Official 3D art thread - Warband

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thanks blobmania for crit.

sacredstonehead, well i wasn't interested in sculpting the details, so i left the strokes there to seem like it's detailed. it was just me basically practicing on hitting the likeness.
 
The brush strokes make it just look unfinished, it would look far better without them imo.

But whatever, if it was just a likeness exercise you nailed it damn well.



Since we're talking about faces and I always seem to have something when Curtis posts, here's the first texture pass in my Thirsha piece.

Eyelashes, brows and hair are next, if my PC don't fry in the process.

13278117904_fc755c8356_z.jpg
 
Looks great, I love the black thing coming up from her shirt (I forgot what it's called :razz:) and the lips are very well done.

If I were to nitpick: Looks far too perfect to be realistic, if realism is what you're looking for.
 
@Sacredstonehead What are you rendering this in? Because if you have access I would use Marmoset 2 (30 day trial is availble). The new Physical Based rendering is very powerful and could make your materials look awesome! Little readup
 
Nah, thanks, but I just need to fiddle a bit more with nodes and ****, I just haven't set it up properly.

I'm using Blender Cycles, and it absolutely kicks arses for free. Just wait for the final render  :q
 
Remember she's kind of pale.

The Dark Robin 说:
Looks great, I love the black thing coming up from her shirt (I forgot what it's called :razz:) and the lips are very well done.

If I were to nitpick: Looks far too perfect to be realistic, if realism is what you're looking for.
The ones coming from the side are swordbreakers. The middle one is a gorget.
 
Yah, that rosy color is mostly because of a orange color emission object I put there to make some tests.

Hope this will clean up your worries about paleness:

(it's a render I made to test the posing, please don't mind the lack of wings and hair and everything else)

13294181923_907157a148_c.jpg

Large version:

13294181923_b14d16a6c4_o.jpg
 
Looking very nice there, almost exactly the same as this:
Thirsha___Digital_by_hrlfg.png


I can't find bigger versions for ****, this is the most detailed face pic I found.
 
Final project for college, interior environment in UDK. Not finished yet:


1.jpg

2.jpg

3.jpg

4.jpg

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That's really impressive. All the materials are rendered spot on.
Is it me or do the chairs not cast shadows, or it's because there's light all around.
The overall red tone is a little too much for me. Why not a different colour brick wall, or plastered walls...
 
@SSH:

I'm sure you're aware of the differences between your armour and the reference, the head's looking spot on.


@ Austro:

It's unusual to have the ceiling and the floor looking the same.

You have beams along a lot of the edges, but not all of them. It looks strange to have the bricks meeting the wooden boards without any interruption.

There are clearly visible horizontal seams in your brick walls and to make it worse, they're mirrored around it so there's a very close repeating pattern.

From a distance, it looks as though your candle flames are cylinders.

The attenuation of your candles is not consistent.

I'm guessing your lighting in general is mostly not emitted from those point sources, which has cost you a lot of important shadows in the dark areas.

The logo on your barrels looks radioactive.

Having trouble loading the pictures, so that's all I've got, hope it helps.
 
Most are from my years before college, but are relevant for here. Just renders anyway.

MP7: Low Poly


G36C: Final for Project Reality


HK USP: Low Poly


HK USP: Turbosmooth modifier to show potential for high poly, and modeling consistency.


HK USP: Textured, attachments.


Fun with guns: Misc

My first ever Model!
(didnt turn out the best)
My second model. Not great, but super old.

Prop: Stone Stairs.


Rose:


Viking Related:


Level Design: Fantasy Platformer




 
Meevar the Mighty 说:
@ Austro:

It's unusual to have the ceiling and the floor looking the same. You have beams along a lot of the edges, but not all of them. It looks strange to have the bricks meeting the wooden boards without any interruption. There are clearly visible horizontal seams in your brick walls and to make it worse, they're mirrored around it so there's a very close repeating pattern. From a distance, it looks as though your candle flames are cylinders. The attenuation of your candles is not consistent. I'm guessing your lighting in general is mostly not emitted from those point sources, which has cost you a lot of important shadows in the dark areas. The logo on your barrels looks radioactive. Having trouble loading the pictures, so that's all I've got, hope it helps.
In addition to this, you can definitely afford spending some more polys on the beams and the walls. Wooden beams are hardly ever perfectly straight, making them bent and uneven should make things look quite a bit more natural. Same thing with the stairs and the ceiling. Oh and the beams would REALLY benefit from a normal map, they're looking really flat right now. Considering your brick walls are always the same height, you could try to add in some detail towards the top and the bottom, painted in AO and some stains, for example. A trim might make the walls not look quite as bland, too. And have you considered using a specular map on the floor? Of course it shouldn't be all shiny and polished, but some light shininess with a large reflection area/relatively high glossiness would be good, while the specular color should obviously be blue-ish. This is all just assuming it's not designed for mobile platforms, but then you should consider the amount of light sources anyway. The color on the barrels looks fine to me, if it's supposed to be white, though. All in all though, I think it's definitely got potential.
 
Austro, what exactly are you studying at college? And when you must do 3D art as assignments, do you find it becomes more of a chore to you than the fun activity it used to be?

I ask because I'd love to take a university degree in something involving 3D art.



What I'm working on at the moment: A Roman legionary. 20,000 polies. The body mesh was using Makehuman, a brilliant tool.

fmPT5BN.png
 
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