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Twisted Mouse

Not my work, but I saw it and knew that quite a few people would love it :D

http://www.cgtalk.com/showthread.php's=fb552264970ed5e2aa00fb77f1d095d0…

Sooo much Sub-Surface Scattering. And that isn't a bad thing ;)

Submitted by MoonUnit on Thu, 04/12/03 - 9:07 PM Permalink

that is one of the most bizzare things ive ever seen....

Submitted by jacobt on Thu, 04/12/03 - 10:39 PM Permalink

Very nice, good to see something surreal.

Be sure to check out the wires and shaded renders on page 4.

Submitted by Aven on Fri, 05/12/03 - 1:36 AM Permalink

And his web site. Some AWESOME work there.

Warrior Girl Concept WIP

[img]http://users.tpg.com.au/adsl0gc0/warriorgirl.jpg[/img]

This isnt done by me btw, its done by my girlfriend Evil_Emily, but she had trouble starting a forum account so i put this up.

Shes a qantm student atm, planning on doing code cause she doesnt think she can draw well!!! [:p]

Submitted by MoonUnit on Thu, 04/12/03 - 9:34 AM Permalink

(i suppose pass this onto your gf)

nice work!!!
ver detailed armour and cloth work, has a sort of forest elf type of feel for me...
i sort of picture it in greens and purples, was that the intended effect?

Submitted by Leviron on Mon, 15/12/03 - 7:25 AM Permalink

Tell her that she could probably draw heaps better than typical graphics design students at qantm.

Submitted by adie on Tue, 06/01/04 - 3:50 AM Permalink

I with Leviron .. I did sculpure at the VCA and she can draw better than 95% of the people there

Submitted by Makk on Tue, 06/01/04 - 4:58 AM Permalink

Nice, very Warcraft-ish

Character Concept: Tira

I was getting bored sitting at work during my lunch breaks doing nothing, so I decided to do some drawing.

I am still trying to get used to my new pen (thicker nib than my old one), so some of the line work isn't fantastic. Her right foot is a little small and the highlight on her skirt is too large. Other than those things I'm quite happy. Crits welcome :)

[img]http://home.netspeed.com.au/mlanham/Tira_Concept_01.gif[/img]

Tira

Submitted by Sorceror Bob on Tue, 02/12/03 - 2:00 AM Permalink

Nice one, first thing i thought when I saw the skirt was 'ying and yang'.. Not sure if this was intentional or not.. But maybe you could work in the white spot.. Think it could be a cool little something.

But anyhow.. Needs bigger boobs and bigger boots. :D

Submitted by Makk on Tue, 02/12/03 - 4:12 AM Permalink

Very nice
What happened to her hand?
Its probably on purpose, but her legs are huge!!

Submitted by Aven on Tue, 02/12/03 - 6:10 AM Permalink

Alrighty. Bob. Stopping looking at Steed's work :p She is meant to be 15-16 years old, hence no major rack. The white section on her skirt is meant to be the highlight on the leather material. If I were to colour it in, it would probably make a bit more sense. The highlight is so large as the skirt is streched so taught so the light would spread across it a fair bit.

Makk. Yeah long legs are intentional. I tend to draw characters with longer than normal legs. If I draw them with normal length legs, they look too short. It was also to help show that she is more petite. Her hands have been burnt by Shadow rays. She is also possessed by a Shadow Demon and her father. The 'tears' from her eyes are also Shadow.

Thanks for those points. And Bob. No boots :D

Submitted by jacobt on Wed, 03/12/03 - 4:18 AM Permalink

Nice work Aven, this one is 10x more stylish than your hipoly comp concept. I'd like to see some other sorts of characters coming from you tho, something without a long dress and assymetrical top :D

Submitted by Aven on Wed, 03/12/03 - 5:21 AM Permalink

I'll make sure that my next character design is a nice big sweaty guy :) Arse crack will come at an extra cost though...

I will make sure that the next character that I post doesn't look so familiar though. I wanted to make this character for the comp, but she isn't a villian :(

Submitted by jacobt on Wed, 03/12/03 - 9:04 AM Permalink

I reckon you could do some really cool gothic male characters. Not sure about having to pay for an arsecrack tho. Are you into low-poly?

Submitted by Aven on Thu, 04/12/03 - 3:58 AM Permalink

Used to be. Started getting into Maya though and went more into high poly. Wanted to make a low poly character, but there really isn't a game that I am interested in. UT2k3 has great character abilities, but the game just blows hard (loved UT1 though). I have also thought of making some some 'low poly' characters that could fit into higher end engines (say DoA3), but do not know the poly limits (heard 14k but I just don't know). Plus DoA3 can do cloth (and bouncing :D). I will post a pic of a character that I wanted to make for UT2k3 in the next few days. I have to draw it first.

I would love to draw some more male characters, but I usually use some sort of model reference for my drawings (body, not face). Finding decent naked/scantaly clad male photos in cool poses is a little difficult. That and I just prefer designing female characters as you can do more with them (especially clothing). Thank you for this interest though :)

forrest ork

Submitted by Aven on Fri, 28/11/03 - 8:32 AM Permalink

VERY cool. I really like your work with more detail. Just one question though, what is the flat part on the front of his face for?

Submitted by Alti on Fri, 28/11/03 - 8:47 AM Permalink

hey- i don't know what was going on with the flat plate- just thougth it might be a bit different- sick of orks having the steriotypical big teeth at the frount like warthogs.

Submitted by smeg on Fri, 28/11/03 - 10:20 AM Permalink

HOLY CRAP that looks fantastic. The lighting is awesome.

I really wanna see more of that kind of detail in your stuff.

cheers

Submitted by J I Styles on Fri, 28/11/03 - 8:26 PM Permalink

green... green... everything green! Nah... it works very well [:)] makes me think, "oh, that'll be alti's" when I see your work - and that's a very good thing.

design wise, I really like it, epecially the chitanous (spelling) plating going on; looks good and naturally developed.

visually, I think it lacks a bit of volume/dimensional depth, especially around the bridge of the "nose" - maybe a second pass of a subtle rim light would help pop out the depth of the piece a bit more?
anyways, good stuff all round :)

Submitted by redwyre on Fri, 05/12/03 - 12:18 AM Permalink

That's what I'm Tolkien about!

Submitted by rezn0r on Fri, 05/12/03 - 1:57 AM Permalink

hahaha that has a nice RING to it redwyre.

K that sucked. [:(]

The Ork seems to look a bit aquatic to me. Looks cool.... an original slant on Orkiness.

Scott.

newish character... umm... guy. Yeah.

just wanted to get some hobby stuff out, so made this guy.

[img]http://server4.uploadit.org/files/271103-lokus_pose01.jpg[/img]

[img]http://server4.uploadit.org/files/271103-lokus_pose02.jpg[/img]

[img]http://server4.uploadit.org/files/271103-lokus_pose03.jpg[/img]

figure I may do some more little accessories, and do another iterative pass to improve the skin; Ideas? comments?

Submitted by jacobt on Fri, 28/11/03 - 12:12 AM Permalink

Really nice work on the skin there Joel. The way you've painted the skin is pretty cool, the muscles and lighting in the second shot look really well done. As for crits, it looks like he might have an excessive overbite or a thin lower lip, this may just be a personal preference tho.

Nice work!

Submitted by J I Styles on Fri, 28/11/03 - 1:36 AM Permalink

better post a few specs...

1704 polys,
1 1024^2 texture
no lighting

note, I think I stuffed this actually... I always do 100% self illumination so it's just the skin, no lighting, but I think I may have left it at 80% self illum when I was checking in-game vertex lighting; oopsies. ah well.

Submitted by Sorceror Bob on Fri, 28/11/03 - 1:47 AM Permalink

I think the abba dabbas lack volume, I think the entire abdomen looks a little glued on to be honest. Well, it especially looks weird in the lowest pictures. Maybe you could push some more verts into the geometry - define the mesh in that area so that the texture doesn't have to do all the work..

Break up that symmetry!!

Still looks good ;D

Submitted by jacobt on Fri, 28/11/03 - 1:58 AM Permalink

I really though it'd be okay to leave it at 80%... 100% self lit always seems to be too flat and unrealistic. Don't largely self lit (as opposed to completely self lit) models with default lighting give a better impression of the final result anyway?

Submitted by rezn0r on Fri, 28/11/03 - 1:58 AM Permalink

Also his loincloth is only one sided so you can see through it when you look at him from the back.

