Show and discuss progress on anything here for feedback (upload finished work to your journals)
Work in progress
Speed Painting
I did some speed painting today.
The first image took 1.5 hours there is a lot wrong with it but it got me warmed up and did its job of getting me to loosen and abstract my style.
The second image I like a lot 1 hour 20 min.
The third was just a quick one as I was starting to feel a little burnt out, 40min
Got some speed paints or feel like doing some, feel free to throw them into this thread
Thats it from me.
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/jagged/sketch/sk07_speedeva.jpg[/i…]
[img]http://home.iprimus.com.au/evilbunny/jagged/sketch/sk07_speedship.jpg[/…]
[img]http://home.iprimus.com.au/evilbunny/jagged/sketch/sk07_speedindus.jpg[…]
Just some sketches
[img]http://home.iprimus.com.au/evilbunny/jagged/sketch/sk06_faye.jpg[/img]
[img]http://home.iprimus.com.au/evilbunny/jagged/sketch/sk06_mermaid.jpg[/img]
As the thread title says, just a couple of sketches. Been a while since I have done some plain old pencil sketches and one of these days I?ll manage to get my head fully around anime/manga style work, till then I?ll keep on plodding.
Feedback welcome
Pantmonger
i really like the faye vallentine pic (that may be because i think that she is hot anyways). the only thing that looks a bit odd with it is that her forehead needs to be just a little higher.
the mermaid pic is also quite nice, but the shadows around her mouth and nose are a little odd. her mouth looks like it sticks out in an odd way (like the simpsons).
very nice pics though. the poses are excelent. good work
Thanks for the feedback guys, Im just going to throw the odd sketch or two here evry now and then, feel free to crit them
[img]http://home.iprimus.com.au/evilbunny/jagged/sketch/sk06_leaninggirl.jpg…]
Pantmonger
Made some changes, inked it and cell shade.
[img]http://home.iprimus.com.au/evilbunny/jagged/sketch/sk06_animelean.gif[/…]
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/jagged/sketch/sk08_alita_jean.gif[…]
My first attempt at some serious foreshortening, this image is east vs west with Alita and Jean Grey.
Pantmonger
Character WIP
Haven't contributed anything to the site for a while so I thought Id show this concept for my fighting game scene that I plan on doing after I've finalised the other character.
Very much a WIP at this stage. Background definitely NOT final - just wanted some contrast.
I've shown the line drawing beside the half finished colour. Not really sure if I'll try to 'real' it up. Crits welcome.
Here's a question:
If you had an idea for something and then saw something else that had already done it, would you continue with it or start again?
Reason being that the backgroung/scene I had in mind for this has been pretty much interpreted the way I wanted to by the Wu Shu background in Mortal Kombat:DA.
Damn.
Do it anyway, all thing are unoriginal in their own way, it?s only the nuance of personal interpretation that makes things different. As long as you don?t directly clone the composition, it should be fine.
As for the image, looking good, I would suggest that you add a few personal touches to make the character more distinctive. Some elaborate gold embroidery perhaps, and or a distinctive tattoo, you get the picture.
Pantmonger
Cheers for the comments all.
Pants - the gold embroidery is a good idea. The motifs I will be adding will be either lunar or solar based. The characters name is Zodiac because I envision him as a lead character in a game where the main USP is that the characters powers depend on the internal clock of the system. His skin will light up with constellation (tattoos) under the night sky.
ie - Gemini (late may to late june) could call on the powers of a copycat version of the character for double strike power. So powers for the game played during this period would be based around Gemini.
Likewise - for Pisces, the powers may be water based. Breathe underwater for longer or water based magic strikes etc...
Obviously 12 levels would be there, with a different boss at each end. Depending on which period you play, your powers will be different. This is to encourage replayability of around once a month (which for an action adventure is quite good).
A game clock day/night cycle would be in effect as at nighttime, the characters skin shines with constellation and his colour turns to night blue. This'll be the other version of this character.
quote:Originally posted by CombatWombat
Cool piccie and game idea, Jonathan!I think you might find a few people moving their clocks forward to select
the best powers for each level :) You could always get the game look at
the user's email or web cache to get the approximate real date though ;->
That'd be up to the player I guess.
I suppose there'd be one way to do it that a save game could leave some kind of a code/cookie or something that tells if the internal clock has adjusted for that particular save file. ie - maybe the dd/mm/yy that the game started...
