Sketchbook: AG's Sketchbook - Page 2
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Thread: AG's Sketchbook

  1. #31
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    Thank you all
    Leonor, that first one is actually me, haha! And the second one is friend of mine. Feel free to put print them out and put them on your wall though
    And that swamp creature is still in development. Hopefully I'll get the motivation to finish him one day.

    Here's John Davis from Korn.

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    Last edited by AG.; September 7th, 2009 at 04:42 AM.
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  2. #32
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    Recent painting of Sully Erna - lead singer of Godsmack.

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    Last edited by AG.; May 27th, 2010 at 10:22 PM.
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  3. #33
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    C'mon Andrei, I know you've done some badass artwork. Why don't I see it here?

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  4. #34
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    Agreed, the protraits and creatures look great. Post some more

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  5. #35
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    Here is some recent art. I really need to update as soon as I get something done, but laziness sometimes gets me, and classes and etc.
    I have started 3d modeling again, too, so I'll have to show my work in progress sometime.
    For now, here is me wearing a ghillie suit, and a futuristic unreal tournament like soldier

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    Last edited by AG.; November 11th, 2009 at 04:33 AM.
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  6. #36
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    a quick painting I finished this week.

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    Last edited by AG.; October 1st, 2009 at 12:07 AM.
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  7. #37
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    some screenshots of guns I modeled in 3d max

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    Last edited by AG.; January 19th, 2010 at 02:32 AM.
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  8. #38
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    old and new sketches from my sketchbook

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    Last edited by AG.; January 19th, 2010 at 02:36 AM.
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  9. #39
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    some more sketches

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    Last edited by AG.; October 26th, 2009 at 08:32 PM.
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  10. #40
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    sketches, characters for class, and meet Boris! I'm going to be modeling him in my 3d max class

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    Last edited by AG.; March 12th, 2010 at 10:00 PM.
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  11. #41
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    recent figure drawings

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    Last edited by AG.; November 16th, 2009 at 10:15 PM.
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  12. #42
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    Realized it's been a while since my last update, so here is some latest work!

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  13. #43
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    recent stuff. Marco Hietala from Nightwish, and some messing around with Zbrush, trying to get more comfortable with it.

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  14. #44
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    really great stuff, I especially like the pencil drawings. Nice z-brush sculpts as well.

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  15. #45
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    amr-28, thanks!
    A sketch and some Arnie studies from last week.

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    Last edited by AG.; January 19th, 2010 at 02:38 AM.
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  16. #46
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    Love the recent portrait; haven't heard any Nightwish for ages. What version of ZBrush are you using? Some nice textures coming through on that study, if a little symmetrical. Look forward to more 3d posts.

    ~Slayer

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  17. #47
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    Thanks. I'm using 3.5. Loving the rake brush, snake, and just scattering some random alphas. You're right about the symmetry. I get too carried away and forget about it, cause it's so much fun!
    3d I actually just finished, but will post tomorrow. Wanted to bump the thread with those sketches first, since I don't update this sketchbook so often.

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  18. #48
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    Yes, there are some good brush additions in 3.5. There are some nicer shaders too that may show off your work better: I've just never liked that default red material.

    I know what you mean on the updates... where does all the free-time go?!

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  19. #49
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    No idea. Time just flies by sometimes so quickly
    And I also like the green clay material. That one rocks, too and used it for another sculpt actually.

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  20. #50
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    man i love your portraits. the white stormtrooper is insane. You must truly like surrealistic painting. Man once I get into painting I would like to do that. I haven't been to any good art college. Mostly taught myself to draw. Found this place, and its just great.

    Where do you get your references from? are some your own photos?

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  21. #51
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    Cool SB, nice zbrush stuff

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  22. #52
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    danlucas, I always enjoy look at surreal art, but that's not generally the direction I head with my work. Some portrait photos I find on the net, some I get from friends. It really depends.

    mariusz, thanks man. Some cool stuff in your sketchbook too.

    Here's my first 3d character, Boris.

    http://www.youtube.com/watch?v=z-bXMt9taAU

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  23. #53
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    Andrei, regarding your 3d model 'Boris'. Here's my general feedback.

    It's good to see you've got the process down, creating normal maps etc. First most obvious thing to notice is he's a bit low-rez compared to what current game spec would be (assuming this guy is to be running around a game world. I'd expect twice as many polys, and more texture allocation. The extra polys would be useful to accentuate folds and pack detail. These elements, particularly folds could be bumped out further in the textures also. The sleeves are starting to work, but the trousers especially look a little 'tubular', if that makes sense.

