samnwck has contributed to 86 posts out of 465278 total posts
(.02%) in 3,059 days (.03 posts per day).
20 Most recent posts:
Making a lot of modifications to the original concept. But the front of the torso is mostly done, and the back is pretty much just getting started.  Edited by samnwck on May 9, 2017 at 09:50 PM
Quote: --- Original message by: R93_Sniper There seems to be some rather blatant inconsistency between the arms and the legs. Its totally ok if you wanna go for asymmetrical design but i'd personally say to keep that sort of "wrapped cloth with metal ontop" from the left arm down to the legs. It might enhance the forms a bit if you can keep the consistency but make sure its belivable.
The sort of ornate parts that go down from the sternum down to the pelvis and wraps around seems sort of nonsensical since they dont seem to be consistent with themselves, and they seem tacked on at best. It seems just a tad bit too busy really. Personally i'd get rid of it and keep the aforementioned cloth and metal thing you've got going on. If you want to keep those silver metal peices on the front though, you could probably place those around the body (think sides of the thighs and calves, and maybe under the shoulder blades) and make it feel right.
Just a few thoughts, you're free to make of them what you will. Also, so its clear, im liking this starting point, but i just have some nitpicks to make is all. I'm curious to see where you go with this.
I probably should've explained it better in my original post. Most of it is still a a conceptual sculpt. And I'm just refining objects as I go. I started on the one arm (didn't mirror over to the other side yet) and am now working my way down the torso. Haven't even started on any of the leg stuff yet. Pretty much all they have is the synthetic muscle undersuit. There will definitely be more to add to it. The objects that seem tacked on are pretty much just that. Just basic shapes to signify I wanted something there. Should have more to show soon to hopefully show the bigger picture!
New character WIP. Still very concept-y. But I'm liking where it's going.
Trying to buff up my human face modeling skills... (apparently I hadn't done one since April 2015, see below) Gross, it was supposed to be a woman but it... isn't.
Here's today's venture
Let me know if anything looks off. Edited by samnwck on Mar 25, 2017 at 08:24 PM
Quote: --- Original message by: MEGA_VKNGQuote: --- Original message by: samnwckI'm calling this guy done, mainly because if I don't I'm just gonna run out of steam on him hahaha. Anyways, here's the final showpiece of him eating a giant eel that resides in one of the many lakes of the caverns where he resides. http://i.imgur.com/PsbIwT7.jpg How useful would you say Megascans is for something like environment art in Unity? I definitely will be using it for terrain textures because those look amazing.
If you're using it for a portfolio piece and you're an environment artist, I'd say that's a no-no since you should make your own textures. However if you're just using it for a mod or whatever I'd say they'll get you there really quick.
I'm calling this guy done, mainly because if I don't I'm just gonna run out of steam on him hahaha. Anyways, here's the final showpiece of him eating a giant eel that resides in one of the many lakes of the caverns where he resides. Edited by samnwck on Feb 21, 2017 at 04:57 PM
Quote: --- Original message by: MEGA_VKNG I think having just blank white eyes would look better tbh, the skin color could also be more beige compared to the orangish yellow presented in your interpretation.
I tried the more paper-y color scheme and I just didn't feel like it looked very natural/ felt less like what I was going imagining for it.
As for the yellow eyes, I imagined something like this: https://youtu.be/ccWrbGEFgI8?t=45s
Where pretty much just the yellow eyes are the only sources of illumination, with the light just playing off the shiny areas like teeth and gums in the darkness for another beauty shot. Edited by samnwck on Feb 20, 2017 at 04:44 PM
Quote: --- Original message by: Super FlankerQuote: --- Original message by: samnwckJust about finished texturing this guy. Also whipped together a very rough pose. I'm thinking I'll have him have some prey trapped between a rock and his hand. For the background gonna have some cave walls made up of a megascan rock wall. http://i.imgur.com/hJF4a9G.jpg Getting a real M.U.T.O /riddick swamp creature/pitch black vibe. Although the pot belly is throwing me off a little and the glow spread from the eyes feels too generic for my tastes.
Thanks for the crit, pot belly was mostly how I interpreted the concept:
However, I will concede I took the belly a little bit more extreme than I should've which I might still be able to fix to some extent.
As far as the eyes, would the foggy orange fire eyes that I had up above in the earlier WIP shot work if I did it to this new shot? Or do you think it'd be better if I just toned down the bloom a bit?
Quote: --- Original message by: DaLode Absolutely love that character, sam.
Thanks dude, appreciate it. Edited by samnwck on Feb 20, 2017 at 04:34 PM
Just about finished texturing this guy. Also whipped together a very rough pose. I'm thinking I'll have him have some prey trapped between a rock and his hand. For the background gonna have some cave walls made up of a megascan rock wall.
Dennis appointing someone to moderator or admin to this website would be giving those same privileges to that person for all websites he hosts. And since that person wouldn't be a paid employee he couldn't guarantee his other customers security he has opted not to do that iirc. There's probably a lot more to the story, but that's the basics as i remember. Not that this adds anything to the conversation or anything.
Quote: --- Original message by: Masters1337 You act like if the people making the assets at 343 are the ones in charge of the designs lol
Masters is right, very often the person that models is not the same as the person that design the design. And generally most designs tend to get tweaked a lot via a committee of the Art directors and senior artists before the designs are even approved to be produced in 3D.
Though I appreciate the compliment, but I do accept that I'm still very much an amateur in comparison with most people that work in the industry. And even if I don't think the character designs are the best (seriously Prometheans? yawn) but nonetheless the character models are still produced at a very high level.
I'm gonna have to agree that is a lot of tiling. Needs way more breakup.
After a fairly long hiatus from modeling, I finally picked up my old project (which I should've finished ages ago) and finally knocked it out to a point where it's starting to look good. I think I posted the old WIP images in here a while back. Anyways:
Quote: --- Original message by: lolslayer Is it just me, or does it take forever to load this page because of all the too HD pics of the Cliffs?
Your internet must be worse than mine, which is saying something since I'm in the middle of nowhere. And none of the 5 photos is more than 300 KB. So worst case scenario it's 1.5 MB...
Quote: --- Original message by: Spartan314 I like the overall feel of it But seems more like modelling clay than rock I dunno if there's anything that can be done to fix that
What would you say makes it look like that? does it look too soft? I made it to be slightly less sharp so that it would read well from a distance. I'm always looking to do better so if you have any ideas let me know and for the next one I'll keep it in mind. Edited by samnwck on Dec 5, 2016 at 12:38 PM
Quote: --- Original message by: killzone64 damn... i wish i could make cliffs like that... i suck at making natural terrain XD. thats why everything i make is hard surfaces
It's actually not too hard to get something convincing as rock, there's tons of tutorials on youtube that can help you get reasonable results.
Here's some new textures for the cliff model:
Thanks for the reply, as of now, the coloring is provided by a default color shader, no actual bitmap plugged in. Didn't wanna spend the time UV'ing and Texturing something if it didn't look right.
Working on a cliff wall for a project, I'm trying to gauge how well it's actually reading as a rock/cliff. I feel like the more I stare at it the less it looks anything. The silhouettes are the approximate scale.
Okay, probably my last texture for a while. I liked the the way the dragon scale came out so much I decided to try for a futuristic variant. It didn't come out quite how I hoped. Anyways:
 Edited by samnwck on Nov 16, 2016 at 10:07 AM
Yet another material. Yet another piece of heatshielding, this time however it's a little less modern and more medieval. Dragon-scale plating:
Edited by samnwck on Nov 15, 2016 at 10:01 AM
Quote: --- Original message by: The MasterWow that is gorgeous, I can't wait for the year normal consumer PCs under 1000$ can render stuff like this in real time.
Yeah it's very forgiving, as a matter of fact if I wasn't running tessellation on the cloth I get really good framerates. And it doesn't even look that much better with tessellation, only when I'm getting really close up shots can you even notice it. A sub-$1000 computer could easily run it. Edited by samnwck on Nov 14, 2016 at 02:08 PM
New material, cloth heat shielding developed for personnel.
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