View Full Version : Sketchbook: GED
I think its about time I start a sketchbook here
**Critique is welcome on any of my work as I am looking to improve but dont go off on too much of a tangeant please.
This marks a good occasion too because Ive actually done sketches using nothing but my wacom for the first time! I usually do them in pencil or pen and then scan them. Anyway heres my first set of random unplanned sketches.
I painted these in an attempt to get better at rendering shadows and tones.
http://fc03.deviantart.com/fs27/f/2008/085/5/2/Random_Stuff_6_by_SirCula.jpg
Inkfish
03-25-2008, 04:12 PM
Looking nice, the shadows could benefit from a touch of color, maybe some bounced light or a complimentary color. If you leave the shadows so black like in the girl in the lower right corner it flattens the form.
http://fc04.deviantart.com/fs28/f/2008/099/c/e/Sketch_8_by_SirCula.jpg
I started this one as a sketch then dark grayscale an lighting on top then did the colours, this is a new way of doing things for me but I think its helping me get a grip on lighting and shadow and tone.
playing in alchemy, mirror is so much fun :)
http://fc04.deviantart.com/fs25/f/2008/114/a/2/alchemy_doodles_by_SirCula.jpg
this is a chamalien, 1 in a large army of shape changing aliens who can form weapons and armour from their own flesh.
http://fc03.deviantart.com/fs29/f/2008/115/3/f/Chamalien_by_SirCula.jpg
hmm cant seem to get my art to show up in img tags unless I upload it to deviantart :/
Johny
04-25-2008, 05:14 AM
i would say that this seems like a texture rather than a concept, because the lightning doesnt seem to be coming from nowhere , dunno if i make sense, but its what i think heheh...
i would say that this seems like a texture rather than a concept, because the lightning doesnt seem to be coming from nowhere , dunno if i make sense, but its what i think heheh...
Does kinda make sense, this was an exercise in texturing and lighting my concepts, this started as a tiny pen sketch about 4cmx4cm which was just outlines. I guess I need to work more on my tones and how the light reads, its supposed to be over the top but a little bit in front of the character, as the shine on his forehead shows, with bounced light making the rest of him fairly lit up too.
As a result of Johnys comment I decided to do a lighting study and also trying to paint a woman in frank frazetta style for fun, this woman looks a little african which was a surprise to me cause I didnt have any plans when I started painting and didnt use any reference pics either.
:edited out pic cause it was rubbish:
EricElwell
04-25-2008, 10:55 AM
Frank Frazetta is a woman? I think you might benefit from flattening values just a little bit. I know we try to get a wide range, and cause gradations, but with lighting, I am finding more and more that some areas are lit, and some are shadowed. The range in value is not some much a gradation between shade and lit, but from focal points to less important areas, foreground to back ground, etc.
Her head seems a little small too :)
Keep going man!
Frank Frazetta is a woman? I think you might benefit from flattening values just a little bit. I know we try to get a wide range, and cause gradations, but with lighting, I am finding more and more that some areas are lit, and some are shadowed. The range in value is not some much a gradation between shade and lit, but from focal points to less important areas, foreground to back ground, etc.
NOOOoooo LOL I tried to draw a woman in a similar style to the way frank frazetta draws them...not frank as a woman arrrgh
But yes those are some good points, I was reading about tones and lighting in imaginefx and the artist of dinotopia James Gurney says that the area which you want to bring focus to should be lit well and the areas between the light and the dark are the areas that should have the most detail in order to get more realism. I know youve come along way Eric, I remember seeing your older concepts, your newer stuff is great. I will look forward to doing more studys and try to get this all to work together when I draw.
Anatomy study sketches, Im on a mission to get better at this stuff, especially hands and feet I still dont find them easy or natural to draw or paint and find posing them rather confusing sometimes.
http://www.gd3dart.com/images/random_anatomy1.jpg
http://www.gd3dart.com/images/random_stuff11.jpg
Amauri Ploteixa
05-01-2008, 09:25 AM
Nice works, but the anatomy on the shadowed woman looks odd. Your color choice could includ more bright colors, there are too much greys and neutral colors on your paintings.
Good studies on feet and hands. I must to do something like this too :P
Nice works, but the anatomy on the shadowed woman looks odd. Your color choice could includ more bright colors, there are too much greys and neutral colors on your paintings.
