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3 Dimensional Chat / Mazz426 - 2011 portfolio [image heavy]

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Mazz426
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Posted: 14th Mar 2011 21:04 Edited at: 14th Mar 2011 21:08
well hello again,
It's been nearly a month since I posted any work on here and on my previous thread, the main reason being a university interview I recently had. I fealt that the work I submitted for that had to be kept seperate from my online thread in an effort to prevent complications. However now that that is over I am free to post a small selection of the work I did for it, there was a lot.

I also plan to use this thread to not only post quick zbrush doodles but to also post low poly models.

So here it goes, to kick off the new thread here is a selection of the images, some you may have seen, some you won't have, I put toghether for my application:

alien 1

female bust 1

demon 1

bug man 1

futuristic street signs

and here is a more recent creation, let me know what you think of any of the preceeding or following images.

twisted wolverine -



feel free to provide any feedback or ask questions, thanks.

David Gervais
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Posted: 15th Mar 2011 16:31
You always do awesome work Mazz, keep it up.

Cheers!

Mazz426
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Posted: 19th Mar 2011 12:00
David Gervais
thanks man, glad you like 'em

here's something I've been working since friday, it's a concept for what I hope to produce for the competition, if I'm able to, it'll make more sense once it's in the scene I've got planned, but for now here's just the concept, let me know what you think, thanks

Arc - 110 -



David Gervais
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Posted: 19th Mar 2011 13:03
It might be a spaceship, but one part of it looks like a trigger, another looks like a glass viewport, another part looks like fish fins.. maybe an underwater vehicle?

It's sure an interesting shape, got lots going on, but still has simple clean lines. I can't wait to see this in 'context'.

Cheers!

lazerus
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Posted: 19th Mar 2011 18:13
I remember your first works so when i say your a hell of an artist i mean it

Its about time you started shifting some of your attention to hard surface! You've basically got highpoly characters concepts down so expand your portfolio

Its good to see your doing well anyway Mazz.

-Laz

Camouflage Studios
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Posted: 19th Mar 2011 18:39
nah for a proffesional portfolio its better to keep a single focus and not go over the place, easier for a company that is thinking about hiring you. so stick with the characters

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lazerus
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Posted: 19th Mar 2011 20:20
Quote: "nah for a proffesional portfolio its better to keep a single focus and not go over the place, easier for a company that is thinking about hiring you. so stick with the characters"


Not so, in most cases they wont just want a character artist, you still need to show you can model hardsurface objects and the rest. Sure keep your portfolio geared toward a set area but showing you can do the rest is reccomended too.

Quik
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Posted: 19th Mar 2011 23:32
about... almost all portfolios i have seen have focused on more than one aspect of modelling, character, cars, houses.


[Q]uik, Quiker than most
Mazz426
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Posted: 20th Mar 2011 00:24 Edited at: 20th Mar 2011 00:30
lazerus
Thanks, glad that you like it, I'm in the midst of working on the above concepts mesh and attempting to get in some hard surface practice, and it is tricky

Camouflage Studios
I can undestand the benefit of maintaining a single focus, would mean that there would be less work for potential employers to sift through to find the relevant material, however a majority of portfolios, as far as jobs are concerned, are submitted digitally or through the mail on a DVD. Headhunters however are the people who check the main 3D forums on a regular basis for people who stand out, and it is in this instance that variety is appreciated as it better demostrates the skills that the modeller/ texturer posses. Thanks for the feedback and I'm very impressed with your work at the moment, would love to know what you do to achieve those great textures, do you use photos?

I have also been working on game ready, low poly models, coupled with textures which did not involve the use of photos. The following was a test to see if I could create a game ready asset with diffuse, specular and normal maps in under two hours, which I managed, This was taken within FPSC so I apologise for the overblown background, I should have deactivated the adaptive bloom, anyway let me know what you think

Post Box - (2 hour duration)



the mesh itself is 229 polies and here are the texture files, each texture is 512 * 512



Camouflage Studios
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Posted: 20th Mar 2011 01:13 Edited at: 20th Mar 2011 01:13
http://www.thejonjones.com/2005/10/07/your-portfolio-repels-jobs/ just a quick link to sift through if you ever feel like, not saying your site is bad its just some general helpful info about portfolios.

