Here is a WIP version of my Soma Cruz low poly model for the CgChat compition, right now the skin is at 256x256 instead of the 128 it's supposed to be at, but I'll size it down and sharpen it up when the time comes. The entire skin is work in progress, but crits would be great!
I haven't been modelling enough recently, so I just did this tonight for fun, took about 2 hours maybe or so, its part of a larger scene that's sort of based on Roger Dean's "Yellow City." This is just what I got finished before going to bed.
heres a head im working on for a mod,normal map and diffuse only right now,still got some work to do on it,but im really happy how the textures have come out,the face itself is 100% hand painted (no overlays).
I'm working on turning a Freedom Force model I made a few months ago into a Quake 3 model. Yeah, I know, old tech and all that rot. But my dink system can't handle Doom 3 or the like, so I'll stick with what I got.
Hey almighty_gir, that looks like a good start, but I hope you don't mind, I did a paintover to illustrate some crits and pointers I'd recommend:
For a start, her eyes are too small and too close together - this is a model problem, not a texture problem though. Take a look at some more reference, you'll see there shouldn't be so much room on either side of the head after the eyes. They look very squashed, so I moved them outwards - maybe they could be a little bigger too, to enhance the femininity.
My paintover still looks a little manly, it'd probably get further from that if you decreased the size of the chin, and made the lips and eyes slightly bigger.
It looks like you've layed a base colour down then started using dodge/burn to describe shading... I'd recommend against this method, since it leads to boring-looking flesh tones. Either that, or you're picking the same colour and just adjusting the brightness, not the hue or saturation. This will also tend to have the same effect.
Pick a base colour, then for different areas pick different hues and saturations to paint shading with - more yellow and bright for the forehead, more red and saturated for the nose and cheeks, maybe slightly toward blue or green for the jaw area. Also, with human flesh, saturation tends to increase in shadows because of reflected light of a similar colour bouncing into the shade. So areas like under the jaw and under the nose should be darker, but at the same time more saturated. Don't overdo it, though, or these areas will become focal points and you don't want that to happen.
Also, the lips you've painted so far are unlike any human lips I've ever seen... even with lipstick you rarely get that shade of red, and certainly not as sharp edges. You should probably smooth out areas more.
In general you need a lot darker darks... your texture right now is overall very bright and uniform, work some darker detail in (like around the eyes, lips and nose - contrast here will help the focal points pop out more).
I know it's early WIP but I just wanted to get all that said so you know what to aim for. I've been texturing a lot of female low-poly heads for work recently, and I've had to cover a lot of this stuff myself, and believe me, it really enhances the believability and makes the girls look good
So yeah, grab more reference, don't be afraid to use more contrast, and pick a much wider range of hues and saturations.
Haven't posted here in a long time, really haven't been working on much just going to school so that eats up a lot of time.
This first one I modeled one afternoon just for fun, not supposed to be incredibly realistic or accurate just wanted to do a little hillbilly shack scene... starting to texture it.
I modeled this one today, it's a sci-fi factory that could be used in a RTS game...
I found a copy of Painter 6 laying about so I installed and messed aroud a bit. I have Painter 8... but it won't install
I couldn't, for the life of me, figure out how to get the program to detect my wacom's pressure sens. So the entire time I was working at ultra low single digit opacity settings which drove me fucking nuts. My fingers hurt!!!
Unfortunately I had a hard-drive crash last night so I just lost all of my new (post nov 2005) models
Luckily the projects weren't so lost. I backed up OA
Anyway here's a model I have done and lost, it's not a gargoyle omg! He weighs in about 1500 triangles, so he would be ideal for both q3a and q4.
Soul: This is what I found on the CA forums:
"To change pressure you need to go to Edit > Preferences > Brush Tracking. Other than that it sounds like you need to go into the actual Control Panel for your tablet." You could look in there for anything to activate pressure sensitivity.
MoP: Great crits! Stuff like that always make me all fuzzy inside combined with strange and exciting feelings for Polycount.
Too wip for my own good. I've just blocked in the character, gonna do alot of poly cleanup now. If you can't see who it is, I'm gonna rip of your head shit down your neck.
Replies
still WIP... but added hands and feet
The rider is going to be some warrior-kid. Last update in here, I'll open up a thread when I get time to work on the boy.
omgwood!
