Show and discuss progress on anything here for feedback (upload finished work to your journals)
Work in progress
folio website
Hope it's ok to post up my whole folio..
[URL]www.artbyshape.com[/URL]
The Gong character is very wip. Currently taking small sections and pumping some more high res detail into them for normal mapping.
Hope you like, with this gear I'm hoping to land a new job, after Midway Australia closed recently [:)]
hands of war (big)
New photoshop tecnique i've been trying out.
I put some close ups for the hands too.
[img]http://members.optusnet.com.au/alti2/v11.jpg[/img]
[img]http://members.optusnet.com.au/alti2/v11hands.jpg[/img]
hope you like the new stuff i'm trying out.
any thoughts would be appreciated
-alti
Another character using the same tecnique.- some sort of cave dweller hybrid.
[img]http://members.optusnet.com.au/alti2/v12.jpg[/img]
thanks for looking.
-alti
Alright Mr. Alex, I want to give you a good crit over on these since to be honest, I'm quite impressed - this is got to be one of the single largest steps I've seen you make in terms of personal development [:)] - great job.
Visually, it reminds me of sparths splatter paint style and technique, but it's very much unique and you - besides the obvious, the two other main things I see really being pushed here are popping the forms with high range highlights, and hinting at perceptual forms.
The cave dweller is portraying the forms a lot crisper and easier to read because of the reflecting light (popping the form with highlights) -- something from classical painting studies, Leonardo if I remember right - "a subject study tells us much more about themselves if their environment is taken into consideration even more than the subject itself"; in other words, pay at least as much attention to the environment around the thing you're painting as well as the subject itself. Light reflects and refracts, colours bleed and are absorbed etc - visually showing how the subject is affected by the outside elements more clearly defines what you're trying to communicate in the piece. Wow, that was a bit of a rant... 'scuse me [:D]
The hands of war piece demonstrates the importance of the opposite of what I've just talked about -- in essence, not showing stuff. Painting something that you know is there is all well and good, but if you couldn't actually see it, then it shouldn't be painted. stuff like detail in shadows (where the eye is letting too much light in to see any shape or form in shadow), or stuff that's simply obscured by view (that age old problem of wanting to show everything, yet knowing that the other side is obscured) - There's parts that strongly demonstrate this in both pieces, so I think you've done quite a good job.
Keep it up! And sorry for the ranting [;)]
thanks alot styles, thats actualy one of my fave Leonardoisms, lately i've just been influenced by so many good artists and i've just had alot of free time to home in on a style that suits me.
and yes you picked it, sparth's artwork and style has massively infulenced me in finding my own.
I dont want to rip anybody off, but i think combining alot of different recognisable influences will help me along the way.
my goal over the next few months or so is to beef up my illustration and concept portfolio so i can get a propper foothold into a company.- i'm also working on speeding up my processes, atm one of these images takes about 2.5 hours, i want to get a good sketch hapening in about 10mins and get to a level where i can have something reasonable within 1 hour.
thanks for the words and thoughts its appreciated.
-alti (still looking for work)
My Demoreel: Environment & Props
Hi.. this is my first demoreel , I am doing a game art & design course from Vancouver Institute of Media Arts(Vanarts) and will graduate in Jan 06.
C&C pls..
---MODERATOR EDIT: just moved this into exhibition to be a bit more relevant.
Some new work
Here's some relatively new character models i've been plugging away on. All the poly counts are the tri counts, so.. enjoy.
[img]http://craig.franticant.com.au/images/2004pilot.jpg[/img]
[img]http://craig.franticant.com.au/images/2005belgo.jpg[/img]
[img]http://craig.franticant.com.au/images/2005googoo.jpg[/img]
[img]http://craig.franticant.com.au/images/2005terrance.jpg[/img]
[img]http://craig.franticant.com.au/images/2005ugly.jpg[/img]
very impressive work, particularly the variety of the different models.
They're better characters than i could make but i'll give you some critique anyway. The problem i have is the texturing, which seems a tad faded on all of them (thats not the best description but its the only explanation i can come up with). Somehow they lack that wow factor, and i don't think its the modelling because that is technically solid. So maybe you could use a more saturated palatte and try to get more vibrancy in your texturing.
Other than that, i would say they're some of the best models i've seen here in a while. I'll be looking forward to more
Battle angel
[img]http://members.optusnet.com.au/~rowanfamily/chow8_battle_angel.jpg[/img]
Done for CA.orgs character of the week.
Not a particualy original design, but I did enjoy doing it.
I tried to hide the fact that I cant draw/paint hands and feet very well. I need to stop doing just portriats and start doing complete figures if I want to improve [}:)]
you definately chose a competetive week for your first entry, i'd be stoked with 1 vote among that selection of characters.
Its a very nice painting but i'm a bit thrown off by the proportions, particularly the small feet/hands and large shoulders. If you want to divert focus away from the detail of hands try end ensure that they're in proportion so that they don't draw the attention in the first place.
Otherwise i really like the colour scheme and textured feel, also, the wings are good but could have done with some more attention.
Yeah, there were a heap of entries many of which were quite nice. I saw yours and bumskee's as well, cool stuff guys :) Its going to be tough trying to decide just one to vote for.
This weeks topic will be a challange. I'll probably go with either santa or the elf.
I didnt reliese that her shoulders were that large, probably one of those things that seem to happen when youve been staring at a piece for too long!
Normally I would do a sketch and scan it in and go from there, this time though it was %100 digital all the way.
Lol, yeah the wings could be more polished but Im too lazy! :P
Hey Makk, damn didn't know you were an aussie too! kewl stuff, I think conundrum spotted few good crits. Mainly the proportion, the lower half is a little too short. She looks more like a demon though, hehe like lot of the other entries including mine. :) nice touch with the birds, though I think the brief said no feathered wings. Hope to see you on the next ChOW.. cheers,
my first animation 'The Wall' feedback welcome!
hi all,
my first post here.. just found this SUMEA website yesterday and am very very happy i did! Exactly what i was hoping to find..
Anyway, i recently graduated the Diploma of Animation from QANTM.. Not long ago i finished one of my final assesments, a 3 month project to do a short animation of our choice (our first animation since learning the skills to do so) ... a lot of late nights, that's for sure!
i chose to do a game-intro style short based around the great wall of China involving an oriental dragon.. i am hoping to get into the games industry.
i bit off way more than i could chew for my first proper animation, attempting 3 characters + a 20+ spine-boned dragon, but i managed to get it completed in time!! It was more important to really learn what i'd been taught first, the refining and perfecting can come later i figured [;)] I do understand that under normal circumstances, 10 seconds of quality is better than 30 seconds of crap, not that this is crap!!!
I am happy with where i'm at after 10 months learning.. with more time, it definately could have come up a lot better (although i'm sure everyone says that..[:)] ), and it still will when i have spare time to get back to it!
here's a couple of screenshots to give you an idea..
[IMG]http://i33.photobucket.com/albums/d64/inked3d/ShotOne0002.jpg[/IMG]
[IMG]http://i33.photobucket.com/albums/d64/inked3d/shotSix0161.jpg[/IMG]
[IMG]http://i33.photobucket.com/albums/d64/inked3d/shotNineteen0170.jpg[/IMG]
you can download a version of the final thing at [url]http://www.gethinhill.net/animations/The%20Wall/theWall%20LQ.wmv[/url](14mb .wmv, save target as)
Any feedback on things for me to improve, try out, etc are greatly appreciated. The next couple of months will be hectic trying to get myself and my work organised and tidied up to get a job!
Were you at the QANTM industry night? I don't remember seeing this there.