(The sort of people who do that are the same as those who buy the strategy guides before they've played a game or attempted the puzzles. But I believe that players should play the way they want to play, not how WE want to play).
I envision that the game could be finished within a week or so - nothing too long, so that if players dont want to wait until the next month, they don't have to. Mind you, I see this as a console title not a PC one.
Updated Portfolio website!!!
Hey guys, just letting you know my website has been updated with some new concept art and a couple of new game characters.
Cheers!
Celestial Avenger
Heres another sketch of a character im going to model in the near future,.. just thought id start posting so you cud see the progression.
Hes not quite finished yet, and ill colour him when im done. [:)]
http://elysianart.topcities.com/ConceptArt/CelestialAvenger.jpg
Okay finally got around to start modelling this celestial avenger concept. Its far from completion the poly limit i set myself is 3000 tri's , and its a pretty messy mesh at the moment, and sits at 2580 tris as it is. ill fix up all the dodgy bits in the next day or 2,... as well as give him some hands ;)
comments / crits welcome,..
http://elysianart.topcities.com/Models/Front.jpg
http://elysianart.topcities.com/Models/FrontWings.jpg
http://elysianart.topcities.com/Models/Perspective.jpg
http://elysianart.topcities.com/Models/side.jpg
http://elysianart.topcities.com/Models/QuickRender.jpg
hey hes looking pretty spiff haz, nice concept too. are you gonna finnish the pic off?
well you better *shakes fist*
but a little suggestion about the drawing, even tho it is concept and blah blah blah, i think you should try to think about depth as well its all in the foresortening and the shading as well :) i think you will pick that up well, add some 3d to ur drawings and they will loooook sooooooooo cool, not that they rnt cool already. and i think i should shut up cuz yeah...... *looks around whistling*
but yeah nice model ^^ keep going!
whoops forgot to post the final concept, hes all done now [:)]
ill just get the model complete then ill colour the concept,..
stay tuned...
http://elysianart.topcities.com/ConceptArt/CelestialConcept.jpg
Nice model. I like the cross belts on the chest plate which you had in your concept, which I reckon would look cool on your poly model. I prefer how the wings are face more downward like in the concept as well, but that's just a personal thing. The chest plate on the model needs some edges turned (between the chest) and you could probably merge those two close vertices on the wings. Looking good, can't wait to see it textured. [:)]
okay heres an update, ive just finished off his hands and added the cross-belt across his breastplate.
currently at 3364 tris - so hes a bit over budget, but ive still to clean up the mesh [;)] and theres lotsa areas where too many polys are used, so once i get that fixed up,.. ill post a final pic of him then start texturing.
I changed his shoulder pauldrons from thos big barrel type things just cos i think these ones looked better.
http://elysianart.topcities.com/Models/CelestialMessy.jpg
Souri: yeah i know what you mean re the wings,.. i just modelled them stretched right out - in a relaxed pose theyll be all down and semi folded [;)]
Santa Dwarf ?
Hey people,. heres a concept of a dwarf i was workin on not so long ago - its pretty much been my first attempt at coloring in photoshop.. so its a bit nasty, and rather father christmas ' ish!
[?]
anyways im just working on another pencil sketch of a celestial avenger so ill post that when im done too then ya can all guide me with your knowledge!
please.. be gentle,.. and no santa jokes [:p]
http://elysianart.topcities.com/ConceptArt/Klimitt.jpg
[img]http://elysianart.topcities.com/ConceptArt/Klimitt.jpg[/img]
Hey there, you're off to a good start but there are a couple of points you may want to consider to improve in future. Firstly when someone starts digitally colouring it's hard to resist using all of the colours available, the result is the Cristmas theme you have going here. Try knocking the saturation right back, use duller colours. That way when you want to use a really strong colour you can use it to pull the viewers eyes to the focus of the drawing and not compete with all the other colours.
