Show and discuss progress on anything here for feedback (upload finished work to your journals)
Work in progress
U-235 Screenshots
hey guys,
We've finally got around to getting out some screenshots after a very busy fortnight.
These shots are the result of 2 weeks work and are straight out of the engine. I'm responsible for all art - geometry, textures, design. Chris wrote all the HLSL shaders.
Just a couple posted here... but there are more on our forum: [url]http://www.u-235studios.com/forum/topic.asp?TOPIC_ID=35[/url]
We're getting about 20-30fps on a 6800. Raw poly counts of 500'000, over 1million if you include a daylight pass. [:D]
This one really looks best as full screen because it's a little dark in this white forum.
[img]http://www.deadlyretribution.com/screens/28012005/shot007.jpg[/img]
[img]http://www.deadlyretribution.com/screens/28012005/shot008.jpg[/img]
I'm very excited about this game. Many of us at QATNM have been saying that Australia needs a big game/engine type thing to get the attention of the rest of the world. We've had great games come out of here, but something huge like unreal, etc. would really put us on the map. and this game is looking very nice so far: fantastic looking high-end engine with nice shaders etc. if the gameplay is as good as the visuals then i think it'll be a huge step forward for the australian industry.
I agree! We really haven't done a title (of recent times) that would be of a huge interest to the hardcore PC gamer. The types of games where a million game portal sites regurgitate news over and over about, where rabid fans salivate over each new screenshot. Granted, it seems like only FPS's are the only types of games that garner this type of attention, but if that's where the audience is (well, on the PC), why isn't there more happening. I mean, we all love FPS's, don't we? Wouldn't we love to make them instead of more niche kind of games?
I know, people are going to chime in that the bucks are on the consoles where titles sell a multitude more times than on the PC, and the FPS genre in the PC market is perhaps saturated and extremely competitive, but I seriously reckon there's enough professional talent here that can rival the Half Life 2's and Doom 3's (as long as you don't put your game out near their release date [;)]).
Actually, I just realised that Tribes: Vengeance is one of those locally made titles that got that media attention. Anyway, the U-235 screenshots look great!! If there's one thing that gets the attention of hardcode PC gamers and news sites, it's impressive screenshots!
BTW, can someone tell me what U-235 Studios were before they were renamed? I'm sure I have their old name in the database that I need to update.
A quick response to a couple of Posts
Souri: As the other half of the team that produced these screen shots ( I wrote the shaders etc, urgrund did the textures and models) I can tell you that u235 studios is a new development studio formed very recently (less then half a year ago). This is the first title from the studio.
LiveWire: I actually attended QANTM as a student until work commmitments forced me to end my study there. And I agree with what you said.
There are a few other big games in development here in Australia so hopefully we can make an impact on the rest of the world with the quality of work done here in Aus
I could've sworn something was renamed. o_O .. I think it might have been mentioned somewhere here in the forum. Maybe Retribution was called something else before?
Anyway, I've added [url="http://www.sumea.com.au/sdevelopersprofile.asp?developer=102"]U-235 studios[/url] into the developers database..
dont worry Souri i'll back you up. i'm sure i saw a news item on their main page a couple of weeks back saying they are "now called U-235 studios". weather the game name or compnay name was different i dont know. perhaps it was just the website name was different, cos i'm sure the same news item said "the new web address is www.u-235studios.com"
Sci-Fi Painting / Character Portrait
My latest digital painting, I'm not sure if this piece is actually finished or not. I have spent several evenings on minor changes and feel like forward progress has ceased.
painted in PS7.
[img]http://www.sumea.com.au/forum/attached/johnn/200512782337_character_SF1…]
thanks for the comments :)
I spent another hour or so tinkering and I think that i will call it done now. For those that say "hey! he posted the same image again!" the one below has lighter forground features (to pull it off the background a bit more), warmer colour in the characters face and clothing highlights, a little texture etc added and a minor helmet adjustmet (thanks denz).
[img]http://home.iprimus.com.au/johnnewall/extras/character_SF1L.jpg[/img]
Low poly characters
Hi guys!
I'm new here and would love to hear what you think about my portfolio. It can be found at http://viktor.freeownhost.com. Any feedback is welcome
Thanks
Victor
Well for starters its refreshing to have the thumbnails smack in the face & not a fandangled and unnecessary mish mash of flash windows that each take 2 - 3 seconds to slide in and out of the screen for every menu.
The modelling imo needs alot of work theres alot of unnecessary polygons, like an 80 tri batton, and the 128 tri shield. they could be done with less than half of that polycount. pay close attention where you place your verts and check to see if they add any definition to the silhouette - if not - more often than not, it doesnt need to be there.
On the flip side your textures dont reflect the detail in your models, they are flat and lacking alot life. head on over to cgtalk and study other peoples textures, try to emulate the folds and detail in materials etc.
Nevertheless - good start [:)]
demon beast wip
Hi, this is something that im currently working on... obviously still needs to be textured. The two main things im doing with this is a high poly version of the beast which i will rig with the new skin morpher to get some cool muscle bulging action happening. Secondly, I am doing a medium poly version of the beast, which will be my first normal bump mapped character.
let me know if you think any changes are needed before I start unwrapping/texturing, I will probably get a chance to do this sometime in the next couple of weeks.
On the left of the normal map test, the medium poly beast is 6126 tris (about 7500 if you include gums/teeth/eyes). I wanted to learn how to use normal mapping so i did it on this demon beast, it seems to work pretty well. What do you think? Maybe a little bit of tweaking then on to unwrapping/texturing.
I might also do a low poly version too...
Insert Image: [img]http://www.sumea.com.au/forum/attached/pk/2005122224123_beast-wip_pk.jp…]
Insert Image: [img]http://www.sumea.com.au/forum/attached/pk/2005122224153_normal-map-test…]
I was originally thinking of diablo or balrog (lotr) or even a bit of one of the creatures from the new WOW cinematic, when i started doing the head. i started moving away from what i had originally been thinking, i wasnt really thinking chimp, by now you say it i guess i can see that in it a little! Hazard you said you liked most of the design, what areas would you fix, cause i will probably tweak the model a little bit more before i unwrap etc.
Now that I look at it again, I get the impression that there is a balancing problem due to the size of the tail. Looking at the side view, it sort of looks like he might topple over backwards. I think it?s partly because of the massive tail and partly because his legs and feet are set is a position designed to make the creature lean forward. Imagining the exact hind section on a T-Rex type of creature, it?s upper body would extend forwards about the same length as the tail goes back, in order to have a balanced centre of mass. I think this guy needs that same balance. He seems to have the centre of gravity in a position that would not allow him to stand upright without toppling over.
I think he needs either a smaller tail, a much bulkier upper-body, or he should be hunched forward more to counter weight his tail.
