Messing with materials and floor plane/AO comps in photoshop and marmoset, needs more lensflares and 90% chromatic abberation though to really sell the effect.. obviously...
I'm not an anatomy god - but these were some quick observations hope this you find this helpful
The face looks great though, and the hands may not be shrunk- I think I had to do that after I elongated them in photoshop I also pushed her hips out a bit with liquify
Really depends if one is after "perfect" proportions (a study in base human form) or a character, because y'know, we humans come in all different shapes and sizes.
Damn guys amazing work as always. Nick Carver- this is looking super cool man- what a style you got
Duncan finish it please
Hazard I am gonna have to make a script that automatically searches and downloads images from your posts very very cool as always.
Hazardous... Is... Is she wearing a DOUBLE thong?!
The answer had better be yes!
Duncan and Nick- You guys always seem to have the most expertly stylized characters.
Last renders from this weekend for the portfolio. I think I have a comfortable process down for this now.
Now to finish the other crap, for the season of interns is upon us!
It's been a hell of a weekend, working so many hours (It was funny though), trying to figure out how to do this rigging properly using CAT and 3ds max, since all the tutorials I found in bone rigging where done in Maya with the normal skeleton. I could have used Maya directly using the instructions in the tutorials straight away but I knew that if I tried I would end up finding the way...
Having this kind of setup makes animating so much funnier and easier...
I will upload a video of my new toy soon And when I get everything working right with this character maybe I should do a tutorial too, since I haven't found any one that showed me directly how to do it... I've had to figure out a LOT since it's a bit different in Max without the driven keys system that Maya has. I found a eat3d tutorial about it, but I didn't like it too much, for me it lacked some kind of general explanation of the proccess at the beginning... It was good, but again, it could have been better... I would like to do something to help anyone trying to do the same thing without having to suffer the head aches I had to. And of course everything for free :P
trying out a simple clay render setup for mental ray max 2011 that I found on the web. You can check it out here. It's a simple and super nice setup. I'm going to have some fun with this one.
I had originally planned to rig and pose him (also, uh, make his whip) but I feel kinda tired of looking at him and might just move on to other stuff...
@TheDarkKnight:
I might be wrong and it might be perspective, but I feel like the legs a bit short compared to the upper body.
And I feel like the muscle in his left upper leg (right for the viewer) looks a bit more like fat bulging than a defined muscle.
Anyway, awesome job so far! Looking forward to see more of him.
@Hazardous: You seem to be missing some fabric right around the chest area
@everyone: Awesome work guys, always a joy to check out the pages of the WAYWO.
zelldweller, a tutorial on rigging in max would be awesome! i've had the same problem that most tutorials i find are for maya.
I wonder why is this... Maybe it's because maya it's in fact much more confortable to do all this... Honestly animating with this setup I've done its a bit anoying, it's not like its anything too complicated or that has to do many calculations... yet the viewport does weird things sometimes, it doesn't refreshes well and blinks all the times...
When I was a maya user and jumped to 3ds max because I had to I hated it. Now maybe I'm used to it and I have learned to forgive all this shitty stuff. But I'm considering to switch back to maya again, maybe I would save some headaches...
Working on this goblin type dude. Still need to sculpt in some detail on the belts, cloth and add texture to the skin. Started out as a concept so not sure if I can be bothered to add anything below the waist.
Callesw - that looks fantastic, proportions are gorgeous. Not much to make crit about... emm probably if you made boobs like on Hazardous model it would kill a traffic here
Damn Hazardous, that's some nice looking curves. I am talking about the hair, of course...
Decided to once again tackle making an airplane, which ended up in the usual horrible looking result before my patience grew thin with the terrible topology:
This time however, I decided not to give up. After a few hours of studying sub-d modeling I instead ended up with this:
Quite an improvement, no? Now to start detailing it.
I've been working on this in-game female character for the past couple of weeks. Made from a cylinder and dynamesh in ZBrush with Zapplink, retopo in Topogun, baked textures in xNormal, textured in Photoshop and at last rendered in Marmoset Toolbag with default post-processing settings and the sunset-lighting.
Miche Amazing, though the zipper on the back of the skirt looks a tad weird and a bit of out of place spec going on at the back of the head. Besides that though, top notch!!
Guedin - Sick shapes so far man. Looks really agile.
jocz - its always nice seeing your stuff around man.
Replies
@ Gav: hahaha I vant to run away!..... really cool vamp man.
New character from me. I hope I finish this one :poly127:
. . . and Duncan. rad !!
dang87
Damytria
THANKS guys for the help!
I will post an update after I have done the changes.
