Japh, the forms are awesome, so far. Let's see more color in the body, if you really want to push for realism. Blues, greens, reds, yellows -- get some ref and go wild with it, even if you don't manage to do anything you really like it'll be good practice.
japhir I agree with suprore, more colour variation, not necessarily harsh saturation, just variation. At the moment his head looks a slightly different hue to his body.
thanks suprore and ged! it's pretty hard to add color variation, but not go overboard with too much saturation . well, here is another pass, decreased the saturation and fixed the back some.
That reminds me
Ben Mathis wrote a tutorial AGES ago (I think its on his site and he also says its his first character tut) about painting body textures, and one useful trick was to R, G, B cloud channels and combine them in to a colour variation all over. Erm, hard to explain, Ill just now dig it up.
i don't really like that technique, at all. A decent texture requires a lot of precise, intelligent color variation -- not only does the rgbclouds look bad and random, it doesn't give you a chance to learn anything from doing it.
yeah i read that tutorial ages ago and also thought it was a bit too random for my tastes. thanks anyways!
taking a break from the surferdude. here is a basemesh for a head! i'm gonna give sculpting a go and see what happens.
vahl, Funky, Jaco, Swizzle: Nice heads, fellas.
Japhir: Looking good. I'll echo what the others say about color variation and also add that the back could be softened up. The outlined muscles are making it look more like an anatomy diagram.
Another great page. Great job on the scout, I keep watching the "meet the...." series and the scout vid has grown on me a lot.
Japhir : areas close to bone without much muscle/fat over them often appear a little yellowish. Areas like shins etc. You tend to get more red in areas with more bloodflow (obviously).
Spacey : thanks man, awesome poses, seeing your TF2 lowpoly stuff is always a pleasure so refreshing.
El ZOrR : loving it, the style reminds me of Evil Twin: cyprien's chronicles 's style, no idea why
Ruz, thanks, the eyes have been fixed since that shot, was working mainly on the skintones at the time I took it, the hair is still untouched. Trust me, it won't be left that way
Spacey: I really love what you've done with the TF2 guys, very cool.
Here's a sculpt I've been working on in my spare time. I seem to work on more 3d stuff when I'm concepting at work and vice versa. Some people might recognise this guy as rat-faced Stan Valchek from The Wire (best TV show EVAR!!! etc.). I'm a big fan of people like Andy Bergholtz so I thought I'd have a go at my own little likeness. I'd definitely like to have a go at getting stuff like this rapid prototyped...
I'm very tempted with by The Deep stuff over at CA.org so I'll probably chance my arm at a couple of categories. More stuff soon, hopefully.
Nice Manuel. I digg it :P.
Nick, those sculpts look real good!
Vahl, you´re getting there. The texture already looks really good. Keep up the good work!
Highpoly for Normal Generation of a 1972 Ford LTD. Don´t mind the floating mirrors. Interior and some other parts are partly made up due to the lack of blueprints available.
japh, that's awesome! Push some of the blues you have in the arms/back into the front of the body, a bit, right now they're only yellow/red, --and maybe some more reds in the abs, like the pectorals are. otherwise ace.
This is an incredible page, in general. Katz, always cool, ixe and nick, awesome highpolies.
most of the top half of the head will be covered with a hood so I didn't bother, the spec on the hair isn't on the diffuse it's from the specmap, so it's dynamic
Neox: This may be nit-picking, but I hope you add fore-wings to that thing. She doesn't look like she'd ever get off the ground as it stands. But cool model so far.
it's the whole point of the design to be one giant engine with small wings to sit directly on the engine, not going to change a design thats been done a year back, maybe exxagerate it a bit more, but extra wings will make it less big und risky, but thanks for the hint
thanks again for all the crits i recieved! here is the final version of my surfer, i can't work on him anymore because i have final exams tomorrow :O and i don't want any distractions .
EDIT: i'll post the image once i fixed my presentation image
Replies
Agreed about the delts, I got carried away with that damn inflate brush I'll post updates of the body later.
texture update, crits are most appreciated!
gonna add some more shadows to the legs and arms.
jaco, cool sculpt, digging the style.
something ive been cooking up
fixed a few proportions issues, the lips, colors, added details, etc
Ben Mathis wrote a tutorial AGES ago (I think its on his site and he also says its his first character tut) about painting body textures, and one useful trick was to R, G, B cloud channels and combine them in to a colour variation all over. Erm, hard to explain, Ill just now dig it up.
http://www.poopinmymouth.com/process/character_tutorial/character_process_page_5.htm
Thats the technique (accredited to 'harlequin'). Its definitely worth a try, it only takes about a minute at most.
taking a break from the surferdude. here is a basemesh for a head! i'm gonna give sculpting a go and see what happens.
