really a nice sculpt...and also do you mind sharing a bit of process on how you're sculpting hair and fur? how do you make those sharp lines? is it custom brush?
thanks joe and raven, and damn! awesome if I've been able to approach anything even slightly similar to that guy
Fnitrox and STRIKER, thanks doods! As far as the fur and stuff I'm too stoopad to do anything fancy haha, it's just a sharp brush to cut in and pull out with standard, sometimes clay to fill the planes, and pinch with a high brushmod with minor stuff like the ears or to clean up. I do use mrKite's brush-profile alphas still though, just the sharp 3 and bubbly 3, they're in the bottom right of my ui in the timelapse
Tokusei: Well, it's a bit hard to change the model now, but your poly distribution is really bad. Things like the trigger and especially the barrel are way way too high poly when taken into account that you didn't model the slide grooves in.
I would model the slide grooves in, and knock off several sides from the trigger/barrel next time around.
actually the trigger/barrel/mag release is the last high poly geo which hasnt had uv space assigned so I will make sure that they are a lower res once I put them on the texure maps nice guns btw ^^
@ Jaco: Rock'n Roll. Looks pretty spot on to me. Tyrion is my favourite Game of Thrones character (both book and TV) and I think you are doing him real justice. No real crits but a whole lotta love.
Chris.. you are not making it easy for us to keep up. that timelaps is killer.
I love how everytime i see an image, you dont question who did it, it just screams funky.
Funkybunnies - i love girls with cat ears! this sculpt is lookin great! some small details like the inner part of the ears could use some touching up. looks a bit chunky in thar :P
Haha, Jaco! Yes! I look forward to seeing that progress.
Just finished up an Apollo 11 side-project I have been slaving over for quite a while now. It was much more difficult to find usable reference for than I would have imagined, but I believe I have most things correct, and hopefully haven't mix-matched too much with other the Apollo Missions.
I wanted to capture the style of Third Strike in this. As if Kazuya would be in it ^^ I think I got it about 75% right. I hope I get more time to do more Tekken characters //Jim
threw some colors on the highpoly. no details, worn edges, material definition and whatnot in it yet. but i will finish this piece. at least the highpoly.
I wanted to capture the style of Third Strike in this. As if Kazuya would be in it ^^ I think I got it about 75% right. I hope I get more time to do more Tekken characters //Jim
Looks nice, but indeed you're not quite there in terms of nailing the 3S style. Things that stick out to me:
-Outlines look pretty unrefined. It looks like you've attempted some anti-aliasing, but for the most part those attempts ended up turning into pillow shading and a layer of banding inside your outlines. The bottom of his right (viewer's left) pant leg and the underside of his right arm are the worst examples, but most outlines have similar problems to some extent.
-Muscle groups are lacking definition. The outline of his upper body is somewhat blobby, but more noticeably there are few clear lines within the body to define his deltoids, biceps, pecs, etc. The issue is compounded by the scarring... the scars aren't necessarily problematic in and of themselves, but them having more definition than the anatomy makes the upper body kind of hard to read in general.
-The colour of his gloves looks a tad dull. They may be accurate to his Tekken (or even SFxT) appearance but 3S is full of vibrant colours, and as such the gloves could stand to be a bit brighter. Besides, the reds and black kind of bleed together making the shapes a little hard to read.
-Proportions are slightly off all around - 3S (like every CPS arcade game) runs in 384x224, IE a non-4:3 resolution. When resized to "proper" size most of the body looks just right (or a smidge thin), but his head and hands looks noticeably narrow.
Finally, outside 3S style specifics there are some details that I think have room for improvements. The facial likeness feels a little lacking; his nose looks stubby and overall he looks a little young. The shape of his hair feels a little off somehow too, but I can't really put my finger on what...
er, well that came out a fair bit wordier than I had intended. :S Anyway, while not perfect the sprite does look quite nice, and I hope you post more.
wanted to try something that was outside my comfort zone,something organic :P
Been following the Hellchick concepts by Paul Richards, taking some different parts and mixed with a little bit of my own ideas. Super WIP still alot to do in subD before I go into zBrush ^^
moof: thanks a bunch man!
