Show and discuss progress on anything here for feedback (upload finished work to your journals)
Work in progress
wererat model
hi, this is an incomplete model of a wererat that i have been working on. at the moment i still have to paint up the texture, weld the body together and rig him. at the moment his poly count is 3622, I am aiming to have him at 4200 so i am going to use the excess polys to give him some armor and maybe a weapon.
[img]http://www.franticant.com.au/examlepics/wererat.jpg[/img]
A few animations
Hey friendly folks, thought I'd show you these and see what you think of them, they're some very small and simple animations I made for an indie production a while back that never really got anywhere.
[url]http://www.members.optusnet.com.au/~cmcmurr/anims/glock_attack_small.av…]
[url]http://www.members.optusnet.com.au/~cmcmurr/anims/glock_reload_small.av…]
[url]http://www.members.optusnet.com.au/~cmcmurr/anims/hands_attack_small.av…]
cheers.
Hey, I'm an amateur/student animator, I don't see much animation on here so I thought I'd have a look. They all looked quite good to my eye, but the wrists seemed a bit stiff to me, could loosen them up a bit more. I would expect the recoil of the handgun fire to make your wrist rotate back as well as how you've made it push back the arm. The hands attack was much looser, and i liked the tension making the hands vibrate. It actually reminded me of dragon ball z for some reason, like he's doing a ka-ma-ha-maha. But the motion was much looser and more natural on this animation, which i liked.
They dont look to bad, but none of them really have any secondary motion, it makes them look really stiff
For example, in your gun attack the only thing really happening is the gun raising then lowering. You must be able to rig it up to have finger and slide control so you can get the slide kicking back, and the fingers gripping when the gun kicks and his index finger pulling the trigger. Also the kickback needs a little more snap to it right at the beginning so that it appears that he uses his arm to decellerate the kick of the gun and bring it back down.
The reload also really needs some secondary motion, or acctually its probably more primary motion since we all associate the slide locking back after a clip has been expended. The clip needs to be modelled and dropped out from the bottom of the gun as he brings it up, but before that a little flick of the thumb to release the clip, aswell as a little lossening on his fingers. And dont forget depending on the if the slide is back or not to either flick the thumb to click the slide back down, or pull it back to load the first bullet.
The hand attack looks alot nicer, but whats going on at the end?
Hmm acctually now that i mention the hand attack you must already have the hands rigged to do that, so adding the extra motion should be easy. Basically its not really your primary motion that makes an animation look good and life like, its everything else you do that nobody really looks at. Like for characters little twitches, breathing, swaying... or more so little imperfections. Keep working at it, its sort off a bit of trial and error and stuff, if you get stuck somewhere try acting it out yourself. Sure depedning on what your doing you could look like a complete tool, but whos going to see you :) and it really helps, just make sure you pay attention to your every move while your doing it. And in general try to watch other people and things in everyday life and all the motions that you never acctually notice until you paying enough attention, youll be amazed how much people and things move when you think that there doing little to nothing at all.
Hope that helps
Cool, thanks for the feedback guys, guess I should explain a few more things.
Hand animation- the brief was to create a 'mana drain' attack where basically the character sucks the lifeforce out of his opponent, leaving them unconscious, so the snap away at the end would be when all of the opponents energy is drained.
Gun- I would have loved to put in an animated clip and slide on the glock but the lead artist told me not to do it at the time cause he wasn't sure how the engine handled moving parts on weapons. Bit of a bummer. Guess I could go back now and do it anyway but I've moved on to other things.
Avalanchex- thanks for the tips on the gun firing such as tensing up his fingers when he shoots, I'll keep that in mind if there's a next time.
But for now I guess you need to imagine the clip falling out :(
New to this forum
Hi guys,
I am new to this forum, never knew it existed. But heres a sample of work I posted elsewhere before.
Done in Painter in around 2 hours.
[img]http://homepages.ihug.co.nz/~sia26/PORTFOLIO/2d/images/5001_sylvia_logo…]
OC works/ progress ( a few images here)
[IMG]http://members.optusnet.com.au/alti3/oc/sk1.jpg[/IMG]
[IMG]http://members.optusnet.com.au/alti3/oc/sk2.jpg[/IMG]
[IMG]http://members.optusnet.com.au/alti3/oc/sk3.jpg[/IMG]
[IMG]http://members.optusnet.com.au/alti3/oc/sk4.jpg[/IMG]
[IMG]http://members.optusnet.com.au/alti3/oc/sk5.jpg[/IMG]
and some other one -
[IMG]http://members.optusnet.com.au/alti3/oc/under.jpg[/IMG]
[IMG]http://members.optusnet.com.au/alti3/oc/hav1.jpg[/IMG]
[IMG]http://members.optusnet.com.au/alti3/oc/hav2.jpg[/IMG]
[IMG]http://members.optusnet.com.au/alti3/oc/hav3.jpg[/IMG]
[IMG]http://members.optusnet.com.au/alti3/oc/havfinal.jpg[/IMG]
we were in an Open canvas session so there were up to 4 people on the one huge canvas- however all that is shown was my section of the canvas- so all this stuff is mine-
you can see on the screenshot with the finished rider thing and tall the sketches areound it- there is a little preview window where you can see the other dudes sketch being done way to the right of mine-
Nasferatu Zodd
Hi I'm new 2 these forums :O! smelly old Rastus said I should come check them out :)!
heres something im wokring on:
[img]http://dynamic5.gamespy.com/~ef/wip9.jpg[/img]
Hes a demmon from the anime called Berserk :D roughly 3600 pollies now that I've thrown alph maps on (he does have arms just not rendered). I hope 2 finish him asap! which is why im up this late working on him :I!!!
ja the anime/mange gives him homax horns ;/
heres a lighter view and a more complete version cos i forgot he had wings lol
[img]http://dynamic5.gamespy.com/~ef/final2.jpg[/img]
huge image srry
Speed Paints
Just making a thread to post soem speed paints in, trying to get back into the swing of daily painting.