Good studies on feet and hands. I must to do something like this too :P
Thanks Amuari, I had a problem in the past that I used to paint everything with too much colour because I was inspired by comic books etc but now Im trying to work it up from neutral colours or from grayscale sketches. I only just started doing grayscale sketches lately which is why alot of my stuff on this thread has gray and black in it.
Heres a little sketch from today, trying to get back into using painter instead of always PS.
http://www.gd3dart.com/images/random_stuff13.jpg
Entered the Creature of the Week challenge over at conceptart.org
http://www.gd3dart.com/images/wolfrog.jpg
I just wanted a challenge today so I decided to join conceptart.org and take part, its a mix between a grey snow wolf and a red eyed tree frog :)
Johny
05-02-2008, 04:58 PM
i like the last one, but there is some lightning incosistencies, like in the frog the light comes from the upper right corner, but in the log it comes from the upper left ? play a little more with shadows ;) keep it up !
i like the last one, but there is some lightning incosistencies, like in the frog the light comes from the upper right corner, but in the log it comes from the upper left ? play a little more with shadows ;) keep it up !
Good point Johny, I worked on it a little more and updated to the original post
Nice thread Ged, progress happening and it's not been long.
It looks like you're dealing with an issue that I'm trying to clear up as well -- your brushwork looks overly fussy. With the wolf frog the fringe looks a little uptight / busy and it clashes with the loose background. The background is communicating as a defocused forest, but there is something in the edge contrast of the light / dark strokes, and level of saturation, that spot on. The frog's left wrist transition could be a bit more clearly articulated. Nice overall, looks like it could shine if it were a bit more unified.
The pencil anatomy studies are good. Not completely even, but there are a few extremely well rendered / realized segments in there. The male figure is in a really tough perspective there. The zombie birthday party and 'toon on the stationary bike are a great touch ;), fun and very clear.
Nice thread Ged, progress happening and it's not been long.
It looks like you're dealing with an issue that I'm trying to clear up as well -- your brushwork looks overly fussy. With the wolf frog the fringe looks a little uptight / busy and it clashes with the loose background. The background is communicating as a defocused forest, but there is something in the edge contrast of the light / dark strokes, and level of saturation, that spot on. The frog's left wrist transition could be a bit more clearly articulated. Nice overall, looks like it could shine if it were a bit more unified.
The pencil anatomy studies are good. Not completely even, but there are a few extremely well rendered / realized segments in there. The male figure is in a really tough perspective there. The zombie birthday party and 'toon on the stationary bike are a great touch ;), fun and very clear.
Thanks alot Kary. Just to clarify do you mean fussy as in overly complicated or fussy as in blurry and messy? Im enjoying this stuff, I do 3D all day at work and then I relax by painting or sketching stuff when Ive got some free time :). I did use reference for all the hands and female and male perspective pics, that is something I must do alot more of, correct perspective on human anatomy is sooo hard to achieve.
Absolutely. Knowing the anatomy alone is a right pain, then putting it into space... and heaven forbid something crazy, like a twisting of a wrist, happens. Then you've got the anatomy in new configuration and have to research that pose. I guess thats why we're supposed to do a few thousand life drawings :poly108:
I'm about as far from qualified to comment as you can get to crit brushwork, but from what I can see it was a little bit of both. Looking at this robot: http://www.gd3dart.com/images/random_stuff13.jpg the character right shoulder is harder to read than the other. On the left you have a simple stroke for the highlight (running the length of the large piece beside the head), that sets up that shoulder, has it reading as metalic, as a machined surface, etc. The other side has a lot more strokes and is harder to read because of them. Digression: A fast / fun way to work in painter is to lay things in very quick with a scratchboard pen, and drop in the lighting with the glowfx brush. Very quick, reasonably palletable results.