Nice, but certainly room for improvement. Go for the 10 seconds of quality next. Animation wise, do one character and work on animating him for a while. Start with perfecting a walk cycle, then move onto various other movements: runs, jumps, various gestures and actions. Try out [url="http://10secondclub.net/]the ten second club[/url] and basically keep working at it.
Modeling wise, find reference (wireframes, etc) on the web and use them to improve your own models. Post here constantly for feedback, and dont stop modeling. Even if you do one character in a week then throw it away and start on another, the more you do the more you will improve.
Most of all dont give up, i've seen to many students just neglect their work after finsihing UNI. If you want to imoprove and get a job you have to keep working.
Hey - I'm an audio guy, not an animator so cannot give much feedback about some more technical aspects you could improve upon in your animation.
However, I did want to add that you should try get an audio guy/composer/sound designer who knows what they are doing - this shouldnt be underestimated! the general feel is there in your animation but for me the sound effects were lacking and very removed from the animation - and this subconsciously affects viewers and can detract from your animation!
For me, particularly the dragon, while fairly well conveyed in design, lost so much of any impact it would have had, only because it did not SOUND fearce or menacing..! there was no 'weight' to it, so its hard to feel scared when its sounds are limited.
But this is all constructive criticism - good work and wish you all the best with improving and finding work eventually!
hi guys,
Livewire: yes i was at industry night! But unfortunately it was a major flop for most of the Diploma grads. We were stuck on Level 12 where there was no free food or alcohol, and most importantly no industry people due to a serious lack of signage (and probably food and alcohol) directing people to us. Everyone was really disappointed, some amazing talent from this years diploma students was missed. Badly organised was the general concensus from Diploma stuendts of Industry night, unfortunately. I personally think a few of the Diploma students gave the Degree class a run for their money, as did many other people. I wasn't expecting a job but would have loved to have talked to and met some people, gotten some feedback. Hence why i've posted here! i found where you all hide! :)
I am planning to do what you've suggested, and that's focus a bit on animating. I downloaded a rig kindof similar to Andrew Silke's Generi (but for max) and am eagerly awaiting January's 10 second club comp. That way i can focus on practicing animating
without all the other stuff to get there (modelling, unwrapping, texturing, rigging etc).
And yes, i won't give up! i enjoy it too much and will do it as a job or not.. if i can make it a career, then life will be grand :)
InsanelySane: thanks for your view as well from a sound point of view. I too have a bit of background in sound, but this particular soundtrack i whipped up in a few hours due to lack of time to get everything else i needed to done to pass the course. And since i knew about sound, i wasn't so fussed about the 'learning' side there, so focused on the 3d elements this year. As much as i would have liked to incorporate my sound knowledge, i ran out of time and had to make do. that's my excuse and i'm sticking to it ;)
But you are definately right, and it does lack a lot, and fixing it up would make a world of difference.
thank you both so much for checking it out and the great feedback. Very much appreciated!
ahh you were one of the ones in 12.6 or something were you? yeah that room didnt seem to be getting much attention, and the only reason i went down there at all was to see if there were any more people there. anyone that didnt knowthe building would not have know to look down there as there was nothing to indicate there was anything else beyond the hallway. sucks, but industry night isnt your only chance to get a job. And as of yet i've never seen anyone get a job from industry night anyway - interviews yes, but never an out right job offer, which is probably to be expected. industry night if for getting contacts and feedback, and feedback you can get here aswell, and there are pleanty of job postings going up all the time too, so dont fret to much about industry night.
yeah i was at the back of 12.5, poor guys in 12.6 were worse off again. They'd put 3 of my favorite animations/showreels from my classmates right next to the door, so anyone entering got stuck at those heheh.. The 3 hours was up when people started to find us. I think both, you Krome guys and Pandemic had just made it to our room when presentations were called lol..
but yeah i'm not fretting about it, i was happy to complete the course succesfully, and was happy with how much i'd learnt in a year, even if their big build-up of Industry night was an anti-climax for many of us.
Finding this SUMEA website was great, and did definately lift my spirits and give me hope for when my work and I are ready for serious jobhunting.. will be plenty of other chances to meet people and get feedback as you said..
i'm pretty outgoing so will definately be posting/surfing on various websites and mingling at any Aussie game and CGI gatherings i hear of and getting my name out there. i'm here to stay.. an industry wannabe :)
cheers for the reassurance :)
various new pieces and ideas
havnt posted here in ages. this was an oc sketch that i took into photoshop.
wanted to get a surreal evil atmosphere with a floating tall character.
I also had fun exploring the aura tecnique.
anyway, comments and critic is very welcome.
[IMG]http://members.optusnet.com.au/alti2/dredstand2.jpg[/IMG]
[IMG]http://members.optusnet.com.au/alti2/fightdred.jpg[/IMG]
give a guy enough coffe and a drawing tablet and this is what eventualy happens, virtualy naked ninja blade gun toting hotties.
there will most likely be alot more.
[IMG]http://members.optusnet.com.au/alti2/babewithblade.jpg[/IMG]
i'd like to start my sketches over the xmas breat thread.
[IMG]http://members.optusnet.com.au/altiquek/scan3.jpg[/IMG]
[IMG]http://members.optusnet.com.au/altiquek/Scan2.jpg[/IMG]
[IMG]http://members.optusnet.com.au/altiquek/scan7.jpg[/IMG]
[IMG]http://members.optusnet.com.au/altiquek/scan4.jpg[/IMG]
[IMG]http://members.optusnet.com.au/altiquek/scan5.jpg[/IMG]
[IMG]http://members.optusnet.com.au/altiquek/scan6.jpg[/IMG]
Alti VS Expat
battle royal -
This was a whole heap of fun to do, first you battle it out by drawing a massive monster in the middle then draw your troops beneith them.
expat dude we gotta do this again. If anyone elce wants to have a go contact my msn- [email]altiquek@hotmail.com[/email]
[IMG]http://members.optusnet.com.au/alti2/altivsexpat.jpg[/IMG]
there is also the .wpe download if you want to see the sketch happen
- if you dont have opencanvas i put it on my server
.wpe file -
[URL="http://members.optusnet.com.au/alti2/newmonster.wpe"]http://members.optusnet.com.au/alti2/newmonster.wpe[/URL]
opencanvas -
[URL="http://members.optusnet.com.au/alti2/opencanvas.exe"]http://members.optusnet.com.au/alti2/opencanvas.exe[/URL]
colonies on europa.
[IMG]http://members.optusnet.com.au/alti2/europa.jpg[/IMG]
thanks for looking
-alti
sleek science compound.
thanks for looking critic welcome.
[IMG]http://members.optusnet.com.au/alti2/landscape2.jpg[/IMG]
-alti
Hey Alti, I've been following you around ca.org a bit more recently, so it's great to see your pieces getting that extra layer of lovin' polish - the first guy I have to say is probably one of the most communicative pieces I've seen from you. Only thing he's lacking would be the leg area -- if he was given as a concept design, you'd inevitably have a few questions about his legs, "are they rag tatters, and he floats around?"... "stumps that he walks around on?... "normal bipedal legs?"
For illustration purposes it's fine as is, but for anything conceptual, the idea and function is the most important element. Stop me if I'm on completely the wrong tangent here, I've made the assumption this is what you're going for from the sound of the thread title (to communicate conceptual design and ideas) [8)]
Other than that, good stuff, and keep up the polish baybeeeeeeeee!
Wookiee Catamaran WIP
Hey guys,
thought id start a post on the forums here about this project Im working on.
Modelling in maya, based closely (but not exactly) on the wookiee catamaran in Star Wars eps 3.
