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  1. Nizza_waaarg's Avatar
    Nizza_waaarg is offline
    Location: Melbourne
    Posts: 331

    character wips

    *NEW CHARACTERS AT BOTTOM*

    new char im working on to replace my really old sword chick (space chick this time :P)

    originally going for a more more military space marine but have moved towards a preistess kinda thing with elements of sci fi thrown in. Thinking of somthin between these two (still sketching ideas) depending on how my new base female mesh turns out (not all that great so far )

    also got some heads (hopefully getting a little better at them)
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  2. Nice stuff.

    I like the first head best.
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  3. Nizza_waaarg's Avatar
    Nizza_waaarg is offline
    Location: Melbourne
    Posts: 331
    thanks pixelmitherer (srsly wish i could sculpt them as fast and awsome as you man ^_^)

    anyways, been working more on the generic female base anatomy mesh and trying to fit the costume over a lower dlvl in maya, kinda slow going so far -_-
    still got the arms and hands to work out btw

    anywhoos, hopefully i can stop playing fallout 3/mirror's edge so much and do more art

    edit: this other mobster/hitman char im working on as well
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  4. Vincent's Avatar
    Vincent is offline
    Location: Lyon
    Posts: 227
    Great sculpts !
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  5. Nizza_waaarg's Avatar
    Nizza_waaarg is offline
    Location: Melbourne
    Posts: 331
    cheers vincent ^_^

    ugh i gotta stick to one char at a time or somthin. Finished of the arms on the generic female mesh, moved on to the mob hitman char. Extending jacket down a bit more and gotta finish of the lapel/collar area. And need to hitch his pants up a bit more :P

    I suck at fleshing things out in maya (edge loops, etc) but i guess i'll have to, to save too much hassle later on.

    crits/feedback would be great
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  6. Nizza_waaarg's Avatar
    Nizza_waaarg is offline
    Location: Melbourne
    Posts: 331
    mini update, getting the base meshes sorted. Jacket is just a placeholder right now cause i have to make the edges and the collar/lapels double the poly width (same thing i did on the collar of the shirt).

    And he got buttons ^_^ (planning to make the tie seperate on the low poly so it can move independantly from the torso, kinda like a real tie :P)
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  7. Nizza_waaarg's Avatar
    Nizza_waaarg is offline
    Location: Melbourne
    Posts: 331
    UPDATE!!! >:{

    actually been workin on this dood the last couple of days, think i half-assed the folds a bit but there ya go...

    also made my very own website yesterday (or the day before) ^_^
    This finished guy will add some much needed colour to my gallery page and i'm working on a new female char to add into the first panel. (nizza.wordpress.com)

    Just hands, shoes, seams/stitching, face details and hair, then i'm onto the low poly.
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  8. zeus's Avatar
    zeus is offline
    Location: Cornwall
    Posts: 561
    Looking good, i like the progression. The folds are nice and flow well, but i think some are a little too subtle to work in the normal map well, especially if he's gonna be wearing a dark coloured suit. I just started a character so looking forward to see yours progress as mine does
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  9. Nizza_waaarg's Avatar
    Nizza_waaarg is offline
    Location: Melbourne
    Posts: 331
    cheers zeus. good point about the wrinkles, i'll probably have to play with the intensity on the normal map and see how it goes.

    finished off the high poly finally (all except the shoes but they're a seperate mesh on teh low poly as well). Hands and head aren't especially detailed but i figure i'll see how they look plain then add micro detail on the normal map later if i want to.
    working on the low poly, then there's the painful process of uv'ing >_<

    and threw in a quick head speed sculpt (about 30min) to make things a litte less boring :P
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  10. Ritorian's Avatar
    Ritorian is offline
    Location: Toronto
    Posts: 1,077
    This is some really great stuff Nizza, the mobster looks sweet.
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  11. Nizza_waaarg's Avatar
    Nizza_waaarg is offline
    Location: Melbourne
    Posts: 331
    cheers ritorian ^_^

    working on his gun, yet to add the silencer and the smaller details will be done on the normal map manually. Sorry for the crappy maya pics, better one's coming up when i figure out how to get my edge loops in properly for the high poly :P

    and the retopo is going slowly on the mobster so far >:{
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  12. Nizza_waaarg's Avatar
    Nizza_waaarg is offline
    Location: Melbourne
    Posts: 331
    little update on the gun high poly. finally got somthing happening with my low poly retopology too (basically making a fresh mesh over the high poly out of cylinders and stuff, like a base mesh).

    also was gonna ask if anyone knew of a good way to render/present characters. Maya generally looks ugly. Been using xNormal previously, was thinking of trying ue3 if i can get the normal maps showing propertly.
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  13. zeus's Avatar
    zeus is offline
    Location: Cornwall
    Posts: 561
    Looking cool, i would just set up a nice 3 point lighting setup in Maya and render it out. There's arguably far more control in your 3D app than in a real time one like unreal or xnormal.

    Good work so far!
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  14. elte's Avatar
    elte is offline
    Location: Melbourne
    Posts: 66
    Your progress is looking really cool... Is he the bad guy from the matrix?

    If you're using maya 2009 press alt+b to get gradient background *if that helps in presentation LOL
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  15. Ritorian's Avatar
    Ritorian is offline
    Location: Toronto
    Posts: 1,077
    I do screen captures from maya's viewport window with hardware lights on, just like Zeus said setup a nice 3 piont or even 2 piont light setup with some warm and cool colors. You could also do a hardware render from maya as well. personally I just prefer the viewport screen capture.
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  16. Nizza_waaarg's Avatar
    Nizza_waaarg is offline
    Location: Melbourne
    Posts: 331
    zeus: cheers, good point about taking pics from the 3d app

    elte: thanks man, you're not the first person to say that he looks like that guy (he's just a random mobster tho :P)
    and using 2008, only turns my background black ;_;

    Ritorian: yeah, might have to stick with maya screengrabs

    Leetle update, finally got the lowpoly done (just under 6k tris). Some of the areas i think came out alright, but the majority turned out ugly as hell, not even sure how it warped some of those areas as much as it did :S
    I'll prolly try rebaking and see if i can get some nicer results.
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  17. Hazardous's Avatar
    Hazardous is offline
    Location: Redwood Shores, California
    Posts: 623
    Some great work here buddy, i really like the subtle wrinkle work on hs pants and jacket - top stuff!!

    GO GO GO !!
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