Have to redo the bust detail as I was an idiot and messed up the base mesh but he was the progress I hit before I noticed my mistake, was still lots to go
Scoob- The paints on that face are looking pretty nice man! the nose is waaaaay better the cheeks could use a little more depth otherwise:thumbup:
More on the GW2 art test. hp done. the tubes at the legs are just placeholder for a single tube sculpted at the origin...caus there is no reason for them to not be mirrored and easy to remesh.
If you were applying to Montreal, You beat the shit out of me, I did the same test and I've been refused
By the way I love your work, passed by your portfolio few times, very impressive.
Wish you the best of luck for the job, you are obviously a way better candidate than i was!
Bonne chance - merde
@Fred2303 (scratch that Tits) The zbrush sculpt is dope! I dig it. It's a really solid piece, you should be proud of it.
In other news people, i'm currently working on my reptile in Sculptris. Just did the hands, moving down towards the feet. Plan is to add some finger nails as subtools later on.
@Tits The zbrush sculpt is dope! I dig it. It's a really solid piece, you should be proud of it.
In other news people, i'm currently working on my reptile. Just did the hands, moving down towards the feet. Plan is to add some finger nails as subtools later on.
Its not mine, All your compliment should go to frederic
@Tits The zbrush sculpt is dope! I dig it. It's a really solid piece, you should be proud of it.
In other news people, i'm currently working on my reptile in Sculptris. Just did the hands, moving down towards the feet. Plan is to add some finger nails as subtools later on.
Very nice sculpt! A question,I've been wanting to use Sculptris for awhile now, how much different is it from Zbrush?
Does it have the tools Zbrush has? Will it be suitable to fit Sculptris into a pipeline production?
Yeah as I said before, Had to do it too, But I've never done low resolution character before and since i'm working full time I had to hurry up and it definitly miss some love...
I received my answer wenesday , i've been refused.
Wish you two guys a lot of luck I think you both did great @afisher, your work is amazing!
Jesus, these low poly but normal mapped models really show how awesome the tech is, I had to look at Fred2303's a few times and if it wasn't for the head I don't think I would even CARE it wasn't a 60k poly mesh...
This is a test bake with with everything grouped to together into 1 projection. Right now it is just normals + a cavity map plugged into spec and diffuse:
It has been ages since I have done anything. I know he isn't perfect but keep in mind this was just for fun and to re-calibrate myself with the zbrush tool set.
X-post from my art test thread, done with the high poly but I'll still take crits!
Hey pignaccia it's looking good so far, the forearms are maybe a little too short and the butt needs more work, but it's the side view where it is falling apart, you're missing a lot of the natural curves the body has in the side view.
@ Tits thanks for the kind words ! And i am really hoping to get that job so on se croise les doigts!!! @odium yeAh its the first time i try this kind of budget for a character and i was myself too surprised of the number of detail that can be faked with th normal map!
@ garriola83 you did a really great job mate ! I wish you good luck with the job!
Nemlet, that's a gorgeous render, your material definition is spot-on, though I think the orange could use a little more transparency and light, and some condensation on both the orange and glass would put it over the top. Great stuff!
Pignaccia : Not a bad effort. Just with heads alone I can see you are creating an 8 head high figure. This type is ideal proportions or superhero type. There are many drawings on this head height that you can compare too.
Immediately what i see is the length of the arm and where the elbow hits. Allowing for arc of movement it should be around the navel area. The hands should drop to about mid thigh (4th line from the bottom) so adjustments to both areas could be made.
the upper arm and leg are not the same length as their lower counterparts. So you might want to look at that as well. when you adjust the forearm, the hand needs to be about 3/4 of that length.
Neck feels a little long. So if you adjust that, than everything else needs a fix.
The standard foot length is about the same as the head length and by coincidence the same as the hand length, so if you have those working together, you get that dialed in pretty quick.
Afterthat, you need to look at your shapes. The gluteus for example has a large flat side on the rear side, so get those proportions setup and then get to the fun stuff...:)
@ Razgriz
Thanks! Will defiantly apply the suggestions you gave. Should probably mention that it's not all cg, would be awesome if it was. It's live integration, orange, plate (foreground), orange (background) and other stuff later in the sequence are cg. By the way your Redlight scout kicks ass :P
Awesome work from everyone else. Keep on trucking Polycounters.
