Ben, Thanks man! It's the end result of the iterative process Bryan takes us through. So really it's a final concept in itself. He does a lot for 3d vis for film industry monsters and he shares his process. Some of the earlier phases of the process is up on my blog (check my sig)
Tupwick, Thank ya! Yes, i would absolutely recommend it. It's not a game art class though, it's completely focused on sculpting and concepting in 3d and photoshop.
Texture: http://www.mr-chompers.com/3d/skuli_tex.jpg (50% reduced in size) I took the photos, wanted a stylized directional light source that was still clear to read and wouldn't break the shader too much.
Texture: http://www.mr-chompers.com/3d/skuli_tex.jpg (50% reduced in size) I took the photos, wanted a stylized directional light source that was still clear to read and wouldn't break the shader too much.
Are you back to the games industry or just doing it for fun? If so, welcome back
I like the head, only the hair could be a little more readable perhaps?
Livewire, that's pretty confusing - why is the left hand on the front guard when there's a foregrip attached? And why is the rear sight up with the front sight down and a holo on?
a lot of guys use vfgs as hand stops, and only occasionally as a full grip. the technique that gave rise to the afg's development.
Livewire: I would pose the support hand closer and tighter in to the vfg, like in the bottom left in this picture, the one labeled as a "thumb break." curling the hand around where the handguard and vfg meet.
Some hard-surface, high-res modeling over the weekend. The plan is to use this to bake with, so if anyone sees any areas that will be iffy for that, let me know!
And a breakdown of some of the style and design influences:
mutatedjellyfish: cute, and each influence you mention does track, but you're not seeing the forest for the trees. it doesn't actually look like an 80s scifi/cyberpunk. i think a lot of the elements you've chosen to include work great, but they're a mess together, and not a convincing scifi/cyberpunk greebled mess, just regular type. the oversized side antennae especially is unconvincing.
you've got the "scifi rectangle" alright, but it's not as if in the 80s (or especially 80s science fiction) they forgot about how people use things, especially phone booths. even without a booth, payphones are recessed into their housing for good reasons. many of them have some kind of cowl or overhang so the user can make a call in the rain.
anyway, back to the form language: as a vague joke about 80s design, it kind of works, but it doesn't stand up as a prop or an homage to a very rich period in design, particularly science fiction prop design.
not only is there exhaustive research involved but, as prop makers know, you appropriate forms/kitbash in order to get the kind of look you're going for. the game hawken very successfully recreates this kind of look in purely digital form, because they are using the same methodologies that informed their influences.
so my point is that your phone booth is less than the sum of it's parts. i am not trying to pick on you, but such a detailed rundown of just how clever each piece of your design is is at odds with the overall prop.
80s scifi stuff is greebled together to look cool. your phonebooth isn't that cool, not yet. it's going to look a lot better with full texture treatment, but everything does; it will look better still if you take time now to reconsider the overall form language presented here.
I agree that I haven't greebled it out, and I have an inner debate on whether or not I want to. I was going for more of a clean shape design that I would dirty up with dents and scratches and stickers and labels later. The screens will also have brightly colored logos and graphics on them eventually. Would greebling in addition to graphics and motion on the screens be too much? I don't want to run counter to the principle of areas of rest vs areas of detail, but it could be that, as you say, I'm just not there yet.
Maybe there's a happy medium where I can add some elements here and there in order to unify the design a bit without just covering it in panels and vents?
Edit: Perhaps I'll start a thread about it.
Edit: Making some changes based on your feedback and some other feedback from people at work. I'll post a thread when I have version 2 to show.
Thanks for the awesome and honest critique. It's set me down a path that I think will make it much stronger.
ScoobyDoofus - Really nice skin tones and silhouette on that head. Which rendering engine did you use? How did you achieve the eye shader, if you don't mind?
I think I'll stop posting in my portfolio thread and start posting in this one. Hot out of the oven, another night elf bust:
I finally finished this character it took me 6 or 7 hours.
Everyday of this week I'm going to sculpt a head because at the emd of this i'm going to aply for an internship at guerrilla games as an character artist.
feedback is welcome enjoy!
Textures...i am going to add a few things texture wise; chest hair, mud/dirt on the clothing and body, i'm also in the process of doing some cool poses for him. Whatcha think guys?
poopinmymouth this is cool! Loving the peach skin tone! Believe me, we share the same dream I hate it to jump from Maya to max just to get a decent view of my alpha cards
Here's Formula One car I've been working on in any time I have to spare :P[Very Ferrari F150 inspired] I still have a lot of elements to add such as some wings on the body, the body itself and the rear axle/suspension.
mutatedjellyfish: Echoing gauss's comments, I think this needs more of an old school prop makers mind set. Like gasus said, these guys would kit bash together electronics for all of the greeble elements.
The Mr Fusion in Back to The Future is a good example of this. Its a Krups coffee grinder. I'm pretty sure that model of coffee grinder is used as part of a prop in other movies (sorry can't remember off hand)
The reason so many of movie props look like they belong in the same universe is because the mostly used the same parts.
For the displays, LED clock radio style, 7 segment displays would fit. Anything more fancy than that would have used a small (by today's standard) CRT screen.
Those sorts of displays tend to be pretty fishbowl in shape. And would also be a good excuse to have an animated interlacing / scan-line shader.
Randomly did this Witchdoctor during my lunchbreak i want to do a full bodied one now so might start that tonight this is loosely based off a Diablo 3 witchdoctor but mainly just the face paint
Replies
Would love to see the wires on this.
