I was bored while waiting for AVG to finish scanning so I made dii's guys a friend to play with.
So yeah, they can go down to the park and ride bikes or jump rope or eclipse the sun with a shadowy maw that bends the will of humanity for dark purposes. Whatever.
I'm the guy who can only seem to manage to model the same face. I'm doing these reference exercises to help with that, at the suggestion of some helpful polycounters. Anyways, here's an update. Let me know if you can guess the actress, and any critique would be helpful. (Don't look at the last page, someone already guessed on a past update.)
Haha. I tried to capture her whole range of emotion here, even if I didn't really get a likeness. To my credit, I tried not to take the easy way and paint a photosource onto her, it's polypainted by hand.
Hey people, great work everyone, there's some amazing things in here. Here's the final version (probably) of my Gambit sculpt. 100% Zbrush. Used it to practice some non-organic sculpt in Zbrush and I liked it a lot! Hope you guys like it. Comments and crits are always welcome.
Holy balls, ysalex. While the likeness isn't perfect, you've done an excellent job of getting the general look AND differentiating it from your previous works.
I got that itch again that I want to make a new base mesh. I sorta have out-grown my old one and I want to make some improvements from the things I have learned recently.
Nicely done, the cherry blossom tree looks quite sparse.
Also, the inner pieces of the door frame (where you can see plane where the doors meet) looks wrapped around and stretchy. Perhaps separate that out a bit more and add scuffing, etc.
Hey people, great work everyone, there's some amazing things in here. Here's the final version (probably) of my Gambit sculpt. 100% Zbrush. Used it to practice some non-organic sculpt in Zbrush and I liked it a lot! Hope you guys like it. Comments and crits are always welcome.
Proportions seem a bit off, think it's the head that's too big. Or the legs are too short. Compare the length of you head, to that of your upper leg. And the torso compared to the legs.
Hi EarVant thank you for point it out for me! You're right, I guess his head is a little big indeed, and maybe the torso armor is a little too big and make his legs look shorter. I'll try to figure it out and fix it! Tnx!
http://thatanimator.com/dump/tf2scoutunity/ <- RETS PRAY FUN GO!
hooked up a cutscene to trigger when you reach the top of the "tower" or whatever
gonna work a bit more on the animation..
wondering if anybody is super bothered by the heavy floating in the air after begin launched or if you'd accept that as "game" :P
I mean, kinda Tekken style juggle thingy..
it's the way the animation paned out.. I can't really get the scout around and up fast enough for the heavy not to look too weird..
I'm wondering if the heavy could fly way higher after being launched, then fall back down again and then have the scout smack him, mid-air..kinda redundant perhaps? dunno..
directed cameras would help to hide the floatyness, but I'd prefer a free flying camera..
Raven: Nice! There is something with the proportions of the beast that I dont like, maybe its the fact its too much alike a human being in 4 legs? dunno. Other than that, pretty sweet!
Biofrost: That is looking super sweet. Cant wait for the final thing!
Ima call this one done, I never finish anything and need to start getting in the habit of doing so. The more pieces I finish the more polish I'll start adding to them. I know there is enough to improve upon, but I'll do this during my next project.
I'm sorry, could anyone tell me which is the best way to post images in here. All I get to post are thumbnails and links and the help forum mentions something about links to create an album that I think don't exist
MeintevdS:
As much as you may be interested in moving on to something new, I think it'd be great if you took a few more hours to polish up that bust. It has some really great shapes and the base colors you've got are really good, but there are a few fairly simple things I think you could do to push it to a more refined and polished state that could even be put in a portfolio as a study.
One of the first things I'd suggest is easing back on some of the baked lighting. While it can help you achieve exceptionally good results, it looks like you're currently just multiplying it over some base colors. In a lot of cases this is enough, but I think it's working against you here. Try easing back on it and colorizing bits so they work better with the underlying colors.
Something else I'd suggest is trying to bring down the saturation of your colors and then trying to get the color zones of the face working well. In general, males will have yellowish tones on the upper face/forehead, reddish tones around the nose and cheekbones, and blue-gray tones along the jaw where stubble grows and the blood vessels are more sparse. You can get that pretty easily on this guy. EDIT: One more thing I'd also suggest for coloration is trying to bring the bright red areas closer to a pinkish tone rather than the orangy stuff you've got right now. What you have doesn't look bad, but it's also not helping sell the idea that it's skin with bright red blood vessels going through it. A more pinkish tone will really help sell that idea.
You could take some of the blue from the hair and do a light wash over his cheeks and jaw to suggest stubble without spelling it out by using noise. I don't feel the noise works well with his general style, anyway, because the rest of the head uses large chunky shapes. Doing a more gradiated coloring instead of noise will help give the impression of noise while retaining the style.
There are a couple of other things I'd suggest as well that will really help sell that this is a finished piece:
A specular map (even just a quick and dirty one) will make this whole thing pop. Spec will also help sell the shapes and give more volume to the model without needing that baked lighting. Making the spec strong and glossy on the edges of the eyelids, the tip of the nose, the lips, and any scars or weird bumps will also make those bits pop and make it seem like the skin is taut and different from the rest.
