Show and discuss progress on anything here for feedback (upload finished work to your journals)
Work in progress
Twisted Mouse
Not my work, but I saw it and knew that quite a few people would love it :D
http://www.cgtalk.com/showthread.php's=fb552264970ed5e2aa00fb77f1d095d0…
Sooo much Sub-Surface Scattering. And that isn't a bad thing ;)
Warrior Girl Concept WIP
[img]http://users.tpg.com.au/adsl0gc0/warriorgirl.jpg[/img]
This isnt done by me btw, its done by my girlfriend Evil_Emily, but she had trouble starting a forum account so i put this up.
Shes a qantm student atm, planning on doing code cause she doesnt think she can draw well!!! [:p]
Character Concept: Tira
I was getting bored sitting at work during my lunch breaks doing nothing, so I decided to do some drawing.
I am still trying to get used to my new pen (thicker nib than my old one), so some of the line work isn't fantastic. Her right foot is a little small and the highlight on her skirt is too large. Other than those things I'm quite happy. Crits welcome :)
[img]http://home.netspeed.com.au/mlanham/Tira_Concept_01.gif[/img]
Tira
Alrighty. Bob. Stopping looking at Steed's work :p She is meant to be 15-16 years old, hence no major rack. The white section on her skirt is meant to be the highlight on the leather material. If I were to colour it in, it would probably make a bit more sense. The highlight is so large as the skirt is streched so taught so the light would spread across it a fair bit.
Makk. Yeah long legs are intentional. I tend to draw characters with longer than normal legs. If I draw them with normal length legs, they look too short. It was also to help show that she is more petite. Her hands have been burnt by Shadow rays. She is also possessed by a Shadow Demon and her father. The 'tears' from her eyes are also Shadow.
Thanks for those points. And Bob. No boots :D
Used to be. Started getting into Maya though and went more into high poly. Wanted to make a low poly character, but there really isn't a game that I am interested in. UT2k3 has great character abilities, but the game just blows hard (loved UT1 though). I have also thought of making some some 'low poly' characters that could fit into higher end engines (say DoA3), but do not know the poly limits (heard 14k but I just don't know). Plus DoA3 can do cloth (and bouncing :D). I will post a pic of a character that I wanted to make for UT2k3 in the next few days. I have to draw it first.
I would love to draw some more male characters, but I usually use some sort of model reference for my drawings (body, not face). Finding decent naked/scantaly clad male photos in cool poses is a little difficult. That and I just prefer designing female characters as you can do more with them (especially clothing). Thank you for this interest though :)
forrest ork
my take on a forrest ork
green... green... everything green! Nah... it works very well [:)] makes me think, "oh, that'll be alti's" when I see your work - and that's a very good thing.
design wise, I really like it, epecially the chitanous (spelling) plating going on; looks good and naturally developed.
visually, I think it lacks a bit of volume/dimensional depth, especially around the bridge of the "nose" - maybe a second pass of a subtle rim light would help pop out the depth of the piece a bit more?
anyways, good stuff all round :)
newish character... umm... guy. Yeah.
just wanted to get some hobby stuff out, so made this guy.
[img]http://server4.uploadit.org/files/271103-lokus_pose01.jpg[/img]
[img]http://server4.uploadit.org/files/271103-lokus_pose02.jpg[/img]
[img]http://server4.uploadit.org/files/271103-lokus_pose03.jpg[/img]
figure I may do some more little accessories, and do another iterative pass to improve the skin; Ideas? comments?
I think the abba dabbas lack volume, I think the entire abdomen looks a little glued on to be honest. Well, it especially looks weird in the lowest pictures. Maybe you could push some more verts into the geometry - define the mesh in that area so that the texture doesn't have to do all the work..
Break up that symmetry!!
Still looks good ;D
I think the thighs might be a bit short - but if he's supposed to be short, it's not all bad. Actually, from the side view, it might be the shins. His head is quite normally proportioned and his shoulders are 3 heads across, a normal proportion.
I dont think his neck is too long - but maybe his traps are underdeveloped considering how ripped he is. His hands look very wide in the side profile.
It's tought this one, some bits look fine, and then in other views other things seem in disproportion depending on what you're comparing it to.
Fantastic textures? All drawn yourself? The forearms really impressed me.
Jonathon: yah, a few people have been thrown off by that - not realising that his waist line starts lower than the cloth; anyways, did a few hours and here's what I happened on.
I tinkered a little this morning but got side tracked with accessories.
[img]http://server4.uploadit.org/files/291103-metal_appendage01.jpg[/img]
Overall nice job, though I do agree that the head is kind of strange. The profile is a little weak and the chin and jawline could do with some more accentuation. They seem to get lost slightly around the neck area. The forehead itslef seems a bit too big when compared to the size of the actual helmet.
The textures are very good though and you show a good understanding of anatomy. The only thing that bugs me is that the pectorals seem a bit ill defined. I'm only reacting to this in the front view though, on the side they seem very good. You could also perhaps define the collar bone a bit more. This would create a greater separation between the chest and neck area. Other than that, really good work on the muscles. I would hesitate to say that you could have more of a contrast in your tonal range, but then I understand that it's a stylistic descision. You've done a good job. Understated but very effective.
The lower body looks great. Very nice detailing on the pants and loincloth. It would be almost good to see more of these details in the upperbody in the form of jewlery or more tatoos.
