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stunriver
03-09-2009, 07:18 PM
I just finished the 3D of my previous concept. Here it Goes.

http://i77.photobucket.com/albums/j51/stunriver/ConstSheet.jpg

http://i77.photobucket.com/albums/j51/stunriver/Soulreaperrender.jpg

Concept:
http://i77.photobucket.com/albums/j51/stunriver/Soulreaper.jpg

CNecron518a
03-09-2009, 10:42 PM
Nice!!!! Andrew the only thing I have to say is you may want to try and redefine the chest area, as the 6 pack is looking a tad flat and undefined. Other than that, beautiful job man.

stunriver
03-10-2009, 05:34 PM
Thanks for the comment Chris, I would agree with you that it might look a bit flat, I will try to fix them. in the mean time I also start a new project immediately. to increase the number of portfolio I have in my website : www.gosijin.com

I am working on 7 deadly sins character which connect each other in story, previously I made The Sloth and The Lust(succubus) Tho Succubus was unsuccessful and planning to redo it.

Vampire Soldier (The Greed)
Though he saved the baby warewolf(The Gluttony) his intention was never really good. aside from pitying the baby he is really into fame and power. Thinking the Warewolf
would be a good pet and brother. He ended up being one of the noble family in the dark Knight's Kingdom. He is the right hand of the King. His greed over
wealth and pleasures ended up trying to overthrow the King(The pride)
his Ability would be high regeneration skill and agility movement. Thus he is a normal human form.

I made rough sketch and plan to fully paint it and make the 3d with normal map.

stunriver
03-10-2009, 07:15 PM
Updated version of the concept

stunriver
03-11-2009, 08:56 PM
Finishing soon

dabu
03-12-2009, 09:46 AM
cool, lets see some turnarounds...

stunriver
03-12-2009, 05:33 PM
Final Illustration

Shon Mitchell
03-12-2009, 07:28 PM
I think it wouldn't hurt to do another pass on this guy, there are some proportion issues that are throwing off the image.

His hands, like in your previous piece, are relatively HUGE in comparison to his body. They are nearly larger than his head in fact. The head itself seems disproportionately small compared to the rest of the body. You have him at over around eight heads tall, try for an even seven. the arms are also too long, especially the forearms. Take a look at your forearms, generally from the pit of the elbow to the base of the hand is the size of your bare foot. Also his head-shoulder area is looking disjointed, the line you have drawn for his traps seems to not fall inline with the clothed shoulder on his right side, its higher on the inside of his coat.

The clothes could use some work, everything seems plain and nothing really adds to tell the viewer about his character. If he's a soldier with a gun, he'll need attachments for maintanance and ammo, a secondary firarm (sidearm) for backup, knife for close combat, anything that you can add to make him more versitle. look at some reference for the clothes, specially the boots. also try giving him a shirt, the whole topless thing is kinda cliche. which leads to the abs

Also like with your last one, you should dial back the muscle definition. Subtlety is key and making the body overly cut is huge pitfall, its like he's flexing 24/7. also the abdominals on this guy are riding too high. check out some more anatomy ref to see how the body has these laid out, it'll help get away from that ninja turtle shell look.

his pose should be changed. if you are doing deadly sins, this one is reading pride. He's very vain, has no shirt, abs flexxed, and is thrusting his manhood out in front of the rest of his body. Greed should read as such, compacted in like he's coveting or hording his personal space, not wanting to share anything with the rest of the world, and definately not minimalistic, like this one is portraying. Greed gathers, think about modifying him, maybe make him a horder or packrat, covered with verious weapons or pieces from his previous kills, or something along those lines

stunriver
03-12-2009, 11:04 PM
thanks for the comment, I can see your point, I will add more small weaponry and adding Shirt. As for modifying the anatomy proportion and adding stuffs I would directly fix it in 3D, because my major is actually 3D. I need more portfolio in 3D, this is only a 2 days work of concept. So I guess it's not incredible yet. I will work on the concept more once I'm done with 3D, my point is to get more stuff for 3D and worrying about completing my Deadly Sins Character after I got a job just for fun. Solid Comment thanks. I will reconsider stuff. I'm blocking the 3D now