And seriously, if you're a "character artist" no company is going to give a crap as to whether you can model a fire hydrant or some prop. Theyre going to focus on the characters. Of course you'll need some modeling skill for accesories like armor, guns, etc. but props aren't really needed for a primarily character portfolio. It just drags is down...

And thanks bro Nah I rarely use images for hard surface pieces I hand painted almost all of it. using one subtle metal pic over the entire thing, and of course images for the concrete base. It's really hard not to use images for concrete or stone lol. If you want, send me the obj and textures for that little post box assetto billyheb@aol.com and I'll record myself texturing it itd be better to explain that way but might as well have a little write up.

1. Start off with ambient occlusion you baked from a high poly, or got from your normal map using its blue channel. (bake is prefered)Set your AO to multiply.

2. Next, put down your base colors, in the case of the subway, blue for the metal and gray for the concrete.

3. Next, duplicate your AO and colorize it to make it a more red orange color. Set the blending mode to normal and use the blend if functions to get rid of the AO on flat surfaces, focus it more towards indented edges. Set the opcaity to about 25 and use a mask to get rid of the dirt and make it look more natural.

4a. Add all different kinds of dirt and wear. The first dirt idid was kindof an oily kind, I used a scrape brush to do the base then used the smudge tool with a standard brush with a dark almost black brownish color. Opacity about 50.

4b. The next wear i added to the metal paint was sun damage. And sun damage makes the paint lose its color, so I made a hue/sat adjustment layer and inverted the mask so nothing showed. Then i gradually added the desaturation back into the texture.

4c. Next comes rust. I did the rust by creating a layer and filling it with an organ color. Then I ran a couple of sponge filters on it to give it some variation. Add a mask, invert it, and then using a grunge brush bring it back into the texture. Make sure that where you're applying it makes sense.

4d. Next I added dust to the signs only, and this was just again a funky brush using a desaturated yellowish color at a low opacity until it looked right. For the queen sign I didnt do any dust, but I did that oily dirt technique.

5. Add tags, text and stickers, this really makes the texture more fun and interesting to look at. I just got some tag images from cgtextures.com and cut them out and place them in the texture, of course the placement has to be logical. And using a mask, I took away some edges a little bit with grunge brushes. You can see how important they are. The text was of course created with the text tool, and again worn away.

6. Next you have to create a base texture, and this doesnt have to be this step, you can do this whenever. And the base can be a pic, or you can hand paint it like i did. Which is basically stamping and masking grunge brushes and lowering opacities until you get what you like. Underlay that under the paint.

7. Add a mask to the paint, and using a scrape brush, take away paint to reveal the base metal. Keep to edges with this, and make sure theyre varied and make sense.

8. Add a metal overlay over the entire thing, mess around with blending modes a lot until you get something you like. This step is optional.

9. The concrete was all images. One fully opaque base image with not a lot of surface detail, then a very noisy dirty overlay of concrete.

So yeah I'll do a sepreate post for the spec map lol, and this isnt a set order, you can do them whenever, just make sure you do them all lol

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Camouflage Studios
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Posted: 20th Mar 2011 01:18 Edited at: 20th Mar 2011 01:34
alright so for the spec,

1. crank up the brightness on the base metal, its gonna be shiny.

2. desaturate the paint a little bit, not all the way, and make it a little darker.

3. basically make all dirt and wear layers darker, some almost black like the rust, and desaturate all of them by a little bit. Mess around with blending modes that make things darker such as multiply.

4. Make the overlays more extreme with more contrast. Btw i was wrong i used two overlays lol

5. Make the stickers tags and text pitch black.

6. The concrete should have lots of contrast, so mess around with blending modes and levels a lot. Some areas can be pitch black to almost white. But not too overboard with that.

edit: some cool info in this as well
http://features.cgsociety.org/story_custom.php?story_id=4678 thanks mike for showing it to me

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starmind 001
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Posted: 27th Mar 2011 22:11
Mazz, I just had the chance to look at this. Great work. One question, are you going to revisit that old model I made for you and remake it. If you can do this I think you can really sculpt out a great version of that.

