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ToykoF
04-02-2009, 02:37 AM
Hi, I'm Toy.
This is some stuff that I'm working for my portfolio, and here is my website
www.zebracan.com .I'll keep it update.
Any c&c 're always welcome :D

SpiralFace
04-02-2009, 09:02 AM
seems like a good start, but there really isn't much to truely make the image pop.

Bake out an Ambient Occlusion pass and either multiply or overlay that on the model that you are working on right now to get a better sense of where the shadows on the model is.

Remember that if your making a self shaded model, you need to paint in all the shadows yourself, use the AO pass as a guide to where to push your shadows on your texture. DO NOT just use the straight AO pass on a low poly model, as because the lowpoly doesn't have any detail, straight shadow will wash out the texture work, and make it look "Painted on." Although this might be what you are wanting to do if you intend to make it look like a toy.

ToykoF
04-09-2009, 11:06 PM
Thanks SpiralFace,
Well, I did put the AO in the texture, but it might be too hard to see it.
I will make it a bit darker and check the shadow again.
thanks for your comment.

ToykoF
04-21-2009, 02:26 AM
My mole dragon, I'm working on a texturing process.

Gary
04-21-2009, 12:31 PM
Not sure if you are posing the model like it's swimming, but you might want to bend the feet farther back. Kind of like the pic below, though it isn't the greatest pic. Great model though.

rburke
04-21-2009, 12:59 PM
very nice form on that, pose could use a bit of work but otherwise looking nice.

ToykoF
04-22-2009, 12:58 AM
Thanks guy.
Yeah that the pose I want, I will finish the texture and fix the posteagain.

ToykoF
04-22-2009, 02:55 AM
I also got a problem about rendering in Zbrush.
When i click render it looks nice, like in a viewport.
but when I export it out, everything is gone.
It looks blur and color was washed out.
I'm not sure what to do then, maybe I should render in Maya :P

rvii
04-23-2009, 05:55 AM
hey toykof very cool model and textures..

perhaps if you put different tone(lighter or darker) but similiar color for the head, elbow, knee etc it might make him more interesting? idk for sure but you can try it out to see..hehee

I notice you have subtle different tones spread out on the whole body as well. nice detail. I love the design :D

stunriver
04-23-2009, 11:14 AM
nice model and textures man! That gnome is awesome, and the creature is really cool I like the pose. You have a lot of good stuff in your website too. I'm jealous :P

ToykoF
04-24-2009, 12:41 AM
Thanks guy, I'll keep working on it and update my new work in here again.
And thanks to dabu too, I also learn a lot about how to work like a pro and present it.

ToykoF
04-28-2009, 12:59 AM
Currently I'm working on this one (and that one :P), on texturing progress.
I'm still playing with a pattern on his clothes. This boy is from a Mongol tribe (or kind of)
So I'm looking for an asian tribe pattern, I got some in my mind but not quite satisfy yet.
Any thought 're welcome :D

gerasimimumu_George
04-28-2009, 05:12 PM
You've got really nice models and textures. The faces are very good, but the bodies are overkill on the GEO, the last model, the forearm scruffs don't need so many edge loops and the chest can lose some too.

The zbrush model - you should really extend the toes to be more parallel to the legs. It look really unnatural - like someone kicked him and he just got boosted up into the air - as opposed to jumping.

ToykoF
04-28-2009, 06:01 PM
Thanks for the input gerasimimumu_George :D
I agree about Zbrush model, it look unnatural. I did try to bend his leg too much to get that pose.
Here're the normal pose.

Justin Johnson
04-30-2009, 12:10 AM
The Gnome has a lot of potential, i like the color set up, but the little tribal child is much improved. I would go with on one's in head gear gives it more feeling and detail to the work.

ToykoF
04-30-2009, 02:43 AM
Thanks for your comment Justin Johnson,
Yeah, I will have that headgear on, might make it as an option.
Now I also working on another character too, it gonna be a girl in the same ages.
Then I'll be done for this semester (hope so) :D

ToykoF
05-14-2009, 01:30 AM
Finally, this semester almost over and here're what I had done in this semester.