OK, I'm finished.. good job :)
vehicle and character wip
Here's a character I made recently. Originally I was going to go for a very stylised texture but decided to go this way instead. I think the character's done but I'm still throwing ideas around for the vehicle. It'll be based on an 80's sports car, something like the esprit turbo, but with a similar sci-fi twist. Anyways here he is, a kind of underworld courier:
[IMG]http://www.jacobleetai.com/cgchat/thread1/courierwip8.jpg[/IMG]
[IMG]http://www.jacobleetai.com/cgchat/thread1/courierwip9.jpg[/IMG]
edit: woops forgot the specs on this one [:I] - 2501 poly and a 512 tex without alpha
Well your texturing kicks absolute fucking arse. I can say without regret that you are one of the best texturers that I have seen.
I like the guy, but his feet are overall too small. They need to be fattened up and made a little longer. At the moment it looks like he could be pushed over very easily :)
Vehicle idea. Nuts to an Esprit man. Saw him and instantly thought of a black beast of death. Something like a Torana. He just needs a bulky POS to suit he's needs.
Damn nice texturing.
hehe Aven thanks.
The feet have been changed, not really worth an update tho. I used a measuring tape just to make sure [:)] I'm going for a racing style boot so expect them to be a tiny bit lady-like.
I'll start the car later this week or early next week. Can't believe the busiest time of the year for fun is also ending up to be my busiest time of year for work [}:)]
Thanks for the comments people [:)]
Makk you are right, there is a lot of black there, probably wouldn't work well in a brightly lit scene but I wanted to give it a real nasty shadowy look [:)]
Smeg this guy eats unicycles.
Also thanks Rod if you are reading, for the help with my last texture, I used a lot of those tips in this one. Cheers mate!
bumpity bump
Finally freed up some more time to work on this project. I'll try to get it all done by the 12th. I fixed the pants and made some other minor changes to the driver, they can be found at [URL]http://www.jacobleetai.com/html/courier.html[/URL] Still open for suggestions on this one.
Aven here are a couple of shots of the '86 Esprit that I've started to re-design. It's a black bulky POS, no? [:)] The target polycount is 3000 poly with decent detail for the driver's view, and probably 2 512 textures.
[IMG]http://www.jacobleetai.com/cgchat/thread1/86_Turbo_01.jpg[/IMG]
[IMG]http://www.jacobleetai.com/cgchat/thread1/86_Turbo_03.jpg[/IMG]
Instead of giving you guys a slow (and probably boring) drip feed of updates I'll wait until the models almost done.
I was hoping to finish the model on the weekend but it didn't happen. Mainly have to model the interior, and optimise it... a lot of the polys are just for baking shadows. Up at around 3000 poly as it stands.
[IMG]http://www.jacobleetai.com/cgchat/thread1/vehiclewip2.jpg[/IMG]
[IMG]http://www.jacobleetai.com/cgchat/thread1/vehiclewip3.jpg[/IMG]
Hey thanks Aven, I'm glad you think it's good so far. Yeah I'm going to bang it up as much as it takes to be POS-ish, I was thinking of covering some of it in house paint but maybe that's going too far :D
[IMG]http://www.jacobleetai.com/cgchat/thread1/vehiclewip4.jpg[/IMG]
Here's the interior, it looks pretty standard but I hope to make it a bit more interesting with the textures.
All's left to do is bang it up, uv it and texture it. And optimise it from 3443 polys to 3000 polys [xx(]
What are you planning to do with these models? Awesome work as usual!! I love the design on the boots, and all the detail work on the textures is great.. Had a look at the mesh for the character on your page, and it's modelled excellantly as well, same with the car.
I've noticed you've mentioned on your site that you're looking for work - if any local devs are hiring, they certainly wouldn't go wrong with a talent like yourself!! [:)].. I reckon if you put together a decent portfolio, you should be able to get in anywhere.
Mech Tek magazine.
Ok, I am a graphics designer/web designer -
Would anybody be interested in reading a magazine devoted to concept art and the like if i started one up?
I'l do a few more pages see what you all think.
[IMG]http://members.optusnet.com.au/alti/mech_tek_mag.jpg[/IMG]
If it were to cover a variety of articles then yes. By a variety of articles I mean:
. Artist Profiles/Interviews. Have a look at both professional and amature designers to see their work as well as how they go about it.
. Tutorials. People are able to write up tutorials showing how they go about creating a character or effect. May just be tips, disciplines or "should do/should not do" articles.
. Links to various sites on the net showing both work and tutes.
The most important thing would be to make sure that it is focused mainly around amatures artists/designers though. Although it is great to read how pros go about it and for them to share their experience, it would be the perfect opertunity to help amature people get recognised.
I would also like to see it not just devoted to graphical forms of concept and design. It could include people's stories and how they create ideas for worlds.
I'm sure that you have already thought of these things, but I'll say them anyway :)
Very cool idea though, and it would be great to see it launched.
hey thanks Aven-
most of what you suggested is amongst the list of thing to do. I plan on printing this then selling it over the net. The feedback for it so far has been very positive , as it turns out there arn't many magazines if any that deal with primarily this kind of art, ie - production art, concept art and industrial design, although some magazines have sections amongst their other topics i want this to be focused on the digital comunity's that are all over the plannet devoted to concepting and the art of design.
