quite a raw bake, there's still lots to clean on the normal map but you get the idea. Ended up taking it to 14k because it felt more like a 14k character to me (yeah Im gonna stick with that reason and ignore my laziness over optimizing :P )
Trying to get something going but i´m not really happy with the results. Any help is appreciated.
I made a few proportion and scale changes, but I warn you I am a nube at this so taking my advice may be dangerous :P
try to pay attention to where the facial features are in relation to each other. also be aware of how large they are compared to each other (your ear was huge)
Also try to think of facial features as a 3D mass, with depth, rather than what it looks like in 2D
pixelherder, freaking badass, how long did this take you? I've gotta start working on my 2D skills...
thanks! i powered through the whole thing in one go, which is fairly unusual for me - normally i work on things over a few days/nights/lunchtimes.
In this case though i started yesterday around lunchtime and finished up at 8. So all in, including doing some preliminary thumbnails, i'd say about 6.5 - 7.5 hours
liquify in photoshop, which is why all the edges look wobbly now... hopefully someone will come along and do a paintover of my paintover and help us both out
liquify in photoshop, which is why all the edges look wobbly now... hopefully someone will come along and do a paintover of my paintover and help us both out
Maybe we could keep this going until someone actually finishes the painting:P
New to this forum, so I thought I should just post the latest thing I've done. Not commissioned art by any means, but for fun. Based on the original Landstalker into (hence the kind of 'pudgy' main character). Need to make his armor leather instead of steel, though.
Sweet tech HAL, the design is funkalishous! altho it looks like she'd have trouble bending her legs, unless its pvc or sim?
Lizard men are cool, nuf said
Nice wires Dreamer, not quite sure whats going on with his nipple topo tho.. :P
Love it Pixelherder! nice and gritty.
I've saved that armored Siege Tower, it's a sexy BEAST!
I made a lazyman's 'paint over the sculpt itself' concept of what I was thinking for my anatomical sculpt.
I want to make something simple and realistic, I've too much sci-fi & fantasy junk. He's a cop that's had a long day... MM'ing it up.
It's pretty Naff but I'm not aiming to be a concept artist :P
Nice paintover Mask, I would say if you want to nail the realism. figure out your materials with real references for all that clothing.
I can sort of tell what they are, but to get it right you'll have to know exactly what fabric the pants are/where the stiches are etc.
Keeep going brah
Hey everyone, I only recently signed up to Polycount and I have to say, I've never been more inspired and excited to really push my 3d this year. Here's what I completed tonight, just for a little practice:
All comments and feedback and stuff from you lovely people is much appreciated
This is an original vehicle I created in one of my classes. It's my depiction of a smart car for rednecks. The modeling was done in 3ds max and the textures were created in photoshop and mudbox. I would love to hear some feedback from you guys! Thanks.
Extreme WIP for my Skyrim fan art scene. Spent all weekend trying to get trees looking right in UDK without resorting to Speedtree. I'm fairly happy with my first tree modeling attempt. Still need to tweak the textures and make some variations.
Sweet tech HAL, the design is funkalishous! altho it looks like she'd have trouble bending her legs, unless its pvc or sim?
Lizard men are cool, nuf said
Nice wires Dreamer, not quite sure whats going on with his nipple topo tho.. :P
Love it Pixelherder! nice and gritty.
I've saved that armored Siege Tower, it's a sexy BEAST!
I made a lazyman's 'paint over the sculpt itself' concept of what I was thinking for my anatomical sculpt.
I want to make something simple and realistic, I've too much sci-fi & fantasy junk. He's a cop that's had a long day... MM'ing it up.
It's pretty Naff but I'm not aiming to be a concept artist :P
Looking pretty slick man! Dude needs some 5 'o clock shadow and I would remove the ludicriously ripped pecs. they're a tad too much imho.
Thoughts on this would be appreciated - especially in terms of composition and lighting
thanks
I like the shapes going on in the background and buildings, but she is a little lost in it, mostly due to the distance and also the blackness of the shadows.
I think the signs you have are a great opportunity to add some warm or dimmer light sources in that you could play with, it might work great for getting softening some of the harshness of those shadows, while popping out the shapes in the background buildings.
Maybe some slight tweaking of the character's position or the light above could help, since you could play with more of the overhead streetlight acting as a light source on her, maybe backlighting with a halo/glow effect... that'd pop her more from the background (if she is supposed to be an important focus of the composition).
Also think about the ground plane, it is pretty empty, flat and lit compared to the shapes in the rest of the scene. That combined with the bare trim/foundation of the building in the right corner, seems to pull my eye down to that corner pretty hard.. I'd suggest adding some debris/garbage/grime that acts as a silhouette breaking up or obscuring the lines of the ground plane and that edge/front of building to the right corner, doesn't have to be detailed at all (can beout of focus).
XRA - thanks for the tips man, those are some good ideas for the lighting. I think I'll overhaul this scene - make a fresh start with the composition and lighting.
eld: you're my hero! Gorgeous sprite work and it looks really freaking awesome. I'm really digging those moving trees.
What engine are you using?
Nizza_waaarg: Dude, looking gorgeous! Dude's got loads of character in him and he's oozing with your typical style (which is awesome). I would however take a second look at the nostrils and tip of the nose though. Looks a tad weird. Also, dem ears need sum luvvin'.
