11k tris and a bunch of Pantera/Killswitch later, real time grab from marmyyyset
I'm with Ferg, you should lighten it up a bit or change the background (I like the one on the concept more); at the moment, I can barely see the details.
But regardless, shit looks awesome. I love that COME AT ME BRO pose :poly142:
Used some free time to finish a concrete-wall segment which I´ve made at school. This was texture training primarily, so there is a heavy usage of supporting edges.
Polycount: 1574 Tris
Textures: Diffuse, Normal, Specular 2048Px
ceebee, throw some low-level spec over the entire texture for that guy and it'll really help the details pop out better. It won't take much, just a little to pick up some edge highlights.
I feel there are some oddly crisp plane-breaks on her tho. Almost as if she were manufactured, like Bicentennial Man style (granted the shader contributes to that allusion, I'm sure).
But yea, she has a lack of consistency in her fitness level across her body imo. For instance, razor sharp clavicles right above fairly plump breasts. Same thing goes for the transition between the upper forearm and bicep muscles; just seems unnecessarily sharp.
working on a generic male head without singling out any specific ethnicity. So far I've got a basic MICH combat helmet on him, no shooting goggles or other gear.
Did a mock up of how the hair would look and have been working out basic details and proportions. Going for a strange stylization but so far I'm liking how it's looking. Still gotta do another pass and add in more muscles and get the existing muscles right.
the reason this doesn't work, is because of lack of believability. HOW did those spikes get there? i mean... she couldn't have slipped and fallen, and both severed her forearms AND landed on two spikes at just the right angles... right?
how about some broken medical restraints dangling from the upper arms? some bandages holding the spikes in place? a serial number tattooed onto the side of her head? make the clothing into scrubs rather than prison clothing (they would still scrub in a prison patient).
you need to sell us a story in your concept art, the story of the character.
@almighty_gir - Hi, thanks for taking time commenting on my post. The clothing(color, placement of the number, the one written at the back), the length and the way the spike/blade sticks out, and basically the over all look are based of specific descriptions provided to me on the brief.But I have to agree about the serial number thing and in fact I actually have a version with bandages on the lower arm. The design would still undergo changes prior to making the 3d version so yeah thanks I appreciate the feedback.
the reason this doesn't work, is because of lack of believability. HOW did those spikes get there? i mean... she couldn't have slipped and fallen, and both severed her forearms AND landed on two spikes at just the right angles... right?
how about some broken medical restraints dangling from the upper arms? some bandages holding the spikes in place? a serial number tattooed onto the side of her head? make the clothing into scrubs rather than prison clothing (they would still scrub in a prison patient).
you need to sell us a story in your concept art, the story of the character.
While we're at it, it would read a lot better if the spikes extended into where the hands would be, right now they're short and stop around the wrist, which makes the whole character look like they have tiny t-rex arms.
While we're at it, it would read a lot better if the spikes extended into where the hands would be, right now they're short and stop around the wrist, which makes the whole character look like they have tiny t-rex arms.
It was meant to retract all the way though it doesn't show on this particular image.This is why I love PC I get feedbacks like this.:)
jaythurm - really great spec map on that, the mat definition is wonderful and very believable, i love it! Can't wait to see you do whatever is more complex
Jaythurn: Nice gas can! The hp and texture look ace.
Just starting this, already sick of it, hoping PC will give me motivation
Jordan man don't give up now, you've done the hardest parts and you are in the finishing stretch!!! Once I have finished UVing and only have textures to do I usually get pretty motivated, it's the last 10 yards of the race, you can do it!!
I haven't used photoshop in ages to create anything (since my last computer I used photoshop would lag badly) I got around to playing with it today and it ran smoothly. It's great to be back at it.
I've seen you jump right into the lip synch before... that should be the very last thing you do. Animate the whole body first, get the acting down first.
ironbearxl: CS4, I have an ATi card and I heard people are having lag issues with it since it there is some functions solely for Nvidia? I may be hearing wrong.
Hey guys here is a female character that I have been working on for the past couple of weeks. Theres still allot of work to do but I thought I would give you a sneak peek :poly122:
Replies
Nice env Patrick, solid layout imo.
I'm with Ferg, you should lighten it up a bit or change the background (I like the one on the concept more); at the moment, I can barely see the details.
But regardless, shit looks awesome. I love that COME AT ME BRO pose :poly142:
heres the swat 1st person arms that i forgot to post.
very simplistic lol
done for TA.
around 1000 polys in marmoset
Polycount: 1574 Tris
Textures: Diffuse, Normal, Specular 2048Px
Screengrabs using Xoliulshader:
ooh ooh AH AHHHHH
Thanks^^
I´ve seen this movie some years ago, and maybe there is something left in my brain which turns out right now
here is my reference for the shape:
Of course this is a way to clean for a game asset so I make it looks much more used and damaged.
Really sweet. Looks gorgeous!
Feels like that cheek bone shape is coming too far down... it should finish sloping a little higher on the head. Nice work though.
master study~
Just plain awesome.
Hey man, nice start.
I feel there are some oddly crisp plane-breaks on her tho. Almost as if she were manufactured, like Bicentennial Man style (granted the shader contributes to that allusion, I'm sure).
But yea, she has a lack of consistency in her fitness level across her body imo. For instance, razor sharp clavicles right above fairly plump breasts. Same thing goes for the transition between the upper forearm and bicep muscles; just seems unnecessarily sharp.
Woke up,did a head for practice.
Just starting this, already sick of it, hoping PC will give me motivation
about 3-4 hours on this. Tomorrow something different.
working on a generic male head without singling out any specific ethnicity. So far I've got a basic MICH combat helmet on him, no shooting goggles or other gear.
Did a mock up of how the hair would look and have been working out basic details and proportions. Going for a strange stylization but so far I'm liking how it's looking. Still gotta do another pass and add in more muscles and get the existing muscles right.
the reason this doesn't work, is because of lack of believability. HOW did those spikes get there? i mean... she couldn't have slipped and fallen, and both severed her forearms AND landed on two spikes at just the right angles... right?
how about some broken medical restraints dangling from the upper arms? some bandages holding the spikes in place? a serial number tattooed onto the side of her head? make the clothing into scrubs rather than prison clothing (they would still scrub in a prison patient).
you need to sell us a story in your concept art, the story of the character.
still playin with shapes and trying to do a lot with a little~
Well I am debating what lighting to work with, but don't worry this isn't the final piece... I am gonna make a platform for the altar.
1:
2:
While we're at it, it would read a lot better if the spikes extended into where the hands would be, right now they're short and stop around the wrist, which makes the whole character look like they have tiny t-rex arms.
It was meant to retract all the way though it doesn't show on this particular image.This is why I love PC I get feedbacks like this.:)
[ame]http://www.youtube.com/watch?v=yd4ztu04g3w[/ame]
I'd go in the direction of #2, it looks to have the best potential, and the most dramatic one. #1 is simply, rather flat and boring.
Trying a different palm design. and different shape for fingers
Jordan man don't give up now, you've done the hardest parts and you are in the finishing stretch!!! Once I have finished UVing and only have textures to do I usually get pretty motivated, it's the last 10 yards of the race, you can do it!!
Also lets see some AO on there
WIP 1
I've seen you jump right into the lip synch before... that should be the very last thing you do. Animate the whole body first, get the acting down first.
Allan-p: Ah-ok
These are really nice Jackwhat, love the blue one.
I'll just leave this here