Here is a WIP of two buildings from an old west scene I am working on for a class group project. The buildings are in the Unity 3d engine, and I have two weeks until they are due. Comments and critiques are appreciated.
your Z Brush human body's proportions are a bit out of whack, i would consider having a look at some human anatomy stuff to get a feel for how it all works together. It takes a long time to learn but it is definitely worth it. But you are on the right path, keep up the good work! also, you're castle painting looks awesome!
I have decided to further develop my castle digital painting and use it as a piece for my Senior portfolio. Here is my progress so far, and I would greatly appreciate critiques.
Hey man, great job so far. A few things I can notice.
The legs are disproportionate from the concept. The front... I guess forearm (?) seams too short and the back legs seem a little too large. The torso needs some more meat to it and make sure your spinal curves match those in the concept. Your major forms are there and the head is looking great so far, but be careful with your mesh sharpness. A lot of forms still need more refinement, but I think you're on the right track.
I really dig the catacomb slasher as well as a lot of your environment stuff. Some of your people sculpts look a tad on the lumpy side though, nothing a smooth brush can't fix.
Not sure if perspective but there are some angles + planes that should take note.
The skull is in correct proportion except the cheek bone hangs a little low.
Note: The brow bone, that 'bulge' occurs only when the angle changes from front plane to side plane. its not a horn.
+the zygomatic bone has a nice plane to it, extending up the orbit bone
+teeth kinda goes flat then as it turns into the skull, angles up
+thers a tiny plane indent below the nose bone
+recheck the mandible
jsu a quicky paintover! try aim for planes, rather than the bone look, will help alot!
Thanks, Allmighty_thunder and SSquir33! The first renders I did were Maya screenshots with a single point light. I don't think I'll show off models that way again since it really flattens everything. In this render, I increased the intensity of the specular channel on the bear. I also rendered it this time in the Marmoset Toolbag. I also updated the skull. I am thinking the next one I do should be in ZBrush. Here is a stylized self-portrait based on 18th century cartoons. I used a ballpoint pen on a moleskine sketchbook.
Here is a Work in Progress of a Roman General that I started a couple days ago. Comments and suggestions would be awesome Rendered in Marmoset Toolbag, created using ZBrush, Maya, Photoshop.
Don't hesitate to study some anatomy with ye old pen and paper and preferably a good book (check out Bammes, Bridgman and Loomis) if you haven't already.
Thanks, Kevlar jens! Next update, I will post some traditional work. I think I just finished the rainbow scarab (phanaeus Vindex) model, here's a render in Marmoset Toolbag.
Here are some studies I have done in the past couple weeks. Sorry about the poor image quality; I lost my scanner cable in the move, and had to use my digital camera.
Here is an update of the Roman General model. I will hopefully add a rig to the character sometime later this week, and get it out of the binding pose.
I also started creating assets for a medieval dungeon. Here are some screenshots from within the Maya view port. Once I get it to a reasonable point, I will throw then in UDK, since my portfolio lacks any work in that engine.
I want to create another character model, this one being a noblewoman circa 13th century. Here is a concept I started, and I am still trying to decide on the color scheme. Any suggestions?
More progress! I think I should make the legs a little bit longer, and start adding seams to the fabric. I might also play with the facial shape a bit more. Critiques appreciated
I started to create a city block in Maya. I will eventually upload it into UDK. The textures are just quick diffuse maps that I made in order to help me UV unwrap the scene effectively. After I finish refining the buildings and textures, I will also model some props to throw into the scene. Critiques would be greatly appreciated
I decided to do a quick ZBrush sculpt of the actor James Callis. He is best known for his role as the character Dr. Gaius Baltar on Battlestar Galactica.
Replies
Here is a WIP of two buildings from an old west scene I am working on for a class group project. The buildings are in the Unity 3d engine, and I have two weeks until they are due. Comments and critiques are appreciated.
Note: It is a WINCHESTER RIFLE, not a Manchester. I accidentally misspelled it due to being tired.
The legs are disproportionate from the concept. The front... I guess forearm (?) seams too short and the back legs seem a little too large. The torso needs some more meat to it and make sure your spinal curves match those in the concept. Your major forms are there and the head is looking great so far, but be careful with your mesh sharpness. A lot of forms still need more refinement, but I think you're on the right track.
Here is a zbrush sculpt of Patrick Stewart I made.
I decided to model the armored lion from the concept I did a few days ago.
Here's a bear. Made it in ZBrush.
Not sure if perspective but there are some angles + planes that should take note.
The skull is in correct proportion except the cheek bone hangs a little low.
Note: The brow bone, that 'bulge' occurs only when the angle changes from front plane to side plane. its not a horn.
+the zygomatic bone has a nice plane to it, extending up the orbit bone
+teeth kinda goes flat then as it turns into the skull, angles up
+thers a tiny plane indent below the nose bone
+recheck the mandible
jsu a quicky paintover! try aim for planes, rather than the bone look, will help alot!
Here is a self-portrait I did today in ZBrush.
Don't hesitate to study some anatomy with ye old pen and paper and preferably a good book (check out Bammes, Bridgman and Loomis) if you haven't already.
I also started creating assets for a medieval dungeon. Here are some screenshots from within the Maya view port. Once I get it to a reasonable point, I will throw then in UDK, since my portfolio lacks any work in that engine.
http://www.imdb.com/media/rm2587793408/nm0130536
I spent about 3 hours making the sculpt in ZBrush from a sphere. I really need to practice making noses, and getting proportions correct.
These are some clothing studies I did, I used http://www.thesartorialist.com/ to gather references.
Here's something I did in Photoshop. Please tear it apart!
Here's some music to set the mood :P
[ame="http://www.youtube.com/watch?v=AT_eOiTwtoQ"]http://www.youtube.com/watch?v=AT_eOiTwtoQ[/ame]
First, a concept for a mace. It's for a little contest my friends and I are having.
Here's a study of a photo of Mr. Bean I did for my Drawing I class back in October.
This is a concept sheet I made for my Drawing II class, it's a bit rough.
I later modeled the gun from the concept sheet, and changed a couple things to make it make more sense.
I did a study of a Halo 3 SMG for my Art Creation II class.