properly....makes a shitload of difference in the end.....
SaferDan - from what I see, looks great - post a lighter render! Also I'd like to see the modular chunks you've split this into, if that's what you did?
Rayph - amazing. I love your drawing style
PogoP, looks nice - reminds me of Halo is there a story here? What else will you add?
butt_sahib - badass. very real texture but a little too much spec - he looks kinda sweaty hehe. And the lighting advice - I have added that to my to-do list
when i see all this awesomesauce, i feel like i should not post my stupid stuff. But oh well, im still a newbie and need to learn.
This is Part of about Ten Comic characters i made for my little 3d-Comic (cant animate so well) and im planning on makin 2 more. And yes, it is supposed to look so ridicilous.
Took a first stab at character customization. So far so good!
All the bodies are built out of the same 12 pieces retextured, plus unique helmets mounted to the head bone. The torso, legs, arms, shoulderpads, waistpiece, and feet are swappable.
those are awesome snowfly! they all are very distinguishable and have unique character to them all. more helmets! need some cool demon masks in that style
it's a stylistic choice i guess, it's just quicker when I'm sculpting to do closed eyes instead of open ones. I'm definitely going to try to switch it up in the near future though!
snowfly - these are beautiful! such character portrayed in every costume!
Geledonutt - awesome design, very steampunk!
Nick Carver - that is possibly the most badass thing ever. I love the aztec style decals - nice touch. Will you model this?
daphz - stunning. your models all seem so serene as if they just belong. where do you get your inspiration from?
S_ource, nice AK and nice texturing. I did an AK today too
TNO, looks great, can we see it without wires?
M M, that is nice. I don't know if this is what you're aiming for but it's very pristine - maybe it could use some subtle irregularities and less gloss on the metal
I've been trying to rig my character... brace yourself for the fucked up result... tell your children to look the other way; this will make them cry:
On a side note: are character artists in industry generally responsible for rigging their characters too?
I'm also trying to link this AK to the rig using a biped prop - never done this before and I can't figure it out. the character is animated with a mocap BIP and I need to link the weapon to both the hands - any tips?
@Nick Carver - i'm diggin that siege tower! @Geledonutt - sweet ship @Snowfly - really nice textures @Rayph - badass concept work man
here's an awful mental ray render...
it took me way too long to realize that the silhouette looks too much like galactus
Daphz man your style has become so distinguished that I took a glance at this piece and thought "gotta be Daphz" so I checked your avatar and of course...great work!
Hey guys here is some progress on a building I am working on for graduation, no spec on it atm, and the lighting is temporary. But just thought I would let you guys have a gander at it. This is a screen shot from UDK.
SaferDan - from what I see, looks great - post a lighter render! Also I'd like to see the modular chunks you've split this into, if that's what you did?
I'm definitely going to try to switch it up in the near future though!
Aww, I dunno its perfect for something like that latest one, gives the whole character a meditative feeling.
I can see that I wouldn't work for some faces, but its definitely, like the upside down cross, a perfect calling card type motif
Nick, if you ever make that movie, sign me up for assistant artist (or rivet master!) : D
daphz, nice work man.
POFFINGTON, looks cool, gl with graduating!
I've been trying to rig my character... brace yourself for the fucked up result...
I'm also trying to link this AK to the rig using a biped prop - never done this before and I can't figure it out. the character is animated with a mocap BIP and I need to link the weapon to both the hands - any tips?
Your rigging doesn't look all that bad dude tbh, but it'll always look weird because your bone placement is off. The wrists are outside the arms which is producing some odd rotation problems in the hand. If you can't get the bones to align to the shape of your model then you can always bend your model to align properly to the bones before you skin.
For your rigging Problem
(one Bone on the hand and one Bone on the weapon)
I tried to make a more general help but I guess it is easily adaptable for any other program.
This is way too complicated dude. In max all you need to do to link a gun (or anything) to a hand (or anything else) is a link controller. Motion tab -> Parameters - > Change 'Transform P/R/S' to 'Link Constraint' and the rest is self explanitory. It's not even necessary to use bones unless you need to export the animation data for a game, max is comfortable letting you link objects to bones and vice versa.
Personally i'd link both hand bones to the gun instead as it's much easier to pose and aim the gun accurately that way. I've never worked with mocap data before though, so that may produce some weird results.
This is the sister car to the open wheeler I'm (still, slowly...) making. Instead of the fairly rigid box-modeling I tried with the other car, I thought I'd try my hand at some subdivision modeling. It's been a bit of a pain to cut holes for the wheels, and I've gotta weld some bits together, and anything narrow, thin and precise just wastes polys, but I think I'm getting the hang of it.
Still debating whether to go with a full floor (LMP1) or cut the floor out around the body, Red Bull X1 style.
The base is a bake of the normal mapped samurai cowboy. Then I retextured the arms and big parts of the head + some general over painting here and there.
Replies
Rens, lovely!
BluPanda, that rocks! Show more!
pixelherder, love your work man.
Feedback is more than welcome, and please visit our Civil war thread to see more SC stuff.
Thanks
http://www.polycount.com/forum/showthread.php?t=83789&highlight=Civil+war
Just working on a VW T1 ( Camper Van)
Basic Textures..and all Transparancy has'nt been looked at yet (Placeholders)
Wormwood Saga
Jaythurm - I love that texure, its beautiful. I really need to crack out something like that!