@eld - I've been stalking that project of yours on twitter, I wanna play it! @mask - sweet paintover @jackwhat - that painting makes me moist. @nizza_waaarg - nice bust, it's really believable and contains your style.
Getting some lowpoly done. This is all made from a mudbox basemesh by the way.
Gonna slap that long "slash" hair onto him, the wide-brimmed hat, the cape and probably make the sword. More armor detail is to be sub-d modeled.
Hi Guys just recently joined Polycount. what an amazing website i must say. I didn't get enough time to enter the brawl competition but i thought i may as well upload what i have been working on for the last week. The wip will follow next.
Replies
lulz
quite a raw bake, there's still lots to clean on the normal map but you get the idea. Ended up taking it to 14k because it felt more like a 14k character to me (yeah Im gonna stick with that reason and ignore my laziness over optimizing :P )
SanderDL, the anatomy and proportions need some work and the cloth texture seems a bit random and blobby
pixelherder, freaking badass, how long did this take you? I've gotta start working on my 2D skills...
kio that is a fine rock face. It's very cartoonish, is that what you're going for?
Dreamer, really nice, great anatomy
thanks
try to pay attention to where the facial features are in relation to each other. also be aware of how large they are compared to each other (your ear was huge)
Also try to think of facial features as a 3D mass, with depth, rather than what it looks like in 2D
thanks! i powered through the whole thing in one go, which is fairly unusual for me - normally i work on things over a few days/nights/lunchtimes.
In this case though i started yesterday around lunchtime and finished up at 8. So all in, including doing some preliminary thumbnails, i'd say about 6.5 - 7.5 hours
You say that and yet it looks so much better then the original:P
May I ask what you used to make those changes?
Maybe we could keep this going until someone actually finishes the painting:P
My first high poly for school. Shaping up slowly, but I like it
Some hard surface practice. Eventually going into an environment my friends and I are working on.
Kobolds are awesome.
New to this forum, so I thought I should just post the latest thing I've done. Not commissioned art by any means, but for fun. Based on the original Landstalker into (hence the kind of 'pudgy' main character). Need to make his armor leather instead of steel, though.
Lizard men are cool, nuf said
Nice wires Dreamer, not quite sure whats going on with his nipple topo tho.. :P
Love it Pixelherder! nice and gritty.
I've saved that armored Siege Tower, it's a sexy BEAST!
I made a lazyman's 'paint over the sculpt itself' concept of what I was thinking for my anatomical sculpt.
I want to make something simple and realistic, I've too much sci-fi & fantasy junk. He's a cop that's had a long day... MM'ing it up.
It's pretty Naff but I'm not aiming to be a concept artist :P
Still got to work on the cage so it bakes properly but meh
I can sort of tell what they are, but to get it right you'll have to know exactly what fabric the pants are/where the stiches are etc.
Keeep going brah
All comments and feedback and stuff from you lovely people is much appreciated
Looking pretty slick man! Dude needs some 5 'o clock shadow and I would remove the ludicriously ripped pecs. they're a tad too much imho.
I like the shapes going on in the background and buildings, but she is a little lost in it, mostly due to the distance and also the blackness of the shadows.
I think the signs you have are a great opportunity to add some warm or dimmer light sources in that you could play with, it might work great for getting softening some of the harshness of those shadows, while popping out the shapes in the background buildings.
Maybe some slight tweaking of the character's position or the light above could help, since you could play with more of the overhead streetlight acting as a light source on her, maybe backlighting with a halo/glow effect... that'd pop her more from the background (if she is supposed to be an important focus of the composition).
Also think about the ground plane, it is pretty empty, flat and lit compared to the shapes in the rest of the scene. That combined with the bare trim/foundation of the building in the right corner, seems to pull my eye down to that corner pretty hard.. I'd suggest adding some debris/garbage/grime that acts as a silhouette breaking up or obscuring the lines of the ground plane and that edge/front of building to the right corner, doesn't have to be detailed at all (can beout of focus).
anyway kinda rambling, hope some of that helps!
This gif is on a loop, so you can watch it as many times as you need:
[ame]http://www.youtube.com/watch?v=F45_fZqXwN8[/ame]
What engine are you using?
Nizza_waaarg: Dude, looking gorgeous! Dude's got loads of character in him and he's oozing with your typical style (which is awesome). I would however take a second look at the nostrils and tip of the nose though. Looks a tad weird. Also, dem ears need sum luvvin'.
@mask - sweet paintover
@jackwhat - that painting makes me moist.
@nizza_waaarg - nice bust, it's really believable and contains your style.
its all wip
construction video here
http://vimeo.com/23823376
Getting some lowpoly done. This is all made from a mudbox basemesh by the way.
Gonna slap that long "slash" hair onto him, the wide-brimmed hat, the cape and probably make the sword. More armor detail is to be sub-d modeled.
Proverbial cookies for anyone who can guess who this is.
ahem. was just watching it last night
[ame]http://www.youtube.com/watch?v=GEgmhbQ5PBQ[/ame]
haha, I have no idea who it was, the closest I got was Uncle from RDD. Such a bad guess :shifty:
that is truly badass