[img]http://www.pantmonger.com/speed/speed_gueniver.jpg[/img]
1hour 15 min Photoshop CS, photo ref.
Thanks for the comments guys, will hopefully post a bit more stuff here in the next few days (Im on holidays wheeee)
As for the arrow thing, it is on the wrong side in my picture, I had a look at the reference and it was on the other side (just hard to see due to bad compression on the ref pic)That being said its also my fault, I have shot a bow on more then a few occasions myself and I should have realized I put the arrow on the wrong side.
For those who don?t know in the western European style of archery, the arrow sits on the opposite side of the bow from your thumb (silly me :0 ).
Pantmonger
Sometimes I do them daily, when I?m not being slack, or a little down on my work (as I am at the moment). Trying to get back into it at the moment. If you want to do some speed painting and we can get some additional interest happening, we might be able to get a speed paint sticky started here.
Anyway, feeling a little de-motivated and feeling the need to get back to basics so here is a couple of shadow studies.
[img]http://www.pantmonger.com/speed/ink_cam.jpg[/img]
[img]http://www.pantmonger.com/speed/ink_girl.jpg[/img]
Pantmonger
[img]http://www.pantmonger.com/speed/speed_spitfire.jpg[/img]
Spitfire.
45min, Photo referenced, Photoshop CS.
Pantmonger
[img]http://www.pantmonger.com/speed/speed_spitfire2.jpg[/img]
Spitfire the Second
50min, Photo referenced, Photoshop CS.
Pantmonger
[img]http://www.pantmonger.com/speed/speed_me.jpg[/img]
Thanks MoonUnit
Todays speedpaint... its me :)
1 hour 15 min, Photo referenced, Photoshop CS.
Pantmonger
[img]http://www.pantmonger.com/speed/speed_nude02.jpg[/img]
1 hour, Photo referenced, Photoshop CS
bullet21: Thanks :P
Pantmonger
[img]http://www.pantmonger.com/speed/speed_dalek.jpg[/img]
1 hour, Photoshop CS, Photo referenced.
I am one with my inner nerd.
Pantmonger
[img]http://www.pantmonger.com/speed/speed_cyberman.jpg[/img]
Cyberman
1hour 30 min Photo reference, Photoshop CS
Thanks for the complements guys, glad to know some people are dropping into this little speed thread ?o? mine now and then.
Souri: Looking forward to it, with the usual free time pending.
Pantmonger
[img]http://www.pantmonger.com/speed/speed_ace.jpg[/img]
Continuing the Dr Who theme
Sophie Aldred ?Ace? from Survival
1hour 10 min, Photo Referenced, Photoshop CS.
Pantmonger
[img]http://www.pantmonger.com/speed/speed_ship_underwater.jpg[/img]
Pirates of the Caribbean
45min, Photo referenced, Photoshop CS
Pantmonger
[img]http://www.pantmonger.com/speed/speed_that_yellow_bastard.jpg[/img]
That Yellow Bastard
Photo Referenced, Photoshop CS, 1hour.
Sin City is coming and Im more then a little excited.
Pantmonger
[img]http://www.pantmonger.com/speed/speed_sincity_bruce.jpg[/img]
Photoshop CS, Photo referenced, 1 hour.
Continuing the Sin City Theme, I want that movie now.
Got together with a few friends on line and decided to try and do a speed paint a day till Christmas in the hope of self improvement.
If you want to join in, feel free to post in this thread.
Pantmonger
[img]http://www.pantmonger.com/speed/temp_tori.jpg[/img]
Photoshop CS, Photo Ref, 1h 15min
[img]http://www.pantmonger.com/speed/temp_riddick.jpg[/img]
Photoshop CS, Ref, 45min.
Not particularly happy with either of these two, I lost a bit of the swing of things here, oh well posted for the sake of completeness and hopefully I can get back into the flow of things on tonights.
Pantmonger
starfighter- fighter
this is a model im working on atm for the space demo me and my bro are making
wip as u can see the back looking empty atm....
[img]http://mathewstwins.customer.netspace.net.au/wip/fighter.jpg[/img]
updated :D im having fun with the details :D hehe
about 7k polys as ive done some optimising :)
tested it ingame yesterday looks rather nice
[img]http://mathewstwins.customer.netspace.net.au/wip/fighter2.jpg[/img]
I love the canopy. It looks like it could be part of a real air vehicle. I reckon the wings need some more detail. Perhaps showing some assembly lines or depressed areas on the surface, although you're probably going to show that through textures. I think the model is a bit too front heavy, it needs some sort of counterbalance at the back. Maybe make those tail fins larger or something. Anyway, it's progressing very nice!
if i remember right, finall poly count was about 8.7k
older wireframe
[img]http://mathewstwins.customer.netspace.net.au/wip/fighter2_wire.jpg[/img]
and a new render of the model
[img]http://mathewstwins.customer.netspace.net.au/wip/fighter3_underside.jpg…]
[img]http://mathewstwins.customer.netspace.net.au/wip/fighter4.jpg[/img]
and started texturing a bit....