I like the texture. Reminds me of the old game Outcast... if there were a sequel this guy would fit in.

Scott.

Submitted by Ninja on Fri, 28/11/03 - 3:49 AM Permalink

Nice work joel [:)] love the texturing as usual although his abs look a little too tight or small compared to his chest, apart from that excellent work on the texturing and model [:)].

Submitted by Aven on Fri, 28/11/03 - 8:25 AM Permalink

Looks quite nice. His whole stomach area is a little too square though. he needs to taper down a little. Also, the front of his abs look like they have been cut out from styrofome. The texture there just needs to be softened up a little. Other wise. quite nice.

Submitted by smeg (not verified) on Fri, 28/11/03 - 11:55 AM Permalink

His neck is really long. There was something about it that made him look oddly disproportionate, and I recon its that huge neck. But then again that could just be a styles thing, hoho go my wit :P

Submitted by JonathanKerr on Fri, 28/11/03 - 1:34 PM Permalink

I think the thighs might be a bit short - but if he's supposed to be short, it's not all bad. Actually, from the side view, it might be the shins. His head is quite normally proportioned and his shoulders are 3 heads across, a normal proportion.

I dont think his neck is too long - but maybe his traps are underdeveloped considering how ripped he is. His hands look very wide in the side profile.

It's tought this one, some bits look fine, and then in other views other things seem in disproportion depending on what you're comparing it to.

Fantastic textures? All drawn yourself? The forearms really impressed me.

Submitted by J I Styles on Fri, 28/11/03 - 8:28 PM Permalink

hehe, I love these comments [:)]

When I get some time today, I'll elaborate on what's up with him and what's next :)

for now, I'll say: yes. legs need little proportion fixes, skin still needs 1 or 2 passes, all still wip [:)] Cheers guys!

Submitted by Makk on Sat, 29/11/03 - 7:35 AM Permalink

Nice. I really like the bottom half, cloth is done well. Infact the whole of the bottom is really good.
The top half kinda bugs me, like the helmet doesnt seem to fit in.....I dunno, its probably just me! [B)] and the neck is bothering me (I cant seem to figure out why either)
Good paint job [8D]

Submitted by bomberman (not verified) on Sat, 29/11/03 - 9:11 AM Permalink

ITS HUGE MAKK, dear god if I punched him then it would break cause it just cant suport the weight of his head on such a thin frame :P

Submitted by JonathanKerr on Sat, 29/11/03 - 4:06 PM Permalink

Part of the prob could be with the torso. There's a bit of cloth above the waist line which is tricking my eye into thinking that's where the waist starts.

Submitted by Ionized on Mon, 01/12/03 - 10:36 PM Permalink

Overall nice job, though I do agree that the head is kind of strange. The profile is a little weak and the chin and jawline could do with some more accentuation. They seem to get lost slightly around the neck area. The forehead itslef seems a bit too big when compared to the size of the actual helmet.

The textures are very good though and you show a good understanding of anatomy. The only thing that bugs me is that the pectorals seem a bit ill defined. I'm only reacting to this in the front view though, on the side they seem very good. You could also perhaps define the collar bone a bit more. This would create a greater separation between the chest and neck area. Other than that, really good work on the muscles. I would hesitate to say that you could have more of a contrast in your tonal range, but then I understand that it's a stylistic descision. You've done a good job. Understated but very effective.

The lower body looks great. Very nice detailing on the pants and loincloth. It would be almost good to see more of these details in the upperbody in the form of jewlery or more tatoos.

OK, I'm finished.. good job :)

vehicle and character wip

Here's a character I made recently. Originally I was going to go for a very stylised texture but decided to go this way instead. I think the character's done but I'm still throwing ideas around for the vehicle. It'll be based on an 80's sports car, something like the esprit turbo, but with a similar sci-fi twist. Anyways here he is, a kind of underworld courier:

[IMG]http://www.jacobleetai.com/cgchat/thread1/courierwip8.jpg[/IMG]

[IMG]http://www.jacobleetai.com/cgchat/thread1/courierwip9.jpg[/IMG]

edit: woops forgot the specs on this one [:I] - 2501 poly and a 512 tex without alpha

Submitted by Aven on Tue, 25/11/03 - 8:22 PM Permalink

Well your texturing kicks absolute fucking arse. I can say without regret that you are one of the best texturers that I have seen.

I like the guy, but his feet are overall too small. They need to be fattened up and made a little longer. At the moment it looks like he could be pushed over very easily :)

Vehicle idea. Nuts to an Esprit man. Saw him and instantly thought of a black beast of death. Something like a Torana. He just needs a bulky POS to suit he's needs.

Damn nice texturing.

Submitted by jacobt on Wed, 26/11/03 - 1:21 AM Permalink

hehe Aven thanks.

The feet have been changed, not really worth an update tho. I used a measuring tape just to make sure [:)] I'm going for a racing style boot so expect them to be a tiny bit lady-like.

I'll start the car later this week or early next week. Can't believe the busiest time of the year for fun is also ending up to be my busiest time of year for work [}:)]

Submitted by Makk on Wed, 26/11/03 - 9:16 AM Permalink

Looking good there Jacob :)
I really like the texturing there, although the pants have alot of black at the front. Nice cloth work too.
Looking forward to seeing the vehicle.

Submitted by smeg on Wed, 26/11/03 - 9:42 AM Permalink

Sweet. Very nice. The skin around the back of his head is frightningly gross. :D

Now all he needs is a big black unicycle!

cheers

Submitted by jacobt on Wed, 26/11/03 - 1:10 PM Permalink

Thanks for the comments people [:)]

Makk you are right, there is a lot of black there, probably wouldn't work well in a brightly lit scene but I wanted to give it a real nasty shadowy look [:)]

Smeg this guy eats unicycles.

Also thanks Rod if you are reading, for the help with my last texture, I used a lot of those tips in this one. Cheers mate!

Submitted by jacobt on Wed, 03/12/03 - 4:07 AM Permalink

bumpity bump

Finally freed up some more time to work on this project. I'll try to get it all done by the 12th. I fixed the pants and made some other minor changes to the driver, they can be found at [URL]http://www.jacobleetai.com/html/courier.html[/URL] Still open for suggestions on this one.

Aven here are a couple of shots of the '86 Esprit that I've started to re-design. It's a black bulky POS, no? [:)] The target polycount is 3000 poly with decent detail for the driver's view, and probably 2 512 textures.

[IMG]http://www.jacobleetai.com/cgchat/thread1/86_Turbo_01.jpg[/IMG]

[IMG]http://www.jacobleetai.com/cgchat/thread1/86_Turbo_03.jpg[/IMG]

Instead of giving you guys a slow (and probably boring) drip feed of updates I'll wait until the models almost done.

Submitted by Aven on Tue, 09/12/03 - 6:36 PM Permalink

Wow. That is looking like a chunky POS :D And believe it or not, that is a very good thing.

Looks very nice. Are you planning on banging it up a little? Can't wait to see this one finished :)

Submitted by jacobt on Thu, 11/12/03 - 11:34 AM Permalink

Hey thanks Aven, I'm glad you think it's good so far. Yeah I'm going to bang it up as much as it takes to be POS-ish, I was thinking of covering some of it in house paint but maybe that's going too far :D

[IMG]http://www.jacobleetai.com/cgchat/thread1/vehiclewip4.jpg[/IMG]

Here's the interior, it looks pretty standard but I hope to make it a bit more interesting with the textures.

All's left to do is bang it up, uv it and texture it. And optimise it from 3443 polys to 3000 polys [xx(]

Submitted by souri on Thu, 11/12/03 - 11:44 PM Permalink

What are you planning to do with these models? Awesome work as usual!! I love the design on the boots, and all the detail work on the textures is great.. Had a look at the mesh for the character on your page, and it's modelled excellantly as well, same with the car.

I've noticed you've mentioned on your site that you're looking for work - if any local devs are hiring, they certainly wouldn't go wrong with a talent like yourself!! [:)].. I reckon if you put together a decent portfolio, you should be able to get in anywhere.

Submitted by jacobt on Fri, 12/12/03 - 12:44 AM Permalink

thanks Souri [:)] These models are for a kind of self-set art test for a company here in Adelaide.

Yeah, gotta keep building the portfolio and getting opinions and advice.. progression is made much easier with sites like this, thanks again.

About the boots... pumas rock!!