Made this for that cgchat low poly thing.
john
changed some proportions and gave him a zombie snarl. Also optomized him some, still doing more of that though.
Man you need to work on some DS/PSP games, maybe then the PSP could get some GOOD games that look good but run SMOOTH.
got bored with it, think i'll start something else later
This is as far as I'm going on this. Too hard to do quality organic normals without ZBrush.
the back is far from done.. just layed out the loops now i have to add the detail.
http://www.subdivisionmodeling.com/forums/showthread.php?t=232
here is me progress so far..
and if you want to check it from the begining you can do so here
http://www.subdivisionmodeling.com/forums/showthread.php?p=3202#post3202
Really nice work so far. I exspecially digg the face, mind posting some closeups?
Oh and that special type of (bodybilder?) bellybutton seems out of place on a orc like that.
working on my texturing (and finishing off this model in general)
lemme know what you think
For a start, her eyes are too small and too close together - this is a model problem, not a texture problem though. Take a look at some more reference, you'll see there shouldn't be so much room on either side of the head after the eyes. They look very squashed, so I moved them outwards - maybe they could be a little bigger too, to enhance the femininity.
My paintover still looks a little manly, it'd probably get further from that if you decreased the size of the chin, and made the lips and eyes slightly bigger.
It looks like you've layed a base colour down then started using dodge/burn to describe shading... I'd recommend against this method, since it leads to boring-looking flesh tones. Either that, or you're picking the same colour and just adjusting the brightness, not the hue or saturation. This will also tend to have the same effect.
Pick a base colour, then for different areas pick different hues and saturations to paint shading with - more yellow and bright for the forehead, more red and saturated for the nose and cheeks, maybe slightly toward blue or green for the jaw area. Also, with human flesh, saturation tends to increase in shadows because of reflected light of a similar colour bouncing into the shade. So areas like under the jaw and under the nose should be darker, but at the same time more saturated. Don't overdo it, though, or these areas will become focal points and you don't want that to happen.
Also, the lips you've painted so far are unlike any human lips I've ever seen... even with lipstick you rarely get that shade of red, and certainly not as sharp edges. You should probably smooth out areas more.
In general you need a lot darker darks... your texture right now is overall very bright and uniform, work some darker detail in (like around the eyes, lips and nose - contrast here will help the focal points pop out more).
I know it's early WIP but I just wanted to get all that said so you know what to aim for. I've been texturing a lot of female low-poly heads for work recently, and I've had to cover a lot of this stuff myself, and believe me, it really enhances the believability and makes the girls look good
So yeah, grab more reference, don't be afraid to use more contrast, and pick a much wider range of hues and saturations.
Hope that helps! Keep it up!
tone down the eyebrows and make them less strait
Edit: too late
This first one I modeled one afternoon just for fun, not supposed to be incredibly realistic or accurate just wanted to do a little hillbilly shack scene... starting to texture it.
I modeled this one today, it's a sci-fi factory that could be used in a RTS game...
as for makowka, she doesnt even have eyebrows yet o_O
ill get on it asap mop, your the best!
http://www.tgz3d.com/botrot.avi
cant get max to make to make a normal map for my gun so i came back to this.
I found a copy of Painter 6 laying about so I installed and messed aroud a bit. I have Painter 8... but it won't install
I couldn't, for the life of me, figure out how to get the program to detect my wacom's pressure sens. So the entire time I was working at ultra low single digit opacity settings which drove me fucking nuts. My fingers hurt!!!
Luckily the projects weren't so lost. I backed up OA
Anyway here's a model I have done and lost, it's not a gargoyle omg! He weighs in about 1500 triangles, so he would be ideal for both q3a and q4.
"To change pressure you need to go to Edit > Preferences > Brush Tracking. Other than that it sounds like you need to go into the actual Control Panel for your tablet." You could look in there for anything to activate pressure sensitivity.
MoP: Great crits! Stuff like that always make me all fuzzy inside combined with strange and exciting feelings for Polycount.
base mesh : ok
Zbrush : awaiting...
trying to work some of those red tones in mop
60 Tris so far...10 min of work
1.30h on the highpoly mesh. I'll try to finish it this w-e or something.