Secondly, if it is concept art you are interested in getting into then you have to put alot of thinking into your designs, why are they like that, what are their purpose? etc. I can see this hasn't happened with this piece because simply by looking at it I can see this poor guy won't be able to lift his arms without his guards hitting the horns of his helmet. Not much chance of blocking that skull-splitting Orc blow! ;)
So there you go, a couple of things to work on, but as I said you're off to a great start :)
Hey Lee, thanks for that,.. funny you shud say that about using all the colours,.. thats pretty much exactly what i did,.
yeah,.. i hear what your saying with the armour,.. and no not alot of thought went into the actual design of the dwarf.. i just put pencil to paper and thats pretty much what came out,..
i guess the guts of it lies in the fact that i dont really want to be the best concept artist,.. just good enough to be able to express my ideas to a real concept artist,.. as most of the work that ill post on here will be just quick sketches,.. and bodge paint jobs,.. for the 2d art side of things,..
ill spend a bit more time on modelling and texturing,.. which im also pretty new at,.. but where i feel more comfy i guess,. im not so bad with clay,.. so i think the transition to 3d shudnt be so hard.
Thanks for your comments tho!
Elvenworlds
Elvenworlds is based off an old BBS game called Legends of the Red Dragon. It is a fantasy based with the center of the game being Talhaven - a home for elves.
It was open for beta for a while but then closed when the owner moved for work. The forums were brought back up late last year and the game stayed closed while it went through a face lift.
The game was opened back up at the start of September this year.
Quite a few changes were made to the game while it was down - combat and economy was rebalanced, new areas and items were added.
Currently being worked on is a player made potion system ( I have done the design for the system and will be programming it), guild halls for each class, completion of the story line and events that tie in with the story, and much more.
One of the better features added this time around is the artwork. Sumea's own JI_Styles has been lending his talent to bringing the game to life through art. He is also working on site motif and area artwork.
The base architecture of Elvenworlds was created as a university assignment by the owner. I have been working as a staff member on Elvenworlds for about two years now and have a hand in helping the world expand and change.
If you are interested in having a look at Elvenworlds the forums are here:
http://www.elvenworlds.com/chosen/forums/
If your interested in playing Elvenworlds send me an email ? the game is invite only and I will need to get an invite set up for you.
dog model
hey wasdoin. this'll be my first post here but it seems like a pretty good place to get feed back on work.
so that's basically what i'm doing here now. did this fella yesterday and thismoring, in one very looooong sesion. just loking for feed back.
> done in max
> for a game
> 3999 tris, limit is 4000
> thinking about getting rid of the arrow in his side.
> hoping the planes will look ok with aphed hair
> kinda looks like a bear more than a dog, which is what i was going for. like the wargs from two towers.
>> hey Dean, it's Ben from qantm btw, i finally got around to making an account here. i'd be very interested your comments.
here's hoping this works, geocities dosnt like me...
[img]http://www.geocities.com/backdoglive/profile.txt[/img]
[img]http://www.geocities.com/backdoglive/doglarge.txt[/img]
[img]http://www.geocities.com/backdoglive/dogcloseup.txt[/img]
[img]http://www.geocities.com/backdoglive/dogwireframe.txt[/img]
Very cool Ben!
As for crits well first up don't post User view. [:P] The bottom pic is alot easier to read proportion.
No real major problems that I can see from a glance, some anatomy issues and I'd maybe make actual eyeballs since its quite high poly anyway and just have the claws poking into the mesh not welded on.
Check out some reference of dogs teeth also they are alot different to what you have there.
Pretty sweet model though, go forth and texture!!
the profle pic is from a camera, and i think all the rest are from perspective views, i'm pretty sure that's what i rendered out anyway. It is much larger at the front than back - but this was intentional. it's a more screwed up look than realistic, which is the idea.
I know what you mean about the teeth. I found a lot of pis on the net of wolves and dogs, and these teeth don't realy 'match' i had some better ones in there but i needed to cull polys so i went for these ones instead, and less of them. I was doing to put bid spikes in the jaw armour (like big teeth) but i completely forgot about them! so i'm probably going to have to go back and rework it a bit anyway.
I'll try that with the claws. dost it make it look more natural or something? they have a seperate smoothing group on them but you cant realy tell in the pics. I'd like to re-model the nose too, it's abit round for my liking, and the bootom jaw is wrong, but i cant even draw a dog's bottom draw and this is the first time i've tryed to model one so it was kinda a pain.
oh well, back to it.
after a bit of reworking this is how it now stands. i'm calling this finished i think. thak's malus, the claws do look much better as seperate elements as opposed to being wielded. i fixed up the jaw a bit, and added the spikes i wanted. i also manadged to get rid of a lot of polys from the legs and body, and clean up a lot of three sided polys in the process. there as still a few in some areas, but most are in areas where it wont need to deform, and it's pretty clean i feel. i never did manage to get the tail attaching are looking rights, but i figure if it's moving , with alphaed hair about it, and the fact that you will mostly seeing him from the front, this minor defect can be convieniently ignored.[:)]
here's also my final sketch i worked from. as you can see i'm not much a traditional artist.
oh, and these are from the persepctive view for sure this time!
EDIT: bloody hell i didnt realise how big that sketch picture was! sorry 'bout that!
EDIT 2: seems that last pics is a bit of a weird angle. it makes the tail join look worse than it really is.
[IMG]http://www.geocities.com/backdoglive/sketchside.txt[/IMG]
[IMG]http://www.geocities.com/backdoglive/dogwire01.txt[/IMG]
[IMG]http://www.geocities.com/backdoglive/dogwire02.txt[/IMG]
[IMG]http://www.geocities.com/backdoglive/dogwire03.txt[/IMG]
Nothing wrong with having a few tris visible in a quad based mesh, its not like your meshsmoothing it into a high res model.
Its more important to get the geometry right than culling tris just for looks.
You may have some small issues with the legs in animation, where they join the body, think about how it will deform.
Looks good
I'd recommend a bit more study into the leg>torso of canine anatomy - the volume of the torso seems a bit off, as well as something funky happening with its front leg shoulder blades and the connection to the torso.
good job, I'm interested where you take the mane and its blending into the fur
i am a little worried about the legs when i come to animate it, so i'm probably going to have to do a quick test rig first before i texture it.and if someone such as you Malus, think's i'm going to have trouble then i probably am!
as for the proportions. it is supposed to be greatly exadurated, and not realsitic, wich should be obvious, but i understant what you are saying J.I. Even unrealistc proportions usually need to some how make sense. basically i wanted a huge upper body and large front legs. so the biggest problem is probably the sholder blades though, as you pointed out. they don't seem to join in the right place, the front leg itself probably needs to be a little further forward and up. though i like the idea of a large hunch on it's back. and the blades themselves dont look the right shape. it certainly has far too much muscle it its lower front legs too, though i was aware of this from the start, and i rekon it makes him look all the more nasty. if anything the back lower legs probably need to be a bit bigger to match up a bit with his back thighs.
of course the thing i like best about this model is that it looks more like a bear than a dog, I can imagin the hero about to face up to it: "you're telling me that's a DOG????" (he should be about the player's height - including the spikes on his back - or bigger btw.)
i'll have both your comments i mind next time i look at it though for sure, for any minor adjustments. no major changes now though, i got to get this thing done, i've got a lot to do at qantm atm! but this fella's going in my folio for sure.
Thats pretty wicked man, i really like that jaw piece thing, i cant help but look at his size and stature and think " Thats a nasty dog " but at least he wont be able to bite me ;)
The only thing i wud have done diff is given him some decent sized paws, both sets ,.. front and rear seem inadequately sized to cop all that weight.
Overall a wicked model tho man! :)
finally finished! actually i finished the body texture some time ago, and i was waiting to get my graphics tablet before i started on the hair. i dont consider my self a texture artist, but i consider myself good enough to present my work, and i'm pretty happy with this. looks better lit, so i might do some baking. also there are big seams around the legs, which i intend to get rid of soon. which reminds me, Dean, if you see Geordie, ask him to email me about how to do his 'getting rid of seams' mapping trick. i cant quite remember how to do it. anyway here it is:
>4002 tris (i found an uncapped nail head just as i was almost finished unwrapping!)
>1024*1024 texture for the body
>1024*1024 texture for the hair + alpha map (will probably drop it to 512 before i put it in the game (cos it's for a game))
>rigged with biped (i wanted to do a coustom rig but the engine needed biped)
>animating now...
[img]http://www.geocities.com/backdoglive/dogwhair01.txt[/img]
[img]http://www.geocities.com/backdoglive/dogwhair02.txt[/img]
this is just a 10 frame gif of the run cycle, cut down from the full 19 frame version. it looks a bit dodgy but as far as i can see there isnt any way to attch a file to a post fo the gif will have to do.
a little work in progress [beast]
-closed-
Not too shabby, Although ive seen better models come out of the Ford car factory..... Only joking mate! great work as usual, can't wait to see it textured..
You might need to add a cooler tail, seems a shame to stick something that looks like it is available at 'Naughty but Nice' on such a grand creature.
Keep it up!
art/sketches/work
hello everyone, i'm glad i found some more australian artists.
i'l post up some of my work here over the next few weeks.
here's a sample.
ok, some more concepts for a project that's in the works.
[IMG]http://members.optusnet.com.au/altiquex/trooper.jpg[/IMG]
[IMG]http://members.optusnet.com.au/altiquex/characterpg3.jpg[/IMG]
[IMG]http://members.optusnet.com.au/altiquex/character2.jpg[/IMG]
[IMG]http://members.optusnet.com.au/altiquex/corporatecharacters.jpg[/IMG]
[IMG]http://members.optusnet.com.au/altiquex/offworldcorp.jpg[/IMG]
any suggestions would be helpfull :)
here's an oldie bug a goodie from my portfolio
[img]http://members.optusnet.com.au/altiquex/killcounting_rant.jpg[/img]
was thinking about doing a desktop background ever scince i saw inglis's work.
what you think, [img]http://www.members.optusnet.com.au/alti2/screeny.jpg[/img]
oh and here is a link to the big image,, and i mean big, lots of details- http://www.members.optusnet.com.au/alti3/desktop2.jpg
Some work
To date most of my work has been hobby stuff, not really worrying about poly counts and stuff so I dont have much low poly work to show.
[img]http://www.stuart.226-lab.com/images/crystalline_glory.jpg[/img]
[img]http://www.stuart.226-lab.com/images/lakeside.jpg[/img]
[img]http://www.stuart.226-lab.com/images/oceanica.jpg[/img]
[img]http://www.stuart.226-lab.com/images/digital_bloom.jpg[/img]
[img]http://www.stuart.226-lab.com/images/still_life.jpg[/img]
[img]http://www.stuart.226-lab.com/images/untitled.jpg[/img]
[img]http://www.stuart.226-lab.com/images/world_without_melody.jpg[/img]
[img]http://www.stuart.226-lab.com/images/world_game.jpg[/img]
I'm going to start working on more low-poly stuff and brushing up on my texturing skills.
Stu
Proud to announce Antipode
Hello everyone,
In anticipation of this years AGDC Unsigned Game Competition, I'd like to announce Antipode : The Insect Isles. This has been created in Melbourne by a group called Big Toe Studios.
If you'd like information, here's the website:
I look forward to hearing feedback!
regards
Matt
Night Elves Warcraft 3 fan art
[img]http://home.iprimus.com.au/evilbunny/MTemp/Night_Elf_Twins_web.jpg[/img]
Been working on this for the last few days.
c&c welcome.
Pantmonger
Great work.
The first thing that came into my head when I saw this was "this looks like Warcraft 3 concept art" Nice job on cpaturing that style.
As for crits well the male elves face looks a little too wide, you could probably fix this by extending the hair over the face more.
The fur and cloth are done very well.
The rock and grass are a littl dull though, but no biggie
Nice work :)
Looks great Pants.
I would agree on the head thang also and the background is a little to bland for the characters, especially since they are night elves, I think a dark background like your first fan art would be much better.
Everytime you post one of these I get really motivated to do one myself, never do though lol.
The leather and creases are looking great man, especially the male elves left glove.
I'd like to see it a little less desaturated too but thats a personal choice not really valid.
Nice work, Pantmonger. I was gonna mention the face thing, but got beaten to it. I think as well as the width reduction, perhaps you can increase the length of the male elf's face a little. His chin leaves a lot to be desired if compared to Blizzard CG. Then again, perhaps that's ur unique style. Once again, kewl stuff. :)
Designing ??
Does anyone out there know anyone who has worked on Playstation2 or other console games >
[?]
Character: Black Lord Updated
Hi guys!
Here is my latest project - Black Lord. This model based on original character developed by Victor Surkov for the Etherlords game. I just want to make hi-poly version of this character. Modeling just started so any comments and suggestions are welcome [;)]
Here are You can find some shots
[url]http://metro3d.narod.ru/tempics.html[/url]
Best regards,
Metro3D
[url]http://metro3d.narod.ru[/url]
looks good so far metro-
just a couple things
- the corners of your lips are too sharp. and pull them in some.
