2D/3D art
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Re: 2D/3D art
Posted by Tracer Bullet on Fri Jan 18th at 2:51am 2008


image

It's just a scientific illustration, but it's the first 3D modeling I've ever done. I used the XSI Mod Tool... while I'm at it, does anyone know how they've crippled their shaders and rendering for the mod tool? Maybe I just suck at setting up shaders (probable), but I couldn't figure out how to get a good metalic shader or any kind of reflections.





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Re: 2D/3D art
Posted by Naklajat on Fri Jan 18th at 6:58am 2008


IIRC mentalray (the main renderer) was disabled in the old 4.2 version, this might also be the case for 6.X mod tool.

2 minutes later...
Yeah mentalray is gimped in the modtool

? quoting http://www.softimage.com/products/modtool/limitations.aspx
Mod Tool supports only DXFX and CGFX material types. Mental ray materials are not supported.
...
The mental ray renderer is used only for Rendermap and Ultimapper. All other mental ray rendering is disabled.


If you can export to something like .obj and render with another app. POV-Ray does reflections well.

Oh, yeah... a scientific illustration of what?! looks creepy.



=o



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Re: 2D/3D art
Posted by Gwil on Fri Jan 18th at 4:29pm 2008


I love the Turtle Crono, very cool stuff. Is there any reason why though, as to it being so small?

TB, what can I say.. it looks like some biological mess <img src=" SRC="images/smiles/icon_biggrin.gif"> I think it would probably looka bit better with some improved shading/lighting but you know that so.. <img src=" SRC="images/smiles/icon_biggrin.gif">




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Re: 2D/3D art
Posted by Crono on Fri Jan 18th at 10:08pm 2008


There are size constraints.


Blame it on Microsoft, God does.



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Re: 2D/3D art
Posted by Tracer Bullet on Fri Jan 18th at 10:23pm 2008


It is supposed to be an atomic force microscope tip (grey lever thingy) in contact with a polymer surface. The surface is actually a real topography image of one of the polymers I work with. I used a grayscale microscope image to drive the "push" deformer applied to a grid polymesh. I know it seems a bit abstract, but anyone in my field who sees it will know instantly what it is supposed to be.

-Gwil, I spent days trying to figure out how to get better shading, particularly on the grey object. In view of what Snickers said, that was probably time completely wasted.





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Re: 2D/3D art
Posted by Naklajat on Tue Jan 22nd at 11:58am 2008


image
My first decent sketch in weeks, been in a slump =/



=o



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Re: 2D/3D art
Posted by reaper47 on Tue Jan 22nd at 2:20pm 2008


Nice!

My instincts from drawing school come up and I can't help but telling you he's slightly out of balance, i.e. leaning to the right. If he was a real man he'd fall down.

His left foot (to the right in the drawing), because it is further away in the picture, should stand a little bit higher than his other foot. Also his neck bone should be balanced in one 90? vertical line with exactly the middle between between his feet.

I'm telling you this because these tricks helped me a lot with giving my drawings the last polish. It's subtle but it makes the whole thing look more stable. Probably something you do at an earlier phase of sketching, though.

The rest looks great!






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Re: 2D/3D art
Posted by Captain P on Tue Jan 22nd at 5:44pm 2008


That's a nice sketch indeed. I like the face especially. Nice relief there.

@reaper47: I didn't really notice the unbalancedness, to me it seemed to convey some sort of motion, initiative. Though the left foot would indeed need to be placed a bit higher, and at an angle, to show that he's starting to move.






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Re: 2D/3D art
Posted by Naklajat on Tue Jan 22nd at 6:44pm 2008


The pose looked a lot better as a gesture, it lost the feel it had somewhere along the way.

My assessment: the pose is kind of poor (he's just standing there holding his sword out in front of him, there's no action or movement or motive, the left arm is a big culprit here) in addition to the balance problems. My intent was that he's got his weight on his front foot, on the defense but ready to strike. After mirroring it I realized his feet are on the same plane, thus there is no real front foot and it just looks strange.

The shoulders are low and wide because it didn't start as human and I wanted the anatomy to be familiar but different, I'll definitely fix this.

The shield on his back, the wonky placement of the helmet, the right shoulder pad (his right) being too low and the left shoulder pad being larger all add to the unbalance, but his stance is definitely off, if only a little.

I'll probably polish this up for a portfolio piece. Thanks for the input guys.



=o



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Re: 2D/3D art
Posted by G.Ballblue on Fri Jan 25th at 12:45am 2008


My first real attempt at modeling:

Colt Python
I actually used an image of Colt Python and an S&W .357 Magnum as a reference; if you look closely just above the trigger guard, that rounded metal bar is actually a .357 magnum, not a Colt Python unlike the rest of the gun.

Reference 1
Reference 2 (Huge file size warning!)



Breaking the laws of mapping since 2003 and doing a damn fine job at it



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Re: 2D/3D art
Posted by Snarkmaster on Mon Jan 28th at 9:39pm 2008


Here is something I made a little while back with Paint.
image
Its kinda post-apocalyptic.

Message submitted 0 minutes after original post:

Here is something I made a little while back with Paint.
image
Its kinda post-apocalyptic.

Message submitted 0 minutes after original post:

Here is something I made a little while back with Paint.
image
Its kinda post-apocalyptic.




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Re: 2D/3D art
Posted by Naklajat on Tue Jan 29th at 1:11am 2008


Too red.

And when I say that I mean the sky is way too red. Lower the saturation or value or both.

I think the thing in the foreground on the left isn't adding anything to the image. In my opinion a mass of dark clouds on the left, leading diagonally toward the figure on the right, would draw the eye to the figure and give a more ominous tone with the tanks marching toward it. Good depth on the buildings, the ones on the left could be lighter and closer in color to the distant ground (more atmospheric perspective)

Good overview of landscape composition with examples
http://www.wetcanvas.com/Articles2/135/120/

Red skies from google
http://upload.wikimedia.org/wikipedia/commons/b/bc/Redskyatnight.jpg
http://www.blueventures.org/images/Red-Sky-at-NightB.jpg
http://continuouswave.com/sail-logs/ottawaRiver2006/images/7_RedSkyOttawaRiver.jpg



=o



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Re: 2D/3D art
Posted by Captain P on Tue Jan 29th at 2:57am 2008


That's an interesting article on composition, Baron. Thanks for sharing. <img src=" SRC="images/smiles/icon_smile.gif">





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Re: 2D/3D art
Posted by Crono on Tue Jan 29th at 4:08am 2008


I found my old portfolio:

This is something I did way back in high school (2001)

image

It was the first time I used charcoals. It's of some girl in the class who volunteered to be the subject for everyone to draw. (If I remember correctly she was a bitch)



Blame it on Microsoft, God does.



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Re: 2D/3D art
Posted by reaper47 on Tue Jan 29th at 10:59am 2008


That's pretty good, Crono!





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Re: 2D/3D art
Posted by Snarkmaster on Tue Jan 29th at 3:34pm 2008


Thanks for the artistic criticism. Here is some more of my old stuff.

image

image

image

image




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Re: 2D/3D art
Posted by Andrei on Mon Feb 4th at 4:13pm 2008


Hmm ok, don't laugh. I initially made this because I'm still a noobie at drawing and wanted to figure-out how to make rust. The tank turned out better than expected, but the problem is I now wanna do SOMETHING with it though I have no idea what to do with the background.

image

I'll fix the perspective later.




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Re: 2D/3D art
Posted by reaper47 on Mon Feb 4th at 5:02pm 2008


? quote:
I'll fix the perspective later.


Famous last words! <img src=" SRC="images/smiles/icon_biggrin.gif">

I think the perspective is OK, as you're deliberately going for a more stylized look. What I can tell you right now that perspective can't be "fixed". It's like a skeletal structure for a painting that either is right from the start or will stay wrong forever. The tank has all kinds of different perspectives for different parts and all in all it works because the over-all structure is very readable. It could be subtly malformed from battle or - indeed - rust, so the look works.

It seems you've already found one of the best rules for photoshop concept-drawing: Don't use smooth brushes. Everywhere you did use them it looks a bit too smooth. Don't be afraid to use any other kinds of brush-options (transparency, "wet edges", all the different kinds of special-palettes).

Can't help you with the background, but don't place the tank in the middle of the picture, put it slightly to the lower right. Should work best for composition.






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Re: 2D/3D art
Posted by smackintosh on Wed Feb 6th at 4:56am 2008


Gmod stuff...

image

image

image



don't sweat the petty stuff,just pet the sweaty stuff.



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Re: 2D/3D art
Posted by Andrei on Sun Feb 24th at 5:43pm 2008


Thanks for the input reaper. And I DID fix the perspective. Well, sorta. Ok, i just cut a slice from the front side. image
The tank is still dead though, I can't for the life of me figure out
what I should put in the background, I even considered making something
abstract or poster-ish but meh. Anyway, MOAR andrei randomness (bear with me, i got a bigger chance at criticism here than on deviantart image):
image





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