You really need to get some negative space where the tentacle is holding the key. the part where the tentacle goes in a loop looked weird at first, i thought it was a tumor on it first haha.
negative space will help define the looped tentacle more!
tnx man i`ll give it a try
did some face tweaks today, still need to address some materials like the dull eyes
love this thread.I been playing round with different ways of quickly making variations from the same concept in zbrush. happy to share my workflow if anyone is interested. here is set i did last night.
Started texturing this guy, today, its 100% poly paint in zbrush with the spray tool. It came out pretty good, but its still a work in progress, trying to get better at texturing.
did some face tweaks today, still need to address some materials like the dull eyes
Dude I like the previous version better way more cartoony and intersting ..
new chin is weird and the whole thing starts triggering the uncanny valley :<
Hey all, working on an ogre type dude. I'm planning on attempting a nice render using Vray in Maya - currently its just a bit of a polypaint test in Zbrush.
Something I did for no reason in about six hours, I'd really like some feedback, I wasn't going for realistic, nor to I know how to do a bake of a high poly to a low, so it's about 2 million polys:P
I've only been modeling for about 4 months, I hope this isn't too bad. I don't know what style I was really going for.
ALSO: I want to do a wrap on the hand grip, something like you'd see in Rage, with bandages or something, just a little thicker, any advice on how to go about doing that?
Pretty good man, I would work on the spec... His clothes look like plastic right now. Also, in my honest opinion the dirt does not sell well on the skin right now. I think maybe his skin is too dark so the dirt just looks like splotchy dark patches of skin.
Thank you for the honesty and I will definitly work on the specular as I completely agree. I think I got tunnel vision looking at it too long, I'll work on the skin texture too, well all aspects to really push myself.
Chai: hmm i don't know i currently like the new one better, i'll give it another look tonight
duncan: tnx, cool dude.Only thing i can crit on it the uv use. You could have made the head use the entire width if you overlapped half of the hat
daehi: that looks awesome. really like the presentation as well
fightpunch: great designs man! maybe add a little breaking element to the spine part? something like this
Duncan- fricken love that bust man. ide rather see this character finished instead of the basketball dude. so much more style. Cyborxide- thought those were 3d O__O daphz- love that mask! the sanded wood looks great! Ravenslayer- love hows your turned out
duncan - that head is cool man, I really like that smoke! fightpunch - oh man those characters are awesome, love your rendering style hazardous - Miku is coming along great! are you going to sculpt in nostrils? or keep the flat anime style bump?
This is what I have been working on its finished for my class but I have a lot of work to do before it is portfolio ready. What you do you think, its a high poly and the low poly the maps went onto.
Kosai106 - thats a nice bench! I think maybe you need to exaggerate the details a bit more though and get some more variation in there!
I have been working on a gun from one of the amazing concepts that Blastoid has been creating. The handle still needs work and I plan to add some details in nDo2 but I think the high is almost finished.
Hello everyone My first post here, I have been looking at all the amazing stuff around here for month and now I want share my works in progress so here it is
some quick zbrush sculpt and a mini scene I work on, from a concept art of the very talented Barontieri ( http://barontieri.blogspot.ca/ ) the texturing and lighting need to be improve
Not game art, but was working on a whiskey bottle render for a website yesterday. Think I finally finished it. Everything but the label diffuse was made by me. Was also my first time attempting to make (mostly) physically accurate glass. Rendered with iray, modeled in max.
Browsing through this thread is always a treat with all the great stuff, time to hop along after lurking for ages.
Refocusing on 3D after 3 years of faffing about, I started with something simple based of a doodle from my blackbook I made in the dreaded realm of public transportation.
I'm kinda doing this thing in reverse so I'm currently working out the concept and colour style I'm planning to use.
Aaaaaand it's probably gonna be nr.1 the Bronze one.
working on some trees on the side of my other projects, just nice to switch subject now and then. still some stuff on the texture to do, like the base of the tree for example.. no so very nice atm and paint away a normal map seam at the back the sprouts are abit to dense right now but it will be fixed!
just print screens, nothing fancy. around 1600 tris for the big ones.crits are very welcomed
Im ambout half way through texturing this, just about to start the leg armour.....but looking for a way to seperate the colours slightly so they read better. Nice to be doing some sci-fi after all those motorbikes!