[img]http://mathewstwins.customer.netspace.net.au/wip/texture1.jpg[/img]
I really like it. I don?t think it?s front heavy at all. Firstly, it?s a spacecraft (right?), not an aircraft, so it operates in zero gravity and it?s shape has no affect on flight performance. But also, looking underneath the whole model looks more balanced. I get the impression that the tail is just a stabilizer, where the bulk of the crafts weight is where the engine starts ? about dead centre.
Though I do think the poly count is a touch high for the amount of detail. It kind of looks like you could cut down the poly?s without much loss of detail in the rocket launcher things, and the engine intake? But then, it depends on if you need it to perform in real time or not.
Looking good, anyway. [:)]
yeah its a space craft :)
its supposed to stress test the engine also. currently we have 20 of them flying around(ai)
so them and the scene makes 310,000 polys all up rendering at 60fps(1280x1024 resolution with v-sync on)makes 18.6million triangles per second through the engine on a radeon 9600XT.
Still engine needs optimiations but of course there wont be that many on the screen at once, well not likely!
The 4th Little Pig
My latest pic. Comments/Crits welcome.
The 4th Little Pig
[img]http://www.graphicscenes.com/4thLittlePiggy_5.jpg[/img]
All Jacana's fault
Jacana said this in the Sumea Challange ideas forum:
quote:Draw a young child and have a prop - that could lead to things like a young girl in pj's dragging Mr. Teddy off to bed.
So yeah I kinda took the idea and twisted it a little [;)]
[img]http://www.sumea.com.au/forum/attached/UniqueSnowFlake/2004719225233_US…]
hozer
[IMG]http://members.optusnet.com.au/alti3/daily/losketchcull01.jpg[/IMG]
photoshop 7- wacom
thanks for commenting so far-
here are a few more - abit weird but meh- i'm a weirdo
[IMG]http://members.optusnet.com.au/alti3/daily/loklaaad.jpg[/IMG]
Monster
Here's a monster i just started modelling this afternoon, mainly cause i wanted to learn normal mapping, its 972 tris and as you can probably guess the top is without NM and the bottom is with NM. Any comments would be appreciated
thanks
[img]http://members.iinet.net.au/~kingram/images/GameSmall.jpg[/img]
I dont know much about normal mapping, or if turning edges is important for it, but in the low res one without normal Mapping, i can see heaps of edges that could be turned to tidy it up. The fingers also look too uniform, you should tweak in a few knuckles or what have you same with the top of the hand.
Other that that it looks good. Great effort.
EDIT: Just noticed something else, those bumps on the torso are Ribs i pressume, i think they are to big and should be moved up a little as well.
Portrait drawings
[img]http://www.sumea.com.au/simages2/349_portrait1L.jpg[/img]
im posting this one up because id like some feedback along the lines of how to iprove, what i did right and wrong etc. I figure my 3d skills could still use a bit of improving (i have to wait a week or 2 before my life drawing classes come back), all of these were drawn with a similar reference from pics i found in the paper (by similar i mean head at same angle and same expression but i changed the person/character entirely).
These are just guidelines and are in no way absolute.
http://www.fineart.sk/photos/loomis_heads/017.JPG
http://www.fineart.sk/photos/loomis_heads/022.JPG
http://www.fineart.sk/photos/loomis_heads/039.JPG
http://www.fineart.sk/photos/loomis_heads/040.JPG
http://www.conceptart.org/forums/showthread.php?t=14119
I think you need to establish some proportions. At first you should just get the general shape right...like the placement of features and then add the details of those features. It is a waste of time to decorate something that is the wrong place.
Its good to just draw lots of heads, don't bother erasing because its good to see how and why you've improved.
I agree with Leviron, good to draw lots of heads. concertrate on the basics - getting the proportions and angles right. once they are in place the rest will be much easier.
edit: I'll make some proper constructive crit on the weekend... or at least I will if I remember too... send me an email if I forget :)
First off. Nice pics. Unfortunately all of them do look like slightly different people :)
A lot of people don't like drawing from photos, as there can be some lens distortion. Drawing from a mirror wont have that.
One thing we had to do in Life Drawing class helped a lot.
1. Get a mirror.
2. Look at it straight on and have a ruler ready.
3. Make sure you hold the ruler out at the same distance from your face all the time. Nose distance is best.
4. Look at the ruler and take the measurements in between all your facial features.
5. Place the ruler on your page and place the measurements down.
6. Draw in the details to fit.
The trick is making sure you have a big enough sketch pad, and trying not to look too serious through it :)
...or don't use the sunnies and watch the tables around yours empty out (yes, I talk from experience).
Drawing from life is quite a different mental process than drawing from a 2D reference. Generally you will get a better understanding of the subject if you study it in life(3d) rather than a 2d image. This has to do with understanding the 'hows & whys' of representing 3d objects in 2d space...and they are the skills that will make you a better draftsman :)
That said I do see merit from drawing from photo reference and even from other artist work. Doing this releases you from the duties of the draftsman (ie the 2d interpretation is already there) and allows you to concerntrate on other aspects of the illustration process - techniques, style, media, colour etc.
**BUT to be a good artist/illustrator, draftsmanship is the key (in my opinion) and drawing from life is a very good way to improve these skills.
