great stuff everybody!
thanks a lot guys!
i've been working on the shadows of the face/torso a bit and here is a small update. i think i'm going in the right direction
Japhir, not bad... certainly coming along well.
Default is right though, you should go in with some harder brushes and pick out planes that light hits, to better define the volumes and shapes that the mesh can't get.
I hope you don't mind, I did a quick paintover to show what I mean:
Basically I think your light sources are a bit weird at the moment, light seems to be coming from the sides which doesn't look very natural, i'd pick a stronger light source from above and use that to illuminate the upward-facing parts of his face, hopefully you can see what I've done there.
Also I put some subtle blue light coming from underneath, cos that's always fun
amazing! thanks a lot mop! i'll work on it soon! what settings do you use on your brushes to create that effect? just hard round brushes at 100%? i draw at 100%, but then smudge it so the colors blend nicely... i guess that's what makes it look so blurred.
thanks again!
Yeah, hard round brushes, but pressure sensitivity is linked to the opacity, so if i press harder with my stylus, the stroke is more solid.
Are you using a graphics tablet, or just a mouse?
@ Japhir
Yes, dont use the smudge tool for color blending!
This small Tutorial about different ways to blend may help you: http://www.furiae.com/images/blending-thoughts.jpg
but a tablet is a must have!
i do have a tablet offcource, but it's a really old one that doesn't respond that well anymore... :S i guess i need to either live with it or buy a new one. thanks guys! good to see the results of blending compared!
looking at the big pipeline going in, did you weld a frame together?
are you going to bake(if even possible..) it or cast a mold from it?
great work as allways snowfly
[/ QUOTE ]
Yeah, there's a pipe bolted to a large wooden base and at the end of the pipe going into the model there's a wire armature connected to it.
After we're done with it, we're just tearing all the clay off and reusing the armature for the next model. But I'm considering on making a quick waste mold over it and making a cast in plaster, or perhaps an expanding foam so it will be lighter. If it were a polymer I'd bake it, but since it's waterbased it needs to be fired in a kiln, and you can't fire something with an armature in it, well you can, but I think it will screw everything up.
Man, there's some really good stuff to look through the past few days, those Naruto contest entries are really shaping up!
Neo_God: Must be fun to sculpt something so huge, the face is really nice. Hope you get to make a "copy" of it to keep.
I posted this down in my wip thread in the forums, but thought I'd throw it up here too:
Fun with cgfx. This is a multipurpose super slow shader I wrote to train myself. I might release it if anybody is interested (should be optimized first tough). Features Blurry cubemap reflection with, ramp shading, fresnel, thin surface translucence, emmissive, cubemap ambient etc
so i've been working on the texture without using the smudge tool and i think it definetely has paid off! only problem is that i don't know where i can make the pen pressure have influence on the opacity, i'm using photoshop 6, and i don't know if it supports that.
so here is where i'm at:
EDIT: i've only been working on the face, and a little bit on the torso
Yeah, photoshop 6 supports pen pressure as opacity. I think it's found as a checkbox in a little drop-down menu along to top tool bar when you have the brush tool active.
The updated version is looking much cooler i think, has a kind of Blizzard-style to the textures too
thanks! immediately after writing it i found the drop-down menu and forgot to mention i found it :P damn, drawing is much easier and much more fun this way! thanks again!!
here's something i started last night.. still trying to narrow down the tris a bit, but i dont think i can narrow them down any longer without getting too minimalistic, however i know that's what we do here.. just seeking a balance and the over all silhouette.. creating this guy from an illustration i did in april.. tell me what u think..
Long long time i don't post anything from me... finally found a few hours to modeling something personal. Still a long way to go, female body modeling still hard to do.
Here's something more i'm working on, some day i will broke my head on the keyboard, lots of problems, bugs and limitations with the programs. Damm, God give me patience!
Replies
realy cool face
can you tell me a bit more about it,
looking at the big pipeline going in, did you weld a frame together?
are you going to bake(if even possible..) it or cast a mold from it?
great work as allways snowfly
thanks a lot guys!
i've been working on the shadows of the face/torso a bit and here is a small update. i think i'm going in the right direction
and here are the texture flats, 256^2
Default is right though, you should go in with some harder brushes and pick out planes that light hits, to better define the volumes and shapes that the mesh can't get.
