Challenge finished couple of weeks ago, here's the final thing, before I store everything on my hard drive
Quick post-mortem :
WWR :
- my own dragon done in a month ! yay !
- lots of new tricks with texturing learnt during the challenge
WWW :
- lots of mudbox fail, texturing workflow still unstable
- final design lacks originality
- lighting ...
WTDNT :
- focus on texturing / baking details into PBR texturing
- allow a small percentage of time for research and concept before sculpting
Alright, I started doing figure drawing, maybe 30~60 minutes per day (that's not much, but well, I've got other things to work on sidelines, and I guess as long as I can keep this pace it'll work out)
Results are approximatively 10~15 drawings a day, here's a compilation of the best one each day (that's cheating, yeah, I know, I'm showcasing only the best )
But some progress anyway ! Next are landmarks study, and I'm memorizing muscles groups along the way (that's one of the "other things" I'm working on).
Absolutely loving your modelling. Big forms into smaller ones, well done. I think the coloring of the beer-alien is really nice, works much better than the cell/flat shading applied later on.
As per gestures and looking for movement, try laying in the basic action lines as well as the outlines in an a-symmetrical manner, using C-curved and counter-curved lines. http://www.youtube.com/watch?v=mIiqgXqjWCw#t=894
Alright, time to try out what I've learnt these few weeks in Anatomy !
Here are some screenshots, Pandaren character I'm working on for the Blizzardfest Challenge on GameArtisans :
PS : many thanks to shotgun, I watched the video and ended up buying Michael Hampton's book (figure drawing, design & invention), it's awesome
characters are awesome.
how do manage all the different accesories with textures etc?
Thanks !
About your question, I don't really understand .. If it's about texturing multiple objects, I usually sculpt all the hi-poly in Zbrush, retopo all the accessories in 3dsmax, and once everything's done I would unwrap them all using a single unwrap modifier.
Felt I needed more input in texturing, so I've been working on a small prop in order to learn Substance Designer this past week.
Here's the first try !
Gonna start the Polycount Riot contest, I'll include Substance Designer this time around, should be good training !
Also !
I tried to create a Facebook Page where I could easily upload and dump everything that's work-related, like 3D, drawings, but also articles and videos.
Replies
Currently doing retopo, will start unwrapping tomorrow & texturing this week.
~10 days left !
Quick post-mortem :
WWR :
- my own dragon done in a month ! yay !
- lots of new tricks with texturing learnt during the challenge
WWW :
- lots of mudbox fail, texturing workflow still unstable
- final design lacks originality
- lighting ...
WTDNT :
- focus on texturing / baking details into PBR texturing
- allow a small percentage of time for research and concept before sculpting
Results are approximatively 10~15 drawings a day, here's a compilation of the best one each day (that's cheating, yeah, I know, I'm showcasing only the best )
But some progress anyway ! Next are landmarks study, and I'm memorizing muscles groups along the way (that's one of the "other things" I'm working on).
Still having troubles with motion though ~~
As per gestures and looking for movement, try laying in the basic action lines as well as the outlines in an a-symmetrical manner, using C-curved and counter-curved lines.
http://www.youtube.com/watch?v=mIiqgXqjWCw#t=894
Here are some screenshots, Pandaren character I'm working on for the Blizzardfest Challenge on GameArtisans :
PS : many thanks to shotgun, I watched the video and ended up buying Michael Hampton's book (figure drawing, design & invention), it's awesome
Thanks !
About your question, I don't really understand .. If it's about texturing multiple objects, I usually sculpt all the hi-poly in Zbrush, retopo all the accessories in 3dsmax, and once everything's done I would unwrap them all using a single unwrap modifier.
Felt I needed more input in texturing, so I've been working on a small prop in order to learn Substance Designer this past week.
Here's the first try !
Gonna start the Polycount Riot contest, I'll include Substance Designer this time around, should be good training !
Tons of fun, learnt some great stuff too !
Now going for the character that pilots it
I tried to create a Facebook Page where I could easily upload and dump everything that's work-related, like 3D, drawings, but also articles and videos.
If anybody's interested, it's right here
https://www.facebook.com/pilumijus
I'll stream a bit more regularly this year and I'll probably use this facebook page to schedule the streams
Did some color tests .. next update will have hi-poly mesh done I think
Tons of fun ! Should have learnt to do this years ago t_t
(Hyoga from Saint Seiya, been watching some episodes ..)
A bit unfinished, but not enough time to work on it these days ... So might as well share it now will it hasn't taken too much dust =[