Submitted by ironikart on Sat, 13/12/03 - 1:50 AM Permalink

Awesome work on the textures! I love the imperfections with his head, it adds alot of character.

Mech Tek magazine.

Ok, I am a graphics designer/web designer -

Would anybody be interested in reading a magazine devoted to concept art and the like if i started one up?

I'l do a few more pages see what you all think.

[IMG]http://members.optusnet.com.au/alti/mech_tek_mag.jpg[/IMG]

Submitted by Aven on Mon, 24/11/03 - 8:04 AM Permalink

If it were to cover a variety of articles then yes. By a variety of articles I mean:

. Artist Profiles/Interviews. Have a look at both professional and amature designers to see their work as well as how they go about it.
. Tutorials. People are able to write up tutorials showing how they go about creating a character or effect. May just be tips, disciplines or "should do/should not do" articles.
. Links to various sites on the net showing both work and tutes.

The most important thing would be to make sure that it is focused mainly around amatures artists/designers though. Although it is great to read how pros go about it and for them to share their experience, it would be the perfect opertunity to help amature people get recognised.

I would also like to see it not just devoted to graphical forms of concept and design. It could include people's stories and how they create ideas for worlds.

I'm sure that you have already thought of these things, but I'll say them anyway :)

Very cool idea though, and it would be great to see it launched.

Submitted by Alti on Mon, 24/11/03 - 8:20 AM Permalink

hey thanks Aven-
most of what you suggested is amongst the list of thing to do. I plan on printing this then selling it over the net. The feedback for it so far has been very positive , as it turns out there arn't many magazines if any that deal with primarily this kind of art, ie - production art, concept art and industrial design, although some magazines have sections amongst their other topics i want this to be focused on the digital comunity's that are all over the plannet devoted to concepting and the art of design.
Alot of concept artists publish their own work in their body of art books like a resume, this will be a magazine that does the same for a whole bunch of artists on many genres, mecha being one of the coolest.

Submitted by Alti on Mon, 24/11/03 - 8:24 AM Permalink

anyway , i'l do some more work on it , i'm planning on 40 pages first issue. If it sells localy and is taken well, then i'l do another. If nobody lets me use their art, i have 16 sketch books to work with of my own, along with a tonn of short stories in the future mecha genre.

Druid of the Wind

hey everyone! See this pic here? im gonna make it into a low poly char, so help me god. so this should be interesting. Dont mind the drawing, the anatomy is off in some places, its only cuz i had to do it in pen >_< *shakes fist*

[url]http://angelsepica.20fr.com/druidofthewind.jpg[/url]
[img]http://angelsepica.20fr.com/druidofthewind.jpg[/img]

Submitted by Makk on Mon, 24/11/03 - 8:54 AM Permalink

Nice. I kinda like the really tall legs she has. Nice staff too.
Goodluck with the 3d :)

Submitted by Ninja on Tue, 25/11/03 - 1:48 AM Permalink

hey anuxinamoon.... that is an awesome concept design [:D]
The night elves in warcraft 3 are awesome !!!... one of my characters looks a little like her but yours is much more detailed [:)]. You will have lots of fun modelling and texturing her... i cant wait to see the outcome...

chris.. [:)]

Submitted by Kalescent on Tue, 25/11/03 - 4:05 AM Permalink

Hey now this looks familiar! Nice pic hun, cant wait to see her built.

WINGS!!!!!!!!!,.. oh... yeah

Submitted by Aven on Tue, 25/11/03 - 6:33 AM Permalink

Looks very nice. I just can't wait to see how all those cloth stips will turn out :)

Crazy Robot

Well I really can't compete with the quality and all round coolness of other wips in the forum but I though I might give it a shot :)

The theme I?m going for is more of a crazed funny robot rather than a serious one, and just as soon as I learn how to use bones, skin and paint I?m hoping to put a small animation together, but that could be a little while.

any how what do you think?

http://sv2.3dbuzz.com/vbforum/imgView.php?imgID=12531

Submitted by Aven on Wed, 19/11/03 - 8:43 AM Permalink

Very cool. The style reminds me of an old character called 'Skud'. Very nice and original.

nazi zombie from outerspace

Post your "future zombies from mars", everyone has drawn at least one of these dudes before.-

This character started off as a realistic abdomin, then I buggered up the proportions by accident so I called him a mutant to smooth over the fact that i made some mistakes :)

[IMG]http://members.optusnet.com.au/alti2/nazrandom.jpg[/IMG]

Submitted by Idaho on Tue, 18/11/03 - 9:04 PM Permalink

cool :D i take it those are mechanical arms?

Submitted by Malus on Wed, 19/11/03 - 8:48 PM Permalink

I really like the loose style of your work but you really need to throw down some guides for perspective, it will improve you work no end.

Submitted by J I Styles on Wed, 19/11/03 - 10:10 PM Permalink

sounds like a speed paint time when I get some free time today :)

hopefully another post to follow

Submitted by Alti on Thu, 20/11/03 - 10:07 AM Permalink

J.I. Styles > :) cool, yeah it was supposed to be an invitation, so far your the only person on all the forums I post at that has taken the time to do something in the killer zombie from space genre.

hmm red eyes , and i also like the little mask.

reflecting on Antipode

For anyone who's going to the AGDC this year, we look forward to displaying Antipode : the insect isles in the unsigned game competition. For those who can't make it, here's a recent screenshot.

[img]http://www.btStudiosAustralia.com/antipodeShot.jpg[/img]

regards

Matthew Riggall
Producer and AI developer

Submitted by Kane on Tue, 18/11/03 - 1:38 AM Permalink

is there a demo of this game i can check out?

Submitted by Jacana on Tue, 18/11/03 - 2:50 AM Permalink

I would assume they'd have a demo up after AGDC. IIRC part of the rules for the ungsigned games it that it can not be distrubited in deom or other format.

Thus the screen shot teaser only ;)

Good luck on the Matthew! Can't wait to see it in action at AGDC.

heavy weapons model

This was posted up over a CGtalk a week or so ago. I thought I might shamelessly pimp it up over here too since your all such nice chaps :) Apologies if your seeing it again.

A character for a UT2k3 mod I'm working on.

4957 triangles, character textures 100% self illuminated

Textures comprise of:
2 x 1024 Legs and Torso
1 x 512 Head
1x 256 Helmet
1x 1024 Weapon

C&C welcome :)

[img]http://www.ionization.net/HW_fbs.jpg[/img]

[img]http://www.ionization.net/predator.jpg[/img]

Submitted by Makk on Sat, 15/11/03 - 1:49 AM Permalink

Nice models there Ionized. The top half of the model looks really cool.
But looking at those resolutions and the amount of maps you got on them, you could squeese more detial in them. Like the pants look like there mirrored. The gun could use some more work on the texture of it (surface scratches,paint chips etc).
Whats the mod?

Submitted by Ionized on Sat, 15/11/03 - 1:57 AM Permalink

Thanks Makk. Actually painting textures of this size is fairly new to me, so I kind of found myself wondering what to do with all that space. You make a good point though, perhaps I could add more detail into the actual texture of the material... make it look like canvas or something.

I didn't want to chip up the weapon too much as it's supposed to be US military type stuff and imagine all their tech would be pretty new. Perhaps a few scratches wouldn't hurt though.

The mod is [url]www.futurecombatscenarios.com[/url]

Submitted by jacobt on Sat, 15/11/03 - 2:48 AM Permalink

Very nice! Took a squiz at the mod site as well.. the kneeling pose is cool too. Only picky comment I can come up with is that the ends of the weapon seem to be a bit of a black void.

Can we please see the wireframes for this? Looks like a great model :D

Submitted by Aven on Sat, 15/11/03 - 8:40 AM Permalink

Very nice model Ionized. My only crit goes to the pants. Not so much the fact the the texture has just been mirrored, but that all the creases on his legs run parallel to the other ones. They should angle together, and meet up around his crotch. Either that or just change some to more random angles.

Very nice though. I really like his pose.

Submitted by Ninja on Sat, 15/11/03 - 1:12 PM Permalink

OMG he freakin rawks man !!! nice job garry as usual .. wouldnt want to get near that predator bazookie !!! did u get plugged @ cgtalk ? [:)] im pretty sure u will

Submitted by J I Styles on Sat, 15/11/03 - 7:04 PM Permalink

First of all, I like it.

overall a nice piece, sits very well wholistically - but the specs are a real let down for me. Loses a lot of it's impressiveness and appeal for me to see that little detail in such a high spec piece. Looking at the model form and silhouette, the tri count is justified, but that amount of pixel real estate for the little detail that's been captured I can't agree with. Pet peeve of mine seeing something which would sit equally happy at half the texture density, or could so obviously be brutally optomised without losing any visual loss in quality. It is the difference between having the flexibility to have 1 or 4 on screen at once with no loss in visual quality.

