[QUOTE=lintz;49885721]well to be honest, c falcs is ridiculously low on the cover. shouldn't he be pretty much centre line or at least on the lower third to hold the most attention?[/QUOTE]
I did want him on the left somewhat to make it look a bit more dynamic, but maybe I should zoom in a tad and bring him up. He was even lower before. I wanted to try to keep the 07 in the shot, but it looks like I might have to sacrifice that.
all you have to do is drag him up maybe 20-30 pixels? just to centre him a little more
[QUOTE=kirederf7;49885767]Quick Dark Souls concept study sketch thingy..
[IMG]https://dl.dropboxusercontent.com/u/49828537/Art/sketches/ddd.png[/IMG][/QUOTE]
Looking good except the torso. The perspective gets a bit wonky there - make sure the ellipses of the belts and stuff going across the chest conform to the anatomy underneath
[QUOTE=lintz;49886038]all you have to do is drag him up maybe 20-30 pixels? just to centre him a little more[/QUOTE]
Hm, that's possible. Gonna have to re-render him to move the view any lower, though. Easy enough.
[img]http://i.imgur.com/WIJmGkM.gif[/img]
Damn son, that's awesome.
The only thing I have to critique is that you have the fungus growing in the sun. Moss in (indirect) sun, fungus in shade (also moss in shade actually with indirect sunlight).
draw the sketch
now draw the rest of the fucking statue
[QUOTE=ElectricSquid;49881619]I'm between the two you mentioned - I've technically textured some things before, but they were extremely basic, like flat colours and simple designs, simple geometry, etc. such as this thing I made for a tabletop scene:
[t]http://i.imgur.com/sqR5jvM.png[/t]
As you can see it's not that great, and something like a gun or character or even really anything that's not a flat colour is beyond me.
As for traditional vs. PBR, I'm open to either. Blender Cycles uses the traditional setup, I think (but I've heard you can set up nodes to do PBR?), as well as Unity which I'm considering getting into, but I'd also like to be familiar with PBR so that I'm not lagging behind where the industry seems to be heading.[/QUOTE]
Okay, so you've made a good start, right now I think the next step you need to take is to look into define textures and surface properties, a good way to go about doing that might be to study something that has both reflective and none reflective surfaces.
This is a really helpful resource to get you started with PBR.
[URL="http://www.marmoset.co/toolbag/learn/pbr-practice"]http://www.marmoset.co/toolbag/learn/pbr-practice[/URL]
I'd say learn PBR first, as its the most true to life, so when your trying to break down a surface visually, you can break it down in the same way that PBR materials are made.
Do something simple, it shouldn't be a gun or a character right now, just study something you can find in your house, that way, you have constant access to it at any time and in any lighting conditions, just spend time picking it apart and then try to understand how you can translate that into the information PBR requires.
Oh wow, that made a difference. Good call. Had to pull back the camera a little to get enough rendered space to move it up, but it worked.
[t]http://i.imgur.com/NVNNyMP.png[/t]
Still gotta figure out what to do for the background. I almost wanna sketch together some panels for a fake comic book page and have that overlaid for the top half. A vintage comic book look seems very fitting thematically.
... Wait a minute, a comic already exists. Hmm...
I'm going to honest, that title looks really weird and hard to read. I don't think that you needed to make "ZER" that small, and the style for the "UX" doesn't really fit in all that much.
Yeah, I'm not too satisfied with the "ZER" either. The idea was to retool the title into a large, wide "F-0" but still work the full word "zero" in there, but I don't really know what to do aside from sticking the "ZER" in the hyphen. On the plus side, doing that and trying to keep the '0' the same color is what initially led me to the slanted two-tone look, which I [i]really[/i] like. It's kinda like what FAST Racing NEO did with the pink rectangles everywhere.
As for the "UX", there's another logo out there that I really loved the look of:
[t]http://i.imgur.com/l9ld47W.jpg[/t]
It's simplistic but mature, and I initially tried to use that same thin "UX", but it didn't look good next to the "F-0" title.
Not sure what to do to tighten the design up...
I do not agree that shiny 3d text is mature or even tasteful. It screams "just learned how to use 3ds max and mental ray and need an intro for my youtube channel"
IMO of course, but I think an important thing is to have the whole concept visualized before asking for feedback on individual elements, like how you say you don't have a background. A lot of elements aren't going to look the same in context, so it's not the most productive use of time to try and fix those before you've gotten a whole concept together. There's a reason you want to rough out a previz first.
Started a kaiju drawing for fun, dont really know if i want to keep the coral on his forehead, probably going to start posting alot more often also. Not going to hide sketches away in folders anymore.
[t]http://i.imgur.com/Er3j2xu.jpg[/t]
[QUOTE=Mr cake fingers;49887717]Okay, so you've made a good start, right now I think the next step you need to take is to look into define textures and surface properties, a good way to go about doing that might be to study something that has both reflective and none reflective surfaces.
This is a really helpful resource to get you started with PBR.
[URL="http://www.marmoset.co/toolbag/learn/pbr-practice"]http://www.marmoset.co/toolbag/learn/pbr-practice[/URL]
I'd say learn PBR first, as its the most true to life, so when your trying to break down a surface visually, you can break it down in the same way that PBR materials are made.