Wolffrog: The saturation seems even throughout. Looking at this http://www.nicewallpapers.info/pics/Photography/Macro/Macro_000.jpg the forground will be 70-100% saturated, and the back in the 30-40% range. That might be what was pulling me out of it more then brushwork. You're doing a dramatic, and fairly well known, optical effect -- so the wolffrog and branch don't pop out as they could. That had me looking for a painting technique reason when it was an optical effect throwing me. Take it with a large dose of salt. :poly129:
thanks for the tips Kary, I wasnt sure what you meant about desaturated because I just think of desaturated as a lack of colour and the background in my wolfrog pic has a lack of colour it just sits closer to black rather than white like your reference wallpaper picture. Although having it fade to white may have helped and lightened the tone of the piece and accentuated the values more. I will have to test this with later works. Thanks for the info about the glowfx brush, might try this sometime, Im kinda happy in photoshop at the moment, I guess it just feels more familiar.
made a little base for my futuristic shogun dude, I gotta get him exported from my other computer before I can pose him and do the final renders. This is a pic from in xnormal
http://www.gd3dart.com/images/shogun_base.jpg
http://www.gd3dart.com/images/random_anatomy2.jpg
Some more anatomy studys, mostly from Glenn Fabrys book
now Im going ou side because Im in england and its actually sunny for once!
http://www.gd3dart.com/images/gta_citizen.jpg
Did this concept for the gameartisans challenge, probably wont get the time to make him in 3D though.
speed sculpt just cause I havent sculpted since dom war, +- 1hr no reference
http://www.gd3dart.com/images/speedsculpt1.jpg
http://www.gd3dart.com/images/random_anatomy3.jpg
I got a bridgman book yesterday, full of crazy anatomy stuff that I dont understand but also alot of pictures that make some sense of things for me so I draw them.
nice pages ged, especially that last one. Another reminder that I need to hit up bridgeman. ZB sculpt face is ace too. Emo kid needs tighter pants and down-sloping sad boy eyebrows.
thanks ferg, heres a study of lighting and pose, based on this dudes photo called rosie skywards http://www.ravivora.com/photography/
http://www.gd3dart.com/images/lightandpose.jpg
its still a little bit WIP so if anyone has some crits please say them now :)
Japhir
05-16-2008, 12:07 PM
wow that's awsome! very very nice!
Sweet painting, only crit for me is that the hand isn't reading that well.
wow thanks for the nice comments, Ive made some minor edits, she has a new hand and the back ground is textured, some more hair and fixed some small paint blobs here and there.
In the original shes pulling on a tie/rope which attaches to her neck collar but I didnt like that much so I removed it but now her hand looks a bit odd so I tried to make it look like shes holding a pen or something :P has it worked or am I just going to have to change her hand entirely?
http://www.gd3dart.com/images/deep_comparison.jpg
I wanted to use the stuff Ive learnt from doing that lighting study so I started a character for conceptart.org character of the week topic DEEP. Its an underwater utopia topic. I was wondering wether this composition looks better with or without the blue flame from the weapon?
http://www.gd3dart.com/images/chow_deep_detail.jpg
Im trying to add detail without loosing the forms and making it flat, any tips?
also I want to work on the mood and atmosphere of this alot more and make it more realistic and gritty and less clean cartoony looking.
EricElwell
05-21-2008, 07:11 AM
I think you could accomplish a lot with the right brushes.. looks like you are using an opaque round, which is ok.. but what i like to do, if I start with an opaque round my colors and edges tend to be muddy, so I'll use the color dropper with a hard square and start flattening out colors. Like the colors on the girl you've painted, the lighting is great, and you can see how you've used expanses of one color rather than the somewhat blobby look you have on the DEEP char especially noticeable on the thigh.
So for texture or detail you are going for variations in hue, sat, and brightness in smaller expanses with crisper edges. But the trick is to manage the amount of contrast and sharpness of edge along the whole image, because the more contrast and sharper the detail, the more you will draw the eye. Sometimes I'll paint an overlay or multiply layer (don't just drop in a photo and call it good, remember to be mindful to lead the eye to the most important areas) I like multiply layers because they don't jack up your tones too much, and you can get some nice brightness transitions.
For texture, I like to use hard brushes (high opacity + sharp edges) with a touch of scatter and some distance in spacing.