--comments on the portraits: I think they are a good start. the general proportions aren't wayout, features more or less line up, the mouths and eyes make parallelish lines, all good things for a beginner. You could work on refining these features, as they have all be described quite briefly. Spend and hour per eye and really closely observe your model/reference. The other approach I think you could take is to practice the basic forms of the head. The above samples don't suggest that you have a firm grasp of how the face and features curve. Leviron's links have some expamles of how you could go about this, many books on the topic too. You could also benefit from some excersises on light/shadow. Rather than using line to depict your model use tone. Get a blunt stick of charcoal (can't do fine detail with it), strongly light you subject and just block in the shadow areas. This will help with understanding forms.
Everything that I have mentioned is in many books, so library time for you if you want more details.
We expect 20 'basic construction' heads, 3 eye,nose and mouth studies and 2 shadow studies (one must be lit from below to make your model look like a zombie) by next week [;)]
i do take life drawing classes, these were just done one weekend when i was bored :P
Aven: yeah i know that technique, i use that and similar sometimes at classes
JohnN: thanks for all the critique :) yeah all of the features on my characters are more or less simple. Im sorta slowly working on putting the real life detail into them (i didnt use to draw pupils of any sort in eyes). On the shadow thing, i used to have a paper stump but i think ive lost it :( I find if i use things like charcoal i get results like the one on the bottom right, the shadows look dirty and blocky, but i could work on it.. :D
oh and forget about that deadline, school starts tomorrow and ill be stuffed for a while :P
oh i got another tip for u .. thanks to john for explaining my last one for me.. the secret of the human form is in the ear .. the ear contains all the shapes of the human body so masery the ear and master thae body ... if u dont beleve me take a look at nay old masters work ,eg Raphael hand have a look at the ears there perfet.. this is an ancient technique past from master to aprentice so dontn think im talking crap.. this is the real shit u wont get this knowlage in OZ mutch.. i have more of this stuff but u have to gain more skill befor I'll let u in on the rest of it ..so work hard ane the greeat secret will be yours some day .. or go study in china or under this guy like i did http://www.users.bigpond.com/SCHIP/gallery.htm
portfolio feedback
A while ago I posted my illustration folio to get some feedback and direction on how to tailor it towards the games industry.
Finally I think the renovation is nearing completion! I would like to give it a public airing and get feedback on all aspects before I go sending it off to various companies.
All feedback, especially from games industry and recruitement people, would be greatly appreciated.
the pdf is 1.01M (right click and 'save target as' to download rather than view online)
http://home.iprimus.com.au/johnnewall/extras/JohnNewall_samples.PDF
Nice portfolio, the design and layout is great, but the quality of teh images leaves a bit to be desired. Hmmm maybe that reads wrong, your images are great but they're really aliased, and there's jagged white edges around some of them. I think a little more work in the presentation of the images would really help polish this up.
Stu
I absolutely love the design of the portolio. It's simple, uncluttered, and clean. *Great* job on that.
You've covered a variety of areas of concept design, but I think I would have loved to have seen more on character design. I know the Sumea portfolio tips article says not to include TOO much, but I think more than 2 characters is essential. You're quite capable of filling them in with colour as well, so some characters with colour would be ideal.
Probably to slant the portfolio more to game development (and something you'll most likely do as a concept artist) is to mock up front and side profiles of character designs (making sure that their details match up accurately), ready for the modellers..
thanks for the feedback. Regarding the 'jagged white edges' I have assumend that they are the bits around the orc and ogre- problem fixed (but not uploaded yet). The general image quality is a bit of a balancing act. I want to keep the file size about 1 meg, this means all images at 72dpi. Its looks fine at 100% size on screen but gets chunky with any enlargement. At the end of the day the image quality is no better or worse than if I used a website instead of a PDF and I can do print quality pdf if needed for 'in-person' presentation and the layout control is better/more flexable
More colour work- check. if I could finish off that damn character protrait quick activity i could do front and side views of that character and it would make a nice addition too.
Souri, thanks for moving the thread and the comments too :) I did browse the thread about matching front and side pics on character sheets and the associated moddelling issues.
Starfighter Level
a space game me and my brother are working on, the loading screen, is a ingame screenshot, and another ingame screenshot also....
[img]http://mathewstwins.customer.netspace.net.au/wip/loadscreen.jpg[/img]
[img]http://mathewstwins.customer.netspace.net.au/wip/planets.jpg[/img]
Tribes skin
[img]http://members.optusnet.com.au/~rowanfamily/marine1.jpg[/img]
[img]http://members.optusnet.com.au/~rowanfamily/marine2.jpg[/img]
Done for a tribes vengeangence skinning contest over at Tribal War-
http://www.tribalwar.com/vengeance/skincontest/
Its pretty rushed as I did the whole thing (1 1024 for the body and 1 512 for the helmet) in under 3 days! I was running late on the deadline.
The cloth area sucks. I didnt notice the big seem under his arm area until I submitted it. buggger
It is a bit flat isnt it. Highlights are something that I need to work on.
Something puzzles me is that I when I render the colours turned out muted. Viewing it in user mode everything was fine. It wasnt a whole lot, but becuase the colours I used were fairly monochromatic, it turns out worse when rendered.
Anyway thanks guys :)
archer
well i have had this guy modeled and uvw'd for a while but have not been game to texture him until now
so today i decided since my reel is almost ready i opened him up (looked and uv's and shuddered) so i remapped him and started to texture. he is about 2350 tri's and with the bow arrows and blade about 2950 and he had a 512 for the body a 256 for the cloak and a 256 for the rest of his stuff.
