Thanks, its pretty much based off a real sky picture then tweaked in photoshop with filters/Paint-overs.
here is my second attempt at doing stylised sky domes :
Still need to work on the lighting a bit later on.
holy......WOW....i seriously hope to one day achieve the stuff you do 0.o
speaking of hand-painting...finally finished with my 3dmotive hand painted weap...changed quite a bit from the main ref...this was 100% fun to do for practice and its been a while since i fully completed something ...also tweaked the final color with a slight hue/saturation and contrast due to my main color palette being EXTREMELY dull and lifeless
oh ya, it'll definitely look like pixel soup , but it was great practice though and I enjoyed modeling it, chances are good I'll be doing most of the normal map in nDo2.
Hmmm... You know it is weird because I have always know it as Fred Rambaud's concept because his name is on the concept. Though the Jpeg I have it titled by elsincara. I bet it has something to do with them at Imaginary Friends Studio. They both have ripped their art off the internet so idk it is hard to find out. I sent Fred an email a long time ago and he said it was fine to do the concept as long as I credited him on the final piece.
In anycase! That makes me glad that you were able to see it. Sometimes I feel I strayed away from the concept pretty far.
Ravenslayer - the water looks great, as does the lighting all round. but something about the face seems off to me: possibly eyes too close together, inconsistent perspective, conflicting scale between face and head
supaclueless - looking good, but there's a lack of definition between materials I think, other than their colour. the metals could use some sharper highlights as they're looking a little muddy.
Bonebrew - I think some of the anterior muscles look under-developed compared to the posterior, especially the triceps vs. biceps; the biceps could use more width. same with the pecs vs. lats/traps
gilesruscoe - that armour is awesome, love the style. I think the guy's head could be lowered though (looks slightly long-necked) and given some specular highlights
Marshal Banana - it looks good, but my first impressions were that the neck intersects the torso too high, the deltoids are overly prominent, hands too large, lack of distinction between thigh and hip, and the legs seem stiff and lacking shape
This is a cross post, but here's what I submitted to Blitz studio in my application for their open day. Any crits on model/topology/textures/presentation are welcome! my normals are a mess I know
It'll also feature some ulimited scrolling of all the images on the site! http://www.conceptroot.com/ult/random.php
If you got any ideas of things that could be of an addition let me know
here's a zbrush sculpt that just ended up looking like an alcoholic, so i gave him a bottle of beer and sculpted a couple drunken poses. i did the different poses on separate layers,and it was polypainted and rendered in zbrush. i adjusted levels, added film grain, and a background in photoshop. there is also a closeup of one of the poses here. http://www.ericspitler.com/images/3d/drunksculptcloseup.jpg.
Guzz- Other than the feet Im loving the proportions on that girl!
Shameless Cross Post Away!
My Deus Ex inspired horse for the Polycount University Challenge:
still working on lighting and texturing the weapons
This is really nice, the only thing that feels off to me is the face. Really nice work on the clothing. I suck at doing good clothes for my characters haha, oh well good thing I ain't a character artist ^^
The Story: A man lost his family and is taking up necromancy in order to bring them back to life..So I tried to merge some aspects of the Undead city Brill and some Human buildings to kinda try and get the feel of a human transitioning into the dark arts.
Replies
looks awesome, but do you NEED to do studies of boobs or do you WANT...
holy......WOW....i seriously hope to one day achieve the stuff you do 0.o
speaking of hand-painting...finally finished with my 3dmotive hand painted weap...changed quite a bit from the main ref...this was 100% fun to do for practice and its been a while since i fully completed something ...also tweaked the final color with a slight hue/saturation and contrast due to my main color palette being EXTREMELY dull and lifeless
Marmoset render
just a little treasure
oh ya, it'll definitely look like pixel soup , but it was great practice though and I enjoyed modeling it, chances are good I'll be doing most of the normal map in nDo2.
Oh sweet! Its cool to see it big. Came out awesome. Love those colorshifts.
Hmmm... You know it is weird because I have always know it as Fred Rambaud's concept because his name is on the concept. Though the Jpeg I have it titled by elsincara. I bet it has something to do with them at Imaginary Friends Studio. They both have ripped their art off the internet so idk it is hard to find out. I sent Fred an email a long time ago and he said it was fine to do the concept as long as I credited him on the final piece.
In anycase! That makes me glad that you were able to see it. Sometimes I feel I strayed away from the concept pretty far.
there is an uncontrollable urge so i would say a little of both
Shoulder looks kinda weird to me
Density
It looks awesome though dude
If you make some more branches and attach some leafes to them it should look more dense.
with her arm/elbow elevated over on her left side makes it look she has a 3rd boob
supaclueless - looking good, but there's a lack of definition between materials I think, other than their colour. the metals could use some sharper highlights as they're looking a little muddy.
Bonebrew - I think some of the anterior muscles look under-developed compared to the posterior, especially the triceps vs. biceps; the biceps could use more width. same with the pecs vs. lats/traps
gilesruscoe - that armour is awesome, love the style. I think the guy's head could be lowered though (looks slightly long-necked) and given some specular highlights
Marshal Banana - it looks good, but my first impressions were that the neck intersects the torso too high, the deltoids are overly prominent, hands too large, lack of distinction between thigh and hip, and the legs seem stiff and lacking shape
This is a cross post, but here's what I submitted to Blitz studio in my application for their open day. Any crits on model/topology/textures/presentation are welcome! my normals are a mess I know
Baked out the rock I was working on, threw it into the UDK to block out the placements.
No textures, just AO/Normal/ Constant 3 Vector to give it some colour
I'm working on a game character, Chani, from Dune.
Here's the basemesh
Beauty 1
Beauty 2
Spec
Texture:
Turnaround:
// CLONErZ
BUDDINKz
something i'm slogging away on.
Great work, looking at it now.
Looks Cool! Makinga Shmup?
Tacit math, man i really want to see some finished pieces from you, you always post such tasty tasty sketches.
Anyways, here is some messing around in sculptris, dunno, i may take something to finished for once...
Shameless Cross Post Away!
My Deus Ex inspired horse for the Polycount University Challenge:
Calling this done for now.
Moving on to my next project.
The Story: A man lost his family and is taking up necromancy in order to bring them back to life..So I tried to merge some aspects of the Undead city Brill and some Human buildings to kinda try and get the feel of a human transitioning into the dark arts.
This engine is a joy to work in compared to Source.