Do something simple, it shouldn't be a gun or a character right now, just study something you can find in your house, that way, you have constant access to it at any time and in any lighting conditions, just spend time picking it apart and then try to understand how you can translate that into the information PBR requires.[/QUOTE]
I appreciate the help, but I mean more like how to make the textures themselves, not just knowing how to make the corresponding maps. Obviously that's important but I'm not gonna get all that far without knowing how to make the textures, which I think are like, painting or compositing? Or knowing how to "correctly" unwrap textures, because usually I end up guessing a lot with seams and not knowing how to make UV island transitions look seamless and stuff like that. Basically, are there "how to texture for complete newb" tutorials?
[IMG]http://orig14.deviantart.net/a5b9/f/2016/068/6/5/kid_by_yangkee-d9ugrsr.png[/IMG]
many unfortunate events in pathfinder later my awkward cleric of death is now stuck with the care of a dragon's adopted child(who may or may not be human) who's now been traumatized by a pirate crew who's been harvesting her blood for many days now(before our party killed them of course)
how to cure mental trauma
[t]http://orig10.deviantart.net/6d7f/f/2016/068/e/8/taiga_by_yangkee-d9ukg6r.png[/t]
being lawful neutral lol
[QUOTE=Reno360;49870138]One of my first portraits
[IMG]https://dl.dropboxusercontent.com/u/37941977/actuallyrequiredeffort/KennyFront.jpg[/IMG]
How'd I do?[/QUOTE]
Can we see the ref?
[QUOTE=T.F.W.O.;49870674]What are some good resources for digital painting?[/QUOTE]
I'd say think about looking for guidance in the advice of traditional artists (try to find artists you really like) rather than thinking of digital painting as a process separate to actual painting.
[QUOTE=MakoSkyDub;49897977]Can we see the ref?[/QUOTE]
Yeah sure. I was using [url=http://2.bp.blogspot.com/-LnVXbJWMA9E/UPrZnpwXVSI/AAAAAAAABbE/HLpssPl-arI/s400/Kenny-Loggins.jpg]this face[/url] with the hair and beard from [url=https://upload.wikimedia.org/wikipedia/en/e/ed/The_Essential_Kenny_Loggins.jpg[/url]this one[/url]
Thinking back on it, I probably should have just painted what I saw, rather than trying to mix the two.
At work I'm designing a short project for the year 9's after half term. In the past they've made jewellery boxes so I wanted to redesign it and make it better! Decided to grab a ton of scrap planks, glue them together, plane it down and cut the walls from the glued planks. Lid design was laser cut and the box was finished with danish oil.
[Thumb]http://i.imgur.com/5TO4W2i.jpg[/thumb]
[thumb]http://i.imgur.com/VUGV861.jpg[/thumb]
I got a custom map of mine finally working in SFM after months of working on it. Now I can use it in movies and that's gonna be swell.
[t]http://pre06.deviantart.net/12b7/th/pre/f/2016/068/3/4/my_custom_map_in_sfm_by_universetwisters-d9uipqb.png[/t]
I hope it's okay to cross-post this here, but I could use opinions on this
[QUOTE=Skyward;49907358]
[img]http://i.imgur.com/QxRAAaS.png[/img] = 1[img]http://i.imgur.com/PxwJCTV.png[/img] = 2 [img]http://i.imgur.com/phGcpOc.png[/img] = 3
[url=http://strawpoll.me/7046231]Vote here[/url][/quote]
Thanks!
I made some stuff you mum would have thought looked quaint around the time Shallow Grave came out.
[img]http://i.imgur.com/eyhOEaK.jpg[/img]
[QUOTE=Mr cake fingers;49907444]I made some stuff you mum would have thought looked quaint around the time Shallow Grave came out.
[img]http://i.imgur.com/eyhOEaK.jpg[/img][/QUOTE]
Those pillows look soft..
However, I should note that there is a 3D art appreciation thread.
I believe you will find it more relevant to post your pillows in;
[url]https://facepunch.com/showthread.php?t=1446269[/url]
I think the textures are a bit too dense for how lowpoly the meshes are, either a displacement/bump map to meld them together more smoothly or a bit softer on the fine detail (the actual texture or the diffuse map that's giving moire effects) would sit them a little more naturally.
[QUOTE=Biscuit-Boy;49908010]I think the textures are a bit too dense for how lowpoly the meshes are, either a displacement/bump map to meld them together more smoothly or a bit softer on the fine detail (the actual texture or the diffuse map that's giving moire effects) would sit them a little more naturally.[/QUOTE]
The texture will be way lower res than this, it was just for display. :) thing I'm working on is 3rd person, so the camera will be pulled back, hence the low density mesh. I'll have a look at softening them out though. Cheers.
I need color opinions
[t]http://i.imgur.com/22QsK2f.png[/t]
[QUOTE=dai;49908526]I need color opinions
[t]http://i.imgur.com/22QsK2f.png[/t][/QUOTE]
I like cali and tide, and the "coffee" scheme looks pretty good too.
I would say though that pants like that generally are either leather, a canvas-like material, or a denim-esque material, so going with a more khaki/dark tan/dark blue color might make them look better.
[QUOTE=dai;49908526]I need color opinions
[t]http://i.imgur.com/22QsK2f.png[/t][/QUOTE]
Enta looks the best imo.
I like Coffee the best of them, personally.
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