...Then there's the polar opposite. With that amount of pixel real estate, instead of brutally optomising, why not take the texture further? tonal and colour variations, pop fabric highlighting to give a greater impression of folds with depth, pull out your base high tonal ranges to better communicate different material properties and surface curvature etc etc

Submitted by Sorceror Bob on Sat, 15/11/03 - 8:22 PM Permalink

Very tidy, I really like what you've done.. I agree with what joel has said, and think you could do the same for the model..

I'd like to say I think there is nothing *wrong* with the model, just that you could make it so much more *right* :).
I think if you further break up the symmetry, maybe putting a little emphasis on character he would really start to grab people by the balls and demand they look at him.

Not saying you should go crazy with accessories, just make small changes to what you have. eg, those extra rockets on the back, maybe rotate them 30 degrees to the right.. They look a little odd square like that..

Anyhow, great job!

Submitted by Ionized on Mon, 17/11/03 - 10:33 PM Permalink

Cheers, thanks very much for your replies all...

Jacobt: There really isn't much inside those tubes except black plastic... and a big nasty rocket... which I admit I havn't modelled.

Aven: Good point, you could be right. The folds are kind of going the wrong way arn't they...shit...hehe

Ninja: Thanks man. Happily plugged..lol

JI: It's not really a matter of reducing texture sizes as UT2k4 can handle multiple 2048 textures on a single character. I think I know the style of texturing your referring to and I intentionally avoided going down that path too much. Mainly because he is a semi-realistic character dressed mainly in subdued camo fabric which is why I'd be hesitant to highlight some of those areas much further. It's more of a gritty rather than shiney look I'm going for which is what I think loads of highlights tend to do to a texture. Your point is well taken though :)

Also, whats 'pop fabric highlighting'? I've never heard that term before.

BoB: Thanks, thats a very good point, I will adjust some of the packs to make him look less symetrical.

Also, heres some wires

[img]http://www.ionization.net/HW_wire_front.jpg[/img]

[img]http://www.ionization.net/HW_wire_pers.jpg[/img]

Submitted by jacobt on Tue, 18/11/03 - 5:44 AM Permalink

Very very nice! The mesh is so detailed (especially compared to the 500 poly units I've been working on lately!), looks really well done. Thanks for showing these, I have a friend who would love this model :D

Submitted by Idaho on Tue, 18/11/03 - 8:59 PM Permalink

Hey Gary! very nice work, cant wait to play as this character once the mod is released!

:D

Submitted by J I Styles on Tue, 18/11/03 - 10:59 PM Permalink

Apologies in advance for the long-ish post [:D]

Ionized - sorry not to be clear on my meaning; I usually keep it shortened so not to come across as "there's all these things bad, this is a bad thing" and look like a blind arsehole [:)] I do like the piece, and I know you're someone that appreciates constructive crits and I think that's a very good thing

in regards to the texture sizes, I was referring to more of a pet peeve that more could be done - it's my belief that you should always communicate as much information through your textures as is possible. It's all about getting everything you can out of what you have - Eg, ultimately always down to a pixel by pixel level.

most people do double/triple res down-sampled to achieve this, others do a final 1 pixel width pencil pass.

It's really a personal expectation that I have that I expect to see details communicated at a pixel by pixel level to justify the texture sizes used - whether it's a 64^2 decal, or a 2048^2 character sheet. We work in a very strict medium with both artistic and technical limitations always telling us no - a very big part of that is pushing that to make the best visually appealing thing comforming to those limitations.

That's all a bit generalistic, so to summarise, what I mean here in this situation is I think it's looking good and you could take that further and achieve more details in the textures, working with that amount of pixel real estate. Hope that makes a lot more sense [:)]

Second thangy, I wasn't really describing a particular visual style, more commenting on the lack of tonal range difference to describe the different surface types and ways to pull them out to make a visual distinction. Not talking the cliche super shiny highly contrasted busy type o' stuff [:)] - more that some parts are hard to distinguish as different elements (apart from the obvious ones which are intentional to blend, eg. camo). Little things like hard edging to describe the folds and creasing of fabric pulled taut, or more diffused tighter lit leathers. It's more a distinction between rim and cylindrically lit surface curvature - when I usually mention this type of thing people think I'm saying make it shiny plastics, so sorry for the bad explanation [:)]

Anyways, I hope I've explained my dribble a little better and some of this was at least of some help - looks good, and I look forward to seeing him in play [8D]

Submitted by Ionized on Wed, 26/11/03 - 10:34 PM Permalink

Thanks JI, its always great to get good strong feedback. That all makes a lot of sense. I guess it's just part and parcel of working with higher res textures that achieving the sharpness of detail that you see in lower resolutions is going to take more time and perhaps different techniques. It's so true that you can always go further in your own work also. Thanks for the help :)

Plague Priest

Here's a character portrait I did for the upcoming game Warlords Battlecry III from [URL=http://www.infinite-interactive.com]Infinite Interactive[/URL].

[img]http://www.shawawa.com/i2/plaguelord.jpg[/img]

any comments welcome :)

Submitted by Anuxinamoon on Sun, 23/11/03 - 6:53 PM Permalink

hey wow, i love the colours aye. :) hey im a right, but did his hand get choped off and re-sewn back on? thats a cool touch. Also good character in the face :)

Wobbly worker bot (2D)

Here's a simple little concept image I did the other day for fun.
This one was done with artline pens, pantone and pencils. I like working with pantone. :)

[IMG]http://www.adamant-ink.com/images/gallery/sketch/workerbot.jpg[/IMG]

Cheers. :)

Submitted by smeg on Wed, 05/11/03 - 10:54 AM Permalink

Reminds me a bit of those suicide bastard robots from System Shock 2. You know.. the most frightning things in a game ever?

Nice sketch, looks cool.

cheers

Submitted by JonathanKerr on Wed, 05/11/03 - 1:13 PM Permalink

Nice sketch although I think the feet look a bit organic compared to the quite mechanical appearance of the rest of the body.

Submitted by Aven on Wed, 05/11/03 - 7:43 PM Permalink

The idea is very nice, but I just have one problem with him. Half of him is very rounded and smooth, and then the other half is very jagged and rough (like it's right arm). The colouring technique is swet though.

Submitted by Makk on Thu, 06/11/03 - 1:35 AM Permalink

Nice rendering. I dont mind the round vs jagged look, gives it some assymetry (hope I spelled that right!).
I do agree the feet look too organice, kinda like dino toes.

Submitted by Idaho on Tue, 18/11/03 - 9:02 PM Permalink

Very cool!, not sure about the toes, but the arm sheild looks sweet!

storm mage

Submitted by Malus on Tue, 04/11/03 - 8:47 PM Permalink

Now your Talking. Alot better composition and some detail!!

Ok critiques, be careful with the right side of his body, its perspective is already slipping especially in the face and the bottom of the corset.
Also, a small thing and its really pedantic but you have alot of space above his head, unless you have a focal point up there, it may detract from the overall flow of the piece.

Really love the loose feel of your work but I must say seeing something more detailed like this is a good change. Keep up the good work. [:)]

Submitted by souri on Wed, 05/11/03 - 12:50 AM Permalink

You've got a great and unique rendering style - I absolutely love it. Keep it up, I love seeing all the images you're posting on here! What's your working process? All done with graphics tablet in Photoshop?

Submitted by Aven on Wed, 05/11/03 - 1:12 AM Permalink

I like him a lot so far, but is he still a WIP? He would look VERY cool with more colour and detail in him (appart from just his face).

Submitted by Ninja on Wed, 05/11/03 - 7:14 AM Permalink

man i love your style !!!! ive been following your work since u posted at the start and ive keep getting impressed each time you put a new image up. keep up the good job... [:)]

dark queen sketch/study/idea

[img]http://members.optusnet.com.au/~rowanfamily/queen.jpg[/img]

This was done for a number of reasons.
First off, this isnt supposed to look finished, I wanted to try out a few things, so it isnt "really" finished. The head piece and shoulder area in particular.