Alot of concept artists publish their own work in their body of art books like a resume, this will be a magazine that does the same for a whole bunch of artists on many genres, mecha being one of the coolest.
Druid of the Wind
hey everyone! See this pic here? im gonna make it into a low poly char, so help me god. so this should be interesting. Dont mind the drawing, the anatomy is off in some places, its only cuz i had to do it in pen >_< *shakes fist*
[url]http://angelsepica.20fr.com/druidofthewind.jpg[/url]
[img]http://angelsepica.20fr.com/druidofthewind.jpg[/img]
Crazy Robot
Well I really can't compete with the quality and all round coolness of other wips in the forum but I though I might give it a shot :)
The theme I?m going for is more of a crazed funny robot rather than a serious one, and just as soon as I learn how to use bones, skin and paint I?m hoping to put a small animation together, but that could be a little while.
any how what do you think?
nazi zombie from outerspace
Post your "future zombies from mars", everyone has drawn at least one of these dudes before.-
This character started off as a realistic abdomin, then I buggered up the proportions by accident so I called him a mutant to smooth over the fact that i made some mistakes :)
[IMG]http://members.optusnet.com.au/alti2/nazrandom.jpg[/IMG]
I was messing with a few ideas, i'l post the b&w version inked tomorrow.
[IMG]http://members.optusnet.com.au/alti2/terraformed.jpg[/IMG]
quote:Post your "future zombies from mars", everyone has drawn at least one of these dudes before.-
I took that as an invitation to post our own too, so hopefully I'm not derailing your thread Alti [:I]
dinking around for 15 minutes - my take on the future space nazie zombie from mars [8]
[img]http://server3.uploadit.org/files/191103-future_space_nazi_zombie.jpg[/…]
reflecting on Antipode
For anyone who's going to the AGDC this year, we look forward to displaying Antipode : the insect isles in the unsigned game competition. For those who can't make it, here's a recent screenshot.
[img]http://www.btStudiosAustralia.com/antipodeShot.jpg[/img]
regards
Matthew Riggall
Producer and AI developer
heavy weapons model
This was posted up over a CGtalk a week or so ago. I thought I might shamelessly pimp it up over here too since your all such nice chaps :) Apologies if your seeing it again.
A character for a UT2k3 mod I'm working on.
4957 triangles, character textures 100% self illuminated
Textures comprise of:
2 x 1024 Legs and Torso
1 x 512 Head
1x 256 Helmet
1x 1024 Weapon
C&C welcome :)
Nice models there Ionized. The top half of the model looks really cool.
But looking at those resolutions and the amount of maps you got on them, you could squeese more detial in them. Like the pants look like there mirrored. The gun could use some more work on the texture of it (surface scratches,paint chips etc).
Whats the mod?
Thanks Makk. Actually painting textures of this size is fairly new to me, so I kind of found myself wondering what to do with all that space. You make a good point though, perhaps I could add more detail into the actual texture of the material... make it look like canvas or something.
I didn't want to chip up the weapon too much as it's supposed to be US military type stuff and imagine all their tech would be pretty new. Perhaps a few scratches wouldn't hurt though.
The mod is [url]www.futurecombatscenarios.com[/url]
Very nice model Ionized. My only crit goes to the pants. Not so much the fact the the texture has just been mirrored, but that all the creases on his legs run parallel to the other ones. They should angle together, and meet up around his crotch. Either that or just change some to more random angles.
Very nice though. I really like his pose.
First of all, I like it.
overall a nice piece, sits very well wholistically - but the specs are a real let down for me. Loses a lot of it's impressiveness and appeal for me to see that little detail in such a high spec piece. Looking at the model form and silhouette, the tri count is justified, but that amount of pixel real estate for the little detail that's been captured I can't agree with. Pet peeve of mine seeing something which would sit equally happy at half the texture density, or could so obviously be brutally optomised without losing any visual loss in quality. It is the difference between having the flexibility to have 1 or 4 on screen at once with no loss in visual quality.
...Then there's the polar opposite. With that amount of pixel real estate, instead of brutally optomising, why not take the texture further? tonal and colour variations, pop fabric highlighting to give a greater impression of folds with depth, pull out your base high tonal ranges to better communicate different material properties and surface curvature etc etc
Very tidy, I really like what you've done.. I agree with what joel has said, and think you could do the same for the model..
I'd like to say I think there is nothing *wrong* with the model, just that you could make it so much more *right* :).
I think if you further break up the symmetry, maybe putting a little emphasis on character he would really start to grab people by the balls and demand they look at him.
Not saying you should go crazy with accessories, just make small changes to what you have. eg, those extra rockets on the back, maybe rotate them 30 degrees to the right.. They look a little odd square like that..
Anyhow, great job!
Cheers, thanks very much for your replies all...
Jacobt: There really isn't much inside those tubes except black plastic... and a big nasty rocket... which I admit I havn't modelled.
Aven: Good point, you could be right. The folds are kind of going the wrong way arn't they...shit...hehe
Ninja: Thanks man. Happily plugged..lol
JI: It's not really a matter of reducing texture sizes as UT2k4 can handle multiple 2048 textures on a single character. I think I know the style of texturing your referring to and I intentionally avoided going down that path too much. Mainly because he is a semi-realistic character dressed mainly in subdued camo fabric which is why I'd be hesitant to highlight some of those areas much further. It's more of a gritty rather than shiney look I'm going for which is what I think loads of highlights tend to do to a texture. Your point is well taken though :)
Also, whats 'pop fabric highlighting'? I've never heard that term before.