[IMG]http://i31.photobucket.com/albums/c359/3DnuTTa/Catamaran%20WIP/jet.jpg[…]
[IMG]http://i31.photobucket.com/albums/c359/3DnuTTa/Catamaran%20WIP/Engine_2…]
[IMG]http://i31.photobucket.com/albums/c359/3DnuTTa/Catamaran%20WIP/engine-3…]
[IMG]http://i31.photobucket.com/albums/c359/3DnuTTa/Catamaran%20WIP/engine-4…]
Hey guys thx for the replies.
Its from eps 3 of Star Wars, its the opening shot of the Yoda goes to the Wookiee planet to help them fight off attackers.
I've attached a screenshot form the dvd:
[IMG]http://i31.photobucket.com/albums/c359/3DnuTTa/Catamaran%20WIP/PDVD_033…]
another update:
[IMG]http://i31.photobucket.com/albums/c359/3DnuTTa/Catamaran%20WIP/engine-5…]
will try and do a proper render of how it looks so far, like my first image.
any crits of comments welcome =)
Thought Id do a render of the engine seeing as its almost complete :D
[IMG]http://i31.photobucket.com/albums/c359/3DnuTTa/Catamaran%20WIP/engine-R…]
Some Concepts
I posted this on the front page but i thought i'd put it here too.
Its just some stuff completed for the Environment and character of the week threads over at conceptart.
The first topic is "Winter Battlefield", which i got 1 vote for (out of 102 so far)
and the second is "WW2 North African Italian Infantry", which is yet to vote
[img]http://www.sumea.com.au/simages2/1768_AL.jpg[/img]
[img]http://www.sumea.com.au/simages2/1768_BL.jpg[/img]
Both were done in photoshop
thanks Makk, i tried to make it more of a battlefield but couldn't get anything i was happy with done in time for the deadline. I'll try and fix that arm as well.
heres this week's environment: The Windy City
[img]http://img220.imageshack.us/img220/7504/thewindycity22yw.jpg[/img]
and a few other guick paintings
[img]http://img224.imageshack.us/img224/6802/three7ns.jpg[/img]
Bumskee: It definately was a tough round, your's was very good though
Some more conceptart.org "OW's"
This is the environment for this week: Hell
[img]http://img232.imageshack.us/img232/277/hell29aw.jpg[/img]
and the character: Battle Angel
[img]http://img517.imageshack.us/img517/7489/battleangel39ti.jpg[/img]
Thanks for the comments,
Makk: I find that the simple topics end up being deceptively difficult to start (after you have something going they're OK).
Thought i'd post a quick sketch from this morning, i didn't start with any specific idea, it was just for fun.
[img]http://img456.imageshack.us/img456/3020/steppedjungle8ld.jpg[/img]
Battle Axe Animation
Greetings all,
I have very recently finished doing all music and sound design for quite an ambitious animation that I believe people here will appreciate.
The quality of the character design and animation itself is quite impressive. Daniel Cohn, who solely conceived, designed and animated this, did so for his UTS Masters animation assignment - well exceeding the basic requirements.. I hope it provides inspiration and receives support from the local gaming community.
Any feedback would be appreciated!
Enjoy!!
Larger, Higher Res Link (.avi 77mb): http://www.insanelysane.org/Movies/BattleAxeLowResLARGE.avi
Smaller, Lower Res Link (.mov 30mb)
http://www.insanelysane.org/Movies/BattleAxeLowResSMALL.mov
And, if you are interested in listening to my original music that I strongly believe could feature in a future quality cinematic and/or computer game, check them out on my site: www.insanelysane.org/music.html
Thanks for reading.
Josh Cohn
www.insanelysane.org
Morning,
If what you say is true and your bro put this movie togeather by himself thats pretty impressive. I'm sure he had a short time frame to do it in and done a great job in trying to that much stuff in that time frame.
I have to say I was pretty worried about downloading a 30 or 70mb file for student work and boy was I right [^]
I've got no clue on what the course out line was But I think his time would of been better spent if he had done a shorter scene. Working up a few characters with tons of detail and a single enviroment to put them in. This way you would also have time for alot better lighting. Plus more time to work on your characters animations. There were parts of your animation I really liked but because of the huge load I feel that your bro didn't have time to polish any of it.
As for the music I'd have to say I enjoyed it the most out of the clip. Can't say I enjoyed the sound effects as much. Scene 1 you have some dude by totaly still water and for some reason you can hear running water amost as if there is a water fall near by.. Then you have the dudes walking towards the village and you hear there foot steps which is fine but then the camera cuts and you can still hear there foot steps as if there right at the camera.
Anyways. Thats enough from me.
Be nice if you put some pictures up for the clip so people can have a look before they download it.
If your trying to save bandwidth (sumeans) I'd say just check out the website sound bites then getting the movie.
What was the timer frame in which he completed it?
I agree with UniqueSnowFlake about the length and detail, it's certainly a lot to get done by one person, and it's clear it suffer from that. There are some good areas, and some particually nice moments of camera work, editing and animation, but also there are some parts that seem rushed out. Again, what was the time frame?
The lighting is definatly the weakest area, and the models could use work. The aniamtion and sound are the strongest parts.
Thanks for the feedback - Its a tough position to be in as I would be the first to (constructively) criticise works shown to me.. And with this particular animation one can pull apart quite a lot of it - ie many aspects are not top notch in this animation and if anything it provides insight into how to make better impact without spreading yourself too thin (which is the prime criticism which I also happen to agree with). The criticism regarding lighting as well as the length of the animation are spot on.
UniqueSnowFlake, you are also spot on with your comments about the sound effects in places. I can only say that some of the 'logical' sound errors (like the soldiers' marching not changing dynamics when camera changes perspective) were due to time constraints where I had so many other 'last minute' aspects to work on, that some things were sacrificed.. In the real world there is not excuse.
In fact, I was surprised at the amount of technical issues that came up and significantly interferred with initial expectations of what the animation and sound was going to be like. For anyone that has worked on an animation like this (and further more worked on a game etc) should know by now that only experience can prepare for how many 'hidden' variables will interfere. Every aspect needs attention and that is a very good reason to have an animation shorter in length in order to polish all aspects so eventually there is 'nothing' to criticise ! thats the goal I guess.
One other interesting comment (for sumeans interested in the work process) is about the work dynamic and control - in doing the sound, I had free range to come up with creative ideas that could help direct the flow of the animation (like soldier's charge music buildup followed by the dramatic 'silent' rumbling of the Battle Axe character just before the slaughter begins). However, there are a few parts where what instinctively feels right for an audio person is NOT RIGHT for the animator/director (in this case). There are parts where dialog dynamics are not consistent (where I was asked to significantly reduce volume levels for one particular line at the end), where music is too quite or footsteps too loud because that is how my brother wanted it (which is fine, but my instincts jarred with some of the decisions).
As I have not yet worked on a commercial title, I wonder how this sort of issue is dealt with within a company's structure (a question of who gets their way if there is disagreement about a certain aspect).
Just a last comment to respond about the time frame - my brother worked on the animation for 2 months - solid work, many many hours. He has some other assessments and projects which he either knocked out of the way early on or put aside until the animation was done. For the sound, I had about 3-4 days in total to work with the reference animation files (which came 'on the fly' in sequence parts from start to finish - a total of about 11 small video files).
Thanks again for spot on comments - and i'll make sure to put a few images on the links for preview.
My first homebrew PSP game - StarBugz Prototype
This is a prototype of StarBugz, a Space Invader clone. The purpose of the project was to get myself familiar with programming PSP games, and hopefully to build up a simple game engine in the process.
After working on the project in my spare time for nearly a month, the hardware accelerated 2D game engine, called JGE (Jas Game Engine), was basically done. JGE uses PSP's Gu libraries for image rendering and StarBugz now becomes a small showcase of the engine, demonstrating various features of it.
Here are few screen shots of StarBugz:
[img]http://www.khors.com/JGE/StarBugz0.png[/img]
[img]http://www.khors.com/JGE/StarBugz1.png[/img]
[img]http://www.khors.com/JGE/StarBugz3.png[/img]
Here is the complete source code of StarBugz prototype, the game engine JGE and also a small demo of it.
(Just a side note: The classes/functions naming of JGE is based heavily on HGE, a Windows based 2D game engine, as I found HGE such a good game engine to play with! Thanks Haaf! In fact, my goal is evetually have the same source code of StarBugz to build with JGE and HGE at the same time!)
Source: [url]http://www.khors.com/JGE/JGE_StarBugz_Src_v001.zip[/url]
Firmware 1.50 Binaries: [url]http://www.khors.com/JGE/StarBugz_v001.zip[/url]
(MD5:f291af03ab01033e7d63a8ba6478d64c)
Special thanks to my lovely wife for her support and beta testing StarBugz for me.
small scene
hi all just making a small scene, and was looking for some input :)
it took me about a day to get to this point, any comments or sugestions are welcome.
thanks
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interesting, reminds me of the coast section of half life 2 where you use a electromagnet on a crane. What's the purpose of your crane at the end of the jetty by the way? A suggestion i'd make is to randomize the weeds a bit more in scale and rotation (if you dont want to include more variations on the actual mesh), its really fine detail work that may not be necesary when the scene is textured (how visible will they be below what i'm assuming is water level?) but if essentially its the only thing thats stood out to me right now. I'll leave it up to someone more qualified to talk about the other details ;)
thanks for the reply, yeah the reeds are going to be below water level but i think they should be fairly visible, giving them some randomness, is something i will do :)
as for the crane, i hadnt really thought about it when i was modelling, but i think it could traul along for junk or something like that
thanks for your thoughts!
id suggest you make sure it has a purpose, you often see things included in game worlds and scenes without purpose that really just stand out as being unesacary and can make the world/scene appear less beleivable. Allthough this is usually more common in space station themed worlds... ooh look a pipe with some green goo in it... brilliant :P
this is just an update on it, havnt had a chance to change it to much just messing with the water
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Medieval swordsman WIP
Right, time to get medieval. I?m going to make a simple medieval swordsmen/knight from (basic) concept through to a few animations. I haven?t decided on exact specs yet, but probably under 4000 ploy?s and maybe two 512x512 textures. I want him to be a fairly typical medieval character. He should be bulky and slightly overweight, and his texture should be a bit dirty/muddy.
Here?s my concept painting:
[img]http://www.thoughtvalve.com/dl/mark/sumea/medieval/medieval_concept01.j…]
Thanks Makk. For some reason I always bugger up the proportions when I start a character model. I think I need to improve my reference drawings.
Anyway, I?ve made some adjustments to the proportions and it seems to be a bit better now. I?ve began adding a little detail to the face and arms, but I?m still really just trying to get the general mass right and the flow working. The main issues at the moment, I think possibly the head is too small, the shoulders might need to come down a bit, and the legs seem a bit bow-legged ? looks a bit like he?s constipated or something. [}:)]
It?s about 2000 poly?s now, so I?ve still got plenty of budget for detail (aiming for 3500 to 4000).
WIP 02 - refining basic mesh:
[img]http://www.thoughtvalve.com/dl/mark/sumea/medieval/medieval_wip02.jpg[/…]
Just a small update - I'm still plugging away on this, little by little. I really need to dedicate more time to working on game art skills rather then game playing skills. :(
[img]http://www.thoughtvalve.com/dl/mark/sumea/medieval/medieval_wip03.jpg[/…]
I used photo references for the body and that was a huge help. Now I?m struggling with the head topology:
[img]http://www.thoughtvalve.com/dl/mark/sumea/medieval/medieval_wip04.jpg[/…]
Still have a fair bit to do really. Still needs more detail plus a big poly count clean up.
Well, back from my holiday and its time to finish off this guy.
I?ve just tweaked a few things and made his sword and helmet, which are both separate models. I?ll probably make a shield for him later too, but now I thinks it?s time to start unwrapping the character.
[img]http://www.thoughtvalve.com/dl/mark/sumea/medieval/medieval_wip07.jpg[/…]
And here?s a close up of his ugly mug, plus his sword hilt.
[img]http://www.thoughtvalve.com/dl/mark/sumea/medieval/medieval_wip08.jpg[/…]
Edit: Oh yeah, he's just a touch over 4000 poly's, which I'm happy enough with.
Well among the million other things I?m trying to get done before uni goes back, I?ve managed to at least give this fella a face:
[img]http://www.thoughtvalve.com/dl/mark/sumea/medieval/medieval_wip09.jpg[/…]
But I haven?t done much else on him yet. I?m still just trying to work out the basic colour scheme for him, especially his heraldry. I did a bunch of different tests colouring his tunic, but I?m still undecided. I was thinking blue with red, but now I?m thinking maybe black and red because it was a real medieval heraldry, but I dunno. Any suggestions more then welcome! Actually, working out the heraldry takes me back to my old Warhammer days..
[img]http://www.thoughtvalve.com/dl/mark/sumea/medieval/medieval_wip10.jpg[/…]
Character - Serren, Transdimensional Dragon Hunter
hi!
thought I post something. Was done for ChOW (Character of the Week) at conceptart.org, a weekly activity. Not my final entry probably, might have another go at it. the deadline is this saturday so anyone interested can participate.
[img]http://home.exetel.com.au/bumskee/con/ChOW4.jpg[/img]
:)
Min
Shane.. you you.. :) how are you mate? how's your back? didn't think I would see you here.
well I spent about 3 hrs on it.. and that's an excuse. :P I hate doing legs.. I think I am going to do it again for sure now.. it doesn't even follow the brief not to mention all the sickening entries. :P you joining along?
cheers,
Min
Thanks. :) I didn't get around to doing it again though. But here's what I was going to do a rough sketch in photoshop.. maybe later. The new topic is up if anyone is interested. :)
[img]http://home.exetel.com.au/bumskee/con/ChOW5_1.jpg[/img]
WIP - Mech
After seeing the thread done by the guy posting his entire drawing evolution on the internet and being inspiried I guess i learnt i really need to show people things even if i think they are bad. How else am i supposed to get better.
Anyway, this is a mech im working on, my first real high poly model (well thats the plan, its not so high at the moment). I'm aiming for a dirty low tech type of mech, more mechwarrior style but with a little anime influence (bipedal, humaoidish form, fairly agiile compared to mechwarrior types but in the anime sense chunky and slow). I blocked out the entire thing first to try and get the proportions right and now im going back and adding in the shape and detail. So most of it is still very blocky..... All CC's would be really appreciated, infact please do.
[img]http://members.iinet.net.au/~malcolmc/Torso-Iso-1.png[/img]
[img]http://members.iinet.net.au/~malcolmc/Full-Iso-1.png[/img]
[img]http://members.iinet.net.au/~malcolmc/Torso-Back-2.png[/img]
[img]http://members.iinet.net.au/~malcolmc/head.png[/img]
Also, i really dont like the head at the moment. Just included it for reference.
Not much to crit at the moment. Whats your target poly count etc.
At the moment, it's looking very boxy. Not a bad thing for a mech, but you gotta look outside the box. (har har har)
I'd consider modelling him in a pose. The bog standard T pose doesn't really show the model off, and it can make it hard to build 'weight' into the mesh. Building the mesh in a relaxed standing pose can help give you a better idea of where the weight distribution is going to be. Working out the center of gravity, and balancing the 'feel' of the model is important with mech stuff, otherwise they can look light and fluffy.
I'm a firm believer in modelling people. They're a lot harder, as theres more anatomical stuff. But the way I see it, everyone has a body to use as reference. Robot monsters are kinda hard to come by.
That said, look at pictures of real robotics. Factory type stuff, it'll give you an idea of the fundamentals of robot design, and will point you in the right direction for articulate limbs etc. At the moment your mech's range of movement seems rather limited, bipedal mech designs are based on humans, so you really need to work out how to mimic the range of mobility a person has, yet with mechanics rather than bone and tendon.
Thats how you can think outside the box ;)
Thanks for the reply Bob, was really helpfull. Basically my target poly count is whatever it ends up at as detailed as I want it.
As for the human modelling, so far I find modelling mecha is fun and interesting given that I love that sorta stuff, but modelling organic creatures "feels" better, more artistic? Thats about the best I can explain it. One day ill get around to an organic mech :)
Future Capsule
Hi all,
Just learning the ropes in game art , trying
to model and texture some basic things.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Mr Garbage/20051137253_capsule.jpg"]capsule.jpg[/url]
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Attached is a Radioactive sci fi capsule thingy.
Any way I hope you like the texture.
Character Model
A character model that I am doing for a project. It is only a few hours works. It is around 2108 triangles at the moment. It is aimed for the Quake 4 engine ( Doom 3 engine ). Comments and crits appriciated.
[img]http://www.sumea.com.au/forum/attached/codyalday/2005102922245_Char_1.j…]
[img]http://www.sumea.com.au/forum/attached/codyalday/200510292237_Char_2.jp…]
Wow! [:O]
Massive improovment over your last model Cody!
Keep an eye on that foot shape, looks a bit like a pancake (but that could be due to the angle) and definately alot of extra polygons that can be chopped if need be - but not necessary at this stage. Overall its easy to see your improovements in every model, you should be proud of this [:)]
Thankaz for the nice comments moonunit and hazarD. With the torso area, yeah right about that pecks being to tight, I will fix that up.
[img]http://www.sumea.com.au/forum/attached/codyalday/20051031213913_Charact…]
[img]http://www.sumea.com.au/forum/attached/codyalday/20051031213945_Charact…]
( Edit: Updated the model. )
Aparently there is no tri count (friend viewed the Q4 DVD Interview Special), but I sused out some character models and it is around 3800 tris. Thankaz for the nice comments palantir and PK.
[img]http://www.sumea.com.au/simages2/1736_AL.jpg[/img]
[img]http://www.sumea.com.au/simages2/1736_BL.jpg[/img]
[img]http://www.sumea.com.au/forum/attached/codyalday/200511393136_Character…]
( Edit : Updated the model )
I am really pleased how this has turned out. Around 3998 tris. I still need to add acessories and optimize it. Comments and crits are appriciated.
I am truely impressed, you should be extremely proud of yourself Cody. I remember your first model you posted on here - youve come a hell of a long way since that.
I can see the Paul Steed method of face building showing through in your characters head.
Look forward to seeing how this progresses - Well done! [:)]
Hey Cody, like many people have said you have made some good improvement :)
Keep working on your heads, the nose area could be better defined with the polies your using. Dont forget edge loops, getting the hang of modelling with these can really help your mesh work improve.
And are you using some kind of reference? This can help when getting things like proportions just right.
Keep it up :)
Edge loop modelling refers to the modeling of good joint articulation via the connection of mayor muscle groups in the body.
This enables better skin deformation when it comes to animating your character. Most edge loop models are made up of quads (or four sided polygons). Though game models can have three sided polys to go from high resolution to low resolution geometry.
Body edge loop model
[url]http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=736#5688[…]
More edge loops
[url]http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=733[/url]
Face edge loops
[url]http://img399.imageshack.us/img399/6624/edgeloop1600x12006um.jpg[/url]
Havn't updated this character for a while now, so he is the UVMap.
[img]http://www.sumea.com.au/forum/attached/codyalday/2005122081320_char_uvm…]
Though I havn't posted the wire layout to it becasue I would like to ask someone for a massive favour if they could do so. There is a third party program that has a tool called "Relax" for max. I was watching Ben Mathis's UVMap video tutorials and he used it, in which made the uvs even more even. So if someone could hit the "relax" button for me, I would appriciate it heaps.
Thankaz for that EIN. I downloaded UVHelp but it didn't work with my version of Max, though I downloaded Wings and it helped out it heaps. Here is a few hours of work on the texture.
[img]http://www.sumea.com.au/simages2/1793_AL.jpg[/img]
Comments and crits are appriciated.
Added a face texture, and re did the arms. A lot of work still needed to be done. Thankaz for that comment Makk, will sus out the folds and wrinkles later.
[img]http://img.photobucket.com/albums/v19/codyalday/texture7.jpg[/img]
Thankaz for that MoonUnit, anyways here are the texture flats, both 1024x1024. As I said before still a lot of work still to be done. I photosourced the eyes off the internet. Curious, is that a bad practice to do so?
[img]http://www.sumea.com.au/forum/attached/codyalday/20061163918_tex_flat_h…]
[img]http://www.sumea.com.au/forum/attached/codyalday/20061163838_tex_flat_b…]
Youve got the foundations going here for what could become a top piece of work - something I didnt expect to see from you in a long while. Detail pass and refine, Detail pass and refine. Keep going in this direction and youll eventually come to a point where your work is starting to creep up there with the industry guys.
Moony said that youve put him to shame, which is quite funny, but really I think Moony honestly isn't the one that should be bothered - there are a lot more people who claim to have character building experience who arent at the level of what youve achieved here.
The best piece of advice I can give you is to really seek out examples of similar character and see how other artists have tackled wrinkles in clothes, painting the face, painting eyeballs and things like that. Really devote some time - even hours into reseraching what your going to need for your character - it can really go along way to bring up a picture of a character standing in some wrinkly jeans painted by a pro - so you can compare your work.
Usually this will showup really clearly where you might be going wrong. And lastly - never be content with average [:P]
Oh im not bothered as such, it just reminds me of how lazy i am and how much i need to get working again :P (i blame VCE). On the topic of photosourcing, you'll get mixed opinions on that depending on who you talk to (allthough ive noticed that enviroment artists are usually more pro photosourcing then others). My opinion is that learning to paint the texture from scratch is incredibly important, but incorporating photosourcing is something thats totally acceptable. Overlaying textures, incorporating small things (such as the eyes) and such as a part of something bigger rather then just relying on it completely. I might be sounding hypercritical here considering my last modeller challenge entry but my point is rather if your going to photosource, manipulate it accordingly and dont just leave something as is. Because even if things happen to line up correctly it will have the stuck on photo look. Im confusing arent i... in sum photosourcing isnt wrong, keep it to a minimum if possible and allways manipulate accordingly. Thats just how i see it collected from my experience and what ive learnt from others.
Hazzard I really appriciate your comments that you make, it really gives me more encouragement and to keep going pushing myself. I will sus out textures done by professionals.
Also moonunit, its the same as what I said about Hazzard, encouraging, giving crits ect that I really do appriciate. Also I understand that I should practice texturing what I could photosource before I do so anyways.
Here is an update again, added a ear texture, hands, hair, some detail to the boot, and touched up the arms. Still a lot of fixing up to do.
[img]http://img.photobucket.com/albums/v19/codyalday/texture15.jpg[/img]
Hey man model's looking pretty sound, some clean mesh happening. With the texture I'd vary the tone much more, at the moment it's all similar mid-light tones as well as desaturated which makes it seem a bit washed out. It's your call but I'd do something like make the boots, tshirt, and gloves a nice rich, deep green. Then any small details on those areas can pop a bit more and have some eye catching interest.
Looking forward to more, from this point I'd nail those tonal variations (between elements) and then start to define materials more (leather boots? check out how light reacts to boots, how it ages, repsonds to wear and tear) across the model. Skin is taking shape, I'd even consider downresing it a bit to help things along. Keep it up!
Thankaz for that info eightbitnasty helped out heaps. Havn't done much texturing lately, but here is the latest WIP of it. Changed the glove colour, added finger skins, vest more brighter, boots are green, redone the arm and put hair on it, and more hair on the head. Comments and crits are appriciated as well.
Havn't worked on this character lately, but I have touched it up a bit. Here is it in a 360 degress spin around. http://www.loadx.atekz.org/quake4/aq4/aq4_Char_Textured.avi .
Done some more work to the texture. Need to finish this off so I can start on some other characters. Comments and crits are appriciated.
[img]http://www.sumea.com.au/forum/attached/codyalday/200641465743_texture19…]
[img]http://www.sumea.com.au/forum/attached/codyalday/200641465851_texflat1…]
[img]http://www.sumea.com.au/forum/attached/codyalday/200641465927_texflat2…]
Horse in progress
Hey all,
Heres a horse im working on .
Any critics welcomed.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/kratos/20051020113710_horse.JPG"]horse.JPG[/url]
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[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/kratos/20051020113818_horse.jpg"]horse.jpg[/url]
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Just a quick one on the muzzle - it is too narrow in width and too long in height. Horses nostrils do not point out to the side, they point forward. The line from the forehead down to the muzzle is all one straight line, there is no dip after the eyes.
Here is what I mean: http://www.dli.ch/hobbies/horses/Amigo00f.jpg
And remember - Google image search is your friend: http://images.google.com.au/images?q=horse&hl=en&btnG=Search+Images
Hey All,
Thanks for the feedback .. heres the latest update with an improved head. Still haven't completed ears or eye sockets. Are the loops around the legs okay for animation ?
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/kratos/20051023132117_horse_upda…"]horse_updated_small.jpg[/url]
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[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/kratos/2005102313222_horse_wires…"]horse_wires_small.jpg[/url]
77.93 KB
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/kratos/20051023132236_horse_fron…"]horse_front_small.jpg[/url]
28.93 KB
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/kratos/20051023132315_horse_fron…"]horse_front_wires_small.jpg[/url]
66.57 KB
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/kratos/2005102313243_horse_wires…"]horse_wires_bottom_small.jpg[/url]
88.41 KB
Hey! Muzzle and head are looking much better :)
Everything is looking decent. Something that I can't put my finger on about the head/neck area, tho. It may be that the head just looks a bit too small for the neck - not sure.
Just make sure when you start to polish it up a bit more that the neck connects directly into the head (see the reference picture above).
I'd recommend using your viewport background or referance planes (a plane aligned to the view with a material assigned to it that has the referance image applied and viewable in the viewport). Line up your mesh and use it as a modelling guide/template.
Here's a whole heap of horse referance.
quote:http://www.argentinapolo.com/images/picHorseAnatomy.jpg
http://members.aol.com/wallcad/Gallery/pages/horsepoints.jpg
http://www.allabouthorses.com/site/graphics/photos/anatomy.jpg
http://horsetrainingvideos.com/backup-images/gmartingale%20horse%20head…
http://www.bnbcarriage.com/wht_horse_head.jpg
http://www.steerinc.com/horse_head_22.jpg
http://www.icir.org/floyd/images/HorseExpo4-01/hires/Horse_head1.jpg
http://members.tripod.com/foxfield_stables/images/Horse%20head%202.jpg
http://www.pressomatic.com/middletoninn/upload/Horse%20Head%20side%20ve…
Okay heres a quick update on progress
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/kratos/2005102674642_horse_upate…"]horse_upated.jpg[/url]
12.56 KB
Okay sorry for the late update .. been working really hard to get this horse looking good.
Heres my latest model
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/kratos/200511605610_horse_mesh.j…"]horse_mesh.jpg[/url]
30.09 KB
quote:Originally posted by Bread
it's looking nice kratos, looking at the updates, it has come a long way.
good work :)
Thanks. Here is completed horse rigged and textured.
Any critics welcomed [:)]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/kratos/2005112092136_horse_jump…"]horse_jump.jpg[/url]
141.03 KB
Imp! Imp! Imp! Imp! Imp!
[img]http://members.optusnet.com.au/~rowanfamily/imp_final.jpg[/img]
Just a small little contribution to a fun thread over at Polycount.
The model is NOT mine, it was created by the loverly and furry bobo the seal.
I cheated a little and used a lightmap/bake/thingy for an overlay, but it helped to speed it up and keep the lighting a little more constint.
1 512x512 and a 256x512.
"Driving Speed" Racing Game WIP tech demo 1.2
Here is a tech demo of a little game I've been working on in my spare time
A demo can be downloaded from here:
http://www.megaderek.com
Oh yeah you will need a graphics card that supports pixel shaders.
And there are still a quite a few glitches in the demo.
[img]http://www.sumea.com.au/forum/attached/megaderek/200510144048_shadows.j…]
quote:Originally posted by Souri
You did this in your spare time? What do you do fulltime? o_O If you're not working for Ratbag/Midway Australia, I'd imagine they'd be wanting to knock down your door to grab you right this minute [;)] Very impressive stuff. Who modelled the level?
They'll have to be quick... I've got my sights on him [;)]
Yeah, excellent job man!
My only crit for it is the edges around objects tend to go blue when you're at a distance. I'm imagining this is due to mipmapping? So this should just be in the texture, not the engine or anything.
I also found I was driving too fast for my own good, once I realised how to drive slow but faster than the competition I had got the hang of it.
Hi all thanks for the positive feedback.
I guess I should get around to fixing the alpha blending issues around the edges of trees, fences and powerlines. I just haven't gotten around to setting up the alpha sorting on that track yet as its just a placeholder at the moment. My highest priority at the moment is to finish the AI.
J.I. Styles - at the moment I've decided to keep to a minimum spec of pixel shader 1.1 so it still runs nice on geforce3 cards. So at the moment I've stretched that to the limit with my car rendering and couldn't do motogp style hemispheric unless I sacrifice one of my other effects or do a second pass to achieve it, only the lower spec cards would need the extra pass and I don't want those cards to be penalized as they are already lower in performance. I might enable some fancier lighting that ps 2.0 and above cards can take advantage of but I'll leave that for a low priority for now.
Souri - The track was modelled by a bunch of guys that made add-on tracks for Sports Car GT and F1 2002, they go by the name Team ORSM. The car was made for my game by a guy called Darryl Mills. We are currently working on more cars.
Demonic Cybernetic Kangaroo WIP
Allrighty, thought I'd get started on this forum by throwing in a current WIP of mine that I've got going at the moment!
Anyway, I am generally a high-poly character modeller who's done stuff for tv commercials, music videos, and pre-rendered videogame cinematics. At the moment I'm working towards moving into the games industry, especially with all this rather nice looking next-gen stuff happening. Took a few looks at what's in production and thought I'd be silly not to get in on that stuff.
At the moment I'm working on getting my head around the finer points of in-game models, especially on the texturing side of things. So a few educational and portfolio-building projects are happening for me.
