PDA

View Full Version : some stuff i've been up to...


keyth
March 28th, 2003, 03:28 PM
i know, it's 3d. but i need crits and not too many people go to the 3d section. OB, if you feel the need to move it, i understand.
http://members.fortunecity.com/keyth/sitebuildercontent/sitebuilderpictures/lagscroll.JPG
http://members.fortunecity.com/keyth/sitebuildercontent/sitebuilderpictures/legsscroll.JPG
http://members.fortunecity.com/keyth/sitebuildercontent/sitebuilderpictures/macescroll.jpg

garg
March 28th, 2003, 03:32 PM
wow!! those are aweeeesomee!!!

hitpawz
March 28th, 2003, 03:55 PM
Great work both in concept and modeling/texturing.

I like the first guy's backpack larger as in the illustration. What happens
if you make it bigger on the model to show more?

How sick would the bat-monster look if you gave it a huge mane of
nasty black hair that ran down from the top of its head to its crack?

azjohnl
March 28th, 2003, 04:26 PM
nice stuff, is the 3d done in MAX?

keyth
March 28th, 2003, 04:29 PM
thanks for the comments guys. i'll see what happens pawz.

azj: these were done in maya. i just started doing some max tuts....only interface stuff.

thanks!!! keep'em com'n.:chug:

2kre8
March 28th, 2003, 05:14 PM
hey nice to see another chicagoan on this forum, your models are sweet how about seeing some wire frames, how many polys?

soupface
March 28th, 2003, 05:25 PM
keyth, these look great. your translation from drawing to 3d is pretty faithful, not just skin but even in proportion.

since it's impossible for me to post without criticism, i'm going to harp about how the girl's face is much nicer in the drawing than in 3d. her cheeks look much less attractive in the model than in the drawing - like her cheekbones got sharper and she aged a bit.

really though, that's a tiny crit. very good work.

Deth Jester
March 28th, 2003, 05:56 PM
Here you go... you wanted crits.

First guy, I remember your first model the update is a heep load better.. I think some of his problems are:

To much wasted texture space. If you are using it in a portfolio employers will notice this.. You should move the head to a seperate texture... freeing up some space on the other 512x512... Plus think about what places on the charecter need more texture area and space.. The main body could be a lot bigger giving you more pixels to paint on.. look how intriquette you have those areas and how compact they are.. also look at your leather belt and sash.. It seems so bland.. You could find a reference out there on the web, or a leather texture to overlay in there to spice it up.. Also, you know when you paint and put warms in your shadows and cools in your highlights.. do the same here.. also don't be affraid to toss in some mis coloration or use some greens or blues to add color variation in the texture to give it a more real feel. The nodguals or however you spell them.. spikes on his feet should be a little bigger. I like how they are in your concept.. they seem too small in the model. I know this seems like a typed alot and most of it well all of it was negative, but overall he does look really good..

for the next one:
You did a hell of a lot better with your texture space. I still think you could find some natural textures to overlay on your creature, and toss in some color variation.. but overall it looks spectacular.. whats the poly count on that one?


Last one:
Her arm Ball thing looks like its growing out of her arm instead of being a seperate entity that is clasped to her arm, you might want to tweak that.. for the texture map, move her head to another map and add more detail to her and her hair.. Also try and add more variation into the skin, it looks really flat ... The model looks great though, how many polys is she?

Overall your stuff is really progressing.. keep at it.. Try and stick to doing your stuff on 2 maps and making the textures even stronger... Most games these days are allowing more maps per charecter.. so it doesnt hurt to over do it... One thing I learned about making texture maps was really laying them out and using as much space as I could.. Also to prioritize what gets the most ammount of space on the map... Keep that stuff in mind.. If you can find yourself a copy of Deep Paint, you will love it.. you can do some crazy stuff with it. Plus you can export right to photoshop, and copy/paste into painter as well...

Keep it up Keyth..

Peace

PS. Sorry for the long crit, figured Id help you out.. :)

keyth
March 28th, 2003, 05:58 PM
thanks guys!!