BoB: Thanks, thats a very good point, I will adjust some of the packs to make him look less symetrical.
Also, heres some wires
Apologies in advance for the long-ish post [:D]
Ionized - sorry not to be clear on my meaning; I usually keep it shortened so not to come across as "there's all these things bad, this is a bad thing" and look like a blind arsehole [:)] I do like the piece, and I know you're someone that appreciates constructive crits and I think that's a very good thing
in regards to the texture sizes, I was referring to more of a pet peeve that more could be done - it's my belief that you should always communicate as much information through your textures as is possible. It's all about getting everything you can out of what you have - Eg, ultimately always down to a pixel by pixel level.
most people do double/triple res down-sampled to achieve this, others do a final 1 pixel width pencil pass.
It's really a personal expectation that I have that I expect to see details communicated at a pixel by pixel level to justify the texture sizes used - whether it's a 64^2 decal, or a 2048^2 character sheet. We work in a very strict medium with both artistic and technical limitations always telling us no - a very big part of that is pushing that to make the best visually appealing thing comforming to those limitations.
That's all a bit generalistic, so to summarise, what I mean here in this situation is I think it's looking good and you could take that further and achieve more details in the textures, working with that amount of pixel real estate. Hope that makes a lot more sense [:)]
Second thangy, I wasn't really describing a particular visual style, more commenting on the lack of tonal range difference to describe the different surface types and ways to pull them out to make a visual distinction. Not talking the cliche super shiny highly contrasted busy type o' stuff [:)] - more that some parts are hard to distinguish as different elements (apart from the obvious ones which are intentional to blend, eg. camo). Little things like hard edging to describe the folds and creasing of fabric pulled taut, or more diffused tighter lit leathers. It's more a distinction between rim and cylindrically lit surface curvature - when I usually mention this type of thing people think I'm saying make it shiny plastics, so sorry for the bad explanation [:)]
Anyways, I hope I've explained my dribble a little better and some of this was at least of some help - looks good, and I look forward to seeing him in play [8D]
Thanks JI, its always great to get good strong feedback. That all makes a lot of sense. I guess it's just part and parcel of working with higher res textures that achieving the sharpness of detail that you see in lower resolutions is going to take more time and perhaps different techniques. It's so true that you can always go further in your own work also. Thanks for the help :)
Plague Priest
Here's a character portrait I did for the upcoming game Warlords Battlecry III from [URL=http://www.infinite-interactive.com]Infinite Interactive[/URL].
[img]http://www.shawawa.com/i2/plaguelord.jpg[/img]
any comments welcome :)
There are some other pictures as well at [url="http://pc.ign.com/articles/458/458286p1.html?fromint=1"]IGN's interview with Steve Fawkner[/url] (will post the news item later today).. The links to the pictures there are broken though. [:(]
Wobbly worker bot (2D)
Here's a simple little concept image I did the other day for fun.
This one was done with artline pens, pantone and pencils. I like working with pantone. :)
[IMG]http://www.adamant-ink.com/images/gallery/sketch/workerbot.jpg[/IMG]
Cheers. :)
storm mage
Storm Mage
[img]http://members.optusnet.com.au/alti2/stormmage2.jpg[/img]
Now your Talking. Alot better composition and some detail!!
Ok critiques, be careful with the right side of his body, its perspective is already slipping especially in the face and the bottom of the corset.
Also, a small thing and its really pedantic but you have alot of space above his head, unless you have a focal point up there, it may detract from the overall flow of the piece.
Really love the loose feel of your work but I must say seeing something more detailed like this is a good change. Keep up the good work. [:)]
dark queen sketch/study/idea
[img]http://members.optusnet.com.au/~rowanfamily/queen.jpg[/img]
This was done for a number of reasons.
First off, this isnt supposed to look finished, I wanted to try out a few things, so it isnt "really" finished. The head piece and shoulder area in particular.
Changed some of my paining method.
Instead of picking a palette of colours from the start and putting them on the "canvas", I picked all the colours from the colour box as I went along. So that way I would end up with more colours in it and gained practice at picking the right colours (something that I need to improve upon).
And speaking of colours, I tried to put more colour theory into practice. That being cool colours for shadows, warm ones for light.
Dont think I really hit the mark on that though [V]
Finally, this was based upon an idea for a dark queen character. She would be dressed in layer upon layer of dark cloth, with a large head ornement filled with black feathers and such.
I hope one day to be able to create her [8D]
wow, lots of text! [B)]
Ref was used for general head proportions.
oh, here is shot of the face at the original res
[img]http://members.optusnet.com.au/~rowanfamily/queen_detial.jpg[/img]
Thanks for the reply guys.
Smeg, Im glad you like it. The face was the area that I spent the most time on.
Souri, I never really thought about the edges and how they would affect the focus of it, but its something that I will play around with in the future. Thanks :)
Ninja, thanks man. Im going to redo her for a more finalised piece one day.
angel / dark / mech
[img]http://members.optusnet.com.au/alti3/angelchick.jpg[/img]
hope it hits the spot.
hey thanks
jacobt > i think this is more illustration than concept art :)
inglis > it is more refined than my ususal work , which i must do more often. i'm even looking into exact perspective work using a rulers, ewww rulers.
