Still can't texture to save my life, and my maps themselves are a mess to the point where I'm embarrassed to even show them. But I've had this concept in my head for the past year, and it was nice to finally get to work on it. Leaving it here now, so I can start coming up with ideas for a project to help bring up my texture creation process.
@Denicon Beautifully grotesque! @Fred2303 Love the concept, the leg "stumps" work seamlessly well with the whole design as odd as they look. Amazing work! @wester I think what is giving off that feel the most other than the gaping mouth is the eye. If you could have it focus towards the viewer, or forwards in another direction rather than upwards it might take away from the look of "relaxation". Awesome looking either way!
Spitty: Sometimes I have the nerve to think I have disturbing thoughts and then I come across pieces like yours. Very nice rendering though. Sagging fantasy flesh is always interesting.
Something in the works. It is proportionally weird purposely even for a child. In fact I kind of have an issue with attempting to make a concept more fleshed out, that it ruins the characture doing such. At the same time the concept being tooo cartoony to fit with "minds eye" image.
Will post further results later with original image to help understand what I am conflicted with.
Showing 2 versions along the creation process (second more current of course)
@bitgem, great work, is there a chance of higher res shots? I love the lighting and colour on that cauldron, and want to get a closer look.
I don't really dare to go much closer because the textures are low rez. The model is meant to be viewed from a certain distance, so the textures are quite rough... Anyway, I do have this turnaround:
(sorry for the rough animation!) hope that shows it a little better
And here's an up to the PapaNinja contest. I wasn't so happy with the direction I was following, so i decided to go back to the school. To the old school
1) I love the style - it looks great!
2) What @Dado says is very valid.
3) Get some anti-aliasing in there! The jaggies are ruining your wonderful work (even if it is just a WIP image)
@Alberto: Thanks, man! Glad you like it. @Tehsplat: Thanks, I guess? @[SF]Three9: Awesome feedback. I can't believe I missed the clavicle part myself, it looks very broken. I fixed that along with some eye issues and other stuff;
@diamond3: I very much agree. I slowed it down by about 50% so you should be able to understand it better now. Unfortunately I can't make it real-time since that would be a very long and boring time lapse
I'm using 3d coat btw.
[vv]43722819[/vv]
The video was still uploading when I posted this so it should take a short while before it's ready.
@Jrmauri: Very cool. She seems to be missing that crease under her eye though(lower eye lid), currently it's pretty flat but it should be following the eye shape a bit.
I feel like the back of her boots is too bulbous. Its especially noticeable looking at her backside. Might look cool if its a little closer to form fitting like the gloves.
I feel like the back of her boots is too bulbous. Its especially noticeable looking at her backside. Might look cool if its a little closer to form fitting like the gloves.
Thanks buddy, I'll try and reduce the size of the back but I really wanted that silhouette to be there, just to be different from whatever is already out there, ie typical sci-fi formfitting design. Call it artistic license, lol.
Great improvement Saman! glad I could be of help I think it could still be brought down a LITTLE, but it's still acceptable for where it's at as far as art is concerned :P. I wanna see the rest of her now! You may have just made a bust, but you should totally do the whole body
Dado: Man, Always that I look to my image what pops in the first place is her face. Then her big boobs, and for final, the tentacle. Are you sure that the key are distracting you? It´s so tiny and so distant from everything. But anyway, I'll follow your suggestion and make things a bit apart.
SirCatalot: Thank you, man. I usually save the jpegs from PS. This time I exported directly from Zbrush... Hence the poor quality. Next ups will be in better quality.
the low poly mr jack baneling fan art. finished up after Prometheus.
I love the design and shape.
I agree with what was said about the specular highlights being too contrasting and too focused, it makes it look like a hard reflective material like marble coated with plastic or so.
Fleshy bits usually have some sub-surface scattering of light (if that was what you were going for)
for example:
Notice the specular is harsh but also less outstanding and more feathered since the light also penetrate and spread inside the sack.
Cool scene but it would be nice to see some more dramatic contrast using lighting and shadows. Think of what your light-sources are and what areas you would like to emphasis. (remember not to overdo the shadows and contrast either)
Replies
WIP Bust. Diffuse only, Maya screengrab.
