Mask it looks pretty good, one thing I notice is the forearm muscle from the front view seems rather thin compared to the thickness of the deltoid. The other thing is take another look at your ankles perhaps they are too thin?
So I guess this isn't so much "what am i working on 2011" as it is "what was i working on 2010," but basically this was my summer diversion for a while last year and I'm wondering if it's worth picking up again, or if I made too many mistakes and should start afresh. Of particular concern are the wheel arches. Last time I asked for a crit on this piece they said the wheel arches were messed up and I needed to change them, so I did, but I think they're still messed up.
Luvin that ship luke, Looks like it belongs in WipEout, needs more shiny shiny nice nice to it's spec tho I'd say
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.
thanks mask
So, I don't know how much time you spend looking at guys ass cracks but the top of this guys looks a bit to deep, it should really kinda smooth out a bit more. Not too much, but enough so that it looks like a natural fold between the muscles. a quick google image search should show you what I mean. pro-tip: Never never never ever do this search with "safe search" off.
everything else looks pretty good. the face reminds me of Col Shepard but not quite, and the level of detail feels nice and realistic.
Tweaked some of the forms in the face, and then took a pass at that head-wrap. The top of the wrap is still very muddy in particular. On the next subdiv I'll take a hack at making more sense out of it.
Cool stuff on this page, long time I didnt post something in here, well usually do when I start working on something but not yet good enough for a topic.
Stylized Ocean Shader in UDK, made for a personal project.
The shader uses a "depth pass" like UV distortion to remap the waves flow along the shoreline. Amongst other stuff like reflection, foam, sparkles and fog. No more PSM3 instructions left (almost, it's heavy).
WIP
Inspired by Valve's documentation for L4D's water flow shown at Siggraph, more or less.
Hey all, haven't done any models for a few years now, starting to get back into now. This is a about 2 hour wip in mudbox I did today, not sure if I should retopo it now, and then sculpt out a final high res or just keep going with what I got.
@JeremyRM - I like the small details (fabric textures n such) it really makes those chars pop @FirstKeeper - awesome stuff as always! @janglesworthy - I think you're in a good place to get that retopo going
Not quite happy with it, but for now it will do. I will need to remake the high poly to make more believable folds (I believe this kind of vinyl has sharper folds)
So I guess this isn't so much "what am i working on 2011" as it is "what was i working on 2010," but basically this was my summer diversion for a while last year and I'm wondering if it's worth picking up again, or if I made too many mistakes and should start afresh. Of particular concern are the wheel arches. Last time I asked for a crit on this piece they said the wheel arches were messed up and I needed to change them, so I did, but I think they're still messed up.
This is how I would do the wheelarch, hope this helps you
Try to make polyflow go even, mesh and reflections will look nicer :poly121:
Forgot to show what I got under work...
It's poor old rusty and dusty Peterbilt which I started for the contest at SMCars.net. Tricount is about 10k. For some reason rust turned to green on some places so it looks more like mold now...
Here's a small composition using the pieces I posted earlier:
The hangers themselves are 34 polygons each, and the blocks of pipes are 204 polygons for a 4x tube, 108 polygons for a 2x tube and 156 polygons for the curved tube part.
Daphz, that model is awesome!. Will you be making the lowpoly and textures? Looking forward to that, if you do!.
giles, looks great. I don't know much anatomy but it seems like the waist should be wider where it meets the rib cage, and maybe the abs are too pronounced in relation to the other frontal muscles. also the back muscles look way too lumpy, but that could just be the material accentuating the light
ENDOMI, nice. I think the claws could be more distinguished from the rest of the body, maybe with higher spec or a lighter colour. Also I'm a bit confused as to what kind of material the green is, is it slimy and moist? could use some adjustments perhaps
Replies
quality sucks ass on that photo......
Still working on my gate.
Any Suggestions what colour pallette would fit?
Im not too familiar with painting or color themes....
thanks mask
So, I don't know how much time you spend looking at guys ass cracks but the top of this guys looks a bit to deep, it should really kinda smooth out a bit more. Not too much, but enough so that it looks like a natural fold between the muscles. a quick google image search should show you what I mean. pro-tip: Never never never ever do this search with "safe search" off.
everything else looks pretty good. the face reminds me of Col Shepard but not quite, and the level of detail feels nice and realistic.
also:
worst
penis
ever.
Tweaked some of the forms in the face, and then took a pass at that head-wrap. The top of the wrap is still very muddy in particular. On the next subdiv I'll take a hack at making more sense out of it.
p.s.
Those are not french fries.
Looks like a One big Testicle to me, I must admit that the guy has Ball. :P
@Robat: Very good!
Somehow it reminded me of good old Han =D
Troll shaman, tier 2 raid set "The Ten Storms"
Jeremy - nice characters and beautiful portrait, is that done in charcoal?
Endzeit - what kind of context is this gate in? You got any reference of its surroundings?
pricej - they do look a little messy. Nice model though. you could redirect the edges up over the bonnet or along the side of the car?
Robat - looking beautiful, but the chin looks too wide and flat I think. I didn't notice the fries resemblance until you mentioned, now I can't unsee
Firstkeeper - awesome stuff, materials look great, can I see the spec map for this?
[ame]http://www.youtube.com/watch?v=ugHySOCGgdg[/ame]
Stylized Ocean Shader in UDK, made for a personal project.
The shader uses a "depth pass" like UV distortion to remap the waves flow along the shoreline. Amongst other stuff like reflection, foam, sparkles and fog. No more PSM3 instructions left (almost, it's heavy).
WIP
Inspired by Valve's documentation for L4D's water flow shown at Siggraph, more or less.
inspiring stuff
U use DP3D just for projection painting, not direct painting, right?
@FirstKeeper - awesome stuff as always!
@janglesworthy - I think you're in a good place to get that retopo going
here's a tease from me.
I've been working on this concept "The Sergeant" in Sculptris; and i'm wrapping it up now. On to another character crits/comments welcome.
I thought it was a water balloon Guess I'm the odd man out.
@Robat aka Jurrrmy
Keep it up you son of a bitch. Makin' me proud.
ever so slight variation on the baneling:)
[edit] meant tileable* textures, dur.
[edit2] flipped green, durrr... Thanks ZackD.
Yeah that would help too, haha. I was just throwing it in really quick to test it though. I'll fix it when I go to use it for real
This is how I would do the wheelarch, hope this helps you
Try to make polyflow go even, mesh and reflections will look nicer :poly121:
Forgot to show what I got under work...
It's poor old rusty and dusty Peterbilt which I started for the contest at SMCars.net. Tricount is about 10k. For some reason rust turned to green on some places so it looks more like mold now...
Working on the textur..
I love it :thumbup:
A-train, nice style. It looks like the deltoids are too far out though
Damien, that is badass, nicely posed
johnas, nice model but I think the materials need some work. The blue paint looks too glossy
Daphz - thanks as well, I'm digging your character. Are you planning on taking that one all the way?
damien - love the pose man, I think it's coming along nicely.
The hangers themselves are 34 polygons each, and the blocks of pipes are 204 polygons for a 4x tube, 108 polygons for a 2x tube and 156 polygons for the curved tube part.
Daphz, that model is awesome!. Will you be making the lowpoly and textures? Looking forward to that, if you do!.
Modelling on a 15" screen is bad mkay?
This is the HP, not going to have a chance to start on the low till I get home next week.
P.S. does anyone know why the screenshot of udk has it's colours a bit messed up compared to what i was seeing on screen.
passerby: what kind of monitor are you on and what software are you comparing UDK to?
cw - totally badass. what are you basing this on?