Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Barbarian Warrior Project

Author
Message
Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 29th Aug 2006 02:23 Edited at: 29th Aug 2006 02:24
hello guys,

this is my first *real* post in these forums, i usually hang more around the FPSC models and media, but I'm posting this here as well to get some more professional opinions, seeing as this is a dedicated forum to 3d graphics, i could probably get some higher grade opinions/criticism

anyway, been working on this fellow for five days, some portfolio work, and i hope to be making another one (more of a beast, perhaps a goblin/orc/troll) which this guy could fight in a demo reel, if i ever truly get around to rigging this guy and assigning the type-in weights almost "one by one"

enough gibberish, here are some renders:







it was inspired by a model made by Vitaliy Naymushin, which i came across in the gallery at 3d.sk, even though it looks nothing like it, i gave him that huge manic barbaric feel...

my face painting has really improved, though still not perfect, but it does the job, i separated the mouth and eyelids, hopefully for animation later on



and a final render, a more evil, desaturated, darker feel (with a torn cloak) which personally i like better than the other renders...



according to my brother, very UT2007-like renders, hopefully i can make some more characters in such a style to widen my portfolio

comments and criticism please, I'd love to hear some professional opinions

-Jon


SpyDaniel
18
Years of Service
User Offline
Joined: 4th Feb 2006
Location: United Kingdom
Posted: 29th Aug 2006 02:42
What I havent asked you yet, Jon, is to show a wire frame of the model. I would like to see what it looks like, I could better understand it seeing how its put together.
Zergei
19
Years of Service
User Offline
Joined: 9th Feb 2005
Location: Everywhere
Posted: 29th Aug 2006 02:45
Nice one, thought i think his hands are a bit too small. And, will he be even able to move his arms with such armor, as it looks like it's just one piece and leaves no space for a junction.

Further on my stuff at...
Medieval Coder
18
Years of Service
User Offline
Joined: 31st Dec 2005
Location:
Posted: 29th Aug 2006 02:55
Wow, now that is impressive!
It looks kind of like his legs are short but that may just be because of the armor.

Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 29th Aug 2006 03:12
yeh i got that hand issue in another comment, its because of the thing thats on top of the hand, the texture makes the hand look really thin, common perception error, i may still have to fix it though, thanks

the legs, when looking, do look kinda short, but as you said, could really be the armour, being more bulky at the bottom, opposing to the arms left unarmoured

Higgins, here is a wireframe of the low poly mesh, in the renders, your seeing the mesh with a turbosmooth modifier (only the body however) i just used to smooth out the renders, other than that, the difference isnt too bad, except the shoulder guards being a bit sharper




Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 29th Aug 2006 13:35
It looks very good matey, compliments on the texture job. As said, sort out those hands. I personally can't pick anything else wrong with it. As your brother said it is very UT 07 like.

If you want to get the best crit, do what I do, is post your image in several places, I post, here, 3dworldmag forums (They're good and friendly) sometimes I post at CGtalk, and I've done a couple of times at poly loop, the more art based societies are better for accuracy, like CGTalk, but I've found they can ignore you sometimes, which is rather annoying .

http://forum.3dworldmag.com
http://www.cgtalk.com
http://www.polyloop.net/
Renderosity is good too, also try finding forums for the application you use, as I use Hexagon and Cinema 4D, I go to Eovia 3D (now polyloop) and C4D cafe.
http://www.renderosity.com

Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 29th Aug 2006 16:41
thanks musashi,

i plan to hang around a little more at some dedicated places, though i want to do it after i make a couple more characters like this one, that way, when i make my "first entrance" some peeps might visit my site and have a look at my other work, all about 'not signing up as a n00b' in a way, so immediately i have soemthing to show.

although i do lurk around in those places


Bahamut
19
Years of Service
User Offline
Joined: 4th Nov 2005
Location: Brighton
Posted: 29th Aug 2006 17:11
Wow, that's amazing! What's the poly count, and what are you going to use it for?

IceBound Melodic rock/metal band with loads of lead guitar, clean female vocals, and more guitars! What more could you want?
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 29th Aug 2006 18:06
Quote: "all about 'not signing up as a n00b' in a way"


Well you wouldn't be really, your texturing skills offer that augmentation. I mean you model inspired that I'd do something more barbaric that anime for an entry I am working on for a contest . Which I'll post WIPs soon, but I've only done his axe so far .

Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Posted: 29th Aug 2006 19:17
Wish i could model and texture like that


Great job.


Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 29th Aug 2006 20:14 Edited at: 29th Aug 2006 20:15
Quote: "Wow, that's amazing! What's the poly count, and what are you going to use it for?"


thanks! 2248 i think, ive posted it numerous times so its stuck in my head, might be slightly off though.

its 2248 for the low-poly mesh, in the renders (only the body however) it has a turbosmooth modifier applied, without it just looks a little sharper, no huge difference

i want to make a high res version when i get the time, and if i ever get used to sculpting

Quote: "Well you wouldn't be really, your texturing skills offer that augmentation. I mean you model inspired that I'd do something more barbaric that anime for an entry I am working on for a contest . Which I'll post WIPs soon, but I've only done his axe so far .
"


well, i'd still be signing up with only 1 good piece, but thanks

lol, thats 2 people apparently inspired, i had a look at your high res orc WIP, coming along nicely, even though its only a small body part, i cant eally judge it, personally i would have made the low-poly mesh then started to work on that, but i look forward toseeing some updates!

@ Xenocythe

thanks, i had a look at your game, it looks pretty nice, i like the water reflections


Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 29th Aug 2006 20:46
Hey Jon, 1 good piece can be a good start, I personally don't see how joining up to a 3D place for advice when your work starts looking really cool. I've found I've gotten better comments/help/advice from communities that have seen my early works, seen me progress and are familiar with me. It has really helped as well . But thats my way .

However, I think your model is a good referance for texturing when you're so-so at it, which I think is useful for me, seeing things like this let me percieve a better texture more. Hopefully, one day I can get that process in my head straight onto photoshop properly.

Jonny Ree
19
Years of Service
User Offline
Joined: 5th Dec 2004
Location: Where your breath frezes in the summer
Posted: 30th Aug 2006 06:01
Hey, this is looking great. Its an excellent render as well as a nice texture. There are some problems with it though which shows up a lot. There are some anatomical problems, mainly with the arms and the pelvis. I dont know quite what to say about the arms, but the muscles are placed wrong which creates some deformation. All I can suggest there is for you to look at some reference. I could draw you something though if you would find that easier, but we could talk about that further. As for the pelvis, there isnt too much that need to be done, just bring it up a bit and make it overall bigger cause at the moment he looks like he could snap.
As for your texture. The armor is looking excellent, I also love the patterns you've used and the detail. I could probably learn a lot from you on this area. I do feel the organic parts needs a bit of work though. Such as the face, it doesnt look as natural as the rest of the texture, and it lacks the sort of shading you get on a human face, also you might want to bring down the scalyness of it, unless he does have scaly face, if thats the case you should make it show more in some areas, like on the top of his head and around the horns.

Overall this is some excellent work keep it up.

If you want to hear some professional opinions however, I'm sorry to say you will probably not find it here


Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 30th Aug 2006 15:00
thanks, i see i have alot to work on, im still not very confident about my anatomy perceptions too, but it comes with research and practice i guess, i'll get the hang of it sooner or later

about the pelvis, i was unaware of that, never came to mind, it might have something to do with the upper body armour.

if you could provide any drawing reference that would be appreciated, though if you dont want to or dont have the time, i can always have a look around


TEH_CODERER
21
Years of Service
User Offline
Joined: 12th Nov 2003
Location: Right behind you!
Posted: 31st Aug 2006 19:18
Could that be more impressive? Well yeah probably but still incredible! If I had 1/10th of your media skill I would be the happiest man alive!

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Jonny Ree
19
Years of Service
User Offline
Joined: 5th Dec 2004
Location: Where your breath frezes in the summer
Posted: 31st Aug 2006 19:23
Could you post the front view as well as side view without most of the armor pieces covering the arms? I'll make you some references. Or you could send them to me via MSN if you want.


Megaton Cat
21
Years of Service
User Offline
Joined: 24th Aug 2003
Location: Toronto, Canada
Posted: 1st Sep 2006 18:59
I'm surprised more people arn't as amazed as me. The actual mesh has it's thingies, but that texturing is badass!

Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 1st Sep 2006 19:04
It is amazing. The first time I saw it I just though it was a high poly model. But it's not. It is certainly an amazing example of modeling and texturing.


Come see the WIP!
Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 1st Sep 2006 20:49
thanks

well, in the render, it does have the turbosmooth modifier applied, so in a sense your kind of right, but the low poly version is basically as good, just a little sharper

@ Jonny Ree

Thanks but no thanks, even though i would like further critique, Ive decided to go my own way on reference, even though it may not be accurate, it is sufficient to me, i shall learn in time, i am aware of my errors, but no need to draw anything up


Login to post a reply

Server time is: 2024-11-26 22:21:42
Your offset time is: 2024-11-26 22:21:42