[IMG]http://img63.photobucket.com/albums/v193/rastus/test.jpg[/IMG]
edit--- this image should not go down >.<
here he is
the wire is [url="http://www.polarhome.com:793/~rastus/wip/archer.gif"]here[/url]
little old some things might have changed
Not bad, just a few quick crits on the model though, his legs seem way too thick at the top in comparison to the rest of his body, also his lower legs seem too short.
Upper body looks good, maybe scale down his quiver a bit, looks too much like he's got a mini bazooka strapped to his back ;) Keep at it.
I'm not much of a texture head but to me the amount of space you've used for the character doesn't reflect the amount of detail in the texture. I recon you could probably squeeze the entire thing into one 512x512.
One more thing, his face should have some shade thrown upon it from his hood, it'd look ace if you just darkened it up a touch.
Cool one Rastus, really like this guy, I have a couple of crits/suggestions though
Knees look to be a bit low, and I agree with Wizendoldman in regards to the texture? Any chance you could post the flats?
From what I can see, I would suggest maybe adding a bit more colour variation - maybe putting a desaturated green or a browny colour around the joints, to indicate wear.
Model could probably have been optimised a bit, but thats no real biggy, I guess.. Main observations are lack of straps for the quiver, and the feet.. Well they seem a little odd :) Poor bugger is running around in a brown pair of socks.
Next, I have a couple of comments on the design.. Not sure how useful these will be - but I'm an archer(there is no non nerdy way of saying that, I'm afraid), and there are a few things that jump out at me.
Firstly, the quiver. It's way small :) Arrows are generally a little longer than the arm (from shoulder to tip of fingers).
Second (and this is a little anal), but flappy clothes really don't go well with bow shooting. Well they can, but they usually have a brace over the top - not to protect the arm, but to hold the cloth down. It's something I have run into more often than I would like to :/ Short sleeved shirts on a windy day are the worst for it, I ended up having to stick it down with eletrical tape it was so annoying.
But yep, nice job so far!
quote:Originally posted by Sorceror Bob
Second (and this is a little anal), but flappy clothes really don't go well with bow shooting.
"We're men, men in tight *tight* tights" hee hee sorry couldn't help it.
I agree with all the comments made here, also I'm not sure why you modelled hi with a big toe and then drew shoes on him. You could save yourself a few polys by simply modelling his feet as a boot.
Stu
http://www.polarhome.com:793/~rastus/wip/archer.gif thats for the wire image might go down
wbout for the clothes and such im not going back to change it now if i get round to getting the demo together ill just model a new character as this model is hell old :P
Vehicle design
My latest tinkering... or should I say procrastination for finishing the current quick activity :P
Just for a change I've followed the initial concept through to a technical style diagram, and yes, the figure that has been included to indicate scale is me!
(Concerningly, folk who know me would instantly identify me from that outline[:0])
[img]http://www.sumea.com.au/simages2/258_Light_ArmourL.jpg[/img]
Yeah, an APC/light armour sort of thing. Although I didn't get around to adding doors/hatches for troops to get in and out... I mean they are on the other side :P
I've added a little more detail since posting - rivets and more detail in the track area. I think I might fancy up the cannon barrels and add some stencil style markings. Hopefully it will look more finished off then.
the diagram style pics were done with Freehand (camo paint job was created in Photoshop). Makes for a very clean finish.
Thanks Makk. If you look closely they are a bit patchy in spots, my markers are running out...again! Was going to do a tank track detail as pen and marker but ended up converting the pencil sketch into another vector illust (in Freehand again). Wish I could draw line work that neat by hand [:P]The extra little details on the front + side view have made the diagrams more finished I think...at any rate I've run out of ideas for more finishing details.
The images are setout nice and orderly because it is becoming a page for my current illustration portfolio.
[img]http://www.sumea.com.au/simages2/258_Light_Armour2L.jpg[/img]
3d Character help
Hey guys, I was wondering if someone could take a look at my work in progress and tell me if I'm doing anything wrong?
This is my first character model so I don't really know what I'm doing! I want him to be medium to low poly. I turned on the polycount stuff, but it only lists verts, edges UVs etc? How do I know the polys?
My biggest concern however, is that I want to rig this guy up for animation and I heard something about needing a lot of geometry around the joint areas so it will bend correctly. Right now I'm working on the shoulder joints. Is there anything I should do now that will make it easier/save time later on when rigging?
One last thing, does the geometry look ok? To me it looks fine, but I've heard people saying that quads are bad and make things messy... I have a lot of quads in there. Am I being too inefficient?
Hmmm :/ I want to get into the industry as a 2d artist, not 3d but considering the demand for 2d artists I don't have much of a choice, so I'm quite a noob at this. Any advice appreciated :)
Front view
[img]http://users.bigpond.com/jason129/3d1.jpg[/img]
Back view
[img]http://users.bigpond.com/jason129/3d2.jpg[/img]
Underarm
[img]http://users.bigpond.com/jason129/3d3.jpg[/img]
Firstly i'd, like to say that for your first 3D effort, you are onto an excellant start. It took me heaps of trys to do some thing even as half as good, and i'm still learning.
I'm not sure about this, but i'm quite certain that the faces ARE the number of trianlges(Poly's) in your scene, but correct me if i'm wrong.
Don't worry to much about how it will bend when you rig it at the moment, it's only your first model and you're already of to a great start. If it doesn't bend properly later, you can easily fix it later with a few edge divide or cuts(Are you using MAX?), but seeing as you are aiming for mid poly you shouldn't encounter to many probs.
