I would love to know the tools you use, and how you start is it wire and then clay put on top?, I really want to get started doing this type of thng but Im not sure where to start
chrizz1 emm ya wire and putty as for tools the standerd sculpting tools atheomr that looks like dentis tools.
Neo_God thank for your input i know the head is too big even for manga propotion sine i set the size my self i seem to get the head too big every time ..
and you are reminding to get new Glasses .. my eye not working
i wouldn't sweat it. miniature sculpts tend to have out of proportion heads (and sometimes hands) to exaggerate character. it's a great start!
what scale is it in? 35mm? 55mm? or just something random? haha. i'll try to get pics up of one of my sculpts soon (if i remember to take photos before painting it..)
Im using that brdf shader found somewhere on this forum (seems to be kickass). Still lots to do. The weapons, more texturework, hair and then riging.
ooh very nice! Very sexy . The diffuse could use some more work, some more tones and color in there, but only subtly. Really like how clean the model and normals look!
I was going to use that Loomis book for learning to draw the figure. What's the problem with it?
Loomis is great for learning to draw, he makes a lot of good points and teaches very well.
However the "character sheets" are not really that useful for modelling from, the proportions are a tad strange and the pose is pretty boring.
The books are definitely good for learning to draw/paint/compose though. Just don't use them as be-all, end-all reference.
still working on this ak47. I know it doesnt have all the details, but After I clean it up and ad some more little details I wanted to Ima call it done and then finish/unwrap the low poly.
Loomis is great for learning to draw, he makes a lot of good points and teaches very well.
However the "character sheets" are not really that useful for modelling from, the proportions are a tad strange and the pose is pretty boring.
The books are definitely good for learning to draw/paint/compose though. Just don't use them as be-all, end-all reference.
I agree with MoP - Loomis' female proportions in particular are a bit weird(quite a 50s shape, I think). His head construction (in Drawing the Head and Hands) is still probably the best method out there, though. There are aspects in his figure drawing manual that are pretty useful, such as the page on 'landmarks' and the drawings of the figure broken up into planes, but you should definitely supplement it with lots of other sources.
I'd recommend Bridgman for construction and understanding basic forms, and someone like Glenn Vilppu or Karl Gnass for pose and gesture. Burne Hogarth's anatomy is quite misleading at times but his drawings are very sculptural and can help when trying to understand overall forms and insertion points. Kevin Chen's figure drawing tutorials over on Conceptart.org are a really useful (free) resource as well. Mix all of that together along with lots of studies of your own and you should start to get a grasp of the human figure. Modelling sheets will only get you so far as you need to be able to visualise and understand more than is just apparent from a couple of flat drawings at right angle to one another.
With another week before I have to go back to work from the holidays, I opened this up again to try and get lots done.
The green cubes are human scale. With most of the innards of this vehicle being human scale objects (compared to the outside frame work being much larger shapes) I am fighting with how much detail, or rather the scale to stop detailing at, for something this large.
The wheels are as far along as they are because I did them a few months ago to freshen up on my highpoly modeling. Going forward with the rest of her, I am trying to figure out the innards first before moving on to the frame & exterior.
Yeah i do agree with you guys that andrew loomis does kick-ass and i also agree that these modelsheets arent the best around,but as posted earlier, imo they are an ok place to start. Proportions can be changed after the simple block-in stage. *shrugs*
I had asked sefronin to put this guy in unreal with his shader. But before handing it over to him,i decided to rework some things which i had wanted to work out since ever. So thanks to sef. for that The version i sent to sefronin is actually older than this one,but i dont know.
I am completely satisfied with him now. I wasnt actually before.I had him at the bottom of my folio.
I agree with MoP - Loomis' female proportions in particular are a bit weird(quite a 50s shape, I think). His head construction (in Drawing the Head and Hands) is still probably the best method out there, though. There are aspects in his figure drawing manual that are pretty useful, such as the page on 'landmarks' and the drawings of the figure broken up into planes, but you should definitely supplement it with lots of other sources.
I'd recommend Bridgman for construction and understanding basic forms, and someone like Glenn Vilppu or Karl Gnass for pose and gesture. Burne Hogarth's anatomy is quite misleading at times but his drawings are very sculptural and can help when trying to understand overall forms and insertion points. Kevin Chen's figure drawing tutorials over on Conceptart.org are a really useful (free) resource as well. Mix all of that together along with lots of studies of your own and you should start to get a grasp of the human figure. Modelling sheets will only get you so far as you need to be able to visualise and understand more than is just apparent from a couple of flat drawings at right angle to one another.
Cool, thanks for the info Mop and Nick! I'll be checking that stuff out.
Marine, I actually think they're purpose is for digging in to the ground when its rollin'.
