perfect guys! i changed the colours on a flattened version just now, and i think i lost some of the dreamy qualities in doing so:
I guess i should take the Nivbed comment as a compliment, so thanks, kp!
What does everyone think of the new eye, and the new elements, like the castle?
I prefer the old eye, and I feel the castle + ray of light is taking away from your apparent focal point, the creature/thingy. I'd personally make the dark color on the castle the same as the mountains, keep the lights in the windows and ditch the ray off the top. Maybe add a 2nd moon?
Not sur it was the right place in the sketch thread...mmh anyway, here's a wip artwork for an incoming model. I would like to make a jungle/wood titan (robot) controled by a monkey-ish pilote. Like a forest guard or something like that.
I've been too lazy, not doing anything new practically all year so I thought I'd try to get into the good habit of practicing again so I did this simple painting. Must do more and get better
ha ha , pleased you hate them Toomas . I will try and improve them next.
If you look at the z brush version below they are not quite as bad.
It seems half the battle is getting the normal map output how you want it.
Ruz, I think your real problem lies in the geometry of the ear, not the normal map. The geo seems to be rather fat and bulky. Might want to tighten that up.
Anyway, adding more crap to the skullknight. I'm thinking of adding a hood.... good Idea or no?
Roses perhaps. Sounds like a very noble and romantic thing, sort of makes it sad when you notice he's dead.
As for the horns, maybe on a helmet. I think horns attatched to the skull would make him look demonic and evil. That's not what I want.
I like the placement of the roses on that picture, though.
Bene working on this for a while now. I was working on a high res version of the coat but, damn, that takes too long. If you look at the coat he has for devil may cry 4 it's a total cop out compared to his DMC3 coat.
He's at 16700 poly right now. I'll try and limit him to 20,000
I am a little confused though. I know how the coat would be handled if it were super high poly (model both sides, inside and out, and use a proxy cloth simulation for animation) and I know how it would be handled for low poly (model the outside, use double sided material, and use a cloth simulation on parts of the coat itself and rig the rest to the character. but it's this in between that's got me confused, I don't have enough polys to model both sides AND animate it without parts popping through and I can't just do one side without modeling things like the zipper and giving the edge some body. Has any one else tackled this problem successfully?
Very nice rooster. I love the gun. The proportions look good, nice direction. Maybe make the neck shorter? Seems slightly out of place with the tiny legs.
shape: Cool model, some wastage polyswastage in the face, medal, flask, the beads and I some other places but I like what I see so far. Do you plan on doing any more optimization?
rooster: Maybe you should try a version with a long, thin torso and lowerbody. Those arms suggests a more elonged general bodystructure.
thanks for all the comments on the guy- He's actually based on a sloth, but I didnt use any reference when I drew him which explains why he doesn't resemble one . I will be giving him another pass to refine his appearance, and I'll try out all the suggestions to see how they look. The rifle is his, (just a sketch at the mo TryForce) and the big machinegun belongs to an enemy guy ( who will be kind of skinny with leather jacket and helmet/wwII goggles. I hope my ideas go somewhere haha
rooster, he looks a lot like this dog http://www.realtimecg.com/template.php?id=mrkite.php&n=28
but with his head replaced by a penis profile. I don't mean that in a bad way or anything, I think he looks pretty cool. :P
Your updated weapon concept is snazzy too.
[ QUOTE ]
...but with his head replaced by a penis profile.
[/ QUOTE ]
hahaha quality, that never would have ocurred to me I have to say . Man that dog is awesome, I want to find more of his stuff!! Looking at that definately makes me want to add in shitloads of detail and cool stuff- but on the other hand I have to remind myself that if I make an entire animation on maximum detail without simplifying and stylising- its going to take years (bearing in mind its a spare time project) . I learned this the hard way on my uni animation.
The environment looks nice, looks like it would suit your characters well- I always enjoy your clean stylised models a lot!
edit: flaagan- yeah I love ice age, but I avoided looking at any of that on purpose because I'm self conscious of borrowing too much. On reflection I should be looking at all available material really. Ice age is an interesting movie to mention, because thats the sort of visual approach I want, as compared to Robots. Sure robots looked all glitzy, but ice age nailed exactly what was needed and robots was just self-indulgent waste. Can't believe the same studio made those two films.
awesome work in this thread, great mix! Cubik - yeah I'll get to some more optimisations. Been detailing things up piece by piece so I'll make sure distribution is good when things come together more.