Quads aren't a bad thing, the only thing about them is that, when you work in Editable Poly, it's mainly quads and because of this you get incorrect poly counts (seeing as a quad is mad of 2 tri's). Otherwise, they are ok.
Finally, I can't see any problems the proportions and so on look ok, the fact that you ar a 2D artist helps a lot with proportions. I have heaps of trouble with Proportions cos i can't draw very well.
Thanks bullet! I've modelled two other things before. My bedroom and a pumpkin (tutorial, boring stuff). However this is my first time trying to model something as one whole mesh for animation. What is "Editable Poly"?
Also, in todays game standards, what is considered low poly, medium and high poly? I've heard people say around 3000 is the approx for low poly?
Here is the concept drawing of what I am modelling:
nice, ive just finished making a character in maya myself (my first character also :P ) and to me it looks like your doing great :D
only real crit is that the upperarms need to be thickened out a bit atm but otherwise i looks great to me (though id be interested to see what his abs look like when you dont have the wirefram (deselected in object mode) because they might look like just a lump on his chest...).
as for skeletal work im not to sure as i used a pre-created skeleton and skinned my character to that.
keep it up!!! :D
quote:What is "Editable Poly"?
Don't worry about it if you use Maya, i don't think it's in it, but in max it's a way of manipulting your object and still keeping it in quads.
quote:Also, in todays game standards, what is considered low poly, medium and high poly? I've heard people say around 3000 is the approx for low poly?
I just copied and psted this of the 3dbuzz web page, though 5000 does sound a bit excessive.
Generally, low poly models have less than 5000 polygons. Low polygon models are mainly used in games and anywhere real-time rendering is required. In Half-Life for example, the maximum suggested amount of polygons on the screen at once is 3000, so a Half-life model could be up to 1000 polygons if no more than 3 of the models are on the screen simultaneously.
To answer your original question. Maya doesnt differentiate between types of polys. You just have polygons. A triangle is the base type. But a Quad and nGon are also polys. You can see the invisible edges by going to Display > Custom Polygon Display (Option box). In the section labelled 'Face', just check the Triangle box. In Maya, you can't affect invisible edges and they will automatically be turned to try to make the face plannar. If you want to affect an edge, you have to draw it in. To work in quads and find out the tri count in Maya 5 and earlier. there are two methods. First is install Bonus Tools. It come on the Maya CD or can be downloaded from their site (requires reg). It has a bunch of free Scripts that have been made over the years and Alias just refuse to include with Maya :/ There are only about two Scripts that come with it that I find useful, so installing the whole thing is a waste of time (as there are other scripts that will slow down load time when I wont even use them). The other option is...
The best source to look for free scripts, plugins and shaders. Here is a direct link to the area that you want.
http://www.highend3d.com/maya/mel/?group=melscripts§ion=modeling&so…
Just Ctrl+f and search for 'triangle'. There is a triangle counter there.
As for more detail around deformation areas. Depends on how many influences you are allowed to use when skinning. If you are allowed to use a few, then more detail is generally a good thing. If you only have one bone influence per vert, then you may not want to have too many polys around there. You will probably start to get some odd folds happening.
Looks good dude.. just be aware of the facing poly's on the inside mesh, Quads are the only way to go with maya.. tri's are just as fine.. with the way maya is setup up for modelling, keeping everything as quads really makes it easy to see the poly flow.. or the way the edges flow around the hull of the model.. this also carry's over when creating extra detail for the deformable areas of the mesh... I usually lay down new edges/faces along lines of topology that follows where the skin might possibly fold or deform.. like wrinkles... but you know it all depends on preference..
bullet: Thanks for the info. Only 3000 polys on screen at once for HL? HL is pretty old though, I assume the number of polys has risen considerably?
Aven: thanks for your advice. I will check out those scripts once I finish modelling. When you talk about 'how many influences I'm allowed to use' do you mean the complexity of my skeleton? I will have a basic skeleton and I am considering learning how to rig the hands too however that might be way too hard!
Me109: Thanks for the help, what could be wrong with the facing polys on the inside of the mesh? I had a look inside the mesh and there were some weird faces in there and I deleted them... I hope that's not a bad thing because I'll have to start again... Or did thos faces serve a purpose? Sometimes I'll move a vert and it'll turn out there's another vert underneath it and all of a sudden I have another 'layer' or face underneath?? I didn't get what was going on so I deleted some...
I hope it's going to be ok. I really appreciate everyones help, here's an update of my progress:
[img]http://users.bigpond.com/jason129/update.jpg[/img]
Top model dude.. you have a real nack for how something should look in 3d. good show old chap!
nah the facing poly thing was to do with when you duplicate the two halfs of the model you still hadnt delete the 'inside' faces, which I think you found and deleted now anyhow..
Looking at how things are going I reckon once you finish, you'll have about 6k poly mesh too..
if you want to keep it low.. its easier to rip out the access poly once you finish!
nice!
Thanks Me109! 6k polys? eesh. Gotta try to keep it at least below 5K.... But you're right, I'll get rid of the excess later. Once I finish modelling, I don't need to use the smooth tool or anything like that right? What you see is what you get isn't it? Because I tried using the smooth tool and it looked ugly...
I've been modelling this assuming that I'll texture it straight after. No other tweaks etc. Is this what happens in the game industry? or are there some special things that must be done to it before it moves on to texturing/rigging/animating etc?
Alti's Daily repositoruim
A daily sketchbook , today i was in the park with some freinds.