Model's lookin good brome, but the concept has those diggers sticking out a lot more from the wheel, so they really look like they'd grip the ground. On your model they follow the curve the of the wheel perfectly and don't read as the same kind of mechanism.
a little bit of palm tree action..Im planning on adding shrubs, weeds, rocks, blah blah blah to make it more of a complete composition. Im hoping to be near completion tomorrow. Let me know what you think.
HotHandSandwich - i like, i like... how big are those?
Not that big. Maybe 3"x4.5"
I got a set of artist trading cards as an early Christmas gift and decided to draw some graphic stuff to give out with presents
started a quake ogre, was going to post earlier but that cock rooster showed off his own first
still needs his chainsaw then i can start cleaning up and detailing
can't decide if he should be pissed off or look sad
Replies
thanks
chris
Neo_God thank for your input i know the head is too big even for manga propotion sine i set the size my self i seem to get the head too big every time ..
and you are reminding to get new Glasses .. my eye not working
what scale is it in? 35mm? 55mm? or just something random? haha. i'll try to get pics up of one of my sculpts soon (if i remember to take photos before painting it..)
I was going to use that Loomis book for learning to draw the figure. What's the problem with it?
change the shottie to a trench gun and im there baby
creases are a cunt.
you must really hate your life :poly142:
ship looks good though
ooh very nice! Very sexy
Loomis is great for learning to draw, he makes a lot of good points and teaches very well.
However the "character sheets" are not really that useful for modelling from, the proportions are a tad strange and the pose is pretty boring.
The books are definitely good for learning to draw/paint/compose though. Just don't use them as be-all, end-all reference.
actually, I love to work with nurbs (and this is my first nurbs project so I hope I will learn alot more about nurbs in the future) :P
low poly wip:
http://i228.photobucket.com/albums/ee3/Mtg_Kirin/Untitled-1-11.jpg
other side:
http://i228.photobucket.com/albums/ee3/Mtg_Kirin/Untitled-1-9.jpg
any crits are welcome. This is my 1st normal map project, so suggestions or anything would be appreciated. (using maya)
I agree with MoP - Loomis' female proportions in particular are a bit weird(quite a 50s shape, I think). His head construction (in Drawing the Head and Hands) is still probably the best method out there, though. There are aspects in his figure drawing manual that are pretty useful, such as the page on 'landmarks' and the drawings of the figure broken up into planes, but you should definitely supplement it with lots of other sources.
I'd recommend Bridgman for construction and understanding basic forms, and someone like Glenn Vilppu or Karl Gnass for pose and gesture. Burne Hogarth's anatomy is quite misleading at times but his drawings are very sculptural and can help when trying to understand overall forms and insertion points. Kevin Chen's figure drawing tutorials over on Conceptart.org are a really useful (free) resource as well. Mix all of that together along with lots of studies of your own and you should start to get a grasp of the human figure. Modelling sheets will only get you so far as you need to be able to visualise and understand more than is just apparent from a couple of flat drawings at right angle to one another.
The green cubes are human scale. With most of the innards of this vehicle being human scale objects (compared to the outside frame work being much larger shapes) I am fighting with how much detail, or rather the scale to stop detailing at, for something this large.
The wheels are as far along as they are because I did them a few months ago to freshen up on my highpoly modeling. Going forward with the rest of her, I am trying to figure out the innards first before moving on to the frame & exterior.
I had asked sefronin to put this guy in unreal with his shader. But before handing it over to him,i decided to rework some things which i had wanted to work out since ever. So thanks to sef. for that
I am completely satisfied with him now. I wasnt actually before.I had him at the bottom of my folio.
Bump...
More view details here: http://blog.whiteblaizer.com/?p=1022
Cool, thanks for the info Mop and Nick! I'll be checking that stuff out.
Model's lookin good brome, but the concept has those diggers sticking out a lot more from the wheel, so they really look like they'd grip the ground. On your model they follow the curve the of the wheel perfectly and don't read as the same kind of mechanism.
a couple of customizable avatars im playing around with.
they are around 350 poly each.
...those are some... those are some freakin big wheels... :P
-
I´m on it.. still tons to do texture-wise
and the colour theme is subject of possible changes
btw: the chest belt is missing atm.. i know
[img]http://www.rollin.homepage.t-online.de/vox/vox_low copy.jpg[/img]
I got a set of artist trading cards as an early Christmas gift and decided to draw some graphic stuff to give out with presents
started a quake ogre, was going to post earlier but that cock rooster showed off his own first
still needs his chainsaw then i can start cleaning up and detailing
can't decide if he should be pissed off or look sad
Virtuosic - Now that looks like fun man, great job!
Does the i-phone only work with finger taps? Could you not use a stylus like the DS?
Yap, nothing else than fingers