- top lip needs a litte more definition and changed a little so its not like the bottom lip
- that crease under the mouth is a bit strong.
- the ear is a little flat and sharp. just needs more roundness overall..if that makes sense.. :)
- his upper cheekbone line is following the wrong line. its cutting over the cheek.
my only suggestions on the general shape of his head are
- maybe pull in the sides of his mouth (under his cheekbones). give him that guy pierce look lol....just give him a little more shape.
- define the temple a little.
- only problem i see with your "suit" mesh is the inner lining behind his head. its not meeting flush with that suit. it looks like you have cloned it off the suit mesh then built off it. but then added more detail into the suit so when they are smoothed they dont meet up.
just an idea...where the pipes go into his head. maybe you could detail that a little more. make them "plug" in. just a thought.
keep it up :)
Very nice work. I like the stylised way of modelling you have acheived. It reminds me of the chiselled features on the characters in the movie Ice Age.
My only suggestion is with the mufflers on his back, maybe the could look a bit more 'worn', and thicker metal overall. More bulky.
But All in all i really like the design, and cant wait to see it finished.
Hi guys,
I am still working on this character and it still far from completion.
Anyway here is small update. Check it please and give me Your comments. The link is old:
http://metro3d.narod.ru/tempics.html
Thanks,
Metro3D.
http://metro3d.narod.ru
Pen Drawing......of a HAND!!!
HI this is is part of my personal drawings experimenting with pen and and shading.
[img]http://www.angelfire.com/blog/elscorcho/images/thingo2.jpg][/img]
Character: Rifleman
Hi, gang!
Just need some comments from game gooroos [;)]
Please take a look at my recent low-poly character.
That is rifleman from WarCraft III, hope you already recognized him.
So suggestions are welcome.
[img]http://www.metro3d.narod.ru/pics/RifleManAll01.jpg[/img]
Best regards.
metro3d
http://www.metro3d.narod.ru
Nice, Definitely has that Warcarft 3 style to it. Very funky stuff.
A couple of crits from me are:
There is a lot of black on the texture map a lot of wasted space, there is a chunk of stuff on that map that could have been mirrored. (example the leg.)
The thumb appears to go to a point which looks a little wrong.
The only other thing is you have not included a poly count, textue map size and wire frames, these things are important if you want good feed back. What I mean is the model would be a good 1000 poly model but a crap 10000 poly one.
All in all great stuff.
Pantmonger
Hi guys!
Pantmonger - thanks for comments!
The polycount is 1505 triangles.
One texture 512x512.
Here are links to wireshade pics:
http://www.metro3d.narod.ru/pics/RMwireF.jpg
http://www.metro3d.narod.ru/pics/RMwireB.jpg
and link to finished model
http://www.metro3d.narod.ru/pics/RifleManAll01.jpg
That is my favorit character from WIII, however in Frozen Tron I got another one - Spell Breaker. Maybe I'll make him too when I'll have free time enough.
Good work overall. You achieved the look from the concept very well.
Suggestions would include improving his thumb, it looks really blocky and low poly for 1505 poly model.
Also there is a fair bit of strong black on the skin as well as bright dodge tool highlights (for example on his boots and leather).
I had a look at your website, very impressive stuff [:)]
Hi guys!
rezn0r - Hey man, You got a great eye! Thank You for a good prompt !
I don't understend how I can forget to draw his eyebrows [^]
Makk - Your suggestions are very useful, thank You! I'll try to improve this guy as soon as I'll have a time. And thank You for visiting my website. I always happy to get guests there [;)]
By the way I am going to update it soon with new characters from my recent project. So everybody welcome there at any time.
Best regards.
metro3d
http://www.metro3d.narod.ru/
suggestions
hey dudes, someone wanna tell me how to make this look a little prettier ?
http://www.sumea.com.au/sprofilepic.asp?pic=20_coffee.jpg&news=483&id=20
You need to experiment with different lighting techniques, also you should add as much detail into your model as possible, (bevel the egges on everything atleast). the material needs a slight reflection. mayeb just put a blurred picture into the reflection channel to give it more depth. experiment with light tracer, or radiosity. Area shadows would look nice too ..... good luck
a lot of the material properties and surface characteristics come from the actual environment around the object - being in a presentation white void, this looks kind of strange when you try and simulate realism in this way. Try some standard 3 point light setups, pull up the tonal range to incorporate higher specular, put in some variation in the surface quality (slight and very subtle if it's supposed to represent idealism like product advertising), and simulate it in an environment with subtle reflections and ligthing.