Rens: hey thanks a ton broski!
Spatz: hahah thanks dude!
BetelGeist: thanks for the crit man! It does get a little lumpy in the ears :poly122:
gilesruscoe: whoa I'm glad you were inspired! It looks pretty good dude, I dunno if you're looking for crits but I'd try and check the ridge of the brow from top view and get the fatty mass on the outside of the eye going, blocking in some really quick eyelashes does wonders too, and i think the back portion of the jaw might cut in a little bit too much or could use some more lower cheek mass to make her feel softer at the neutral expression
teaandcigs and conte: thanks doods!
Thegodzero: Thanks a ton man! haha this has been a surge of locked up artistic energy from school X_x
-Em'-: that's awesome! haha
Dan!: dat sum Slayers! lookin sweet man
nice konstruct! don't overdo it with these tapes. and you need to redo the lenses of the scope. set them more into the scope and apply another material there. or just go for a boost in the spec/gloss there
This is a portal that I made based on concept art from Unknown Worlds Entertainment Natural Selection 2 game. It is in Udk using matinee to trigger the animation, glow and particle effects.
hey ayoub44, I think you need to focus on the purpose of your prop, being sci fi its easy to go onto detail and fantasy (have done that mistake as well), and do not consider readability and connexion to a real world source.
Your prop does lack "meaning" and readability. It does look like a metal chunk with no purpose. I am assumning its a missile or something?
Also the shape is still too bland overall and uninteresting, you need to plan in advanced or at least do paintovers as you go and continue modeling. I will suggest you to take a look at real world sources related to the prop you are building and start off from there. Let your imagination continue what its being done and not reinvent the wheel. I mean you can, but that takes alot of experience to stablish more mature shapes that although might not exist, but have some coherence and readability. Hope I am making sense, its a constructive critic!
As for texturing, same thing. the purple lines does not have purpose there and the "blood" is spilled with no direction so it does not help to tell a story, not to mention that it passes underneath the purple stripe, which isnt normal.
@aphexx Why thank you sir. Yes, that does happen to be the marmoset Engine. I do hope people don't go *omgomgogm dude dats so sheet y do yew even try* stuff.
Hopefully.
Exploring the UV map is by far the most eventful thing in my life.
Update, added more damage and wear and played with the specular.
Replies
really a nice sculpt...and also do you mind sharing a bit of process on how you're sculpting hair and fur? how do you make those sharp lines? is it custom brush?
Somehow the dynamic shapes remind me of philippe farauts sculpts
Fnitrox and STRIKER, thanks doods! As far as the fur and stuff I'm too stoopad to do anything fancy haha, it's just a sharp brush to cut in and pull out with standard, sometimes clay to fill the planes, and pinch with a high brushmod with minor stuff like the ears or to clean up. I do use mrKite's brush-profile alphas still though, just the sharp 3 and bubbly 3, they're in the bottom right of my ui in the timelapse
I would model the slide grooves in, and knock off several sides from the trigger/barrel next time around.
actually the trigger/barrel/mag release is the last high poly geo which hasnt had uv space assigned so I will make sure that they are a lower res once I put them on the texure maps nice guns btw ^^
Started a little diorama
latest poop: (crossposting!)
Millenia your image isn't fully loading for me. Anyone else having that?
What he said.
I love how everytime i see an image, you dont question who did it, it just screams funky.
Just finished up an Apollo 11 side-project I have been slaving over for quite a while now. It was much more difficult to find usable reference for than I would have imagined, but I believe I have most things correct, and hopefully haven't mix-matched too much with other the Apollo Missions.
These are all out of Marmoset.
HIGH REZ
HIGH REZ
And a creepy zbrush animation :P
Daamn. Horo was my first thought, even without reading your post, so you nailed it. I love the shapes you used to define the fur.
