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3D Artist

Illyrius

Journal Category

High poly games character with the theme of space pirates. This particular character is a prince of a pirate nation who seeks a cure for the infection slowly coursing through his body.

Video Turntable:
http://www.vimeo.com/17024738

Software Used:
- Maya 2010, Mudbox 2010, Adobe Photoshop CS4
- Rendered with Mental Ray and composited in Nuke 6

Valkyrie

Journal Category

High poly character coupled with Greek mythology. This is a manticore, which is part lion, scorpion and a heavy emphasis on (wo)man with the addition of horns.

Programs Used:
Maya 2009
Mudbox 2009
Headus UVLayout
Topogun
Adobe Photoshop CS4
Rendered with MentalRay

Original Aircraft Design

Journal Category

An aircraft I designed and created after working on a flight game and getting inspired to create my own original fighter.

Submitted by Zoid on Tue, 16/11/10 - 11:43 AM Permalink

very nice modeling mate, looks very impressive.

From a design and aerodynamics standpoint though, I'd just suggest that that the wings and vertical tail surfaces look a bit small compared to the size of the aircraft. You could probably remove the elevators (horizontal fins behind the wing), seeing as you have the canard surfaces just behind the cockpit.

Also, it looks rather nose-heavy. If you bring the leading edge of the wings forward and make them a bit bigger, that will help, but maybe just thicken up the aft fuselage. In the underside view it looks dramatically smaller than the rest of the fuselage.

*takes off his aerospace hat* :-)

Aside from those suggestions, and depending on how realistic you want the design to be (realistic doesn't always make it look awesome), the modeling looks really good, well done.

Cheers,
Craig.

Submitted by Anonymous (not verified) on Tue, 16/11/10 - 10:23 PM Permalink

Great to see it completed Tim, looks fantastic.

All the best,

- Tom

Submitted by DrTim on Wed, 17/11/10 - 8:01 PM Permalink

Haha. Thx guys.

Yea all those points about the realism and aerodynamics of it did occur to me as I was making it, but like you said I was going for more something that looks cool, rather than an actual functioning real-world aircraft.
The design is essentially an F22 wing span, with F23 engines, canards (just cause canards look sweet) with an overall bird like (that is to say, more organic) form. Those were the main things I was going for when I was deigning it anyway.

Glad you liked it. :)

The Elder

Journal Category

Hi again,

This is my latest character and my current project at AIE.
He is a aging warrior from the bronze age who steals the power of immortality meant for his king. I wrote a pretty in depth back story but I won't bother you all with it here. Basically though he ends up trapped for centuries and thats why his clothes are all ragged.

This was designed as a high poly character so our limits were higher than last time

tris: ~13k (not including weapon)
diffuse/normal/spec maps: 2048

minor post work done in photoshop

Jacques the serial killer artiste

Journal Category

This is Jacques an artist turn serial killer.
specs:
2994 tris
1x 512 diffuse with alpha channel

Jacques is my first video game character and was completed for my second assignment at AIE Melbourne.

Design and original concept copyright Matthew Korda 2010

Submitted by souri on Wed, 05/05/10 - 2:37 PM Permalink

The arm and forearm of the model on the ground looks a little off. My first thought was that it looked way too thin, but considering the angle the arm is seen at, and that the thickness of the blood was covering a portion of the arms, it may not entirely be an anatomical issue. It would probably also help if you positioned his arms and hands/fingers a bit more naturally on the floor, I guess.

I'm guessing the focus really is the model standing up, since you provided the wireframe and texture shots of it, and hey, it looks good.

Submitted by Anonymous (not verified) on Thu, 06/05/10 - 9:09 PM Permalink

your absolutely right with the dead body he was posed before i had a rig and was manipulated with transpose in zbrush during the process the proportions got skewed and since the due date for the project has just passed it wasn't something i fixed.

Submitted by Anonymous (not verified) on Sat, 08/05/10 - 11:32 AM Permalink

Just a bit of advice, no one on here cares wether the due date for this has passed, they only care about how good it looks, considering this is what you are posting to represent yoruself.

Its a cool idea and done reasonably well - but there are one or two things that could be easily fixed up. The pose of the dead guy needs some effort invested, and the lighting/rendering could be better. Also, you would go far to give the base and blood effects some attention. And as has been said before, the arm of the dead guy looks very off.

Overall though its not bad, and its well on it way to being a folio piece. But some employers on here will look at its flaws and wonder why you didn't address them. If you can see something needs improvement, you should work on it, regardless on wether or not your courses deadline has passed. If you don;t. people are goign to assume that you yourself don't 'see' the mistakes, and that can hold you back when your folio is being compared. And trust me, its all about the folio.

Submitted by matthew_korda on Sat, 08/05/10 - 11:18 PM Permalink

fair advice mr anonymous I haven't learnt any rendering techniques in maya yet and what i have is from trial and error but I will try to post an update soon to fix some of the problems that have been mentioned here

cheers
Matt

Submitted by Anonymous (not verified) on Fri, 07/05/10 - 8:40 AM Permalink

im not willing to leave any comments as this image could have some sort of deeper meaning.

cool concept :)

Submitted by Anonymous (not verified) on Sun, 09/05/10 - 1:19 PM Permalink

AIE should be ashamed, who sets the quality benchmark over there?

