Junkeh can't take a hint
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Re: Junkeh can't take a hint
Posted by Campaignjunkie on Mon Feb 9th at 12:39am 2004


Well, um, same model, different skin. All from scratch in Photoshop. Still trying to learn and do different things and experiment with stuff. It still looks like crap though...

(And no, that isn't a penis in the 2nd image. It's the guy's neck. Perverts.)

[addsig]




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Re: Junkeh can't take a hint
Posted by Monqui on Mon Feb 9th at 12:55am 2004


I'm not so sure about that... Looks pretty phalic to me.

And I dunno... The shoulderpads don't seem defined enough (they're just kinda... there...) and the guy looks like he just freebased some wickedly cut coke. Ok, mabye that isn't the best analogy, but I'm tired.

Still much better than anything I could ever do. Maestro, I say "Write on!" [addsig]




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Re: Junkeh can't take a hint
Posted by 7dk2h4md720ih on Mon Feb 9th at 1:23am 2004


What are the red bits in the eyes for?

Might want to have his ears all the one colour, unless he's diseased. [addsig]




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Re: Junkeh can't take a hint
Posted by Cassius on Mon Feb 9th at 5:02am 2004


This guy = crack fiend x124385083495834985 like that character on Dave Chapelle.

[addsig]



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Re: Junkeh can't take a hint
Posted by Campaignjunkie on Mon Feb 9th at 5:57am 2004


Heh, I was watching Chappelle Show (and Reno 911) while making this, maybe a bit of that dripped in (crack-guy is my favorite character). He's sort of supposed to be kind of zombie/crazy/weird; normal warrior-thing would be boring, right? So I guess I did it right! Hurrah!

Junkie: 1, Everyone Else: 0

[addsig]




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Re: Junkeh can't take a hint
Posted by Leperous on Mon Feb 9th at 11:16am 2004


His body looks like a piece of uncooked meat. In a bad way.



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Re: Junkeh can't take a hint
Posted by ReNo on Mon Feb 9th at 11:24am 2004


The shoulder pads are far too simplisticly skinned, and the guy looks like he is wearing purple lipstick, however I think its quite good otherwise, far better than I could achieve. [addsig]



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Re: Junkeh can't take a hint
Posted by Cash Car Star on Mon Feb 9th at 6:51pm 2004


Are the shoulder pads even skinned? I was looking at the picture and just thinking, huh, so he hasn't worked on the shoulder pads yet.



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Re: Junkeh can't take a hint
Posted by Kage_Prototype on Mon Feb 9th at 7:00pm 2004


It's, um, a lot better than last time. [addsig]



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Re: Junkeh can't take a hint
Posted by Adam Hawkins on Mon Feb 9th at 10:28pm 2004


Red bits on the eyes be the conjunctiva [addsig]



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Re: Junkeh can't take a hint
Posted by Finger on Tue Feb 10th at 1:18am 2004


Camp. I suggest you do some more research, and just spend some time rendering different materials, until you understand their surface properties more. Also, go for a more dramatic lighting scheme, to help define the shapes. If you have any 3d package (you can download Gmax for free), use it to explore different materials.

The highlights on the arms seem too focused, and white. Pick a light source, and think about what shapes that light would be defining. The highlights should be more diffused and broader, being brightest only where the planes directly face the lightsouce. (play in Gmax with objects, using facet-highlight mode in your viewport, to see how the highlights react in relation to the plane angle/ light direction). Also, it's a good thing to always add some sort of lower contrast bounce light, that helps define the contour of edges facing away from the lightsource.

The armor needs more highlights, for definition. Once more, establish a lightsource (for a game model, it would probably be coming from the sky), and use that information to build depth.

Analyze everything you see, and try to understand how light defines it's basic shapes. Once you have a handle on that...move on to color. Work in grayscale for a while...this should simplify your tonal studies.





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Re: Junkeh can't take a hint
Posted by Finger on Tue Feb 10th at 1:55am 2004


I took the liberty to quickly illustrate (har!) some of the s**t I was saying there. Hope you don't mind.





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Re: Junkeh can't take a hint
Posted by Campaignjunkie on Tue Feb 10th at 2:11am 2004


Ah, thanks for shaming me, Finger.

Thanks for the tips. Downloading Gmax and all that junk right now. I'll try working in grayscale like you suggested; only thing is, I get bored too easily without color. Man, this skinning-thing is really difficult... Perhaps I should just stick to mapping for a little while.

[addsig]




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Re: Junkeh can't take a hint
Posted by Dr Brasso on Tue Feb 10th at 3:29pm 2004


well, imho, for what its worth to ya, if you give up texturing and skinning now, youd be doing yourself a great disservice junkie....i see serious improvement, and talent....let alone potential....give em hell bud.....ya gotta remember, mr finger is a professional now, and as such, is subject to "professional" ridicule, so im sure, noting his pleasant dimeanor, he isnt just blowing smoke...yer good junkeh........

Doc B...

[addsig]




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Re: Junkeh can't take a hint
Posted by Hornpipe2 on Tue Feb 10th at 5:13pm 2004


His arms are shiny, as if made of some glossy plastic. Put more veins in 'em and hair. Detail the shoulder pads too. And the kilt. [addsig]



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Re: Junkeh can't take a hint
Posted by Campaignjunkie on Wed Feb 11th at 1:24am 2004


Took Finger's advice and worked in grayscale. I personally think it looks a lot better, but there's still a lot of work to finish on it before adding colour I suppose. Just a little WIP update to make sure I'm on the right track.

EDIT: "True" grayscale.

[addsig]



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Re: Junkeh can't take a hint
Posted by Dr Brasso on Wed Feb 11th at 1:29am 2004


well, you can certainly see your shading points a hella lot better eh?....nice CJ.....

Doc B....

btw, is that true grayscale?, or just negative saturation?

[addsig]




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Re: Junkeh can't take a hint
Posted by Finger on Wed Feb 11th at 1:41am 2004


It looks grayscale to me, just hanging more in the middle of the spectrum.

Looks like a good start ...getting the big shapes down with a neutral tone. Another trick, is to limit yourself to about 4 different values and lay down the large areas first. Then, when you've built the basic structure, go in and use your most extreme darks and lights for highlights and shadows. It's all about breaking it down... think 3d

Can't wait to see the next iteration.





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Re: Junkeh can't take a hint
Posted by Campaignjunkie on Wed Feb 11th at 2:50am 2004


Here's another WIP update. Now in 3 flavors. Not sure if my darks and lights are "extreme" enough.

Any tips on facial hair, or should I just fire up Google Image search and look up some reference?

1) Grayscale. Now that I look at it, the edges of the mouth look kind of weird.

2) Grayscale with poorly painted facial hair. Woo!

3) Color test. Couldn't resist. I know there are certain red-ish parts of the face (nose, chin, eyes) but apart from that I'm not sure how exactly to color this. Help!

[addsig]




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Re: Junkeh can't take a hint
Posted by Finger on Wed Feb 11th at 4:29am 2004


Holy s**t Camp! I am thoroughly impressed with the amount of improvement here. The face has much more defenition now. Keep pushing it, man....good work. The Google idea sounds good for hair. You can learn how to paint anything, with just a little studying.






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