a good start, general crits:
+tits be saggin, push it up and out.
+the rib cage is like an upright egg, rounded and slightly flat on the sides.
+flesh out the the oblique muscles more, they fall from the lower ribs down onto the pelvic crest in a tear drop fashion.
+could try raise the hip entirely up a little more, might give the thighs more of a length to it.
try go for rounded and full form, and revisit the muscle groups with anatomy books to help solve some issues!
good luck! the paintover is just a minor tweaking to help get you in the right direction
Added a new shirt, still including the previous one, just underneath. Added more detail to the bag and added the molotov cocktail. Almost done, need to get the pants right.
your getting confident everytime mr ninjustsu, i would say the fingers look a little strange, perhaps unfinished. and the feet seem too flat to the floor and maybe the top of the thighs seem more cylinderical than muscle shaped. nothing you cant work. but there is some good definition in other areas for sure.
Thanks for the feedback kinetic!
I wish i saw this before continuing further, but hopefully this next update will have fixed those issues!
Mixamo are busting out another character competition and this time I feel like entering. Namely because its all about zombies! Ive wanted to do one for ages now and its the perfect excuse.
So heres a super rough and super bad sketch of a zombie priest just to get an idea of what i should do. I thought it may be interesting to have a more religious twist to it or something like that. Possibly carrying one of those huge Bibles (this one being of evil origin) on his back, having the ability to summon demons or some jazz like that.
The poly limit is 15,000 so I have quite a lot of freedom. Any suggestions of course is more than welcome!
great stuff u've got there. i was wondering if u mind sharing more of the stuff u learned about polypainting. i'm starting out in polypainting. Any tips that would help a beginner avoid wasting time. thks in advance.
@paulchen83 I'm probably not the best on the polypaint front, many do a better job at explaining it than I, like mask salesman for example. Hope that helps
So I realized i haven't updated this in awhile. This, I guess is an art dump of sorts for my work on Rust (not extensive). Hope you lot enjoy the art below!
Currently working on a scrap heli for Rust. It may be the biggest asset i've made to date. There's a fair bit more work to be done. Controls, cabling etc. But nearly there!
So we decided to change up the front of the helicopter. It looked too much like a bus so we decided to make it more like a huey/black hawk so it's more familiar and relatable. The process was pretty easy thanks to substance painter. I saved the stacked material I made for the corrugated sheet metal, as a smart material and re-applied the material to the new mesh. Sometimes this doesn't work so great and you have to tweak it a lot but in this instance, it worked out nicely - all that was needed was some minute tweaks here and there. To prevent from having to retexture the whole asset I simply removed the front nose paneling that I kept as a separate element from the rest of the mesh and just incorporated the new nose cone texture into the already existing texture for the rest of the heli. We also decided to create suspension for the front wheel instead of the shopping trolley cover.
However, there was a trade-off. Because the new mesh for the nose cone is larger it would need to occupy more space in the uv. After initial tests, it was far too low res even at 2k. So I deleted one side of the wooden planks and mirrored the left side to free up more space. This managed to remedy the problem nicely and looks decent at 2k!
Replies
+tits be saggin, push it up and out.
+the rib cage is like an upright egg, rounded and slightly flat on the sides.
+flesh out the the oblique muscles more, they fall from the lower ribs down onto the pelvic crest in a tear drop fashion.
+could try raise the hip entirely up a little more, might give the thighs more of a length to it.
try go for rounded and full form, and revisit the muscle groups with anatomy books to help solve some issues!
good luck! the paintover is just a minor tweaking to help get you in the right direction
I'd consider this an old new update of the above character...
And the rest here...
Some doodles from this afternoon. 30-45 mins each. I like 1 + 3 best.
Added a hat to this guy. Either a checkered shirt or dungarees? Hmmm.
I'm not the best 2d artist but i would like to improve my skills.
I tried out Sai, which is a nice piece of kit.
Just touching up the woam head sculpt from before.
Looking for jobs is not fun at all
Added a new shirt, still including the previous one, just underneath. Added more detail to the bag and added the molotov cocktail. Almost done, need to get the pants right.
concept is a wip as is the above.
Feels bad being turned down for a job
Thanks for the feedback kinetic!
I wish i saw this before continuing further, but hopefully this next update will have fixed those issues!
and a couple of doodles to add.
4hr speed modelling comp going on over at game-artist.net
1 hr 40 mins in.
Don't stop.
Sean
Awh dude
trying to draw more
Mixamo are busting out another character competition and this time I feel like entering. Namely because its all about zombies! Ive wanted to do one for ages now and its the perfect excuse.
So heres a super rough and super bad sketch of a zombie priest just to get an idea of what i should do. I thought it may be interesting to have a more religious twist to it or something like that. Possibly carrying one of those huge Bibles (this one being of evil origin) on his back, having the ability to summon demons or some jazz like that.
The poly limit is 15,000 so I have quite a lot of freedom. Any suggestions of course is more than welcome!
Gotta give credits to scooby for the tips on polypainting, helped loads!
And some new fps arms for garrys mod.
Thanks Dan!
@paulchen83 I'm probably not the best on the polypaint front, many do a better job at explaining it than I, like mask salesman for example. Hope that helps
Making a new character
Long way to go, a lot to do and redo, but getting there.
Just doing a detail pass on his head, probs have to rework it a bit.
Starting from the oldest to the newest.
Currently working on a scrap heli for Rust. It may be the biggest asset i've made to date. There's a fair bit more work to be done. Controls, cabling etc. But nearly there!
So we decided to change up the front of the helicopter. It looked too much like a bus so we decided to make it more like a huey/black hawk so it's more familiar and relatable. The process was pretty easy thanks to substance painter. I saved the stacked material I made for the corrugated sheet metal, as a smart material and re-applied the material to the new mesh. Sometimes this doesn't work so great and you have to tweak it a lot but in this instance, it worked out nicely - all that was needed was some minute tweaks here and there. To prevent from having to retexture the whole asset I simply removed the front nose paneling that I kept as a separate element from the rest of the mesh and just incorporated the new nose cone texture into the already existing texture for the rest of the heli. We also decided to create suspension for the front wheel instead of the shopping trolley cover.
However, there was a trade-off. Because the new mesh for the nose cone is larger it would need to occupy more space in the uv. After initial tests, it was far too low res even at 2k. So I deleted one side of the wooden planks and mirrored the left side to free up more space. This managed to remedy the problem nicely and looks decent at 2k!
Some new assets for some new DLC for Rust.
The water pistols were super fun to make.
The chalk was never used but i actually really enjoyed making them because it was just something a bit different and quick.