I always thought that snake looked a bit constipated, and never smiling. In the beginning of MGS3 he has pretty big eyes too, but that may be just that once.
Im practicing drawing different materials.
I'm adapting it a bit to my own style, and aiming more for the original concepts for Solid Snake than Big Boss from mgs3. I'll definitely check on the eye size/expression, though, thanks.
You have to scratch it Suprore, a lot of small hard strokes in a high subD would lead to some good hair. You can also try to use a alpha with a lot of points so you dont have to do that much. But thats detailing, so make it in the end.
Here is my new creature:
I finally found the perspective button.
Sculpted from Z spheres
A project for my 2d class to demonstrate depth or something like that. We could do it in any painting medium we'd like, so I chose illustrator. Fun stuff,Still needs work of course. I think I'm also going to add some arms to it.
neo... that is REALLY cool.. Did you do a lighting study first? I cant say I've ever seen something that looked like that really personally. Good subject matter too. Cant go wrong with fit girls wearing tight pink ones.
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neo... that is REALLY cool.. Did you do a lighting study first? I cant say I've ever seen something that looked like that really personally. Good subject matter too. Cant go wrong with fit girls wearing tight pink ones.
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Thanks! I just did the lighting by eye really. Mostly just starting off with more intense bright colors and slowly getting darker and more desaturated as they go off in the distance. I did do a little reference searching though for the form haha.
also been doing some stuff in illustrator, some of my first works produced with it, and also some other stuff i've been working on.
WIP building (using old plants),
new plants,
Neo_God: Heh, that's cool... although I'd have to say that the flesh shadows (especially at the top of the image) are looking too desaturated and grey, IMHO it'd really improve it if you kept the same values, but saturated them more and pushed the hue towards red. Same with the bottom of her right leg.
I still kept them a pinch desaturated though, because this is what the project calls for. But the reds definitely helped soften up the flesh. Though I also upped the saturation on everything to make it pop more, and I added palm trees.
Haha, Per, I don't know how original this is, because I think Japanese guys have been drawing this sort of stuff for years, haha.
naw not upskirts neo, I have gigs of that stuff I mean the whole style of presentation you got going there, it's fresh.
I know I learned most of what I know about form and color doing vector and abstract 2d work. Dunno how people think to cope learning that stuff while also worrying about polylimits and shaders and all junk.
I think you can still desaturate the torso like you did in the first version, but then desaturate the background too, as it's deeper in than her shoulderblades. That's why it looked off to me and the MoP.
btw don't trust MoP, bin any flyers he hands you and don't give him your phone number. I'm talking from experience here.
Low poly entry for another forum...
The topic was an MMO character,the idea is to have a main character w/ 'upgrades' and such...
Screenshot right out of Maya "Use no lights" option has been checked.
Daghen those are looking sweet and I can't wait to see them textured.
The one thing I'm going to say that I had said with your buildings, too, is to avoid using layer style beveling with white and black - use softlight, screen, and multiply blending modes for the highlights and shadows, and use color tints, not pure black and white. You'll get much better bevels.
Got a chance to learn the Unreal engine at school last quarter. Had to make a nazi occupied hallway and room (based off concept art that was provided). It's a cliche idea I know, but it was still a lot of fun to make.
You can actually run through the fireplace, go up an elevator and shoot people through hitler's portrait. Little secret I added, shhhh don't tell anybody.
Replies
reworked my initial concept a bit closer to how I wanted:
A little more snake -- anyone have advice on sculpting hair that doesn't look terrible? Just been blocking stuff in with std an lazy mouse so far.
Im practicing drawing different materials.
Here is my new creature:
I finally found the perspective button.
Sculpted from Z spheres
/http://i13.tinypic.com/5y9b0pg.jpg
- last update for the day, hopefully, posted too many times already.
I couldn't import highest subd into max though, i would have to do that in parts & polycrounch it.
here's grab from mudbox.
I was modeling this in max, but was getting some weird corruption holes in the mesh, so sent it to silo beta.
Nude body again WIP.
Polycount Armor Torso : 3400
ha
neo... that is REALLY cool.. Did you do a lighting study first? I cant say I've ever seen something that looked like that really personally. Good subject matter too. Cant go wrong with fit girls wearing tight pink ones.
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Thanks! I just did the lighting by eye really. Mostly just starting off with more intense bright colors and slowly getting darker and more desaturated as they go off in the distance. I did do a little reference searching though for the form haha.
WIP building (using old plants),
new plants,
p.s trees suck to model!
cool pimp 8ft
I still kept them a pinch desaturated though, because this is what the project calls for. But the reds definitely helped soften up the flesh. Though I also upped the saturation on everything to make it pop more, and I added palm trees.
Haha, Per, I don't know how original this is, because I think Japanese guys have been drawing this sort of stuff for years, haha.
I've realized first big subdivison
with HYPERNURBS (controled by edges) to see what's going on.
I think that the basic shapes are here , probably I can go for a little ZBRUSHING now.
Any suggestion ?
I know I learned most of what I know about form and color doing vector and abstract 2d work. Dunno how people think to cope learning that stuff while also worrying about polylimits and shaders and all junk.
I think you can still desaturate the torso like you did in the first version, but then desaturate the background too, as it's deeper in than her shoulderblades. That's why it looked off to me and the MoP.
btw don't trust MoP, bin any flyers he hands you and don't give him your phone number. I'm talking from experience here.
diZzyWalnut, zbrush wouldn't hurt, go for it.
one more piece of spam then ill make a thread for this tomorrow night.
ditched the mask piece and working on the body:
The topic was an MMO character,the idea is to have a main character w/ 'upgrades' and such...
Screenshot right out of Maya
Tier 1.
Tier 2.
Tier 3.
Wires.
Textures.
!!!!
Francisco C3
The one thing I'm going to say that I had said with your buildings, too, is to avoid using layer style beveling with white and black - use softlight, screen, and multiply blending modes for the highlights and shadows, and use color tints, not pure black and white. You'll get much better bevels.
Sci fi tile practice. Learned quite bit on this one. Mostly about consistency. Somthing these dont show very well.
You can actually run through the fireplace, go up an elevator and shoot people through hitler's portrait.
fighter done now ..the boss part ..
Ghostscape ..thanks for the input i will try without layer effect this time..
mikebart...thanks it is fun project but long to do ^^
I love your ships, especially that big one in the bottom middle.
just a lil more painting.
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Looks awesome, man! I've been checking out your stuff over at eatpoo, too. Fantastic stuff
sama.van:
looks awesome!
here's a car im working on at the moment.
texture should be 128x64, when im done.
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I dig it! Looks like the wheels are pushed out, besides that its awesome.
More awful snaek!
Before/after from original post http://i9.tinypic.com/52flk68.jpg
Trying to improve my texturing skills...