01. Intro (Updated 31/08 with speedpaint)
err, hi! :)
I have finally got around to registering on this forum (I have been lurking for awhile). My name is Mark Rowan and Im 20, Im currently not "in the industry" but I would love to be someday. I have been involved in game art for about 2 and a half years now. Here is some of my work (these two characters are old work and were NOT modelled by me)
[img]http://members.optusnet.com.au/~rowanfamily/dg.jpg[/img]
[img]http://members.optusnet.com.au/~rowanfamily/sake.jpg[/img]
Here is a recent skin (256x256) I did for the DFA mod (check this mod out btw ;) ) of which I am a team member.
[img]http://members.optusnet.com.au/~rowanfamily/dfa/pod_final.jpg[/img]
As for my MOST recent work, that would be my avatar, which I did this afternoon :D
I would love to participate in the Sumea Modeller challange, but Im very new to 3d :( so sucks to me!
Anyway, just thought I would introduce myself :)
Oh and big hello to anyone from Polycount [8]
EDIT: How do I get my avatar to show?
Thanks Malus :)
If I post my avatar here he could just grab it.
Avatar-
[img]http://members.optusnet.com.au/~rowanfamily/avatar.jpg[/img]
Also, here is a hand study I did at midnight cause I couldnt sleep, hahaha!
[img]http://members.optusnet.com.au/~rowanfamily/hand.jpg[/img]
I might enter the challange, although I wont get it finished in time[xx(]
Thanks Styles and Sorceror Bob, crits are ALWAYS welcome :)
I actually practiced some underlighting on that dark skin (the 2nd one) but wasnt confident in how it turned out.
I dont quite understand what you mean by absolute diffuse lighting though.
I'll be posting up a WIP of a UT2K3 skin soon, that I hope will be a portfolio piece.
Oh and thanks to Souri for getting my avatar to work. :)
[img]http://members.optusnet.com.au/~rowanfamily/polarbear.jpg[/img]
Here is a speedpaint I did today. It was referenced from a photo (but wasnt just a paintover). Roughly 50mins PS6.
I really enjoyed doing this so I plan on doing a few of these each week. [:0]
Ford Focus WRC
Hi all, my firt post here!
Here's a turntable render of my last project, a Ford Focus WRC. Specs are 6600 polys, 2x512x512 textures (exterior, interior) and 3x256x256 textures (wheels, windows, lights.) C&c welcome, and take a peek at my site if you've got some time.
[URL]http://www.jacobleetai.com/images/ffwrc.mov[/URL] 4.4 mb
[URL]http://www.jacobleetai.com/images/ffwrc.avi[/URL] 3.8 mb
I was thinking of going in the current challenge, it would fit nicely into my portfolio.
no worries, cardinal rule of pimping noted.
[IMG]http://www.jacobleetai.com/images/ffdirty1.jpg[/IMG]
[IMG]http://www.jacobleetai.com/images/ffdirty2.jpg[/IMG]
codec for quicktime mov is sorenson 3
codec for windows avi is divx 4.03
Thanks, I agree the wheels are a bit dull, but they're the ones they use on loose surface stages. Here's a reference:
[URL]http://rally-net.20m.com/images/1.jpg[/URL]
Having said that I have taken some liberties with the decals etc so I guess it'd be okay to change the alloys too.[:p]
Here's the wire and texture sheet. Rendered with snotmonster.com's edgemap plugin and render to texture in Max.
[IMG]http://www.jacobleetai.com/images/ffwire1.jpg[/IMG]
[IMG]http://www.jacobleetai.com/images/focus4.jpg[/IMG]
The mesh is quite dense in areas, I am going to make a damaged version soon, so the extra polys will help then.
I don't like most gun models either, unless they are paired to a nice character. I'm in Adelaide so it is appropriate for me to put cars in my portfolio [;)]. The texture has very few hand-painted elements (only dirt is really painted, the rest is path tools), most of the nice shading you see is from texture baking. Games like Colin Mcrae 3 use much more subtley baked textures than I have used here, to balance with realtime lighting.
