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  • DreamShaperDreamShaper Posts: 725
    3Jane
    edited March 7
    From Mid Session yesterday, caught my eye. Still a lot of work to go on the arcade shakedown.. Details, lighting on the metals (thought those stripes would shine more, have to work that out), also the figure on the left later turned into a robot and a ton of other things moved in and out of the picture.  This isn't the best of the lot, but I like the colors / camera angle

  • DreamShaperDreamShaper Posts: 725
    3Jane
    edited March 12


  • DreamShaperDreamShaper Posts: 725
    3Jane
    Alright, this one is basically done, mostly because it takes too much ram to work on and listen to music at the same time.  Reasonably happy with it now.  Here's a video with some photos taken along the way, as the sculpt evolved towards its current form.



  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    Decided I don't hate myself enough. Time for another portrait...

  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player

  • DreamShaperDreamShaper Posts: 725
    3Jane
    Did you start that over, or is it an earlier image?  Looks like your forms are pretty much in place. Pretty impressive likeness even at this stage.
  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    @DreamShaper Nah, it's just a continuation. I knocked it back to grey before I started the session. Sometimes the colour starts throwing me off.
  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    Cycles test

  • JosephLockingtonJosephLockington Posts: 2
    NerveGear
    I want to visualize and make games like these https://rocketpayz.com/mobile-casino-paypal/ in 3 dimensions, but I can't figure out how to enhance user experience in here. That's not a shooter or sport simulator. I can make it fun, but not exciting, you know? Any tips guys? Maybe someone worked with something like this already?
  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    Retopod


  • DreamShaperDreamShaper Posts: 725
    3Jane
    That checker pattern is really interesting in its own right.

    After looking through his photo's for a while, I've been trying to figure out what's weird about his actual face.  At first I thought it was just the long area above the lip, then realized that his nose is small, and that whole eye/eye/nose triangle is scaled significantly smaller than most people's.  Think you mostly got that, but it's definitely a distinctive trait.

    He's got a pretty narrow nasal bridge, pinches a bit at the glasses (or maybe the stands on the glasses do it, not sure), the lighting on this one flattens it out a bit, making it look wider.  Chin needs another oval or some dents or something, still looks pretty bulbous. 

    Neck looks better.  Definitely coming along.

    Hair and glasses are going to make or break this one, well, relatively speaking. 

    Anyhow, that's the input from a third or fourth rate portrait artist, who'd be ecstatic to be able to do anything even close to what you've got going on there.  Take from it what you will :)


  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    Thanks dude. With you on the checker pattern, I love that look on any model. Now he's in Blender I can tighten up my proportions non-destructively with shape keys...

    The really weird thing about Stephen King, that took me ages to work out is his eyes are tiny. Not the lids, the actual eyeball themselves. Thot it was the glasses lenses doing it but no, he has the tiniest eyeballs I've ever seen on a human being!
  • DreamShaperDreamShaper Posts: 725
    3Jane
    P3nT4gR4m said:
    Thanks dude. With you on the checker pattern, I love that look on any model. Now he's in Blender I can tighten up my proportions non-destructively with shape keys...

    The really weird thing about Stephen King, that took me ages to work out is his eyes are tiny. Not the lids, the actual eyeball themselves. Thot it was the glasses lenses doing it but no, he has the tiniest eyeballs I've ever seen on a human being!
    Ya, he probably keeps the rest of them somewhere else... has just enough to keep track of his possessed typewriter

    Had no idea what a shape key was, so I watched an intro video on them.  Pretty cool.  Blender seems fairly enormous, is there any particular order you recommend learning its features in?
  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    edited March 27
    @DreamShaper With regards learning Blender I can only really speak for how I went about it - 

    Learned cycles staging and node editor first So I could import something straight from medium and get lit and roughly textured.

    Next I moved onto object editing for retop, uv unwrap and baking - that gives you a massive step up in terms of what you can do with your surfaces and also decreases render time and makes the interface go faster

    Once I had some passable retop skills (it's an art in itself - expect to plough hours of time into this) I started using Substance Painter to take my texturing to the next level

    As a bonus, all that retop practice taught me pretty much everything I want to know about basic modelling.

    The final parts of the jigsaw for me were hair simulation and non destructive editing using shape keys and the sculpting interface.

    I learned a bit of rigging but gave up on it cos it's a lot of work and I can get much better results through sculpt. Since I'm not interested in animation, it's really no use to me.