Looks nice, but indeed you're not quite there in terms of nailing the 3S style. Things that stick out to me:
-Outlines look pretty unrefined. It looks like you've attempted some anti-aliasing, but for the most part those attempts ended up turning into pillow shading and a layer of banding inside your outlines. The bottom of his right (viewer's left) pant leg and the underside of his right arm are the worst examples, but most outlines have similar problems to some extent.
-Muscle groups are lacking definition. The outline of his upper body is somewhat blobby, but more noticeably there are few clear lines within the body to define his deltoids, biceps, pecs, etc. The issue is compounded by the scarring... the scars aren't necessarily problematic in and of themselves, but them having more definition than the anatomy makes the upper body kind of hard to read in general.
-The colour of his gloves looks a tad dull. They may be accurate to his Tekken (or even SFxT) appearance but 3S is full of vibrant colours, and as such the gloves could stand to be a bit brighter. Besides, the reds and black kind of bleed together making the shapes a little hard to read.
-Proportions are slightly off all around - 3S (like every CPS arcade game) runs in 384x224, IE a non-4:3 resolution. When resized to "proper" size most of the body looks just right (or a smidge thin), but his head and hands looks noticeably narrow.
Finally, outside 3S style specifics there are some details that I think have room for improvements. The facial likeness feels a little lacking; his nose looks stubby and overall he looks a little young. The shape of his hair feels a little off somehow too, but I can't really put my finger on what...
er, well that came out a fair bit wordier than I had intended. :S Anyway, while not perfect the sprite does look quite nice, and I hope you post more.
Been following the Hellchick concepts by Paul Richards, taking some different parts and mixed with a little bit of my own ideas. Super WIP still alot to do in subD before I go into zBrush ^^
Rens: hey thanks a ton broski!
Spatz: hahah thanks dude!
BetelGeist: thanks for the crit man! It does get a little lumpy in the ears :poly122:
gilesruscoe: whoa I'm glad you were inspired! It looks pretty good dude, I dunno if you're looking for crits but I'd try and check the ridge of the brow from top view and get the fatty mass on the outside of the eye going, blocking in some really quick eyelashes does wonders too, and i think the back portion of the jaw might cut in a little bit too much or could use some more lower cheek mass to make her feel softer at the neutral expression
teaandcigs and conte: thanks doods!
Thegodzero: Thanks a ton man! haha this has been a surge of locked up artistic energy from school X_x
-Em'-: that's awesome! haha
Dan!: dat sum Slayers! lookin sweet man
3400 tris`
1024x1024
[ame="http://www.youtube.com/watch?v=-7VEv09yqEE&context=C44a37c8ADvjVQa1PpcFPo4DYMcsml-gme8Mm2Z6x-vrUQol5xLGg="]newportal0000.mov - YouTube[/ame]
Your prop does lack "meaning" and readability. It does look like a metal chunk with no purpose. I am assumning its a missile or something?
Also the shape is still too bland overall and uninteresting, you need to plan in advanced or at least do paintovers as you go and continue modeling. I will suggest you to take a look at real world sources related to the prop you are building and start off from there. Let your imagination continue what its being done and not reinvent the wheel. I mean you can, but that takes alot of experience to stablish more mature shapes that although might not exist, but have some coherence and readability. Hope I am making sense, its a constructive critic!
As for texturing, same thing. the purple lines does not have purpose there and the "blood" is spilled with no direction so it does not help to tell a story, not to mention that it passes underneath the purple stripe, which isnt normal.
hope this helps,
-Manu
Still lots of work to do, just started this one. 10 points if you can guess who it is!
Noice one. Love the feel of the metal.
Looks sweet Jeremy! I love it!
@StevenEgan: Awesome likeness! I immediately saw Agent Smith, haha. Also, a puppet!
And the high poly sculpt, still in progress.
Feedback is appreciated! I haven't done many stylized characters.
Started working on the high poly for this guy again
Only base textures are down.
i hope you feel better soon!
Hopefully.
Exploring the UV map is by far the most eventful thing in my life.
Update, added more damage and wear and played with the specular.