Currently texturing my level amd messing about with emissives. No where near the final lighting just tests really.
Not sure how far along the sculpt is but its missing tight/well resolved detail. I'm not saying you need to add a bunch of micro texture, just some tighter/sharper edges where appropriate.
Looking good, although the SSS is quite heavy imho. She has a kinda waxy feel to it.
Are you using Mental Ray for this?
Sooooooo very work in progress:
Scoobydofus:
Hey man, thanks for the reply.
Actually there was no photo referencing in that screenshot. It was all hand paint/polypaint, except a skin overlay in photoshop. But i did get your point on how it looked mushy and all. I had to do alot of fine tuning to make it better.
for those who arent too experienced with renders and shaders and lighting and whetever-the-fk-not, put your time into learning how to light your scenes properly....makes a shitload of difference in the end.....
Rayph - amazing. I love your drawing style
PogoP, looks nice - reminds me of Halo is there a story here? What else will you add?
butt_sahib - badass. very real texture but a little too much spec - he looks kinda sweaty hehe. And the lighting advice - I have added that to my to-do list
For anyone who has a spare minute, please check out this thread, I could use some advice!
http://www.polycount.com/forum/showthread.php?t=84284
This is Part of about Ten Comic characters i made for my little 3d-Comic (cant animate so well) and im planning on makin 2 more. And yes, it is supposed to look so ridicilous.
All the bodies are built out of the same 12 pieces retextured, plus unique helmets mounted to the head bone. The torso, legs, arms, shoulderpads, waistpiece, and feet are swappable.
Here's a vehicle design I've been tinkering with for a few evenings:
And a colour study for the story. The lighting is based on a pic from True Grit:
@Nick Carver - i'm diggin that siege tower!
@Geledonutt - sweet ship
@Snowfly - really nice textures
@Rayph - badass concept work man
here's an awful mental ray render...
it took me way too long to realize that the silhouette looks too much like galactus
it that like a habbit from doing facial rigging or a stylistic choice?
http://vimeo.com/23059771 <- a little clip with him.
Started texturing some assets for a environment im working on.
Geledonutt - awesome design, very steampunk!
Nick Carver - that is possibly the most badass thing ever. I love the aztec style decals - nice touch. Will you model this?
daphz - stunning. your models all seem so serene as if they just belong. where do you get your inspiration from?
S_ource, nice AK and nice texturing. I did an AK today too
TNO, looks great, can we see it without wires?
M M, that is nice. I don't know if this is what you're aiming for but it's very pristine - maybe it could use some subtle irregularities and less gloss on the metal
I've been trying to rig my character... brace yourself for the fucked up result... tell your children to look the other way; this will make them cry:
On a side note: are character artists in industry generally responsible for rigging their characters too?
I'm also trying to link this AK to the rig using a biped prop - never done this before and I can't figure it out. the character is animated with a mocap BIP and I need to link the weapon to both the hands - any tips?
Daphz man your style has become so distinguished that I took a glance at this piece and thought "gotta be Daphz" so I checked your avatar and of course...great work!
here is a picture out of the 3d view
(in the 3D view it shows the seams at the moment (unwanted feature :-/)-need to turn of and on the pc again.. [in the gameengine the seems are hidden]
For your rigging Problem
(one Bone on the hand and one Bone on the weapon)
I tried to make a more general help but I guess it is easily adaptable for any other program.
Hey man i know i really struggle with night lighting and lighting in general!
Here are the chunks man
GO LUO GO !!! Canucks all the way !!! or Detroit...
I can see that I wouldn't work for some faces, but its definitely, like the upside down cross, a perfect calling card type motif
daphz, nice work man.
POFFINGTON, looks cool, gl with graduating!
feel free to watch.
http://www.livestream.com/virtuosic
Thanks everyone who watched the session Will do again soon!
Decided to pick up my neverending (WWR) project. Made low poly, UVs up next, ... joy
(concepts by ashley wood)
Your rigging doesn't look all that bad dude tbh, but it'll always look weird because your bone placement is off. The wrists are outside the arms which is producing some odd rotation problems in the hand. If you can't get the bones to align to the shape of your model then you can always bend your model to align properly to the bones before you skin.
This is way too complicated dude. In max all you need to do to link a gun (or anything) to a hand (or anything else) is a link controller. Motion tab -> Parameters - > Change 'Transform P/R/S' to 'Link Constraint' and the rest is self explanitory. It's not even necessary to use bones unless you need to export the animation data for a game, max is comfortable letting you link objects to bones and vice versa.
Personally i'd link both hand bones to the gun instead as it's much easier to pose and aim the gun accurately that way. I've never worked with mocap data before though, so that may produce some weird results.
This is the sister car to the open wheeler I'm (still, slowly...) making. Instead of the fairly rigid box-modeling I tried with the other car, I thought I'd try my hand at some subdivision modeling. It's been a bit of a pain to cut holes for the wheels, and I've gotta weld some bits together, and anything narrow, thin and precise just wastes polys, but I think I'm getting the hang of it.
Still debating whether to go with a full floor (LMP1) or cut the floor out around the body, Red Bull X1 style.
I'm again doing a model for Jedi Knight JO / JA
The base is a bake of the normal mapped samurai cowboy. Then I retextured the arms and big parts of the head + some general over painting here and there.