If you want to push some more interesting style into this guy, a quick sub-surface scattering/transmission map that's just a couple of large washes of color will make the appropriate parts of his head feel a lot more like skin. With simulated SSS, you won't have to put as much saturated color into the diffuse because the SSS will pick up some of that slack.
I did a quick paintover to illustrate some of these things. I think if you were able to play around just a little more with some color and spec, this piece would be absolutely stellar. It might even make for a good head to put on a finished body, as well.
I don't suppose anyone remembers a random painting I done of a penguin and robot a few months ago? I decided I would have a go at making it in 3d, it is still very much a WIP at the moment. (The model with no toe nails is old)
Replies
Still super sloppy, barely know what I'm doing; but here's the first render I did that didn't look like complete poo.
(Hopefully getting some help from some friends in high places to help me tweak).
Next step is to learn Hair Farm. Give him some eyebrows, and hair n' stuff.
Dat Alchemy, rite ?
Anyway this is awesome
So yeah, they can go down to the park and ride bikes or jump rope or eclipse the sun with a shadowy maw that bends the will of humanity for dark purposes. Whatever.
Awesome page everyone
http://www.polycount.com/forum/showthread.php?p=1665147
Thanks in advance.
ysalex that looks great, you really captured that constipated/crying/I can't act expression of hers lol
So broke down and finally bought nDo2...and...I'm in love
Quick Test
512x512 Normal, AO
Fantastic work!
Just another boot pratice.
Filled in between the keyframes on this guy and added some colour.
... I don't think I'm going to do all of his animations like this.
There must be a quicker way to make game sprite animations!
Lookin for Lots of Feedback: http://www.polycount.com/forum/showthread.php?p=1668297#post1668297
Here is my progress from a couple nights of pushing and pulling.
Also, the inner pieces of the door frame (where you can see plane where the doors meet) looks wrapped around and stretchy. Perhaps separate that out a bit more and add scuffing, etc.
Proportions seem a bit off, think it's the head that's too big. Or the legs are too short. Compare the length of you head, to that of your upper leg. And the torso compared to the legs.
http://thatanimator.com/dump/tf2scoutunity/ <- RETS PRAY FUN GO!
hooked up a cutscene to trigger when you reach the top of the "tower" or whatever
gonna work a bit more on the animation..
wondering if anybody is super bothered by the heavy floating in the air after begin launched or if you'd accept that as "game" :P
I mean, kinda Tekken style juggle thingy..
it's the way the animation paned out.. I can't really get the scout around and up fast enough for the heavy not to look too weird..
I'm wondering if the heavy could fly way higher after being launched, then fall back down again and then have the scout smack him, mid-air..kinda redundant perhaps? dunno..
directed cameras would help to hide the floatyness, but I'd prefer a free flying camera..
still pretty wipish
Will submit it tomorrow after I've updated my Portfolio and CV.
Biofrost: That is looking super sweet. Cant wait for the final thing!
https://dl.dropbox.com/u/6634331/touplooad/Untitled-2.jpg
As much as you may be interested in moving on to something new, I think it'd be great if you took a few more hours to polish up that bust. It has some really great shapes and the base colors you've got are really good, but there are a few fairly simple things I think you could do to push it to a more refined and polished state that could even be put in a portfolio as a study.
One of the first things I'd suggest is easing back on some of the baked lighting. While it can help you achieve exceptionally good results, it looks like you're currently just multiplying it over some base colors. In a lot of cases this is enough, but I think it's working against you here. Try easing back on it and colorizing bits so they work better with the underlying colors.
Something else I'd suggest is trying to bring down the saturation of your colors and then trying to get the color zones of the face working well. In general, males will have yellowish tones on the upper face/forehead, reddish tones around the nose and cheekbones, and blue-gray tones along the jaw where stubble grows and the blood vessels are more sparse. You can get that pretty easily on this guy. EDIT: One more thing I'd also suggest for coloration is trying to bring the bright red areas closer to a pinkish tone rather than the orangy stuff you've got right now. What you have doesn't look bad, but it's also not helping sell the idea that it's skin with bright red blood vessels going through it. A more pinkish tone will really help sell that idea.
You could take some of the blue from the hair and do a light wash over his cheeks and jaw to suggest stubble without spelling it out by using noise. I don't feel the noise works well with his general style, anyway, because the rest of the head uses large chunky shapes. Doing a more gradiated coloring instead of noise will help give the impression of noise while retaining the style.
There are a couple of other things I'd suggest as well that will really help sell that this is a finished piece:
A specular map (even just a quick and dirty one) will make this whole thing pop. Spec will also help sell the shapes and give more volume to the model without needing that baked lighting. Making the spec strong and glossy on the edges of the eyelids, the tip of the nose, the lips, and any scars or weird bumps will also make those bits pop and make it seem like the skin is taut and different from the rest.
If you want to push some more interesting style into this guy, a quick sub-surface scattering/transmission map that's just a couple of large washes of color will make the appropriate parts of his head feel a lot more like skin. With simulated SSS, you won't have to put as much saturated color into the diffuse because the SSS will pick up some of that slack.
I did a quick paintover to illustrate some of these things. I think if you were able to play around just a little more with some color and spec, this piece would be absolutely stellar. It might even make for a good head to put on a finished body, as well.
http://www.artbypapercut.com/forum/index.php?topic=61.0
its based on a concept from Ian McQue. rendered in the marmoset engine.