Of course I may be wrong, but that?s just the impression I get. I imagine if I had a toy model of that sitting on my desk (apart from looking really cool) I don?t think it would stand on it?s own. [:)]
Insert Image: [img]http://www.sumea.com.au/forum/attached/pk/2005219215310_beast_tex-pkx.j…]
hi, heres an update of the high poly model 'red demon beast'. I have tweaked the model slightly taking in account some of your suggestions, smaller tail, balance, relaxed muscles in facial area...
its now textured (still need to do teeth and gums properly), then onto rigging and morph targets for head and muscle flexing.
demonic beasties - this one's in my area [:)]
in regards to the texturing, the main points I'd say to do some passes on before proceeding would be:
-sun bleaching: consider what this beasties skin properties are - is it thin skin layered over a structure of muscle, tendons, cartledge and sinew, or does it have a thicker leathery property? If it's more fleshy, sun spots and sun tanning where the sun would hit more prominently and whiter bleached areas where not much sun touches. Likewise, if it's more leathery, cracked, darker, and harder crusted leathery areas where the sun hits, and lighter smoother and more soft diffuse areas where it doesn't reach.
-translucent meaty reds: to give a greater impression of organic mass, add in some more saturated reds in areas where the skin is thinner and the blood layers more closely to the surface such as the nose, around the eyes, thin edged joints like elbows knuckles and knees, and progressively towards the hands and feet where the blood circulation fights more against congestion.
-integration of elements: This is a bit harder to try and explain - think of it as a final checking step. blending the different elements more coherantly as one, to make the beastie read more as a whole and complete being -- what I mean by this, as an example, would be the seperation of the different elements like the claws and skin. Check out some photo referance of animals with similar attributes - how a thin skin layer merges and connects the claws (think similar to the cuticles on your fingernails), or where the wear and tear of chunks and scratches and deposits of dirt form around the horns of a bull, or how the cartledge from the bridge of a nose is visible through the skin layer. Another example would be the details of protruding veins you've put in, but they don't yet read "beneath" the surface as good as they could, it's reading more like protrusions tendons would make.
Well, that's a lot of notes [:D] I hope I've been of some use, I think you're doing very well, and I'd like to see him pushed as far as I know you can take him!
I think hes come along really well [:)]
Theres a couple of things when I first look at this guy with fresh eyes - I see powerful legs, a powerful torso, a good solid jaw, big head and a thick neck.
When I look at his arms I cant help but feel they are a tad undersize in bulk (not length) - and lacking in the power department, in paticular his long slender fingers dont say "I am a demon and I will tear you apart with these hands"
I have to agree with all of JI's notes regards the texture - I think youve made a good solid base - now its time to start throwing some environment / substance detail passes onto the beast.
Keep going with this guy hes going to come up well! [:)]
hi all, thanks 4 the feedback...
Joel, cheers for the texturing tips, I will do a couple more passes on the texture keeping them in mind.
Hazard, I have been playing around with muscle flexing with morph targets, which makes the arms look more powerful. Do u have any pics/reference for powerful hands that i can check out?
Livewire, I used 3DsMax for the beast and starting to test out mental ray for rendering
Hi, I got sidetracked doing other things and didnt upload a finished pic of my beast. I thought that I might as well do it now. I thought I might have a contrasting heavenly glow to the demonic beast for this pic, hope you like!
Insert Image: [img]http://www.sumea.com.au/forum/attached/pk/2005521195926_beast-z.jpg[/img]
that looks great! are those teeth supposed to look metallic though? also i wonder if in a more relaxed pose sort of thing (as apposed to posed so for ease of modelling etc) the fingers would be so spread out, on (his) right hand especially i get the feeling they would hang a bit closer together, thats just me though. congrats again on a great model
Marine girl
This pic im considering to put into my AIE application folio for 2006. I'm cerrently 18 and in year 12. My goal for this year is to make a impressive folio to get myself into the AIE campus melbourne. I mostly do 2D art but my resores to 3D programs are somewhat limited so for the moment 2D art is the focus. i can get good at 3D when i study at the AIE.... if i get in O.o
I was thinking of doing 6 posters to show.
1 of a sci fi game idea
1 of a fantasy game idea
1 of a modern setting game idea
1 of a furry game idea
1 of a romantic/tender pic (i include this becouse i find a fault of many male artists that they kinda go "...a pic without guns...noooooo!!!"
1 technical drawing game idea (robots)
this would proably go under the sci-fi section.^^ enjoy
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/caroo/2005120231419_marinecolfin…"]marinecolfin.jpg[/url]
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sounds like a good enough way of building a portfolio, seems to cover a lot of bases anyway. in relation to what you have posted, its not bad but id say that you should really improve your anatomy, use this site http://www.saveloomis.org/ (this is a good forum http://www.tsofa.com/forum/index.php) or any anatomy book you find in a new or 2nd hand bookstore is good too. just keep practicing over and over, until you get a feel for proportions and the like, anatomy is a critical part of both 2d and 3d work.
one other point is what do you mean when you say you want to paint posters of the game? a good way would be to develop a backstory then do a big group shot of the characters. an important addition lacking in your current example is a background.
great idea though, im looking forward to seeing how it all progresses
Nods* all that you said are valid and noted complements and critie. ^^the marine girl is a very generic character and doesnt fit into any of my sotres. (and she loosk too scarcraftish) i DO already have character ideas and storys in and developed so thats covered. Atonmany is always a bitch but i really should grab a atonamy book in the next few months. i shouldnt have pre ordered that nintendo DS O.o
As for back ground and big character compassioion. WELL DAH! (sorry^^) i was tihnking for each poster to have the main cast of characters plus some seane locations and vechiles in the background of the image..that should do nicely...
[in advanse..sorry for my horrable spelling^^]
Characters
Here's something I knocked up for a WarHammer mod for Rome Total War.
600 polys, 256:256 texture
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Taamati/200511975644_chaos_warri…"]chaos_warrior.jpg[/url]
29.94?KB
thats cool + warhammer is dope (aslong as theirs goblins in ur mod... theres goblins right?). My crit would be the hands seem a bit small though, perhaps just in comparison to the really really widening glove down the wrist. Also the shoulder pads look like they might be a bit high (but in truth i havent seen a chaos model in a long time).
Hey Taamati, Welcome to Sumea! [:D]
Looking good! The texture looks good in some areas but other areas like the axe head might need some more work. I think it's because some of the texture looks photosourced and other parts look hand painted.
I agree with Moonunit on the hands. Hands should be approximately the same size of the face and the feet should be roughly the same too. Then you have to consider the garments that are worn over the top. (eg, big war boots or chunky gauntlets)Your feet also look a tad small there [;)]
Godd job though! Just keep at it. [:)]
Thanks for you input, I've already scaled up the hands and feet somewhat. I agree it looks way better, I kinda rushed it a bit. I did the whole character yesterday and by the end of it, I was pretty buggered.
Here are the wires
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Taamati/2005119191315_CW_back_wi…"]CW_back_wire.jpg[/url]
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[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Taamati/2005119191341_CW_front_w…"]CW_front_wire.jpg[/url]
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[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Taamati/200511919143_CW_pers_wir…"]CW_pers_wire.jpg[/url]
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Off Limits MOD
Im Back with Off limits again now I have the time.
I will be doing there character textures for the mod, here is one you may have seen at there fourm.
3DArty
Ken Byrnes.
--------------------------------------------------------------------
An amateur built the ark and professionals built the titanic.
untiteled graphic novel
a freind of mine wanted me to show some of you my new project.
[IMG]http://members.optusnet.com.au/drummonds/prac/city copy.jpg[/IMG]
story on this page, as well as some ink.