Edited : As a second Thought I'm fixing it right now. I will get it better this time as for the pose I won't change it though. but I'm adding more stuff on clothing and some Weapon accecories

stunriver
03-13-2009, 08:07 PM
Well there are 2 versions, I just wanna show the subtelity of the muscle tho at the end Im giving him shirt. Anyway I have to get on the 3D now

stunriver
03-16-2009, 05:52 PM
Agreeing with you I asked few of my friends opinion on how making him look more excessive in wealth. We came up with a more elegant, rich and formal suit instead. some references are taken from Underworld, and some from British noble family outfit and so on, to make it even more luxurious im planning to give more gold ornament all over the place. scrapping the rifle changing to more a flint lock model of weapon and motifs on it. So far Here is the 3D in zbrush I made. I really appreciate your comment Shon Mitchell.

Edited : I just noticed the back from side view look a little bit weird, I'm going to fix it.

dabu
03-17-2009, 12:11 AM
anatomy feels off in the face a bit, check your ratios...

stunriver
03-20-2009, 03:48 AM
http://i77.photobucket.com/albums/j51/stunriver/HeadWIP.jpg
http://i77.photobucket.com/albums/j51/stunriver/WIP-1.jpg

my working progress, currently at 3.6 M polys, I hope I can finish everything sooner and start with the props

dabu
03-20-2009, 07:53 PM
clothing looks a little lumpy, try to detail out the creases so the materials look unique...

stunriver
03-22-2009, 01:01 AM
I Fixed a little on the folding like you mentioned Dabu, here would be the final for my character, I'm on to the gun and accessories next. unless someone has concern about the character I will not touch the character again until I posed it. Sorry for not sticking on the same Material, as it seems to show things better in this material than the bronze.

I wish I could go higher, to get more detail, but Zbrush won't let me go higher.

rburke
03-22-2009, 06:39 AM
For future reference. if you limited to 3.6 mil for the whole model due to lack of ram you should separate the model out into diff pieces. Like jacket, head, boots, etc then you can divide each of those to 3.5 mil and generally will have better control over the sculpt. This looks sweet though. For you next project i would work on cloth a bit more. There is a really good tutorial about making cloth in zbrush, i think its available on the gnonmonology site. The guy uses the flatten bush with the move and standard brushes to block out large planes of the cloth folds. then he just tightens up some of the creases. check it out if you get a chance. Also the boots could use a little something, kinda plain like rain boots now.

Shon Mitchell
03-22-2009, 11:02 AM
you should prolly look into working with sub tools, keeping it all one mesh can be a bit limiting.

you need to spend some more time on focussing on individual parts. The boots look like rain galoshes rather than combat boots. the clothes in general are still looking muddy, gravity doesn't seem to be effecting their drapage, and there are no real folds or creases going on.

Your hands also aren't matching his body type. your concept has him looking like an underwear model, very lean and endo, but his hands are reading thick and strong, like a lumberjack's. The hands are one of the most expressive parts of the body, and they tend to reflect alot of the character in them, so if he is to be lean, his hands should prolly be a lot less manly. Take a look at piano player hands or anyone who does some form of skilled art with their hands. they should seem dexterous and graceful, able to maybe spin knives or do intricate things with them. these look like they can choke the life out of ya but would have a hard time dialing a phone.

seriously think about going back and breaking the character up into pieces, focussing on indivdual pieces will allow for better results, plus you will have freedom to subdivide each piece and not be forced to uprez others that you dont want.

stunriver
03-22-2009, 10:11 PM
thanks for the comment, I was thinking for not overdoing the cloth folding because it isa leather skin jacket, changing from the previous concept, I change a lot of stuff especially the manly look as your direction says about the concept. I will add more on boots too I guess. Although It will not be a combat boots. The best references probably would be wesker in RE 5 , Link : http://www.creativeuncut.com/gallery-09/re5-albert-wesker.html

About that subdivide thing, yes I should have done it in different subdivisions. I just didn't plan enough, because my time is running out myself to get a job in the US. So I have to finish what I have as long it doesn't suck too much. But now that I have encounter more than enough trouble I believe I will become better and turn this trouble in experiences instead.

stunriver
03-29-2009, 09:26 PM
No color yet and no specular yet, working on it.

This is normal map and Ambient Oclusion + Cavity Map in Maya viewport.