Changed some of my paining method.
Instead of picking a palette of colours from the start and putting them on the "canvas", I picked all the colours from the colour box as I went along. So that way I would end up with more colours in it and gained practice at picking the right colours (something that I need to improve upon).
And speaking of colours, I tried to put more colour theory into practice. That being cool colours for shadows, warm ones for light.
Dont think I really hit the mark on that though [V]

Finally, this was based upon an idea for a dark queen character. She would be dressed in layer upon layer of dark cloth, with a large head ornement filled with black feathers and such.
I hope one day to be able to create her [8D]

wow, lots of text! [B)]
Ref was used for general head proportions.
oh, here is shot of the face at the original res
[img]http://members.optusnet.com.au/~rowanfamily/queen_detial.jpg[/img]

Submitted by smeg on Mon, 03/11/03 - 12:28 AM Permalink

Cool. Nice job on the face.

cheers

Submitted by souri on Wed, 05/11/03 - 12:57 AM Permalink

I like the blurred kind of look to it, draws focus to the facial features which are sharp edged. The collars are outlines with same edge thickness, so it kinda draws away some realistic look to it.

I could do with some colour theory practise myself [:)] But it's good to see you're giving it a go.

Submitted by Ninja on Wed, 05/11/03 - 7:09 AM Permalink

that is awesome makk [:D] very nice use of shades and dark colours . you definately achieved applying depth of field to the character [:)] are you gonna add heaps more details ??? i would so love to see it full on detailed.

Submitted by Makk on Thu, 06/11/03 - 1:41 AM Permalink

Thanks for the reply guys.
Smeg, Im glad you like it. The face was the area that I spent the most time on.
Souri, I never really thought about the edges and how they would affect the focus of it, but its something that I will play around with in the future. Thanks :)
Ninja, thanks man. Im going to redo her for a more finalised piece one day.

angel / dark / mech

Submitted by jacobt on Fri, 31/10/03 - 2:12 AM Permalink

Beautiful work Alti! I'm digging her left arm, reminds me of Rez for some reason. There is a lot going on with this character - it would be hard to do it justice in 3d.

Submitted by inglis on Fri, 31/10/03 - 2:46 AM Permalink

nice to see one of your concepts more refined.
her right arm seems in an unnatural position

Submitted by Makk on Fri, 31/10/03 - 9:09 AM Permalink

Nice, nice, nice.
I really like those wings and her suit.
Her mouth looks a little low though.
Good work, lloking forward to seeing more :)

Submitted by Alti on Fri, 31/10/03 - 12:47 PM Permalink

hey thanks

jacobt > i think this is more illustration than concept art :)

inglis > it is more refined than my ususal work , which i must do more often. i'm even looking into exact perspective work using a rulers, ewww rulers.

Makk > i personally like her wings too. the best feature of it all in my oppinion. also i was trying to give her a kind of thick necklase/brace, so her mouth intern looks low, when the necklase is supposed to be high.

Dinking around with my site - bit of an update

Check out http://www.jistyles.com

been screwing around with presentation and just general stuff. Posted a few newish things, but mostly just revamps of old stuff.

Submitted by smeg on Thu, 30/10/03 - 11:33 AM Permalink

I love the cookie monster...
... Um, yeah. Cool site, but i really like the cookie monster. =D

cheers

Submitted by Aven on Thu, 30/10/03 - 7:06 PM Permalink

love your artwork. love the easy navigation. can you change the artwork in the top corner of every page though? it stands out too much as the colours in the little pics are brighter then your background. that means that your eye is naturally drawn up to that corner. maybe if you just desaturated the images. other than that. beautiful work.

and the cookie monster is very cool. reminded me of my boxer shorts.

Submitted by jacobt on Fri, 31/10/03 - 2:02 AM Permalink

I'd lose the splash screen, and the big text title. I don't think they add anything. To see a project, I need to load four pages... maybe make it two or three. I also want to see your wireframes and texture sheets. The other thing I'd do is talk in first person... it seems weird to have a big picture of yourself, personal info, and then talk in 3rd person.. but that is only my opinion.

Sorry if I seem overly critical, I had a huge night last night and am feeling pretty straight forward today ;) There is some fantastic work there (my fave is the elvenworld monsters character sheet... that purple insect thing is great) and there seems to be some nice code behind the site but I'd definitely keep tweaking it. Also it is up to you but I would remove some of your earlier hipoly work.

Anyways keep up the excellent work. I'm very envious of all you have done, and am looking forward seeing more :D

Submitted by Stu on Sat, 01/11/03 - 10:01 PM Permalink

Hey nice site, the design is really good, nice and simple to use. I agree about the image in the top left being a bit distracting. You've got some really good work in your portfolio.

Stu

Submitted by Makk on Sun, 02/11/03 - 9:31 AM Permalink

Solid work all round Mr Styles.
That WIP of yours is looking really nice, cant wait to see it finished (the neck area needs some adjusting, but you are probably aware of that)
The talking in 3rd person is a little funny and splash pages do kinda annoy some people.
I wouldnt remove the high poly stuff, its good and shows you know how to do it.
Keep it up :)

Submitted by J I Styles on Tue, 04/11/03 - 3:09 AM Permalink

J.I. Styles enjoys talking in 3rd person to portray mass self egotism, a trait brought out well by badly worded biographies and copious amounts of smiley faces [:D]

Naw, didn't actually write the original bio myself - hate writing about myself and usually can't because I don't want to come across sounding like a 'tard. But if I got someone else to write about me and make me sound like a 'tard, then it's all good [:)]

few notes, splash screen is 'cause I couldn't be bothered finding out how to link the default directory page to a .php so left it as index.htm, backing pics need updating, most old now anyways, need to pull a lot of work and get it up since it's all getting dusty now. And yah. I will do a big chop on the about section :)

Honestly, I hope I get enough quality work one day to just dump images in a folder and call it done :)

Appreciate the crits, all the comments noted, I'll have another bang at it tonight :) Cheers everyone! I'll post again when I've got some more updated!

latest thing was my Army Chick - not finished, I'll be cleaning it up later on. http://www.garandnet.net/~malakai/content/concepts/pictures/army_chick2…

Submitted by Aven on Tue, 04/11/03 - 4:39 AM Permalink

Cool pic man. I have to admit that i thought differently when I read chick....

I can sympathise about the Bio part. I have the same problem whenever I want a reference and a manager tells me to 'write it up yourself and i'll just sign it'. I always feel like i'm coming of as licking my own arse hole... and i'm just not that damn flexable :(

Submitted by Ionized on Thu, 06/11/03 - 10:25 PM Permalink

I like it, very professional looking without being too flashy and easy to navigate. *thumbs up*

rts artwork

Here's a building I've done recently, rts type artwork in the feudal japanese theme. It's based on Osaka-jo, 910 poly and has 3 256 textures.

isometric, 3 lights, 80% self lit:
[IMG]http://www.jacobleetai.com/cgchat/castlewip7.jpg[/IMG]

wire/uv shot:
[IMG]http://www.jacobleetai.com/cgchat/castlewip4.jpg[/IMG]

textures:
[IMG]http://www.jacobleetai.com/cgchat/texwip3.jpg[/IMG]
[IMG]http://www.jacobleetai.com/cgchat/texwip4.jpg[/IMG]
[IMG]http://www.jacobleetai.com/cgchat/texwip5.jpg[/IMG]

I'll have some characters up shortly as well (damn I need to get some characters done!) One will be a samurai commander, the other will be a low ranked archer. They'll both be 500 poly, unless I make the commander a horse riding unit, in which case the total limit will be 800 poly. Wish me luck [;)]

Submitted by Makk on Fri, 24/10/03 - 2:57 AM Permalink

Cool work there man. Feudal japan is a great era when designing :)
I dont know about this but I have always associated feudal Japan with deep reds and browns and gold. I dont know about the blue colour of the roof or the white stone for the colour of the building. I dunno, Im probably just talking crap!! :)
But you have done a really good job, especially with the mesh :)

Submitted by jacobt on Fri, 24/10/03 - 3:24 AM Permalink

Thanks Makk!

Hehe, nah you're not talking crap, I first thought the colours were kinda odd as well, but I found out that they're pretty normal. Here's a reference pic, obviously this restored... but it kinda follows the pattern of mouldy roof / clean walls that is seen in a lot of humid places. Basically people paint over the mould regularly, but it's too much trouble and too expensive to redo the roof every year. The roof is maybe a little too saturated for my liking, but I've been told to up the saturation, as rts games rely on a strong colour palette and the bulding may have run the risk of being "a bit too drab" in comparison. Hope that explains the weird colours :)

here's the piccie:
[IMG]http://www.jacobleetai.com/cgchat/osaka1.jpg[/IMG]

cheers.