Mazz426
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Posted: 28th Mar 2011 18:22
starmind 001
thanks, that's acctually a good idea, however my drawing skills have improved a lot since then so I may redesgin it but thanks for reminding me, I'd completely forgotten about it

here's something I started working on a long time ago, went back and redid some of the details, shifted around a lot of the mesh, let me know what you think although this is not likely to be changed

bug bust 1 (apologies for the rather large image)



henry ham
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Posted: 29th Mar 2011 00:20
nice job mate i really like that last render

cheers henry

Camouflage Studios
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Posted: 29th Mar 2011 00:25
no response to my tuts

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Mazz426
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Posted: 29th Mar 2011 18:04 Edited at: 29th Mar 2011 18:12
Camouflage Studios
sorry Camo, meant to say thanks, it'll help a lot, but must have forgotten as I was in a bit of a rush when I posted that, was on my way to life drawing

henry ham
thanks, I'm glad you like it

anyway, just fealt like posting some concept work i've been doing, I'm planning on starting the Druid, but as of yet have not started

both of these were done in around... 3 or 4 hours (each) I think, let me know what you think

Druid -



Creature concept 1 -



Mazz426
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Posted: 1st Apr 2011 16:54 Edited at: 1st Apr 2011 16:55
Here's something a little different, decided to make a start on my cometition entry (for the new competition, never finished the last one unfortunately), at this stage it has little if not no relevance to the topic of sports, however I plan to add a cyborg/ robot style muhammad ali head to the robot body I have at the moment as I am trying to create life size version of that toy which has two robot boxers controlled by two players. It's my take on what boxing could be in 50 to 100 years from now.

There's a good chance that most of it will be changed as it progressesw but please do let me know what you think but bare in mind that it still has to be retopologised and has had about an hours work put into it.

Robot Ali - (WIP)



Mazz426
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Posted: 3rd Apr 2011 21:20
well here's something else i did today, a two hour quick scuplt, I'm pretty pleased with it, but would still like a second opinion, let me know what you think, thanks

demon 2 -



Mazz426
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Posted: 6th Apr 2011 19:57
hmmm quadruple post...

anyway, here's an update on the last model, decided to do a texture for once

let me know what you think, all feedback is appreciated

demon 2 - (with texture)



and the raw texture, which is 2048*2048 (zbrush default)



lazerus
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Posted: 6th Apr 2011 20:50
That is something else Mazz. Your making leaps and bounds with your progress and i'll be honest im very jealous of your zbrush skills

My, my i may need to invest into buying zbrush this year otherwise i'll be falling behind the times.

Also I noticed you don't have a true focal point in your gallery, by that i mean a giant project that you spend a month+ on and produce something that is well next to godlike. I was chatting to a few artists on polycount and they were saying they have a 'bait' piece of work that they spend alot longer on than there other work and really, go all out on everything down to tiny ridges in the fingernails. It's there show piece the equvilent of a concept car, they did it to show everything they can do in a single scene. It's basically a true showing off peice.

Im not saying your work isnt good, bloody hell its great! but you rarely put them in context with a scene or setting or pose You just need to push it that little bit more to make it truly epic.

Can't wait to see your next piece btw.

Mazz426
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Posted: 9th Apr 2011 19:11
lazerus
thanks, I totally agree with you on the project idea, I need to learn how to focus on one project at a time.

Which, talking about one project, I am attempting to tackle with this, in an earlier post I mentioned that I wanted to work on taking the druid concept and generating a 3D model, however I wasn't pleased with the head of the concept when I went to make a start on it today, so I drew up a few rough sketches.

This was the final result, Im going to try and finish, or at least begin it across this week, let me know what you think, all feedback is appreciated.