[img]http://members.optusnet.com.au/alti3/daily/d3.jpg[/img]
[img]http://members.optusnet.com.au/alti3/daily/d1.jpg[/img]
[img]http://members.optusnet.com.au/alti3/daily/d2.jpg[/img]
[img]http://members.optusnet.com.au/alti3/daily/d4.jpg[/img]
Robot Char.
As posted on my fav. art forum, but i decided i would post here as i never have posted any of my work here :)
Concept i found online...
[img]http://mathewstwins.customer.netspace.net.au/wip/WebX.jpg[/img]
WIPs
[img]http://mathewstwins.customer.netspace.net.au/wip/robo_3.jpg[/img]
[img]http://mathewstwins.customer.netspace.net.au/wip/robo_4.jpg[/img]
[img]http://mathewstwins.customer.netspace.net.au/wip/robo_5.jpg[/img]
Hey Gibbz, sorry to put a spanner in the works but that character is from Metal Arms [url]http://www.metalarms.com/[/url].
I guess you'll have to label it fan art. Nice job though.
ok just for the hell of it, a render of the uvw section :P
yeah i finally got around to it...
[img]http://mathewstwins.customer.netspace.net.au/wip/uv_robot.jpg[/img]
ok started skinning, this is a render using a reflection and bump map to see what it would look like in a engine with per pixel lighting..
[img]http://mathewstwins.customer.netspace.net.au/wip/bot_reflect_bump.jpg[/…]
I will add some worn out metal to the model, does anyone know any good tuts for the worn out look, as my techniques kinda rusty atm :S
ok done a bit more
this is a render withh 100% illumination(no lighting)
[img]http://mathewstwins.customer.netspace.net.au/wip/robot_render.jpg[/img]
and for those that want a large render
[url]http://mathewstwins.customer.netspace.net.au/wip/robot_render_large.jpg…]
okay finished
the animations been put on hold as i have more important things i need to stick on my resume and stuff...
[img]http://mathewstwins.customer.netspace.net.au/bronson/3dgallery/bot/bot0…]
the rest of the redners are on my resume
More Work
Some more Work in Progression I am doing for a Mod Called, " The Battle for Europe " for Call of Duty, and some Work for my personall use.
Jeep I am doing. Nearly finished, should be complete in a couple of days.
[img]http://img6.photobucket.com/albums/v19/codyalday/Jeep4.jpg[/img]
A Stealth Character, crossed with Hitman, CIA, FBI, Sam Fisher style, if you know what I mean.
[img]http://img6.photobucket.com/albums/v19/codyalday/Stealth_Character5.jpg…]
Hey they came up, the jeep's looking good Cody, you been using a reference pic for it? What's the poly count on these two?
The man is off to a good start, however, it seems as though his arms are way too long. I think if you were to shorten his upper arm things would look sweeter. It'd be better if you could post a pic showing him up closer cause at the moment it's hard to make him out. Obviously you'll be fixing the top of his head.
I had no Reference Pictures for the Jeep, as you can see it is unaccurate. So far it is around 1536 Polygons, but I need to Optimize the Wheels.
For the Stealth Characer, yes, the Arms need to be shorter. So far it is around 1451. If you want me too, I can post the Reference Picture I drew up for that Character.
Also, the Link for the Mod is http://dynamic3.gamespy.com/~dday/ .
Yeah, his waist is a bit thick, as he is going to be wearing a Vest and Belt. Yes, they are the Arms of that Callisto Model, modified though. Didn't really think I should make new arms when it is Low Polygon and I already had them, so I chucked them on. As you Guys and Gals said about that Proportions, I have to fix them up, my drawins wernt't exactly, but I tried my best. Anyways, here is the Reference Picture I Drew Up, needs some work in a Paint Program, but you can see what I am trying to Achieve from this Picture; [IMG]http://img6.photobucket.com/albums/v19/codyalday/Pict0001.jpg[/IMG]
Just found out how to do Shadows in Renders, nothing really special, just showing off.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/codyalday/200481445843_Jeep_Scen…"]Jeep_Scene.jpg[/url]
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[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/codyalday/2004814502_Callisto_Sc…"]Callisto_Scene.jpg[/url]
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2D Avariel WIP
did this the other day in my time off. hopefully will continue painting soon. going for an 'icy crystaline' look.
any crits would be welcome, especially on skin painting.
Nice stuff going on here, I like the details in the hair and the wings are very funky.
Couple of nitpicks, the thigh seem a little to thick and formless, it needs more definition under the buttock and where the top of the leg joins the torso.
Also on the hand that is behind her back , the thumb is in the wrong position ie the hand is the wrong way around. When the hand is in that position the thumb should be close to the body.
Pantmonger
ah yeash i see the buttocks area thing, hazard kidly pointed that out to me last night and proceeded to tell me on sumea as well :P
im working on trying to get the hip bone to show more but havent been working on it sice i first put stylus to tablet the other day.
Gargh hands will plauge me forever! lol i was trying to go for a twisted arm look but i think i might redoo it as it look strange and doesn't look that gracefull.
ill update some more soon. well as soon as i get a new monitor.
I understood that the arm is twisted so that the back of the hand is facing forward (relative to the character) what I was saying is if you adopt said pose you would see that your thumb should be on the ?closer to your body? side of your hand. As it is drawn it appears (well to me at least) that the thumb is on the side of the hand closer to the viewer, indicating that she has two right hands.
Sorry if Im wrong about this, its just what it looks like to me.