Really depends if one is after "perfect" proportions (a study in base human form) or a character, because y'know, we humans come in all different shapes and sizes.
Liking the direction this going in, please post more!
LANCER POD RACER
some of my WIP , feel free to comment
Tried to hit the mark but missed...
I like that guy's silhouette, Duncan!
Couple of bits from me.
A quick head sculpt of a character from the project:
And an enviro speedy for the same thing:
Cheers!
Duncan: Love the proportions....moar please
Nick: Super clean sculpt man, love it
Max: damn son!!
Look out there's boobs above!
Nick: Holy cow man, that engineer is just golden I love that guy, get blown away every time you post gahhhhh!!!!
Duncan finish it please
Hazard I am gonna have to make a script that automatically searches and downloads images from your posts very very cool as always.
The answer had better be yes!
Duncan and Nick- You guys always seem to have the most expertly stylized characters.
Last renders from this weekend for the portfolio. I think I have a comfortable process down for this now.
Now to finish the other crap, for the season of interns is upon us!
I did all the art except the modeling and animating of the character (and UI stuff). 48 hours is though!
[ame="http://www.youtube.com/watch?v=QLGhxrZE-UM"]PlusMinus - Global Game Jam 2012 BELGIUM - YouTube[/ame]
Download here: http://globalgamejam.org/2012/plusminus (Oh and rate our project!)
It's been a hell of a weekend, working so many hours (It was funny though), trying to figure out how to do this rigging properly using CAT and 3ds max, since all the tutorials I found in bone rigging where done in Maya with the normal skeleton. I could have used Maya directly using the instructions in the tutorials straight away but I knew that if I tried I would end up finding the way...
Having this kind of setup makes animating so much funnier and easier...
I will upload a video of my new toy soon And when I get everything working right with this character maybe I should do a tutorial too, since I haven't found any one that showed me directly how to do it... I've had to figure out a LOT since it's a bit different in Max without the driven keys system that Maya has. I found a eat3d tutorial about it, but I didn't like it too much, for me it lacked some kind of general explanation of the proccess at the beginning... It was good, but again, it could have been better... I would like to do something to help anyone trying to do the same thing without having to suffer the head aches I had to. And of course everything for free :P
I had originally planned to rig and pose him (also, uh, make his whip) but I feel kinda tired of looking at him and might just move on to other stuff...
Update on my Voldemort sculpt, going to start the robes next
I might be wrong and it might be perspective, but I feel like the legs a bit short compared to the upper body.
And I feel like the muscle in his left upper leg (right for the viewer) looks a bit more like fat bulging than a defined muscle.
Anyway, awesome job so far! Looking forward to see more of him.
@Hazardous: You seem to be missing some fabric right around the chest area
@everyone: Awesome work guys, always a joy to check out the pages of the WAYWO.
later in the game .. still WIP
I like the topless look!
I wonder why is this... Maybe it's because maya it's in fact much more confortable to do all this... Honestly animating with this setup I've done its a bit anoying, it's not like its anything too complicated or that has to do many calculations... yet the viewport does weird things sometimes, it doesn't refreshes well and blinks all the times...
When I was a maya user and jumped to 3ds max because I had to I hated it. Now maybe I'm used to it and I have learned to forgive all this shitty stuff. But I'm considering to switch back to maya again, maybe I would save some headaches...
Here's a character I've been working on lately.
Almost done with the sculpt!
Feedback is as always appreciated.
I want ^this^ for myself to toy with
More details:
Sketchbook thread
Nice style on that rifle Sorken!
Working on this goblin type dude. Still need to sculpt in some detail on the belts, cloth and add texture to the skin. Started out as a concept so not sure if I can be bothered to add anything below the waist.
And little progress of my dogish knight.
Decided to once again tackle making an airplane, which ended up in the usual horrible looking result before my patience grew thin with the terrible topology:
This time however, I decided not to give up. After a few hours of studying sub-d modeling I instead ended up with this:
Quite an improvement, no? Now to start detailing it.
Dude.... this is so much expressive . Great sculpt, awesome for a speedy, this kinda work would take me forever haha.
I've been working on this in-game female character for the past couple of weeks. Made from a cylinder and dynamesh in ZBrush with Zapplink, retopo in Topogun, baked textures in xNormal, textured in Photoshop and at last rendered in Marmoset Toolbag with default post-processing settings and the sunset-lighting.
Hope you like her.
Here's a concept for a new robot I'm working on
a wip for a mini contest, it's supposed to be an earth elemental, but i'm just having fun with
Guedin - Sick shapes so far man. Looks really agile.
jocz - its always nice seeing your stuff around man.