Druid - (revised head)



Mazz426
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Posted: 10th Apr 2011 16:00 Edited at: 10th Apr 2011 18:29
Well here's an update on the 'Druid'.
I've finalised the concept and I'm ready to begin work on it, for the final concept I used a new technique, for me at least. It's the process of masking out zones, which is more commonly used in concept and design enviroments, let me know what you think as all feedback is helpful and appreciated, I wouldn't want to get back into quadruple posts again

Druid - (final concept)



EDIT

I've updated the anatomy of the torso, didn't quite look right before, however, once again any feedback is appreciated

Druid - (final concept with revised torso)



lazerus
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Posted: 10th Apr 2011 21:07
Looking really svauve Mazz' im glad you took what i was trying to say the right way ^__^"

Loving the way the side parts connect to the skull base. Cant wait to see this done.

Mazz426
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Posted: 27th Apr 2011 20:58
well.. this is a rather major bump as far as internt timescale is conecerned.

lazerus@
thanks, I'm glad you like it. Unfortunately I still have not been able to begin it, the stress of exams has caught up with me.

Anyway, as said above I'm dangerously close to my exams and haven't really been able to do much work, 3D wise that is, I've been able to do quite a bit of 2D work as I have been following FZD's tutorials on digital painting which have helped a lot. Here's something I finished of today, I am planning on making 3D models across my study leave, between revision that is. And I hope that my next post has a slightly more relevant update, seeing as this is the 3D chat section of the forum

anyway, let me know what you think as all feedback is appreciated.
(please excuse the rather large image)

monster concept 1 -


Also, I was not too sure if I had posted this previously, I meant to when I uploaded my portfolio work for my university submission, so if I have in a previous thread please excuse it, if not then please feel free to provide feedback.

mutant 1

Mazz426
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Posted: 10th May 2011 19:56 Edited at: 10th May 2011 20:08
well hello again, here is an update with... wait for it... actual 3D models

I decided to upgrade to the new version of Blender, it is much better than the version I was using and the render qulaity is far superior/ simpilar to set up.

So to test it out I decided to render out some old models in the ways in which I acctually wanted to; and I created a new medievil pillar style model after finally getting normal maps and reflections to work properly in Blender. So please let me know what you think.

re-rendered models -




And here is the new model.

Medievil stone pillar -


Medievil stone pillar textures -


Also I wanted to ask, how can I trim the 'canvas' for my UV map so that it isn't square? I could have easily filled more space if the upper texture had not been square.

Mazz426
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Posted: 11th May 2011 20:16
hmmm triple posts again, oh well

Here is another model, just did this when I got back about an hour ago, was rather pleased with it, I was trying to just focus on the texture, keeping the mesh as simplistic as possible. Please tell me what you think, it has been quite a while since I did much of this and I would really appreciate some feedback, thanks in advance.

Wooden Crate 1 a -


Wooden Crate 1 a textures -


lazerus
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Posted: 11th May 2011 23:08 Edited at: 11th May 2011 23:08
Its quite desaturated but it looks nice mazz ! Needs more in the way of another colour. Try adding a blue or redish brown to the mix. The stone pillar could do with a another tint, try making red, blue and brown. Even better would be to make three texture vairtations to see which matches it best.
And im not sure what your talking about with the square texture map.

Your texturing is good as always at any rate

starmind 001
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Posted: 12th May 2011 05:42
On the uv map you can play around with it like just about other uv mapper, but if you mean trim like splitting the top in say half or quarters then that has to be done before in edit mode. I think this is what you are thinking, but I might be way off. I have been working with it for awhile now and there are still things I find I didn't know about. Shoot me an email and maybe I can help a little more.

I have looked through your thread and you have become pretty good with your sculpts. You plan on making some actual fpsc models from any of your sculpts? Your demon-2 head is very good. I would have liked to see a full body of that concept. Might even be interested in buying it for Beyond Life Rebirth.

