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#1 (permalink) |
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New Member
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Random game art for various projects...
Hi everyone, I'm 21 and in my 3rd year of my game design course, I've decided to specialise in 3D characters this year, I've made 1 character to date which I'll just quickly post on this thread for fun! I'm currently working on my second character, and just started my 3rd last night, anyway heres a link to my Deviant Art account for those of you who would like to see more of my work:
G-Saviour18 on deviantART My first ever character model: ![]() And this one below is the very start of a base mesh I am putting together for my third character: ![]() All c & c welcome for any of these two as I'm still working on them and would appreciate any help or advice that could be given, thanks ![]() Last edited by G Saviour18; 02-09-2010 at 07:41 AM. |
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#2 (permalink) |
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New Member
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The engineer seems ok, if a little generic. It'd be nice to see some wires for him. The textures seem a bit muddy, but the lighting could be a partial culprit. The lighting you've got right now is pretty vague. It's hard to tell where the primary light source is, and the greenish tinge is making him look kinda sick.
The kid model isn't doing it for me. His facial structure is too sharply for a kid. He looks like an older man. Younger people have more elasticity in the skin, and it's got more fullness, so there aren't as many creases and sharp angles. As people get older, the skin starts to sag and crease more, creating more defined shapes as it pulls over the bones and creases. The loop flow on the face looks pretty good, but a little excessive in some areas. You might be able to shift some of the loops under the eye a bit lower to even out the topology in the cheek area. The sharp point on the back of his head is odd. The loop flow around the shoulders and chest could use some work as well. You've got a good start on it, but the pectoral muscle should flow smoothly up over the shoulder into the deltoid shape. You'll get more accurate deformations when/if you need to animate or pose the model. Otherwise, the arms look pretty good. The legs could use some more detailing, especially around the knees. The knees do a lot of bending, so you'll need the detail to help maintain volume when it's animated. If he's supposed to be highly stylized, it might be a good idea to have a shot or two of the design you're working from. That way it's easier to see if something looks odd because of the modeling or because of the source design. |
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| The Following User Says Thank You to OriginalAdric For This Useful Post: |
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#3 (permalink) |
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New Member
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Thanks for the comment, I am working to better the egineers texture at the moment, I'll be changing the lighting for that model too, it is very vague. I can see what you mean about the kids face being too sharp and angular, I wasn't too happy with that myself, I'll try and soften it up. I'll work on the shoulder and knee areas too, thanks for the advice.
Character modelling is hard! Thanks again though, I'll hopefully post another update soon with those problem areas refined ![]() |
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#4 (permalink) |
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New Member
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Hi everyone,
Here's the latest on the start of one of my characters that will feature in my cinema game mod, this is just the base mesh, it's mostly there now, I'll just be adding and refining stuff from now. Here it is: ![]() Secondly I've finished my second ever character which I will attach below, the textures still need some work but other than that I think its ok, here it is: ![]() All c & c appreciated ![]() Last edited by G Saviour18; 02-09-2010 at 07:21 AM. |
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#5 (permalink) |
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New Member
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Punk Rocker UDK
Just a quick WIP of the first character to be created for my own personal mod, I'm still working on the textures and rig of it, I just have to finish rigging the arms and then thats done, the texture still needs a good bit of work, all c & c welcome
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#6 (permalink) |
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New Member
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i like the style of the models =) However the textures i agree needs more work.
Just a comment about the textures since your're working on it ![]() Evey material and object will wear & tear over time. So by adding details on the texture, it will make things more believable. EG. Soles of the shoes which wear and tear. Dirt on the Shoes EG. Sweat stains round the collar EG. Imperfections on the face. Eg. If a character is a warrior. You can consider blood stains and the colour of blood overtime. Eg. For your Enginner, his face should be more oily(high specular) Oil stains on his uniform? These are little cues to start you for texturing |
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| The Following User Says Thank You to rinoa_carol For This Useful Post: |
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#7 (permalink) |
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New Member
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Hi everyone, just some props I'm either working on or that are mostly there by now, I'd appreciate feedback on textures, all objects have a 512x512 texture res, the green light camera prop only has a diffuse at the moment, I'll be adding some leaking rust to the front of it soon, let me know what you think!
![]() ![]() Last edited by G Saviour18; 02-09-2010 at 07:23 AM. |
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#8 (permalink) |
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New Member
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Thanks for your suggestions, well noted! Sorry about the delay in in my response but I did keep the advice you gave in mind when I went back to work on the texture, I've been sidetracked since so I havn't finished the texture yet, I will have soon enough as he's already inside UDK running about
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#9 (permalink) |
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New Member
![]() 72
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Some recent work
Hi everyone, I'm just going to go ahead and post some of the stuff I've made over the last few weeks, most of this stuff is either work in progress or as finished as I can get them for the moment! I'm looking for help at the moment with a UDK project I am working on, some of the below screens will show some of the art I've done for it, it's the cinema themed images you're looking for there, if you would like to help just ask and I'll get back to you with more details. All c & c on my work is welcome and much appreciated, thanks!
![]() This image is the final render for one of my first ever complete models, it was made for Falming Brain Studios UDK mod Praetorian Defiance. ![]() Some low poly props made for my cinema level mod, all unfinished in one way or another, time's an issue for me right now so I just have to leave them as they are for now! ![]() This is the model I was asked to make after the light/ camera model above, I think I did ok but again I'm new to this so any c & c is most welcome ![]() ![]() Obviously when building a cinema I needed some film stuff so I went off and made a few promotional posters and cardboard cut-outs using all of my own work. It was fun but I would have loved to have had more time to really make some cool stuff. ![]() Here's some quick screen grabs I took of how my level looked in time for my college Summer show, all art is work in progress. ![]() This is a variation on the rocker base mesh which allowed me to save some time and have two playable characters for my own UDK mod in time for my college Summer show, it's unfinished and I'm not too happy with it as it was definintely rushed so I'll probably go remake this character once I have more time. Last edited by G Saviour18; 02-09-2010 at 07:36 AM. |
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#10 (permalink) |
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New Member
![]() 72
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Some new work
Hi everyone, havn't posted here in a while so I thought I'd show some of my current projects and hopefully recieve some good advice
To begin with I recently graduated with a 1.1 BA (Hons) in my Games Design course a little over a month ago, so now it's time to go get a job! Considering all of my work to date has either been rushed or is unfinished I'm going to start by ensuring that I spend time with my work from now on and complete it all to a high standard since I no longer have college to deal with! First off I've decided to go back and remake my second ever character, the engineer, I'm going to finish this character properly this time! A big thanks goes out to Henry South of MPC studios for helping to correct the proportions earlier on in the year. ![]() To begin with here's an image on the near complete base mesh for my engineer character. ![]() Since then I've completed the base mesh (I'll post an update on that soon) and I've just begun sculpting the high poly in ZBrush, I've only loosely sculpted in the creases of the clothes so far but I've lots more to do there so feel free to offer any advice you can think of, thanks! ![]() I've also started work on my 5th model for Flaming Brain studio's Praetorian Defiance UDK mod, here's an update on that so far, any suggestions on the low poly is more than welcome. Thanks for reading ![]() |
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| The Following User Says Thank You to G Saviour18 For This Useful Post: |
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