Basically, the piece looks ridiculous.

To make it awesome and not ridiculous please, please, please do the following:

Dead guy
1. Spend some time and make a proper civilian mesh (a serial killer wouldn’t murder a balaclava clad mercenary)

2. Make the dead body a woman? (more appropriate)

3. Pose the dead body in an artistic and extravagant way; like he\she has been murdered and posed (he's an artiste, right? Keep with your theme) Arms outstretched, mimicking a character in a famous painting (or something)

4. The paint brushes are just stuck in the body really lame. Stick the paint brushes in where they would cause death. Stick one in his 'heart', one in his eye, maybe 1 for each hand and foot so the body is 'crucified'? Make it really fucking dark, he's a serial killer for god’s sake.

5. The blood pool looks awful. Do something with it, maybe the killer has 'painted' with the blood and tried to create a work of art. Mix some blood brush strokes with the dead body pose (as discussed above) make it striking and dynamic, he's an artiste, right? Reinforce your theme.

6. Fix that small arm, why would you present something to an audience that you know is wrong?

Background
Red background looks awful, if you have limited time just use an entirely black background and a couple of light sources to light the scene. Use dramatic lighting and spend a bit of time with light placement to get some cool shadows. Experiment a bit, and come up with a simple but effect background with some simple lighting. Watch some classic horror movies to see how they achieve dramatic lighting for reference.

Jacques
1. He looks awful just standing there; he looks half asleep and expressionless like he doesn't give a shit. Solution? Pose him properly. Maybe he's examining the body from a specific angle, holding his hands and fingers together to 'frame' his work (victim) and choosing a good angle. Do you know what I mean?

2. The long smock is a good start, go nuts with blood and different paint colours on it.

3. Add some finger drag marks to the smock, like dieing victims have clutched it in their death throes

4. Do something with his clothes, they're dull. Research some famous early century artist's on Google and see what they wear. Find some cool stuff, and dress the character up with your own modern interpretation

5. The fogged up glasses and facial expression look bad; can we see his eyes through the glasses? He needs an expression dude, give him some life. A big evil smile or grin? Maybe he’s elated and wide eyed with glee after killing his latest victim. Give the guy some character; he's too lifeless and generic. Looks like Gordon Freeman in a beret (*yawn*) Make him more unique looking.

Floor plate.
The floor plate with the stone tile texture looks crap, just do a simple concrete floor that fades to black (refer to lighting as above)

If you want to get somewhere in this tough, tough industry you need to push yourself. Spend some time implementing the feedback, repost, and sit back and watch the positive reactions roll in, ok?

I look forward to seeing your talent develop and in seeing how far you can push your creativity.

Marty

Submitted by Anonymous (not verified) on Sun, 09/05/10 - 4:49 PM Permalink

Hey matthew, just on top of this.

Please don't be discouragd by anything Marty says. While he might have some legitimate sugestions, and your work coudl have some improvements, it is NOT rediculous, and no one should be ashamed by it. You would do well to take some of the feedback here on board, but should not be discouraged at all by it, regardless of the language used. Good artists will always seek to improve, and you have been given a lot of help in that regard on here already.

To put it lightly, Marty has a well known industry wide reputation for being brazen. And for anyone out there who may come into contact with him, all I would suggest is to do a little bit of research on the internet before continuing any sort of contact.

Submitted by Anonymous (not verified) on Mon, 10/05/10 - 1:12 PM Permalink

Thanks for the replies,
I cried a little when I read that post and contemplated suicide... Nah you always get some asses and egos when dealing with artists but like you said he did have some constructive points which I will try to take on. I have updated the character and fixed some of the issues with lighting and the base (and once I can figure out how to update a post Ill add it here) I probably won't spend too much more time on this however as Im eager to start some new projects

Submitted by matthew_korda on Mon, 10/05/10 - 1:34 PM Permalink

I just re-read all the posts on here and want to take back my asses coment. Its hard sometimes to distinguish tone in blogs like this and I think marty actually sounds a lot cooler than my first impressions led me to believe

Submitted by Anonymous (not verified) on Sun, 09/05/10 - 6:25 PM Permalink

All things considered this is not at all bad. My first attempts at character modelling were actually much worse.
It would be good if we could be constructive in our criticism and also bear in mind the experience level of those on the receiving end.

Good on you for showing us your work, it takes a lot of nerve to do this. Don't let a bit of negative feedback put you off. If you persevere you will almost definitely improve in leaps and bounds.

Ice Dragon

Journal Category

Hi folks, just like to share around my latest 3d work "Ice Dragon". It is inspired directly from the McFarlane dragon toy series and with some of my modification. Final low poly model sits at 7.1k polys with one 2k x 2k UV for textures. Model is done in Maya, Zbrush and Photoshop for texturing. I welcome any kinds of critics and comments, thanks guys:).

