I know its hard to tell what it is so far but I plan on having these two buildings (which aren't complete btw) to be on a platform, I still have to add railings, but yeah these are going to be buildings just not finished yet ha.
Crazyfool - nice busts as always man, thanks for the vid too!
Eight - I'm diggin her so far, the eyes seem a bit far apart to me though, also please make her alakazam!
Wasabi - super nice prop
Crazyfool - nice busts as always man, thanks for the vid too!
Eight - I'm diggin her so far, the eyes seem a bit far apart to me though, also please make her alakazam!
Wasabi - super nice prop
Xpost for my mutant. still lots to fix.
Bad ass texture job!
I think the belt strap needs a bit of detailing and your be good to go.
Great job man, your texturing skills have taken a huge leap since last time iv seen you texture.Daddies proud baby.
*Deep moan*
Daphz & G_I_B_B_O_N - Awesome critiques guys.All will be taken into consideration next time im chipping away at this alien faced...thing.Alakazam is definitely up next once I get his trainers eyes fixed up.
Nice stuff Mr Ace, and Dennis I love that guy, but maybe the back of the knees are a bit to sharply defined... seems off but that could be the way you meant it to look.
Also props to crazyfool, your work just has that squeaky clean look. so aweseom.
Hi guys, only just joined today, and I've already seen so much inspiring work!
Here's a sculpt I did recently for a personal project. I'd love some critique on it. The detail focus was on the face, but he's still missing eyes and teeth.
I used POW's and other emaciated people as reference.
Great rocks Glode! Love them! What's your workflow for them? I've tried a few without much luck going Sphere > Move Brush > Planar > Remesh > General cutting, polishing, then noising it up. Do you start with a basemesh or a ZBrush primitive?
Thanks man , my work flow is pretty basic as far as i know:
I start with zspheres, building up the generic shape by scaling and moving them around. I then convert it to a polymesh and sub devide a few times so i have enough to work with. I turn on surface noise and tweakthe scale and amount of noise to help direct the flow and visual information the rock might have.
I then select the claytubes brush with a hard square alpha, and build up the shape of the rock information, just very rough layout of the rock details, building up the detail to create veriation in details.
Once happy with the layout, i then switch to the planar brush withthe same square alpha applied and then flatten out areas to get the sharp rock feel i want, then i just use this brush and the claytubes repeating over till im happy
I like the warm to cool transition on those rocks, Jackwhat. The foliage feels a bit soft and airbrushy. I'd recommend checking out the work of someone like Oga Kazuo to see some really nice tonal arrangements within leaves that still remain nice and opaque-looking.
Feeling a little more confident on this cherry blossom tree after reading some tuts and looking at r4ptur3's write up from his BRAWL entry. Trying a similar approach to building my tree this time and it's working a LOT better than before, but it still needs work... I'm going to keep working on the tree to completion and just hope that getting some good lighting and a proper shader on it will pull together what I feel is missing. I like how the leaf dispersion is working now,,, but i'm not feeling the color, or the actual feel of the material yet.
Tips and suggestions appreciated - especially on cherry blossom tree making!
Cheers nick, I had some problems with them (the island is gunna be used as a background thing, didnt really know how much detail to devote to them) I'ma have a gander at some more of oga's stuff and see what I can learn from his approach to distant trees!
it's always weird how a creature seems the most alien when they're mostly exposed musculature. somehow you took something with flow and made it look spikey (crotch protrusion notwithstanding.) it looks pretty cool!
This is the latest sculpting exercise I've done in zbrush. It took me about 4 days, 3 hours each day. I've spend a lot of time this christmas studying anatomy again, back on my books and sketching on paper. I also did like a couple full-body quick sculpts to recap all I knew, but after it I felt like I wanted to model something more final. Voil
I like the warm to cool transition on those rocks, Jackwhat. The foliage feels a bit soft and airbrushy. I'd recommend checking out the work of someone like Oga Kazuo to see some really nice tonal arrangements within leaves that still remain nice and opaque-looking.
TRUTH SPOKEN!
I have these 2 books on my shelf in my studio space at home and they should be required reference.
There's a blu-ray devoted to him called 'The One who painted Totoro's Forest' that has HD images of all of his work on it. It's amazing to really study his backgrounds. A lot of the time his paintings are really loose and expressive up close, but solid and believable at a distance.
Feeling a little more confident on this cherry blossom tree after reading some tuts and looking at r4ptur3's write up from his BRAWL entry. Trying a similar approach to building my tree this time and it's working a LOT better than before, but it still needs work... I'm going to keep working on the tree to completion and just hope that getting some good lighting and a proper shader on it will pull together what I feel is missing. I like how the leaf dispersion is working now,,, but i'm not feeling the color, or the actual feel of the material yet.
Tips and suggestions appreciated - especially on cherry blossom tree making!
Where your tree connects to the ground plane, it's too 'even'. Maybe some roots, some blossom pedals spread around the base of the tree. Break up the ground at the base of the tree and make it a bit uneven, like there's something just under the surface, like roots.