    Not sure whether it's the pose, weighting, rigging but he looks a tad uncomfortable at present too. He has a bit of a 'shrug' on. Good that you posted your textures too, I'd recommend distributing the texture space a bit differently. The hands for example have the same kinda space as the eyeball. It would be worth tackling the head separately to the body next time; you'd get a separate texture for each so you could bump up the resolution.

    These are just general observations, and as I say - is a good piece to demonstrate your knowledge of the processes from concept to skinning. Look around for a good eye-shader, skin-shader and clothing-shader on the net and have a play around.

    Will keep tabs on this thread for updates!

    ~Slayer

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  24. The Following User Says Thank You to thegrayslayer For This Useful Post:

    AG.

  25. #54
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    Thanks grayslayer. Really appreciate it. You're right about everything. He could definitely use more polys. At the time though I tried to stick to a 6k limit and was happy with everything as it was at the current amount, but unfortunately it made it harder to sculpt..
    I did have a seperate map for the head at one point, but decided it would make life easier to put everything on one. Will make sure to use two for my next character though!
    And have no idea why I made the eye texture so big! haha! What a mistake!
    Planning on making my next character 10k tris and twice as good!

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  26. #55
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    No problem. I think 10,000 tris is about right, that's for everything on the character - but you could treat a weapon separately on top of this amount. I recommend tackling the head on a separate map, maybe put the hands on that texture too if they're not gloved. It'll be easier to match skin tones that way. The eye can have a texture of it's own. In game terms, this would mean another draw call but then it would have it's own shader anyhow. A specific eye shader would give the eye that glossiness and depth. Author the head texture at 1024x1024, with the idea that ingame it would be halved. I always like to author larger though, for ease of creation. The eye texture needn't be larger than 256x256. For the rest of the character, consider working 2048x2048 for each of the normal, diffuse and specular (plus ambient occlusion unless you plan to incorporate that into the diffuse). Working higher res gives you flexibility later on. You may find a much smaller spec map is sufficient so you can downsize at the end of the process.

    Not telling you how to proceed, of course. I just thought you'd find ballpark figures useful, and a suggestion of how I would approach it. I'd also keep it realistic and avoid the temptation to go fantasy. A potential employer will find a real-world character easier to assess. That said, look to use more photographic reference in the texturing too. Hope that helps, a bit.

    ~Slayer

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  27. #56
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    That does help. A lot of times I was not even sure how to proceed. For example whether or not the diffuse is painted first or the normal, but then saw some great artist sculpting right after they modeled and unwrapped their meshes so that mystery was resolved. Also Liz helped a lot. She helped way too much actually despite me asking simple questions sometimes, haha. Really grateful for her help Tried to follow her way of character creation too, since our class isn't specifically focused on it and our teacher just covers the basics of almost everything in general.
    All the map sizes were 2048x2048 and 512x512 for the gun, vodka and the crate I just simply planar mapped without unwrapping.
    Are shader presets available for download? Not really familiar with what shader settings to use for the eye, skin, etc. Have to mess with them more and look for some tutorials. Also bone creation is a new world for me too that I will be venturing out to eventually in order to animate his face.

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  28. #57
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    In terms of diffuse versus normal, depends on the application or often how good the reference is. Models I've had to do in the past, such as realistic combat pants are really easy to get photographic reference for. It was easier in this case to project a diffuse texture first (using Zapplink, and correcting in PShop). Aswell as making the diffuse, it provided a perfect guide on the model to model in the folds.

    For shaders, you may be able to find somebody who's making skin / eye shaders to share online. If you can find such a thing, the author would surely have suggestions for a good setup. Something with separate slots for diffuse, normal, ao and specular would be good, the ability to set a sub-surface colour would be useful too.

    Hmmm, bones moves you into the area of animation which is not really my field. I know facial rigging and animation is one of the trickiest also. Good luck with that!

    ~Slayer

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  29. #58
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    Interesting working method. I can definitely see how it is easier to model and sculpt with a good reference already at hand. Will remember to try out Zapplink. And I'll look around for shaders. Shouldn't be too hard to find, I hope. Thanks

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  30. #59
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    environment studies. Must do more!

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  31. #60
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    a couple of sketches. Did more that day, but don't want to post them. Oh and I know the lady has some anatomy problems..was drawing too carelessly.

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