10k tris, Xoliul shader in the viewport, concept is by Gameloft.
Replies
tnx man i`ll give it a try
did some face tweaks today, still need to address some materials like the dull eyes
Thanks man!
Ravenslayer, i think the eyes could use some glossyness and a bit of a sharper spec.
[ame="http://www.youtube.com/watch?v=ELkvYB7gOEY&hd=1"]Chris Edwards - Environment Art Showreel - YouTube[/ame]
My Blog
My Sketchbook
cool stuff all around.
Any tips?
Dude I like the previous version better way more cartoony and intersting ..
new chin is weird and the whole thing starts triggering the uncanny valley :<
just my 2 cents ..
@ Ravenslayer: seriously rad sculpt. I am keen to see her all finished.
@ daphz: ACE!
@ Daniel Riddle: nice.
Just a bit of fun coz I got bored............ really bored.
I've only been modeling for about 4 months, I hope this isn't too bad. I don't know what style I was really going for.
ALSO: I want to do a wrap on the hand grip, something like you'd see in Rage, with bandages or something, just a little thicker, any advice on how to go about doing that?
Thank you for the honesty and I will definitly work on the specular as I completely agree. I think I got tunnel vision looking at it too long, I'll work on the skin texture too, well all aspects to really push myself.
Character design. Robots.
duncan: tnx, cool dude.Only thing i can crit on it the uv use. You could have made the head use the entire width if you overlapped half of the hat
daehi: that looks awesome. really like the presentation as well
fightpunch: great designs man! maybe add a little breaking element to the spine part? something like this
fightpunch: Great design! Brilliant to contrast the blue with red ambient.
Daehi: Lovely work. You should make Dr. Grordbert to go with it
Cyborxide- thought those were 3d O__O
daphz- love that mask! the sanded wood looks great!
Ravenslayer- love hows your turned out
I'm not good with wood... (Mudbox sculpt)
WIP
duncan - that head is cool man, I really like that smoke!
fightpunch - oh man those characters are awesome, love your rendering style
hazardous - Miku is coming along great! are you going to sculpt in nostrils? or keep the flat anime style bump?
Daphz: Nostrils!!!!! no way man hahaha, I'm definitely keeping it anime / cartoon / figurine.
Man that is cool! What is this for?
fightpunch Those robot designs are awesome. They totally need to be modeled!
Kosai106 - thats a nice bench! I think maybe you need to exaggerate the details a bit more though and get some more variation in there!
I have been working on a gun from one of the amazing concepts that Blastoid has been creating. The handle still needs work and I plan to add some details in nDo2 but I think the high is almost finished.
Concept
High Poly
Cheers man! Yeah some friends gave me some really good crits and ideas for improvement, so I'll see if I can get it updated today.
Iam working on the upgrades models of some Buildings now
Here the Headquarters lvl 2
Tweaking the light and sharpness
- and dont zoom in the building was made for this resolution
some quick zbrush sculpt and a mini scene I work on, from a concept art of the very talented Barontieri ( http://barontieri.blogspot.ca/ ) the texturing and lighting need to be improve
Refocusing on 3D after 3 years of faffing about, I started with something simple based of a doodle from my blackbook I made in the dreaded realm of public transportation.
I'm kinda doing this thing in reverse so I'm currently working out the concept and colour style I'm planning to use.
Aaaaaand it's probably gonna be nr.1 the Bronze one.
just print screens, nothing fancy. around 1600 tris for the big ones.crits are very welcomed
going to make more different shapes later ^^
Red might be a bit much
Im ambout half way through texturing this, just about to start the leg armour.....but looking for a way to seperate the colours slightly so they read better. Nice to be doing some sci-fi after all those motorbikes!
10k tris, Xoliul shader in the viewport, concept is by Gameloft.
Here is a couple things I have been working on. A little bug for an art test:
and I updated my Zbrush plugin with a few new things. Check it out on the tread.
I'm slowly working on this character: