:eng101:
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It's alright, but to my knowledge legs don't bend like macaroni. Except in pendleton ward cartoons.
looks less like a leg bending and more like an elephantiasis cock. adding creases in the pants and such (and not noodling the leg) would help achieve the right look.
Some of the shading doesn't make sense. Also, contrast. Needs blacks and whites, not just greys.
Also, next time you take a shot of your work, at the very least have your piece flat on a table or something and don't use a flash.
Didn't use flash :P
Was the light on me desk.
Sorry for the bad photoshop skills. Its not easy without a Tablet
http://fc47.deviantart.com/fs38/i/20..._by_iTails.png
I lol'd
i didnt lol.
overused meme and general unfunny.
I Lol'd at the 'unfunny'ness.
Is it really that eye soring?
read the comments and notice that it's not so much the art that needs working on (but yes, please work on the art).
lol, got it, I just need a tablet now :(
Some half-decent ones aren't that expensive. If it's only webcomic-related stuff you're doing, you might want to get something like the Wacom bamboo/graphire, but if you're looking to do more with the tablet (painting, etc.) then the intuos3 is your safest bet.
keep in mind the intuos3 is one of wacom's most expensive tablets though, but it's well worth it.
Edit: most of all, like most things related to shopping for computer-related equipment, do your homework.
If you get a tablet, that doesn't mean you photoshop skills will be magically awesome. It's takes a little bit getting used to, imo. Once you get the hang of it, it's a lot more fun.
also, I've madealotbetter looking characters in ms paint.
http://i305.photobucket.com/albums/n...teupdate-1.png
Need to add hair to stomach, set up specular and normals, add nails to the feet, figure out the weird pelt unwrap for the eye so this wont look like a statue and adding a brownish tinge plus some inconsistencies so it looks more like organic skin. Also I am aware the wireframe is showing, the opacity on the base layer is turned down to show off the model nugget made. Other then said above comments, do yall have anything else you think I should do?
Uhhh, render closer up. Make your vertical dimensions of your render the largest. Your work is always presented so small it's becoming not even worth it to reply to your posts.
Its on a 1800 by 1200, and I wanted the whole brute to fit in the picture.
That better?
Edit- will get a closer render.
Funny, to me it looks like 1024x683. At least trim it down on the sides (you know you can do that in the render setup screen, right?), there's nothing there and it just streches the screen. Your presentation isn't impressing people and is frankly quite irritating on a consistent basis.
As for the skin, first off why would you want to "show off" the model if you want to get crit on the skin? That just interferes with our ability to see what's going on. If you want to show off the model, how about putting that in a seperate render?
You have zero depth or texture going on there - it all looks flat with overly-smooth shading that doesn't really define anything. Open up the h2 brute skin and see how Bungie did it; you just seem to be groping around in the dark hoping that something will end up looking right. The colors are far too gaudy to pass for cloth or fur, and there's almost no definition or variation where it matters.
Your material definition is terrible. The fur does not look like fur, the armour looks like a bunch large blurry lines, and how you're making the armour isn't brutish at all. It looks like you're having him wear short shorts that are pulled up past his belly button, too. Look off Bungie's if you have to. Along with all that, its skin doesn't look all the convincing either, because it has too much contrast from the lighting. The muscles have been poorly made, too (from what I can see, which admittedly isn't much since it's so small).
A lot of things that you put in the texture would have looked a lot better if it was part of the model.
That is up to nugget.
What happened to the larger render?
okay so
http://farm3.static.flickr.com/2330/...124c3b6d71.jpg
Remember this beast? Back from the old Halo days, when MC looked like fucking Robocop?
Yeah that's the one. well
I'd post an animations video if I knew how to render them lol... Anyway what can I do to optimize this fucker before I actually start work on a REAL texture?
First serious model in Max aside from Deck, be easy *ducks*
E: Anis. First attempt at two-armed animations so far.
Wow youtube's like "hurr get cut off like a full second early." What an asshole.
There be a rendering guide right here in this forum, sir.
The idle, is good, but the fingers on the left hand need to have a more noticeable bend in the middle and tips of the fingers. Right now it looks like you just used the bottom of the fingers. Try looking at L4D's zombie hand idle, the fingers curve a lot, but still in the human capabilities. I think the finger movements would fit great in this.
The first melee, really isn't a way I'd swing a knife. And even if it was, it wouldn't exactly stop right at the edge of the screen. I'd either go with a melee that comes from the left and swings across to the right, sort of like some backhand tennis swing, or change the position of the hand so that it's facing down during what you have now. Whichever one you want though, I think my second option would look cooler though. I'm going to skip the second melee because I really haven't used a knife so I have no idea if that's logical or not.
Something I always love doing though is something I abbreviate to r2o, or Return 2 Origin. Right now, yours look a bit strange, or too stiff like during the ready. Add some interesting movements, instead of just placing the origin's frame after you're done with the main part of the animation, because then the rotations get really effed up. You'll soon start doing it, I used to just place the origin's frame, then when it was halfway there, raise it up a bit. Here, try rotating it a bit in the opposite direction it's going as well as moving it up a bit, or down if you want to try something with that.
Dear lord, I've typed way too much. I only have limited use of an ICEE Crit, and I'm way over. Now I've got to pay him a bunch of money :(
Also, was that quick crit? Sorry if I went overboard, first time actually posting my opinions in here. Don't kill me.
the shape of the blade is wrong, and it looks too short.
http://img4.imageshack.us/img4/4417/casphidef.png
merp
made this for a steam group, CatSpackle
Cat head isn't rounded and it looks messed up.
It's shrunken down to such a size where you can't see that
but I'll fix that anyway it bothers me
e: oh and define 'messed up' please
Yeh, I kind of based it on this, which seems to be a bit different than the official Halo design
The one on the right
http://farm3.static.flickr.com/2182/...55920e.jpg?v=0
A longer blade and some simple changes to it wouldn't be too hard though. I already see a mistake I made
lol no worries I wanted to know what was good and what wasn't, and that's what I got.
However, I did practice swinging a knife to find out which seemed the easiest, and left to right actually seemed to require more effort than right to left. Still I'll experiment around and see what I can come up with
Woah, those look wicked dude! Did you model and texture those yourself?
That's a photograph.
Look back a page.
Rofl tyrant...
:lmao:
So my news year resolution was to try become pro mudler this year, taking my first steps, thanks to a project at work I'ts sort of forcing me to learn.
Only 2 days work so far on what you see, lots of stuff missing, clipping errors, some tris i have to clean up and such, skin texture only really basic but heres this bitch so far:
http://img10.imageshack.us/img10/2120/31591550.jpg
http://img172.imageshack.us/img172/4356/43458970.jpg
http://img172.imageshack.us/img172/1575/33757004.jpg
http://img511.imageshack.us/img511/5214/33628703.jpg
http://img17.imageshack.us/img17/9278/60016727.jpg
http://img511.imageshack.us/img511/9383/44300375.jpg
Eyes are just black spheres right now fyi
It's going to be high poly CG style first also, then I'll make the low res meshes afterwards.
I see that tut i gave you is paying off!
yesir it was awesome
also thought I'd show my mudbox of the head, really quick and dirty, needs more wrinkles and folds and such, but still:
http://img18.imageshack.us/img18/1671/39349598.jpg
that looks so awesome
The lips look a little unnatural, as do the hips. It looks like she's got a really long upper lip, and there's something I just can't put my finger on about the hips area (and I'm not talking about the lack of anatomical correctness). But I assume her shame will be covered, so it may not matter.
That render of the face looks like a younger Dhalsim from street fighter...
Overall it's nice, but the woman looks very aged. How old is she meant to be?