Replies
Can't wait for the butt shot!
More on the GW2 art test. hp done. the tubes at the legs are just placeholder for a single tube sculpted at the origin...caus there is no reason for them to not be mirrored and easy to remesh.
more on this http://www.polycount.com/forum/showthread.php?p=1618700#post1618700
-Woog
If you were applying to Montreal, You beat the shit out of me, I did the same test and I've been refused
By the way I love your work, passed by your portfolio few times, very impressive.
Wish you the best of luck for the job, you are obviously a way better candidate than i was!
Bonne chance - merde
In other news people, i'm currently working on my reptile in Sculptris. Just did the hands, moving down towards the feet. Plan is to add some finger nails as subtools later on.
Its not mine, All your compliment should go to frederic
Thread
Nice stitching and of course, BOOBS!
M79 Grenade Launcher...
Lots of good stuff this week
Very nice sculpt! A question,I've been wanting to use Sculptris for awhile now, how much different is it from Zbrush?
Does it have the tools Zbrush has? Will it be suitable to fit Sculptris into a pipeline production?
Xposting from my thread. Almost finished textures.
I started a knuckle blade. Just need to finish detailing the handle
Holy shit.
Crossposting from my thread, some more work done.
crosspost from here http://www.polycount.com/forum/showthread.php?t=101565 (HQ image and steps inside)
Some progress.
I have started a new project and would really appreciate some feedback. Sketchbook
C&C welcome in my thread here.
Tried something a bit different today.
Couldn't stand where I left it, so I had to start to fix pretty much everything about it.
Any crit?
I need more love on that back pack...
I received my answer wenesday , i've been refused.
Wish you two guys a lot of luck I think you both did great
@afisher, your work is amazing!
Love it.
Another Environ sketch/paint from me.
Legs are an outdated version, and the wires inside the chest are just a placeholder till I finish the good ones. C&C welcome!.
Bored: Inspired by another polycounters Mass Effect prop but shamelessly can't remember his thread/name.
Low poly 1795 tris
X-post from my art test thread, done with the high poly but I'll still take crits!
Hey pignaccia it's looking good so far, the forearms are maybe a little too short and the butt needs more work, but it's the side view where it is falling apart, you're missing a lot of the natural curves the body has in the side view.
Great job on your art test...very curious about the translation to the lowpoly!
thx again!
@odium yeAh its the first time i try this kind of budget for a character and i was myself too surprised of the number of detail that can be faked with th normal map!
@ garriola83 you did a really great job mate ! I wish you good luck with the job!
Pignaccia : Not a bad effort. Just with heads alone I can see you are creating an 8 head high figure. This type is ideal proportions or superhero type. There are many drawings on this head height that you can compare too.
Immediately what i see is the length of the arm and where the elbow hits. Allowing for arc of movement it should be around the navel area. The hands should drop to about mid thigh (4th line from the bottom) so adjustments to both areas could be made.
the upper arm and leg are not the same length as their lower counterparts. So you might want to look at that as well. when you adjust the forearm, the hand needs to be about 3/4 of that length.
Neck feels a little long. So if you adjust that, than everything else needs a fix.
The standard foot length is about the same as the head length and by coincidence the same as the hand length, so if you have those working together, you get that dialed in pretty quick.
Afterthat, you need to look at your shapes. The gluteus for example has a large flat side on the rear side, so get those proportions setup and then get to the fun stuff...:)
Hope that helped.
http://www.polycount.com/forum/showthread.php?t=101183
feel free to join it if you fancy reworking an old piece
Upper one is with the proper diffuse texture.
The reddish tint render is just with Ambient Occlusion map as diffuse texture (just testing..)..
Thanks! Will defiantly apply the suggestions you gave. Should probably mention that it's not all cg, would be awesome if it was. It's live integration, orange, plate (foreground), orange (background) and other stuff later in the sequence are cg. By the way your Redlight scout kicks ass :P
Awesome work from everyone else. Keep on trucking Polycounters.
Something I am cooking up, not textured (just AO and normals), ive just been trying to work out how best to go about this.
hi res knuckle blade done. On to building the lo res and UVing it! Some SEXY stuff this week peoples! What a great end to the weekend almost!
Anyhow: