Show and discuss progress on anything here for feedback (upload finished work to your journals)
Work in progress
Sketches
Couldn't sleep so I did some quick sketches...
[img]http://www.sumea.com.au/forum/attached/souri/20041214154858_sketches.gi…]
quote:Originally posted by Makk
heh, I was looking at your artwork in your gallery awhile back, some really good stuff there. I was wondering why you dont post more...
Very nice sketches Souri, love the dynamic poses (theyre fun to do arent they!) you have done.
Let us see some more art from you :)
It's because I seriously haven't drawn anything [:(]. I wish I had more time to practise drawing, painting, modelling etc and do some decent finished pieces. Last year, I think I only made one lousy model. This year, I might have done less than that [:X]. Not good...
I have a seriously messed up body clock. [:X] I went and saw Ocean's 12 last night, and haven't even slept yet. I spent the last few hours reading up on Game Maker tutorials. [:0]
My figure drawing skills need a tonne of polishing up, I would love to sit down and get some proper technique happening. Building bodies out of cylindars, correct proportion etc. I know anyone who's studied anatomy would barf at my drawings above. [:D]
I would like to turn this thread into a human anatomy sketch thread. So everyone, please, some quick sketches of bodies in interesting poses, please! Show us how you draw people. No references! If anyone would like to link to some proportion/body guides, please do!
(yes, going to bed soon [|)])
something i drew the other night when i was bored
[img]http://www.sumea.com.au/forum/attached/MoonUnit/20041217192152_ramm.jpg…]
NOTE!!!: i was drawing him out of boredness, and thus i wasnt attempting photorealism. I actually started drawing as a cartoonist so i took that on board and played with his proportions a bit, it is intentional that he has massive feet etc.
one thing that irks me about that pic is that i love both his arms but they dont gell together, and i didnt want to erase either of them to make a more fitting counterpart for the other :P
animation problems
i dont know if theres and actual forum for this so if there is move it to the proper location but back to the topic
this is a problem i always have when trying to animate and i would think other ppl would have the same problem anyway
for people who know some thing about weapens i am trying to animate the motion of a fight scene with one character using a bo staff (broomstick for ppl who dont know) but im having the problem that its impossible to have both hands on a biped connected to the staff at once if anyone knows a way around this problem help would be gladly appreciated
im pretty shure it can be done if any of you have played ninja gaiden and have had the privilige of updating it on xbox live (wish i could update it) ryu hayabusa can wield a staff iv also seen it done in other animations (just cant remember them)
Website & recent work
Hi guys
It has been a while since I've posted anything. I've been working on putting together a website to show my stuff.
http://users.tpg.com.au/schlumpy/index.htm
It's still pretty much a work in progress site. Please let me know what you think of it. Here is a picture of my most recent drawing.
[img]http://users.tpg.com.au/schlumpy/Pictures/loopie.jpeg[/img]
Hey schlumpy, its a pity noone has commented on your work, so I'll give you my 2 cents.
Youve got some pretty good line work going on there. Her hair is well done and I like the pose you gave the character.
Two areas you will want to work on are colour and proportion.
With the painting above it looks like you have used white for highlights, thats something you dont want to do. Instead try going for a lighter shade of your base colour, for example a yellow-ish white could work well on this.
Another aspect is getting some saturated colour in there, using black for shadows kills the life in your flesh tones. Try a more saturated version of you base colour, like a deep brown or red.
Going in and adding color varition and warm vs cool colours also helps give life to an image.
Secondly is proportions, make sure to get your proportions right. Even if its stlyised go over your character and double check that everying looks ok before you start the colouring. In the image above, one leg looks slightly wider then the other. Also her arms and legs are quite large compared to the rest of the body, though this maybe on purpose (stylised)
Anyway, i hope this is of some help to you :)
Spent some time re-doing my previous drawing. Following Makk comments I've used shades of the base colour for the hi-lights and shadows. I think it's a lot better than the previous one. Thanks Makk for the advice
Dan
[img]http://users.tpg.com.au/schlumpy/Pictures/Loopie_02.jpg[/img]
its definately a big improvement from the original, not so over the top with the proportions. i also think its a very good choice of pose. although i think she may be leaning over a little too far in relation to her centre of gravity. you seem to be a at a good enough level with your colouring that maybe you could to add in a backround and attempt to use some external light sources for your shadows and highlights, hopefully that should help to breathe even more life into your characters.
human modeling
I was just wondering on average how long did it take you to model your first character
i started my character on the 16th of october and untill mid november i only worked on it after school and on weekends (web tv is soo distracting [:p]) I dont know how long iv been modeling the char somewhere from 8 to 15 hours in total
to create the character I bought the book 3d human modeling and animation by peter ratner (cd included) and i used the joan of arc tutorial for parts, the whole character (whats done so far) was made through box modeling I will post a pic of wats been done so far at about 2 pm today (aie interview [xx(] I hope I get in)
my character as of yet has no head and iv been having some trouble with the feet and fingernails
Il post more at 2pm, hope you like it, if you want to see progress pics posted just ask but it may take longer
My First character was over in about 2 hours, [:O] did it look like a human ? ,.. maybe a hideously deformed and somewhat squareish and pointy one [:(]
Ive basically adapted a similar method for painting textures, i first block out the shape with rough extrusions, then push verts and turn edges where they need to be tweaked to show some definition, then i spend about an hour or 2 going over the silhouette from all angles, and define any areas that I may have overlooked.
The last stage is more of a polishing stage - turning edges, removing edges, killing 5 sided pollies and as many single tris as i can, resetting the xform, resetting the pivot point, renaming objects in the scene - just a general cleanup.
Bring on the first model [:D]
im finally back with pics (sorry it took so long i couldnt figure out how to post them) anyway this is my character im postin highpoly then low poly renders the low poly version is 4214 polys while the meshsmoothed one is 34560 polys
full character
[img]http://www.sumea.com.au/forum/attached/racrevel/20041210162924_char1.jp…]
hand
[img]http://www.sumea.com.au/forum/attached/racrevel/20041211202124_charhand…]
as i mentioned before i am having som trouble with the making of the foot so no laughing
[img]http://www.sumea.com.au/forum/attached/racrevel/20041211202447_charfoot…]
I WILL eventually finish the character making clothes hair and ect but im still at the point of making (and fixing) the body nex item to make after the body is complete is the face, il post more pics for anyone who asks (any advice would help)
[img]http://www.sumea.com.au/forum/attached/racrevel/20041211202538_benschar…]
[img]http://www.sumea.com.au/forum/attached/racrevel/20041211202555_benschar…]
the feet look slightly better without meshsmooth (slightly) [img]http://www.sumea.com.au/forum/attached/racrevel/20041211202614_benschar…]
tarot deck
been working on a tarot deck called The Alturus Deck- dark mythos
this is one of the cards -the high preistess.
frount and back image, 70 mm by 117mm standard card size.
[IMG]http://members.optusnet.com.au/drummonds/prac/tarot magician .jpg[/IMG]
ok now here the all are together so you can compare,
[img]http://members.optusnet.com.au/drummonds/prac/alturusdecksample.jpg[/img]
Post Chistmas Chibi's
Hi if you have some time with nothing better to do why not draw some Christmas Chibi's [:)] [img]http://www.sumea.com.au/forum/attached/UniqueSnowFlake/2004125212034_CM…"[/img]
Count me in! (its a bit messy tho!)
[img]http://206.169.164.231/kalescent/StephanieMisC/santa.jpg[/img]
HO HO HO!
Nice stuff [:D]
Here was one done by a programmer who I work with.
I think the time frame was like 2 minutes done in paint.. bloody good effort if you ask me [:)]
[img]http://www.sumea.com.au/forum/attached/UniqueSnowFlake/20041219194445_S…]
(by the way he has muffins in his hands)
So Programmer, Artist, what ever.. Get in and have a go [:)]
Cool, a sticky exhibition thread for everyone! Here?s a quick messy thing I just did.
I actually just got my first ever graphics tablet today (yay!!), so I?m trying to figure out how to use the thing. This is my first painting attempt on it. I might try a few more chrissy things later.
?I can?t believe it?s taken me so long to get a tablet ? these things are fun!
[img]http://www.sumea.com.au/forum/attached/palantir/200412207561_first_time…]
Merry Christmas! [:D]
[img]http://www.sumea.com.au/forum/attached/Triton/20041222233554_chibi.JPG[…]
I've been working on my art skills and i'm hoping this will get me into QANTM.
I had it saved as a bitmap but i had to change it to a jpeg and lost all the detail :(
[img]http://www.sumea.com.au/forum/attached/MoonUnit/200412233011_sumeaelf.j…]
five minute job in paintchat before i go away for chrissy!! merry christmas all
quote:palantir new graphics tab eh? Cool! does that mean we are going to see heaps of cool and new art stuff done with the tablet?!
Yeah, I will be showing some of my work, and hopefully real soon! [:)] I'm pretty addicted to drawing/painting at the moment..
Hopefully you guys will help me out with crits [;)]
** Two more sleeps [:D] **
Edit: Ah stuff it. Here?s the thing I?ve been painting tonight (completely unrelated to Christmas. Uh, unless your getting the Return of the King EE [;)]): [url]http://www.thoughtvalve.com/nucleus/media/3/20041223-witch_king03.jpg[/…]
Sprites
here are some little sprites i just made, TNT and a sleepy bomb, ive never tried before but have always liked sprite based 2d games so i thought id give it a shot.
Id want to try some more detailed ones but cant work out how to get a single pixel brush in photoshop (made these two in Paint), it always seems to leave extra pixels at the edge, im sure its an easy fix but if someone has any suggestions id be grateful.
[img]http://www.sumea.com.au/forum/attached/conundrum/200412395111_Web.jpg[/…]
[img]http://www.sumea.com.au/forum/attached/conundrum/20041239507_TNT-Anim.g…] [img]http://www.sumea.com.au/forum/attached/conundrum/200412395026_Bomb-Anim…]
heres a more detailed soldier ant character, even came up with a corny name "militANT"
[img]http://www.sumea.com.au/forum/attached/conundrum/200412515547_Web-2.jpg…]
[img]http://www.sumea.com.au/forum/attached/conundrum/20041251565_Ant-Anim.g…]
open canvas girl (partial nudity nothing weird)
[IMG]http://members.optusnet.com.au/drummonds/prac/bldgrl.jpg[/IMG]
just some fun
New mobile game
Hey there !
After a few developments on GBA (see my older posts), I'm back with a mobile phone game. Don't get me wrong, it is developed on Symbian Series 60 (Ngage, but also more 15 compatible phones: 6600, 7650, ...) in C++. So technically it looks and sounds like a GBA game, not like a sluggish J2ME game without sound [:p] By this I mean it runs at a steady 60fps with multi channel music (MOD format). You can have a look at:
http://www.bitrabbit.net
The game is called Yukiko. It was done in amateur conditions: no budget, worked on during spare time, ... However the result is quite good, but see for yourself [;)]
I am looking for publishers willing to bring this game to the market. I know that Symbian is a niche market but if someone is interested, please get in touch !
Cherry on the cake: all the musics (and there are a lot) were done in your country guys :)by a true specialist [:D]
Feng Zhu Concept
I modelled this yesterday and put the lights and stuff in today. Needed to show I could do level stuff so I used some of Feng Zhu's brilliant concept art which is below the other two shots. Final tri count came out at around 11000. It wasn't that high untill I started making the big cylinder shapes in the middle, and the ladder and rails made it shoot through the roof.
This is my second level model I have made in max so I hope it looks alright, cause I dont have enough time to ad any textures before the AGDC. I will be adding more to it and texturing this when I have some free time. This is probably the last thing im gonna show before the AGDC cause my job as has rostered me on for the the next three days. Talk about bad timing.
If anyone has some suggestions please tell before monday cause this is whats going in my reel.
[img]http://www.sumea.com.au/forum/attached/Falco/200411274219_Level_Pic.jpg…]
[img]http://www.sumea.com.au/forum/attached/Falco/200411274536_Level_Pic_wir…]
[img]http://www.sumea.com.au/forum/attached/Falco/200411274654_set_17.jpg[/i…]
Scale of depth is something I find quite off -- one of the "wow factors" in this concept is the vertical scale and depth of it (check out the people way down on the second walkway). There's a whole lot of stuff you could've saved a bundle on in the poly department and got away with zero perceptual difference by putting it through in texture, like the first and second lip from the bottom of the hanging cylindrical object.
last few things to be aware of:
- When using other peoples concepts and showing it to potential employers, always make sure you know where the concept is from. Artists beg and plead to have source art released so they can show the general public, so be aware that employers can be very iffy about any sign of stepping around that line ("If I hire them, will this person violate nda and release stuff to the public? will this person use copyrighted material?" etc etc). just saying that if it's being shown to employers you will be under that scrutiny. So know where it came from, and credit clearly on the image. Pity it's this late in the game, because I'd also say to ask for permission of use.
- If it's going into your reel Monday, asking for critique now is kind of a bit late [:)]
- be aware that putting it out last minute like this means although you haven't had much time, people looking at it don't care or know about that - they'll assume you've had all the time you've needed and this is the best product you can make in that. Just a warning of last minuteness :)
Granny Weatherwax WIP
ok take two :) after having my asre handed to me on a plate in the last sumea comp :) I decided to do a few more things for my reel.
granny is based on the artwork of paul kriby (who's stuff is amazing), currently shes about 4000 ploys, but im thinking of pushing her below 3000. im trying to improve how and where i put my polys, so any comments/crits are very well come. (she has legs under the skirt as well)
note, she just mirrored at the moment :)
[img]http://www.sumea.com.au/forum/attached/mikamika/2004112575749_granny1.j…]
[img]http://www.sumea.com.au/forum/attached/mikamika/200411257589_granny2.jp…]
[img]http://www.sumea.com.au/forum/attached/mikamika/2004112575825_granny3.j…]
[img]http://www.sumea.com.au/forum/attached/mikamika/2004112575838_granny4.j…]
Hey Mikamika, as I said before in class, looks fantastic. The nose and lips are spot on. As for your poly count, it depends on what you want to do with it. I think the face has a good detail-tri count ratio going, but you could cut it way down and then use a texture to realy finish it off. You could use it for normal mapping though, but putting in heaps of detail might mean you dont get it finished in time.
As for the body, you could push the poly count way down. You should try collapsing heaps of edge loopsand rings to see how it looks.
Keep up the good work.[:)]
good start, there's a lot of room for optomising in there - good facial likeness too. Try and look at the mesh as a whole, put in the detail where it needs it, and optomise where it doesn't. At the moment she suffers a bit from "gridness" instead of the surface conforming to the curvature of the topology you're describing, it's very flat and grid like. The face is the most furthest away from this, but it still suffers from it in areas like the bridge from the nose to eyes, and chin. Take the chin for example - you could take out a whole 2 vertical columns in there and put it back in horizontal to take the kink out from the side.
cool np souri :)
small update, poly count down to 3500. ive fixed the proportions a little, they feel about right now. crit's please people.
[img]http://jasonluke.customer.netspace.net.au/gw/gww1.jpg[/img]
[img]http://jasonluke.customer.netspace.net.au/gw/gww2.jpg[/img]
[img]http://jasonluke.customer.netspace.net.au/gw/gww3.jpg[/img]
[img]http://jasonluke.customer.netspace.net.au/gw/gww4.jpg[/img]
HAzard, heres a pic of the character by paul kidby, im using this a refrence. and with the hand ive just joined the last two fingers together, i might change it tho.
[img]http://www.sumea.com.au/forum/attached/mikamika/20041127101212_close.jp…]
Ahoy there matey
This is my latest model, the Xenon. The tri count is a bit high, 7890,
but I hope ive got a good detail/tri count ration going. I was told reacently to diversify so I went searching for something to model at this site [url]http://norum.homeunix.net/~carl/ships/[/url] I found some realy good miniture ship models and decided to have a go. Its the first model I have ever done thats not a character or level object.
I dont know if I should optimise it. I realy need to get started on my next peice of work. (right after this actually) If anyone thinks thats a big no-no let me know. Im not going to texture it for my reel cause I only wanted it to show off my modelling skills.
[img]http://www.sumea.com.au/forum/attached/Falco/200411234436_ShipPic01.jpg…]
[img]http://www.sumea.com.au/forum/attached/Falco/200411234741_ShipPic02.jpg…]
[img]http://www.sumea.com.au/forum/attached/Falco/200411234912_ShipPic03.jpg…]
[img]http://www.sumea.com.au/forum/attached/Falco/200411234108_ShipPic04.jpg…]
If any one sees anything that I should change let me know right away cause time is running out. Thanx[:)]
I did make this model as if it were going to be climbed all over HazarD, thats why I was realy trying to find that sweet spot of not to many polys but just enough detail for the viewers to get up close. Realy had to work those cannons though. they were 300 tris x 10 and dropped em to 180.
In answer to your question LostSanitY, I realy dont know. I have only been modelling characters, so Ive been watching very carfully how artists like David King unwrap and texture his characters, and I realy havent seen how much lager objects would be handled. If anyone has any sugestions or knows of any tutorials on the web please let me know. I have been searching the net for tutorials for modelling and texturing, trying to see what techniques other artists use.
Thanx for the complimants, hopefully ill be getting some more stuff later.
Speed 3D
Inspired by pants speed paints i decided to do my own little speed 3d project as i havent touched maya since i completed my entry to the sumea comp. I modelled this computer because its possible that i could use it in the background or something for a future project.
[img]http://www.sumea.com.au/forum/attached/MoonUnit/2004112022430_compren.j…]
roughly 1 hour
i may texture it later (infact i probably will, allredy layed out UVs) but its basic purpose was just keep me familiarised with maya and perhaps even improve my skills.
Now this thread is open to anyone and everyone to put their own little speed 3d projects in, do anything you like!! unlike pants i wont be doing this kind of thing daily myself (dont have the time) but hopefully some other people will take on this idea aswell.
I was realy hanging out to see if any one was interested in speed modeling. This is great cause i've got a demo reel to fill and i've been modeling like crazy.
[img]http://www.sumea.com.au/forum/attached/Falco/2004112244230_Fast_Face.jpg"[/img]
I did this model in 1 hour and 30 minutes. Im not sure if thats speedy for this model. I was modeling with Camtsia running, and ive got to say nothing makes you model quicker when you know someone is gonna be watching your every move afterwards. You realy stop stuffing around. Not that I do that.
I should hopefully get som more stuff later.
Can I just hijack for a second :
Falco - I noticed your comment re you having a demo reel to fill, my advice to you would be not to use any piece of work as a 'filler' that is below the level of competency the rest of your reel shows, It stands out like dogs balls, and more importantly it portrays the image that your willing to produce something thats substandard.
Strive to find a good level of consistancy in your reel, if an area lacks like concepting, or animation - get someone else to animate your models or draw your concepts or model sheets and credit them accordingly.
Quality by MILES over quantity. It seems that alot of prospects are fueled by this urge to produce something in uber quick time - I guarantee that any director hiring a 3D modeller will pick the reel with 3 stunning models well textured and unanimated ( created over an undefined period of time ) over the reel that has 10 average models and 5 substandard models but were created in 2 weeks.
/end hijack!
The models look great! Great topic Moony [:D]
Thanks for the tip HazarD. What I meant was that I have a short period of time to create quality models before the AGDC so I can show off my talent, and if I just happen to create something demo reel worthy in record time then I will put it here.
The model above was just for fun, but the one im working on now, (soon to be shown) is of a lot better quality and certinaly is not speed modelled.
I do have a question though. Should I show models here before I give them to employers?
I totaly agree with HazarD, very important to have textured and complete models rather than alot of nice renders of untextured items..shows you can take something to completion and stick with your ideas...etc.
Infact I would say sometimes that one really outstanding example, backed up by some other solid ones could be enough.
Still speed modeling is fun:)..and looks cool for the time you've taken..nice work.
Yeah, this thread is a great idea [:)] ? I hope to see a few people trying new little modelling projects in here.
I tried to do a speed model tonight, but ended up spending over 2 hours and it?s still just a WIP. But at least this thread got me motivated to try something new!
It?s photo referenced from a Viking helm. It?s nowhere near finished, so just a quick shot in soft light to show what I'm doing.
It?s a touch over 1000 poly?s ATM.
[img]http://www.thoughtvalve.com/dl/mark/sumea/helm01.jpg[/img]
Falco : Show your work in as many places as you can or at least as you feel comfortable with [:)] Seek constructive feedback from industry vets - CGtalk is really good for that. The only thing that I would advise against is unleashing any model tests given to you by possible employers for all the world to see.
Cant stress enough to get over the shyness of keeping your work to yourself - just slap it down like you own the place! [:D]
Great thread going here by the way - I'm thinking of speed modelling a Dwarf warrior. See what I come up with...
Palantir : Nice Helmet! always like armour design, its such a tricky bastard to get right. Especially if its supposed to work correctly [;)] Coming along nicely!
Finished the helm. It was about 800 poly?s, but I decided it would look better with the bolt?s on the rim and the back panels done as geometry instead of a texture (looked a bit flat as a texture, as you can see on the textured bolts on the front), so now it?s 1022 tris. ?Probably a bit high though.
I have a question though (if anybody feels like answering):
All the poly?s point outward ? as in there are no poly?s on the inside of the helm, as you can see in the side view at the mouth piece. This is great for reducing the poly count, but would this be a problem in a game engine? Would missing tri?s cause any kind of problem, or is it standard practice to not put poly?s where they won?t be seen?
[img]http://www.thoughtvalve.com/nucleus/media/3/20041202-helm19.jpg[/img]
Palantir : Nice helmet! The reflection looks really strong and saturated to me tho but nice design really like it [:)]
Regards the tri culling - it really does depend on the engine - most engines these days only render polygons that are facing the camera anyway, and allow for double sided faces, meaning the texture is aplied on both sides of the flat plane.
However - if something is going to be really obvious and you will quite likely see the back faces then IMO its best to put them in and give them a piece of texture space, rather than leave them out or have a mirror of the texture on the backface you can often get away with super optimised inner faces anyway.
Hope that helps [:D]
For the helmet above i would think once a human head is in there and your seeing the bloke at eye level and in-game - youd never be peering down into his helm anyway [:P] so its your call!
Thanks [:)]. I?m pretty happy with the design. So much so that I?m tempted to design a suit of armour to match?
About the tri culling, yeah, I thought that would be the case ? I put a head in there and it looked fine, but I was wondering if it could cause problems. It works fine in the engine I?m testing with (an opengl 3d engine in development), but I don?t have experience with many other engines, so I wasn?t sure.
As for the reflection map ? yep, it?s way over done! It?s almost a flat mirror [:P]. I was experimenting with reflection maps when I did that ? just having some fun. I think I better tweak it!
Heres something i knocked up tonight about 90 minutes to model and about 30 minutes to setup lighting and render [:0]
[img]http://www.sumea.com.au/forum/attached/Hazard/200412313820_SpeedModel.j…]
Now im going to finish that Mithril Golem! [:D]
I?m a bit late in responding here, but good work Haz. It makes me imagine a fantasy story to go with it ? very atmospheric. For instance, it could easily be the table of an apprentice magician or something?
Or maybe where Bilbo sat and wrote ?There and back again?..
Mithril Golem ? Looking forward to seeing that completed. [:)]
Just a bit of fun (I love making weapons/armour) ? at about 70 minutes, this sword falls into the speed 3d category, so I thought I?d post it:
[img]http://www.thoughtvalve.com/nucleus/media/3/20041213-sword_hilt11.jpg[/…]
Posting here also gives me a chance to show an improved render of my last speed model (I started experimenting with the Strauss material mode, and killed most of the reflection, though the texture could use some rust or something..) :
[img]http://www.thoughtvalve.com/nucleus/media/3/20041208-helm21.jpg[/img]
I hope some of you post some more speed modelling. [:)]
Yeah I think speed with art is a good thing, cos it makes you not think about every little thing and more out of intuition [:)]
Hazard, that table scene rocks. are you going to texture it?
Nice sword palatnir.
Heres mine, just over an hr, zbrush from zspheres. I plan on finishing him then take him into silo for topology brush.
just over an hour?? ive really got to look into zbrush sometime...
EDIT: ok updating time eh?
[img]http://www.sumea.com.au/forum/attached/MoonUnit/20051222040_compren2.jp…]
[img]
[img]http://www.sumea.com.au/forum/attached/MoonUnit/20051222125_sign2ren.jp…]
these are to be background objects in a little project of mine, the dodgy edges on the signposts are courtesy of photoshop not maya. btw if anyone can point me to a tutorial of how to apply spec and bump in maya id be gratefull. I know the theory just not how to implement it.
ze topic revival! [:0] for those whove forgotten, think speed paints but 3d instead.
making more background objects for another project. itsa me... watercooler!
[img]http://www.sumea.com.au/forum/attached/MoonUnit/2006119195754_watercool…]
the base of the thing dosent look that interesting but i dont suppose its really supposed to... prob textured soon (perhaps even today, also i know theres some 5+ sided polys, itll get triangulated in the end).
EDIT: whadda ya know, i did get it textured today. Sorry the renders a bit murky. In hindsight theres actually a lot of negative space in my UV map that i didnt think about when laying things out and some things were given way larger area then they required however all in all im pleased with the results and not to finicky about it as it is a background object.
[img]http://www.sumea.com.au/forum/attached/MoonUnit/200612041416_watercoole…] [img]http://www.sumea.com.au/forum/attached/MoonUnit/200612041435_watercoole…]
Casper car
Hi to all that look here im new to this forum but have a lot of work to show off I have just about finish a the AIE in for my second year
its now time to show all my work and get feed back I hope you all like what have to show, in 3D and 2D work.
thx[:)]
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/2004111972532_casper.jpg[…]
This was the first car I did in Max its just under 3000 polys with a 512x512texture
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/20041120114040_RAV.jpg[/i…]
Ok just this larst one. I did this face with a mouse with my right hand and i'm left handed and it was my first time with photoshop.but I now use a tablet with my left hand, I dont think I have to say much
more then that, Then thank god for the TABLET.
ac, size is 2048x2048 but it is too big to upload full detal.
hope you all like it[:)]
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/20041120115336_face.jpg[/…]
This is a wallpaper I made up for (Crescent Moon)
a game I have been working on at the AIE for 2004 dip2 .
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/20041120131457_CMwallpape…]
quote:Originally posted by 3DArty
As far as I could tell the forum was the only place I can upload any pic,s im still trying for find more but so far no luck [:(]
so this where I put the ( pic )
sorry if its not in the right place.
You registered for a Sumea Profile account, and I sent you an email that I have activated your account. The login and password should be in that email, and you login through the top of the main page (www.sumea.com.au/index.asp)
A up date for the Casper Car
some weapons for a HL2 mod
and Some textured concept art.
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/200412166145_new.jpg[/img]
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/2004121661513_MOD.jpg[/img]
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/200412166851_concept.jpg[…]
some really awesome stuff here, i must have missed it somehow[?]. Not so keen on the second car (casper) but i really like the look and feel of the first one, very unreal tournament. Also so some excellent looking weapons, good luck with the mod, its one of the more promising looking ones around. Ill be sure to have a look next time you post
finshed; time 13hrs 16min
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/20041217225425_face2step5…]
A new Model I have Textured from the (heads page)[:)]
From http://boards.polycount.net/showflat.php?Cat=0&Number=13950&page=0&fpar…
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/200511215524_testhead.jpg…]
offlimits.com.be
poly count : 3700
texture size :1x 1024x1024
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/2005220121114_VGOFFLIMITS…]
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/2005220224549_VGTexture.j…]
Just something small
Havent showned anything for a while and thought I might show this-
[img]http://members.optusnet.com.au/~rowanfamily/gd.jpg[/img]
Its going to be part of my graphic design portfolio. It will be for an mp3 player.
Painter 8
Firefight madness!
Hi All,
Here is a piece I have just finished for the good people at Offlimits.
Let know what you think
Cheers
[IMG]http://img.photobucket.com/albums/v352/weather/firefight.jpg[/IMG]
Mithril Construct D&D WIP
Something I built yesterday during my spare time - Ill be posting this guy in 3 stages : Low poly, High Poly Source and Low Poly + Normal Map & texture. Ive since turned a few edges and cleaned up the mesh a tad since these renders.
Stage 1: Low poly front.
[img]http://www.sumea.com.au/forum/attached/Hazard/200411147715_Front.jpg[/i…]
Stage 1: Low poly back.
[img]http://www.sumea.com.au/forum/attached/Hazard/200411147849_Back.jpg[/img]
Also heres a link to a full spin (with dodgy lighting included [:D])its ~3.2mb and encoded with DivX.
http://206.169.164.231/kalescent/mithrilconstructlowpoly.avi
It based roughly on the golems / constructs found in most D&D realms, with a few extra changes here and there.
I shouldn't be working this late!
Thanks for the comments guys,
Golden : Yeah he is a chunky devil - hes even bigger in the concept from the D&D manual! I've toned him down some [:O]
The face is quite the mech type i think it will be a bit clearer once the high poly source is done and some texture is smudged over the mesh.
I forgot to add that the Budget for this guy is 2500 tri's ( currently at 2446 ) and 1 x 1024x1024 Diffuse, 1 x 1024x1024 normal ( with spec in Alpha )
I will get some time this weekend to finish up the High poly base and whack it into Zbrush 2.0 to paint some history into the metals and rocky surfaces that makes this hulky beast up. Once thats done ill post a render of the high poly source [:D]
sleep now..
Sure thing [:D]
[img]http://www.sumea.com.au/forum/attached/Hazard/20041116222918_Golem.jpg[…]
Ive added a few things on that differs from the concept. He has a magical power source located above and behind his head thats fed from a gem logged into his chest (encased in a crystaline substance) And also a big protective shield coming up off his back - just to protect the power source from foes attacking from behind.
Updated the low poly mesh this weekend to better suit normal mapping purposes, ive tweaked the size of the arms and legs a tad too.
A new spin of him here :
http://206.169.164.231/kalescent/mithrilconstructlowpolyfinal.avi
Front :
[img]http://www.sumea.com.au/forum/attached/Hazard/2004112121058_Front.jpg[/…]
Back :
[img]http://www.sumea.com.au/forum/attached/Hazard/2004112121247_Back.jpg[/i…]
Im just blocking out the base mesh for the high poly version in max now - will post a shot of it before i export to ZBrush2.0 [:)]
The start of the high poly source model ~60-70min so far, im going for a more panelled look on the mithril plates - I've got some plans for taking this guy a bit further in max than what I had originaly intended. I should be at an almost complete stage by tonight for the base mesh.
[img]http://www.sumea.com.au/forum/attached/Hazard/2004112144651_HighPolySta…]
Hes hung like a golem! Dang yeah I was supposed to fix that up - ill be sure to fix it for the final version [:P]
Heres a spin of what I got up to tonight. Just the head and some small details on the generator on the top to go - I was going to go full stick with extra plates and rings holding stuff together but descided against it I thought I might loose the integrity of the concept.
http://206.169.164.231/kalescent/mithrilconstructhighwip.avi
/to be continued..
Heres the spin for the final base mesh before I pulp it in Zbrush.
http://206.169.164.231/kalescent/mithrilconstructhighpolybase.avi
and some pics..
Front:
[img]http://www.sumea.com.au/forum/attached/hazard/20041123121820_Front.jpg[…]
Back:
[img]http://www.sumea.com.au/forum/attached/hazard/20041123121916_Back.jpg[/…]
Side:
[img]http://www.sumea.com.au/forum/attached/hazard/20041123122141_Side.jpg[/…]
Onward to Zbrush!
Zbrush will do that - the best investment would be to spend a few hours learning how to setup your interface and going through a few of the standard zscripts about guiding you through a document. And seek a few tutorials from
You should be well upon your way in a short amount of time - personally I think its an extremely fast way of producing something - either high or low polygon in a pretty short amount of time ( Zbrush 2.0 is alot better than 1.55 ) especially working in conjunction with max / maya.
Reznor: Yeah they are getting a bit excessive, but I just can't help myself - about NWN2.... well.... [:o)]
Finally got around to working on this beast again!!! [:0]
Ive decided to post a couple of renders to show the stages and normal map progression.
Front:
[img]http://www.sumea.com.au/forum/attached/Hazard/2004121813256_Normal1.jpg…]
Back:
[img]http://www.sumea.com.au/forum/attached/Hazard/2004121813355_Normal2.jpg…]
This first bunch is just the main punches, and playdoughy type ins and outs, next will come the finer scratches, nicks and dents.
Also this is a raw normal map render, wont be tweaking any seems until the normal map is complete.
Heres a link to a full spin of the progress so far..
http://206.169.164.231/kalescent/normalmappedconstruct.avi
Onward to scratches and dings!
How stupid of me LOL [:O] - Yes USF / Bob - the ball part of the arm will be dettached, and I always planned it to be - Im just realising its not reflecting that in any of my renders, what a tool. I admit defeat! I need more sleep [|)]
Thanks for looking out for me [:I]
Palantir: Cheers! Personal Project, though im going to spend a fair bit of time on him polishing him up.
Denz: Cheers [:)] Ive custom rigged him already, but wont begin animation until my textures are finalised. Another 2 passes on the normal map to go before texturing begins.
Conundrum: Cheers! Yeah I always try to show off the model as much as possible, with good lighting, that enhances whats already there, not too much - you dont want to show something thats going to be too far from impossible to achieve in game.
On the flip side, here are some max default lighting renders with and without the normal map, all I've done is added a 60 / 40 Spec and Gloss material which I'll replace with a good spec map once ive finished with the textures.
Front:
[img]http://www.sumea.com.au/forum/attached/Hazard/2004121821495_Default.jpg…]
Back:
[img]http://www.sumea.com.au/forum/attached/Hazard/2004121821503_Default2.jp…]
First Pass on the cracks and history.
Some cracks still need to have the Y direction inverted - will cleanup soon.
Front:
[img]http://www.sumea.com.au/forum/attached/Hazard/2004121905155_Dents1.jpg[…]
Back:
[img]http://www.sumea.com.au/forum/attached/Hazard/2004121905240_Dents2.jpg[…]
Ninja for HL2 Mod
havnt posted for a while cause ive been busy but here's a ninja i just started working on for a mod, still very early on so any comments and crits are welcome. its about 2000 polys which is probably far too high[:p]
[img]http://www.sumea.com.au/forum/attached/conundrum/2004111412246_Ninja02…]
Im amazed at your ability to hide these polygons conundrum - even when i take into consideration the hands and face - the silhouette you have going there could be achieved with half that amount.
The mesh has some good weight it it - but livewire is right your joins and deformation areas need a few more loops. The best piece of advice i can give is set yourself up a biped and do some stress tests with a rigged version of the knee / foot / hip / elbow / shoulder etc to make sure its going to animate and deform nicely.
made a quick normal map test and this is how it turned out
[img]http://www.sumea.com.au/forum/attached/conundrum/2004113044816_Ninja04…]
this is quick a texture i recently did any comments and crits are welcome
[img]http://www.sumea.com.au/forum/attached/conundrum/20041213214613_Ninja07…]
I dont necesserily think its the colours that arent working, but rather the lack of detial in the texture.
You said it was a "quick" texture, why is that? the texture is just as important as the model. If you want to impress the viewer then you'll need to put more into it.
Get some stronger folds on the cloth around areas of the joints/body moves. other little detials such as stiching, etc can also help.
Makk: i entirely agree with your comments and suggestions on the importance of textures. though, its a quick texture because i (or possibly another team member as im not a particularly good skinner) am going to make an entirely new one. I model in lightwave but to put it into Half Life 2 i need to use softimage. As such i thoguht id make a quick test in lightwave to help exhibit the model better and because softimage is currently not working. Once i get it fixed there should be a proper texture made in XSI with a lot more detail.
Moonunit: i certainly will put more effort into finding more contrasting colours though
My personal oppinion is that while the texture colours on the quick texture are lacking detail, i think making them too contrasty or adding that little bit more colour to make him stand out a bit, defeats the purpose of what a ninja is.
I say stay with the duller colours, reds, browns or dark dark greys are perfect, and add simple but effective areas with details, logo embroidery on his robes maybe or perhaps some history on the materials hes wearing and wrinkles in the cloth around the usual areas.
Im no ninja expert - but in photos ( not that youd ever see a 'real' one in a photo ) youd see them with baggy and loose fitting clothes that do not restrict thier movement, so definately loosen his clothes up by painting some detail in the deformation areas.
Im not sure what hes wearing on his feet - but they stand out as something that needs some thought. Perhaps seek some pictures and reference material for what ninjas do. I think once you understand them a bit better youll be able to make a superior representation [:D]
Also when using normal maps - if your attempting to show of the normal map, use a lighting setup that has strong lightsources and shadow casting, show your model off!
youve put the effort in and normal mapped it - but in the textured render its almost unnoticeable at all.
/my 2 cents.
Ugly Space Person
Hi, just wondering where I should go with this character, any ideas would be cool, I was thinking of adding jetpacks on his back + some sort of weird eye tek eyebit. thanks..
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/GoLDeN/2004111392312_uglyspacedu…"]uglyspacedude4.jpg[/url]
117.54 KB
I agree about the "starTrek-ish" nature of him. Here's a few things he could be improved with:
- tighter crease control: cut a few more edges in around the creasing to improve your control over the folds so they don't have so much of the rigid dip look
- rounded contours: at the moment as a whole he's very chiselled in his features. Even the thorniest lizard has a soft underbelly [:)] varying the hard relief angles with soft contours on major flowing bulks of area gives a more natural and organic look.
- meat meat meat: giving a soft dusting of pinks and reds on large meaty areas can better communicate flesh and meat under that brown skin. If you can, link it up with SSS/density/ and spec. Also, thinner areas such as the nose could do with the same treatment.
- more history: wear the edges of the metal in major exposed areas, sunbleach the plastic, stain the cloth -- wear and tear is a good thing, but never rely on texture overlays to do this. You need to wear and give the surface history locally and intelligently, where it should happen.
Anyways, there's some more broader tips, he's going well. Lastly, how deep are his nostrils? maybe it's just the render but they look very shallow.
Good job, keep it up.
Hey, thanks for the comments, yeh I agree the skin needs more work, was planning to get to that sometime, this guy has been through afew phases of stuff, it actualy started as a low poly character, so the body is not really suited to doing much more than that..but I tried adding this new head etc..I am thinking scrap it and start something fresh.
Here is how he looked last week sometime..maybe I'll leave him like this..
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/GoLDeN/200411168350_uglyspacedud…"]uglyspacedude5.jpg[/url]
120.89 KB
I really like that texture, the first thing that came to mind was a antartic based trooper - something quite different to the first shot you posted.
I really like how the metals are coming along, no doubt the materials arent finished yet along with the funky black areas with wireframe showing through [:P] I think itd be good to see that guy finished off!
WIP: Warhammer 40K Tan
This is a Warhammer 40K Tank ive been working on recently its Mine/Warhammer 40K Design it is a WIP but any suggestions would be helpful indeed [:)]
[img]http://www.sumea.com.au/forum/attached/Bob_Lives_Here/20041112173913_Ne…]
Nice tight model, nothing to crit there, what stands out the most for me is the texture on the turret of the tank, it looks like just a flat plain purple for the most part and really detracts from the rest of the work which is actually quite decent. Also, near where the barrel joins the turret there appears to be some skewing of the texture, probably just need to tweak up your UV's a little.
Actually, looking at your poly count and the model I'd say with a bit more effort you could easily pull that down to 1000. Start by reducing the count in your gun barrels, you can save heaps there with little reduction in your silhouette.
Good luck with it.
Great Start! [:D]
I think the entire texture could do with a few more detail passes - The metal needs some depth and a more gritty look to it overall. What youve got there is fine for a base layer - now get into refining some metallic details into the surface and then hit it again with rust / blood / dirt etc.
Agree with Wiz about the polycount you could easily strip that back to 1000 tris.
Thanks alot for your feedback it helps alot and will proably get me to actually finsh it and not get to dishartend. I stared going over it with the metal and detail a little bit ago and will get bac onto it after i finish on the "Roach-Rage" game [:)]
Ther is also a few more pics of it on the main sumea page http://www.sumea.com.au/sprofilepic.asp?pic=305_NealeMurray1.jpg&news=1… if you find the tank there it has a back and front view aswell [:D]
deamon girls (Nudity)
life drawing classes are going well, these are for class.
hope you approve so far.
[IMG]http://members.optusnet.com.au/alti/bodysketch/mainsk.jpg[/IMG]
[IMG]http://members.optusnet.com.au/alti/bodysketch/sk3.jpg[/IMG]
[IMG]http://members.optusnet.com.au/alti/bodysketch/sk1.jpg[/IMG]
[IMG]http://members.optusnet.com.au/alti/bodysketch/sk2.jpg[/IMG]
i'l have some more soon probably.
[IMG]http://members.optusnet.com.au/alti/bodysketch/sk4.jpg[/IMG]
a little something from today 2b pencils
[IMG]http://members.optusnet.com.au/alti/bodysketch/sk5.jpg[/IMG]
Samaurai Chick
This is a character ive been working on for my demo reel, still a work in progress and I was interested in getting a little feed back on it. Any comments welcomed Thanks. 4200 polys with full reactor armour and cloth.
[url="http://www.sumea.com.au/forum/attached/AnarchyAngel/2004111125732_Samau…"]SamauraiChick1.jpg[/url]
[url="http://www.sumea.com.au/forum/attached/AnarchyAngel/2004111125759_Samau…"]SamauraiChick2.jpg[/url]
Definately lacking some definition in the texture there - the skin is very 'glowy' at the moment which isnt helped by the lighting you have used in your render.
I also have to agree with Moonys comments on the actual design of the character the clothes / armour dont seem practical at all - that would be some serious armour chaffing going on there - perhaps if you wanted to keep the cloth sparse - or the female character looking 'sexy' ( which i presume is where your trying to go with the character ) is by either have skin tight clothing underneath that armour - or by putting some padding in between the armour and her skin ( only under the armoured parts )
The mesh construction needs quite a bit of work - theres a bucketload of polygons in the fingers that dont need to be there
and also around the breast region.
Something of note is to define as much as possible the silhouette of the character - Put a Jet black material onto your mesh and then take some renders of it from a viewable distance back and then go over the areas on the mesh where there are a lot of polygons - youll find you are achieving little or no extra defination with many of the polygons you have at the moment.
The reason why Im commenting about restruction your polygons is because 4200 is an awful lot of polygons for a character thats lacking alot of subtle shapes, curves and definition.
Hope that helps [:)]
I'll look into those Ideas about clothing under the armour. Ive jsut taken most of this character from a picture i found on the net.
http://www.sumea.com.au/forum/attached/AnarchyAngel/2004111703924_Samur…
As for Extra polys, I agree entirely I just cant bring my self to delete them as you loses her sexy curves!!!
hmmm, yeah 4200 polys looks far to much for the detail in there. you could probably do the same with little over 2000.
also i think you should try and stick to the concept more - it has a lot of cool features that your current model dosnt include, such as the helmet shape and the figure of the body. also in the concept she is wearing pants ;)
HazarD there is actually no lighting in that scene at all it just @ 100 self illumination.
As for lack of shape I wish I could hand you the max file. The whole problem Im having is in removing polys Im losing her awsome curves. Ive included a pic of her side on wiht and without armour. Again thanks for the Critic.
[url="http://www.sumea.com.au/forum/attached/AnarchyAngel/20041118205814_Sama…"]SamauraiChick3.jpg[/url]
Then its definately a case of the glowy skin thing happening - try pushing some more pinks, reds and even browns into the skin at the moment she is very golden looking.
Ive taken the liberty to show you what ive done with a female torso that is IMO the most tri's id ever use for a mid polycount naked female ( ~2200 tris atm ) - for mind i could kill about 500 - 600 tris off this easily and achieve a result that is so similar silhouette wise it would be near undetectable. Ive built this girl purely for some animation testing etc hence the major use of edge loops around the bum, knees and shoulders.
I think the extra polygons youve got are mostely in the hands and pieces of armour and those are the areas where you can save yourself alot of count.
Before people start shooting me for the anti grav boobs - she is going to have a holster neck boob holder on with some shorts so there [:P]
[img]http://www.sumea.com.au/forum/attached/Hazard/2004111911127_Female.jpg[…]
Sexy curves? From front on the curves are hardly visible because of her amour, the texture looks very flat, I think it could use some more work. Whats the size of her texture?
Her fashion sense isn't very.. well, fashionable. I think she needs something on her ass and more cloth wraps. The legs look really bare.
Did you have a plan in mind when you went about modeling her?
She needs alot more work with her silhouette. An example is like the belt strap hanging down, that could loose alot of the poly colums that you have going there.
In my opinion she needs alot more done to her if you want to put her in your show reel. Go for things that are different (unique) and challenging. To me this doesn't show off an artists skills to a degreee where I would hire them.
Keep going man, I don't mean any offence as you're going good, just trying to give some helpful advice :)
Teal'c
This is a character for my Reel, This ones Teal'c from Stargate for those of you that dont know. He is 4200 with Helmet and Staff, 3200 with out. Love to get some feed back on this as well please note Ive only done a once over on Texture waiting on my new 9x12 Intuios3 to arrive.
[url="http://www.sumea.com.au/forum/attached/AnarchyAngel/2004111124416_sumea…"]sumeaTeal1.jpg[/url]
[url="http://www.sumea.com.au/forum/attached/AnarchyAngel/2004111124416_sumea…"]sumeaTeal2.jpg[/url]
[url="http://www.sumea.com.au/forum/attached/AnarchyAngel/2004111124552_sumea…"]sumeaTeal3.jpg[/url]
[url="http://www.sumea.com.au/forum/attached/AnarchyAngel/2004111124625_sumea…"]sumeaTeal4.jpg[/url]
[url="http://www.sumea.com.au/forum/attached/AnarchyAngel/2004111124710_sumea…"]sumeaTeal5.jpg[/url]
[url="http://www.sumea.com.au/forum/attached/AnarchyAngel/2004111124751_sumea…"]sumeaTeal6.jpg
Off to a good start. Like I mentioned in your other post, you need more contrast/form in there. A helpfull idea is to pick a lightsource, usually above the model. Then go in and pull out the shadow,highlights, form, etc Keeping in mind where the light will fall, which areas will be the brightest and which ones will be the darkers, in accordance with your light source.
Face is looking good, some nice flesh tones in there.
For his eyes, you might want to get some heavy shadows above them, this occurs becuase of things like eyelashes and the aforementioned light source. Also helps in making his look more relaxed and less "oh my god I just ran over someone" aka stunned
Looking at photos to work out how to paint features correctly can also be beneficial.
Some more defintion to the yellow thing on his forehead would help as well bring that out as well, though Im not sure if its metal or not.
Goodluck with it :)
AnarchyAngel,
Send me an email so we can catch up mate.
Been trying to get in contact with ya.
hoffy83@yahoo.com
Sketch Program
hopefully this is the right thread. anyway, here's a pretty cool little sketching program [url]http://www.imaginationatwork.com/Imagine[/url] which i found on conceptart, it gives you limted ink and no eraser, plus u can show people how you sketch. i found it really fun, so here's mine. feel free to post any of your own as its nice to see how others draw.
[url]http://www.imaginationatwork.com/Imagine?_nolivecache&aDrawingID=200411…]
Automatic rifleman
This is one of my characters I did a while ago. The automatic rifleman is a fictitious design of mine but based on real world applications. Simply posed him in prone position. What do you guys think?
[img]http://www.sumea.com.au/forum/attached/panzer/2004112204656_Arifleman80…]
[img]http://www.sumea.com.au/forum/attached/panzer/2004115193616_ARpers800x6…]
[img]http://www.sumea.com.au/forum/attached/panzer/2004115193654_ARwireortho…]
Here are the shots. the model is about 2220 poly/faces. 2 texture maps were used.
The gas mask doesn't interfere with the sighting as the filter is on the left side only. The shooting side is always kept free.
wow, i dont think ive seen you post in exhibition before, they're all pretty good but i particularly like the group crawling righthand side