[IMG]http://members.optusnet.com.au/drummonds/prac/pg2.jpg[/IMG][IMG]http://…]
thoughts feedback critic all welcome.
really nice work, i have always loved your style and its cool to see you attempting a comic book . no real crits other than the font, the normal comic lettering doesnt seem fit your work, not sure what you can do to fix it, but for me it detracts from the feeling of the images. other than that its great and ill be looking forward to some more pages
Ty2 fanart
Now.. I the 18 year old aussie game player brough Ty2 from eb games about.. 2 weeks ago.
im not usually one for platformers..more a rpg and technical player (then again, i also own transformers)
I have to say that Ty has to be one of the funist games ive played in a while. it has its faults..it suffers form 'short game syndrone' (just like transfromers) however the game is more then solid and very enjoyable..and considering im not the target audience thats saying something good.
There are many interactice characters in the game, many australian animals.. however... ether im blind or stupid.. but none are kangaroos. theres a few bouncing around in levels but there realistic ones, not characters... and im like. "No skippy? Why no skippy."
anyway.. i thought to solve the problem (a problem only im proably conserned about.) i drew up a roo character for the 3ed intallment.. CHARLIE THE ROO!!
the gun on his back is a 6-pack ginger bear lurncher..however seen the movie tank girl knows what a beer lurncher can do.
his seccond attack is tail swipe instead of biting.
I know this is a bit silly. i wanted to show the guy at krome but they have no e-mail adress so i gave up on that and just posted here^^ enjoy.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/caroo/2005110212022_tyfanart.jpg"]tyfanart.jpg[/url]
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more heads
Hey all,
Decided to post my head from a polycount thread for feedback and crit:
[img]http://www.fizzygames.net/myface1.jpg[/img]
Just got a tablet so i took it for a spin, texture is x256 by me, the model is by shimmer from the polycount forums.
Here is mine.
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/200511215524_testhead.jpg…]
Ok this is the next one. the skin on this one was a lot of fun for me as I have not done darker skin till now.
No refrence was used. all hand textured as well.
3DArty
Ken Byrnes.
-------------------------------------------------------------------
An amateur built the ark and professionals built the titanic.
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/2005113205723_reff1.jpg[/…]
Not bad 3D arty - The eyebrows look a bit like berts from sesame street, and It looks more like this guy is diseased or suffering from a nasty skin condition - is that what you intended ?
The previous texture had just the right amount of grit for a marine that had been through the wars, but i feel that this guy is a tad overdone.
Hope that helps [:)]
thx. yes thats cool im not to sure what i was trying to do with this one but ugly was my main goal, I did not try for a photo real texture
for this one, A bit more practice with the darker skin me thinks.
3DArty
Ken Byrnes.
---------------------------------------------------------------------
An amateur built the ark and professionals built the titanic.
Hey guys, hope I don't seem to be hijacking this thread.
Like everyone else here I had a go at this skinning project, having never done this before, I was wondering if I could get some advice and critiques. Here's what I've pulled off so far. It's all hand done in Photoshop, but I can't seem to get away from the painty look.
I wanted a more photoreastic result like you guys, so yeah, quite bluntly, what's the secret? Any tutes I can look into?
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/IronhideNT/2005115101544_scarygi…"]scarygirlhead.jpg[/url]
85.33?KB
Insert Image: [img]http://www.sumea.com.au/forum/attached/IronhideNT/2005115101544_scarygi…]
Hi there IronhideNT[:)]
Ive made this up for you to try.
Here are some skin tones you can try and see what you can come up
with.
Photoreal art does take some work to get it looking good, But you will need to start with the base texture first. Have a look at photos of faces, find a face you like and brake it in to small squares,
and work with one squares at a time, so you get to know how that part looks and try and match it as best as you can. This is how I
got started and from there on it just takes time and the squares just get bigger and bigger.
But its mostley practices practices and more practices.
I hope this helps.
3DArty
Ken Byrnes
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/2005115121942_faceref.jpg…]
There is allways room for inprovement[:)]
Here is an update on my dark skined face.
3DArty
Ken Byrnes
Insert Image: [img]http://www.sumea.com.au/forum/attached/3Darty/20051151502_newhead.jpg[/…]
Here?s a great tutorial on how to skin a photo realistic face, step by step:
[url]http://www.cgtalk.com/showthread.php?t=56847&page=1&pp=15
[/url]
Nice work 3darty and ironhide :), sorry for a very delayed reply been busy with alot of stuff. Ironhide, although I havent realy done alot of realistic stuff, blur and lots of layers works good for me (assuming your using photoshop), gives you more freedom to modify the layer instead of turning it into a burn/dodge mess, but everyones different, try them all and use what works best for you.
nissan 300 zx WIP
Its been awhile since ive touch any 3d program started making this car (nissan 300 zx) a few days ago here are some progress screen captures and one render of the car to the stage im up to now:
[img]http://img15.exs.cx/img15/8611/wire17xh.jpg[/img]
[img]http://img57.exs.cx/img57/6193/wire24lc.jpg[/img]
[img]http://img30.exs.cx/img30/2493/300zxbycolmdoyle3tw.jpg[/img]
any comments would be great or help with reference on building cars etc !
thanks Colm
Heads
Some work that Ive done from a awesome thread going over at Polycount right now-
http://boards.polycount.net/showflat.php?Cat=0&Number=13950&page=0&fpar…
Ok here we go as I try to improve-
[img]http://members.optusnet.com.au/~rowanfamily/fighter23_new[/img]
[img]http://members.optusnet.com.au/~rowanfamily/robinhood2.jpg[/img]
[img]http://members.optusnet.com.au/~rowanfamily/spacegirl_final.jpg[/img]
[img]http://members.optusnet.com.au/~rowanfamily/fatty_pic.jpg[/img]
[img][img]http://members.optusnet.com.au/~rowanfamily/fatty_flats.jpg[/img]
Ive been pretty happy with these. Im liking most of the face but loathing my metal work. This is yet another area where I need to improve! [xx(]
I've got another on on the cards so I'll see how that one goes, its mostly metal so it will be a challenge!! [}:)]
thats some pretty awesome work, the metal could perahps be improved with some more scratches and highlights. to get the actual texture of metal i suggest geting some photo material and putting on the same layer (you may need to increase your canvas size) and if you have PS 7 or above using the heal tool sourcing from the scratches and texture to then paint them onto your actual texture area. that last guy is a particular faveourite, he has so much character to him. keep it up!!!
Some nice work there Mark - I know you paint at true res, but I think you should have a crack at double res and shrink down with a sharpen filter and a 1 - 2 pixel brush for touchups, just for kicks and see what you come up with.
Use one of the same faces youve done there - I'd be interested in seeing the difference in a closeup shot like that - at the moment I feel the painting in true res is doing your skills no justice. The end result isnt sharp enough on the top 3 the bottom guy I think youve got away with it due to the larger texture size [:P]
great work, you have really full facial tones which i personally find very difficult. your metal does need work but with faces that good im sure it wont be hard for you to improve. its a cool idea for a thread, i loved going through the 128 thread and this is nice cause you get more predominantly texture artists like yourself. hopefully you do manage to get a few more variations done. you got a compliment from poopinmymouth s well, which is pretty cool. keep it up
Thanks for the comments guys :)
Haz: ok, I will have a go texturing at double res. We shall see how it goes.