A HP char, with the intention of making a Normal Mapped 6k poly model w/ diffuse/spec/opacity.
Since this render I've finished the bandana, and have moved onto zbrushing more items.
I painted the diffuse colors onto the render, along with the frills on the chaps & jacket..
Replies
I guess i should take the Nivbed comment as a compliment, so thanks, kp!
What does everyone think of the new eye, and the new elements, like the castle?
Lordscottish- are you getting ready to smash some teapots then
quite wip:
white outline is accidental never mind eh
uvs laid out now for my poor excuses for texture skillz.
so modo rock ? SAWEETY PIE' whats so good about it, tell me , NOW!
I've been too lazy, not doing anything new practically all year so I thought I'd try to get into the good habit of practicing again so I did this simple painting. Must do more and get better
and the flat so far
Finished the demon model a LOOOOOOOOOOOOONNNNNGGG time ago. I really don't want to UV it.... wish there was an easy way of doing it.
And I'm not sure where I'm going with this....
http://www.gavimage.com
I only know these are ears because of the location, YUCK YUCK YUCK!
If you look at the z brush version below they are not quite as bad.
It seems half the battle is getting the normal map output how you want it.
Anyway, adding more crap to the skullknight.
I'm thinking of adding a hood.... good Idea or no?
how about roses?
something noble yet macabre, armor knight but dead skeleton :?
Makkon how about adding horns to the head?
Linsner did some great pictures of skull knight with horns and roses:) I think those are roses thorns and chain on his chest in the picture
As for the horns, maybe on a helmet. I think horns attatched to the skull would make him look demonic and evil. That's not what I want.
I like the placement of the roses on that picture, though.
Update:
Shape of this model is Great!
Bene working on this for a while now. I was working on a high res version of the coat but, damn, that takes too long. If you look at the coat he has for devil may cry 4 it's a total cop out compared to his DMC3 coat.
He's at 16700 poly right now. I'll try and limit him to 20,000
I am a little confused though. I know how the coat would be handled if it were super high poly (model both sides, inside and out, and use a proxy cloth simulation for animation) and I know how it would be handled for low poly (model the outside, use double sided material, and use a cloth simulation on parts of the coat itself and rig the rest to the character. but it's this in between that's got me confused, I don't have enough polys to model both sides AND animate it without parts popping through and I can't just do one side without modeling things like the zipper and giving the edge some body. Has any one else tackled this problem successfully?
and thats a sweet fat guy Shape
lol yeah i like this work... your progress on cg chat was quite assuming.
else are working fine aswel.
anyone got any thoughts on the proportions of this dude, I liked them when I sketched it, but I'm wondering now.. like/dislike?
First 2006 model - a 128 frostdevil.
Good stuff nkoste
did this very quickly in zbrush, the base I did a while ago, you might've seen it in the speed model thread:
and no reference, HA!
rooster: Maybe you should try a version with a long, thin torso and lowerbody. Those arms suggests a more elonged general bodystructure.
http://studioflaagan.com/temp/newfx1.mov
rooster.. you looked at the concepts for the sloth in Ice Age? Might help your proportions on him.
http://www.realtimecg.com/template.php?id=mrkite.php&n=28
but with his head replaced by a penis profile. I don't mean that in a bad way or anything, I think he looks pretty cool. :P
Your updated weapon concept is snazzy too.
...but with his head replaced by a penis profile.
[/ QUOTE ]
hahaha quality, that never would have ocurred to me I have to say . Man that dog is awesome, I want to find more of his stuff!! Looking at that definately makes me want to add in shitloads of detail and cool stuff- but on the other hand I have to remind myself that if I make an entire animation on maximum detail without simplifying and stylising- its going to take years (bearing in mind its a spare time project) . I learned this the hard way on my uni animation.
The environment looks nice, looks like it would suit your characters well- I always enjoy your clean stylised models a lot!
edit: flaagan- yeah I love ice age, but I avoided looking at any of that on purpose because I'm self conscious of borrowing too much. On reflection I should be looking at all available material really. Ice age is an interesting movie to mention, because thats the sort of visual approach I want, as compared to Robots. Sure robots looked all glitzy, but ice age nailed exactly what was needed and robots was just self-indulgent waste. Can't believe the same studio made those two films.
Since this render I've finished the bandana, and have moved onto zbrushing more items.
I painted the diffuse colors onto the render, along with the frills on the chaps & jacket..
You're my favourite.