ToykoF
05-14-2009, 01:32 AM
I also finish rendering and do some paint over on the Mole Dragon too.
So I did 4 low poly and 1 Zbrush model in this semester.
Woo, never though that I gonna finish it all.
Any C&C always welcome.

gerasimimumu_George
05-14-2009, 01:54 AM
The pose on the quadruped makes much more sense now that he's in water!!!!

:)

G

dabu
05-14-2009, 03:01 PM
GORGEOUS render. Nice solid portfolio pieces.

Post these up in art pimping if you haven't already...

ToykoF
05-15-2009, 12:21 AM
I did actually :D
Here's my turntable for the dragon
http://www.youtube.com/watch?v=bbJH_Tv5Zec

dabu
05-15-2009, 11:49 AM
Id take the caustics down a hair, and pose his feet like you saw from the tree frog.

great presentation and model, show wireframe in your reel...

rvii
05-18-2009, 02:53 PM
sooo coool caustic FX luv it toy ^^)b

ToykoF
05-18-2009, 05:32 PM
Thanks rvii.
I add an image sequence in to the light to get that caustic.
It easy more than try to adjust the light to have the effect. :D

TimLangley
05-27-2009, 04:34 PM
I love your character models. You do well with the poly count and make it look good. Textures are good.

AdamT
05-27-2009, 04:49 PM
I like your work, solid effort creating characters as well as the animals shows off diversity. Are you interested at all in doing environmental stuff?

Brandon Hillman
05-28-2009, 09:08 AM
I like how you are able to produce good looking character models that are low poly. I also really like the render of the dragon swimming through the water.

ToykoF
05-28-2009, 12:12 PM
TimLangley - Thanks man, I'll keep it up :)

AdamT - I have done some environment too, I work on a student's project with my friend at AAU. Here's a link to that one http://www.youtube.com/watch?v=b6ipiHQasFk
Some say Environment Modeler have more chance to get a job compare to Character Modeler, so I might do some environment if I have time.

Brandon Hillman- Thanks man, low-poly is my favorite in Modeling, also I'm working on Zbrush stuff to get more work on High-poly and Normal map stuff.

ToykoF
12-01-2009, 11:48 AM
Hi :)
It been a while that I didn't post any stuff here, since this semester is my last semester and really busy with my work and project.
So here is what I've been up to.

ToykoF
12-01-2009, 11:49 AM
One more :)

dabu
12-01-2009, 01:44 PM
dude! These are awesome. Can you post way larger images so we can better see your stuff? limit is 250 k per image, use it and we can give you some good critique. was this group directed study?

ToykoF
12-01-2009, 03:45 PM
Hi dabu :)
These're my thesis, including the model that I made from last semester also.
And yes, I took a group directed study and work on all of these in this semester.
I'll save a bigger image and repost then.

vayufox
12-01-2009, 03:53 PM
Hey these are great! I'm looking forward to the larger images :)

ToykoF
12-01-2009, 04:15 PM
I just replace a new image in the old post.
Any c&c 're welcome :)

Marq4porsche
12-01-2009, 10:20 PM
Really awesome work man, I'm loving the airship, really tight work all around.

spurn
12-14-2009, 10:11 AM
super awesome, i really like the face on the warrior guy, it's not so cookie cutter as many out there

larger images as Dabu said!

3x2048 maps is pretty overkill are you doing this for actual game specs?

ToykoF
12-17-2009, 01:37 AM
Thanks for the comment :)
Spurn > Yeah, it kinda over kill a bit, I use GOW as a ref as they using 2k for texture also. At first I'm planning to use 4K but I think it too much. I plan to use different texture so I can switch on and off in some part of the model, ie armor helmet and other stuff. But some part of the texture likes a shirt on the first one, I didn't use it at all eventhrough I already do a model and texture but in the last mintue I decided to not using it.
I will upload a high rez images when I'm done updating my website and also a video for this one too.
:)

Axowape09
12-29-2009, 02:28 AM
I like the toys that you have made, and they appear safe to,good going. Now I may try to make my own to, bird toys are rather expansive.