Submitted by Anonymous (not verified) on Mon, 12/07/10 - 9:11 AM Permalink

Hi,

Is it better maya than 3ds?. Im learning by myself but i want a good pogram to manipulate and do stuff like these.

Thanks for the post.

Regards,

Marco

Submitted by Anonymous (not verified) on Mon, 12/07/10 - 9:50 AM Permalink

You can do the same on both. Some people prefer one over the other.

In reply to by Anonymous (not verified)

Empress of Justice

Journal Category

This is my first post so I'd like to say a big hello to everyone!

I'd like to share my latest artwork which was a personal character project of mine.

This piece is titled ‘Empress of Justice’. I have tried to communicate this character to be chilling, yet beautiful.

In her universe she is the judge of the afterlife. Those who enter the afterlife must confront this creature to be granted reincarnation, eternal rest, or endless suffering.

I originally designed this character for the online art competition “Dominance War IV”, but due to other priorities I was unable to complete this project until now.

I used Maya, Mudbox, Photoshop, and After Effects to create this image.

Comments and critiques are most welcome.

Cheers!

GA Mini OZ

Journal Category

Currently unemployed and looking for work, 3years industry experiance, melbourne based for full portfolio, resume and referance's please visit http://jessicabrett.daportfolio.com/about/

Submitted by Anonymous (not verified) on Wed, 10/03/10 - 8:39 PM Permalink

hello.

no disrespect intended. your model cool, your texture is great, but i feel a few things could improved the overall look in my opinion of cause. ;-)

the blue jewls just dont seem right. i think you need to choose a different color perhaps a dark - light red or an orange. say ruby or amber.
i think by making this slight change to the texture, the overall look of the model will really increase.

hope this advice helps. ;-)
cheers
Paul

3D Artist Demo Reel

Journal Category

My Current Demo Reel.
Folio can be found at www.alexandreadis.com

I'm currently looking for any opportunity working as a 3D Artist.
Even happy to volenteer and work unpaid!

Email: alex.andreadis84@gmail.com

Low poly black smith

Journal Category

Low poly building i made based off a tabletop figure. The final image is of a simple lit render.
Specs:
Tris 395
Texutre >512x512

Submitted by designerwatts on Mon, 08/02/10 - 2:51 PM Permalink

Nice use of low poly resources. Only thing that looks out of place in my mind is the roof and the lack of it's solidness. [it's a 2D plane]

But if i was viewing this model from a table top view though that wouldn't be an issue.

Showreel

Journal Category

Hi everyone:

This is my first blog, any comment would be appreciated. Thanks:)

Submitted by Anonymous (not verified) on Tue, 27/04/10 - 4:13 PM Permalink

The material you've used is great, are they eyes intentional though? They look unfinished.

I'd reduce the whiteness, bring it down to a gray, or go the other way and give them a glow and go much brighter.

Submitted by Anonymous (not verified) on Thu, 29/04/10 - 10:46 PM Permalink

A deep black would suit it better, and is more traditional with deep sea creatures. (Which is the vibe I get from this.)

-Matt

My Showreel

Journal Category

My 1st try to create a compositing showreel.

Comments are welcome. Thanks.

Submitted by NathanRunge on Sat, 06/02/10 - 11:47 AM Permalink

I'm uncertain whether large portions of that video adequately demonstrate your ability. Are you attempting to market yourself as a 3D artist or a video compositor? If both, I would recommend you do so in separate showreels do demonstrate only the appropriate abilities for any job for which you apply.

That said, I'm not an artist and nor do I work in HR, this is just my quasi-professional opinion.

Submitted by Tejay on Sat, 06/02/10 - 7:09 PM Permalink

Its an alright start, i might suggest though that you should never render backgrounds in black, your house is too hard to see anything other then black and a light source. If you want a dark background then have a small amount of self illumination on the model. Nothing in games or film has a jet black shadow that blocks everything unless its intentionally for artistic purposes. It never hurts to display some stats for your work, as in time spent, texture size, tri count. With your dragon rotation its way to jerky, i would recommend a smooth 360 rotation, if you want to show close ups have some nice still renders. It also never hurts to have your email always showing throughout the reel in a bottom corner.
Keep at it, a great demo reel is all about polish.

Submitted by Anonymous (not verified) on Tue, 09/02/10 - 4:51 PM Permalink

Please understand, people show no mercy when it comes to art. Everything you see around you is commercialized to the point that it's flawless. People will compare you to those flawless works of art, no matter how much you ask them to give you some slack because your just starting out. Ask yourself this, if you were to see a movie in the cinemas, would you watch it if it looked like your reel?

Submitted by tojo on Thu, 11/02/10 - 9:43 PM Permalink

shows that you are starting to understand some great principals behind compositing, and 3d to that matter.
keep up the good work. the last comment is very true in the industry.. set your goals high and keep up with the journey.