Still can't texture to save my life, and my maps themselves are a mess to the point where I'm embarrassed to even show them. But I've had this concept in my head for the past year, and it was nice to finally get to work on it. Leaving it here now, so I can start coming up with ideas for a project to help bring up my texture creation process.
@Denicon Beautifully grotesque!
@Fred2303 Love the concept, the leg "stumps" work seamlessly well with the whole design as odd as they look. Amazing work!
@wester I think what is giving off that feel the most other than the gaping mouth is the eye. If you could have it focus towards the viewer, or forwards in another direction rather than upwards it might take away from the look of "relaxation". Awesome looking either way!
Just a little update here, and still a lot to do :
Just started today, some sort of faun creature
http://www.polycount.com/forum/showthread.php?t=100480
Excue the crosspost, but I havent been getting many hits or crits, so I thought I'd throw it up on here. Thanks!
Moar work on my spawner.
More in the thread.
http://www.polycount.com/forum/showthread.php?t=100332
omnomnom
this scene has so much character.. nice work dude !
could you make a slower or even real-time version?
My goal is to make a typical Skyrim house
@spitty: fucking love this poor guy ^^
Will post further results later with original image to help understand what I am conflicted with.
Showing 2 versions along the creation process (second more current of course)
I am working on finishing an RTS building series...
...
something i mashed together..
are these renders or real time? whatcha using to render/screencap? looks awesome so far, it matches the lighting in the game.
I don't really dare to go much closer because the textures are low rez. The model is meant to be viewed from a certain distance, so the textures are quite rough... Anyway, I do have this turnaround:
(sorry for the rough animation!) hope that shows it a little better
trevorclaxton.blogspot.com
and ICESPADE. that's shaping up sweet dude. always love me some claxton
And here's an up to the PapaNinja contest. I wasn't so happy with the direction I was following, so i decided to go back to the school. To the old school
1) I love the style - it looks great!
2) What @Dado says is very valid.
3) Get some anti-aliasing in there! The jaggies are ruining your wonderful work (even if it is just a WIP image)
@Tehsplat: Thanks, I guess?
@[SF]Three9: Awesome feedback. I can't believe I missed the clavicle part myself, it looks very broken. I fixed that along with some eye issues and other stuff;
@diamond3: I very much agree. I slowed it down by about 50% so you should be able to understand it better now. Unfortunately I can't make it real-time since that would be a very long and boring time lapse
I'm using 3d coat btw.
[vv]43722819[/vv]
The video was still uploading when I posted this so it should take a short while before it's ready.
@Jrmauri: Very cool. She seems to be missing that crease under her eye though(lower eye lid), currently it's pretty flat but it should be following the eye shape a bit.
Lookin good man.
I feel like the back of her boots is too bulbous. Its especially noticeable looking at her backside. Might look cool if its a little closer to form fitting like the gloves.
Thanks buddy, I'll try and reduce the size of the back but I really wanted that silhouette to be there, just to be different from whatever is already out there, ie typical sci-fi formfitting design. Call it artistic license, lol.
LOVE IT!
This is so epic man!
Those wrinkles in the pants sure bring a lot of attention to his crotch.
I think the spec on the bulbous parts could be improved. Something about those highlights are distracting.
SirCatalot: Thank you, man. I usually save the jpegs from PS. This time I exported directly from Zbrush... Hence the poor quality. Next ups will be in better quality.
Saman: Thanks for the advice.
I'm new to this forum and by some of the things I've seen, I hope I can meet all of your expectations.
I'm currently working on a personal project of an Me-262 HG III. Please give me all of the feedback and crits you can. I welcome it all.
I'm also working on an M4 Sherman.
And last, I'm working on a layout project. I am building a replica of the town of Armadillo, from "Red Dead Redemption. All of these are WIP's.
I love the design and shape.
I agree with what was said about the specular highlights being too contrasting and too focused, it makes it look like a hard reflective material like marble coated with plastic or so.
Fleshy bits usually have some sub-surface scattering of light (if that was what you were going for)
for example:
Notice the specular is harsh but also less outstanding and more feathered since the light also penetrate and spread inside the sack.
Cool scene but it would be nice to see some more dramatic contrast using lighting and shadows. Think of what your light-sources are and what areas you would like to emphasis. (remember not to overdo the shadows and contrast either)