Pantmonger
I actually totally agree with Pants, the hand doesn't sit naturally at all, even if you meant it.
The perspective would make the thumb smaller as it goes into the distance, Pants is spot on when he said it looks like 2 right hands.
One other thing, try twisting your arm like that, doesn't feel right does it? Maybe you should place it so the back of the hand is visible?
well i have fixed all the problem areas everyone has mentioned. i gave more shape to the thy and buttocks, and i have also fixed up that left hand opting to go for Dean's tip [;)] thanks Dean!
[img]http://www.sumea.com.au/simages2/323_avariel2.jpg[/img]
i gave her a new colour job. re-painting the skin and now going for a golden touch.
could use some suggestions for the colour of the tiara and if i should use a blue hue in her white hair or just a grey, or even golden?
anyway more crits plz :)
ps. the colours may look odd as my monitor is about to have a meltdown
a little update
bordom and coffee
looking for work..
[img]http://members.optusnet.com.au/alti3/studio/prack.jpg[/img]
[img]http://members.optusnet.com.au/alti3/studio/loboosted.jpg[/img]
[img]http://members.optusnet.com.au/alti3/studio/lorzr.jpg[/img]
Very very nice, first thing I thought when looking at them, was how Hawkprey they are. (www.hawkprey.com) That is a good thing :D
Anyhow, looking good!
indeed- wallpaper version with another character too-
[IMG]http://members.optusnet.com.au/alti3/studio/loinfernalduo.jpg[/IMG]
wooooooo i got published in PCgamer UK and PC gamer Jermany-
[img]http://img78.photobucket.com/albums/v288/expjames91/bwa.jpg[/img]
a project i hope will be liked- :)
thoughts ?
[IMG]http://members.optusnet.com.au/alti3/studio/loDoScomic1.jpg[/IMG]
abit of a rethink-
what do you recon now ?
[IMG]http://members.optusnet.com.au/alti3/studio/loDcity.jpg[/IMG]
Shockwave assignment.
thought I'd share this to see what u lot think.
Its an final assignment I presented earlier this week. We had to discuss 'Principles of Design' and I chose to take an overly 3D approach to this. The theme is a bit cheesy... but hey, criterea is criterea... It was all authored in Director8.5 & MX, with most of the assets made in PShop and 3DSMax
90mb File: [url]http://edgeofvalour.bittercherry.com/misc/Director/final.zip[/url]
I apologize for the file size... the uni doesn't have (and doesn't allow) divx... so full frames for the intro anim :
[img]http://members.optushome.com.au/catacomb777/screens/mmauth01.jpg[/img]
[img]http://members.optushome.com.au/catacomb777/screens/mmauth02.jpg[/img]
[img]http://members.optushome.com.au/catacomb777/screens/mmauth03.jpg[/img]
wow, that is one polished project! i need to upgrade my brain modules to include your attention to detail! ;)
havent seen director used like that in a while, youve tapped its potentials well.
the reoccuring spinning giant rock animation was getting a bit much, was there any way to skip it?
what kind of marks did you get for it? im putting my money on 'aced it' ;)
Bit of this, Bit of that..
Howdy,
Just posting a bunch of stuff I have been working on.. or will be working on.
http://www.geocities.com/peterwade_usf/Main/html/FieldMed/FieldMed.html
This guy I made a while ago I just haven't goten around to texturing him yet. So have started unwraping and will get him done soon. Might evern post the UV's on Sumea if anyone else would like to give him a texture. his Just over 3000 so I'll get him into UT2004 if I can work out a way to get the "normal guns" inside his. (by all means feed me your knowledge if you know)
http://www.geocities.com/peterwade_usf/Main/html/SamuraiHead/SamuraiHea…
Been doing a bit of a texture on my Samurai dudes' head. with animatable stubble :D Well.. it should be but I haven't tested it yet. On a side note I don't think I posted the finshed model. If you would like you can check it out here:
http://www.geocities.com/peterwade_usf/Main/html/Samurai/Samurai.html
And lastly..
http://www.geocities.com/peterwade_usf/Main/html/PT_War3/PT_War3.html
This guy is a Warcraft 3 model (well was ment to be) its kinda a self model of myself.. If you saw me you would see the funny side to it... anyways.. its a bit more random then myself (I don't realy have green skin and lazer eyes [:o)]) anyways his about 500 Tris.. maybe a bit more can't remember off the top of my head. I got him as far as the engine but wouldn't show up in the game.. pitty would of loved to of run around and crack open some Night elf skull.
Anyways. hope you liked some bits I've been and going to be doing.. so.. yeah...
BYE!
I haven't looked a great deal into it and won't untill I get him textured.. anyways. I'll try and get the weapons to be used from the built in gun on his arm. Which would mean changing the weapon to his left hand rather then right and then some how scaling the guns to fit into his arm so you can't see them. I'm not expecting it to work out but just asking if one of you UT L337 people know.
snowflake: to my knowledge it might not be actually possible, im not saying it isnt but from what i know weapons are attatched to the "bone weapon" joint and so theoretically you could put that inside your geometry but the weapons would still be sticking out, and even if you could scale it down the bone point on each weapon where it actual emits its bullets/slime/rockets (etc) is different so you could end up having stuff falling out of his forearm and probably running into some collision detection problems. That being said the Uengine is pretty flexible if you have extensive knowledge of unrealscript which i do not, so there there might be a way, but youd probably have to get someone from epic of the phone to find out :P
Looking good so far, let's hope the texture will turn out just as good