Total Tris is 6306.(Inlcuding Gun And Crown

dabu
03-30-2009, 01:41 AM
wireframe? unwraps?

stunriver
03-31-2009, 03:09 AM
Maya Viewport in High Quality Rendering

stunriver
03-31-2009, 04:05 AM
Construction Sheet

This time it's Render in Mental ray Scanline.

dabu
03-31-2009, 09:39 AM
This is your strongest piece yet, Andrew. Nice work.

I'd like to see some more surface details and cloth folds in his jacket.

stunriver
03-31-2009, 11:56 AM
Thanks I tried to do detail stuff for his jacket, but my inexperience self couldn't get it right. So I will leave it like this for now and move on to new project, hopefully I will get a lot better than this next.

My next plan is to make a female character, which I failed to do last year, The Succubus, Lust. It's still a pose and just a normal female look, I don't know whether I'm making it a monster look like the usual succubus, or just a very sexy female, since the original Idea of the story it's only a human who made love with incubus, and fell into a deep sleep, but since her lust over Sex is too great, she returned herself in form of a Spirit, that is Succubus, but her physical body stay asleep. Tho I'm so interested just to make a sexy female, I will think about how to make it look more like a succubus but does not have too much demonic look

Rushn
04-06-2009, 02:51 PM
The 2D works need more variety in the textures, because the skin, hair, clothes, leather, metal, all look the same and flat.

Painting only from life will train the eye and the hand to create different textures.

Hope this helps

Best

stunriver
04-07-2009, 11:41 PM
Thanks rushn, I will keep that in mind for future references. You have nice illustrations bro.

Anyway I put a hold on character for now, since Character artist job is hard to get, I've been doing 2 props so far binoculars and Box, although Bino is a failure I'm happy I can do a box(lol). I'm considering changing myself to prop and envi artist maybe, thus I might not have enough time to get a job then I will rejoin Academy of Art University in master Degree. or maybe miracle happens I will get an intern to at least put the stop of my time limit to stay.

rburke
04-08-2009, 09:07 AM
you got it all wrong the binoc's are actually pretty good, way better than the box. What would really improve them is a bit more detail i the texture an some more color variation on the tan. Also you need to exaggerate the spec map some by upping the contrast and lowing the value of the painted areas. As it i now it hardly reads as having a spec map at all. Also go back in and layer some scratches or something into your normal map, to break up the smoothness of the bigger surfaces. They look good though, and in my opinion your characters are looking good you also do them pretty quick which is good. Just spend more time creating characters and each one will get better and better. Try to go for something with larger textures on you next character ive noticed you use 512 maps on everything so maybe try a 1024 on the next character maybe that will give it the look it needs to feel "next Gen"

stunriver
04-10-2009, 12:11 AM
My next to do list, A gate!
These are all started in Zbrush with a plane and a lot of projection master, except for the bull there is no projection master just pure sculpting.
The bull would be a handle door, I was thinking of doing very detail with hair on it, but I dont think bronze Handle Door will have that much detail and its going to be too small to notice anyway. There would be a ring on the nose of the bull for the handle.

stunriver
04-14-2009, 12:49 AM
Gate Construction sheet and Gate Render

dabu
04-14-2009, 10:03 AM
nice work, but you need an attach point for the boars head. Look at mounted heads, they have a wooden board that the head affixes to...

Nice otherwise, I dig. Would like to see more environment work from you in the future.

SpiralFace
04-14-2009, 11:45 AM
The headboard is looking a bit dull compared to the details around it.

I wouldn't necessarily go back into z-brush and add more details, as you are always constricted by the processing power of your computer to handle the fine details in polys.

Instead, generate a desired "Height map" for all the details, and then go into a program that can generate a normal map off of the "hight" map. (Like the Nvidia filter, Crazy bump, or what I personally use the freeware "xNormal")

After you get a normal map for JUST THE DETAILS, place it on top of your current normal map and then use the "Overlay" layer type to punch in the details on that head board, without worrying about having to sculpt it in z-brush.

Also, your textures are looking a bit "Blurred." My guess is that you down rezed the textures from a larger size. As a golden rule, WHENEVER I down rez an image using Image size, I ALWAYS go back and use a "sharpen" filter to give the textures a bit more of an extra punch. if you did a good job with your textures, when you paint them, the result should look a bit "noisy" in photoshop, but when you put it on a texture, it will look much sharper and nicer.

stunriver
04-14-2009, 01:45 PM
thanks dabu and spiralFace,

Dabu : I will probably add the board to make it looks like its mounted.

SpiralFace : I've been doing all that xnormal nvidia filter to add cracks and more decals, I guess my details on Bull is just not good enough I'll try and fix it a little more today, as for the blurring, it's actually the render mental ray scanline makes it blur more, the Maya viewport seems to have a sharp details instead of blur, I dont know how to fix that in render.

Thanks for the critiques and comment guys.

stunriver
04-15-2009, 01:14 AM
I add stuff and change lighting
It looks better in Maya viewport so I'm using Maya Viewport instead of mental ray scanline

stunriver
04-16-2009, 12:34 PM
This is my succubus concept that I just finished last night, it's a lusty pose and very sexy succubus, which fit into my 7 deadly sins collection as Lust.

stunriver
04-23-2009, 12:33 AM
Update, Face update

stunriver
05-06-2009, 11:52 PM
she is doing the standing on the toes now because she is going to wear high heel boots, and Im working on the boots. I Fix the face a little more

Brandon Hillman
05-14-2009, 01:30 AM
I like the level of detail that goes into your character models. Have you ever done any modeling in 3ds Max and if so which do you prefer Max or Maya?

dabu
05-14-2009, 02:59 PM
Nice stuff Andrew, not much to say in terms of critique. Lets see the low poly and UVs...

stunriver
05-23-2009, 07:41 PM
I never have touched 3dMax before but I want to learn it if I have time I guess, here is some progress, the low poly wit normal map and UV unwrap

AdamT
05-27-2009, 04:42 PM
The latest model is amazing, are you using z brush? i dont have experience using it but either way you have some serious character modeling skills

Brandon Hillman
05-28-2009, 09:16 AM
The wings look really good, but they seem like they might be to low on the model's back. It could be just the pose though too. I really like how the model is coming along.

stunriver
05-29-2009, 11:46 PM
so far this is what I have, thus I havent been working on it for a long time, and thanks for the compliment Adam, yes I used Zbrush, and making normal map with xnormal, I'm still learning tho.

I purposely do the wing at the lower back because it is actually joined with the back spine instead of the scapula. Comments on coloring would help since I havent gone done the detail yet

stunriver
05-31-2009, 03:20 AM
color and specular, I am kinda stuck with the coloring and specular, hoping someone will give me an input for the textures. since I am not quite satisfied yet of the result

dabu
05-31-2009, 05:54 PM
colors are feeling too saturated, try toning things down a bit. Also hair feels photo sourced, try cleaning it up a bit, and taking the reflectivity down, is she supposed to be a super platinum blonde?

Wings are starting to work, try to get some more spec back in there to give material variation...

stunriver
06-02-2009, 10:19 AM
Colors are indeed saturated I'll try and fix it later, hair is not photo sourced it's painted, I'm not quite understand what do you mean by cleaning it dabu. and yes a platinum blonde indeed.
Thanks for the comment dabu

dabu
06-02-2009, 01:49 PM
If you're hand painting the hair, I would stylize it a bit, and make the strands thicker, so its not so noisy from afar. Also, I could see the edges of your alpha planes in the previous shots...

Nice stuff Andrew.

Steve Mittlestadt
06-11-2009, 09:36 AM
Looks good, love the colors.

TimLangley
06-11-2009, 09:48 AM
I really like your designs for these characters, and seeing them go from concept to 3D is cool. I love how these are turning out.

stunriver
02-05-2010, 02:54 PM
It's been so long since I post anything here... but here goes My new project. I need comment on how the cloth looks does it convincing, does the metal convincing, does the wood on the handle convincing, Any other critique are more than welcome.

http://i77.photobucket.com/albums/j51/stunriver/Untitled-1-1.jpg

http://i77.photobucket.com/albums/j51/stunriver/Untitled-2.jpg

http://i77.photobucket.com/albums/j51/stunriver/Untitled-3.jpg

stunriver
02-05-2010, 03:20 PM
I have left the succubus behind, Also given it to one of my friend to be rig. But this is what happen so far with the succubus

http://i77.photobucket.com/albums/j51/stunriver/Untitled-1-2.jpg

http://i77.photobucket.com/albums/j51/stunriver/Untitled-2-1.jpg

http://i77.photobucket.com/albums/j51/stunriver/Untitled-3-1.jpg