Great work everyone, murph I love that creature! Here's a Rat Monster I did a few months back, but finally have enough time for retopology, and hopefully an animated sequence. Made him after seeing the Tooth Fairies in 'Dont Be Afraid of the Dark'.
I've recently redone the presentation for a few of my old models. I hope polycount likes sparkly pink dragons, muppet goblins and sassy pirate wenches. I don't think I've ever posted in WAYWO before, but I often look through this thread.
I have been keeping up with thread for awhile, but I rarely post. After seeing everyone's amazing work, I don't feel I deserve to post my work with yours. But that won't stop me, I am determined to get better. This is my work in progress of my ArenaNet Art test. I hope you can give me some pointers, because getting that internship would change my life.
This is my work in progress of my ArenaNet Art test. I hope you can give me some pointers
Going off of the concept from ArenaNet's page, here:
There are some major differences in anatomy from the concept to the model. He should be much more muscularly built (neck is thicker, Body makes more of a "T" shape). Since you only modeled the smaller, more rendered horns in the concept, they should be a bit smaller in comparison to the size of his head.
Because there is no view of the back, it's difficult to tell how that "fur" is attached to his clothing, but it is much higher and "fluffier" than you have it.
In the concept, his clothing is relatively texture-less, excluding the wrinkles, while the model's normal map on the clothing is distracting by creating too much visual noise.
I feel like you've captured the shape of the gold flames on the gauntlets, boots, shoulder, and helmet pretty well, but they're rather uniform in color except for what seems like black "outlines" that are painted around the shapes. The concept shows a deeper, less yellow, golden color around the centers of the flames, transitioning into brighter "highlights" around the edges. So, you've got your values flipped around, and that could be helped with differences in specular value in the two different areas, in addition to the changes in diffuse.
Anyone is completely free to contradict or correct anything I've said. I don't really make characters so someone more practiced than me might be able to give you better pointers. I'm just saying whatever looks weird or off to me.
Incredible work here as always! Cross posting, still a long way to go! If you want to check out any of the other WIP images click the WIP link in my signature. Thanks!
michael milano : Damn, that creature looks awesome, I hope you'll find the time to make some animations with it =D
Here's my latest sculpt. I always avoided to make female faces as it seemed so difficult, but I finally took some time to really study the female anatomy and that's what came out of it Hazardous' tips about the female face came really handy ^^
Great work everyone, murph I love that creature! Here's a Rat Monster I did a few months back, but finally have enough time for retopology, and hopefully an animated sequence. Made him after seeing the Tooth Fairies in 'Dont Be Afraid of the Dark'.
Really awesome piece! Dat mohawk!
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Finishing up my Hipoly.
Hell this thread is the best inspiration place i could find everyday ! @fingus : love your render and your texture process @hazardous : the prettiest face i've seen in this thread, i fell in love with your pepper ! @faf :magnificent textures, i must say
Updating my champion for the Showdown Contest, Isaac Newton. Working slowly on the body textures.
About time I got round to using this account a little more!
Anyway, this is just a practice sculpt for my anatomy classes. Nothing too special, I used the basic human model in Mudbox as the base to do this. Still, practice makes perfect:
Sketched this today/ Working on my cyberpunk costumes for a comic book project. The idea is I'll save time by making the main characters as pose-able 3d dudes then paint over everything.
Oh yeh Hazardous skin material in zed - thanks Haz!
I have a lot of time for this kind thing! Jacket is sexy shit.
looking good donavonyoung, the basket on his back seems to have gotten a bit low rez?
Ive just started on this low poly building in udk, had it planned out in max for a while, its one 1024x1024 texture for everything except the pavement. Still needs some corner trims and I cant seem to get rid of the seams between the tiling wall geometry This is just diffuse at the moment.