The current character is a re-working of an earlier character I made some 4 years ago of a cybernetic kangaroo. There's also been some bits of inspiration taken from the Doom3 models.
The high-poly normal map reference model has been completed, along with the in-game model. At this stage I'm working on textures.
The polycound on the in-game model is 2970 tris.
Pictures to follow!
Textured turnaround with lighting
[url]http://members.optusnet.com.au/~blup/sumea/demoncyroo-01-textured.jpg[/…]
Wires
[url]http://members.optusnet.com.au/~blup/sumea/demoncyroo-01-wires.jpg[/url]
Various views, flat lighting
[url]http://members.optusnet.com.au/~blup/sumea/demoncyroo-01-views.jpg[/url]
All kinds of feedback will be appreciated! [:)]
Hey, that looks very cool, but where are his thumbs? [:)]. Totally dig the muscle work. I thought the muscles in the thighs looked funny until I realised that he's probably wearing pants? [:D]. The way you've got his stance is a bit funny though, how his legs are concaved/knees are way in and doesn't look balanced and a bit awkward. Are you going for triple jointed legs? Also he seems to be missing thumbs?
What reference did you model the skull with? I think a more narrower shaped goats head would look much cooler. Since you're working on textures, I'm guessing you'll be making a specular sheet so it doesn't have the same shinyness all over.
Thanks for the comments!
Well, this guy doesn't have thumbs, more of a four-somewhat-taloned paw-ish hand. For what it's worth, the original concept only had three fingers [:)]
Anatomy-wise, I wasn't aiming for too much of an adherance to what muscles should actually look like. But was after some freaky combination of human + kangaroo, emphasis on freaky! [;)] He's got triple jointed legs for sure, though the second joint is a bit of a short one, the third joint(s) are a pair of hydraulic stems that travel down the back of the mechanical legs, though hidden by the fairings so they're not really visible.
I didn't use use any reference for the head, just a little sketch. In the concept there were just top and bottom incisors, but I didn't have enough base polys to work with in zbrush (doh!) to bring them out. Just something for me to keep in mind for next time! Will give the head size a bit of a look over and see what happens.
The specular map will come along once all the textures are done. Anyway, update pics!
[url]http://members.optusnet.com.au/~blup/sumea/demoncyroo-02-textured.jpg[/…]
[url]http://members.optusnet.com.au/~blup/sumea/demoncyroo-02-textured2.jpg[…]
More texture work done...
[url]http://members.optusnet.com.au/~blup/sumea/demoncyroo-03-textured.jpg[/…]
A couple of poses, one with an older model of mine. Fun!
[url]http://members.optusnet.com.au/~blup/sumea/demoncyroo-04-poses.jpg[/url]
Views of the back...
[url]http://members.optusnet.com.au/~blup/sumea/demoncyroo-04-view2.jpg[/url]
Whipped up a scene and put the bugger in it.
[img]http://members.optusnet.com.au/~blup/sumea/demoncyroo-05-scene.jpg[/img]
Uni sub. folio (56k warning)
Ok so its allmost time i submit a folio to apply for a uni course (which is by the way why i havent done jack around here in a while, ive been busy in my final year of school but its paying off) so ive been putting mine together. Ive got one more image to go at this stage but the rest is below. Some of the images i had allready uploaded to the web so they are not in their formatted for A4 version and some i hadnt so i uploaded their final A4 composition. The whole things a bit of a mess i know but hopefull you can still scan over them and tell me what you think. It's important to note that uni selectors are not looking for a display of technical skill but rather creative potential (i heard this from the actual selectors themselves). So if anyones thinks that some of them should go, really likes some, i should remove the text somewhere or anything itd be much appreciated
OK so the linking pictures bit pretty much just didnt work, its not so easy to browse through this way but instead ive set out all the links to my work, so if you could take the time to click through them (and for those not DA familiar, you can click on the picture on the page you will be sent to to see the larg version) it'd be much appreciated.
http://www.deviantart.com/deviation/22619745/
http://www.deviantart.com/deviation/20012324/
http://www.deviantart.com/deviation/20735375/
http://www.deviantart.com/deviation/15283352/
http://www.deviantart.com/deviation/23199888/
http://www.deviantart.com/deviation/23199855/ (particulary insterested to hear from people if i should include this one)
http://www.deviantart.com/deviation/23199823/
http://www.deviantart.com/deviation/23199777/
http://www.deviantart.com/deviation/23199730/
http://www.deviantart.com/deviation/23199621/
Broken for me are:
http://ic1.deviantart.com/fs7/i/2005/249/4/0/On_show_by_the_moon_unit.j…
http://ic1.deviantart.com/fs7/i/2005/264/9/a/lifedrawing_by_the_moon_un…
http://ic1.deviantart.com/fs7/i/2005/200/9/2/When_pills_went_bad_on_can…
http://ic1.deviantart.com/fs7/i/2005/264/c/c/mambo_lamp_by_the_moon_uni…
http://ic1.deviantart.com/fs7/i/2005/264/0/b/me_n_emil_by_the_moon_unit…
(and Good Luck/Break a Lead/Whatever the most appropriate felicitous wish is)
EVERYONE: pictures changed to links, so you can have a look at the ones you couldnt see before. huzzah!
denz: thanks man :) grrr at protective DA
mcdrewski: thanks for the update, seems like everyone cant see different ones so yeah changed. Thanks also for well wishes
tojo: yeah the selectors warned me against those cliches but id been hearing those kinda sentiments for a while now. Interesting was not only did the warn against space marines, orcs and swords but also manga. Personally i dont really "get" manga as such but they hold a huuuuuge grudge against it, interesting. thanks for the kind words :)
codyalday: thanks for the kind words man, itll be your turn soon :P
thanks again to all, keep those thoughts coming!
oh also my gallery is here: http://the-moon-unit.deviantart.com/gallery/ and if there's anything you think i should really put in for that last piece then id love to hear from you
Ok so I'm in the process of selecting my final image, what do people think of these ones? What do you like/dislike about them and which do you like best?
http://www.deviantart.com/view/23304162/
http://www.deviantart.com/view/14656305/
http://www.deviantart.com/view/23307457/ (its worth noting that this iamge was made to imitate a famous photographer Bill Henson, so keep that in mind)
Again its all about creativity and ideas, not technical skill. These are both a bit old now but im trying to find something for the last image in the folio without having to make something new. Which i just dont have time to do
EDIT: heh never mind, got a better image then all of the above:
http://www.deviantart.com/view/23312036/
so add that to the original list and youve got my submission folio. Yay! [}:)]
id still be happy to hear from people on what they think of it or if there's anything they can see that i should change because im not submitting it for a few days.
Learning to paint
This painting started out as a quickie for the speed paint thread, but I got carried away. But since I?m trying to improve my newbie painting skills I thought I?d start my own thread in the hopes of attracting some crits.
Anyway, I think I?m better off at this stage taking my time and trying to learn rather then worrying about speed painting.
I?m hoping I?ll come up with the occasional serious attempt to post here instead of the simple manga/comic type stuff I usually draw.
[img]http://www.sumea.com.au/forum/attached/palantir/20059198186_female_rend…]
The sad thing about this one is I think the background is the best part. [:0]
And I still have no idea how to draw/paint hair properly.
not too bad, it seems to be animprovement over your previous efforts. one tutorial i would really recomend which looks at the basics of lighting and surfaces is [url]http://itchstudios.com/psg/art_tut.htm[/url], its a good point to start from.
i'd also suggest maybe looking at doing some life studies of things like apples and boots etc. just to get a better feel for the subject, painting from photos tends to be a lot harder.
they are my only suggestions (and they're coming from someone who's as much of an amateur as you) so hopefully they're helpful.
