Medusa updated, hopefully with some problems fixed.
Thanks for the wires, I have a few suggestions for the future!
When it comes to things that will bend a lot in the animation, such as the shoulder, you'll want to avoid triangles - reason being is that a triangle cannot be twisted or bent, which can cause minor roughness in the shape. Thighs could use a bit more definition, especially from the side...The rings should also be angled in an appropriate way- muscles move downwards, twisting and changing shape, so the rings shouldn't be simply parallel to the ground...same with the arms, think of making a bit more definition with the geometry you have.
The little extruded line in the clothing going down the front probably doesnt need to be modeled - its very thin and would not deform as noticably if textured.
Anyways hopfuly something helps for the future
Jakers: Thank so much for the tip! I did not know about the tri thing, but it would make perfect sense. We only brushed upon animation (literally, like a few sentence) when I modeled this, but after seeing how crappy it animates I think I now have the motivation to fix the character up.
anatomy note and practice dump... getting serious here. rwr
O and wait until you get to the face modeling.
qabas12: Yup, the pain is still quite fresh. We had 3 weeks to do it on top of other class assignments. I didn't have a problem finishing the model but it could have used a heck lot more polishing, not to mention many corrections to my noob mistakes
more quicky pencil concept stuff.
Hey there, impressive work, for sure!
The first thing that struck me while browsing through is your range. You can do cutsie stuff, mechcanical, environments, creatures, humans etc.. And pretty dang well too! Really nice start for a sketchbook, I'll bookmark you
That last batch with the Tiki concepts is great fun, like those mask designs a lot. Keep on drawing
Pretty good stuff! Your concept designs are really cool, and you have solid skills overall. I'd like to see you push the values in your paintings a little more. Some of them look a bit fuzzy, too. Maybe stick with a harder brush? I don't know. Anyway -- good work, keep it up!
AsaB: Thanks for all the kind words! I'm trying to get reasonably good at everything, and am still a long way away from that. Once there I might try to develop a focus and a defined style.
funfetus: thanks for the encouragement and critique! I'm still constantly swinging between hard brushes and soft brushes, trying to find a good balance. I'm also very afraid of seeing edges of the brush, for whatever reason :| I think I'll try to do more speed painting and see if that helps.
We decided that we are going brighter and happier on the tiki theme, so I'm making new concept for it. This one took about 4 hours in photoshop.
Great stuff! it is excellent practice actually concepting for a project, as opposed to short term studies sometimes isnt it?? The painted tiki monster guy above here is neat, I think you should polish that one up.
Smoke can be tough, I would experiment with different methods the next time you use it in a scene. In the original night scene it mostly blurs your image. The second temple in #66 is neat. I think you should also polish that for your portfolio - paint some grass and plants around the base, correct the minor perspective issues, and add a person or two for scale. Please?
Perhaps add some nice clouds to the newest one? Also some bluish hase from the air in the distance would really push the bg back and make it feel like a more realistic space. I would extend the walkway more to the middle of the image and have it get even larger so it draws your eye down the path. The roof on the right looks aweful tall without purpose...im just trying to get the scale of things. Also bumping up the mask on the left I think will help your composition as well. Hope something helps!
Are you guys using the UnrealEngine3 or the old one still?
Jakers: Thanks for dropping by again I'll definitely polish up that temple concept. I don't concept architectures much, so that will do nicely filling some holes in my portfolio. I'm still fixing up the new one. Shortened the roof on the right, changed the composition a little, and tried to make things less scattered. Thanks much for the awesome feedback Unfortunately we are still using the old UT engine, since the new one is so new that my professors themselves are still learning it. I'm really excited about our game though... tiki racing just sounds like tons of fun
Here's the first concept kinda fixed, and a quick new one of the waterfall obstacle.
Its hard having many circular pieces in modeling...they always stand out like a sore thumb, so make sure to budget for them accordingly.
The interior fast painting is cool looking...though I barely noticed the entrance because the torches are just as bright...try and think about a value focal point in your next ones if they have dramatic lighting.
The waterfall is cool, makes the race feel like a huge adventure.
The newest picture is nice a bright, I like it. With the older revision - http://i227.photobucket.com/albums/d...ncept2_pv3.jpg
I also like, because you've made it feel smokey by controling your saturation levels untill things are closer to the viewer.
Jakers: Thanks much for the kind words! Yep... the circular pieces really stick out :| with 600 tri's there isn't much I can do. Maybe I'll try simplifying the circular part as much as I can, because every cut I add to it adds some 100+ tri's. Thanks for the comments on my tiki concepts. Funny how much it changed from the initial dark, scary mayan temple
a quick river concept, a weird daily sketch group entry, and a brand new speed model for today.
I just realized that you are going to school that I am looking at LOL!!!
I've been watching for years on that school, currently going to a community college here in memphis. I'm so scared to apply there. I was wondering if you'd be able to show your application portfolio 0.o You can PM me or something if you want... I just want to see what it takes to get in. I'm scared out of my mind that I won't be good enough lol.
Your work is great by the way. I like it lol... The newest one looks amazing. That's kinda what I wanna do in the end, environmental artist
Hmmm... not much else to say atm, hopefully you'll get back to me lol.
Havent stopped to comment in a bit it seems! Hopfuly your not sick of me but ill dump a few remarks here.
I think what I dislike about your semi-final crusade environment entry is the sky...there is no real range to it and there is a big chance for something interesting to be happening within it.
The headhunting entry...hmmm there is something about your lighting that i've noticed in the past too. Certain aspects are too dark and kill the depth (especially on the woman)...perhaps think of using color as more of a tool for the lack of light rather than simply really dark areas. It doesnt feel together, I think this is because the places that arent lit should have a lot more of a blue tone to them from the skies reflected light.
The other stuff is fun so nice going. see you later!
Jakers: thanks much appreciate the crits! I'll never be sick of you.
The headhunting entry turned out a little weird. I think I put way too much black in there because I mentally think, "night scene, night scene." I did intend to have the blue glow illuminating everything, but then I couldn't figure out the visual hierarchy and eventually ran out of time.
More mask concepts, and something for fun. Doesn't everybody love fun?
Starting sub-D modeling. Needing tips on how to keep things in quads in max. major pain.
OOhhh I like the looseyness (is that even a word?) of that mouse character It's all blobby but still shows your overall concept!
Just so you know, I think I may start jumping on in sketcher more often, so you're welcome to join when/if you get free time...
I know a bit about that schooling of yours, so not sure how often this will happen, but either way...
Keep em coming!