Makk > i personally like her wings too. the best feature of it all in my oppinion. also i was trying to give her a kind of thick necklase/brace, so her mouth intern looks low, when the necklase is supposed to be high.
Dinking around with my site - bit of an update
Check out http://www.jistyles.com
been screwing around with presentation and just general stuff. Posted a few newish things, but mostly just revamps of old stuff.
love your artwork. love the easy navigation. can you change the artwork in the top corner of every page though? it stands out too much as the colours in the little pics are brighter then your background. that means that your eye is naturally drawn up to that corner. maybe if you just desaturated the images. other than that. beautiful work.
and the cookie monster is very cool. reminded me of my boxer shorts.
I'd lose the splash screen, and the big text title. I don't think they add anything. To see a project, I need to load four pages... maybe make it two or three. I also want to see your wireframes and texture sheets. The other thing I'd do is talk in first person... it seems weird to have a big picture of yourself, personal info, and then talk in 3rd person.. but that is only my opinion.
Sorry if I seem overly critical, I had a huge night last night and am feeling pretty straight forward today ;) There is some fantastic work there (my fave is the elvenworld monsters character sheet... that purple insect thing is great) and there seems to be some nice code behind the site but I'd definitely keep tweaking it. Also it is up to you but I would remove some of your earlier hipoly work.
Anyways keep up the excellent work. I'm very envious of all you have done, and am looking forward seeing more :D
Solid work all round Mr Styles.
That WIP of yours is looking really nice, cant wait to see it finished (the neck area needs some adjusting, but you are probably aware of that)
The talking in 3rd person is a little funny and splash pages do kinda annoy some people.
I wouldnt remove the high poly stuff, its good and shows you know how to do it.
Keep it up :)
J.I. Styles enjoys talking in 3rd person to portray mass self egotism, a trait brought out well by badly worded biographies and copious amounts of smiley faces [:D]
Naw, didn't actually write the original bio myself - hate writing about myself and usually can't because I don't want to come across sounding like a 'tard. But if I got someone else to write about me and make me sound like a 'tard, then it's all good [:)]
few notes, splash screen is 'cause I couldn't be bothered finding out how to link the default directory page to a .php so left it as index.htm, backing pics need updating, most old now anyways, need to pull a lot of work and get it up since it's all getting dusty now. And yah. I will do a big chop on the about section :)
Honestly, I hope I get enough quality work one day to just dump images in a folder and call it done :)
Appreciate the crits, all the comments noted, I'll have another bang at it tonight :) Cheers everyone! I'll post again when I've got some more updated!
latest thing was my Army Chick - not finished, I'll be cleaning it up later on. http://www.garandnet.net/~malakai/content/concepts/pictures/army_chick2…
Cool pic man. I have to admit that i thought differently when I read chick....
I can sympathise about the Bio part. I have the same problem whenever I want a reference and a manager tells me to 'write it up yourself and i'll just sign it'. I always feel like i'm coming of as licking my own arse hole... and i'm just not that damn flexable :(
rts artwork
Here's a building I've done recently, rts type artwork in the feudal japanese theme. It's based on Osaka-jo, 910 poly and has 3 256 textures.
isometric, 3 lights, 80% self lit:
[IMG]http://www.jacobleetai.com/cgchat/castlewip7.jpg[/IMG]
wire/uv shot:
[IMG]http://www.jacobleetai.com/cgchat/castlewip4.jpg[/IMG]
textures:
[IMG]http://www.jacobleetai.com/cgchat/texwip3.jpg[/IMG]
[IMG]http://www.jacobleetai.com/cgchat/texwip4.jpg[/IMG]
[IMG]http://www.jacobleetai.com/cgchat/texwip5.jpg[/IMG]
I'll have some characters up shortly as well (damn I need to get some characters done!) One will be a samurai commander, the other will be a low ranked archer. They'll both be 500 poly, unless I make the commander a horse riding unit, in which case the total limit will be 800 poly. Wish me luck [;)]
Cool work there man. Feudal japan is a great era when designing :)
I dont know about this but I have always associated feudal Japan with deep reds and browns and gold. I dont know about the blue colour of the roof or the white stone for the colour of the building. I dunno, Im probably just talking crap!! :)
But you have done a really good job, especially with the mesh :)
Thanks Makk!
Hehe, nah you're not talking crap, I first thought the colours were kinda odd as well, but I found out that they're pretty normal. Here's a reference pic, obviously this restored... but it kinda follows the pattern of mouldy roof / clean walls that is seen in a lot of humid places. Basically people paint over the mould regularly, but it's too much trouble and too expensive to redo the roof every year. The roof is maybe a little too saturated for my liking, but I've been told to up the saturation, as rts games rely on a strong colour palette and the bulding may have run the risk of being "a bit too drab" in comparison. Hope that explains the weird colours :)
here's the piccie:
[IMG]http://www.jacobleetai.com/cgchat/osaka1.jpg[/IMG]
cheers.
i think that it looks very nice.
i can see where the lead artist(?) is coming from wanting the roof to be very saturated. if you have different teams that use different colours, then you need to make sure that a team's colour really stands out. that way you wont end up confused between your green building and an enimies blue building.
i would be very interested in seeing any more that you have done.