Heres another one-
[img]http://members.optusnet.com.au/~rowanfamily/gogglegirl.jpg[/img]
Really happy with how this turned out.
Hopefully I'll get to more of these :)
[img]http://members.optusnet.com.au/~rowanfamily/spacegirlv2.jpg[/img]
ok, this has to be the last one.......maybe
Thanks for the encouragement guys :)
Aven, yeah the nose is a bit weird. I usally put a fairly dark line under the nose since there wont be much light getting there. The problem I think is the odd shape I gave the nose. She has eyelashes!
That one was the last one, I have to move onto full characters now
Here's a [url="http://67.15.36.49/team/Tutorials/texturing_metal/texturing_metal1.asp"]really cool metal texturing tutorial[/url] which might give you some ideas on doing metal textures!
Dragon Hall
Hi, well this is my second piece 100% made in painter, done for fun and practice.. hope you'll like it.. critics and coments are welcome! :D
Rizo
[IMG]http://img116.exs.cx/img116/4184/dragon2j0wc.jpg[/IMG]
Fantastic Job!
The only minor niggle i have with the light coming in through the windows is that toward the bottom of the panes of glass the windows look to be a bit more murky, as if they were in more shadow than the tops - yet the light blaring in on some windows seems to be even stronger than the upper areas.
There looks to be trees or something outside the windows but I feel the lower light beam should be softened just a smidgen [:)]
Hi, really nice :)
My crits would be the lighting. The changing in the lighting is a bit drastic and looks a bit odd to me, from red to yellow. I dont think the red fire things would impact as to make one section of the room entirely red.When there is alot of sunlight coming through the windows and hitting a reflective surface. It feels like there is an imaginary wall there.
Nice image and concept :)
character models
Im currently starting a machinima (im willing to be 90% of the people here know what that is but for those who dont its basicly a animation project made using a existing game engine) project with a friend of mine using the unreal engine. Im doing the artistry for it and so far the objects posted in the speed 3d topic are the only things completed (like i said, its just begun). However what im working on now is the main character models. The way we decided to do it was to make a basic model that we could then make alterations to (remove sleeves, add pads, helmets etc) for our main characters who are all special operatives for a fictional department.
wow that was quite a into, anyway after a afternoon of modelling ive roughed out a torso and a head, heres a quick peek at the head at its current stage. Its worth noting that it is supposed to be kind of cartoony in appearence because thats just my personal style (as anyone whos seen my various work posted up here will know). Also hes wearing a sort of half balaclave half turtle neck, hence the bump below his nose and around his head.
[img]http://www.sumea.com.au/forum/attached/MoonUnit/20051531557_biscithead…]
more as i make it.
EDIT: ive decided to whack this up because i want to hear what people think of the way the neck and torso come together, as you can see the torso is still at a very basic rough out stage with my trademark masive pecks so i wasnt going to put it up but oh well. Hmmm its a bit hard to see but theres a collar around his neck when it comes to his chest.
[img]http://www.sumea.com.au/forum/attached/MoonUnit/20051563039_torsohead1…]
first of all some wires would be a great help. also despite your love of large pectorals i think they are slightly too overwhelming. i was wondering if you use any references for your modelling. this is really handy even if your going for a cartoon look, create the model using a reference detailing muscle systems etc. (id draw your own or get a reference similar to what you are aiming for when doing the head) then alter it too a more cartoony style, as a base in reality is what makes a cartoon great. looking forward to seeing progress though, and some wires[:)]
heh thats why i didnt want to show the torso as its only roughed out and i just created the split under the pecks so right now they look a bit... gah! the reference i use is the cartoony sketches that i draw, to retain my style (another reason i want these guys to look particulary cartoony is so you dont look at them and think counterstrike immediatly).
EDIT: update
[img]http://www.sumea.com.au/forum/attached/MoonUnit/20051914544_firstfull.j…]
[img]http://www.sumea.com.au/forum/attached/MoonUnit/20051914558_firstfullwi…]
i should also explain, at the moment im making the base model which is to be made into multiple character models. So he will not feature things like a helmet, pads, pouches etc because they will be the changable features for each individual character.
something about that dosent entirely sit right with me, its cartoony but its cartoon realism. i think it lies in the hips somewhere, any help with that would be great but as allways all coments and crit appreciated. (the heads sitting a bit funny but thats cause it hasnt been properly attatched yet, dw about that)
EDIT: considering uhhhh... no ones commented, just another post edit for an update.
[img]http://www.sumea.com.au/simages2/349_propchangeL.jpg[/img]
That?s looking pretty good. It?s difficult to post crits when it?s supposed to be a cartoony, stylised character and you haven?t posted any concept art for comparison ? it?s hard to know what you?re aiming for.
quote:it is supposed to be kind of cartoony in appearence because thats just my personal style
Regarding you preference for the cartoon style of modelling, I think you should be careful. Getting into the habit early of modelling unrealistic anatomy could potentially make it extremely difficult for you down the track when you want to start making more photo-realistic models in the search of employment. One crit I?ve heard the pros say several times is that folios with non-realistic characters in them are the first folios to be discarded by potential employers.
It?s fine to get involved with cartoon-like projects, but just keep in mind that you do need to concentrate on realistic anatomy at some point, preferable sooner rather then later. You don?t want to pick up bad habits.
That said, your guy here does have pretty good proportions. One thing that might be odd though; you said your using that computer model from the speed 3d thread in the project? Won?t that look a bit weird, having a photo-realistic prop with cartoon style characters? Though maybe not. Again, it?s hard to give accurate crits without concept art, but maybe mixing realistic props with unrealistic characters will look a bit odd?
-I hope that didn?t sound like a rant, I?m just trying to be helpful.[^] Regardless of what I just said, your doing a good job in general with your development as a 3D artist. [:)]
because my concept art is really only some basic lines which ive now discarded i cant really help you there, to give you a kind of the idea though ill point you in the direction of the art for the Xbox game fable ( sample: http://frontiernet.net/~doug.flowe/fable.jpg fable is by big blue box btw ). Its a similar sort of style.
Interestingly enough i read from a interview with a lead artist that he was really looking for non photo realistic renders and wonders why he dosent see more of them from potential employees (cant remember who it was but i can look it up if you like).
I was told that model i made of the computer had that faint cartoony style aswell by someone else so i assumed it fit that bill. Again to fable its not like vividly cartoony its more of a subtly. Most notable with characters large hands and things but you cant inject whole heap of cartoonyness into objects. I guess ill find out when i put them in unrealED together (hurray for personal projects, no deadlines, you can do that kind of thing :P ).
notes on getting into a habit and things are a good point, after this project perhaps i should have a go at something particulary photo realistic. thanks a lot for your comments
just to reiterate my point, im no pro (hell, ive still got two years of high school to go[:p]) but from what ive read in books and around forums, i really do believe that a very good way to develop both your traditional and 3d work is to develop a very good understanding of anatomy.
one prime example of this is comic books, the characters are very stylised, but the artists who draw them have a detailed knowledge of anatomy and thats what makes the cartoon even better, knowing what is important to the human figure and what can be changed to get the right effect. thats just my understanding so it up to you[^]
Coming along nicely Moony - something I'd like to add to the discussions about the art choices etc - and something that alot of artists spend years finding and that is a style & coolness that suits the end result.