Submitted by Aven on Fri, 24/10/03 - 3:36 AM Permalink

i think that it looks very nice.

i can see where the lead artist(?) is coming from wanting the roof to be very saturated. if you have different teams that use different colours, then you need to make sure that a team's colour really stands out. that way you wont end up confused between your green building and an enimies blue building.

i would be very interested in seeing any more that you have done.

Submitted by jacobt on Fri, 24/10/03 - 3:43 AM Permalink

Hey thanks Aven. (great high poly work by the way!)

The advice came from a forum moderator, but I guess you could call him a lead :D I'll try to put the archer up soon (trying to be historically correct mean lots of research) It will be less complex than the commander so I'll tackle that first.

Submitted by Pantmonger on Sat, 25/10/03 - 7:33 PM Permalink

It is a good looking model, but the texture count seems overly large, I would have thought for an rts that a single 256 x 256 would be suffice. And looking at your textures, nice as they are there is a lot of stuff that could have been reused rather then having separate textures for barely different details. I would suggest that you muck around with the UVW?s a bit and drop any thing that is too close to repetition from your texture. I think you could get it looking just as good with bits chopped from these three maps and compiled into a single 256.

But still a good looking model.

Pantmonger

Submitted by jacobt on Sun, 26/10/03 - 12:15 AM Permalink

Hey thanks Pants, I'm glad you think it looks good. The specs were set by Ensemble in the states, they are looking to hire and tied in these specs to a competition. I guess they're interested in seeing what everyone can do at that level, even if it's a bit loose.

Yeah I agree having this budget is a bit of a luxury! But I think it's a big call to get all of this onto one 256 [:P] To do that I would need to raise the polycount considerably as well.

Thanks.

Submitted by Kalescent on Tue, 28/10/03 - 9:00 AM Permalink

man i thort that looked like a painted miniature that id seen in my mates collection,.. ( tries to pick it up )

thats wicked man,.. it looks alot higher than 910 tri's so youve done a sweet job with the mesh.
the textures are sweet to,.. although i agree with pants about the uvw's. But hey if those are the guidelines,.. soak em all up man [;)]

Submitted by jacobt on Tue, 28/10/03 - 9:39 AM Permalink

hehe cool, and thanks.

I bet my Wacom that this can't fit onto one 256, with the same texel res. A lot of the reason why it can't is because of the roof texture... there looks like a lot of repeating elements but the shading would look off if the tiles were kept the right scale, or the tiles would look off if the shading was right. Maybe 2 256's, with some extra polys, but not one.

[:p]

cheers.

Submitted by smeg on Tue, 28/10/03 - 9:45 AM Permalink

bet your wacom huh... Sounds like Sumea Challenge #5!

Seriously though, cool model. I really like how much more complex the textured view looks compared to the wireframe view... nice work.

cheers

Submitted by Malus on Wed, 29/10/03 - 8:59 PM Permalink

I see your Wacom and raise you a Smeg.

Submitted by jacobt on Wed, 29/10/03 - 11:31 PM Permalink

I'm retracting my offer for the wacom. Sorry Malus, and no offense smeg [;)]

Here's the archer unit. Again it's probably over spec'd but at least this way I can show them at a decent res in my folio. The polycount is 498 (500 limit set by compo) and a 256 w/ alpha.

[IMG]http://www.jacobleetai.com/cgchat/archerwip9.jpg[/IMG]

[IMG]http://www.jacobleetai.com/cgchat/texwip7.jpg[/IMG]

The idea here was to keep things simple so the unit is clearly visible and indentifyable at a small res. I think I'm pretty much done here, but am open to suggestions.

edit: just thought I'd do an image swap here. there's still a couple of hours work to do on this one...

Submitted by Makk on Fri, 31/10/03 - 9:23 AM Permalink

Looking good there Jacob.
Good job with getting all that on to the archer texture. Although, his face doesnt get much of the map. Compare to the amount the hand/wrist gets. Also the legs look a little to long or the feet are too small.
Keep up the good work :)

Submitted by jacobt on Fri, 31/10/03 - 9:54 AM Permalink

Thanks for the help Makk.

Yes the uvs are not the best for the hand. I think I had them smaller in the uv layout but then just scaled them up to fit snug. Thanks for pointing out the feet... I think the weird design of the clothes makes the legs look long, the crotch is actually well below the top of the slit but of course you can't see it from this angle :/ and the belt is somewhere on his stomach. Agreed it looks a bit strange :D

Cheers.

Submitted by smeg on Fri, 31/10/03 - 9:58 AM Permalink

Im surprised the face got as much space as it did.. its for an RTS right?

Just a suggestion regarding his sleeves; i'd try to visually seperate his arms from his torso. You could do this either by upping the contrast, changing the sleeve colour or perhaps running a stripe down the side (maybe not a stripe). I know nothing about the costumes of the period, so these suggestions could be taboo, but it would certainly make it easier to see what the archer is doing from a distance.

I really like it.

cheers

Submitted by jacobt on Fri, 31/10/03 - 10:17 AM Permalink

Thanks Daniel,

Yeah I think the face was a bit of overkill for an rts unit (especially seeing as it's all under a helmet anyway) but I want to show this as a folio piece so went and did it anyway. I am slowing down on this one tho so will leave it and come back to it as there's a bunch of stuff I still have to do.

Yeah that's a really good idea for the sleeves. I will have to think about it tho, even the badging on his shoulder is fictional but it needed something there. I'll try out a few things, maybe a stronger highlight or crease down the sleeve would do just enough.

Thanks!

Submitted by Ionized on Thu, 06/11/03 - 1:55 AM Permalink

Can't say I know much about modelling for RTS games. Nice work though, I like it. The textures on the building especially are lovely. The only thing I might suggest is to increase the contrast of your shadows. They seem a bit faint to me right now.

Good work[:D]

Submitted by jacobt on Fri, 07/11/03 - 10:20 AM Permalink

Thanks... I'm going to leave this project until the 15th or so. I'll make some tweaks before submission.

[IMG]http://www.jacobleetai.com/cgchat/comp1.jpg[/IMG]

The buildings colours can be changed to match the units if need be... the larger unit with the flag and fan is the commander.

Thanks [:)]

Submitted by Aven on Fri, 07/11/03 - 7:12 PM Permalink

Looks very nice. It would easily be one of the better looking RTS games available.

Submitted by Happy Camper (not verified) on Fri, 07/11/03 - 11:48 PM Permalink

The only real problem that I can see is that path on the building is quite difficult to see and could do with a bit more contrast to help it stand out.
Really love the character models, as Aven said, chuck them in any quality RTS atm and they would fit just right :)

Submitted by Happy Camper (not verified) on Fri, 14/11/03 - 12:47 AM Permalink

Goood luck with the comp btw, out of all the entries yours seems to be the most clean of them, it would fit really well into the new 3d total war games etc. While most people seem to be going for the ultra high contrast warcraft look.

Submitted by jacobt on Fri, 14/11/03 - 10:53 AM Permalink

Cheers Afro, got some time to work on the textures some more. There's some really good entries coming in late for this one so I want to tighten things up a bit more. Made the ramp darker and made the shadows more contrasty, also gave the colour a bit of a boost. This is probably pretty close to how it'll be submitted I reckon.

[IMG]http://www.jacobleetai.com/cgchat/comp2.jpg[/IMG]

I'm starting to get tired of these models, even after leaving them for a while.... got some new stuff in the works [:)]

Submitted by Blitz (not verified) on Fri, 14/11/03 - 2:26 PM Permalink

Know what you mean, looking great now, fixed many of the problems I was having distinguishing the ramp and area the building was resting on from the walls.

Submitted by jacobt on Fri, 14/11/03 - 2:53 PM Permalink

Are you in the comp? If so what's your entry there?

shit it's late.

Submitted by Satyrblood (not verified) on Fri, 14/11/03 - 11:42 PM Permalink

I did not realize the comp was on till quite late, mores the pitty.