E: also, what tutorial?
What the hell is wrong with her eyelids?!?!? :gonk:
You have to define your muscle groups and appendages better.
The hands have to be the worse part of the mesh, they're too inaccurate. The arms appear to be one uniform size all the way through. The face needs more work, find some anatomical references to aid you in defining stronger facial structures. The eye brows also resemble a scar more than actual hair.
Keep working at, these are only minor issues.
good crit mech, will do that shit, thanks. I modeled the hands after my hands ( they look ok to me?) so maybe that's why they're fucked up.
Also, one of the contributing factors to the overall suckiness is due to the fact that I didn't use any references, so I kind of shot myself in the foot with that one.
Dayum.
The bones on the palm look a little messed up. Most people don't have that much definition through their skin. Or at least I don't, but I'm fuckin big.
And I was just kidding about the modeling ant texturing thing. Come on now.
...what is it?
The campaign level Halo. Im looking for the original pic.
Its really blurry, try sharpening it.
He doesn't need to sharpen it. It's obvious that the view is looking through a cave at a silhouetted figure. He did well with it.
Its showing the depth of the cave and brings its scale into perspective tbh.
Ok other then it being blurry, I can not tell what anything is, rocks have incomplete shine, there is no real depth, if its so large there has to be some atmosphere in between where the perspective is all the way to the far side of the wall outside the cave, rocks look unconvincing as in blurry, but overall its a nice picture.
Also snaf grow the hell up, for a guy who is so well educated and also an adult I would expect you to not hold grudges and try to put down 15 year olds. :\
I think it looks good, but a bit too blurry.
Suggest you change the last part, even if I was, so many people dislike me you will get flamed for it, the community is a bitch that way.
Grow the hell up, no one is "against" you.
Never said against, just do not like and will insult at any point possible. :)
But you know all about that don't you rooster, what with your personal -reps with some insulting messages at me.
Edit- need to get back on topic.
Cool it, guys. Chains, don't whine about rep on the forums; take it to PMs if you must do it.
I don't know what the hell he's even talking about, i can't respond to a response to a non existent insult.
E: fuck wrong thread my bad guyz
Never said sharpening filters, get off my fucking back, seems perfectly alright for you to say to make my images less blurry, then this guy posts this paint over where you can't even tell the scale of it because he did not even add any atmosphere between where the perspective is to the other side of the huge cave wall, why not instead of taking the time to laugh at me and crit my fucking crit, why not actually help the damn guy who posted the work?
Seriously what the fuck, if my crit is sooo wrong, tell him how to properly do it, instead of screwing him over with my shit crit. You guys are so smart and mature, hell I know I am a whiney bitch, but at least I am not two adults making fun of a 15 year old kid trying to contribute to a community, cheers, hope you burn in hell.
You learn to crit properly when you learn to create properly.
Way to get offended by someone on the internet kid.
I say his perspective and atmosphere are perfect, I quite like it. It is blurry for a reason you know. Kind of a style with a different feel to it.
I'm gonna go with devil's advocate here and say that it's a little over the top on the blurry bits. I couldn't even tell what it was the first time i saw it.
Then what would you do to sharpen up a finished image? You didn't say to paint sharper, you said to sharpen it, which implies use of the sharpen filter. You meant use the sharpen filter. The difference is that it looks like you paint the entire thing with the same soft edged brush. Your entire image is blurry all the time. Stop crying. Everything you do looks like it came from fluffy pillow and marshmallow land. Use a hard brush sometimes. I don't know if you think you're simulating bloom or whatever, but it ain't working.
Exam, if the blurry bits of the cave were in sharper detail, that would cause your eyes to search the page a lot more. What he did is fine. This gives a sense of scale, environment, and directs your eye to the subject matter. He did it all right.
OH MY GOD.
