Working on a new character. The idea is that he wears this organic armor that keeps his super destructive energy inside. I'm trying to make him look intimidating. Part of his story is that nobody really knows what he looks like under his armor since he never gets to take it off. I'm trying to make his anatomy look not so standard human (the toes for example, and eventually his hands when I fix those up). Any feedback is welcome:)
I updated my portfolio with a couple of new prop models. I made then in like 12 hours each from a concept that was delivered to me, as part of a test requested by an outsourcing company that I got to know through a post in the polycount.com forums I made them in zbrush, sculpted, and textured them in photoshop. This is the concept I used as reference:
Animation on a chest awesome idea very cartoonish I love it, yea add some orange to the wood to match the concept more try to get it exactly. From all the tests I have to do I find that they usually say make it as close to the concept as you can and I always try to get everything just like it jumped out of the concept. Sometimes you have to ask if they want that or something similar with a bit of your own style thrown in.
Here's something I am hoping comes out the way I want It to! I like it so far this turned out as a test head but I might just keep noodling him up and making it the final:
Base:
Haven't posted much in a while think it's about time, 2 hour noodle.
No qremesh or dyna just old school subdivide in Zbrush.
vvheris - (about the lambda sigh) I can't believe I forgot that, really good idea! I'll definitely do that!
Moof - This peace is awesome! I'd like to use colors like you!!!
I'm taking a short break from the character I'm working on (the saddlebag Gordon) so I try to train on sculpt with smaller peaces since I have almost only flat texture works!
Lost a gigantic amount of work yesterday, so I took it as a sign to start something new. So I'm making a rabbit lady.
No concept, though it's loosely inspired by Fran from Final Fantasy 12.
Still lots to do. I think I'm actually going to have her ears tied behind her head. I think I'd also like to cover her with really fine fur as opposed to her being just skin.
@ Womball : Hey buddy ! Sorry for the delay, wasn't at home. I Never ever really tried with max, so I thought i'll give it a shot (who knows) So apparently, there is a way to do is almost in the same way, though i warn you it's not as powerful as in XSI (way less powerful, but you get the base shit : a plane following a curve)
This is quite simple. Draw your curve, then create your plane. UV it (always uv before deform, it's horrendous to uv a deformed mesh..)
Now, in your modifier, pick up PathDeform (WSM) in the World Space Modifier. The option is also in the base modifier but for some reason it doesn't work on my comp.
After that, it's almost the same thingie : pick your curve. You have several option like twist, stretch, rotation, and the path deform axis. I suggest you'd 1st find the best axis for the deformation before starting modyfing the rest. Then you'll tweak the rest.
I think you can add a FFD(Box) (the best one) on top of your modifier list to get a little more control over your deformation, but overall I think it's far less customizable than in XSI! But it's still usable !
The first time ever I did a gun
This is the first bake, still gotta work a few bugs here and there
5890 triangles
hey man the gun is really nice the only thing that trows me off is the design flaw with the recharger i don't see how the bullets would go in since the wheel with the bullets as no way to receive the bullets from the clip but thats a concept flaw, anyway good modeling though i like it
Working on a new character. The idea is that he wears this organic armor that keeps his super destructive energy inside. I'm trying to make him look intimidating. Part of his story is that nobody really knows what he looks like under his armor since he never gets to take it off. I'm trying to make his anatomy look not so standard human (the toes for example, and eventually his hands when I fix those up). Any feedback is welcome:)
Refined some forms a bit and added some polypaint. I'm thinking I'll tackle the rest of the character. Probably make it into some sort of ranger-type deal.
I'm at work right now so can't write much of it, but I found something quite interesting for the hair. It should be used before the curve setting and gives epic results in no time too. Will write more during food break
How about doing the offset after blocking in the main shapes, then a final offset later on to clean up the seams? Nice paint, but looks a little washed out - could do with a quick levels adjust to boost the darks!
I can't believe I didn't consider that!
Thanks @benji, you're a star
I'll no doubt go back to the overall colouring of the textures after I have my UDK post-processing sorted. At the moment, they are all looking a bit washed out.
love the anatomy on that chest/arms phanthanhtruc! Carver I really like the depth on that snow landscape, how do you maintain perspective or do you kinda guestimate like me?