Also worthy of note I believe anyway, is having a characater design with just the right amount of functionality, personality an originality.
So on that note - when your designing your characters I find it really helpful to think about the character, what he/she/it does ( in the project ) and how they feel, how they would react to a situation, what kind of environment are they going to be in etc - put yourself in the charcaters situation - where would you stash that hidden pistol or throwing star on your own body for a quick grab and throw/shoot.
On top of all that most people like to be original, so I think all well designed charcaters should portray that too - a real personalised touch somewhere, it maybe a necklace, or a strange hair style or wearing a dress made of belts Lulu .
As for the modelling youve done so far - Your style is pretty unique and this model is reminiscent of your entry from the model comp - those trademark pecs [:D] but i think whats lacking is an injection of coolness or flare. I think the proportions still need some work.
ATM hes just over 5 heads tall and im taking a punt that hes supposed to be human (wearing a balaclava and all) in which case to look more human male he should be up around 8 heads tall. If your looking to overemphasize features and proportions - like fable and peter molyneaux is pretty much consistant with - then your still looking for a balance in the design.
Bigger hands, bigger head, bigger feet and smaller frame etc.
Here are couple of suggestions for your character:
*Shoulders look a bit bunched as if his clavicles are raised - when someones relaxed the angle from the neck toward the shoulder is generally downward sloping.
*The distance from his hip to his knee is really short - lengthening that will give him a bit more height.
*Decrease the bowleggedness of the leg shape (unless thats going to be a feature)
Youll find often the best designs are the most simple and logical, with a hints or touches of personalisation.
Hopefully that helps some when your sitting down trying to design your characters. [:)]
thanks both of you for your responses and haz particulary for writing all that
conundrum: true, i have taken a few life drawing clases but never saw a male model. Ive still got a year in school and art clases so i will hopefully get another chance to have a good look at that.
haz: thanks first of all for all the advice for the future, on this specific model: the detail involved in the characters functionality comes later, this is the base model to be made into multiple models which will have their own pouches etc. Im looking into that like giving the sniper character twigs in his helmet, the tough guy have ripped off sleves etc.
his pecks arent that bad are they :P i tried to tone them down on this guy. Hes my first proper human male character.
over all the proportion of him is dictated by the skeleton i need to use for unreal, so thats not something i can really change. the other stuff ill have a play around with (like the shoulders). but yeah thanks so much again for all the advice
untill i can work out how the body is sposed to be wack this in the back of your viewport
[img]http://www.sumea.com.au/forum/attached/rastus/2005114182151_2.jpg[/img]
even if u just use it as a guide then change shit later it helps
(note: had a lengthier post, accidently hit back, cursed firefox, this is somewhat summerised)
Ive got my test model in game now, heres some pics of him running around in UT2k4:
[img]http://www.sumea.com.au/forum/attached/MoonUnit/2005225202134_coolness…]
[img]http://www.sumea.com.au/forum/attached/MoonUnit/2005225202356_frombehin…]
(note dw about the foot in floor thing, thats a UT thing)
Now im up to taking my base model and turning it into all the different characters for this machinima project. Im currently working on the russian boris and the captin sorenson (theres roughly 10 characters if your wondering. 10 main characters anyway...)
[img]http://www.sumea.com.au/forum/attached/MoonUnit/2005225202715_borisnsor…]
can people help me with suggestions for editable items and different ways (modeling wise, there will ofcourse be texture variation) to make the characters look different to each other. Proportions are pretty locked in because the characters need to work with the unreal skeleton. Basicaly their swat special forces type guys, so pads, pouches and so on (note ive also made a third head with a helmet to be used later and ofcourse the bald one).
UPDATERIFFIC!!!
[img]http://www.sumea.com.au/simages2/349_thusfarL.jpg[/img]
A few more characters still to make... ontop of other things... blah
lol yes the village people with their new characters like the russian and the gasmask guy :P
mmm thanks for the suggestion i might have a play around with that. In my sumea main page journal thinger falco asked for for wires and polycount, and since chuck the texan has been the most popular out of anyone who's seen the group i thought id do him.
[img]http://www.sumea.com.au/forum/attached/MoonUnit/20056305412_chuckwires…]
The original base model was triangulated to be put into game but all the extra parts that make chuck unique are new they havent been yet, something to keep in mind when looking that over (they will be ofcourse, just that will be one of the later things i do as im still working with the geometry).
i noted someone else told you to post your efforts in exhibition but it would have been better to start your own thread as apposed to posting in someones allready existing one for showing the progress of their project. It helps to keep a focus and a "thread" of discussion. Im not a moderator or anything but things are just neater that way.
Centerror
I started modelling an old concept drawing of mine. It was originally going to be used for the last modelling challenge. This is my first model using the editable poly modifier, and I'm loving it. Still have a lot of detail that I want to add. I?m aiming for around 8k. it's 4.5k at the moment.
Dan
[img]http://daniel-schlumpp.customer.netspace.net.au/Pictures/CenterrorRende…]
Screen shots [img]http://daniel-schlumpp.customer.netspace.net.au/Pictures/Centerror_view…]
Concept
[img]http://daniel-schlumpp.customer.netspace.net.au/Pictures/Centerror5.jpg…]
great stuff, really nice and flowing modelling and appealing proportions. the only problem i can see is the way the body just stops sharp. i would rather see the the body directly mounted on the mechanical part as it would look more natural. thats my only crit though, its really agreat model. looking forward to seeing it progress
I agree; the body looks odd just stopping at the ribs. I think it needs some kind of closure; either some sort of mechanical attachment or just general guts and stuff hanging out the bottom (! [:P]).
Though apart from that little concept crit, I think it?s a great model you?ve got there, and from what I can see without a wire-shot, the mesh-flow is looking very good.
Thanks for the replies. The torso is attached to the mechanical arm by large spikes that past through the torso. It is then held in place with hooks and straps (still to be modelled). Some updated pics
[img]http://daniel-schlumpp.customer.netspace.net.au/Pictures/Centerror_Tors…]
[img]http://daniel-schlumpp.customer.netspace.net.au/Pictures/Centerror_Tors…]
Hey Schlumppy, that's looking awesome! Really neat modeling and cool concept. The only thing that I would nitpick on is the design of where the abdomen is cut off. Is is going to be hacked off with blood and guts? [:D] Or have like a metal contraption plug hanging out the bottom? Because at it looks kinda maniquin like at the moment.
But thats just a personal pref! :D
Can't wait to see it when its finnished! [:)]
Yeap, blood and guts. The intestines will be asymmetrical once he is together. I might also add a liver or a kidney or two.
[img]http://daniel-schlumpp.customer.netspace.net.au/Pictures/Centerror_Bloo…]
[img]http://daniel-schlumpp.customer.netspace.net.au/Pictures/Centerror_Bloo…]
Hey Schlummpy, this is coming along really well. Nothing to crit really, though I must say that the nose on the monster could change. At the moment its the same shape as a humans, it might look better if you changed it, like the orc noses in LOTR
[img]http://members.optusnet.com.au/~rowanfamily/lotrorc.jpg[/img]
that way it will look even more like a moonster.