I hope you don't mind, I did a quick paintover to show what I mean:
Basically I think your light sources are a bit weird at the moment, light seems to be coming from the sides which doesn't look very natural, i'd pick a stronger light source from above and use that to illuminate the upward-facing parts of his face, hopefully you can see what I've done there.
Also I put some subtle blue light coming from underneath, cos that's always fun
Keep it up!
thanks again!
Are you using a graphics tablet, or just a mouse?
@ Japhir
Yes, dont use the smudge tool for color blending!
This small Tutorial about different ways to blend may help you:
http://www.furiae.com/images/blending-thoughts.jpg
but a tablet is a must have!
playing with xnormal, baking and stuff.
My first try with Zbrush 3, a practice with a head design of the ones i've done in modo, i'm very happy with this new version ^^
nice work neo!
can you tell me a bit more about it,
looking at the big pipeline going in, did you weld a frame together?
are you going to bake(if even possible..) it or cast a mold from it?
great work as allways snowfly
[/ QUOTE ]
Yeah, there's a pipe bolted to a large wooden base and at the end of the pipe going into the model there's a wire armature connected to it.
After we're done with it, we're just tearing all the clay off and reusing the armature for the next model. But I'm considering on making a quick waste mold over it and making a cast in plaster, or perhaps an expanding foam so it will be lighter. If it were a polymer I'd bake it, but since it's waterbased it needs to be fired in a kiln, and you can't fire something with an armature in it, well you can, but I think it will screw everything up.
Neo_God: Must be fun to sculpt something so huge, the face is really nice. Hope you get to make a "copy" of it to keep.
I posted this down in my wip thread in the forums, but thought I'd throw it up here too:
Fun with cgfx. This is a multipurpose super slow shader I wrote to train myself. I might release it if anybody is interested (should be optimized first tough). Features Blurry cubemap reflection with, ramp shading, fresnel, thin surface translucence, emmissive, cubemap ambient etc
A few more accessories, then unwrap and mudbox.
Still playing with enzo
[/ QUOTE ]
Hey Superoe, pretty sweet texturing, but I was wondering how does Enzo compare to Deep Paint 3D?
so here is where i'm at:
EDIT: i've only been working on the face, and a little bit on the torso
The updated version is looking much cooler i think, has a kind of Blizzard-style to the textures too
Female model screengrabs HAVE TO include back shot, otherwise U FAIL!!
are you going to detail those hair knots or ?
makes me wanna start sculpting again
[ QUOTE ]
Still playing with enzo
[/ QUOTE ]
Hey Superoe, pretty sweet texturing, but I was wondering how does Enzo compare to Deep Paint 3D?
[/ QUOTE ]
No idea, never used it. There's a thread in technical talk about it, someone there might have said.
here's a link to the illustration if u care to take a look
ArtofJmiles.blogspot.com
High poly base for a character I'm working on (WWII Nurse), most of the body won't be visible but I did it for practice.
gotta start texturing it, flatcolors right now
almighty_gir: better?
http://www.mentalwarp.com/~moob/show/shaders/waves.avi
finished!!
Jaco, Brice, Gavimage : cool stuff guys !
Vitor : Winsauce, she looks likke my old history of art teacher, her but may be a too much "round" ?
Vahl : turned out really good man !! maybe a tad more detail on the rooftop ?
Excellent stuff guys.
Here's something more i'm working on, some day i will broke my head on the keyboard, lots of problems, bugs and limitations with the programs. Damm, God give me patience!
Working on this atm, Kinda a orcish/beast thing. Just finished a basic rig on it, aiming to do some mudbox'in and texturing next week.
Rwolf is the mohawk temporary? Nice btw.
mudtime:
looks fantastic
:
finished!!
Jaco, Brice, Gavimage : cool stuff guys !
[/ QUOTE ]
Damn sexy vahl!
-caseyjones
Vahl: Nice. I think the hands details (ex: tendons) could come out a bit more though. Also, how'd you make that fireball?
thanks everyone for your support! it's my first completed competition!
EDIT: updated with a better presentation!