I agree whole heart-idly, I'm just poking fun at myself for not realizing what I was using as ref was a 3D render. It's just silly and embarrassing is all. :poly136:
you're doing a chubby guy next time ?
sculpt looks good man I used this render as ref myself haha (but I knew it was a render, fool !!!!
Awww yuh Mike, the materials are readinng pretty nicely, I've been meaning to do more work using some whites, You can get such a nice clean look from it, even when its dirtied up like yours, I like the accenting orange as well
and here's a screen of just the torso anatomy sculpt with no texture since it was asked for.
CHEERS!
No matter how thin a persons skin is, or ripped their muscles are, you'd never get a line that sharp on the inside lower portion of the pecs. You'd have to flay a person and shrink wrap them with saran wrap. Try to keep the volume, but have a smoother more round skin transition. You have to leave room for the tendons to transition to actual muscle fibers, since the tendons don't really bulk up.
Hope I haven't got too far with specular or dirt. Somehow looks a bit darker than in my perspective view. 'Rigged' it a bit so you can slide it open. Forgot to model the magazine though. :P
Yup was considering it myself. Now that other notice it will try to smooth it out.
Forgot to post tri-count - 1995. After I change some stuff it will be a bit over that.
i think you can lose a few polys on the grip it self - it will be covered by the player's hand anyway and on the rather flat surface of the grip a good normal will do the whole effect as well.
:O You can have working multi bit alpha on characters in UDK?
Is that a standard shader or one you made yourself as when I was working with UE3 multi-bit alpha on characters was a no-go. The top version looks great but it looks like the outer planes aren't sorting properly - getting rid of them and pushing the planes underneath out a bit to keep the volume would look spot on.
I was going to ask the same thing FAT_CAP. Its seems they may have added something to make multi bit alpha work better re sorting. not sure if it is really expensive still( probably)
made the shader myself basic shader with anisotropic lighting model and a fresnel falloff, but that doesn't really add too much to it TBH
Hitez - yeah gotta tighten up the top layers a bit. this was my first real success with hair. i have got a pretty good handle on it now, though its still a pain:)
BHJ: that's a really nice concept to be working from, great start. btw where do people get all blizzard concepts from, i have been looking around before, but i rarely find more then a couple, is there a place where they are all archived?
if i should criit on the work u have done so far, i would say play more with the highs and lows on the roof, i would probably end up doing that when im allmost finished though.
Done!
I added the slight rain effect
and also twicked the contrast a bit in Photoshop.
Next, I wanna do something techno like a base in deep sea.
Wonder when.
Personal work. I'm re-concepting lately some old game barely remembered nowadays. I was called Syndicate.
I'm still searching for its essential aspects [CLICK TO ENLARGE]
pretty cool plane dejawolf looking forward to seeing it textured
nice painting Painbringer
yeah few more hair tests. TBH its more about make the shape of the hair look cool for me.
If the alpha stuff works then thats a bonus. oh the joys of not having to worry about how expensive stuff is:)
looks nothing like the max version, but the sheepdog look is in this year
Personal work. I'm re-concepting lately some old game barely remembered nowadays. I was called Syndicate.
I'm still searching for its essential aspects [CLICK TO ENLARGE]
c&c are welcome. Here or PM
Syndicate and Syndicate Wars were the shit. Hope these links help.
Painbringer you rawk! - my main and only qualm with the picture is that, even though hes walking, it still feels slighly off balance to the left \. Apart from that its lookin badass. Minor toitle update from moi.
Ruz buddy ol pal... PLEASE grace us with a hair texturing tutorial :P
yeah no probs. I am still working on the best way to to do this for myself.
The basic method is there now and its nothing really new, but with my own spin on it.
Scudz: It's good to see you're dropping down to a lower level to concentrate on some of the main forms. That will help you out a lot. Along with what Jaco said about the eye shape, the head appears a bit too long from the side view - it might help to push the ear and jawline forward more. Also, the face is a bit lumpy in some places. Using the flatten brush at a low intensity is one good way to refine a sculpture's surface.
Did an African female head study over last night and this morning. I was trying out a different technique than what I normally use, sculpting the head almost exclusively with Mudbox's wax brush and a few different falloff settings.
adamlewis - looks like the female version of one of my cousins and seeing as I am African American I guess that means good job lol
couple crits make the indent between the nose and mouth smaller and the indent at the side of the brow is bugging me not sure if it needs to be lengthened for a smoother transition or made shallower seeing as her brow isn't protruding all that much
lol I did the base meshes for some statues in assassins.
did about five in the end including darius ie I built the models, but not the zbrushing
apart from darius where I did most of it.
You're off to a good start, Scudz, but there's more yet to do if you want to make him look like Osiris from Tropic Thunder.
I did a paintover to help illustrateI hope you don't mind. I used this picture as reference. The paintover certainly isn't perfect, but I hope it helps.
- The eyes are currently too wide and not round enough. Bringing the tear ducts towards the center of the eyes will help.
- The bags under his eyes are too strong right now. Robert Downey Jr. just has a small amount of extra flesh on the lower eyelid and most of the rest of the eye area is smooth except for fine lines.
- He needs slightly more flesh added to the upper eyelid.
- The nasolabial fold needs to be much more vertical.
- He doesn't have the kind of cheekbone definition you've given him in his cheeks. His cheeks are fairly smooth.
- The character in the movie has the area just under his nose shaved and then hair on the rest of his upper lip for a pencil mustache kind of effect.