Submitted by Idaho on Tue, 18/11/03 - 9:22 PM Permalink

very cool! reminds me of the console game onimusha

Warlords IV artwork

Warlords IV has just been released so I can show some of the work I did for the project, both of these pieces were used on the box for the game and I should have some more to show once the advertisements start showing up :)

[IMG]http://www.shawawa.com/i2/lichelord.jpg[/IMG]

[IMG]http://www.shawawa.com/i2/orcmino.jpg[/IMG]

any comments or crits would be greatly appreciated!

Submitted by Aven on Thu, 23/10/03 - 8:37 PM Permalink

sweet shit dude. you want crits? um... i didn't do them? good enough?

in all seriousness. they are very nice. brilliant work

Submitted by jacobt on Fri, 24/10/03 - 2:07 AM Permalink

Yeah these are very nice indeed. Good work Lee! The second one is particularly impressiev :D

Submitted by Makk on Fri, 24/10/03 - 2:50 AM Permalink

Nice, I like the second one the most.
This is more of a personal choice rather then a crit, but they do (the first more so then the second) have a bit of a "dodge/burn" feel to them. Incorparting more colour varation (like in the flesh) and colour theory could change that.

Submitted by Kalescent on Tue, 28/10/03 - 8:51 AM Permalink

WOAaaaaaaaaaahhhhhhh!!!!

wish i cud draw like that,.. and i love the dodge and burn tool! ( maybe thats why i suck at photoshop ) oh well,.. your work rocks man!

Submitted by Ninja on Wed, 29/10/03 - 6:35 AM Permalink

maaaaaaaaaaaaaaan THAT'S KICK ARSE !!!!! [:D] beautiful work Lee !!!

Submitted by Malus on Wed, 29/10/03 - 8:55 PM Permalink

Very nicely done, do you have any progress shots? It would be very interesting to see your workflow.

Submitted by LeeSmith on Thu, 30/10/03 - 9:55 PM Permalink

unfortunately I don't have any progress shots, I do have a black and white lineart version kicking around somewhere but I don't think that will help a great deal. My process is very simple, I do a high contrast black and white piece and then turn it into a multiply layer in Photoshop and paint beneath it. When it's getting near to complete I may flatten the layers and work out some of the harsher lines if needed.

Submitted by JonathanKerr on Fri, 31/10/03 - 12:51 AM Permalink

If I were to offer any criticisms, it's that the steam coming out of the Minotaurs nose looks like steam coming out of a pipe or valve. It's shape seems very defined. I realise it's a stylistic choice, though.

The Orc doesn't look like he has a nose. Really like the colouring but my favourite bits are probably the background of the crowds and carnage going on.

The first pic is pretty cool - trying to work out if the face is a mask or an actual face. There's no chin present. Still cool tho'.

recent work mon/wed

Submitted by cutty on Wed, 22/10/03 - 9:26 AM Permalink

Nice work again, I like your style.

Couple of nitpicks: in the first pic, the creature on the right, the face/head has nice shading/surface properties etc. but it's a bit hard to see what the actual form is (planes of head etc.)..it's tending to flatten out.

Also, the third pic, with that sort of mechanical interior/built environment it might be worth taking a bit more time on the angles, some look a little off.

btw, have you seen theres a Concept Artist job at FuzzyEyes?

Submitted by souri on Wed, 05/11/03 - 1:05 AM Permalink

Lovely work. You should definately give Fuzzyeyes a burl for that concept art position. Nice to see you working on varied types of media. The perspective on the vehicle looks a bit off in places (like the treads), but I think your style is very forgiving for errors, and are more quick conceptual, than precise renditions.

Funny Run Animation

This come up last week when I was making the sprint for Tribes: Vengeance at work. I was told that the sprints need to look more powerful and was trying out a few little think to do that and I happened to come up with this run.

http://www.geocities.com/brendandoord/JackRun.avi

I did get a much better sprint for the game, so all you fans don't get scared.

You may have to copy the link in to your Brower.

Submitted by jacobt on Tue, 28/10/03 - 8:08 AM Permalink

Well this is excellent Doord! I almost cacked my pants ;)

Not exactly powerful but still sends a message...

Submitted by souri on Tue, 28/10/03 - 8:14 AM Permalink

Hey, that looks like me running away with some FAT LOOT.

Submitted by Malus on Wed, 29/10/03 - 8:59 PM Permalink

er...Tribes:Benny Hills Revenge [:P]

Submitted by Doord on Wed, 29/10/03 - 9:17 PM Permalink

The game sprint is much better. The bip file I load fucked up and it looked like a crazy man running in s striagt jacket so a fixed it a little and rendered it out. I hope one day a game calls for this aniamtion I would love to se a game ship with it. :)

Submitted by Sorceror Bob on Thu, 30/10/03 - 12:21 AM Permalink

quote:Originally posted by Doord

I hope one day a game calls for this aniamtion I would love to se a game ship with it. :)

Two words.. Out takes.

:D

Antipode Screenshot

Hey all,

Here's a recent screenshot from our AGDC unsigned game...

[img]http://www.neuronlogic.com/AntipodeHQ/scr1.jpg[/img]

It shows two bull-ant warriors on-guard outside the Queens nest of a hostile Antipodean colony...

cheers

Matt

Submitted by inglis on Mon, 20/10/03 - 3:45 AM Permalink

its a rule that you cannot release a demo right?

Submitted by MITA Studios on Mon, 20/10/03 - 10:07 PM Permalink

I don't think it'd be a good idea, why?

We won't release a demo of the game for a number of reasons:

1) It might get us disqualified.
2) Other teams may use the demo to evaluate our game prior to the comp. (we need to keep some things secret! [:)])
3) We only want to release it when it's the best it's going to be, which'll be at the conference.

Matt

work (updated again).

Submitted by Kalescent on Thu, 16/10/03 - 10:25 AM Permalink

Wicked man!! awesome portfolio as well!!

man i thought my art was something to be proud of,.. but im kinda shy to reveal it!,. now that ive seen some of the talent around,.. ive got a looooooooooong way to go!

that second picture down,.. man... that must hurt,.. sickening,.. disgusting,.. but i love it,.. also the work in your portfolio is awesome,.. keep up the insane art [:)]

Submitted by Makk on Thu, 16/10/03 - 10:31 PM Permalink

Yes, yes and oh yeah!
Totally dig the big bulkyness of that first guy :)
Second one looks a little unclear, although it looks like it might hurt.
Nice texturing on the third.
Keep it up :)

Submitted by JonathanKerr on Thu, 16/10/03 - 11:05 PM Permalink

I really like your style - it seems to have some random elements to it that works well.

To be honest, I find some bits to be indistinct which can make it hard to work out what is going on.

I like your hatching style tho'. Good stuff - maybe finish a few more pictures off?

NB - I'm only talking about the pic on here, not in the portfolio.

Submitted by Aven on Fri, 17/10/03 - 12:33 AM Permalink

Awesome style man. absolutely wicked. no complaints here.

Submitted by Alti on Fri, 17/10/03 - 4:20 AM Permalink

ok here's another that you might get into, it's a new tecnique i've been working on with my new computer/

it's strange but it's really growing on me.

[img]http://members.optusnet.com.au/altiquex/face.jpg[/img]

o btw i need work soo bad - so if anyone knows anyone interested *wink wink*

Submitted by Alti on Fri, 17/10/03 - 4:29 AM Permalink

quote:Originally posted by Makk


Second one looks a little unclear, although it looks like it might hurt.
Nice texturing on the third.
Keep it up :)

i like to think of these as pre vis concepts, something that i'd later come back to and draw a detainled sketch from.
glad you liked those textures.

quote:Originally posted by JonathanKerr


I really like your style - it seems to have some random elements to it that works well.

To be honest, I find some bits to be indistinct which can make it hard to work out what is going on.

I like your hatching style tho'. Good stuff - maybe finish a few more pictures off?

NB - I'm only talking about the pic on here, not in the portfolio.

it took me a while to figure out what was going on aswell,
i don't really work with any reference, and the ideas are usually sketched first on the train home at night-
i sometimes think that randomness looks more natural, but i know what you mean still, :) cheers for the feedback so far- there are more coming after this weekend .

Submitted by Alti on Fri, 17/10/03 - 4:33 AM Permalink

i'd like to add this site and forum into my link section of my portfolio too, could we perhaps do a linkage trade off :)

www.alticoncept.tk

Submitted by cutty on Fri, 17/10/03 - 5:38 AM Permalink

Hey, nice work!
Like the first one especially.

heh. Just looked at your profile..that's certainly miles better artwork than i was doing at 13.

