You said a lot of offensive stuff to a lot of really good, talented people when you were "leaving for good", and now you expect to just come back, not apologise and everything will be the same again?
Everything won't be the same again. Actions speak louder than words. What I did damn near well disowned me from almost a major group of polycount. Trust isn't given, it's earned. I have to prove myself and push harder than I have before.
Dont forget to pick up a pencil and draw from references similar to that head you are modeling. You'll hit something decent much faster that way, since you will know this face inside out before attempting to model it.
Hey Cooljay, a little off topic... But your profile states ur from Vancouver. And you said ur studying in school... just curious as to which school you're training at ?
You said a lot of offensive stuff to a lot of really good, talented people when you were "leaving for good", and now you expect to just come back, not apologise and everything will be the same again?
This is looking WAY better than your other stuff. I would say block in first detail later, unless you're following a tutorial, which I'm guessing you are? Cause the way you're doing it is one successful way of doing it, and so far it looks like you're not doing too bad. I would just make sure you aren't putting in too many edge loops too early on because you do want to make sure you get the major forms right before going into too much detail.
This is looking a helluva lot better! You may wanna relax the vertical edge loops on the forehead though. Try to keep spacing even in organic models (except where it will deform a bit). Even topology also helps a ton when zbrushing. You're redeeming yourself a bit here, so keep it up mate.
Been re doing this tutorial I have found over the web over and over again to get a
decent ear. Making a straight forward ear is easy(so to speak), but a true to the reference one is really hard.
Keeping quiet and making art nowadays. I just want to improve, and keep the ego aside.
Tied all the loose ends for the face model. I really appreciate any crits I've recieved, and learned you can do wonders from keeping the ego out of the art.
Will start making some form of a high poly bake now to emphasize it's going to start getting it ready for being a game asset.
youve progressed, thats a fact. but i wont lie, theres still SO MUCH to be done.
i think one of your "mistakes" - it isnt a mistake, many people do it, including myself - is try hi poly modelling in blender. i do it, but for hard surfaces or small objects. if i had to make a hi poly organic model, i guess my workflow would be as follows (or something similar - this is just one of the ways to do it, there are many others that you can come up with as you gain experience), i think you should give it a shot and try following it to see how it fits your work:
1) make a low - mid poly model (called a basemesh) in your preferred modelling tool (blender, 3dsmax, maya), and uv map it.
2) import it to a hi poly sculpting tool (zbrush, mudbox) and THERE, sculpt all the details of your model. those tiny little details, such as scratches, or anything detailed you might come with.
when you think youre done with your hi poly, extract normals.
4) make a diffuse, a specular, and any other map you might think is important for your model (those are the basic, most important ones - diffuse, specular and normal). apply to your low - mid poly model.
get rid of the glossiness you have in your models. it doesnt feel right.
remember, im no char artist, so take my advice with a grain of salt. some other char artist might come with better advice to you, but this is what i have to say. and obviously, work hard and never stop, only practice makes perfect keep up the work!
youve progressed, thats a fact. but i wont lie, theres still SO MUCH to be done.
i think one of your "mistakes" - it isnt a mistake, many people do it, including myself - is try hi poly modelling in blender. i do it, but for hard surfaces or small objects. if i had to make a hi poly organic model, i guess my workflow would be as follows (or something similar - this is just one of the ways to do it, there are many others that you can come up with as you gain experience), i think you should give it a shot and try following it to see how it fits your work:
1) make a low - mid poly model (called a basemesh) in your preferred modelling tool (blender, 3dsmax, maya), and uv map it.
2) import it to a hi poly sculpting tool (zbrush, mudbox) and THERE, sculpt all the details of your model. those tiny little details, such as scratches, or anything detailed you might come with.
when you think youre done with your hi poly, extract normals.
4) make a diffuse, a specular, and any other map you might think is important for your model (those are the basic, most important ones - diffuse, specular and normal). apply to your low - mid poly model.
get rid of the glossiness you have in your models. it doesnt feel right.
remember, im no char artist, so take my advice with a grain of salt. some other char artist might come with better advice to you, but this is what i have to say. and obviously, work hard and never stop, only practice makes perfect keep up the work!
Yeah this character wasn't intended to be a hi poly bake character. Just regular low/mid poly with AO
As for reflections, I believe I just left that on by accident.
Hey man some great improvements since the last gun model I seen you do. What kind of gun are modeling ? And what kind of refrence are using for it, because the handle seems really big for that gun , and is this for a high poly or a low poly ?
