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created Sketchbook: Riuthamus
on 04-29-2012 07:54 AM
Texturing work for a low poly gorgane model. The project is to create a handpainted theme. Suggestions are welcomed.

Last edited by riuthamus; 04-29-2012 at 09:02 AM..
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57 Posts,
Join Date Nov 2011,
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Got some more time while being deployed and figured I would show what I have so far

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Join Date Nov 2011,
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57 Posts,
Join Date Nov 2011,
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Think about ur shape holistically, volumetrically.
- Put an initial layer that excludes the drop shadows (=background color)
- Put a 2nd layer on the planes that face the light source (radial forms get a bit more gradient)
- Add core shadows
- Add highlights
If u'r unable to perceive the drawing as volumes and forms, get back to the basics and study them, it's more important than making smooth smudges!
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, dedicated polycounter,
1,887 Posts,
Join Date Nov 2004,
Location Israel
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Your version is certainly interesting, but looks more like plastic skin than it does realistic lighting. I do like where you placed some of the highlights and the way that it focus on the more edge based features.... ill go at it again here shortly. Thanks for the advice and taking the time to post.
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57 Posts,
Join Date Nov 2011,
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U'r looking at it superficially. The main point is form and planes, regardless of the material properties I gave it. U can render things matte or shiny, the light hits the same form. Establish the form first, break it down to planes properly, and then manipulate the light properties as u see fit
Thanks for listening
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, dedicated polycounter,
1,887 Posts,
Join Date Nov 2004,
Location Israel
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A thing I think could help with the issues your having is to utilize draw through on the character when you're designing it. This will give you a much better understanding of how the shape is working in 3D space at the earliest stages of production. Setting yourself up for success. I know you're familiar with this term because I was in the military several years ago.
I will say that I like the silhouette you have going on in the turn around. which is a very nice start...but it's only a start. And unfortunately you lost that when you started modeling. You had something really really cool going on man. I think it may be because you started modeling from a bust and then drew out the body...which isn't a good way to work. That's just how I see based on your progressive posting.
The only note I really have on that is that the head looks too skinny from the front, but that profile is bitchin'. Maybe bend the legs in the profile a little or indicate the joint more in silhouette. But that's just me saying that last bit because I'm design side.
I know it must be a drag to hear this, but I think you should start over from that turnaround you did and try to really capture what you created. It's nice. You could always pull through and finish this one maybe have it as a different class of warrior and what not, then go back and try to make your guy looks more like the concept in the future. I would honestly recommend starting again to push yourself.
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, spline,
142 Posts,
Join Date Aug 2012,
Location Arlington, TX
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The first one, was more or less just me having some guy put out a concept. After that I did exactly what you, and others have suggested, focus on the silhouette. After doing that i realized i could gain so much more from the model... and thus the drawing you see after the model, and first drawing, was created. From there we finished that version ( model wise ) and are now working on the head.
The head you saw in the profile/front was just a placeholder so he could get an idea of where the stitching was going to occur.
We are by no means done with this, so any and all suggestions you have are appreciated. I am still learning a lot about all of this so anything that can help with that is good as well.
One more quick edit before bed, keep in mind i am doing this with a mouse... i dont have my drawpad yet. Cintique 24" comes in next month or so!

Last edited by riuthamus; 09-22-2012 at 04:22 AM..
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57 Posts,
Join Date Nov 2011,
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Nice, that shape looks much better. I'm assuming someone may rig this character in the future or that your practicing low poly for gaming.
You may want to ask some game modelers about the geo; looks like there's too much going on where the shoulders connect to the torso. You could get some nasty creasing depending of the character range of movement.
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, spline,
142 Posts,
Join Date Aug 2012,
Location Arlington, TX
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Quote:
Originally Posted by mcneal_e
Nice, that shape looks much better. I'm assuming someone may rig this character in the future or that your practicing low poly for gaming.
You may want to ask some game modelers about the geo; looks like there's too much going on where the shoulders connect to the torso. You could get some nasty creasing depending of the character range of movement.
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Well, there are several things in motion here. The model itself is done by another guy. Im still learning how to model as most of my experience comes from 2d art with websites. I just started adventuring into 3d design with characters and all the things needed to make concept art! The other guy who did make it noted the same thing so he was reworking the mesh ( since that time he has had some personal issues ) so im more or less just working on the head and fleshing out possible looks for these beasts.
Some background that might help to understand the shape and form of these creatures. They are made from rock and flesh. Mutations of dwarves they are some of the worlds strongest creatures. Sadly, they are about as dumb as a rock as well so they are mostly a slave race to the dwarven nation. These creatures stand 3x as tall as a human and the very earth they walk upon quivers as they step.
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fixed lighting, what are your thoughts now?
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So, did some more line work... i really like where this is going and i am enjoying the process.
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