So, I don't post often, but several people have been telling me that I need to be posting my stuff somewhere - figured this is a good place. I started these speed sculpts with a friend of mine, just to try to speed myself up. All of these are about one hour of work, plus or minus about 15 minutes due to students asking questions (I am currently Interning with the Fine Art Dept at Full Sail University), and done on a daily basis. If anyone is curious, the count starts at 4 because 1-3 are simply trash.. not even worth showing.
Any critiques are welcome, but these are all finished pieces - I am taking everything I learn from one into the next speed sculpt. So, no more excuses:
I'm going to try recording actual footage to show my process which I think could be more helpful (to point out what I'm doing wrong), but until then any suggestions would be appreciated. All of these are using zBrushR2's new Dynamesh feature.
Here's the latest update on my mountain temple scene, i've changed alot recently, it no longer resembles anything from suckerpunch but now is based on my own layout after doing the detailed versions of each mesh piece:
Impala88: That's looking snazzy! The architecture is looking solid, though I'm not sure about the pillar going into the roof. I'm sure you'll have a pillar-base asset made soon, though
Been doing some brush tests, think I'm nailing down what's useful and what isn't. Photos with backlighting of rocks is so handy!
HD remake of greentooth!
Hmm, those are his legs? Personally I love deformed and stylized proportions but I think this has gone beyond believable, the lower and upper body don't seem to relate, from what I see of the upper body I expected the lower body to be at least a bit bigger and developed. If anything move the legs a bit towards the center.
Actually, all the game's characters have a wide body and small legs. It's a part of the game's identity. I don't know if it works well yet. I just made a few tests on Unity and it seems fine. By the way, thank your for the advice .
@NeoDement- Thanks, I followed your advice and enlarged the camera a bit, but I can't go as big as I would like, due to space issues when the legs are retracted.
As for the barrel itself... I just think a robot hidden inside a wooden barrel is funnier than a generic metal one.
You could make a lens that rotate and goes in when it goes into stealth mode.
still lowering the polycount... gotten from 1548 to 1048 tris.
dont wanna go TOO low, as this is gonna be a folio piece... what do you guys say is a good count for it? been told here 400 - 500 would be a must, but im guessing that would be good in game, where you dont pay attention to details... it wouldnt be as good in a portfolio, i guess.
still lowering the polycount... gotten from 1548 to 1048 tris.
dont wanna go TOO low, as this is gonna be a folio piece... what do you guys say is a good count for it? been told here 400 - 500 would be a must, but im guessing that would be good in game, where you dont pay attention to details... it wouldnt be as good in a portfolio, i guess.
just my two cents, anyone?
That is true, however I think this leads to the real problem...should a model that is supposed to be a minor prop in a bigger environment be considered a portfolio piece at all? With the time you've dedicated to this specific prop you could've done more props to fill a military scene to show your props in an interesting context. IMHO you've chosen a subject that will have to be unrealistically detailed in terms of geo and texture size to stand out on it's own.
started a new scene today. My fav movie is the last samurai so I wanna do something like Katsumoto's cherry blossom garden. Here's the start of my dojo kit.
This is gonna be awesome! Can't wait to see it dude!
The scratches on the side look like you took a brush in photoshop and just started clicking. You can tell it repeats across the surface. It wouldn't be uniformly damaged like that either. Think of what gets the wear and tear.
That is true, however I think this leads to the real problem...should a model that is supposed to be a minor prop in a bigger environment be considered a portfolio piece at all? With the time you've dedicated to this specific prop you could've done more props to fill a military scene to show your props in an interesting context. IMHO you've chosen a subject that will have to be unrealistically detailed in terms of geo and texture size to stand out on it's own.
yea i was thinking of that too...
im guessing im gonna keep this and some other props ive made as resources for some other scenes i might work, and follow on working on a scene i started this week. its not worth the time spent i guess, if its for folio purposes.
well, if anything ive learned some stuff regarding saving tris and still having a somewhat good looking prop. hehehe
The scratches on the side look like you took a brush in photoshop and just started clicking. You can tell it repeats across the surface. It wouldn't be uniformly damaged like that either. Think of what gets the wear and tear.
yea, thats quite true... i was thinking of adding some stickers, or variations to the scratches as you said. will see what i can get out of it. but as i said before, will concentrate more on my next scene, and take this prop as a lesson haha
Back to continuing personal work after moving home. Working on the head for my beastie.
The face opens when the mouth extends fully, the 3rd image shows the mouth without the face plate. Started doing some perspective drawings I'll probably post later.
Something I'm picking at on days i can't work on the soldier. Revisiting my college project, the 1940's NYC street. Just a leisurely break from all of this hard surface sci fi stuff.
refinished the top yesterday afternoon. I like the colors of the raw wood better (this is slightly darker) but durability and spill resistance is important.