Hey man some great improvements since the last gun model I seen you do. What kind of gun are modeling ? And what kind of refrence are using for it, because the handle seems really big for that gun , and is this for a high poly or a low poly ?
Thanks there. ARES Shrike the automatic rifle variant and reference is pictures from Worldguns.ru/google. This is the mid poly game model. I might tone down that handle before I start texturing and compiling this
i assumed you were posting your schoolwork, all of the work you've been showing except for the gun and the character with the suit is literally the exact same work you do in your first few months at Full Sail so i assumed you were going to school there and marcus is the name of the teacher for Character Design and Creation and the female char you were modeling is one of the choices for chars to model and everything lol, if you arent going to full sail this is probably the biggest coincidence ive ever seen on the internet
ok thats cool, if your just doing it for fun and your happy with the standard your at then good for you as long as your having fun making your artwork thats the main thing.
Maybe perhaps be a bit less dismissive when someone suggests something though, after all you are posting on here to get help and critiques of your artwork so this community being what it is will try to offer constructive criticism and help you become a better artist. It is definitely worth listening to what others have to say on here!
As for your other questions. I'm sure you have enough around with google and here to answer them.
The only other question I had was regarding the purpose/story of your animation. I don't see how google or polycount could answer that. It's 6 seconds of a character moving her arms around. I don't get it.
Replies
Looking better though.
Shut up and make art.
Shut up and make art.
.
I can check out what edge loops are able to be removed without breaking the silhouette
decent ear. Making a straight forward ear is easy(so to speak), but a true to the reference one is really hard.
Keeping quiet and making art nowadays. I just want to improve, and keep the ego aside.
Will start making some form of a high poly bake now to emphasize it's going to start getting it ready for being a game asset.
Just some stylized low poly work I did.
youve progressed, thats a fact. but i wont lie, theres still SO MUCH to be done.
i think one of your "mistakes" - it isnt a mistake, many people do it, including myself - is try hi poly modelling in blender. i do it, but for hard surfaces or small objects. if i had to make a hi poly organic model, i guess my workflow would be as follows (or something similar - this is just one of the ways to do it, there are many others that you can come up with as you gain experience), i think you should give it a shot and try following it to see how it fits your work:
1) make a low - mid poly model (called a basemesh) in your preferred modelling tool (blender, 3dsmax, maya), and uv map it.
2) import it to a hi poly sculpting tool (zbrush, mudbox) and THERE, sculpt all the details of your model. those tiny little details, such as scratches, or anything detailed you might come with.
when you think youre done with your hi poly, extract normals.
4) make a diffuse, a specular, and any other map you might think is important for your model (those are the basic, most important ones - diffuse, specular and normal). apply to your low - mid poly model.
get rid of the glossiness you have in your models. it doesnt feel right.
remember, im no char artist, so take my advice with a grain of salt. some other char artist might come with better advice to you, but this is what i have to say. and obviously, work hard and never stop, only practice makes perfect keep up the work!
Yeah this character wasn't intended to be a hi poly bake character. Just regular low/mid poly with AO
As for reflections, I believe I just left that on by accident.
@Cexar
Awkwardness of the pose might be just the t-pose placement of it
let me give you a piece of advice tho:
in blender, when using ambient occlusion, dont render the native blender's AO. do this:
assign any image to the uv map, the image must be a standard square of two size for better use (512x512, 1024x1024, etc).
press f10 to go to the bake screen, when youre there, select the object you wanna bake the AO, and select in the bake screen "ambient occlusion".
press the bake button. blender will render your AO map.
when the asterisk appears next to "image", it means your AO has been baked. click "image\save image as" and save your baked AO.
hope this helps
Game weapon model for a personal project I'm working on
Thanks there. ARES Shrike the automatic rifle variant and reference is pictures from Worldguns.ru/google. This is the mid poly game model. I might tone down that handle before I start texturing and compiling this
Finished it
Just some 3d fan art I did and my botchy animation
She appears to have two elbow joints in each arm and her hand passes through the desk.
What's the point of the animation? She seems to be motioning with her hands as if she's talking, but her lips don't move and I don't hear any audio.
The background is low res and the perspective doesn't match the scene.
As for your other questions. I'm sure you have enough around with google and here to answer them.
I do it for myself not for others
Maybe perhaps be a bit less dismissive when someone suggests something though, after all you are posting on here to get help and critiques of your artwork so this community being what it is will try to offer constructive criticism and help you become a better artist. It is definitely worth listening to what others have to say on here!
The only other question I had was regarding the purpose/story of your animation. I don't see how google or polycount could answer that. It's 6 seconds of a character moving her arms around. I don't get it.