  • DreamShaperDreamShaper Posts: 725
    3Jane
    Thanks.  Sounds like a roadmap to me!
  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    Bear in mind that all the stages are recursive. So I'll learn a bit of one, then move on to the next but I'm still learning to dive deeper into the first one. It's not like I had to completely master node editor to get to hair and shape keys ;)

    Oh, and if you haven't already, start with 2.8 otherwise you'll have to learn the whole interface over again, which is where I currently am  :s
  • DreamShaperDreamShaper Posts: 725
    3Jane
    P3nT4gR4m said:
    Bear in mind that all the stages are recursive. So I'll learn a bit of one, then move on to the next but I'm still learning to dive deeper into the first one. It's not like I had to completely master node editor to get to hair and shape keys ;)

    Oh, and if you haven't already, start with 2.8 otherwise you'll have to learn the whole interface over again, which is where I currently am  :s
    I now have 2.8 installed. Looks like there were pretty significant changes from the previous version.   Probably start dipping my toes in it this week.  Hopefully the new masterpiece vr program will handle medium models well.  Looking forward to the day when all or almost all of the pipeline is available in VR.  Kind of sad that adobe got substance painter, not sure if they'll actively work to push that into some kind of VR app or not.  Would be so cool to just paint textures right onto the models, even if you had to leave the rig to run the final renders.
  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    edited April 1
    Could have been worse. At least Pixologic didn't get them. At least we got a shot at hearing something about Substance Painter before 2030 rolls along.
  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    Start of something new. No idea where this is going yet. Was just playing about with form and proportion but I kinda like the way it's turning out so I'm going to see where it takes me.

  • DreamShaperDreamShaper Posts: 725
    3Jane
    P3nT4gR4m said:
    Start of something new. No idea where this is going yet. Was just playing about with form and proportion but I kinda like the way it's turning out so I'm going to see where it takes me.

    Ya, I like that.   Has a sense of weight to it, with the feet and forearms.  I get the sense that it sort of lumbers forward, stomping heavily, arms swinging on their own weight, almost taking exertion to lift, and dropping heavily when it strikes.  Menacing.  Maybe like an old movie monster or something, in the way it moves.   The stand and the face sort of conjure up something much more modern.

    Anyhow, impressions.  Be interesting to see where you go with this.
  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    Bit more work filling out the anatomy. I'm really digging this sculpt, just taking my time for a change and exploring my options. He's starting to feel like a superhero of some description with a mask and cyborg arms. Forearms at least, maybe the whole thing, still undecided...


  • DreamShaperDreamShaper Posts: 725
    3Jane
    Definitely moving the right direction.  Very much has a sense of character. 
  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    Thanks, mate. Yeah, I'm definitely feeling this little fella. Trying to think of a name for him. Shame "Hellboy" is already taken that'd suit him perfectly I think. Definitely a demonic little bastard.



  • DreamShaperDreamShaper Posts: 725
    3Jane
    edited April 19
    Not sure what you want to call him, I'll call him  SPIKE for now.  The S. might stand for Satanic, or maybe Steve, not sure about the rest of the acronym yet.  Whatever it is, he clearly has supernatural strength to be whirling that thing around over his head at Mach 4.  I figure he gets it going fast enough that he can fly like a helicopter, until he hits something.  Can't imagine that would be terribly easy to animate or anything.   Maybe flips it forward to do a bit of short range spiderman/batarang style rock climbing, which would explain the forearms.   Unclear if the weapon is some sort of supernatural ball and chain, that he has to carry constantly, or if its more of a symbolic choice, being a morning star.

    Anyhow, chain looks good, points on the star look really sharp and geometrically planned.

    Slightly mutant feel about him.  Has sort of a Bruce Lee build, ripped, minimal body fat.  The pecs, especially the distorted upper muscle band, are the only part I feel a bit hard to buy, maybe mutated or unusual development from swinging that thing around.  Obviously not a hyper-real thing, but does sort of jump out at as a bit unnatural when I look at him.   Not super-significant in the grand scheme of things.  Could just be that it's one of the identifiers of being a demonoid, since it lacks human frailties such as a constantly beating heart filled with emotion and all that other mortal nonsense

    Regardless, he's pretty cool.  I dig the foot/forearm reverse tapering he's got going on.  Not sure why, just really find that stylism appealing.  Maybe amplifies the strength signifiers a bit, like here's a force to be reckoned with.
  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    Got a name for him now courtesy of Seth Rutledge on FB - "Crimson Taint"
    Did a quick render in cycles cos the Medium camera distortion was making it hard for me to read. I'm thinking the jeans will be Marvellous Designer so I'll need to start thinking about doing proper legs to hang them off. Still not exactly sure where I'm going with the forearms (especially the elbows) but I think he needs some "Shredder" blades running down the outside


  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player

  • DreamShaperDreamShaper Posts: 725
    3Jane
    edited April 23
    I really like the chain texture.  See he got all spiked out, I think that bolsters him, sorta bulks him out. Name is hilarious

    Also FML.  Almost no time for art.  Hate the mandatory mini-games in life, just to keep the electricity flowing, and knowing that it's slowing down my skill set development.  Suppose I'll cheer from the sidelines for a while.
  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    Aw mate, that's bad news. Hope your calendar clears up soon!

    So I've been thinking about getting my teeth stuck into a heavy H/S project for a while now. The idea for the perfect sculpt popped in my head the other night. Plenty grid and angle work here but as a bonus I get to chuck in some organics to take the edge off. And my favourite - past it's sell by date - organics to boot. 

    "ZHP" (working title) Can you guess what it is yet?  >:)


  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player

  • P3nT4gR4mP3nT4gR4m Posts: 1,706 Valuable Player
    Wheels redone in blender

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