Another technique is to use Alt+smudge with a very hard opaque brush. What you do is create a smudge brush that has a good amount of space between marks, you would need to set the strength fade to like 200 - 300. Then if you hold Alt as you take strokes, it dabs the color down and completes the stroke with smudge. With a hard spaced brush you get a choppy edge, but nice gradations. For example, I used it a bit on this piece (http://www.thetextureguy.com/Portfolio/Concept/CardBullFireFrame_ALT.jpg) to get the choppy edge on the rope and texture in the BG. The texture on the arm is just an opaque square brush. Here's a lengthier post on it at ConceptArt.org (http://www.conceptart.org/forums/showpost.php?p=1695702&postcount=9)
seforin
05-21-2008, 01:26 PM
hey Ged odd question but what brushes are you using, are they standard or are there all your own custom ones?
hey Ged odd question but what brushes are you using, are they standard or are there all your own custom ones?
They are a collection of my favorite brushes from other peoples brush collections, the round one I use alot is from this collection and varies in opacity with pressure.
http://www.imaginefx.com/02287754332606896693/the-custom-brush-guide-skin-and-hair.html
and some from the standard brush set and a scratches brush
Thanks for the advice Eric I used some hard brushes and re did alot of the lit sections of the character and I tried to put alot of stuff Ive been reading about and heard about here into action in this piece. Theres warm and cold colours placed strategically to create depth, theres alot of funky anatomy hehe, theres some 2 point lighting and shadows etc. Im not sure how well this turned out but Im keen to get it over with now and start on the next thing, so Im pretty sure this is it finished for this character painting. Is there too much blueish? is it not warm enough on the character?
http://www.gd3dart.com/images/chow_deep7.jpg
That's an interesting design, nice job rendering the face, but some of the proportions are unnatural:
http://karyblack.com/temp/GedMay23.jpg
Things seem to be pushed to the frame left. Particularly the head and neck, but with the chest (on a smaller scale). If I connected those points correctly the centre line of the chest is too far to the left. I could be misreading things, but I thought I'd point those out. Interesting ideas, good sense of atmosphere within the water, you seem to be communicating more clearly with each piece :)
That's an interesting design, nice job rendering the face, but some of the proportions are unnatural:
Things seem to be pushed to the frame left. Particularly the head and neck, but with the chest (on a smaller scale). If I connected those points correctly the centre line of the chest is too far to the left. I could be misreading things, but I thought I'd point those out. Interesting ideas, good sense of atmosphere within the water, you seem to be communicating more clearly with each piece :)
thanks for the crits and complements kary, I see what your getting at, for some reason I aligned that centre line to the spine of his body rather than the centre of his body so when it doesnt line up with the centre of the chest thats because at this camera angle the spine would be slightly to the right to account for the body mass between spine and chest. But I can see his head could be pushed back a little and that would definitely be more accurate and probably more regal.
I started this shogun dude before dominance war, I finished off the textures and wanted to pose him today but max is being rubbish and making me wait 20seconds every time I press ctrlz to undo. Anyway heres where hes at, I just want to get him done, Ive learn loads since I started this model and now I think it looks pretty lame. :P
couldnt get him posed in time for my degree show so this is what Ive got of him, Im keen to move on anyway this ones too old now.
http://www.gd3dart.com/images/shogun_presentation2.jpg
Heres another experiment for the cow deep topic on conceptart.org, have I pushed the brightness and contrast too much? I can always tone it down a bit.
http://www.gd3dart.com/images/cow_deep1.jpg
I felt like trying my hand at a quick landscape, no reference used, about 1 1/2 hr
http://www.gd3dart.com/images/sunrise.jpg
Im still here :) just dont have internet at home at the moment, moving in to a house share soon :) heres what Ive been up to for the comicon challenge at gameartisans
reference image
http://www.gd3dart.com/images/deadpool.jpg
RazorBladder
07-22-2008, 08:38 AM
You've improved a lot since your Domwar entry :)
jogshy
07-22-2008, 12:03 PM
Nice sketches!
Hey thanks for the kind words RazorB and Jogshy. I worked more on deadpools proportions and did a simple paintover, Ive built the low poly but its not uvd yet.
http://www.gd3dart.com/images/deadpool_paintover.jpg
http://www.gd3dart.com/images/DP_highpoly.jpg
http://www.gd3dart.com/images/DP_lowpoly.jpg
Japhir
07-31-2008, 10:58 AM
loving the sculpt! your improving with heaps!
is the last image the base mesh? if not, it needs knee/elbow geometry.
loving the sculpt! your improving with heaps!
is the last image the base mesh? if not, it needs knee/elbow geometry.
