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Messages - Argyle
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41
Here's a GIF that illustrates the steps I took to create most of these details. Push in and/or pull out details like it's clay, really.



I'm not going to bore everybody with details. If you're interested in more information about step-by-step breakdowns for certain aspects or tricks I used, you can read more at my blog post here.



After going over each body part to give some sculpted detail, I hope to be showing a low-poly mesh translation for the next progress update!

42
Mini Update:



Teeth, hair and eyebrows, belt, suspenders, eyelids, legs and shirt reverted to pre-sculpt shape and shortened up. I felt the sculpting on the pants and shirt was too wildly wrinkly anyway, so if I go back to give them any kind of skulpting detail, it will be minimal to keep a smooth and toony look to it. I also reversed the direction the cuffs on the shirt was facing.

43
General Discussion / Re: Official Off-Topic Thread
« on: March 14, 2012, 12:01:18 am »
Forgot to mention this here, since I know there are other artists that appreciated his work on Pixelation, but Moebius died this week. Chances are you've seen something he's done or influenced in your time enjoying artistic entertainment.

44
Thanks for the feedback!

I wouldn't call it my first model, just the first thing that didn't look like a square with extra vertices blobbing off into nothing in space. I will shorten the limbs down next time I open this up, because now I see it being too lanky as well after hearing it.

Spent the week away from artwork (creating it anyway) to finally build my site. Still updating things and tweaking here and there, but I hope to round out its article database soon if anybody that happens through this thread wants to pop by from time to time! Link to the new and improved ArgyleBox.com.[/advertisement]

Until next update,

<3

45
2D & 3D / More low poly this time (scroll past old posts)
« on: March 07, 2012, 02:00:15 am »
I picked up a DVD through Blender covering Low Poly Game Character Creation by CG Cookie.com. It will cover the creation of a model, sculpting it all at high poly, then baking those sculpted details onto a low poly mesh.

This was the character that the tutorial series teaches you to make, animate, and bring into Unity 3D:



I learn better by applying lessons to my own creations though (and I think their model is goofy as all get-out looking) so I will be going through all the processes with my own little guy.

I'll post up the progress shots when there's milestones when I have time to work on it outside of normal job stuff.

Here were the concept sketches I threw together before starting up the lessons. Just something goofy and not-too complex.





First pass at modeling it over the reference sketches:



Quickly didn't like his proportions, so I altered them before starting the sculpting. Here is what my sculpt is looking like so far:



Probably going to do something about the size of the hands before finishing up and making the low poly mesh. Will also have a few more things to add before finishing the sculpting phase, such as getting some hair, details like pockets, teeth, eyelids, adding the suspenders/gun holster, etc.

Thanks for checking and let me know if you have any critiques or suggestions to improve how I'm working on this. Been wanting to learn 3D for too long so I'm just diving in. Blender, being free, is where I am beginning. Not sure what software I will move to once I'm better at it. It will probably end up being what I see most widely preferred with companies/studios that I want to court for contract work.

46
General Discussion / Re: Official Off-Topic Thread
« on: March 02, 2012, 09:54:24 pm »
Too busy, too far, too many excuses to make it to GDC. Have fun though guys. Make sure you tie John Romero's hair to Adam Atomic's shoelaces. Hilarity!

Anyone else have a Nintendo 3DS? My toddler bricked my DSi with an epic juice maneuver, so I got a surprise 3DS gift last month. Never was a fan of Nintendo's online friend system because of those ridiculous numbers, but my friend code is 0688-6036-0065. I like to send stupid post-it note comic strips to whatever victims I can find.

47
2D & 3D / Re: Official OT-Creativity Thread 2
« on: February 26, 2012, 04:50:11 am »
Nice job on the perspective angle of each piece. Do you have a method of using 3D software to get your lines/planes, right?

The heart reminds me of a Zelda heart container, from Ocarina of Time.

Worried about the detail level, and the tattoo blurring too much over time, which they all do, to some degree.

No pin thingy in center of watch face for hands to connect to?

Will this not be colored?

You could add some background effect of some sort. That would help unify things. You could utilize the meaning of Design itself - starbursts.

Also, it all fits a little too conveniently into an obvious square. I would expect a more horizontal/landscape layout, since the watch is springing open to the left. Minimize the watch, mininze the watch face, make the heart bigger (supposed to be the focal point, right?) and also give the heart a little tilt so it's perpendicular with the spring attached to it launching it forward. Some speed lines?


yep

Thanks for the writeup! You're correct in thinking Zelda heart container.  She asked for a specific version of it, so I just overtraced a version that was close enough to the perspective:



Been busy with side work and home crap so sorry for not addressing the response you so nicely spent time on :D Here's an update:



As for perspective, I just eyeballed it. Later remembered that Illustrator has perspective grids you can customize and toggle so I checked it here and there after drawing it up and was pleased enough with the result.

The squarish-ness about it I knew would be lessened once I added the chain to it. This will extend from the shoulder-ish area onto the arm. Still though, good to make it less contained for the watch section itself, so thanks! I cut down on some clutter a bit, but most tattoo artists that would be worth going to would alter the design for the best interests of translating into a good tattoo so we'll see what they say once it's actually brought in, and alter ourselves before committing to getting it inked if need be.

To start, and maybe even for good, it will not be colored and I wanted to keep that in mind to cut down on overdoing things to allow for room to color it, but still wanted the lines to be well enough to hold their own.

Mockups! (she wanted sizes changed after I showed it plopped down as lineart, wanted the clock to be bigger, heart smaller. Aw well!)






---------

Cool map, Dennis! I have Starcraft II just because I wanted to appreciate it at a slow pace, single player, on easy difficulty because I'm terrible at RTS games. It looks like there's lots of room for different kind of strategy and challenges though. I'd be very worried defending so many openings, haha, but like I said - terrible at RTS games. I get too wrapped up in upkeep of things and stress out too easily :P. On US-Servers, though, so no luck to give it a whirl, sorry!

48
2D & 3D / Re: Official OT-Creativity Thread 2
« on: February 13, 2012, 07:04:03 am »
Haha, awesome design, Jeremy. Marx beard is ridiculous.




Trying to find some way to bring this illustration together more cohesively. It's a tattoo design for somebody that will go on the front-facing part of the shoulder and a chain will come from the top of the watch to extend over onto the arm. I'm no tattoo artist, but I want it to convey as a readable graphic with a clean line style. It feels like the clutter of parts blasting out is making it too busy though.

49
General Discussion / Re: Official Off-Topic Thread
« on: February 06, 2012, 07:04:12 pm »
Haha, sorry, I guess as soon as I saw it I couldn't unsee the big glitchy-looking-font pattern so I hadn't even considered that it probably isn't as obvious as I think.

50
General Discussion / Re: Official Off-Topic Thread
« on: February 06, 2012, 04:11:08 pm »
Was processing a bunch of png animation frames, using ProMotion, of rough 3D modeled body parts to prepare them for resizing to actual sprite size and do cleanups... After like the 5th sheet of things, this was the entirely random palette result after it imported the indexes and removed the colorful default palette entries where needed.

Like a boss.


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