2kre8: yeah, there's NOBODY from chicago on these boards. PM me and let me know what your story is. i have no wireframe renders...don't know how. perhaps i could prt scr for you. as far as the count...i'm not sure about that either. i have been mainly working in quads and that doesn't give you an accurate poly count. i think the four-legged guy is around 2K or something....i really need to check though. i've been pretty much teaching myself this stuff so...if you have any advice...i'd be into it.

soup: you are right. i actually would like to re-work a lot of that last model...it felt a bit rushed.

thanks again guys:chug: its much appreciated.

keyth
March 28th, 2003, 06:09 PM
hey dethjester: don't apologize for the long crit. that's the kind of stuff i'm looking for:D . so thank you very much! all of your points are extremely valid. on the first one...i didn't even understand that much about texture space. i think i learned a bit on the last one:p . i'm just kind of learning by doing.

i'm actually (at some point) going to redo the girl w/the mace. it was a bit rushed. could i PM you with some other questions some time?

thanks again for the crit. you know how some of this stuff goes...you look at it for so long you can't tell what looks like what:D .

keith

navel_lint
March 28th, 2003, 07:31 PM
i'm impressed.
your sketch
for the pirate gal
is one of the best i've seen.
so clean and expressive.
i personally don't mind
the stylistic touch with
the chain-spike ball.

your 3D is extremely well done.

awesome work!

Glenn K
March 28th, 2003, 10:46 PM
I really like the skin textures on the creature drawing.

custodian
March 29th, 2003, 05:48 AM
Hi,

Your lips on the top character and the girl are very smooth, whereas the top character at least seems to be wanting a bump map or diffuse detail in the lips like in the concept drawing.

Nice conversion to a model from the drawing. A partial wireframe image would help to see how nice the modelling actually is, since that's important too.

Tom.

keun-chul
March 29th, 2003, 06:45 AM
Thank you keyth
Your stuff are helpful to me

mathes
March 29th, 2003, 12:46 PM
Beautiful work. I can help you out a bit with the maya aspect of it.

For poly count, go to Display > Heads Up Display > PolyCount
Then go to Polygons > Triangulate. This will give you the poly count.

For wire frame...
Under Display > Custom Polygon Display...turn on backface culling, unless you want to see the mesh at the back as well.

Then go to your Hardware Render Buffer, then under Render > Attributes, change the Draw Style to wireframe. You will probably have to set it to render one frame (eg. start frame 1, end frame 1) and then render the sequence.

I hope this helps.

keyth
March 29th, 2003, 01:39 PM
thanks again guys:D . these drawings are actually pretty old. but since i've been learning some 3d stuff...might as well open up the drawing drawer and start building.

i just finished this guy. he's not UV'ed yet...but here' the wireframe for all that asked. i think the count is a little high for games or related feilds...but i'm just trying to keep my mesh clean right now.

http://members.fortunecity.com/keyth/sitebuildercontent/sitebuilderpictures/clown.jpg

JohnM
March 29th, 2003, 01:51 PM
Hey nice shtuff!

couple things- overall your uv layout looks good. I would add more "texture" to the fleshy bits of your creatures by adding an overlay (I usually use some kind of grayscale concrete texture) and subtly bring out some more detail- the female especially looks a bit "flat" also the metal bits of your texture should have some more dings and "edging" sharp scratches and indentations- of course these are very subjective and should be appropriate for whatever 'style' your going for-get some of your own personality into these skins they seem a bit generic- add some oomph! to them.

my .02

JM

BurnComics
March 29th, 2003, 09:53 PM
Hey, Keyth. Nice work. This stuff could definitely get you a job in games if you aren't working there already. Only a few things need work.

Like Jester said, you need to work on your texture placement a lot. Way too much wasted space. I disagree with the advice that the face needs to go on a separate page, though. Developers want to see as few pages used as possible, and these characters can definitely fit on one. The biggest mistake I see you doing is not mirroring UVs... for example you have a texture for the whole face, instead of just half of it and using the same half on the other side. That alone will almost double the amount of detail you can fit on a page. Anything that's the same on both sides of the body can be painted with half the texture space. Another thing you should try for is laying out your UVs in more of a square fashion. By this, I mean things like arms may not have a straight shape to them, but your UVs should. It will let you more efficiently use your space.

Sorry if that was too long. Anyway, the benefit to using texture space more efficiently is that you will have more detail on your models and less RAM to load them, which is crucial.

Your modeling looks pretty tight. I would just watch out for big, blocky areas, such as the feet of your clown. If you are going to model in a lot of detail in the hands, make sure that you evenly distribute those polys throughout your model. A 5000 poly model should be really hard to see sharp edges.

Besides those, I can't see much to improve. Good work!

killing.people
March 29th, 2003, 10:15 PM
great work keyth.
i like the late night alien monster, he is cool. the concept sketch is very clear and clean.

the crazy buggars with the long forearms are creepy. they look like creatures that could very well be in a game .. in which i have the impulse to shoot it and see it froth and spazim, legs flailing and slapping about on the ground.

the hard-ass girl is rendered out wonderfully, as expected. i dont like how her weapons are all huge and her arms are that of a supermodel's. i do like the spiked ball chain thing attached to her arm, it is a cool idea, very over-the-top.

later keyth.