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created Sketchbook: Myles
on 08-29-2011 01:00 PM
I've been meaning to set one of these up for a while as I've been jumping between different projects a lot recently, at least here I can post work intermittently without looking like a dick ;P
I'll probably add any work I do at all here, so any little game projects, concepts, environment/ level work. Oh and feel free to rip this stuff apart, I'm here to learn.
So I recently finished an art task for a local studio. I was given one reference picture and 4ish days to produce something similar to the reference. My main aim was getting the colours and texture work spot on, though I realize that the rocks could do with a little work.
Thanks!
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Just finished off some freelance work, had to do it all in photoshop because it had to be done quickly.
Last edited by myles; 08-31-2011 at 03:22 PM..
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Been progressing with this highpoly vehicle a little today, got a hell of a way to go with it! Eventually going to be some sort of world war 2/ combine harvester zombie survival thing. Yeah!
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Awesome work sir, Nice TnL
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, veteran polycounter,
2,894 Posts,
Join Date Dec 2009,
Location Sauga, ON
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Thanks Nitewalkr,
I had a go using the Graphite Modeling tools to redo the cliff arch, really impressed with the tools!
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Been trying to learn a little more about sub/d modeling, my edges usually get really messy and hard to control. So I've been practising, total props to EQ for this though, I pretty much worked from his topology, but learnt a fuck load.
I'll be taking this into zbrush and baking it to learn a little more about the process.
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Working on a new scene, just blocking things out so far.
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Nice work. I like the texturing and modeling of the wall and the truck. Except your first piece. I feel that the rock sculpt needed really more time. As I see it. It doesnt give me the impression of "rock" per say.
You can feel too much the zbrush strokes, and the forms, volumes are not mature enough, meaning that shapes need more complexity and real life sense.
Am I wrong if I say you didnt base on a real ref? As I said besides that your other two pieces are really cool, specially the wall texturing.
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, polygon,
638 Posts,
Join Date Feb 2010,
Location montreal - quebec
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Hey maze, thanks for the crits, I'm not so sure what your saying is wrong with the rock, I could have certainly spent more time on it but I felt it reads as Rock quite alright. It is based of these references - 1, 2, 3. I could have certainly added more detail into the detail normal.
Bit of progress with the above scene anyway, having trouble hitting the style I wanted, but I need it done for tomorrow morning.
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Progress has picked up a bit today, I'm not able to pay the amount of attention I'd like to the details (especially on the building) but I think its selling the style a bit more. I just have to add the wires and texture the tv/ trunk and then I can work on touching it up.
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Last edited by myles; 09-12-2011 at 05:21 AM..
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Starting a new project today, really want to nail this one, so I'll be planning plenty out and creating deadlines. I hope to complete it in a couple of weeks or so.
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So fucking over the previous post, I was asked to start another art test based on the oddworld style again. I made a bit of progress this weekend, aim to have it done in 2/3 days. I've been told to try and push my technical skills, so I am to use as many modular pieces, vertex painting, decals and shared textures.
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really nice work in here mate! keep up the hard work.. tis a pleasure to see!
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, polygon,
546 Posts,
Join Date Feb 2008,
Location UK !
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Thanks Aaron, that means a lot coming from you.
I've been working mainly on the kennels, and decided I could use the same material for making the side cylinders, I'll just make some minor differences in the material. I'm probably going to make a few big changes to the lighting soon, I need to try and get that contrast that the ref has.
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Gonna leave it at this today, been trying to get the lighting c;pser tp the original, but frankly I hate the lighting in the original, so I'm trying to find a balance between the two. Tomorrow I'm going to be working on the hanging stuff, so all the wires, lights and that big ass sign (which I might add a bit of neon to.. hrrmf)
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A bit of post process work to get the day started.
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i really like your light/texture skills. Hot! 
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, polycounter,
982 Posts,
Join Date Feb 2006,
Location Aachen, Germany
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Thanks Simon! Added the hanging stuff today, going to be making the large support and background tile, though I'm really not sure how to tackle that center support, its quite odd looking in the reference.
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gogogo nice progress!
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, triangle,
252 Posts,
Join Date Sep 2011,
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Thanks Oranghe, gotta get this finished today so I may have to rush some parts, especially this next big support D:
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Probably could do a lot more with that support (which isnt actually a support but some kinda shoot... oops), it looks kinda rushed by I think its passable compared to the original. But I'm calling this done for now, theres a few things im not so pleased about but I need to get back on with freelance work.
Last edited by myles; 09-29-2011 at 04:32 PM..
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Some early work on a large container ship for Depth Game
I'll be doing a walkthrough on how this was produced when its finished. Quite a monster.
Here are some WIP Posts that were posted around showing some of the early blockout work..
http://www.polycount.com/forum/showp...1&postcount=19
http://www.polycount.com/forum/showp...5&postcount=33
Last edited by myles; 10-02-2011 at 03:15 AM..
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Awesome job recreating that abe scene matey!
Really looking forward to that walkthrough! ive been following depth for a while now and its shaping up nicely! alot of atmosphere in those shots mate, real nice work!
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, polygon,
546 Posts,
Join Date Feb 2008,
Location UK !
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Thanks Aaron! Hopefully there will be something about Depth online soon!
Been working hard to try and improve my hand painting and concept/ paintover skills the past few weeks.
I'm going to be trying to practice wood & metal over the weekend.
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