Hey all, tought i'd start a new thread to post my projects, my main aim is to push my skills further and build a new body of work for my portfolio to be more character art oriented and maybe some props too. My aim is to produce at least 6 portfolio worthy projects this year and get rid of the old stuff so all c&c is heartily welcome. Withouth further ado here is where i'm now (old stuff incoming in chronological order older first.)
And here is my latest project. Gonna do the Arenanet character art test for fun because the concept looked cool and challenging. Most of the pieces are blocked in, haven't added smaller details yet. After that it's zbrush time.
I like your orc head and the Areanet character, nice work! With your realtime character I think if you did some more work to the textures and materials it could look 100x better, the tshirt and jeans are looking a bit plasticy atm.
That first one is truly repellent. I look at a lot of concept stuff and I see all sorts of monsters and bloated zombie things and your creation really stands out. Very effective.
Great progress so far. Your making some great progress with this piece but the hands need another pass. For example the thumbs too thin and the palms should be flatter. Get a few ref images and that should see you right.
Also could I request a side view. As way its looking now the head seem too far forward but that could be due to the angle.
Thanks for the crits dissaray! the hands are still quite rough as you pointed out i'll revise them after i've added all the blockouts for the bits n' pieces.
here's another render of the gun that prob could use another pass too, but i'll prob. focus on the character first.
edit: tried to find the concept artist who created the pistol but couldn't find the artist in question. But if it wasn't clear this is a slightly modified version of the quake 4 blaster pistol.
Your work looks awesome and I'm still kinda new to 3D. Can i ask, how were the laces made, were they actually made in maya/max and then imported in via a subtool?
Hey David Wakelin! thanks for the kind words. I modelled them in Blender using splines that i converted to a mesh when i was satisfied with the shape, after that i appended them as a new subtool to the tool.
I have a question about the splash damage art test container. Did you model all that in a modeling program or do parts in a sculpting one? I really want to get into hard surface modelling and im trying to decide if i should do it mostly in maya or use some zbrush. People seem to do both and i guess there is no 'best' way but i was curious
hey Darkleopard! it was hardsurface all the way with kinda many floaters, i'd say go with the program you feel most comfortable with, i know zbrush has some pretty kickass hardsurface techniques (shadowbox clipping etc) but i personally prefer ye olde sdiv modeling workflow for such symmetrical and mechanical objects, but i bet you could get the same result if not better with zbrush too.
guess i'm calling this done for now, i'll get back to this i'm sure but gotta give my eyes some rest on this project, i'll finish it when i have done some other projects for a while...
Gonna start a horror character, this is gonna be a witch/ghost type of a woman char) I'm trying to aim for a malnourished kinda look with nasty bony hands, still kinda early blocking. Trying to decide how much muscle i want on it and placement of various things, also what kinda accessories etc.
Nice, I like the hood design from your last wip shots more than this new one... that's a really cool detail and I like how the end wraps down and around, almost like it's long wet hair draped over her shoulder.
An idea to really push the bony/malnourished look would be to really accentuate her joints more... like thicken up the bones in her elbows, wrists, and knees. Just think that would be a cool silhouette with twig like limbs punctuated by chunky bony bits. Maybe carry that theme over into the hospital gown too by making it look way too big for her. The torso bit reads well for that but the the sleeves you could really have hanging off of her.
Does it have those ties in the back so that her backside is hanging out bare?
Hey S33th, thanks for the feedback! i'll prob revert back to the previous version then, thanks for a second opinion Good call on the bony joints, i'll definately work on those too. The dress is closed right now (the ref was a closed model.)I'll prob try the open one too.
Orangeknight : Looks kinda creepy, haven't seen the episode though
some more work, playing around with the idea of a subtle skull poking through the hood, also started to implement the changes to the body to be more bonier. Gonna have to nail the head first.
Awesome stuff, I like that you relaxed the soldier's hands in the last couple of shots, adds a lot to the gesture. The pieces on his armor and details are pretty clean, did you use Dynamesh for creating them?
Thanks Torch! yeah, i used dynamesh for some of the parts, mostly just sketched them on quite sloppily and then just retopoed them and added creasing to tighten the edges. Then some hpolish and trim dynamic
Replies
rabscuttle: Thanks!
Some progress on this, mainly on the shoes and the gauntlets.
some more work on the diffuse, also added some geo to the handle supports and played around with the colors a bit more
Otherwise, nice stuff!
Speed sculpt for to round the day off.
current state of the model
Great progress so far. Your making some great progress with this piece but the hands need another pass. For example the thumbs too thin and the palms should be flatter. Get a few ref images and that should see you right.
Also could I request a side view. As way its looking now the head seem too far forward but that could be due to the angle.
Hope that crit helps and good luck.
Looking forward to more!
here's another render of the gun that prob could use another pass too, but i'll prob. focus on the character first.
edit: tried to find the concept artist who created the pistol but couldn't find the artist in question. But if it wasn't clear this is a slightly modified version of the quake 4 blaster pistol.
a bit more work
Your work looks awesome and I'm still kinda new to 3D. Can i ask, how were the laces made, were they actually made in maya/max and then imported in via a subtool?
I have a question about the splash damage art test container. Did you model all that in a modeling program or do parts in a sculpting one? I really want to get into hard surface modelling and im trying to decide if i should do it mostly in maya or use some zbrush. People seem to do both and i guess there is no 'best' way but i was curious
some more progress
guess i'm calling this done for now, i'll get back to this i'm sure but gotta give my eyes some rest on this project, i'll finish it when i have done some other projects for a while...
Here's a bit updated version, with unintentional angora shirt no less
An idea to really push the bony/malnourished look would be to really accentuate her joints more... like thicken up the bones in her elbows, wrists, and knees. Just think that would be a cool silhouette with twig like limbs punctuated by chunky bony bits. Maybe carry that theme over into the hospital gown too by making it look way too big for her. The torso bit reads well for that but the the sleeves you could really have hanging off of her.
Does it have those ties in the back so that her backside is hanging out bare?
some more work, playing around with the idea of a subtle skull poking through the hood, also started to implement the changes to the body to be more bonier. Gonna have to nail the head first.
Quick update for the ghosty girl