- Your model's sideburns don't come far enough forward on the cheeks.
- The wrinkle you've given him on his nose seems a bit too close to the bridge, so moving it up might not be a bad idea.
- The nose on your model is strangely shaped, as if the nostrils are puffy or something. Reexamine the shape of the nostrils.
- The area between the edge of the lower lip and where the chin starts to curve out seems too puffy on your model, so I'd suggest bringing it in a bit.
Replies
you're doing a chubby guy next time ?
sculpt looks good man I used this render as ref myself haha (but I knew it was a render, fool !!!!
GOGOGO CRYBABY !!!
He's the zsketch for it so far.
and here's a screen of just the torso anatomy sculpt with no texture since it was asked for.
CHEERS!
looks familiar :poly121:
I like it, except it looks a bit bright, I think the lighting could be lessened some to set a creepy mood.
Just getting some base high poly stuff done before I sculpt it UPPP!!!!!!!!!!!!!!!!!!!!!!!!!
Just about done on the texturing side of things for this piece of my scene C&C welcome
Defiantly looking forward to more.
No matter how thin a persons skin is, or ripped their muscles are, you'd never get a line that sharp on the inside lower portion of the pecs. You'd have to flay a person and shrink wrap them with saran wrap. Try to keep the volume, but have a smoother more round skin transition. You have to leave room for the tendons to transition to actual muscle fibers, since the tendons don't really bulk up.
Take this from a hot pectoral expert. :-)
Sort of...
height
Making it for one game/mod.
Hope I haven't got too far with specular or dirt. Somehow looks a bit darker than in my perspective view. 'Rigged' it a bit so you can slide it open. Forgot to model the magazine though. :P
Forgot to post tri-count - 1995. After I change some stuff it will be a bit over that.
oddly enough i prefer the 1 bit alpha. keeps more of the volume
Is that a standard shader or one you made yourself as when I was working with UE3 multi-bit alpha on characters was a no-go. The top version looks great but it looks like the outer planes aren't sorting properly - getting rid of them and pushing the planes underneath out a bit to keep the volume would look spot on.
made the shader myself basic shader with anisotropic lighting model and a fresnel falloff, but that doesn't really add too much to it TBH
Hitez - yeah gotta tighten up the top layers a bit. this was my first real success with hair. i have got a pretty good handle on it now, though its still a pain:)
Original -
Model -
Crits always welcome.
if i should criit on the work u have done so far, i would say play more with the highs and lows on the roof, i would probably end up doing that when im allmost finished though.
http://us.blizzard.com/diablo3/media/artwork.xml
http://eu.starcraft2.com/artwork.xml
http://www.wow-europe.com/cataclysm/media/artwork.html
enjoy.
Inspired by about fifteen different things on das intar-webbuls. Webbing not added yet.
That is the EVIILL plan..... BWAAAHAHAHAHAHAHAHAHAHAHAHH!!!!!
I added the slight rain effect
and also twicked the contrast a bit in Photoshop.
Next, I wanna do something techno like a base in deep sea.
Wonder when.
I'm still searching for its essential aspects
[CLICK TO ENLARGE]
c&c are welcome. Here or PM
nice painting Painbringer
yeah few more hair tests. TBH its more about make the shape of the hair look cool for me.
If the alpha stuff works then thats a bonus. oh the joys of not having to worry about how expensive stuff is:)
looks nothing like the max version, but the sheepdog look is in this year
Syndicate and Syndicate Wars were the shit. Hope these links help.
http://www.hardcoregaming101.net/syndicate/syndicate.htm
http://syndicate.lubie.org/
yeah no probs. I am still working on the best way to to do this for myself.
The basic method is there now and its nothing really new, but with my own spin on it.
I will try and post something soon
Did an African female head study over last night and this morning. I was trying out a different technique than what I normally use, sculpting the head almost exclusively with Mudbox's wax brush and a few different falloff settings.
couple crits make the indent between the nose and mouth smaller and the indent at the side of the brow is bugging me not sure if it needs to be lengthened for a smoother transition or made shallower seeing as her brow isn't protruding all that much
lol I did the base meshes for some statues in assassins.
did about five in the end including darius ie I built the models, but not the zbrushing
apart from darius where I did most of it.
I did a paintover to help illustrateI hope you don't mind. I used this picture as reference. The paintover certainly isn't perfect, but I hope it helps.
- The eyes are currently too wide and not round enough. Bringing the tear ducts towards the center of the eyes will help.
- The bags under his eyes are too strong right now. Robert Downey Jr. just has a small amount of extra flesh on the lower eyelid and most of the rest of the eye area is smooth except for fine lines.
- He needs slightly more flesh added to the upper eyelid.
- The nasolabial fold needs to be much more vertical.
- He doesn't have the kind of cheekbone definition you've given him in his cheeks. His cheeks are fairly smooth.
- The character in the movie has the area just under his nose shaved and then hair on the rest of his upper lip for a pencil mustache kind of effect.
- Your model's sideburns don't come far enough forward on the cheeks.
- The wrinkle you've given him on his nose seems a bit too close to the bridge, so moving it up might not be a bad idea.
- The nose on your model is strangely shaped, as if the nostrils are puffy or something. Reexamine the shape of the nostrils.
- The area between the edge of the lower lip and where the chin starts to curve out seems too puffy on your model, so I'd suggest bringing it in a bit.