3D work
3D work
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Jan 2 2009, 03:55 AM
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#1
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Junior Member
276 posts Joined: Oct 2005 From: Old Klang Road |
looks like u guys is having fun here.
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Jan 2 2009, 12:59 PM
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#2
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Junior Member
276 posts Joined: Oct 2005 From: Old Klang Road |
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Jan 2 2009, 01:38 PM
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#3
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Junior Member
276 posts Joined: Oct 2005 From: Old Klang Road |
oh...
sorry lah. that time too bz for crunch time. sorry for not getting to know u guys before. paiseh. hope u learned stuff that u are looking for. how are u doing? |
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Jan 2 2009, 03:06 PM
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#4
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Junior Member
276 posts Joined: Oct 2005 From: Old Klang Road |
oh...
good luck on that mate. |
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Feb 6 2009, 06:07 PM
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#5
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Junior Member
276 posts Joined: Oct 2005 From: Old Klang Road |
QUOTE(Xiven @ Feb 5 2009, 11:01 PM) Love your texturing on the ceiling / pipes, but the lower part I feel that it is a little too clean. You should give some dirt / imperfection on the walls and etc to match the ceiling . Then it'll be ace. Here's my 2 cent.My 2 cents. ----- [WIP] Working on high poly human character, will be adding armor, props, weapons on this fellar soon. =) Before smoothening : ![]() ![]() After : ![]() ![]() C&Cs welcomed. xD P/S : Feet not done yet. =x the typology is too messy at the moment. It should be evenly spaced. it seems to be too densed at certain area like hands. And some division seems to be keeping too close together and next to it is a big gap between divisions. This can easily resulted in to unwanted crease here and there. and u'll also have problem later on for texturing and rigging. Proportion wise needs a little more work. Overall it seems like u are putting details at the wrong place. if I were u, i'd scrap this and start over from blocking stage. get the proportion right in the blocking stage with as little divisions as possible. Then only starts adding details along the way. u'll have better planning for your divisions by working this way. I've attached a work in progress that I'm working on to show u what I'm talking about. sorry if I sounds a little harsh. |
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Feb 6 2009, 06:53 PM
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#6
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Junior Member
276 posts Joined: Oct 2005 From: Old Klang Road |
QUOTE(LeechFever @ Feb 6 2009, 06:16 PM) wow. I'm working in codemasters.Started the base mesh in 3dsmax (doesn't matter which anyway, I'm always a maya user) and scultped in zbrush. there's a lot of highly capable 3d artist in malaysia. Don't sounds like Malaysia is a back water country. |
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Feb 6 2009, 09:45 PM
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#7
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Junior Member
276 posts Joined: Oct 2005 From: Old Klang Road |
QUOTE(LeechFever @ Feb 6 2009, 09:06 PM) lol, sorry. I have seen capable impressive artist in Malaysia for 2D illustration and few art galleries actually receive international awards as well as in the game industries. Just that never seen one in Malaysia for complete 3D sculpture (yours so far is the best I've seen). Thanks mate. well... there's really alot of "sifu" around in KL. but due to the nature of business in 3d industry, a lot of us are not allowed to post our work online unless being ordered to. Most of the time, artist like us are too bz to tackle the projects in hand. Hence, there's less chances for personal work.we used to have more time for personal work when we are working as freelancer or students. Met cymon yesterday for lunch. He did robot concept designs for Transformer 2 and thundercats. He shown me his work, it's really impressive. QUOTE(wilsonjay @ Feb 6 2009, 09:20 PM) Yeah, that's the one. I had a chance to work on that game. Still proud of the outcome.I didn't have chance to work on characters in that game (characters weren't under the spot light anyway). But I had more chance to work on the characters in the up coming OFP2. |
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Feb 7 2009, 12:11 AM
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#8
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Junior Member
276 posts Joined: Oct 2005 From: Old Klang Road |
QUOTE(cymon @ Feb 6 2009, 10:57 PM) hi, Thanks the met up. Appreciate the time and willingness of sharing ur knowledge in our conversation. Too bad that I was out of time and unable to show u anything.nice work you got here. that day meeting session was quite rush but really worth it, buddy. is that zbrush? Added on February 6, 2009, 10:58 pm yeah, agree here. malaysia do have lot of great ppl at cg field. Added on February 6, 2009, 11:07 pm yup, most of the time we sign the NDA, so we have to keep our works low . i did lot of games/movies concept design but not allow to post it online/public unless been order. but good thing is we always get the first script !! Anyway, glad that u saw this. My main toolset for now is mainly Zbrush and 3dsmax (due to requirement in game industry). I usually do animations and special fx in Maya and XSI. I also use motion builder for animation purpose. It's all depends on the job requirement. allow me to shamelessly post a few more works. another work for fun, sculpted in zbrush ![]() Rendered in 3dsmax. WIP.... going to complete it when I got time later. This is an artwork I did a while ago. Did the concept design on my own. Modeled in 3dsmax, Modo and zbrush. U can find my older works in my website. Wilsonjay : OFP2 is a new game from codemasters - Operation Flash Point 2 (Dragon Rising). It's a tactical military simulator. U can find the info in http://www.ofp2.info/ This post has been edited by kfc: Feb 7 2009, 12:21 AM |
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Feb 7 2009, 01:06 AM
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#9
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Junior Member
276 posts Joined: Oct 2005 From: Old Klang Road |
QUOTE(LeechFever @ Feb 7 2009, 12:56 AM) Brilliant! However, I cant help but notice, u kept mentioning zbrush. Care to elaborate? It's a 3D software right but how does it help ease the sculpting job? Oh.... I thought zbrush is well known for most of the 3d artist.Sorry for being ignorant in not including a link in advance. http://www.pixologic.com/home.php U can call it a 2.5d vertex pushing software to aid our detailing jobs for 3d models. enjoy. |
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Feb 7 2009, 01:26 AM
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#10
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Junior Member
276 posts Joined: Oct 2005 From: Old Klang Road |
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Feb 7 2009, 10:12 PM
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#11
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Junior Member
276 posts Joined: Oct 2005 From: Old Klang Road |
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Feb 15 2009, 02:01 AM
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#12
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Junior Member
276 posts Joined: Oct 2005 From: Old Klang Road |
QUOTE(cymon @ Feb 13 2009, 04:39 PM) hey dude,I think u can try to lit the scene with dimmed light source from environment first. try to use cool colors for the environment ambient. Then, start to illuminate your scene from inside of the interior. after that, place an area light for the street light. for the fog, I think it can be casted from effects panel in 3dsmax. HDR is useful for the relection for the scene but make sure that the intensity from HDR is low enough to fit the mood u are going for. if u need any more help just feel free to drop me a msg. |
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Jun 10 2010, 06:53 PM
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#13
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Junior Member
276 posts Joined: Oct 2005 From: Old Klang Road |
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Aug 2 2010, 04:54 PM
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#14
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Junior Member
276 posts Joined: Oct 2005 From: Old Klang Road |
QUOTE(Randize @ Jul 9 2010, 12:46 AM) Hehe kfc.. He's one of our great mentor. Hopefully can finish it by this year end... u sounds a little emotional in your blog.Update on the creature. Texture painted from scratch. ![]() You can view the turn table vid from our site. Forum doesn't show vimeo here. are u facing any problems in the production? pm me if u need help. i think u guys need some serious help to get the stuff rendered. |
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