A quite wip [email="genie@5880"]genie@5880[/email] tri's, kinda low poly with high poly parts and some apparel missing.
Still working on fat/fleshfolds and the bottom of the belly is gonna be alpha'd out to blend with the air swirl. The bottom smoke twister thing is placeholder geometry and texture, but maybe appart from some contrail/swirl stripes it might resemble final...not sure yet exactly what I'll do. Still some anatomy scale/position problems to work out too, I feel...wish I'd decided if it's vert placement or lack of polies
well yea: http://img508.imageshack.us/my.php?image=blavx8.jpg
5 hours of work... i CANT believe i did this much this fast. i'm feeling proud of myself, and am having a good week already, so if u could please bring me down to earth with the crits, id be happy... lol
yea. still got some nmapping to do, and gotta add diffuse, and do a spec.... and then put it in UE3.
lemme know wat u guys think pls.
You rock, Marro. You seriously freaking rock. I've never had a decent grasp on cartoonism. I need to start studying it more instead of reverse caricatures.
love these updates Makkon, keep em coming. by the way, was curious, is this intended as a game model? will you be making the body into a high poly model? just asking cause of the difference in resolution between body and hair atm.
ironhawk nice board man but the front and back points look off? see how this board curves at the top, your board seems to have a kinda weird curvyness going on at the ends. i like it so far though! if you want to see really nice game art skateboards check out skate! or download the demo on Xbox live.
woah thanks Per.
i'll be making more 'gateways' / doors... in like.. the VERY near future. so i guess my newfound 'skill' of makin arches quickly will come in handy [nothing amazing, but like.. my polies dont get screwed anymore]. but yea.. ill take those tips into account for the next asset. i noticed that making the highpoly pillars were faster this time around too.
as for knowing my tools. yea, i should really get exploring in max... im sure theres shit i dont know about yet. lol.
20 minutes. damn i hope so. the only thing that really took me time in this project was the UV template and the projection cage setup. i hate templates.
oh, on the topic of speed. how long does a pro artist normally get to complete an asset of this... 'importance'? like, textured and all.... one day? just wondering. lol
thanks by the way! liked th tips... will follow them for the future assets.
On another note, this one _is_ looking good right? trying to get it all Gears of Wars-esque.
i picked kate as reference again xD, this time not digital but tradition, trying to work on drawing "realistic". and again the paper is too big to use a scanner
Blob ears? More like blob everything! Sharpen it up! Eyes are also looking a little strange, not the right shape or volume. The inner parts (nearest the nose) look too far forward from these angles.
oh you know, you should re-uv it and re-bake all your maps, for something that will have just about no actual effect on performance, that sure does make sense. =D
This is the most I can get out of mudbox on this computer. 213353 tris on screen... subd7 from a box.
Should I be getting more detail/sharpness out of this polycount? Still kinda unsure about the subtleties of sculpting. Eyes still have a lot of issues, good call, mop -- this is just idle scribbling, but on my next serious sculpt I'll pay a lot of attention to the eye shape. Thanks, both of you, anyway.
You could get more detail out of that count if you re-topo'd it and get better meshflow that actually worked with the shapes you're trying to create. Thats the best thing you can do
SupRore - perhaos you should get some more reference for this. its seems a litle made up. the lips are quite nice, nose is too big, rest of it seems a bit too loose.
AHotHandSandwich - looks great man, love the colors
Sup, the eyes could perhaps need a little bit of pushing togeter, though it gives the guy character, but don't change the nose, there's nothing wrong with it. Contrary to popular beliefs, there -are- people with big noses.
I'm getting a bit tired of the hunt for perfection. X amount of heads in the length of a person, this and that many eye-widths in a head. These are good guidelines, but by no means rules set in stone. Nature breaks them all the time, so why shouldn't we?
AHotHandSandwich> Nice! Dig that style, I'd love to see an entire zombie survival-horror game done like that.
pliang> Instantly recognized that baby, don't think I've ever seen it in any other game but Goldeneye. Although I can't work out what those extra things around it are. Logic says they're extra mags, but they don't appear to be the same as the one that's loaded, hard to tell though. They look a bit like butterfly knives to me.
[ QUOTE ]
East - you can only break the rules when you master them.
Pete Townsend has a big nose but he is not aesthtically pleasing imho:)
[/ QUOTE ]
I wasn't making aesthetically pleasing, or trying to study the rules. Just scribbling out forms in mudbox, and learning some of the tools I haven't used before. I appreciate the crits from all of you, I'll definitely address them in future pieces, but this was just a speedy little sketch -- no more than an hour and a half in total on it, and no ref or attempt at photorealism.
yeah jackablade I realise you were kind of going for the sketchy type of thing, but i still think it needs a little refining. (being the anal preectionist I am)
I was just kidding with the pete townsend comment:)
A bit of downtime at work and was sucking at starting a concept for a UT3 character, so I busted out BoBo's Brunt model and started up a texture. I really need the practice.
