At the moment, the character herself is very stylized, but your texturing is heading into a more realistic style and it's not working. Either make your character realistic, or keep the current model but make the texture more stylized.
Working on a self portrait. I'm still trying to learn how to mix and apply skin tones using oil paints.
There are some pretty weird proportional things going on that I need to fix and I really need to just give the entire thing another once-over, but whatever. I'm learning.
Character is lookin really solid Bonebrew. Only crits right now are that the folds on the back where the strap touches her back are lookin kinda off. Maybe look up some pics on google of people wearing messenger bags and see how their shirts around the strap?
Shameless crosspost from my wip thread since a lot of people saw the early version in here.
Finished this guy up... I'll try and do up a proper render tomorrow.
I have to say, I really enjoy modelling legs. The rest, meh that's annoying :P faces take a lot of tweaking, but at least the nose looks right now, I think the mouth is just in need of more geo or something.
Swizzle: is that like, the bizzaro Siwzzle? sorry, couldn't resist. Looks good man I can't really comment on blending colours with oil based paints but it looks like your left eyelid is a bit bigger than your right.
my only complaints is that the target is too perfectly circular...I also don't understand the base? I want to say its a thick stick or something, but then it also looks clothy?
I love love love the texture to him though...maybe make the rope contrast a bit more with the sack? Having some hay stick out here and there or something like that might give him tons more character too...I love this lil dummy
Character is lookin really solid Bonebrew. Only crits right now are that the folds on the back where the strap touches her back are lookin kinda off. Maybe look up some pics on google of people wearing messenger bags and see how their shirts around the strap?
Shameless crosspost from my wip thread since a lot of people saw the early version in here.
Finished this guy up... I'll try and do up a proper render tomorrow.
@TheDarkKnight, His head seems just slightly too small, and a bit too skinny in width. I messed around with it in photoshop, but I'm not the best on anatomy so I'm not going to post it unless you really want. I do recall that a head of a human should fit another head on each side that lines up with the shoulders though, and I don't believe your head does that; other than that looks great!
@luke...I hate you...that looks like it was sooo fun to make :*(
a LWRC model im working on for a project.
modeled in blender, the finishing touches will be done in zbrush.
this is a rather large, important project, so please crit.
getting caught in the hype, a soon to be, brink inspired lumber jack just getting a quick base in and then time for clothes still got some proportion pulling to do and need to change the face loads
Awesome stuff you all are creating. Wish I would have more time hanging around here.
Today I´ve got some fast renderpics from a highpoly-jumpgate I´m working on. Baking and texturing will follow. Crits and comments are welcome as anytime:poly121:
Awesome stuff crazyfool! I love the sneer on his face, wouldn't wanna mess with this guy!
I was just checking out your portfolio and I see you went to Brighton uni - would you recommend it as a place to study art? I've been thinking of doing something there after I graduate here in portsmouth. What was the course you took like?
Oh and you worked at Climax too, haha, awesome - I've been trying to contact Stuart Godfrey for a part-time QA position that's apparently going - no response though
getting caught in the hype, a soon to be, brink inspired lumber jack just getting a quick base in and then time for clothes still got some proportion pulling to do and need to change the face loads
Love the style and the personality. You don't happen to have one of those nifty time lapse videos of this, do you?
Here's a video I submitted for a uni assessment yesterday - I'd appreciate some feedback, especially on the environment!
Things I didn't have time to get up to scratch:
lighting
character textures
specular maps
normal maps on environmental objects (needs much more high poly stuff in general)
scene dressing (not enough junk on the street)
definitely needs muzzle flash on the gun...
camera animations need more thought - cinematography
scene composition needs more careful thought
Super disappointed in myself with my Brawl entry. My organization was pretty bad. It really slowed me down during the rush at the end, and a lot of things didnt get done or didnt get done right. Anyways, I implemented some basic organization I picked up from some new tutorials (Racer445 new one, and Alec Moody's new texturing vid) and tried them out with this hammer I made today. Organization really goes a long way...no headache and I got twice as much done than usual! I think the wiki needs a section on organization:)
I'm new to polycount but I've been working on a 3D game environment and I would love any feedback/crits you might have to make things more realistic!
