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TIGSource ForumsDeveloperArt (Moderator: JWK5)3D thread
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Geti
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« Reply #3020 on: August 27, 2014, 11:59:23 PM »

Note there's still some redness in there that you're really not capturing - this comes from the blood underneath the skin and helps make the skin look "alive", http://grab.by/zRiO
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Jad
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« Reply #3021 on: August 28, 2014, 12:12:28 AM »

DUDE. Look at that photo. Eye whites should be white. Eye whites make us think characters are human and cute.



like in scott pilgrim and disney and junk

less eye shine, more eye white
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Yngram
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« Reply #3022 on: August 28, 2014, 07:06:21 AM »

SolarLune: It's just a flat lit screen grab from Blender. The lighting is painted. Here is the texture if you're interested.



Gimym JIMBERT: I tried to give it a go. I included the color palette/test I made. It looks way off on one of my monitors though. Maybe it's time I calibrate them.

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gimymblert
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« Reply #3023 on: August 28, 2014, 08:03:32 AM »

@geti
Added red in the eye's area

@jad
Pure white!




 Epileptic

More seriously, I tone down the white because on dark skin it convey something else with the increased skin contrast, pale skin, within the skin >> eyelash >> eye, gooes pale >> dark >> pale which favor shapes, dark skins goes dark >> dark >> pale and made the white pops too much to the detriment of other facial features.
What do you think?

@Yngram
Nice painting!
My screen is certainly badly calibrated, I cheat by working on HSL channel separately and recomposing at the end. Mine looks so green and yellow near yours! But I also favored contrast which allow to enhance readability of the eyebrows and eyelashes to main expressiveness of the character and not losing it against the dark skin.

I will take a cue or two from your painting!

I made a new thread to not clutter this one with more info about my rational.
http://forums.tigsource.com/index.php?topic=43003.0


edit:
Also the eyes are not painted in, it's a floating quad to allow expression shifting.
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gimymblert
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« Reply #3024 on: August 28, 2014, 11:28:00 AM »

@yngram


Thanks for the paint over very useful!
Mirrored and added to itself to avoid crushed shadow (more closer to teh skin without light effects)
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Cunnah
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« Reply #3025 on: August 30, 2014, 04:37:49 AM »

Currently re-starting my blog after a long period of inactivity due to various real life things. I have changed my art style after being influenced by the Low-Poly thread here on the Art forum.

Currently I am working on a logo and experimenting with how to achieve a good work flow when creating characters. Claws still need work but what do you guys think?

« Last Edit: August 30, 2014, 12:14:47 PM by Cunnah » Logged
Pol
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« Reply #3026 on: August 31, 2014, 03:40:52 PM »



Ingame view
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}-=\\\',«º> Dev+artblog · Home on the web · @PolClarissou <º».\\\'=-{
McMutton
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« Reply #3027 on: September 02, 2014, 07:39:00 AM »

Thank'eh Gimym, SolarLune.


CHAMPION CHEF, CHARLES



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gimymblert
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« Reply #3028 on: September 02, 2014, 02:41:59 PM »

He's Fabulous!
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Hawt Koffee
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That's a wild fire.


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« Reply #3029 on: September 03, 2014, 02:27:09 AM »



Some more marmoset stuff
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FawfulBeans
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« Reply #3030 on: September 03, 2014, 11:52:12 AM »

Plus an animation:


This is ridiculously cool. How do you normally rig your characters?
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McMutton
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« Reply #3031 on: September 04, 2014, 06:51:21 AM »

That's a neat guy, Hawt Koffee. How much of the shading is painted on and how much is actual rendered stuff? Everything looks soft and painterly.


Thank'eh, Fawful. My basic armature looks like this:



It's just a slightly modified version of the one shown in this Blender Cookie tutorial:




Can't do the IK on the arms, though, which is unfortunate. The extra two bones in the arms are for twisting it around, and I've usually got it modeled so that the large cuffs are separate from the arm itself to avoid having to deal with twist deformation. So, on the animated guy, Lark, for example, his hands and the cuffs on the gloves are attached to the wrist twist bone, while his forearm (That white bit) is attached to the actual forearm bone.

I'm quite liberal with the helper bones as well, so I modify it for each character. If they've got something that should move separately, it's got bones for it. CHARLES up there, for example, has eleven bones for the coat; two for each sleeve, and six for the coat itself, as well as one for the collar.

Those two bones floating on the hands are for weapons or other held things. I can do nifty tricks with 'em like making Lark appear to sheathe his sword. I actually had two swords: One in his hand, and one already sheathed. The one not in use is just shrunk down to nothing while the one in use is normal-sized. Then I just switch the sizes when appropriate.

For the eye bones on there, the two on either side copy the rotation of the center one, so that's the only bone I have to move for both eyes.


Also, I made some lights.

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Hawt Koffee
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That's a wild fire.


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« Reply #3032 on: September 05, 2014, 06:03:06 PM »



now I just need some weapons and the rigging
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SolarLune
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« Reply #3033 on: September 05, 2014, 09:18:16 PM »

^ I love the way this little dude looks. He reminds me of Noir Spiderman with those goggles. Cool thief-ish design!

@McMutton - Really elaborate lamp! Nice work.
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FawfulBeans
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« Reply #3034 on: September 07, 2014, 05:45:57 AM »

Thank'eh, Fawful. My basic armature looks like this:
-snip-

Thanks for going into such detail, really helpful stuff. I haven't had much luck finding different character rigs people have made to learn from aside from rigify. Definitely gonna experiment a bunch with armatures now.
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Cobralad
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« Reply #3035 on: September 11, 2014, 09:40:53 AM »

Getting back into lowpoly:
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Muffinhat
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« Reply #3036 on: September 11, 2014, 05:49:34 PM »

Getting into mudbox stuff. Kinda messed this guy up with the posing, but  eh...

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Azure Lazuline
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« Reply #3037 on: September 18, 2014, 05:44:06 AM »


Fluff bot for Copy Kitty.
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arkamedus
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« Reply #3038 on: September 19, 2014, 09:41:16 AM »

Started getting back into blender, rigging and animation took a lot longer than expected, but I think i'm getting the hang of it.



Created some concept art for my game



Trees and bushes ~240tris each
Character ~160tris
Total in scene ~18.2k tris
« Last Edit: September 19, 2014, 09:55:44 AM by oakstead » Logged

powly
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« Reply #3039 on: September 19, 2014, 03:43:09 PM »

slow the relative movement down unless you mean it to look like cross country skiing. otherwise looks very neat.
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