Much better! The leaf clusters feel a lot more solid all around. I'd consider changing the proportions of the trees to the rocks as they're very similar. Also, agreed with Nick on the color/tonal adjustments.
Btw, thanks for the Ghibli link, great collection of art there!
Asaro head... Ahh, is that what its called? lol. Its still WIP so i'll have another look at the cheeks. Thanks for pointing it out. This study is more about learning hard surface sculpting. Harder to do than I expected tbh.
thanks for telling me the name it. The reference I had was rubbish.
Replies
and Geledonutt looking very good as well
Well here's a wip of my environment:
I know its hard to tell what it is so far but I plan on having these two buildings (which aren't complete btw) to be on a platform, I still have to add railings, but yeah these are going to be buildings just not finished yet ha.
that's not crappy at all! infact I really like the flow of it and the color scheme. keep running with it!
MrAce: Is that Mako?
I'm playing concept artist, xpost from my sketchbook. Gotta go back over those hands and feet:
Froyok: this tribal looking golem is awesome!
I just cant believe how cool this forum is!
Eight - I'm diggin her so far, the eyes seem a bit far apart to me though, also please make her alakazam!
Wasabi - super nice prop
Xpost for my mutant. still lots to fix.
And a little .gif incase anyone is interested.
Good stuff everyone!
Bad ass texture job!
I think the belt strap needs a bit of detailing and your be good to go.
Great job man, your texturing skills have taken a huge leap since last time iv seen you texture.Daddies proud baby.
*Deep moan*
Daphz & G_I_B_B_O_N - Awesome critiques guys.All will be taken into consideration next time im chipping away at this alien faced...thing.Alakazam is definitely up next once I get his trainers eyes fixed up.
Now with 100% more alien punching bags.
this is awesome ! and so clean son, MOAR
Thanks for the support guys, Im really going to be giving everything I got these last few days. Here is the thread if anyone is interested.
*note bark on the other trees is just a place holder.
http://www.polycount.com/forum/showthread.php?t=90948
Also props to crazyfool, your work just has that squeaky clean look. so aweseom.
First speedy sculpt of 2012! An evening of livestream, demons and Game Dev Student Bullfrog memes! :P
Here's a sculpt I did recently for a personal project. I'd love some critique on it. The detail focus was on the face, but he's still missing eyes and teeth.
I used POW's and other emaciated people as reference.
Thanks man , my work flow is pretty basic as far as i know:
I start with zspheres, building up the generic shape by scaling and moving them around. I then convert it to a polymesh and sub devide a few times so i have enough to work with. I turn on surface noise and tweakthe scale and amount of noise to help direct the flow and visual information the rock might have.
I then select the claytubes brush with a hard square alpha, and build up the shape of the rock information, just very rough layout of the rock details, building up the detail to create veriation in details.
Once happy with the layout, i then switch to the planar brush withthe same square alpha applied and then flatten out areas to get the sharp rock feel i want, then i just use this brush and the claytubes repeating over till im happy
This turned out great! Keep them coming man.
Tips and suggestions appreciated - especially on cherry blossom tree making!
And for those that dont know who Oga Kazuo is;
http://www.buta-connection.net/galeries/galeries.php
it's always weird how a creature seems the most alien when they're mostly exposed musculature. somehow you took something with flow and made it look spikey (crotch protrusion notwithstanding.) it looks pretty cool!
This is the latest sculpting exercise I've done in zbrush. It took me about 4 days, 3 hours each day. I've spend a lot of time this christmas studying anatomy again, back on my books and sketching on paper. I also did like a couple full-body quick sculpts to recap all I knew, but after it I felt like I wanted to model something more final. Voil
time to texture
TRUTH SPOKEN!
I have these 2 books on my shelf in my studio space at home and they should be required reference.
http://www.animebooks.com/ogakaartco.html
http://www.animebooks.com/ogakaanarii.html
whaooo ,how your normal maps looks so well in 3dsmax ,my normal maps looks everything very weak in max
very nice work by the way
Love it !
WIAWO ->
papagersi - Sick normal maps.What do you use to bake them?
On to the Diffuse and Specular maps.
Shameless cross post *AHEM*
Really great stuff everyone! Very inspirational.
Wow man that totally blew me away !!
One thing though, the rim light on his chin vs the one on his pectoral muscles seem a bit off to me.
Good stuff !
Where your tree connects to the ground plane, it's too 'even'. Maybe some roots, some blossom pedals spread around the base of the tree. Break up the ground at the base of the tree and make it a bit uneven, like there's something just under the surface, like roots.
Much better! The leaf clusters feel a lot more solid all around. I'd consider changing the proportions of the trees to the rocks as they're very similar. Also, agreed with Nick on the color/tonal adjustments.
Btw, thanks for the Ghibli link, great collection of art there!
thanks for telling me the name it. The reference I had was rubbish.
great character man, can you show wireframe