Its just something to think about :)
Heya Schlumpy Nice work so far [:)]
My only comment is that from side on I feel the arse end of the beast is a tad underweight.
My suggestion would be to add a longer tail ( maybe spikey or something ) to the beast to help offset the weight placed forward of his centre of gravity when the humanoid part is positioned like it is.
I feel also that the front end of the beast could be even bigger in the chest and back ( not arms )to bring out that bulldog feel that he has and help support the weight of that humanoid swinging around him.
Hope that helps [:)]
Thanks for the comments
HazarD: Just the other morning I was viewing a 360 rotation render of my model and I was also thinking that he looks of balance. I don't really want to add a long tail, but was thinking of moving the torso back a little bit and adding some canisters of blood or body fluids on the rear of the beast. I will change the chest making it more bulldog like, for that?s what I was trying to achieve.
Wizenedoldman, mcdrewski: No one really knows which is the controlling body of Centerror. Some believe that there is a third unseen entity involved controlling Centerror.
A bit of an update:
Have added some hands and did some work on the arms.
Moved the torso back a bit and added tanks on the back to balance him.
His arms don't look right to me, but I can't figure out what's wrong. Comments?
[img]http://daniel-schlumpp.customer.netspace.net.au/Pictures/Centerror-23-h…]
[img]http://daniel-schlumpp.customer.netspace.net.au/Pictures/Centerror-24-h…]
[img]http://daniel-schlumpp.customer.netspace.net.au/Pictures/Centerror-25-h…]
[img]http://daniel-schlumpp.customer.netspace.net.au/Pictures/Centerror_Mesh…]
I started texture this guy last night. I'm using two 1024^2 maps for him, the torso and the beast. Still have to tweak the map for the torso. I?m just working out the main muscles, and other main features. Once I done that, I'll start to add some more colour.
[img]http://daniel-schlumpp.customer.netspace.net.au/Pictures/Centerro_textu…]
Done some more texturing
Comments?
[img]http://daniel-schlumpp.customer.netspace.net.au/Pictures/Centerror_text…]
Darn Impressed, although my first thought is that he looks like he's got 'exposed muscles' - or is it just that sort of coincidental colouring?
That rear angle shows what looks like his front feet in those huge novelty slippers... perhaps some reshaping of the foot there?
but heck, it's looking fantastic either way - I guess the dirt and gore from the dismembered human toso on his back will come later? :)
Some Models
Some models that I have done lately, what do you guys and gals think, crits and comments please?
[IMG]http://www.sumea.com.au/simages2/429_CCL.jpg[/IMG]
[IMG]http://www.sumea.com.au/simages2/429_AnatWIPL.jpg[/IMG]
the second is very nice but unfortunately the first has quite a few problems. in general, all you need to do is keep tweaking it, particulaly the size of the head and neck, they are far too small for the body. you should also try to look ata some anatomy references to see the way muscles flow, the shoulder is too boxy in the first image. The second pic has much better proportions (though the hands are very small and stumpy). you have also made better use of the polys when defining the shape of the body. keep it up
sorry, i wasnt very clear
this was pic 1:
in general, all you need to do is keep tweaking it, particulaly the size of the head and neck, they are far too small for the body. you should also try to look ata some anatomy references to see the way muscles flow, the shoulder is too boxy
this was pic 2:
The second pic has much better proportions (though the hands are very small and stumpy). you have also made better use of the polys when defining the shape of the body. keep it up
Oh, I get it now. The first picture, the character is wearing body protection armour, so it looks like he is really big, but yes, I think the head and neck needs scaling up.
The hands I just started, only done the palm, no fingers, so thats why it looks very stumpy. Anyways, thankaz for the commments.
character/ avatar painting
well I've finally got a tablet and this is the first more-or-less finished painting I have done with it [:D]
initial sketch through to final painting was done in 'Painter Essentials 2' (came with the tablet) which proved to be very basic, a bit frustrating, but mostly okay. The rotate canvas feature was very useful.
I'm considering adding some finishing touches if I can work out what they should be... suggestions welcome.
[img]http://www.sumea.com.au/simages2/258_character_madienLL.jpg[/img]
Castle door to the sea
Well, this image was done 100% in Painter, it took me over a day of work... so hope you'll like it!
Rizo
[IMG]http://img51.exs.cx/img51/621/castletotheseaforo0uw.jpg[/IMG]
Space Opera WIP
couldn't resist having a crack at the space opera challenge. decided to enter the 2d section though, as ive been doing a lot of 3d recently and decided i needed to improve my 2d, which isnt great. this is the central character so far, he's a usurper who has just taken control of his solar system by commiting a bloody coup and killing the emperor. the image will be larger than this and show a lot of the kings court who witnessed the fight as well as the body of the emperor. the backround will have more form ( throne, pillars etc) but those are the colours im planning on using. as per usual any comments and crits are welcome
thanks
[img]http://www.sumea.com.au/forum/attached/conundrum/200412220454_Focus-Pic…]
some progress, this will be the foundation of the backround, it will be pretty simple although im planning to add a few props to increase the level of sci-fi.
[img]http://www.sumea.com.au/forum/attached/conundrum/20041223103440_Focus-P…]
[url]http://www.cgtalk.com/showthread.php?threadid=178327[/url]
Grand space opera is the massive 3d + 2d challenge being held over at cgtalk ATM. It's pretty much the best artists from all over the world going for gold. Very inspirational stuff.
Good work Conny (can I call you that?). Keep at it. [:)]
call me whatever you want palantir[:)]
just a quick change in the armour before i go to bed. any c&c would be really helpful, thanks.
[img]http://www.sumea.com.au/forum/attached/conundrum/20041230105342_Focus-P…]
the changes are pretty obvious, im trying this new composition to open it up to more action in the backround. discarded the usurper idea and have turned him into a defeated king or lord. any c&c would be great, thanks
[img]http://www.sumea.com.au/forum/attached/conundrum/200511113132_Focus-Pic…]
funny pose for a defeated king! I am pleased to see you have widened the composition though, I felt that the previous one looked more like a character study than a full scene. I'll be interested in seeing how you fill in this composition. Once there is some basic detail roughed in it might be easier to give some useful C&C :)
thanks for the reply john, some significant changes, i havnt been getting much response over at cgtalk, the competition thread moves incredibly fast (34 views in 12 hours). so i was hoping i might get some help over here, once i work on something for a long time i lose sight of whats wrong so any comments would be appreciated
[img]http://www.sumea.com.au/forum/attached/conundrum/2005113225648_Focus-Pi…]
Starting to look like a composition that communicates a story[:)]
Whilst I'm sure you intend the focus to be on the characters on the right, I find my eye focusing on the people (I assume that is what they are) on the distant bluff below. The Sombre colours and soft shapes of the coast are great and really convey a quite/defeated mood - I would hope that you retain that mood in the background as you progress.
I'm not so keen on the King and the techno-architecture in the foreground. Compositionally they are quite seperate from the rest of the image, the circular shapes all redirect your eye the the right hand corner & side. Thematically I think the design would be far more powerful if the King, rather than looking at the viewer, was looking into the scene at the distant people.
hope that helps some[^]
thanks for the replies
hazard- i added in an attacking force to the left, i had planned it but hadnt painted it in yet
moonunit- i was going for some clash, but you were right about it being too much, so i toned him down
johnN- the techno architecture doesnt work very well, but ill lose the space theme otherwise, he probably would be better looking out in the distance but i just dont have the time, 17th is the deadline.