Hey guys, I'm not very experienced in sculpting, this is one of my first attempts, I'm more used to make low poly models and 3d for motion design (logos and stuff). Hope you all like and tips are always welcome. Ow and its not finished I want to learn how to make ears and some other body parts before I finish it.
Hi there, first time posting in this thread - everything looks so cool in here. Here's something I've started working on again after a long break. Hoping to finish it this time around.
Not really sure how to tackle the armour pieces either, probably best to do the high poly in maya, as im not very skilled with zbrush, let alone hard surface in zbrush.
Replies
C&C always welcome!
I DEMAND AN SDK
Any critiques are welcome, but these are all finished pieces - I am taking everything I learn from one into the next speed sculpt. So, no more excuses:
Almost all of these are faces from random online sources. The skull is based on a physical skull, and the alligator man (which was two separate one hour sittings) is based off of concept art from over here: http://wolfsjal.deviantart.com/gallery/?catpath=scraps&offset=72#/dhg6mc
I'm going to try recording actual footage to show my process which I think could be more helpful (to point out what I'm doing wrong), but until then any suggestions would be appreciated. All of these are using zBrushR2's new Dynamesh feature.
it could be that malcom in the middle guy but im going with Robert Redford
old project resurfaces with some new design direction... see if I finish this time =__=
:poly142:
At first look, I thought it was Patrick Stweart (Charles Xavier, from X-men). But the shapes of eyes and nose are slightly different, so I'm not sure.
I'm developing a character for a mobile phone game.
I am working on a personal project, a 3d Metal slug like on PC.
http://yaxx.tumblr.com/post/12610950772/le-hirrow-wip-c-www-yaxx-fr
Here's the latest update on my mountain temple scene, i've changed alot recently, it no longer resembles anything from suckerpunch but now is based on my own layout after doing the detailed versions of each mesh piece:
link to main thread: http://www.polycount.com/forum/showthread.php?t=90956
Been doing some brush tests, think I'm nailing down what's useful and what isn't. Photos with backlighting of rocks is so handy!
HD remake of greentooth!
Hmm, those are his legs? Personally I love deformed and stylized proportions but I think this has gone beyond believable, the lower and upper body don't seem to relate, from what I see of the upper body I expected the lower body to be at least a bit bigger and developed. If anything move the legs a bit towards the center.
Really nice start off. Happy to see you doing some art buddy!
hope you guys have a good thanksgiving!!
You could make a lens that rotate and goes in when it goes into stealth mode.
I made a image just for fun .
i just hope you've never seen breaking bad :poly122:
I thought that's who you were going for, but without skin tone he comes across looking a lot older
Ahh, he's for my unity game! I'll release an sdk when he's in his cleaned up, rigged state, but atm I wanna keep him to myself.
By the way, Tadao215, who was the guy?
dont wanna go TOO low, as this is gonna be a folio piece... what do you guys say is a good count for it? been told here 400 - 500 would be a must, but im guessing that would be good in game, where you dont pay attention to details... it wouldnt be as good in a portfolio, i guess.
just my two cents, anyone?
That is true, however I think this leads to the real problem...should a model that is supposed to be a minor prop in a bigger environment be considered a portfolio piece at all? With the time you've dedicated to this specific prop you could've done more props to fill a military scene to show your props in an interesting context. IMHO you've chosen a subject that will have to be unrealistically detailed in terms of geo and texture size to stand out on it's own.
This is gonna be awesome! Can't wait to see it dude!
yea i was thinking of that too...
im guessing im gonna keep this and some other props ive made as resources for some other scenes i might work, and follow on working on a scene i started this week. its not worth the time spent i guess, if its for folio purposes.
well, if anything ive learned some stuff regarding saving tris and still having a somewhat good looking prop. hehehe
yea, thats quite true... i was thinking of adding some stickers, or variations to the scratches as you said. will see what i can get out of it. but as i said before, will concentrate more on my next scene, and take this prop as a lesson haha
The face opens when the mouth extends fully, the 3rd image shows the mouth without the face plate. Started doing some perspective drawings I'll probably post later.
is it Walter white from the Breaking Bad series?
highlights from the 1991 f1 race in spain.
I used to dislike keyboard trays but it has been really helpful with tendon pain/fatigue.
update on my infected guy
dannedadon: nice, but I would like to see him more "bothered" by the infection. Maybe give him bloodshot eyes
Tadao215: Looks great, good likeness as well
Made some changes to my troll who has been on ice for too long, also started to add some accessories.
Also started a female draenei face.
Not really sure how to tackle the armour pieces either, probably best to do the high poly in maya, as im not very skilled with zbrush, let alone hard surface in zbrush.
Bryan Cranston from breaking bad and malcolm in the middle.
schebbe: thanks That is looking sick, is there more of him?
baked down normals/polypaint. will start texturing properly in the morning.