No its the low poly but it still needs optimising for animation/rigging, hopefully I can rig it quickly with biped or maybe I will be stuck with rubbish zbrush traspose. The base mesh for deadpool was only like 64 polys or something lol.
ok lowpoly is pretty much done, textures will come soon, heres just the lowpoly plus normal and AO.http://www.gd3dart.com/images/deadpool_lowpoly.jpg
more work on deadpool, started on the textures
http://www.gd3dart.com/images/DP_texture1.jpg
hobodactyl
08-13-2008, 11:12 AM
This is turning out great!
thanks hobo heres some more work on the textures
He needs a little yellow box of thoughts :). It's turning out well Ged, grats.
thanks kary, I worked some more on the textures I think its just about done, now I just need to fix the seams and get him rigged and then work on a base.
http://www.gd3dart.com/images/dp_textures3.jpg
http://www.gd3dart.com/images/pilot_portrait2.jpg
quick sketch that turned into a scifi portrait.
did this for the gameartisans pirate mini concept challenge
J Randall
08-22-2008, 05:08 PM
the 2nd one is better but his shoulders still blend in with the bg.
konstruct
08-22-2008, 06:01 PM
yeah looks sweet- you got a gnarly tangent going on with the beard an collar. shoulders are pretty small, and his silhouette needs cleaning up to pull it off of the BG.. The face is awesome, It would be nice to do it some justice and finesse this piece a bit further.
Also it would be REALLY bad ass if you had a really hard light coming down from the light source in the back. Backlighting is always awesome.
right thanks guys, good crits I will work on that tangeant and the backlighting constructm, I have already got backlighting in there but I kept it subtle but now I see that has made him actually blend in with the background more rather than less. I will hopefully be able to put them into action before the deadline :) thanks alot
http://www.gd3dart.com/images/pirate9.jpg
finished.
Spleytus
08-27-2008, 01:10 PM
Wow Ged nice Sketchbook, you been practicing a lot :D thats the way,
love your studies,models and your paintings, that girl is very awsome.
Indeed this sketch thing aint just nice to show your stuff and get some feedback but will also provide a lot of info for everyone that may needs it, thanks for showing it m8 bye.
Thanks alot spleytus, yup always moving on with new ideas. heres a texture done for the gameartisans challenge, model by slaught. Was good fun, I only spent 5 hours on it and it probably shows but I liked the result anyway.
http://www.gd3dart.com/images/goatmonster_final.jpg
man_o_mule
09-07-2008, 03:39 PM
deadpool looks ace. really insperational thread so far too
Crumplecakes
09-07-2008, 06:01 PM
your Deadpool model is kick ass, well done!
thanks for the complements, deadpool is now in max with JIstyles shader, I will show it soon hopefully.
finally found some time to do a little of my own 3D work.
http://www.gd3dart.com/images/dpbase_low1.jpg
working on a base for deadpool and trying to remember how to biped rig so I can get him posed :/
base is probably around 1500 tris and has a 1024x1024 normal map and some AO in diffuse.
Ive been brushing up on rigging as it is not my strong point, just trying a simple biped with mocap to test some extreme movements, backflipping ballet dancinging deadpool lols
been working on this rig a few hours and still loads of trouble areas with it :(
viewport shots - no lighting, jistyles shader
http://www.gd3dart.com/images/deadpool_rigging.jpg
konstruct
09-28-2008, 10:45 PM
looking good to me man- your too hard on yourself :P. your painting weights right?
looking good to me man- your too hard on yourself :P. your painting weights right?
thanks :P I'm selecting vertices and assigning them to links, every time I fix one I find a few others which are doing something funky. I will try painting weights, maybe it could be faster or easier.
konstruct
09-29-2008, 01:51 PM
yeah defiantly look into painting them- doing it vert by vert is more for really low poly stuff. Also, try moving your bones all around as you paint, like move the arm into a really extreme position, and wrangle the verts into place via painting thier bone influences.
good character choice btw. deadpool is a badass
Jimmies_the_squirrel
09-29-2008, 03:20 PM
Something about the poses seem a bit too inorganic, or just unnatural. I don't know if that's just me, but the ballet pose especially sticks out to me in this way.
I dunno though.
Something about the poses seem a bit too inorganic, or just unnatural. I don't know if that's just me, but the ballet pose especially sticks out to me in this way.
I dunno though.
its mocap animation so the model isnt really made well enough to use it...for instance I think a well made female model with edgeloops in the right places would be amazing with the ballet mocap data. It was just to test the rigging not to pose him
Heres him posed on the base in Xnormal.
Construction shot
http://www.gd3dart.com/images/deadpool_construction2.jpg
some beauty shots just to see both sides of him
http://www.gd3dart.com/images/deadpool_beauty.jpg
any tips for presenting these sort of shots?
aesir
09-29-2008, 04:32 PM
He feels a bit too shiny to me right now. I'd also like it if you rendered on a more neutral tone background instead of black. Also, the character is pretty small in that picture, so as far as presentation, the character needs to take up more of the frame.
konstruct
09-29-2008, 06:32 PM
some nice complimentary color lights- with a heavy backlight
hey Ged, very nice character you pulled off ! You might wanna try a more exagerated pose e.g:
http://en.marveldatabase.com/Comics:Cable_&_Deadpool_Vol_1_12
btw.Great presentation! I dig the light setup in your "all maps" screen shots, looking real good!
Hey guys thanks for the tips, I will see if I can put them into action, I originally wanted it to look as if he had just dived out of the window but Im not sure wether his mesh will go mad if I push the rig too hard. As for the lighting, I will try and get xnormals fake back lighting in there.
solar
09-30-2008, 09:46 AM
Nice work GED, I particularly like the diffuse shot, I think its your strong spec that's throwing off the final image.
Update, slight edit to color and spec, added emissive cause I forgot it earlier. Same models and textures, just different lighting in these 2 shots.
Better?
http://www.gd3dart.com/images/deadpool_beauty2.jpg
konstruct
10-02-2008, 12:40 AM
Xnormal sounds snazzy n all, but if its restricting your beauty shot lighting setup then I`d say- F- it and just knock out a bad ass 3 point set up in your 3d app of choice. also, I`d get some bones in those fingers (ooh sounds dirty) and do a hand pose too as that is sticking out a bit as looking stiff.
Xnormal sounds snazzy n all, but if its restricting your beauty shot lighting setup then I`d say- F- it and just knock out a bad ass 3 point set up in your 3d app of choice. also, I`d get some bones in those fingers (ooh sounds dirty) and do a hand pose too as that is sticking out a bit as looking stiff.
The problem I find is that the normals and textures look deeper and just generally better in xnormal but the lighting in max is better. Well I will see what I can do to the fingers and try lighting it in max,=/
Japhir
10-02-2008, 10:08 AM
the left image is really nice! i'll see if i can come up with some crits..
-don't render on a black background
-maybe lower the camera a little, so you literally look up to him, and make him seem more heroic.
-pose some of the fingers to be either more relaxed, or more fighting-ready like.
-maybe try some more poses and then decide which is best?
keep it up! looking forward to more!
Thanks guys. This is a bit of an improvement. I dont want to spend any more time on this character Ive been spending an hour or 2 a week on him for a few months now I really want to move on.
Im done with this, I really must move on now. =P
http://www.gd3dart.com/images/DP_beauty_final.jpg
something from a few months back that I didnt show anyone
http://www.gd3dart.com/images/mini_city.jpg
been playing with mudbox2009, this is my first sculpt in it just to get used to the tools.
http://www.gd3dart.com/images/africandude.jpg
about 512000 polys
diffuse,bump,spec 2048
I liked jackwhats little studys so I decided to copy some frames from movies/tv shows so that I can learn more about colour and lighting and mood.
http://www.gd3dart.com/images/paintheroes1.jpg
also a bit of a speed test this one took 1hr 30 mins
http://www.gd3dart.com/images/paintheroes2.jpg
took a bit longer for this one but it was more fun, about 2 hr 30 min
dummeh
11-09-2008, 02:08 AM
Those heroes frames are really nice
thanks dummeh heres a quick search and rescue robot character I just painted up.
http://www.gd3dart.com/images/searchandrescue2.jpg
I imagine that this is a manned robot sitting inside the visor part.
I havent had much time to work on this so its a bit of a thoughtless painting but its for gameartisans deathknight mini challenge :P just working on a good base of values before I put colour and texture in.
http://www.gd3dart.com/images/deathknight4.jpg
I think Im done with this, it was just a bit of fun, didnt really have time to take a serious stab at this
http://www.gd3dart.com/images/deathknight8.jpg
decided to go back and work on my old polycount fps weapon challenge entry
http://www.gd3dart.com/images/rifle20.jpg
got the lowpoly pretty much done, its a bit highpoly 5200tris but its just a portfolio piece so I dont want to restric myself too much. Now Ive gotta figure out a fast effective way of unwrapping all this. I could use max or maybe roadkill, what would you guys recommend for something like this?
Ive heard of chuggnuts plugin for max...what does it do?
Ive used roadkill but found it a little wierd and it was annoying exporting all the pieces seperately so that they dont get in the way of eachother in roadkill viewport.
MightyPea
12-01-2008, 04:45 AM
You're not going to want to hear this, but I prefer the lighting and contrast in the next-to-last Deadpool screenshots :D
The last one just really kills the normals, I think.
Nice colour-studies, by the way! You inspired me to want to do some of my own. Time to dig out the Bladerunner dvd, I think.
You're not going to want to hear this, but I prefer the lighting and contrast in the next-to-last Deadpool screenshots :D
The last one just really kills the normals, I think.
Nice colour-studies, by the way! You inspired me to want to do some of my own. Time to dig out the Bladerunner dvd, I think.
Thanks MightyPea I totally agree about the normals being blown out on the last deadpool render I did, I just wanted to use a 3 point light setup cause xnormal didnt have true 3 point lighting so I had to use max...but overall I still think it looks better in xnormal so I might use that to do a quick render of him there before I put it in my portfolio website.
:) Still got one more of those little colour/mood studies from heroes that I want to paint :P
thanks to konstruct :P
heres the 3rd heroes quick paint took about an hour and a half on this one
http://www.gd3dart.com/images/paintheroes3.jpg
konstruct
12-01-2008, 01:11 PM
nice man, I like that robot-
started doing some 3D sketching in 3D coat, Im excited about this :)
heres one I did during lunchbreak at work last week.
http://www.gd3dart.com/images/kingcaznor.jpg
and heres a quick 2hr sculpt of a creature done on the weekend from just one voxel sphere, tools arent perfect yet but Im definitely impressed by 3D coat even in this alpha stage
http://www.gd3dart.com/images/brino.jpg
http://www.gd3dart.com/images/brino2.gif
konstruct
12-08-2008, 01:03 PM
pretty cool man, I`ve had coat downloaded for a while now, but have yet to try it out. Its cool to see you really push its voxel tech. I still dont fully understand how it does what it does, but you definatly seem to be flexin it,
ploon
12-08-2008, 03:16 PM
That was done in 3dCoat? I gotta check it out again, really neat man.
thanks konstruct and ploon yeah Ive been trying the 3D coat 3.0 alpha, the voxel tech is way more flexible than I thought. To make that creature I really just brushed a sphere to make long blobs come out of it and then sculpted them into limbs etc. My voxel sculpts are still a bit blobby and not very detailed or refined but thats just due to the fact that I havent had alot of time to really push the detail and the brushes were a bit difficult to control in my opinion but that was partly due to my computer having some brush pressure issues but it is an alpha :) really looking forward to the final release.
I also tried the 3d coat retopology tools yesterday and honestly enjoyed using them too.
I did a quick sculpt last night before bed to test out using the snake brush for some hair, about 45 mins
http://www.gd3dart.com/images/ninjagirl.jpg
http://www.gd3dart.com/images/riot_police4.jpg
just an idea I had this morning, might make this guy in 3D
the things on his arms are wind blasters, like leaf blowers but these ones are used for crowd dispersion :P
thought I may as well drop this one into my sketchbook too.
showing my workflow to make this 2hr bust in 3D coat
http://www.gd3dart.com/images/layers_steps.jpg
I had to remove some gifs from my thread because it was killing my hosting bandwidth.
I was inspired by nick carvers concepts, basically its a gray 3D model with a heavy paintover. This is for the gameartisans turbo sled concept comp.