[img]http://www.sumea.com.au/forum/attached/conundrum/20051155755_Focus-Pic…]
thanks moonunit, well this was the final image which i submitted.
[IMG]http://img8.exs.cx/img8/5302/Space-opera-final-1.jpg[/IMG]
I think you have been looking at it tooooo long! The background has become too saturated and no longer recedes properly. Flipping the image over to me seems to make little difference to the balance - probably because the area defined by [the figures and architecture] and the area defined by the [shore edge and the cloud bank] are both similar in volume and shape. The two general shapes are almost mirror images of each other and create a rather static composition :(
Hope that's not all sounding too harsh but I think aspects of you 14/01 post are far superior
portrait
Here is the latest art that Ive done.
[img]http://members.optusnet.com.au/~rowanfamily/girl.jpg[/img]
Wanted to do something that had really dark lighting on one area.
Drawn in sketchbook from photo and painted in Painter, I referred to the photo abit whilst painting so I could check the lighting.
Lighting is something I need to learn more about.
Was fun though, probably do more of em in the future.
Thanks Denz :)
I used two brushes for this, the digital airbrush to block in main areas of colour then I did the majority of it with the captured bristle varient (under acylics). Also, I used the soft blender stump for blending
The sketch isnt much to look at at, but its here-
http://members.optusnet.com.au/~rowanfamily/girlsketch.jpg
Note that I upped the contrast heavily so you can see it easier.
a great piece makk, not over the top but very expressive, reminds me of linda bergkvist's work, im sure if you put in several more passes it would be getting close to that standard. that said theres always something appealing about loose lines, so its up to you. the only thing that i find nagging is the ghosting of the shoulders and hair on the background, it just seems to detract from the form of the girl. thats it though, looking forward to seeing more improvement in your next work.
Face pic done
Ok it's done now I love to know what you all think of it
as this is only the 2nd one I have done ( Just dig in )[;)]
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/200412208326_face2step7.j…]
it looks really good, the hair is superb in particular. my only crit is that you have done the skin texture too well. it looks quite coarse, not so bad on the body but it think it would look better if you softened up the face a bit, it should also break up the consistency in the texture and emphasize the face more. other than that its great and im looking forward to more
Ok thx for that, its good to get feed back. When your look at it for a long time its hard to see what is wrong. I hope this looks a bit better.
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/2004122010757_face2step9…]
Hey that looks heaps nicer! But you know what would make that top look even cooler? Displacement mapping! Its really easy to do in Photoshop!
Here is a link to the tutorial if you have never used it before. [url]http://www.polykarbon.com/tutorials/displacement/displacement.htm[/url]
It's just a tip tho. [:)]
I thinks its come along, heres a few things for consideration :
The areas of darkness in the hair are too dark I think, even the blackest of hair under light has volume and clear strands.
The same dark areas suggest that the lightsource is to the right of the screen, but the highlights in her eyes suggest that the brightest lightsource is coming from the left of screen with a dimmer light from the right.
You mentioned that this was from an image from a magazine, so no doubt its been tweaked before printing, and someone placed the highlights on the wrong side.
Also the 2 metal rings on the top seem to have conflicting lightsources too, as do the highlights, shadows on the top material.
The new material im unsure about, it seems to be uneffected by the lighting in the scene at all, its virtually the same tone from tip of the shoulder right the way down to the breast, making it stick out as a seperate entity, where it starts heading under the arm, its starting to take a little bit of shape..
Good to see you resolved that film grain, noisey look on the skin - it was beginning to reak of photoshop filters [:P]
No doubt those are some fine skin tones happening there well done [:)]
its kinda good but weird too! bits are convincingly photo realistic and some bits are just a little off.
I suspect it was quite a challenging photo to work from as there would not be any definite/ strong/ single light source to help interpret shapes, the lighting (such as the twin highlights in her eyes) probably are acurate! I imagine she was lit with multiple main lights and probably several secondary light sources (included reflected light)
I just had a quick browse of Anuxinamoon's link - sounds easy! 3DArty, you should definitely give it a try out on the striped top...and do another painting to, cause with a bit more practice they will look super-cool :)
Looking pretty good there man.
As John said its good but a bit wierd.
Throw some blues and greens in to her flesh, she looks like she just came out of a tanning saloon.
The highlight on the nose bothers me, it doesnt look like its in the right spot, maybe push it down on the point of the nose, this would help express the form of the nose area as it looks quite flat.
Some shadow on the right eye might help as well.
I prefer the red cloth you did as well, the new one with the lines is a bit distracting.
I think the pic your working from isnt helping much. As its been mentoined there isnt a clear light source, so its more difficult to suggest form.
Yeah, some parts are quite good. With more practice you might get some really nice results. Keep at it! :)
I think the reflected light element is missing. Like under her arm and her face.
How about some highlights on the side of her face to illuminate it?
I think the shadows on her are too strong around the collar bone area. Which causes the face and neck to lack contrast.
You also have to be careful about the shadow on her face because it looks like her face caved in because of the super dark shadow.... also the neck is pretty light in contrast.
The whites of the eyes seem to have this lumpy texture but that could have been caused by the noise specs and compression. The general shape of her eyes seem a fair bit off...in comparison to each other. Perhaps the one on the darker side of the face should look a bit more like the other? I think by pulling the botton lid up a tad and making the inner corner (tear duct area) a bit sharper.
I think I'll stop there.... have a merry christmas.
Environment = Tent in the desert
This is old piece in ink and paper that i took to learn painter... i was thinking about some civilization that lives in the desert.. mixing some low tech with a few high tech elements..... so hope you'll like it!
Rizo
[IMG]http://img138.exs.cx/img138/6529/cttalkbarraksweb4hz.jpg[/IMG]
I third those comments. The composition of the pic really focuses on the strip of light and the figure in the distance. I like the mass of objects, they make the space look cluttered but a few of them could have been depicted more clearly to create secondary focuses and fulfill the viewers (our) curiosity of what is there...I like the concept pic in general though, it sucessfully communicates the idea of a nomadic tent city to me :)
First gmax model
Well, I'm a newbie, I admit, but everyone has to start somewhere, right?
Here's the little sesame street typewriter dude I recently knocked up in gmax. I've previously made a nurbs version of him in maya, but this is my fist serious attempt at polygon modelling. I really need to nuke a lot of faces - he's around 1500 (500 just in the subdiv hands)! Then I need to learn how to rig! :)
[img]http://www.sumea.com.au/forum/attached/mcdrewski/20041218215712_one.jpg…]
Crits are more than welcome, but be gentle...
its a great first model, it would be nice to have a few more shots with an obvious wireframe though, as its hard to tell where polys are and such. i think you also need to develop a bit more shape and variety to the character, right now (with the exception of the hands which are very nice) it is quite squarish and bland, i would say that you should (if the limits of your reference allow it) aim for something a bit more classical ie [url]http://www.totaltheater.com/media/new%20typewriter%20optimized.gif[/url]. finally, his wieght isnt really placed over the wheels equally so he looks as though he might fall backwards a lot, i think moving the wheels into a more central position or nearer the hands ought to do the trick.
that said i do like the original choice of character and so far its been modelled to a pretty good level. looking forward to more
No, I can't claim the invention - As I said above (luckily), this guy is from Sesame Street. Here's some screenshots from the video refs I used...