It is a good looking model, but the texture count seems overly large, I would have thought for an rts that a single 256 x 256 would be suffice. And looking at your textures, nice as they are there is a lot of stuff that could have been reused rather then having separate textures for barely different details. I would suggest that you muck around with the UVW?s a bit and drop any thing that is too close to repetition from your texture. I think you could get it looking just as good with bits chopped from these three maps and compiled into a single 256.
But still a good looking model.
Pantmonger
Hey thanks Pants, I'm glad you think it looks good. The specs were set by Ensemble in the states, they are looking to hire and tied in these specs to a competition. I guess they're interested in seeing what everyone can do at that level, even if it's a bit loose.
Yeah I agree having this budget is a bit of a luxury! But I think it's a big call to get all of this onto one 256 [:P] To do that I would need to raise the polycount considerably as well.
Thanks.
man i thort that looked like a painted miniature that id seen in my mates collection,.. ( tries to pick it up )
thats wicked man,.. it looks alot higher than 910 tri's so youve done a sweet job with the mesh.
the textures are sweet to,.. although i agree with pants about the uvw's. But hey if those are the guidelines,.. soak em all up man [;)]
hehe cool, and thanks.
I bet my Wacom that this can't fit onto one 256, with the same texel res. A lot of the reason why it can't is because of the roof texture... there looks like a lot of repeating elements but the shading would look off if the tiles were kept the right scale, or the tiles would look off if the shading was right. Maybe 2 256's, with some extra polys, but not one.
[:p]
cheers.
I'm retracting my offer for the wacom. Sorry Malus, and no offense smeg [;)]
Here's the archer unit. Again it's probably over spec'd but at least this way I can show them at a decent res in my folio. The polycount is 498 (500 limit set by compo) and a 256 w/ alpha.
[IMG]http://www.jacobleetai.com/cgchat/archerwip9.jpg[/IMG]
[IMG]http://www.jacobleetai.com/cgchat/texwip7.jpg[/IMG]
The idea here was to keep things simple so the unit is clearly visible and indentifyable at a small res. I think I'm pretty much done here, but am open to suggestions.
edit: just thought I'd do an image swap here. there's still a couple of hours work to do on this one...
Thanks for the help Makk.
Yes the uvs are not the best for the hand. I think I had them smaller in the uv layout but then just scaled them up to fit snug. Thanks for pointing out the feet... I think the weird design of the clothes makes the legs look long, the crotch is actually well below the top of the slit but of course you can't see it from this angle :/ and the belt is somewhere on his stomach. Agreed it looks a bit strange :D
Cheers.
Im surprised the face got as much space as it did.. its for an RTS right?
Just a suggestion regarding his sleeves; i'd try to visually seperate his arms from his torso. You could do this either by upping the contrast, changing the sleeve colour or perhaps running a stripe down the side (maybe not a stripe). I know nothing about the costumes of the period, so these suggestions could be taboo, but it would certainly make it easier to see what the archer is doing from a distance.
I really like it.
cheers
Thanks Daniel,
Yeah I think the face was a bit of overkill for an rts unit (especially seeing as it's all under a helmet anyway) but I want to show this as a folio piece so went and did it anyway. I am slowing down on this one tho so will leave it and come back to it as there's a bunch of stuff I still have to do.
Yeah that's a really good idea for the sleeves. I will have to think about it tho, even the badging on his shoulder is fictional but it needed something there. I'll try out a few things, maybe a stronger highlight or crease down the sleeve would do just enough.
Thanks!
Thanks... I'm going to leave this project until the 15th or so. I'll make some tweaks before submission.
[IMG]http://www.jacobleetai.com/cgchat/comp1.jpg[/IMG]
The buildings colours can be changed to match the units if need be... the larger unit with the flag and fan is the commander.
Thanks [:)]
Cheers Afro, got some time to work on the textures some more. There's some really good entries coming in late for this one so I want to tighten things up a bit more. Made the ramp darker and made the shadows more contrasty, also gave the colour a bit of a boost. This is probably pretty close to how it'll be submitted I reckon.
[IMG]http://www.jacobleetai.com/cgchat/comp2.jpg[/IMG]
I'm starting to get tired of these models, even after leaving them for a while.... got some new stuff in the works [:)]
Warlords IV artwork
Warlords IV has just been released so I can show some of the work I did for the project, both of these pieces were used on the box for the game and I should have some more to show once the advertisements start showing up :)
[IMG]http://www.shawawa.com/i2/lichelord.jpg[/IMG]
[IMG]http://www.shawawa.com/i2/orcmino.jpg[/IMG]
any comments or crits would be greatly appreciated!
unfortunately I don't have any progress shots, I do have a black and white lineart version kicking around somewhere but I don't think that will help a great deal. My process is very simple, I do a high contrast black and white piece and then turn it into a multiply layer in Photoshop and paint beneath it. When it's getting near to complete I may flatten the layers and work out some of the harsher lines if needed.
If I were to offer any criticisms, it's that the steam coming out of the Minotaurs nose looks like steam coming out of a pipe or valve. It's shape seems very defined. I realise it's a stylistic choice, though.
The Orc doesn't look like he has a nose. Really like the colouring but my favourite bits are probably the background of the crowds and carnage going on.
