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Dota 2 - Lycan

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  • afisher
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    afisher polycounter lvl 6
    Jeff Parrott: Thanks man
    guhhh: Cheers :)
    Scythe: Thanks mate, hope it helps
    chronic: good idea. I'll have to try doing it that way next time.
    MrNinjutsu: Cheers bro
    woogity: Thanks
    duncan: haha thanks matey :)
    funkdelic: no worries:)
    Nizza: hey mate, good eye on those jaggies, a lil paint over fixed it quick. thanks dude
    Dylan Brady: Thanks Dylan
    pappete: no worries. Yea I use xnormal for most of my bakes.
    carlobarley: Cheers mate

    thanks for all the feedback guys. Sorry for the lack of updates, but I didn't work on him for a week or so and started up again having some fun with painting the diffuse. Here's what its looking like so far-

    diffuse + normals:

    wip07v.jpg
  • PoPcorn
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    This looks fantastic!

    Can you explain how you went about sculpting the fur patch?
  • carlobarley
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    carlobarley polycounter lvl 9
    w00t would love to see your texture process! :)
  • duncan
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    duncan polycounter lvl 11
    This already looks killer man :thumbup: :thumbup::thumbup:

    I am keen to see the texture progress esp with spec.

    Only thing I could sort of crit (and this is pure personal taste) but his skin feels a little too "human". I kind of expect his flesh to look a little grey and have more animal markings (I know it might not match the ref but hey why not).

    Either way ACE! I am looking forward to some more.
  • wretchedgoat
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    wretchedgoat polycounter lvl 8
    dat texture.

    looking good! doing a great job capturing the concept!
  • mr_ace
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    mr_ace polycounter lvl 9
    hey man this is coming along great, nice work
  • afisher
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    afisher polycounter lvl 6
    PoPcorn: Thanks man. For the fur I used clayTubes to block out the main shapes and flow, then used the damStandard to refine and cut in more of the forms. I also used the move and snakeHook to adjust the silhouette and create overlappings patches. Hope that helps.
    carlobarley: nothing very exiting about my process. I did do a lot of it this project in the google+ hangouts. It's a great place to see how different artist's work.
    duncan: Thanks bro! I did try adjusting the skin colours after your crit, but I didn't really like the contrast between the greyish skin and the vibrance of the costume, was definitely worth a shot though. thanks for the idea.
    wretchedgoat: cheers dude
    mr_ace: hey man. thanks :)

    I finished this guy the other day, but didn't get a chance to post him until now. Thanks everyone for the comments and anyone in the hangouts that kept me motivated while I was working on him.

    So this will be my last art post for a little while. I'm getting married this weekend and will be on my honeymoon for a few weeks :D So until then here's some final shots: Thanks guys!


    lycan01n.jpg

    lycanwf.jpg


    lycan02.jpg


    lycanzb.jpg
  • RogerP
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    RogerP polycounter
    came out sweet man
  • Nizza_waaarg
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    Nizza_waaarg polycounter lvl 15
    turned out really cool man ^_^
    If you've got an extra couple of seconds to spare, I'd suggest amping up the spec a little bit so he pops more, then maybe slapping some strong rimlight (or just backlight) on there too (seems a bunch of the dota 2 chars roll that way). ^_^

    Anyways, really solid peice dude, and gratz on getting married :)
  • Gav
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    Gav quad damage
    Really nice work, man!
  • nedwork
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    This is very nice, good job :D
  • almighty_gir
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    almighty_gir ngon master
    in that forward leaning pose, he would look awesome if he were roaring...

    other than that, it's badass man.
  • Synyster
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    Synyster polycounter lvl 8
    This came out real awesome! It's great inspiration!
    And congrats on your soon-to-be marriage! :D
  • osk
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    osk polycounter lvl 4
    great model. solid visual style and colors.
    Saved image to my inspiration folder.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    @afisher: I know this might be late, but how did you manage to get hard edged sculpts during the Sculpting stage (in ZBrush or Mudbox?)
  • afisher
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    afisher polycounter lvl 6
    ok so I updated that first image with slightly better lighting. (thanks Nizza)

    xxxcubanxxx: thanks buddy
    Nizza_waaarg: Cheers bro! I agree with the spec/lighting. I only had a few minutes, but I've updated the first image with slightly better rim lighting and spec. Thanks for the suggestions mate.
    Gav: Thanks man :)
    nedwork: thanks dude
    almighty_gir: Yea if I'd thought a bit more ahead I probably would have done that. Thanks mate
    Synyster: thankyou
    osk: cheers
    JadeEyePanda: for the armour parts I just modeled a really basic blockout in Maya and imported in Zbrush. I turned off "Smt" and subdivided a few times. This way it holds it's shape better, the downside is that it keeps the faceting. So I then get the move, smooth and hPolish brushes to smooth out the silhouette and remove the unwanted faceting while keeping my edges tight. I then turn "smt" back on and divide again this time my hard edges should get a softer edge to them (and they'll bake out better as well). For the indents I just mask out the areas I want and use Deformation>Inflate to pull the areas out then I use move,smooth and hPolish again to clean it up if needed. Hope that answers your question :)
  • Azaraen
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    Azaraen polycounter lvl 10
    Overall, I think it's amazing!! Great color, silhouette, and modelling! One of the top, and best one I've seen. Great job man!
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Did you block out the raised portions of the armor, like the raised edges that surround the shoulder pads, in Maya? Or is there a way to make them look like that by straight up sculpting from a flat surface?
  • afisher
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    afisher polycounter lvl 6
    Thanks Evolvyn!
    JadeEyePanda: no I created the raised parts in ZBrush.
    ...... For the indents I just mask out the areas I want and use Deformation>Inflate to pull the areas out then I use move,smooth and hPolish again to clean it up if needed. Hope that answers your question :)
  • pappete
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    always great and perfect models^^:thumbup::thumbup::thumbup:
  • nyx702
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    Yet another great one from afisher :D

    Wooo getting married?! I am happy for you and sad at the same time. You're never going to have time for your mistress Polycount again. Women BE JEALOUS AMMARIGHT?!
  • nickzucc
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    nickzucc polycounter lvl 5
    Beautiful work! Thanks for sharing.

    It almost looks like you could do a lighting/paint pass to bring out some brighter highlights. You have really good darks and midtones but it looks like it is missing that extra punch from the highlights.

    I really like the gradient with the AO bake as well, but when you introduced your color and normal pass it looks as if the gradient was pushed back quite a bit, have you tried to make the gradient a little stronger once you introduced the color pass?

    Again, great work and thanks for sharing with us all! :)
  • haikai
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    haikai polycounter lvl 8
    The model came out great! And congrats on getting married. :)
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