1. #1
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    Default SavageBliss Sketches/WIPs/Concepts

    Hello everyone, I thought it was about time to start a formal page of my own to gather some comments. I have a rather large album on Facebook, from all different media sources. This thread will just be Concept drawings and 3d. So Max, Maya, Lightwave, and Z-brush.

    Like so many others, the gaming Industry is a goal. Characters, Enviroment, Animations? For now, I'm getting the hang of some new GUI's since I finally rounded up the cash for a new system, tablet, and the Major software.

    I have about 17yrs of plugging away at demo versions. I started Level editing with Doom's "D.E.U". Quool, Worldcraft/Hammer, and the Cry Engine sandboxes.

    If anyone is working on a Level for Half-life, it's Mods, or Crysis...(No Cry II yet) I'm interested in helping out.Klort_08.JPG Klort_Front_better_01.JPG Klort_3Quarter_Better_01.JPG Klort_Back_Better.JPG Klort_Bacl_3Quarter_Better_01.JPG Klort_Underside_Better_01.JPG

  2. #2
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    Default A few more Aliens

    AquillianBust_HD_02.JPG AquillianBust_04.JPG A few more sculpts. I can post some stages if you like.

  3. #3
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    Default

    Nice sculpt for the first one. However, you need to bare attention to the proportions. His head is way big compare to the rest of his body. Try to either reduce the size of his head or increase the size of his chest and abdomen.

  4. #4
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    Default First Mecha Attempt

    Thanks for the crit, I'll see how he looks with a pea-brain skull.

    Here is the start of a mecha project. I am trying to block-out a 10k poly mesh that I can easily animate, hopefully integrate with the source engine (HL2). I have a few sketches I'll post next. For now, the basic head/****pit of a "Chicken-Walker" scout mech.
    MechaBase_01.JPG

  5. #5
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    Default Z-Legs Round one.

    So here are the first run at legs. Very basic for now. As I mentioned I want to keep as simple a low poly as I can, and rely on Displacement and Bump maps to add all the nurnies.

    Any suggestions for directions or look/feel?

    Im off to 3DS max now to try rigging and walking this thingy.Z-Legs_01.JPG

  6. #6
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    Default more stuff

    Robo_comp_04.jpg Been a while, submissions look great.

    I'm interested in hearing some DOF settings for Z-brush. In maya I can IPR the results..."test and see", Not so in Z-brush.

    Suggestions?
    Last edited by SavageBliss; 12-23-10 at 02:52 AM. Reason: No Pic

  7. #7
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    Default Bumpin' Klort re-visited

    Pulling together Z-brush-Maya Go-Z options, as well as post compositing with Painter-11.KlortRevisited_focalshift.JPG
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  8. #8
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    Default No Comments?

    I am wondering why I don't ever receive comments like the rest of you.

    Are you all part of some school group? Do you know each other? I see handfulls of new work posted, some much better than my own, some very beginner.

    What am I doing wrong? I make an effort to give positive and constructive feed back to posts I view.

    Splill the beans lads!

  9. #9
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    Default Getting Z-Detail from mentalray rendering

    Here is a comparison board of some renders. I am trying to get an idea
    of the settings for rendering in Maya. Having bump or normal maps on top
    of Displacements, as well as getting the correct flow from high poly Z-brush
    models into Maya with the Go-Z feature.
    Any suggestions or critiques would be nice.
    Render_Compare copy.jpg

  10. #10
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    Default

    Try taking a step back and making a person before you start making aliens, etc. Learn some anatomy, proportion, etc. Try modeling something out in maya or max or whatever you use and then doing a detail sculpt on that. At the moment I'll say you're good at making blobby looking things.

    Keep at, don't get discouraged, take some classes or go get a digital tutors subscription.

  11. #11
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    Default

    ur zbrush skills are nice...all u need is to study some reference before using ur ideas as well as studying some anatomy...it will help ya..

  12. #12
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    Default Mental Ray renders

    Just working on some more Mental Ray renders. Depth of Field especially. It seems there is way too much trial and error to find the focal point. I remember another render program had visual aids in the veiwport windows.

    You had your camera, the sight line, and at the end of thet sight line was the focal point, so you could easily see if you were focused before, on, or after your subject.

    Is there a rule of thumb I'm missing? How do I determine the Distance from camera to model, so I can set a narrow DOF and have the Fore, and Back grounds blured, with the Middle and subject crisp? Know of any Tut pages or links, I can't find any in the Maya Doc's.

    Stoneguy_03.jpg

  13. #13
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    Default Spacejunk

    Neurogenesis... Here is an example of some texturing. If you havn't had a look at the "Spotlighter" tut in the Z-Classroom section I would suggest you have a look. You can add bad-ass detail fast.Spacejunk_01.jpg

  14. #14
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    Default

    I know rendering is fun but, when you spend so much time on a model working on anatomy, details etc etc. believe me it is more fun to render it. I think you are jumping into conclusion fast, tell the story a little longer...

  15. #15
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    Default Shape and Form

    CH_progress_sheet_01.jpg

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