Joined: Sat Oct 22, 2011 12:56 am Posts: 1474 Location: At the corner of unoriginality and boring
Re: Art Dump
I think it looks good. Although in the sketch the dark bits are on the lower half of the skull and torso, but on the upper half the second version
Fri Jun 15, 2012 8:14 am
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
Re: Art Dump
what dark bits?
Fri Jun 15, 2012 8:41 am
Izen
Joined: Sat Oct 22, 2011 12:56 am Posts: 1474 Location: At the corner of unoriginality and boring
Re: Art Dump
Miggles wrote:
what dark bits?
The torso and lower jaw on the sketch look darker to me.
Fri Jun 15, 2012 8:57 am
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
Re: Art Dump
I'd assume that it doesn't actually have a standing effect on the digital one's design, it's just there because, and changed just because. :l
Fri Jun 15, 2012 10:19 am
robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
Re: Art Dump
Izen wrote:
Although I don't think the vehicles fit the infantry units very well, assuming they go together.
Vehicles are separate, I need to practice my vehicle drawing abilities more, and mechanical stuff in general. I threw them in as space filler really. The tank is almost the same as in the map mock-up thing, but that version has treads and the turret isn't quite right on the big version.
Adriaan wrote:
Any more background to it or is it just a mock up kind of thing?
It's just a one-off thing. It's not for anything or going to be for anything. Though I might one day use the character designs in something else.
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
Re: Art Dump
some 3d sketches from breaks.
Experiment w/ texture painting
Experiment w/ vertex painting
Wish I had more time for this sorta stuff. Slowly improving.
Fri Jun 15, 2012 3:40 pm
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
Re: Art Dump
Oh man the first one looks really nice. I like the colors on the second, too.
I notice that most of your art uses a lot of the same colors. Do you have a palette full of those colors, or do you just find them in a palette window every time, or what?
Sat Jun 16, 2012 12:37 am
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
Re: Art Dump
With these ones its blind chance as the coloring work was all done inside blender. My kag work uses a palette. I use some of those colors in other work to save time, haha. I tend to always use hotter lights and cooler darker too, which may make the palettes look similar even if they aren't.
Sat Jun 16, 2012 12:48 am
Adriaan
Data Realms Elite
Joined: Mon Oct 12, 2009 11:19 pm Posts: 797 Location: The Netherlands
Re: Art Dump
I like that spaceship! Looks like a cargoship of sorts? Also, on your earlier 3d paintover scene, I've been wanting to try out painting over a 3d mock up scene for some time now, particularly since seeing this vid:
Some cool painting and texture warping stuff going on there I think.
Sat Jun 16, 2012 1:08 am
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
Re: Art Dump
Yeah the ship is a carrier thing, though it's actually fairly small and intended for use near the ground w/ some sort of hover engine.
Also more work on the zombie:
470 faces, 724 tris. Still no texture, just vertex paint. This one is entirely unlit, for free ingame performance boost if i ever do anything with it. Works acceptably with vert lights as well, but I wanted to get the forms reading without any lighting (like usual) because I'm pedantic like that.
Sorry for the chunky giffification. Lunch time, then study time, then work time! What saturday? haha.
EDIT:
Last one for now, I promise Figured someone might want a look at the wires.
Speed-rigged it in study break. Could reduce polycount to 700 without harming silhouette or vert colours I think, but time's up considering doing what st4lis did here on the texture for this kinda stuff to cheat some more detail in there (eg lines around the ribs, noise or lines through the hair) - loving that guy's work at the moment, haha. I should also likely consider dropping in some actual hand geometry if I come back to it
Here's the image I'm talking about in particular: NOT MY WORK
Sat Jun 16, 2012 4:05 am
trystanr
Joined: Sat Oct 09, 2010 10:01 am Posts: 303 Location: Afrique d' Sud
Re: Art Dump
Really nice designs Geti, what do you use?
Sat Jun 16, 2012 7:39 am
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
Re: Art Dump
Blender and photoshop mostly. GraphicsGale when I'm animating. Might try doing some guns later on this weekend as I'm probably gonna take a break from work, getting a bit burnt out :/
Sat Jun 16, 2012 8:04 am
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
Playing with this vertex painting method - adding texture in there basically as a lightmap. I've been wanting to work on some vegetation for ages and found some inspiring work by oskar stalberg, so did this before bed tonight.
2x 128x128 diffuse maps 1x 128x128 alpha map (same as diffuse for vegetation)
112-135 tris per tree, 32 tris per large grass chunk, 8 per small grass chunk, 64 per bush (horrible optimisation there, haha)
2.1k tris in the whole scene, but it's pretty small and sparse, as the animation shows
Gonna see if I can get something like this into unity later on, would be much nicer to demonstrate the scene in-engine, haha.
------
This was fun. Gonna see if I can get a proper set of assets together for a proper scene, maybe some simple gameplay too (you have no idea how strict my time budget is at the moment though ). I'd love to get a faster workflow together, but I think that's likely something that comes with time.
Sat Jun 16, 2012 3:09 pm
Azakan
Joined: Mon Jan 25, 2010 7:43 pm Posts: 572 Location: Joined: Thu Jun 11, 2009 8:28 pm
Re: Art Dump
Was thinking about a new head design for mah mod... Made a doodle, thoughts?
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