[img]http://www.sumea.com.au/forum/attached/mcdrewski/2004121942932_ref.jpg[…]
I agree 100% with the balance issues, and that's why I tried to shorten the body a little. Here's a lazy screenshot of gmax to show wires a bit better.
[img]http://www.sumea.com.au/forum/attached/mcdrewski/2004121944229_grey.jpg…]
Some stuff im working on.
Rigging and animating this bloke.
[IMG]http://img132.exs.cx/img132/7245/1213.jpg[/IMG]
And finish modelling this guy. My silo trial just ran out, so im trying mayas make live thing.
[IMG]http://img138.exs.cx/img138/7579/dude2copy3lk.jpg[/IMG]
Heres the workflow on both these guys. using zbrush.
http://img68.exs.cx/img68/4048/workflow.jpg
Also my site has some stuff I've recently made. www.doneill.tk
cept this bloke heh. Based off an awsome character made by this incredible person. http://www.conceptart.org/forums/showthread.php?t=18287&page=2
[img]http://img130.exs.cx/img130/6962/update10.jpg[/img]
Cheers, C&C most appreciated :)
Updates soon.
Hey Denz! Haha these guys look awesome! Scales and wrinkles are always fun to normal map [:D] The work flow that you posted was a bit werid to understand tho... I'm probably still asleep [:p]
I like the potential for the guy you have up there? Did you also do that in Zbrush?
Also have you considered doing some non-organic stuff for show? :)
Thanks everyone for the comments.[:)]
Anuxinamoon as for the work flow that pic just means i do initial forms in zbrush, then take the mesh into silo where i can draw the topology for a new animatible mesh (which needs a bit of cleaning up cos its not so perfect), then back into zbrush for displacement map stuff. And yeah thats for both of them.
The new zbrush update should take out the silo step [:D]
Non organics, hm actually nope! heh.I guess I should work on that but I'm having alot of fun with organics atm.
Malus, cheers here are wires. Zbrush turned all my ngons into tris :( heh. http://img69.exs.cx/img69/6024/wires1.jpghttp://img33.exs.cx/img33/2950/tri.jpg
Don't let me stop ya from making a dino!
conundrum I'm also looking forward to how the displacement maps react during animation, hopefuly well.
Cheers.
in regards to zbrush/displacement and animating (im sure you have already seen it) this is some interesting stuff by taron, i dont know much about zbrush so im not certain if this is applicable to you animating the dinasaur but may be helpful in the future.
[url]http://206.145.80.239/zbc/showthread.php?t=022061[/url]
[url]http://www.cgtalk.com/showthread.php?t=187770&highlight=taron[/url]
Tiny update. A little bit of a test animation. Finished the rig, FINALLY get to see him with his mouth closed, the neutral mouth open pose was really bugging me heh.
http://denzil40.tripod.com/trexTest4.rar
Another thing taht is bugging me is maya. So I just took this guy a bit further in zbrush. He is ready for the next stage, I think I'm going to purchase silo, luckily it aint so expensive :).
[IMG]http://img80.exs.cx/img80/1417/dude3copy0gq.jpg[/IMG]
c&c much apreciated, cheers.
wow! cant believe I missed this!
Denz this is some really top notch work man :)
The torso has that lump at the sides, it doesnt look quite right. Theres gotta be room in the for the sides of the rib cage remember. But take that with a grain of salt as Im not that knowledgable with anatomy ;) Head maybe slightly small as well, but thats just nitpicking!!
Hey guys cheers :)
Delmo, yep all texturing here in zbrush.
Anuxinamoon, I don't think so. I use zshepes then use adaptive skin to turn it into a mesh. I use zshpheres just to establish limbs pretty much.
Makk, thanks I'll look into that. I'm not that knowledgable either so all comments help :)
Just some dude. I think I can pretty much use this base for any bipedal character.
wip's
[IMG]http://img128.exs.cx/img128/8734/guywip0td.jpg[/IMG]
Edgar Allen Poe
well im starting another new thread, this one is for my entry into the cgtalk game art comp. the topic is to model a fighting game character based on a historical figure, ie napoleon, einstein etc. so i did the horror author Poe as his backround should allow for a pretty cool theme and he's a just a wierd looking guy, which is good for making him stand out. because its for a fighting game the limit is huge (15000) so im giving about a fifth or probably a bit more of it to the head. The progress so far is not yet optimized so there are a lot of dense flat regions which i ought to be able to get rid of, although some places (such as the eyebrows) i want to keep fairly detailed even if there is no definition so that the face is animatable. the current polycount is 3360 tris and the moustache is temporary, it should be closer to the photo once the texture is done.
as per usual any crits and comments are welcome.
[img]http://www.sumea.com.au/forum/attached/conundrum/2004121610197_Face-1.j…]
Hey Conny (can I call you that?) off to a decent start there, and a great idea for the comp (think I may jump over and enter).
From looking at your mesh it seems as though you've concentrated too much on adding smaller details such as the bags under his eyes and saggy cheeks before making sure you've got a roughed out mesh that's in proportion and matches your reference pic.
Things I noticed are that his nose is much longer in your model, and he seems to be suffering from a case of flat face. Try to trim down his forehead a bit and bring in the bridge of his nose, while also bringing the cheeks out a little. I think his head's just a little too boxy at the moment as his cheeks almost have a defined corner to them.
What I'd do is trim the mesh down a lot, make sure you've got the proportions right first, then go about adding the finer details.
Hope these crits are constructive.
yeah, thanks for the suggestion,your right about the boxiness of the front, ive done a little bit of improvement but will work more on your suggestions. luckily this is just a subdivided version of my control mesh so it shouldbe an easy fix, i think the main problem is that i dont have a side reference for him so its been a bit of guess work
just one thing i oticed about the construction around the mouth: it's a lot like a grid, while from what i've seen it should be more like this:
[img]http://img159.exs.cx/img159/3459/wipannjul073ib.jpg[/img]
that's based of what i've seen and what i've been reading in Stop Staring (very good book). The construction should loop around the mouth and eyes for the correct deformation, particually for creasing when smiling.
thanks a lot, i know my faces are not particularly good, as yet i have never really found anything worth using as a reference but this should be very helpful. i cartainly am pretty far off around the face so ill have to try and fix that in particular.
anyway, this is my progress today on the body, im fairly pleased with it (certainly my best yet). still need to get rid of a lot of useless polys on the shoulders and biceps. any more comments will be definately be helpful.
thanks
[img]http://www.sumea.com.au/forum/attached/conundrum/200412179458_Body-1.jp…]
this is a quick look at current progress, ave joined the two and made a few alterations. the head is the control mesh and will most probably be smoothed then ill make it more ecenomical. thaks for the encouragement denz. any more opinions would be great.
[img]http://www.sumea.com.au/forum/attached/conundrum/20041219111325_Body-2…]
I dare say its been said befor but ( WOW )[:0]