The first pic is pretty cool - trying to work out if the face is a mask or an actual face. There's no chin present. Still cool tho'.
recent work mon/wed
ok, some more, for various projects, i am still looking for work :) www.alticoncept.tk <- my portfolio
[img]http://members.optusnet.com.au/altiquex/browncharact.jpg[/img]
[img]http://members.optusnet.com.au/altiquex/tank.jpg[/img]
[img]http://members.optusnet.com.au/altiquex/finpipe.jpg[/img]
[img]http://members.optusnet.com.au/altiquex/evilheads.jpg[/img]
[img]http://members.optusnet.com.au/altiquex/characterheads.jpg[/img]
[img]http://members.optusnet.com.au/altiquex/catjedi.jpg[/img]
more soon.
Nice work again, I like your style.
Couple of nitpicks: in the first pic, the creature on the right, the face/head has nice shading/surface properties etc. but it's a bit hard to see what the actual form is (planes of head etc.)..it's tending to flatten out.
Also, the third pic, with that sort of mechanical interior/built environment it might be worth taking a bit more time on the angles, some look a little off.
btw, have you seen theres a Concept Artist job at FuzzyEyes?
Lovely work. You should definately give Fuzzyeyes a burl for that concept art position. Nice to see you working on varied types of media. The perspective on the vehicle looks a bit off in places (like the treads), but I think your style is very forgiving for errors, and are more quick conceptual, than precise renditions.
Funny Run Animation
This come up last week when I was making the sprint for Tribes: Vengeance at work. I was told that the sprints need to look more powerful and was trying out a few little think to do that and I happened to come up with this run.
http://www.geocities.com/brendandoord/JackRun.avi
I did get a much better sprint for the game, so all you fans don't get scared.
You may have to copy the link in to your Brower.
Antipode Screenshot
Hey all,
Here's a recent screenshot from our AGDC unsigned game...
[img]http://www.neuronlogic.com/AntipodeHQ/scr1.jpg[/img]
It shows two bull-ant warriors on-guard outside the Queens nest of a hostile Antipodean colony...
cheers
Matt
I don't think it'd be a good idea, why?
We won't release a demo of the game for a number of reasons:
1) It might get us disqualified.
2) Other teams may use the demo to evaluate our game prior to the comp. (we need to keep some things secret! [:)])
3) We only want to release it when it's the best it's going to be, which'll be at the conference.
Matt
work (updated again).
ok, some new concepts for no project in particular, i don't have a job atm so if anyone wants a concept artist www.alticoncept.tk <-- my portfolio
[img]http://members.optusnet.com.au/altiquex/hellpriest.jpg[/img]
[img]http://members.optusnet.com.au/altiquex/skin.jpg[/img]
[img]http://members.optusnet.com.au/altiquex/general2.jpg[/img]
[img]http://members.optusnet.com.au/altiquex/cr12bw.jpg[/img]
[img]http://members.optusnet.com.au/altiquex/n%20lighted.jpg[/img]
Wicked man!! awesome portfolio as well!!
man i thought my art was something to be proud of,.. but im kinda shy to reveal it!,. now that ive seen some of the talent around,.. ive got a looooooooooong way to go!
that second picture down,.. man... that must hurt,.. sickening,.. disgusting,.. but i love it,.. also the work in your portfolio is awesome,.. keep up the insane art [:)]
I really like your style - it seems to have some random elements to it that works well.
To be honest, I find some bits to be indistinct which can make it hard to work out what is going on.
I like your hatching style tho'. Good stuff - maybe finish a few more pictures off?
NB - I'm only talking about the pic on here, not in the portfolio.
ok here's another that you might get into, it's a new tecnique i've been working on with my new computer/
it's strange but it's really growing on me.
[img]http://members.optusnet.com.au/altiquex/face.jpg[/img]
o btw i need work soo bad - so if anyone knows anyone interested *wink wink*
quote:Originally posted by Makk
Second one looks a little unclear, although it looks like it might hurt.
Nice texturing on the third.
Keep it up :)
i like to think of these as pre vis concepts, something that i'd later come back to and draw a detainled sketch from.
glad you liked those textures.
quote:Originally posted by JonathanKerr
I really like your style - it seems to have some random elements to it that works well.To be honest, I find some bits to be indistinct which can make it hard to work out what is going on.
I like your hatching style tho'. Good stuff - maybe finish a few more pictures off?
NB - I'm only talking about the pic on here, not in the portfolio.
it took me a while to figure out what was going on aswell,
i don't really work with any reference, and the ideas are usually sketched first on the train home at night-
i sometimes think that randomness looks more natural, but i know what you mean still, :) cheers for the feedback so far- there are more coming after this weekend .
[img]http://members.optusnet.com.au/altiquex/hellpriest2.jpg[/img]
just some inking for the hell priest, it;s a big image, hope you like it.
beautiful work again, and i just had a look at your site. i really like the design and the gallery is especially nice (first pic is awesome). the only complaint with the site is that the main buttons are a little distracting and frustrating. when you roll over them, they snap to a new position to show the rollover animation. would there be much of a chance of having that fixed so that the buttons stay in the same place when the animations play? other than that, very nice.
sketches and ideas -
[img]http://members.optusnet.com.au/alti3/rough.jpg[/img]
[img]http://members.optusnet.com.au/alti3/rider.jpg[/img]
[img]http://members.optusnet.com.au/alti3/colororig.jpg[/img]
[img]http://members.optusnet.com.au/alti3/colourexp2.jpg[/img]
[img]http://members.optusnet.com.au/alti3/colourexp.jpg[/img]
[img]http://members.optusnet.com.au/alti3/2characters.jpg[/img]
hey Aven >
thanks for checking out my site, the buttons are a little strange, but that site has been distracting me fiercly when i should be working, so i walked away from messing with the interface as soon as i finished it, i'm concentrating on filling it with more content, like some of the images here will make it in, but i just need to find the time to update the dam thing :)
random idea , photoshop 7, used a mouse and an old sketch, i'l post that too later on.