Thanks guys. [:)]
Thanks for the link Conundrum, looks good. I?ve tried a few life studies with pastels and acrylics with mixed results (er, mostly pretty poor really), but not with digital painting yet ? I?ll give it a go.
I think I could really use some more life drawing classes though?
I thought I?d try a greyscale tonight:
[img]http://www.sumea.com.au/forum/attached/palantir/2005101635738_sabrina.j…]
nice to see initiative palatnir :) going well.
also coming from someone learning, I agree that you should get to life as much as you possibly can. greatly helps, plus much more fun.
also, keep at the value studies. Most people say that good painting comes from good drawing ability, learning to see value relationships, planes.
keep it up.
One thing I'm going to suggest is that you definitely get some base work down first, be it general shapes or a sketch of the piece you're going to do. This may have happened in your nude, as there's much more attention to proportion in this one that the woman in the red dress. Best way to attack it is to have something down first. Pay attention to your shapes and lines and make sure it's all looking good before you attack colour.
I'd also suggest using some hard edged brushes, and try to avoid dodge and burn. For greyscale value studies, dodge and burn can be useful, as you can start from a nice grey and have all your values with one simple tool. That's not to say that picking out your blacks and whites individually shouldn't be done.
Definitely do more life studies too. For every photo, you should be doing plenty more life studies, even if the subject matter isn't the same. You more you draw from life, the more you'll understand how things work in 3D, and then you can relay this information into photo referenced drawings.
All that said, keep it comin' dude @:-)
Codyalday, thanks man. :) Yeah the neck is real screwy on that one, tilted at an odd angle, and I think the ear is too low and too small.
Denz, cheerz. I?m definitely keen on doing more life studies ? I?m looking for some more classes over the uni break. I?m trying to keep up the quick sketches as well as regular paintings.
Brian, thanks so much for the crits. I?m realising more and more how important the underlying sketch is and how much attention I need to give to my drawing skills.
About the hard edge brushes, this is where I get confused. Most of my digital painting experience is in painting texture flats for 3D models, where I mostly use a soft airbrush to build up layers of detail. When I try hard edge brushes in paintings, I have huge difficulty in getting anything looking even close to photo-realistic. But if I just go back to the soft airbrush I find I can apply the same skills used in texture mapping in building up more realistic shades for skin and a 3d look. I?m not actually using the dodge and burn or smudge tools at all, just layers of soft airbrush?
Anyway, I guess I just need to keep practicing with hard brushes until I figure out how to make things look right?
Ergh, I?ve been so slack with this stuff lately! My excuse is that I?ve been extremely busy with uni work lately, so I haven?t found much time for paintings. Looking forward to end of semester next month so I can get stuck into some skills development again.
Despite all the uni assessment, I did however manage a few quick pencil sketches:
[img]http://www.sumea.com.au/forum/attached/palantir/200510170532_life_drawi…]
[img]http://www.sumea.com.au/forum/attached/palantir/2005101705357_life_draw…]
Some quick sketches referenced from an art book
[img]http://www.sumea.com.au/forum/attached/palantir/2005101705511_my_hand01…]
My hand ?life drawing?, and no, my thumb isn?t really that long :P
[img]http://www.sumea.com.au/forum/attached/palantir/2005101705614_freeman01…]
Supposed to be some dude from some FPS?
I want to try and do something with watercolours next - hopefully I can make some time for it this week.
Hey...found this great tutorial on DeviantArt. Creates a very cool brush to use in Photoshop....and no joke my paintings hav improved 100 fold.....
http://www.deviantart.com/deviation/24105181/
cross this with some skin tone samples and viola......
lady red and her ride (WIP)
ok, here we go. Starting a WIP thread for my latest model so I can get some good crits along the way.
She is going to be a asian warrior that travelles the land on the back of her beast. Here is the the quick concept-
[img]http://members.optusnet.com.au/~rowanfamily/lady_concept.jpg[/img]
I initally started rendering the face and plained to go out and render the rest as best as I could, but I relliesed that it would be a waste of time since I was just using it a guide for how I wanted it to look, so I just rendered the rest quickly.
Anyway, she is going to have a some sort of beast to ride upon, but Im yet to concept that.
Here is where Im at with the model-
[img]http://members.optusnet.com.au/~rowanfamily/lady_wip_01.jpg[/img]
Things to note-
*the head isnt attached to the body yet
*Im modelling the entire body first then modelling the clothes seperatily
*Yet to work on her ass(!) so its a little undefined at the moment
*No ploycount in mind, though Im aiming fairly high so I have been quite liberal with my use of polies.
*2 1024 diffuse texture maps for her
The sword has been modelled and I'll upload pics of the later
All crits are welcome :)
good progress so far, a few quick pointers:
-Eyes may be a little too far apart
-Her face has a bit too much round padding in depth - pull back her eye-socket ridge a little, and recede it depth-ways to conform to the shape of the skull; as it is, she has no peripheral vision... if you grab some anatomical cut-aways, you may be surprised by how huge eyeballs are when sitting inside the skull; once you have a good understanding of how they sit in there, you'll see what I mean about the ridge, and how the bone allows the surface to form around them comfortably.
anyways, something to keep in mind, looking good, keep updating [:)]
Havent had much of a chance to work on this much, so all I have really done is tweak the face, extend the forerms and giver her some buttcheeks.
Lechy, I lengthed the forearms, thanks
Dez, thanks man :) Yeah I like best rider combos too. The beast will probably be some sort of large lizard creature, though I toyed with the idea of it being a large flying creature.
Thanks moony :)
JI yeah, I might tweak the eyes abit further. Im going for an asian face, so her eye socket area is fairly flat on purpose.
update-
[img]http://members.optusnet.com.au/~rowanfamily/lady_wip_02.jpg[/img]
Basic body is pretty much finished. Just gotta do the feet area and add some cloth to the forearms.
I brought the eye socket area forward a bit more as the bridge of the nose looked it might be blocking part of eye sight. Was that what you meant JI? I dont quite understand what you meant! [B)]
Here ya go, I'll share a good resource that might help you:
http://forum.japantoday.com/m_116851/mpage_1/key_/tm.htm
that's my number one favourite site of referance pics for asian female ref -- 277+ forum pages of asian idol photos.
You've improved the bridge, but you'll notice that there's a difference in the brow formation in the stereotypical asian woman, which has a slightly rounder bulging of fat and then the optional double eyelid which is the cliche "pretty asian girl face" attribute. With this formation though, it doesn't round out the peripheral vision, it just adds over it. Hope that helps, I'm sure you'll figure it out if you study the eye area... less important is the eye shape, more important is how the eye sits within the formation of the skin/fat fold of the brow.
Anyways! good job, keep going :D
Maybe to late to make a few comments -
It looks that her waist is very high compared to the location of her groin area. She is also very straight on top with quite wide hips. If her hips were that wide she would have a more noticable waist line. Also, her hips start high and they curve down quite low into her upper thighs and really don't start to taper off until almost her knee.
The body type you have given here would easily be a size 12 - 14 in fashion (which while not fat, is a lot bigger then 90% of asian women).
Bathing Girl/Caustics practice
[img]http://kez.dontknowdontcare.com/gallery/img/draw/and_small.jpg[/img]
My first attempt in a long time to use photoshop for colouring. Artrage was used for sketching.
No photo ref used, not sure how long spent (worked on it for short periods throughout the last week).
Nice modeling and texturing. Good luck with getting a new job, shouldn't be a problem though, you got the skills.