Just nutting out the forms and shapes and seeing where things take me, then will add a colour pass. I will most likely attempt the entire model, not just the head.
@syaped: you realize that he has some serious anatomy errors, right? When was the last time you saw someone with arms reaching to their knees? And the hands are HUGE.
Replies
Id paint that for sure.
Still working on fat/fleshfolds and the bottom of the belly is gonna be alpha'd out to blend with the air swirl. The bottom smoke twister thing is placeholder geometry and texture, but maybe appart from some contrail/swirl stripes it might resemble final...not sure yet exactly what I'll do. Still some anatomy scale/position problems to work out too, I feel...wish I'd decided if it's vert placement or lack of polies
well yea:
http://img508.imageshack.us/my.php?image=blavx8.jpg
5 hours of work... i CANT believe i did this much this fast. i'm feeling proud of myself, and am having a good week already, so if u could please bring me down to earth with the crits, id be happy... lol
yea. still got some nmapping to do, and gotta add diffuse, and do a spec.... and then put it in UE3.
lemme know wat u guys think pls.
cheers
Skate deck wip.
i'll be making more 'gateways' / doors... in like.. the VERY near future. so i guess my newfound 'skill' of makin arches quickly will come in handy [nothing amazing, but like.. my polies dont get screwed anymore]. but yea.. ill take those tips into account for the next asset. i noticed that making the highpoly pillars were faster this time around too.
as for knowing my tools. yea, i should really get exploring in max... im sure theres shit i dont know about yet. lol.
20 minutes. damn i hope so. the only thing that really took me time in this project was the UV template and the projection cage setup. i hate templates.
oh, on the topic of speed. how long does a pro artist normally get to complete an asset of this... 'importance'? like, textured and all.... one day? just wondering. lol
thanks by the way! liked th tips... will follow them for the future assets.
On another note, this one _is_ looking good right? trying to get it all Gears of Wars-esque.
thanks again.
cheers
well, if someone knows a good way to paint diffuse of chair it will be very helpfull
lowpoly done, now on to my first high poly that i will actually try to bake
its some kind of cockpit for helicopters and something
nice stuff here!
marro.. why do his heands have so many polys??
Working with the lowpoly atm and polishing on the Highpoly from time to time aswell.
haaarrrrr
nice stuff here!
marro.. why do his heands have so many polys??
[/ QUOTE ]
i'm lazy and took them from another model, gonna fix'em up tomorrow.
few minutes of mudbox doodling. blob ears!
Should I be getting more detail/sharpness out of this polycount? Still kinda unsure about the subtleties of sculpting. Eyes still have a lot of issues, good call, mop -- this is just idle scribbling, but on my next serious sculpt I'll pay a lot of attention to the eye shape. Thanks, both of you, anyway.
http://www.postimage.org/image.php?v=aVKFQaJ
My submission for my friend's Hitote Project. Good graphic styley fun.
AHotHandSandwich - looks great man, love the colors
I'm getting a bit tired of the hunt for perfection. X amount of heads in the length of a person, this and that many eye-widths in a head. These are good guidelines, but by no means rules set in stone. Nature breaks them all the time, so why shouldn't we?
Severed Zombie Hand
My submission for my friend's Hitote Project. Good graphic styley fun.
[/ QUOTE ]
Looks good just remember there are two bones in your forearm....
Otherwise known as the "Phantom" in the N64 007 Shooter...
AHotHandSandwich> Nice! Dig that style, I'd love to see an entire zombie survival-horror game done like that.
pliang> Instantly recognized that baby, don't think I've ever seen it in any other game but Goldeneye. Although I can't work out what those extra things around it are. Logic says they're extra mags, but they don't appear to be the same as the one that's loaded, hard to tell though. They look a bit like butterfly knives to me.
The magazine next to the Spectre was actually from a different model, forgot to mention that.
I'll be looking to add a formal post with the updates later on.
Pete Townsend has a big nose but he is not aesthtically pleasing imho:)
East - you can only break the rules when you master them.
Pete Townsend has a big nose but he is not aesthtically pleasing imho:)
[/ QUOTE ]
I wasn't making aesthetically pleasing, or trying to study the rules. Just scribbling out forms in mudbox, and learning some of the tools I haven't used before. I appreciate the crits from all of you, I'll definitely address them in future pieces, but this was just a speedy little sketch -- no more than an hour and a half in total on it, and no ref or attempt at photorealism.
I was just kidding with the pete townsend comment:)
Just nutting out the forms and shapes and seeing where things take me, then will add a colour pass. I will most likely attempt the entire model, not just the head.
-caseyjones
Enemy WIP for a arcade style sidescrolling beat em up we are making as a school project. Kind of in a hurry to finish it so i can help with the level.
Oh and i dont know what the rules are for political symbols in images but if its a problem ill remove it.
I think the arms are too long, but I love the overall look of the model.
Very stylized with a good amount of realism.
http://www.miniaturespace.net/images/40K/Grey%20Knights/Grey%20Knight%20term%20front.jpg