*edit: removed images cause of bandwidth, final image is lower down this page
jerry
12-22-2008, 09:17 AM
The second looks better. It's easier on the eyes and it has a shadow which adds alot to the pic.
Good job.
heres the final entry of that turbo sleigh
http://www.gd3dart.com/images/snowmonster_final.jpg
konstruct
01-01-2009, 08:41 PM
nice man, when I saw this I immediately thought, gagh- ged's jockin that carver dude!
but hey man, good person to jock, the end result looks real snazzy and I bet it didnt take too too long to produce. awesome + fast = win
nice man, when I saw this I immediately thought, gagh- ged's jockin that carver dude!
but hey man, good person to jock, the end result looks real snazzy and I bet it didnt take too too long to produce. awesome + fast = win
haha yeah it took probably about 5 hours (2 for model, 3 for paintover and tweaking), theres no way I could actually straight out paint something like this without using 3D in under 5 hours so I think its a pretty good workflow. Yeah he is a good person to jock, I did say I was inspired by Nick Carver further up this thread :) totally loved seeing his work he dumped recently in the pimpin section, sad news about the jobs situation though.
http://gd3dart.com/images/necroblade_final1.jpg
http://gd3dart.com/images/necroblade_construction1.jpg
rollin
01-02-2009, 01:19 PM
hi ged.. this weapon looks realy cool.. i only think it would be better to remove the lower "knife" and everything right to the grip (this arm-holder thing and the spike)..
easier to read and looks imo more "usable"
so i would go for the less-is-more tactic
sorry.. just my 2c :)
hi ged.. this weapon looks realy cool.. i only think it would be better to remove the lower "knife" and everything right to the grip (this arm-holder thing and the spike)..
easier to read and looks imo more "usable"
so i would go for the less-is-more tactic
sorry.. just my 2c :)
thanks for the crit I will see what that looks like but I really wanted to do something a little more out of the ordinary :/
rollin
01-02-2009, 02:22 PM
jie i know .. but there are two ways out - kitsch and cool
and if you mix bones-nekro-stuff with some fancy scyfy shapes itīs heading more in the direction of kitsch (or brummagem or hokum or how you call it)
.... but thats just imo
and donīt get me wrong.. its technically and (apart from what iīve mentioned) designwise very well done
jie i know .. but there are two ways out - kitsch and cool
and if you mix bones-nekro-stuff with some fancy scyfy shapes itīs heading more in the direction of kitsch (or brummagem or hokum or how you call it)
Ive just been doing some revisions to the sculpt. I was thinkin more necro-piratey stuff(big pirate zombie with one of these on each arm) not scifi at all, I guess Ive just got a different impression of this weapon in my head to others that might view it. Anyway I decided Im gonna keep it as it is but Im making some adjustments to the arm strap etc.
Two Listen
01-02-2009, 06:51 PM
It took me a bit on the weapon to figure out how it was used, but now that I see it I think it's badass. I'd keep it with the lower blade and extra mass down there. Let's face it, even without that - it'd still take a lot of strength to weild that thing very well, and anyone that bulky isn't likely going to be bending in such a way as to elbow-impale themselves.
haha yeah there are alot of elbow impaling weapons around hehe. Thanks two listen I think Ill post this as my final image. I like the bandage wrapping stuff its just a pity my computer cant go up any more levels of detail so I cant add scratches and dents on the blades or detail to the arm wrapping etc
http://gd3dart.com/images/necroblade_final2.jpg
whipSwitch
01-07-2009, 05:55 AM
Thats a badass weapon. You really could tear through 20 or 30 people with two of these things! Assuming of course you could pick them up...
Comp limitation not withstanding,you could make the straps on the arm piece thinner and a bit less lumpy. Maybe add a seam in the metal section of the bracer, so the straps look like they are there for a reason other than decoration. Either way I think you could finish it off with a some slight re-arrangement that doesn't require more levels of detail. Either way, good stuff.
Maybe add a seam in the metal section of the bracer, so the straps look like they are there for a reason other than decoration.
thanks whipSwitch I knew I should do something more to this strap area but wasnt sure what. I think those are good suggestions, I might finish this weapon off with those added details.
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