Mazz426
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Posted: 12th May 2011 12:45 Edited at: 12th May 2011 12:46
lazerus
Thanks Laz, I'll definately try tiniting some of the textures; at the time I was half tempted to try and make it look like marble, I think I'll go ahead with that idea thanks.

starmind 001
Thanks, I'm definately planning on generating some FPSC models, in fact these files are .obj's which means that conversion to .x files should be as easy as importing one file type and exporting another. Also in regards to the demon head, it was always supposed to be no more than a head sculpt, however I been following your progress onBeyond Life Rebirth and would be more than willing to generate full character from it for that project. I will however have to wait until the end of my exams on the 3rd of June, so once that date passes I'll be able to get working on it. Also I'm gonna drop you an email later today in regards to what I meant, thanks.

In fact while I was writing this message I decided to go ahead with those texture variations, it took about 30 minutes to get everything as I wanted. The centre pillar simply has a red tint with a few additional highlights, for the right I was thinking of ice and whether or not it'd make an interesting pillar, and for the left I was going for a sort of jungle ruins sort of thing, hence the slight green/ yellow tint and the moss. These were rather quick just done as tests to try out some techniques for generating tutorials and in order to do what Lazerus recommended, so please let me know what you think and thanks Laz for the reccommendation.

Medievil stone pillar (variations) -


I can also post the textures if anyone is interested, however most of the detailing is visible in this render, excluding the revised specular and normal maps.

David Gervais
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Posted: 12th May 2011 13:44
You're doing great work as always, I like the texturing on the left column/pillar best.

I can always tell when someone is having fun.

Cheers!

Mazz426
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Posted: 14th May 2011 13:29 Edited at: 14th May 2011 13:33
David Gervais
Thanks David, that was my personal favourite as well. I'm glad to hear that you like it.

Well here is my latest model, it is yet another head but for this one I did not use zbursh in any way, I suddenly realised the other day that while I've made more human heads than I can think of I was yet to make one without the aid of zbursh, and so I hopped onto google, grabbed a reference and just started modelling from a plane, finished it this morning and I started it yesterday at about two in the afternoon, I'm yet to texture it and I plan on making a body, essentially I'm gonna try and make my first full character, whilst only using zbrush for what it was intended for, detailing.
I also want to add that he does acctually have a mouth, not just a pair of lips, but at the moment it's not really easy to tell without subdividing it. It's made entirely of quads, not a single tri or Ngon was used, which is what I'm most pleased about. I'm also trying out a method of rendering with a wireframe within blender, at the moment it sort of works but I realise now that I should have really used inflate instead of scale, that way I'd of avoided the clipping that is currently present.
So let me know what you think, all comments are appreciated and are welcome.

Head 1a -


lazerus
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Posted: 14th May 2011 13:59 Edited at: 14th May 2011 14:00
Ill be first to thats some pimp ass poly flow Mazz!

Jesus man your putting the rest of us to shame here!

Need to shake off the dust from deadlines and get back to work XD

cant wait to see this done!

Also, is this the Larrrge~ project ?

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Posted: 16th May 2011 19:50
Really awesome work Mazz, is the head/body going to be rigged? It'd be cool to see it animated and textured.


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Mazz426
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Posted: 16th May 2011 20:40 Edited at: 16th May 2011 20:41
lazerus
Thanks Laz, there are several issues that I need to iron out in terms of topology but it's a good start. And you are correct, this will be, as you put it my Larrrge project

AutoBot
Thanks I'm glad yo like it, I do plan on rigging this model for posing purposes, however I've never really tried animation, or at least not in a long time, so I may animate but it wouldn't be a priority compared to the other stuff you mentioned (UV mapping and texturing).

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Posted: 17th May 2011 23:09 Edited at: 17th May 2011 23:11
Yeah, I've never been too good at animation either. Closest I got was using 3DCrafter's interpolation and frame by frame tools, I should really do more Blender and see what that has for it. Texturing and the model are definately more important for showcase, though.


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Mazz426
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Posted: 18th May 2011 00:42
AutoBot
Same, I've experimented with Poser 6 and 7 in the past but never really made anything worthy of being called an animation.

Anyway here is an update on the character, started on this when I got home at around 4:00, its about 22:30 at the moment and I'm extremely tired due to an exam i had earlier today. So I'm going to stop working on it for the moment, at this stage there are several issues topology wise that won't be fixable until it's finalised, I won't bother mentioning them at the moment as there are quite a few. My key focus at this time has been anatomical accuracy, not topology. Once again no tri's or Ngons have been used and I'll start work on the legs and arms tommorrow or this coming weekend.