Just a sculpt to get back into zbrush and understand some of the features, dynamesh etc.
Replies
SWEEEEET!!! already looking forward to this one
more stuff on my blog
Crosspost from my thread
Still wroking on this, definitely need to start touching the spec
first mega low texture thing ive done oddly... found it quite hard
also a little embarrassed i thought the sculpt might be of use on a 128 textured head :P
and these are the results:
zelldweller, I like them, I thought the wood could use more color to It otherwise nice!
Here's something I am hoping comes out the way I want It to! I like it so far this turned out as a test head but I might just keep noodling him up and making it the final:
Base:
Haven't posted much in a while think it's about time, 2 hour noodle.
No qremesh or dyna just old school subdivide in Zbrush.
vvheris - (about the lambda sigh) I can't believe I forgot that, really good idea! I'll definitely do that!
Moof - This peace is awesome! I'd like to use colors like you!!!
I'm taking a short break from the character I'm working on (the saddlebag Gordon) so I try to train on sculpt with smaller peaces since I have almost only flat texture works!
No concept, though it's loosely inspired by Fran from Final Fantasy 12.
Still lots to do. I think I'm actually going to have her ears tied behind her head. I think I'd also like to cover her with really fine fur as opposed to her being just skin.
Wanted to try out adding some animation to her beauty shots, and BOY does that take a lot of work lol
Love the iPhone on the belt! seriously everyone has one these days. Are you going to tatter him up at all? Ps looking forward to Josh Hermans class!
This is the first bake, still gotta work a few bugs here and there
5890 triangles
Final stab at the diffuse (for now)
Here is a Xpost of this thread: http://www.polycount.com/forum/showthread.php?t=102257
This is quite simple. Draw your curve, then create your plane. UV it (always uv before deform, it's horrendous to uv a deformed mesh..)
Now, in your modifier, pick up PathDeform (WSM) in the World Space Modifier. The option is also in the base modifier but for some reason it doesn't work on my comp.
After that, it's almost the same thingie : pick your curve. You have several option like twist, stretch, rotation, and the path deform axis. I suggest you'd 1st find the best axis for the deformation before starting modyfing the rest. Then you'll tweak the rest.
I think you can add a FFD(Box) (the best one) on top of your modifier list to get a little more control over your deformation, but overall I think it's far less customizable than in XSI! But it's still usable !
Hopes that will help, bro !
Now, i'm heading to bed XD
Bit of Progress on this model!
hey man the gun is really nice the only thing that trows me off is the design flaw with the recharger i don't see how the bullets would go in since the wheel with the bullets as no way to receive the bullets from the clip but thats a concept flaw, anyway good modeling though i like it
there are some great stuff on here. Dan!- that character is kick ass.
I was just wondering if I can get your opinions on what one I should do. Should I have the jacket opened or half way closed? Thanks
More importantly, how does he poop? :poly121:
Here's some stuff I did this past week:
Cheers!
@ Shiskebab : Looking ace!
X-post Added a quick helmet.
Thanks
@Nick Carver
... fucking fabulous work....
awesome design! loving this-
Moar, nao !
@Maio: Great texture work man!!!
Something I'm currently working on
the first two are awesome are per usual awesome sauce.
That pooch tho, is the fucking sauce. I'd totally love to see that as a life size sculpt.
I'm at work right now so can't write much of it, but I found something quite interesting for the hair. It should be used before the curve setting and gives epic results in no time too. Will write more during food break
Nick, just Oo. Awesome stuff ( as usual ^^ ).
Nice Turtle ro-zee.
I just finished this one. Take a look in the Contest thread for the other shots :
http://www.polycount.com/forum/showthread.php?t=102279&page=5
Thanks @benji, you're a star
I'll no doubt go back to the overall colouring of the textures after I have my UDK post-processing sorted. At the moment, they are all looking a bit washed out.
Cheers again!
Just a sculpt to get back into zbrush and understand some of the features, dynamesh etc.