How many times do I have to tell you people to stop bitching at each other? Chains, lashing out like that was pretty uncalled for, and Snaf, while what you're saying is true, just ignore him. I'm tired of having to sort through all the drama that's been taking place in here.
http://i279.photobucket.com/albums/k...els/desert.png
This is my first time Ive made a terrain scene. Notice, the clouds are strechted and I used mr. area omni for my lighting. So are there any improvements this scene needs?
Terrain texture looks really weird, imo.
Ground texture is too large, stretched in some places and not very detailed, I do not see any shadows, should add a good normal map, if those are mountains the texture again really brings them down in scale.
You don't use normal maps in a fucking CG scene unless you really need them.
And how can you not see the shadows?
Also, Scale is relative.
These mountains would be fine for a distant mesh ingame, but in terms of scene quality, it's poor.
The reason everyone mauled you is because you saw another guys painting who was superior to yours, and you attempted to raise yourself off the ground and critique him like as if you suddenly knew what the fuck you were talking about.
Maybe if you took your own "advice" your own work could crawl out of the gutter.
Dude, what the hell, drop it, no one is even on that subject anymore, I am trying to turn a new leaf if you even pay attention to my thread, I guess you don't since its below your amazing standards. But please, leave me alone, I know you love the chance to spear me in the ass for everything I say just to demean me more, but its the fucking internet, go do something productive with the time to take to insult me and I bet you could have another one of your amazing texture jobs that give you such a high status in the community done. :)
Maybe he brought the topic backup because he has not been online for a while. Imo you should listen to Dane seems as he is extremly good in this area.
nice to see you actually read the posts hunter.
:killed with fire due to offtopic:
You can crit if you want, but this is just goofing off :p
For an explanation, the image is actually my WIP final for Image Manipulation. The objective is to create an image depicting either the interior of the truck, or something sticking out of the truck in a crazy fashion, all while staying on the paint job. This is much like those 3D sidewalk drawings you see, in that it would only be visible that way from that exact angle.
Is it me or does the back danle need custimizing to look more comfy?
http://i58.photobucket.com/albums/g2...MissilePod.jpg
Piss easy model that is as well Lol
Your handle is far too thick.
Also, charfmer the edges on that handle, looks kinda blocky
^ lol wut
:toughguy:
six pages late, but ross to the rescue
The reason her hips look off is because a) her waist is tiny and b) her hips don't seem to smooth around into a curve across her back, or are otherwise misshapen. I generally suck at explaining these things, but if you look at the shape of a pelvis, it's a cradle (hence the name pelvic girdle). Basically, the two ends of the cradle at the upper front form the widest part, but then they curve around. It's kind of hard to tell at the angle given but as far as I can tell either it doesn't fall off into the curve soon enough, or extends too high (actually it looks like a bit of both). I don't know, that's just my guess - but yeah, something's definitely up.
As for the face, it's too sharp. She must be in her dying years if her eyes are sunken so much as to form a sharp edge on the cheekbones, either that or she has a really dodgy plastic surgeon - same story for the area around the lips. The raw geo looks more like a normal human face than the normals at the moment, smooth those transitions out.
Lol, wasnt that a few pages back? But yeah
I like it hunter but it's missing something... can't quite say though.
How does this look? This is my First render and working with Lighting
http://i228.photobucket.com/albums/e...weetrender.png
Link to the tut I followed: Click Me
I really don't know why it didn't come out transparent. I might have skipped something, I'm gonna go back and check.
Well, it's shiny.
Yes! I got it this time. I figured out what I did, but I can't do the box because I don't know how to fix it..
BTW, Never use red as a lighting...
Anyways, here are the pics.
Before Lighting
http://i228.photobucket.com/albums/e...parent-YAY.png
After Lighting
http://i228.photobucket.com/albums/e...rent-YAYII.png
Now, I don't understand why I can't select more then one object and give it different materials. Like if I set those balls to transparent, and then I want to change the box. I change the box and then it changes the balls. Can someone explain to me how to materialize more then one object?