Anyway let me know what you think as any form of feedback is helpful, thanks.

Character 1a (WIP) -


Quik
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Posted: 18th May 2011 15:26
what program are you m aking that character in? iam guessing it aint Zbrush?

looking excellent at the moment, a few things i would point out, but my storage of words at the moment are hindering me from doing so >__'>

and for the record, I am a man.

Mazz426
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Posted: 18th May 2011 15:48
Quik
It's been done entirely in Blender and I'm planning on taking it into Zbrush once I've finished it in Blender in order to add detail and generate some normal/displacement maps, I'm glad that you like it, thanks.

Mazz426
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Posted: 20th May 2011 16:22
Well here's an update on the character mesh so far. I've started work on the legs and I'm rather pleased with it so far, I would like to add that the final character will be fully clothed, it's just easier to read proportions without baggy clothes.

Anyway let me know what you think, any critiques qill help.

Character 1a (WIP) -


xilith117
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Posted: 25th May 2011 17:45
Its threads like this that make me sad. Why? because your skill is so great that I can never hope to compete. Keep up the unbelievable work, you are ridiculously talented!

Mazz426
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Posted: 26th May 2011 16:14
xilith117
Thank you very much, I'm still learning and there are still plenty of issues to remove. Don't get yourself down just practice and you'll do fine.

Well here is another update, currently working on trying to finish of the legs, I have a few ideas for the final conceptso once I have the feet done I'll move onto designing his clothing and what his arms will look like.

Character 1a (WIP) -


There are several issues concerning topology that need to be tackled, but at the moment it is suitable for sculpting in Zbrush so I'll sort out those issues when I get to creating the final mesh.

Quik
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Posted: 26th May 2011 16:47
he doesnt have any arms yet, so its hard to judge, but, his head does look a bit big in my opinion :S

and for the record, I am a man.

Mazz426
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Posted: 26th May 2011 18:36
Quik
I think it was more the angle than anything else, I decided to do a quick check and rendered the update at a lower angle.

Character 1a (WIP) -


Wolf
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Posted: 26th May 2011 19:58
This is great work! I l.o.v.e. your concept art!



-Wolf

I make serious coffee - so strong it wakes up the neighbors.
http://serygalacaffeine.deviantart.com/
Twitter: @Serygala
Mazz426
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Posted: 27th May 2011 17:37
Wolf
thanks, I'm glad you like it.

here's an update on an older model, I recently was trying out an idea I had regarding textures, in which I bake aspecs of an SSS pass onto the texture, as well shading and gloss. I'm pretty pleased with how it turned out but please feel free to tell me what you think.

Also appologies for the large image.

demon 2 - (with updated texture)


And here is the rax texture, origional size is 2048*2048.


lazerus
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Posted: 27th May 2011 17:48
You sir are far too talented and rile me up to get off my lazy arse and work. Ill be getting Zbrush late july so ill be 8 steps behind you ;P

DarkJames
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Posted: 27th May 2011 21:54
Handpainted? if so, Amazing!

Mazz426
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Posted: 27th May 2011 21:58
lazerus
Thanks, I often find myself trying to keep up with you, I guess deadlines have given me a momentary lead

DarkJames
The origional texture was hand painted, however for this updated version I tried backing an SSS pass, gloss pass and using a material for some subtle shading. However in the end it all had to be touched up with the burn tool anyway.

Well here's an update on the recent project, I'm trying to get as much work in before the pressure of this coming week, let me know what you think.

Character 1a (WIP) -


lazerus
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Posted: 27th May 2011 22:47 Edited at: 28th May 2011 14:07
His pecks seem a little taught from the stright on view, maybe soften them up a little or harden the abdominal/rib area creases.

DarkJames
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Posted: 28th May 2011 02:04
His torso seems... broken? Esteroid type gymnastic?

his torso looks a bit tight aswell..

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