[IMG]http://members.optusnet.com.au/alti3/experimentslime.jpg[/IMG]
if i could build an army the troops/footsoldiers would look something like this
[img]http://members.optusnet.com.au/alti3/intel.jpg[/img]
photoshop 7
I had a look at your portfolio, your work is nice.
However when I look through your portfolio one thing keeps coming up. That is, most of these dont look like finished concepts/illustrations. They look good, yes, but they look like sketchbook work. Like inglis suggested, going over these with smaller brushes is one thing that you could do. Another would be to put more into your colours, most of them look like you have just started by blocking in the shapes/values.
I think you have the talent to make some really good work, one that potential employees would see as of professional standard. By refining your concepts further, I think you could take your art to the next level.
Im not saying that your work is bad, no, hell no and I dont mean to sound harsh or negative, I just feel that you could use some more refined work in your portfolio.
Some Drawings
I just thought that i would post a few drawings. These are drawings that either I like quite a bit or my friends have liked. They range from over a year ago to some more recent ones. They were meant to mainly be concept art for 3D work, but assignments always managed to get in the way :) First up is a character called Bianna [Bi-a-na]. The oldest of the drawings (the ink work is a little crappy). Most people (well guys) seem to love her. I can't quite put my finger on why though... [img]http://home.netspeed.com.au/mlanham/bianna_line.gif[/img]
Next up is probably one of…
Next up is probably one of my favorite drawings that i have done. I can't remember exactly when i drew her (i really have to start dating my work :/), but it was late last year (i think). I just felt like drawing an angel for the hell of it. Named Mirai [after the modelling app], and I was going to make her in 3D. i gave up before hand though as it would be insanity to try to make full length feather wings. Maybe later on when i become better. [img]http://home.netspeed.com.au/mlanham/Mirai_line.gif[/img]
The last one is another…
The last one is another concept drawing. She is meant to be the daughter of Valentina, my high poly comp entry (http://sumea.com.au/forum/topic.asp?TOPIC_ID=985 link). Her name is Ixia [ics-ee-a], and she too is an Elementalist. I only made very rough colours in PS. I would still really like to make her in 3D. I was actually planning on making her before Valentina, but the comp pursuaded me otherwise :) [img]http://home.netspeed.com.au/mlanham/ixia_colour.gif[/img] All crits please.
Woah!!!! wicked man,.. they rock,.. i especially like the wings on that angel character, just a quick note on bianna - my newbie art skills wud suggest that she was more curvier in the hips department,.. i dunno,.. it might just be the perspective but in comparison to her upper body as my eye travels down she starts to get a bit petite in the hip / buttock area... not suggesting my preference in the female form or anything!!!
I cant for the life of me see why boys like her tho!!
I just really like those wings on that angel ... wicked man.. if you ever make her in 3d,.. SHOW IT!!!!!!!!
also just a suggestion for the elementalist - some kinda arm jewelery ? or maybe an specialist elementalist tatoo or .. THE MARK OF THE ELEMENTALIST,.. or something,.. yeah.. wicked art tho man.. blows me out of the water !!
Thanks for the comments and…
Thanks for the comments and suggestions HazarD. lol, i just like women of all types. I'm not overly fusy as to whether they have massive curves or more pettite frames. I will definitely keep an eye on hips though. Boys falling for her? HA. the guy that has fallen the most and spends all his time looking at her is a 29yr old guy. You think he would have grown out of it :D As i said, if i do make Angel's wings in 3D, it wont be for a while (until i'm more confident). I will definitely let you know though. I was thinking of a tattoo or some such marking, but i am a firm believer that tattoos are there for a reason and not just to look cool (like too many damn young girls now-a-days :/). I could think of no reason for her to actually have tattoos, so i didn't give her any. Generally the easiest way to identify an Elementalist is their Elemantal Sphere(s). The tennis ball sized sphere in her hand is a fair give away. Also, she is actually wearing specialty Elementalist Jewellery. The ear ring on her left ear and the stomach lace (not too sure of the actual name for this type of jewellery), have a crystal on them that is the same type of crystal used in an Elemental Sphere. Thanks again for the kind words, and i will keep on posting as i have new work.
You have some nice things going on here, some interesting ideas.
A few crits
In the first pic her arms a quite short, even with here arms where they are her hands should be for the most part below her crotch, the heel on her boots should be a little further back also, the lack of it makes her a little unbalanced.
The second pic is just nice, no real complaints on that one.
The third pic the biggest issue is that the eyes are very small giving the impression that they are too close together, other then that Im not a fan of flat colour, but that?s just me and I know its just a concept.
Good stuff.
Pantmonger
Thanks Pantmonger. I do…
Thanks Pantmonger. I do agree with you on all those crits. Her arms are too short (although i really think that it is a case of her torso being too long). And with the final one, her eyes are a little close together, but the main things that i would change if i went back to her is that her left hand is too small, and her shoulders are a bit too wide.
that is one of the most bizzare things ive ever seen....