Submitted by inglis on Fri, 17/10/03 - 5:47 AM Permalink

sumea doesnt have a links section alti.

nice work. i would like to see the first one completed.

Submitted by Pantmonger on Fri, 17/10/03 - 5:53 AM Permalink

quote:heh. Just looked at your profile..that's certainly miles better artwork than i was doing at 13.

Thats just the forum default age, and for some reason it sometimes just does not want to change, I think im 13 as well.

Pantmonger

Submitted by inglis on Fri, 17/10/03 - 6:12 AM Permalink

well, im 19. so youll do what i say!! :D

[edit] ignore this post. its rather pointless

Submitted by Alti on Fri, 17/10/03 - 6:31 AM Permalink

haha i'm 19, but i'l still take your compliment :)

Submitted by Malus on Sat, 18/10/03 - 12:05 AM Permalink

I like the first one.
Another fan of warhammer me thinks? [:)]

Keep it up.

Submitted by Jason on Sat, 18/10/03 - 5:52 AM Permalink

How strange... I was going to go to Gymea Tech too. But ended up not going there. Probably would have been in your grade too! lol.
Anyway, nice art, I really like the last one you just posted. I love the varying line qualities :D

Submitted by Alti on Sat, 18/10/03 - 10:52 AM Permalink

hye, you must be a local then, get a beer some time, chat, art and play pool.

Submitted by Aven on Sat, 18/10/03 - 6:06 PM Permalink

beautiful work again, and i just had a look at your site. i really like the design and the gallery is especially nice (first pic is awesome). the only complaint with the site is that the main buttons are a little distracting and frustrating. when you roll over them, they snap to a new position to show the rollover animation. would there be much of a chance of having that fixed so that the buttons stay in the same place when the animations play? other than that, very nice.

Submitted by Alti on Sat, 18/10/03 - 10:20 PM Permalink

hey Aven >
thanks for checking out my site, the buttons are a little strange, but that site has been distracting me fiercly when i should be working, so i walked away from messing with the interface as soon as i finished it, i'm concentrating on filling it with more content, like some of the images here will make it in, but i just need to find the time to update the dam thing :)

Submitted by inglis on Mon, 20/10/03 - 9:53 AM Permalink

do you think you could put some of these through some more passes with a smaller brush to give us some more detail?

Submitted by nealb4me on Mon, 20/10/03 - 8:02 PM Permalink

I kinda like the detail in simplicity thing going here

Submitted by Makk on Tue, 21/10/03 - 8:23 AM Permalink

I had a look at your portfolio, your work is nice.
However when I look through your portfolio one thing keeps coming up. That is, most of these dont look like finished concepts/illustrations. They look good, yes, but they look like sketchbook work. Like inglis suggested, going over these with smaller brushes is one thing that you could do. Another would be to put more into your colours, most of them look like you have just started by blocking in the shapes/values.
I think you have the talent to make some really good work, one that potential employees would see as of professional standard. By refining your concepts further, I think you could take your art to the next level.
Im not saying that your work is bad, no, hell no and I dont mean to sound harsh or negative, I just feel that you could use some more refined work in your portfolio.

Submitted by Alti on Tue, 21/10/03 - 9:06 AM Permalink

i agree entirly :)

sketching everyday to try and tighten up my concepts, just wait until i link up my new prospective works. i think you'l like them, they arn't rough at all.
anyways, thnks for sharing :)

Submitted by Alti on Tue, 21/10/03 - 9:08 AM Permalink

i myself don't really see any of my art as finished,
someone once said an artist never truly finishes an artwork, he mearly abbandons it.

Some Drawings

I just thought that i would post a few drawings. These are drawings that either I like quite a bit or my friends have liked. They range from over a year ago to some more recent ones. They were meant to mainly be concept art for 3D work, but assignments always managed to get in the way :) First up is a character called Bianna [Bi-a-na]. The oldest of the drawings (the ink work is a little crappy). Most people (well guys) seem to love her. I can't quite put my finger on why though... [img]http://home.netspeed.com.au/mlanham/bianna_line.gif[/img]

Submitted by Aven on Thu, 16/10/03 - 4:47 AM Permalink

Next up is probably one of my favorite drawings that i have done. I can't remember exactly when i drew her (i really have to start dating my work :/), but it was late last year (i think). I just felt like drawing an angel for the hell of it. Named Mirai [after the modelling app], and I was going to make her in 3D. i gave up before hand though as it would be insanity to try to make full length feather wings. Maybe later on when i become better. [img]http://home.netspeed.com.au/mlanham/Mirai_line.gif[/img]

Submitted by Aven on Thu, 16/10/03 - 4:54 AM Permalink

The last one is another concept drawing. She is meant to be the daughter of Valentina, my high poly comp entry (http://sumea.com.au/forum/topic.asp?TOPIC_ID=985 link). Her name is Ixia [ics-ee-a], and she too is an Elementalist. I only made very rough colours in PS. I would still really like to make her in 3D. I was actually planning on making her before Valentina, but the comp pursuaded me otherwise :) [img]http://home.netspeed.com.au/mlanham/ixia_colour.gif[/img] All crits please.

Submitted by Kalescent on Thu, 16/10/03 - 5:15 AM Permalink

Woah!!!! wicked man,.. they rock,.. i especially like the wings on that angel character, just a quick note on bianna - my newbie art skills wud suggest that she was more curvier in the hips department,.. i dunno,.. it might just be the perspective but in comparison to her upper body as my eye travels down she starts to get a bit petite in the hip / buttock area... not suggesting my preference in the female form or anything!!!

I cant for the life of me see why boys like her tho!!

I just really like those wings on that angel ... wicked man.. if you ever make her in 3d,.. SHOW IT!!!!!!!!

also just a suggestion for the elementalist - some kinda arm jewelery ? or maybe an specialist elementalist tatoo or .. THE MARK OF THE ELEMENTALIST,.. or something,.. yeah.. wicked art tho man.. blows me out of the water !!

Submitted by Aven on Thu, 16/10/03 - 8:28 PM Permalink

Thanks for the comments and suggestions HazarD. lol, i just like women of all types. I'm not overly fusy as to whether they have massive curves or more pettite frames. I will definitely keep an eye on hips though. Boys falling for her? HA. the guy that has fallen the most and spends all his time looking at her is a 29yr old guy. You think he would have grown out of it :D As i said, if i do make Angel's wings in 3D, it wont be for a while (until i'm more confident). I will definitely let you know though. I was thinking of a tattoo or some such marking, but i am a firm believer that tattoos are there for a reason and not just to look cool (like too many damn young girls now-a-days :/). I could think of no reason for her to actually have tattoos, so i didn't give her any. Generally the easiest way to identify an Elementalist is their Elemantal Sphere(s). The tennis ball sized sphere in her hand is a fair give away. Also, she is actually wearing specialty Elementalist Jewellery. The ear ring on her left ear and the stomach lace (not too sure of the actual name for this type of jewellery), have a crystal on them that is the same type of crystal used in an Elemental Sphere. Thanks again for the kind words, and i will keep on posting as i have new work.

Submitted by Pantmonger on Thu, 16/10/03 - 8:38 PM Permalink

You have some nice things going on here, some interesting ideas.
A few crits
In the first pic her arms a quite short, even with here arms where they are her hands should be for the most part below her crotch, the heel on her boots should be a little further back also, the lack of it makes her a little unbalanced.
The second pic is just nice, no real complaints on that one.
The third pic the biggest issue is that the eyes are very small giving the impression that they are too close together, other then that Im not a fan of flat colour, but that?s just me and I know its just a concept.

Good stuff.

Pantmonger

Submitted by Aven on Thu, 16/10/03 - 10:23 PM Permalink

Thanks Pantmonger. I do agree with you on all those crits. Her arms are too short (although i really think that it is a case of her torso being too long). And with the final one, her eyes are a little close together, but the main things that i would change if i went back to her is that her left hand is too small, and her shoulders are a bit too wide.

Submitted by Makk on Thu, 16/10/03 - 10:27 PM Permalink

Damnit! I had a nice little reply all typed up but when I pressed submit, the page couldnt be found and I lost it, oh well.
It was basicly saying nice drawings ;)

Submitted by LiveWire on Mon, 20/10/03 - 6:17 PM Permalink

fantastic. the angel is awsome for sure. i think we can all see why guys would like the first one. it's not often you see a chick whos top only covers half her chest. but what's doin between her legs?