Your shadows are very black, you haven't taken into account that the blue sky should also cast light in your scene. if for example the sun is behind a cloud, so you remove the sun, the whole scene should be lit by the sky so thats how your shadows should be lit, your sun simple adds to that bounced light
Super disappointed in myself with my Brawl entry. My organization was pretty bad. It really slowed me down during the rush at the end, and a lot of things didnt get done or didnt get done right. Anyways, I implemented some basic organization I picked up from some new tutorials (Racer445 new one, and Alec Moody's new texturing vid) and tried them out with this hammer I made today. Organization really goes a long way...no headache and I got twice as much done than usual! I think the wiki needs a section on organization:)
That is a nice hammer sir! You mind linking me to these tutorials you speak of?
Replies
At the moment, the character herself is very stylized, but your texturing is heading into a more realistic style and it's not working. Either make your character realistic, or keep the current model but make the texture more stylized.
Every time fletcher makes a post, i have to use a couple more papertowels... (yes, i went there).
There are some pretty weird proportional things going on that I need to fix and I really need to just give the entire thing another once-over, but whatever. I'm learning.
Any Crits?
(Huge Image)
http://img.photobucket.com/albums/v236/bonebrew22/wip2.jpg
Shameless crosspost from my wip thread since a lot of people saw the early version in here.
Finished this guy up... I'll try and do up a proper render tomorrow.
Timelapses:
Part 1 - sculpting
Part 2 - sculpting 2
Part 3 - polypainting
Full size here: http://jasongordy.com/images/fullsize/demonSculpt01.jpg
Enjoy
so far:
I have to say, I really enjoy modelling legs. The rest, meh that's annoying :P faces take a lot of tweaking, but at least the nose looks right now, I think the mouth is just in need of more geo or something.
All models done in 3ds max. More images on my website www.timspanjer.com
ups: refining the clothes some more,
I love love love the texture to him though...maybe make the rope contrast a bit more with the sack? Having some hay stick out here and there or something like that might give him tons more character too...I love this lil dummy
This is fantastic! This is refreshing, and that's hard to do when you see so many character sculpts.
http://vimeo.com/23502227
probably post beauty shots and things in here later
@luke...I hate you...that looks like it was sooo fun to make :*(
modeled in blender, the finishing touches will be done in zbrush.
this is a rather large, important project, so please crit.
view large image here: http://jasongordy.com/images/fullsize/demoncolored01.jpg
Enjoy!
suburbbum - very nice tree, love the colors ^^
An attempt to find my footing with alternative art styles.
[ame]http://www.youtube.com/watch?v=HEIBHlKrW5o&feature=channel_video_title[/ame]
Awesome stuff you all are creating. Wish I would have more time hanging around here.
Today I´ve got some fast renderpics from a highpoly-jumpgate I´m working on. Baking and texturing will follow. Crits and comments are welcome as anytime:poly121:
I was just checking out your portfolio and I see you went to Brighton uni - would you recommend it as a place to study art? I've been thinking of doing something there after I graduate here in portsmouth. What was the course you took like?
Oh and you worked at Climax too, haha, awesome - I've been trying to contact Stuart Godfrey for a part-time QA position that's apparently going - no response though
Love the style and the personality. You don't happen to have one of those nifty time lapse videos of this, do you?
Things I didn't have time to get up to scratch:
lighting
character textures
specular maps
normal maps on environmental objects (needs much more high poly stuff in general)
scene dressing (not enough junk on the street)
definitely needs muzzle flash on the gun...
camera animations need more thought - cinematography
scene composition needs more careful thought
Tell me if you notice any other screw ups
http://vimeo.com/23551348
Saw a cool prop from Brink concept art... started making it, beat portal... turned it into a boring portal thing.
No idea :P
I just wrote a song, sorry I haven't been doing much art lately.
[obviously WIP]
Your shadows are very black, you haven't taken into account that the blue sky should also cast light in your scene. if for example the sun is behind a cloud, so you remove the sun, the whole scene should be lit by the sky so thats how your shadows should be lit, your sun simple adds to that bounced light
errrm, shoes.
...enjoy.
Enjoy!
Fool you crazy, Lumber jacks need Beards! ;P
Awesome Jason Lee Scudz, the weight in his torso is killa.
I'm back in zie sculpting game, workin on a young fella? needs some body fat looking at it now
Any crits aboot his anatomy would be super helpful.
Imageshack.us is down.. making me attach like a sucka lol.
wip-dee-dip
Some paintovers would be nice... : - )
That is a nice hammer sir! You mind linking me to these tutorials you speak of?
heres the one by Alec Moody on 3dmotive: http://www.3dmotive.com/product-hard-surface-vehicle-texturing