SeanyFresh
12-29-2009, 04:20 PM
Like this but I would make the Jaw heavier as in thickness such a strong hinge then little delivery on the thickness of the jaw...it should be stronger looking

great stuff good potential......also look at all types of lizard skin to get some inspiration on color and pattern.....think where is he from what world?...does he need to adapt....does he walk on all fours most the time of more bipedal and if so culture.......clothes no clothes......Nerd out on this.....Always helps

great stuff here

ToykoF
01-05-2010, 06:19 PM
Finally after a long holiday, I finish updating my website (yay).
Here 's it, feel free to check it out. Any c&c 're alway welcome.
www.zebracan.com
and here's a link to a hi-rez images.
http://www.zebracan.com/images/plate/knight_h01.jpg
http://www.zebracan.com/images/plate/knight_h02.jpg
http://www.zebracan.com/images/plate/kitsune_h01.jpg
http://www.zebracan.com/images/plate/kitsune_h02.jpg
http://www.zebracan.com/images/plate/ship_h01.jpg
http://www.zebracan.com/images/plate/ship_h02.jpg

ToykoF
01-05-2010, 06:20 PM
SeanyFresh > Thanks for your comment, if I have time I'll continue working on that one again. :)

dabu
01-05-2010, 07:43 PM
I can see seams on the shoulder at high res. hard to get rid of them in normals...

the diffuse only ship needs better hi lights and shadows...

solid work toy, you should have no problem finding a job...

ToykoF
01-05-2010, 08:16 PM
Thanks Dabu :D
Yeah I have a problem about the seam, seem like Normal map have a problem when rendering in Mental ray. It looks fine when you preview it in the view port.
I also have a problem about normal map invert when I want to use a same Uv.
For example on the arm, both left and right is the same uv, it looks fine when I preview with a high quality render in maya viewport.
But when I render it out, normal on the other arm is flip, I try to figure it out coz I saw many game using the same uv and has no problem about it but seem like it will work only with the game engine to flip normal on the other arm.
So in the end I have to creat another Normal map which I invert Green channel, and it will work fine.
:P

ToykoF
01-06-2010, 01:37 AM
Here's me last demo reel for 2009.
I use Zbrush, Maya and Photoshop.
Dragon : I create a base mesh in Maya then sculpt in Zbrush. After that I do a lighting and rendering in Maya then paint it over in Photoshop.
Knight, Kitsune : Basiccly it the same work process but I bake a Normal map(using Xnormal) and then work in Maya for retopology. Most of texturing I paint in Photoshop but I baked a material from Zbrush to texture and use them as a base texture. This process save a lot of time and can help guiding when painting a texture.
Gnome, Mask guy and Ship : Modeling in Maya and Texturing in Photoshop
Cyclop : Modeling, Rendering, Lighting in Maya and Texturing and paint over in Photoshop

http://www.youtube.com/watch?v=gaiBR_EZ-r0

dabu
01-06-2010, 11:00 PM
dude, totally take your work into the marmoset engine and render out shots from there. will make everything look perfect. forget mental ray...

SeanyFresh
01-10-2010, 09:46 PM
Try smoothing the normals at the seam and see if it clears it up a bit....makes for better transitions with normals

ToykoF
01-15-2010, 02:07 AM
Thanks Dabu and SeanyFresh, I 'll try that out.
Here's a wardrobe, I spend around 2-3 hrs for the whole process.
Hope it will work somehow.

Marq4porsche
01-15-2010, 12:34 PM
Looking good so far. For the cabinets I think that you should make the color a bit darker and make it look finished. Right now it looks like it was just made and has no varnish on it. Also you could do some vertex painting and give it some shadows on the interior and on the bottom and whatnot. I did a quick paintover to show you what I mean. Also the way you did your wear and tear on the corners and edges could be a lil sharper as well.

ToykoF
01-15-2010, 01:10 PM
Yeah, it looks much better.
Thanks Marq4porsche :)