Taking a swing at an old character with zbrush.
Needs less symmetry and some monocle wrinkles. But all in good time I guess
Japhir: Looking good. I'll echo what the others say about color variation and also add that the back could be softened up. The outlined muscles are making it look more like an anatomy diagram.
Rigged my Scout for some practice.
Also gave him Heavy's sammich
YEEEESSSS!
working on a weird bug thing because I'm bored of the other thing I'm working on.
the earth?
sdk [updated]
http://www.megaupload.com/?d=9AMGJTES
and that kicks ass elzorr!
ok ok after this i'll go back to my surferdude .
just thinking you could paint more with warm and cool colours rather than relying purely on light and dark.
you done it a little under the armpit, but |i was thinking maybe darken the skin a little first, then introduce warm and cool variations.
nice poses, spacey
vahl perhaps the eyes are a little bit 'cut out' looking( but too white perhaps?) but nice skin shader.
also the hair mass needs defining/bulking out a little
flow 3d thats nice but after the 3rd repetition I wanna throw rocks at the screen:)
Japhir : areas close to bone without much muscle/fat over them often appear a little yellowish. Areas like shins etc. You tend to get more red in areas with more bloodflow (obviously).
El ZOrR : loving it, the style reminds me of Evil Twin: cyprien's chronicles 's style, no idea why
Ruz, thanks, the eyes have been fixed since that shot, was working mainly on the skintones at the time I took it, the hair is still untouched. Trust me, it won't be left that way
here is another update, better? i hope i didn't overdo it
Great stuff going on as usual.
Spacey: I really love what you've done with the TF2 guys, very cool.
Here's a sculpt I've been working on in my spare time. I seem to work on more 3d stuff when I'm concepting at work and vice versa. Some people might recognise this guy as rat-faced Stan Valchek from The Wire (best TV show EVAR!!! etc.). I'm a big fan of people like Andy Bergholtz so I thought I'd have a go at my own little likeness. I'd definitely like to have a go at getting stuff like this rapid prototyped...
I'm very tempted with by The Deep stuff over at CA.org so I'll probably chance my arm at a couple of categories. More stuff soon, hopefully.
Ta, Nick.
I did a modular wall for airborn
[img]http://nonpublic.airbørn.de/wip/katzeimsack/env/house-no2a.jpg[/img]
Nick, those sculpts look real good!
Vahl, you´re getting there. The texture already looks really good. Keep up the good work!
Highpoly for Normal Generation of a 1972 Ford LTD. Don´t mind the floating mirrors. Interior and some other parts are partly made up due to the lack of blueprints available.
Click links for higher res.
http://simonfuchs.net/bilder/car1.jpg
http://simonfuchs.net/bilder/car2.jpg
http://simonfuchs.net/bilder/car3.jpg
nice one katze, nick and the others here
This is an incredible page, in general. Katz, always cool, ixe and nick, awesome highpolies.
most of the top half of the head will be covered with a hood so I didn't bother, the spec on the hair isn't on the diffuse it's from the specmap, so it's dynamic
vahl: maybe the pores are a bit too even overall? but nice work, like it.
airship thingie, finished the whole baking and retouching stuff, texture work next..
[img]http://nonpublic.airbørn.de/wip/neox/vehicles/messenger/messenger_05.jpg[/img]
http://www.dariocoelho.com/gallery/concepts/airbornvehicle.jpg
http://www.lufthoheit.com/hafen2prefinal.jpg
it's the whole point of the design to be one giant engine with small wings to sit directly on the engine, not going to change a design thats been done a year back, maybe exxagerate it a bit more, but extra wings will make it less big und risky, but thanks for the hint
though this page could use an anoying youtube embeded file aswell!
sdk
http://www.megaupload.com/?d=9AMGJTES
It looks a lot better in max but I can't figure out how to render it nice and clean at this res.
C&C welcome
EDIT: i'll post the image once i fixed my presentation image
EDITEDIT :
fixed the presentation: