Haha, looks like a few of the gameartisans are over here already, pimping their mini-kart characters. Here's my WIP, after a few hours work, doing Ryu from SF2 as a Tokyo Drifter:
The mesh is a mess, but I'm focusing on proportions first. Have a few bits to add to him, like hair, headband, and torn sleeves. Crits appreciated!
Vitor, I like the model, but texture is blured a little.
It's something wrong with the corners of mouth.
The hairs need some work, the scale of bump is too big for me, the shaved area of head need to be more noisy..
You probably done too quick uncontrollable brush strokes on mohawk haircut, so the effect you have got are crossing lines looking unnaturally.
Carnage!
Rodents only in DM-Morbias:
[ame]http://de.youtube.com/watch?v=jL8Kngn3f-g[/ame]
The Voice Sounds are not final yet, its not my voice!
Quality is crappy, but thats youtube i guess.
zbrush accident with the deformation tools turns regular headmesh into strunz, the miserable cowboy! last bit of freeform fun until work catches up with me again, i suppose.
Davision3D looking really kool...i gotta get my wires working too.
UT3 model wip
That concept is one of my favorites of Hawkprey's. I did a take on it as my first foray into high poly modeling and character modeling a few years ago. I like the changes to the backpack and the helmet but I'm not digging the breasts or the boots yet - maybe with some colors it will sell better.
systmh what did you render that in...looks sweet.
Maybe have it hold a gun or something cause i dont know why its holding its own hose. lol
Nice work so far!
Systmh, thats awesome. Would benefit from a better lighting setup. Still, great so far, I love this - nicely crafted, and somehow meaningful.
Reminds me a little of the portal computer chick. Great vibe...
That concept is one of my favorites of Hawkprey's. I did a take on it as my first foray into high poly modeling and character modeling a few years ago. I like the changes to the backpack and the helmet but I'm not digging the breasts or the boots yet - maybe with some colors it will sell better.
I posed it in zbrush and it got a bit distorted, i might post it in figure mode to
show whats going on.
zbrush accident with the deformation tools turns regular headmesh into strunz, the miserable cowboy! last bit of freeform fun until work catches up with me again, i suppose.
Looking good, Tom! I really need to stop chatting and actually get some work done.
just about done modeling and rigging. i changed my original plan somewhat, since i'm running out of time. the torso is mostly cobbled together from blatant copypasta, sigh. that part won't animate well. it's gotta be properly lit, animated and rendered by wednesday along with two other final projects. i'm such a shameless procrasturbator.
oh, and i'll make that other tube look less.. mirrored. i know it looks horrible with such undue symmetry.
TBG - it's mental ray with a couple quick-n-dirty shaders i made. heh, yeah, the hand is holding the hose just to test the practicality of the rig--seeing if i can make the hand go to where it has to go and then deform around something nicely. rig works ok, i guess.
pior - hey, thanks. didn't really think of it that way until now. hopefully that'll serve to inspire a bit of a mood when i'm animating. the illumination where it is right now is just an image-based setup. no actual lights; although i'm kinda dreading that. i'm such a noob with lighting. any suggestions?
only comment is the slots by the shoulder pin/slider thingie seems too low poly. can see segments, boo! Don't think i'd worry too much about the mirroring on the chest tbh... it doesnt feel sloppy or bad. I dont think i would have picked up on it or cared really
Alley wip from awhile back that I am finishing up. Good stuff Pior!
Just remember those handles on the garbage bin are so the trucks can lift them up, so you need to make sure you leave enough room for a trash truck to get in there somewhere.
yeah I have been thinking about that bro. It shouldn't be a big deal though really. Most places would know when the truck is coming and move the crates. It looks better for the scene to have it filled out I think.
Thanks for the Crit. I am still playing with how to place that dumpster. A straight shot to it would be more logical I think but I also want the scene to look good.
plasticine 3", started as a head turned into some kinda southern biker guy. put a cigar in his mouth this morning so it now comes with 100% natural plasticine smoke:smokin:. yeah my cam sucks bad, sorry for the crappy pictures
pior did you learn to make those in that class? They look rad. I was like "What kind of weird oddworld creature is Pior making???" then I realized it was a (your?) mouth. hahaha
Now I really need help though. I want the hand/arm to look more feminine in form (they belong to the woman to the right). The only reference I have is my own skeletal hands, and not a womans. It's too late at night to wake her up and by the time I can get her itll have wasted a bit of time.
So, any hints and tips on how to push that to be feminine?
ALSO!
The woman's face on the right, I'm looking to improve. Something about the eyes isnt right. The rest, I think I'm fine with (mouth, sloppy ears, and somewhat questionable nose) its just the eyes need perhaps more love on them to push it.
I know I'm asking alot, but figured you guys would know
Edit: is that mouth even placed right? oh god I dont know any more. Need fresh eyes!
I think I've learn a good lesson with it, still far from perfect obviously but I'm trying... Any critics is highly appreciated, while I don't plan to work much more on it, still trying to learn.
nice work vitor I think the wrinkles in the corner of the lip's look a bit out of place compared with the look of the rest of the skin. - minor crit tho.
nice, u can really tell how well the special map helped. u should try some skin shaders on him. the skin right now looks slightly plastic still. really cool non the less.
very nice vitor! the chin is very small, which makes him look a bit weird. the eyebrows are also a bit "short". but that is also what makes it a more unique character.
Replies
just playing with retopology
The mesh is a mess, but I'm focusing on proportions first. Have a few bits to add to him, like hair, headband, and torn sleeves. Crits appreciated!
I don't really make use of the ao for the face or flesh myself. I tend to make a flattish yet detailed version of the diffuse.
cool stuff pior
like the colors in that IronHawk
I've been working in "sketch & toon" a lot recently and my overworked brain though this was a shader! (could be)
I did too actually. thought it be an awesome DM lvl. hehe
It's something wrong with the corners of mouth.
The hairs need some work, the scale of bump is too big for me, the shaved area of head need to be more noisy..
You probably done too quick uncontrollable brush strokes on mohawk haircut, so the effect you have got are crossing lines looking unnaturally.
I want to make him look a bit sinister somehow.
Rodents only in DM-Morbias:
[ame]http://de.youtube.com/watch?v=jL8Kngn3f-g[/ame]
The Voice Sounds are not final yet, its not my voice!
Quality is crappy, but thats youtube i guess.
Edit:
Better Quality vid
http://www.veoh.com/videos/v7075347NBS9YQ9a
UT3 model wip
thomasp: That's beatiful man,how many poly's is that?
I'm remodeling a model i posted here a year ago. This time i'm going to make it "next-gen" . It's my grandpa
ugh... need to work faster
That concept is one of my favorites of Hawkprey's. I did a take on it as my first foray into high poly modeling and character modeling a few years ago. I like the changes to the backpack and the helmet but I'm not digging the breasts or the boots yet - maybe with some colors it will sell better.
Maybe have it hold a gun or something cause i dont know why its holding its own hose. lol
Nice work so far!
Reminds me a little of the portal computer chick. Great vibe...
I posed it in zbrush and it got a bit distorted, i might post it in figure mode to
show whats going on.
Looking good, Tom! I really need to stop chatting and actually get some work done.
just about done modeling and rigging. i changed my original plan somewhat, since i'm running out of time. the torso is mostly cobbled together from blatant copypasta, sigh. that part won't animate well. it's gotta be properly lit, animated and rendered by wednesday along with two other final projects. i'm such a shameless procrasturbator.
oh, and i'll make that other tube look less.. mirrored. i know it looks horrible with such undue symmetry.
TBG - it's mental ray with a couple quick-n-dirty shaders i made. heh, yeah, the hand is holding the hose just to test the practicality of the rig--seeing if i can make the hand go to where it has to go and then deform around something nicely. rig works ok, i guess.
pior - hey, thanks. didn't really think of it that way until now. hopefully that'll serve to inspire a bit of a mood when i'm animating. the illumination where it is right now is just an image-based setup. no actual lights; although i'm kinda dreading that. i'm such a noob with lighting. any suggestions?
only comment is the slots by the shoulder pin/slider thingie seems too low poly. can see segments, boo! Don't think i'd worry too much about the mirroring on the chest tbh... it doesnt feel sloppy or bad. I dont think i would have picked up on it or cared really
Just remember those handles on the garbage bin are so the trucks can lift them up, so you need to make sure you leave enough room for a trash truck to get in there somewhere.
Thanks for the Crit. I am still playing with how to place that dumpster. A straight shot to it would be more logical I think but I also want the scene to look good.
Sculpey, dremel, acrylics, nail varnish, clear plastic bottle cutout. Yay!
japhir that works well - love the blue fish scale colours.
thats a lot better Vitor look forward to the spec and some eyes for the dude:)
some great stuff on this page
[ame]http://uk.youtube.com/watch?v=QxDUCpf_b9I[/ame]
my latest walk cycle test -wow animation is not easy . its easy to get a base walk cycle going, but tough to refine it so it doesn't look goofy
Now I really need help though. I want the hand/arm to look more feminine in form (they belong to the woman to the right). The only reference I have is my own skeletal hands, and not a womans. It's too late at night to wake her up and by the time I can get her itll have wasted a bit of time.
So, any hints and tips on how to push that to be feminine?
ALSO!
The woman's face on the right, I'm looking to improve. Something about the eyes isnt right. The rest, I think I'm fine with (mouth, sloppy ears, and somewhat questionable nose) its just the eyes need perhaps more love on them to push it.
I know I'm asking alot, but figured you guys would know
Edit: is that mouth even placed right? oh god I dont know any more. Need fresh eyes!
edit: Ok, a bit better now.
I think I've learn a good lesson with it, still far from perfect obviously but I'm trying... Any critics is highly appreciated, while I don't plan to work much more on it, still trying to learn.
Standard max shader:
And the textures:
And I must research more into this special map.
But I still think that his hair looks strange.. Like the pixel ratio is really lower than the rest...
I think that tha noise oh the hair is really too large.. Dunno if you understand what I mean ?
Everything's standard. I wanna try out some of the shaders that are floating around these parts but I have an older video card.