Nice work Fred2303! Only thing I'm not sure about are the ears. They don't seem to flow with the rest of the design. I see that the concept has round ears too, but they almost look like a hard surface rather than skin based. Maybe rounding it over a bit more would take care of that. Still a great looking sculpt.
Wester, the angle makes it alittle hard to be sure but from your ref it looks like the elevated building should be a tiny bit higher up, or at least have the blue-ish trim be a little more narrow
Hey guys, I'm new here and this is my first post, I've only been modelling in 3d for about 5 months at Uni, tell me what you think and any help/criticism would be greatly appreciated, cheers people. Its a world war tank called the archer, its not finished but its coming along OK i guess.
Wester: Looking real nice, I think the contrast is a bit low on the screenshot, but that might be just me
This is what I am working on at the moment
Finished high
kodde: if you got a shader editor, I make my eyes' lens effect via a spherical normalmap.
I studied many photos of eyes, and their job is really just to catch all the reflection from the area (especially the highlights) due to their spherical shape .. the rest (diffuse) is pretty straight forward and didn't utilize the lens normals.
Wow, love coming to this thread. Always serves as a huge inspiration boost.
I've been taking an online course directed towards anatomy, so i've been making an escorche among other things.
Chai> Looks interesting. Sounds like it's very similar to what I'm doing with my old "EyeShaderSimple". What I did in mine is to use a spherical eye which had been flattened at the front tip where the lens would be. This model would use a normal map which would be baked from a spherical shape. I used the normal map for specularity and reflections, and the geometry normals only for diffuse and ambient lighting. This would make the lighting seem to differ from the lens/eyeball shape which was what I wanted to achieve.
My conclusions and reasons for wanting this effect is the fact that the point where the specular ends up is most of the time not the same point you want the iris to be lit, it all depends on the light rays angle. This image which was posted earlier in this thread shows this clearly. Look at the image at the very bottom. See how the specular highlight is on the right side, and the the lit parts of the iris is on the opposite side? You wont get that with just a spherical eye with no form of lens or shader to mimic it.
Your eyes look nice. Any faking of ao/shadows near the lids? If you want more realistic I'd probably make the irises a bit smaller I think.
Awesome turnaround Haiasi. There were so many amazing enties in that Darksiders comp.
Slowly plugging away on this guy. Schoolism course and other things getting in the way. Pretty much done, might add some clothing detail to the bust and do a low poly version.
I decided to try designing a suit of armor using zBrush. It's not really done as there's no detailing done on it and it misses a lot of bolts and leather straps, but I feel I figured out the workflow well enough and I need to move on.
Great work guys..
@ Haiasi -outstanding work dude !
@ battlecow - looks nice - nice texturing
Quick scetch for my new building, kind of dark sanctuary - not sure yet
kodde: if you got a shader editor, I make my eyes' lens effect via a spherical normalmap.
I studied many photos of eyes, and their job is really just to catch all the reflection from the area (especially the highlights) due to their spherical shape .. the rest (diffuse) is pretty straight forward and didn't utilize the lens normals.
Would love to have some insight on your shader ! would that bother you to explain it a little ?
darbeenbo great shading on that furniture! S_L_A_V_A: The car looks good and I like how the windshield is all cracked. but I think the blood on the roof looks a bit to "sprayed on". Maybe you could make it look more smeared?
Replies
Finishing up!
HELL YEAH.
the concept i used is from Dado almeida on that sheet :
By fred2303 at 2012-03-29
By fred2303 at 2012-03-29
hope you like it! any crits are welcome
Building reference.
Scene so far.
Shanthosa - Thats coming along great. Some nice warning texts, etc will really add to the piece.
YBourykina - I hate leaving unfinished work Glad to see you are picking it back up again. You've got a great silhouette going on with that character.
Fred2303 - Great job. Its the double of the concept. But I think the nose has more of a fall off in the concept.
Wait... I have seen that before... is it an hand operated faecal sludge pump? Why the F are you making a game model of that???
Couple shots from me
Quite big images :poly122:
[ame="http://www.youtube.com/watch?v=j9odYJF7mhE"]Sixties - 29/03 - WIP - Car interior and slight environment work. - YouTube[/ame]
Here's an update on the Joker:
This is what I am working on at the moment
Finished high
Current Low
I studied many photos of eyes, and their job is really just to catch all the reflection from the area (especially the highlights) due to their spherical shape .. the rest (diffuse) is pretty straight forward and didn't utilize the lens normals.
I've been taking an online course directed towards anatomy, so i've been making an escorche among other things.
Still got a lot of work to do on the textures! :I
My conclusions and reasons for wanting this effect is the fact that the point where the specular ends up is most of the time not the same point you want the iris to be lit, it all depends on the light rays angle. This image which was posted earlier in this thread shows this clearly. Look at the image at the very bottom. See how the specular highlight is on the right side, and the the lit parts of the iris is on the opposite side? You wont get that with just a spherical eye with no form of lens or shader to mimic it.
Your eyes look nice. Any faking of ao/shadows near the lids? If you want more realistic I'd probably make the irises a bit smaller I think.
Redoing pieces for the scale and redoing the windows now.
Slowly plugging away on this guy. Schoolism course and other things getting in the way. Pretty much done, might add some clothing detail to the bust and do a low poly version.
that needs to show at least twice. epic stuff man. such a powerful piece
And here's the beginnings of a digital ecorche:
looks cool but that font is super hard to read. It took me a few minutes to figure it out and I still guessed wrong, I thought it said "obitsilence"
@ Haiasi -outstanding work dude !
@ battlecow - looks nice - nice texturing
Quick scetch for my new building, kind of dark sanctuary - not sure yet
Fan Art (backspace will repair not wash)
Would love to have some insight on your shader ! would that bother you to explain it a little ?
Repost for awesomeness, too !
S_L_A_V_A: The car looks good and I like how the windshield is all cracked. but I think the blood on the roof looks a bit to "sprayed on". Maybe you could make it look more smeared?