Tupwick, Thank ya! Yes, i would absolutely recommend it. It's not a game art class though, it's completely focused on sculpting and concepting in 3d and photoshop.
Looks like I have some saving to do...
Great work you guys!
Sure thing: http://www.mr-chompers.com/3d/skuli_constr.jpg
Texture: http://www.mr-chompers.com/3d/skuli_tex.jpg (50% reduced in size) I took the photos, wanted a stylized directional light source that was still clear to read and wouldn't break the shader too much.
I did another gun concept for overdose.
That rifle is soooo awesome!
Are you back to the games industry or just doing it for fun? If so, welcome back
I like the head, only the hair could be a little more readable perhaps?
a lot of guys use vfgs as hand stops, and only occasionally as a full grip. the technique that gave rise to the afg's development.
Livewire: I would pose the support hand closer and tighter in to the vfg, like in the bottom left in this picture, the one labeled as a "thumb break." curling the hand around where the handguard and vfg meet.
And a breakdown of some of the style and design influences:
More shots on my portfolio here: http://www.worthdayley.com
you've got the "scifi rectangle" alright, but it's not as if in the 80s (or especially 80s science fiction) they forgot about how people use things, especially phone booths. even without a booth, payphones are recessed into their housing for good reasons. many of them have some kind of cowl or overhang so the user can make a call in the rain.
anyway, back to the form language: as a vague joke about 80s design, it kind of works, but it doesn't stand up as a prop or an homage to a very rich period in design, particularly science fiction prop design.
take a look at this forum post of someone trying to build an esper machine from blade runner (you know this is where the conversation was going back to): http://www.thereplicapropforum.com/f9/blade-runner-web-props-original-pics-updated-507/
not only is there exhaustive research involved but, as prop makers know, you appropriate forms/kitbash in order to get the kind of look you're going for. the game hawken very successfully recreates this kind of look in purely digital form, because they are using the same methodologies that informed their influences.
so my point is that your phone booth is less than the sum of it's parts. i am not trying to pick on you, but such a detailed rundown of just how clever each piece of your design is is at odds with the overall prop.
80s scifi stuff is greebled together to look cool. your phonebooth isn't that cool, not yet. it's going to look a lot better with full texture treatment, but everything does; it will look better still if you take time now to reconsider the overall form language presented here.
I agree that I haven't greebled it out, and I have an inner debate on whether or not I want to. I was going for more of a clean shape design that I would dirty up with dents and scratches and stickers and labels later. The screens will also have brightly colored logos and graphics on them eventually. Would greebling in addition to graphics and motion on the screens be too much? I don't want to run counter to the principle of areas of rest vs areas of detail, but it could be that, as you say, I'm just not there yet.
Maybe there's a happy medium where I can add some elements here and there in order to unify the design a bit without just covering it in panels and vents?
Edit: Perhaps I'll start a thread about it.
Edit: Making some changes based on your feedback and some other feedback from people at work. I'll post a thread when I have version 2 to show.
Thanks for the awesome and honest critique. It's set me down a path that I think will make it much stronger.
I think I'll stop posting in my portfolio thread and start posting in this one. Hot out of the oven, another night elf bust:
Vampire Suicide :>
Everyday of this week I'm going to sculpt a head because at the emd of this i'm going to aply for an internship at guerrilla games as an character artist.
feedback is welcome enjoy!
for more visit my blog.
http://artofguti.blogspot.com/
soooooooooo goooooooooood
nice work! tell him Lil' Kyle says hi -- he'll know what's up :P
Haha i just googled him, maybe i subconsciously used him as reference!
poopinmymouth this is cool! Loving the peach skin tone! Believe me, we share the same dream I hate it to jump from Maya to max just to get a decent view of my alpha cards
Josh_Singh impressiv!
imijatov nice work so far i would spent a bit more time on the mouth and her eyes to get more look like a elf. Cool Texture
tactic!: I NEED TO SEE YOUR SEXY IN GAMES! !!!
pshhh SHAMELESS cross post! ;( some CEEEEFOUR
C&C if you can!
The Mr Fusion in Back to The Future is a good example of this. Its a Krups coffee grinder. I'm pretty sure that model of coffee grinder is used as part of a prop in other movies (sorry can't remember off hand)
The reason so many of movie props look like they belong in the same universe is because the mostly used the same parts.
For the displays, LED clock radio style, 7 segment displays would fit. Anything more fancy than that would have used a small (by today's standard) CRT screen.
Those sorts of displays tend to be pretty fishbowl in shape. And would also be a good excuse to have an animated interlacing / scan-line shader.
This thread might help with some idea's. found it recently and has some good examples of cheap looking props.
http://forums.somethingawful.com/showthread.php?threadid=3477783
Still working on that head-face, having a hard time to figure it out...
Wip
There is something wrong with those eyes... right?
Urgle that is so nice, love the colors and all the facets, I want to see more. Got a concept? willing to share the texture flats? wires?
Lol what, I didn't realize this was low either when you showed me, I just thought you were going to wear one on each wrist.
I based this off a Ferrari F150 2011, stuck with the concept as much as I could.
Thread: http://www.polycount.com/forum/showthread.php?t=96546
here's the polypaint of the rhino from the Dota 2 comic book i've been working on.
- BoBo
a quickie in sculptris, haven't done those for ages