The polycount is too high for games like GTA & The Getaway but only 1/2 to 1/3 of that of most current rally games (CMR3, WRCII Extreme etc). So I think with a polycount like this, there could be two on screen at once.
cheers!
Bubblegum crisis hard suit
Been working on this for the past couple of days, before the comp starts again. I'm still relatively new at making low poly stuff, but really enjoying it. I was aiming for about 3500 with this character and it's currently at 3372, so I have some room for improvements if you guys have any suggestions?
Its a character taken from the Anime series Bubblegum crisis that was on SBS a couple of years back. The texturing isn't 100% true to the series... I like these colours better [:)]
I used the edgemap plugin from a post I saw in here about a week ago to render the wireframe view. I was impressed by the way Chris presented his work in the last competition.
[img]http://www.speedis.org/images/345833.jpg[/img]
EDIT: most obvious flaws I can see for myself are the shoulders... they don't deform too well, but I'm still working on that[8)]
Awesome work ironikart [:D] Yeah that edge map is a very good plugin it presents work really well i use it on all my renders ....... Do you have MSN messenger ? hehe good to see a multimedia artist going further onto 3D [:)] I rekon dirty up the textures that will make it awesome !!!!
Good work as usual.........[:D]
Very nice Ironkart, a big improvement on your last model. [:)]
As for critiques, I like the head, back and areas of the torso but the boots in the side shot are strange, very blocky and low poly compared to the rest of the mesh, they're meant to look more like stilettoes.
Some seams (head,groin) and texture stretching too (yellow vents? on the boots)which you should be able to fix since the map isn't overly detailed in most areas.
You could cut back in the polys in the lower arms too without too much noticable 'chunk-ification'.
Also can't tell what the hands are like with that image either.
Great stuff man. Keep it up. [:D]
Panda Blade
[img]http://home.iprimus.com.au/evilbunny/jagged/2d/2d20_pandablade.jpg[/img]
Inspired by Blizzard's Warcraft 3 mislead, the panda race.
meh.
Pantmonger
Demon Bull :D
did the model for this a few months ago...finally got around to texturing it....as u can probably tell i didn't really pay attention to the poly count.... :P
[img]http://www.3dlinks.com/images/forums/usergallery/cd02_copy.jpg[/img]
Sister Hope
[img]http://home.iprimus.com.au/evilbunny/jagged/2d/2d18_sisterhope.jpg[/img]
I have always liked the works of Brom an have viewed him as an inspiration. I was looking through an art book of his works called "Offerings" when I came across two images "Sister Charity" and "Sister Compassion" So I decided I would try and add a third in the same style, enter "Sister Hope"
Pantmonger
Game finished
The game I was working on with a team has been finished.
To grab the demo or the full game head on over to this website.
Well now that you've finished a game you've completed 50% of successfully releasing it. Now you have to market the game to your potential audience (since you're selling it, if it were a free game you could just post the links up in several places and watch the downloads progress).
Now I have to say that I'm not a marketing expert, but I have read a fair bit about game development and then selling the game / product, and I am also a potential customer of yours. Gamedev.net have run a nice story about developing shareware not a while back, might be interested to read that.
The first thing that occured to me when I visited the provided site, is that there are no screenshots, or decent images of what the game is like - you must have them!!! - then there is only a short list of features, of which I only understood it to be a turn based game with lots of units. It would be more helpful to me as a "potential customer" to see some in game screenshots, some profiles (images and text describing the object) of some of the units and factions in your game, a bit of history where your game is set out to be etc.
That's about all the feedback I can think of now, although good work on completing a whole game!
Good job on completing a game, shows alot of commitment.
Unfortunaletly the site really wasn't very impressive and first opinions count for alot.
Screen shots are an absolute must and get your artist to tart the site up a bit, doesn't have to be over board, just cleaner.
One more thing, you might want to change your logo, thats your 'brand name', the thing you want everyone to associate with your work, it looks 3 minutes worth of effort went into it so people will assume thats the amount of effort you put into the game.
Theres a reason Coke outsells Coles brand cola and its not just taste.
Will try the demo out when I get the chance. [:)]
Good luck.
Cool pants. That first one is sweet.
cheers