Replies
http://www.polycount.com/forum/showthread.php?t=106989
(diffuse only)
A thing done this afternoon while explaning some zbrush to a friend, I felt like polishing it and doing a texture ^^
Here they are:
still some things to do
Going off of the concept from ArenaNet's page, here:
There are some major differences in anatomy from the concept to the model. He should be much more muscularly built (neck is thicker, Body makes more of a "T" shape). Since you only modeled the smaller, more rendered horns in the concept, they should be a bit smaller in comparison to the size of his head.
Because there is no view of the back, it's difficult to tell how that "fur" is attached to his clothing, but it is much higher and "fluffier" than you have it.
In the concept, his clothing is relatively texture-less, excluding the wrinkles, while the model's normal map on the clothing is distracting by creating too much visual noise.
I feel like you've captured the shape of the gold flames on the gauntlets, boots, shoulder, and helmet pretty well, but they're rather uniform in color except for what seems like black "outlines" that are painted around the shapes. The concept shows a deeper, less yellow, golden color around the centers of the flames, transitioning into brighter "highlights" around the edges. So, you've got your values flipped around, and that could be helped with differences in specular value in the two different areas, in addition to the changes in diffuse.
Anyone is completely free to contradict or correct anything I've said. I don't really make characters so someone more practiced than me might be able to give you better pointers. I'm just saying whatever looks weird or off to me.
Cheers, and keep at it
great topo, a violin is such an awesome object to study mesh flow on! would love to see this rendered in an engine with materials
Here's my latest sculpt. I always avoided to make female faces as it seemed so difficult, but I finally took some time to really study the female anatomy and that's what came out of it Hazardous' tips about the female face came really handy ^^
spaceman spiff style creature for conceptart.org challenge
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Finishing up my Hipoly.
more shots can be found:
http://geledonutt.viewbook.com/album/kingtiger
Nice one, altough I can't help but shake this feeling that the tracks would just break the instant the tank try's to move.
Especially because imo a king tiger has fairly "bulky" tracks.
http://img713.imageshack.us/img713/3783/aakt01.jpg
http://img805.imageshack.us/img805/6384/kingtiger5623.jpg
Fantasy Shizzle.
I really like 2 and 3. 1 just seems a bit...hmm chubby?
Got inspired?
@fingus : love your render and your texture process
@hazardous : the prettiest face i've seen in this thread, i fell in love with your pepper !
@faf :magnificent textures, i must say
Updating my champion for the Showdown Contest, Isaac Newton. Working slowly on the body textures.
Isaac Newton - Showdown
Haha, I saw a drawing of the lineart that I used as a reference. Didn't know it was a finished model Bummer
edit* This is actually the one I was looking at:
but a google search I just did turned that one up on the first page. Must've missed it. Lame. Nice gun though.
[ame="http://www.youtube.com/watch?v=tnQOz881HHY&hd=1"]Mech model sheet Part1 - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=UIsX8kV6o1A&hd=1"]Mech model sheet Part2 - YouTube[/ame]
Messing about ...
Still doing some high poly practice, will be eventually baked once I get everything smooth and accurate. Using Matballz
nice work- reminds me of Bastion a bit
Anyway, this is just a practice sculpt for my anatomy classes. Nothing too special, I used the basic human model in Mudbox as the base to do this. Still, practice makes perfect:
Aw man, how amazing is it?
I had a play around with it rendering my renault about a week and a bit ago:
Definitely a viable alternative to traditional high poly rendering imo, and is so damn quick.
I have a lot of time for this kind thing! Jacket is sexy shit.
The wrinkliest alien in all the land...
After two years I finally got the time to port my old game
Chain3D for Android. iOS version will be out later.
[ame="http://www.youtube.com/watch?v=-XaVPknQsW8"]Chain3D Android Gameplay - YouTube[/ame]
Google Play : http://bit.ly/Vt8MHr
Online Flash version: chain3d.alphapolygon.net
Texture wip... shouldn't saturate this light so much :<
Ive just started on this low poly building in udk, had it planned out in max for a while, its one 1024x1024 texture for everything except the pavement. Still needs some corner trims and I cant seem to get rid of the seams between the tiling wall geometry This is just diffuse at the moment.