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/3/ - 3DCG


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File: 656 KB, 1523x952, lichking.jpg [View same] [iqdb] [saucenao] [google]
478325 No.478325 [Reply] [Original]

my char foor my portofolio

>> No.478327

>>478325
Looks fine, you might land a job as a texture artist.
Not sure about other aspects unless you show wires and explain the rig. Also, how much time it took.

>> No.478328

Could use a background to help justify the intense lighting. The intense blue coming from above makes the armour contrast a little too strongly i think. The scratches on the metal are too linear.

>> No.478330
File: 754 KB, 1523x952, lichking2.jpg [View same] [iqdb] [saucenao] [google]
478330

>>478325

>> No.478333

>>478327
i am modeler and texturer artist and a bit enviroment i done rigging and animation before 1 week

>> No.478337

>>478333
If you don't show wires it's impossible to determine your game-modeling proficiency

>> No.478341

>>478325
do you have a sketchfab link?

>> No.478343

>>478325
Learn some about post-processing.

>> No.478357

>>478337
its not a low version this is the hight version

>> No.478358
File: 3.41 MB, 3000x1952, diabo.png [View same] [iqdb] [saucenao] [google]
478358

>>478343
this is my second one

>> No.478360

>>478341
no i didnt upload them there yet they are now low versions yet but i have this https://sketchfab.com/models/d1b895a44a1d4058b1ffc3f5fe10f08b

>> No.478367

>>478358
That's not bad. If you can UV unwrap it and texture it decently, it might make a good portfolio piece. If you can rig and animate it, then you might actually get hired somewhere.

>> No.478400

>>478367
> then you might actually get hired somewhere.
Yeah at a good studio.

You could easily get work with just the concept sculpts at smaller // start up studios.

>> No.478406

>>478400
great ^^ i will include low poly models too in my portofolio

>> No.478421

some feedback: the scratches on the armour, why are they all perfectly straight down? thats not how armour scratches look. anywhere. make them jagged, criss crossed, have chunks of metal taken out of the edges and wear them down make the armour look worn especially with a character like that give it character, it didnt just come out of armour 'r' us and go into battle

>> No.478424

Impressive work, OP. I don't know why you aren't already working for Blizzard! Your skill would be a great asset to them and their cinematics.

>> No.478450
File: 1.12 MB, 1523x952, lichking.jpg [View same] [iqdb] [saucenao] [google]
478450

>>478424
thank you mate next year i will apply i am not ready yet need to learn a few more stuff btw here is an update :D

>> No.478455
File: 2.21 MB, 1523x952, lichking.png [View same] [iqdb] [saucenao] [google]
478455

>>478450
btw wich version do you guys like and why>? i think with less collor it looks more realistic

>> No.478462
File: 2.15 MB, 1523x952, post.png [View same] [iqdb] [saucenao] [google]
478462

>>478450
needs more post to tie it all together

>> No.478464

>>478462

The background cheapens the product. it doesnt match your light

>> No.478466 [DELETED] 

>>478358
>>478450
I still can't tell if this is a troll. Is someone ripped art from a Blizzard employee's portfolio?

>> No.478510

>>478325
>>478358

First, fan art is not imaginative and you will be compared against top professionals which will make your work look worse.
Your forms are still weak. Work on your anatomy and you should stop messing around with cloth and hair simulation for now, they're not doing you any favours.

The lich king looks like you took someone else's human sculpt and put your armour over it with some preset cloth/hair sims. This would be okay if you modeled every article of clothing and armour over the character, but you didn't.
The sculpting is okay but is only 7 articles of small/medium armour with the only complex shape maybe the helmet.

Diablo is the biggest tell and actually your weaker piece.
Ignoring the several hours of scribbling skin and patterns on the surface, the joints are just not there. I think this is why you don't have him rigged and posed like the lich king, it's not possible. Again I'm getting the feeling that you took another stock model and started laying down some patterns.
You're polishing the turd. You're using the shadows in the render to show off your sculpting, but really it's just revealing what's not there.

I don't think you would dare show Diablo in a well lit setting, or even a side or rear shot.


Tips for next time; decide if your model is for games or film. Don't make it fan art, but if you do stick with fan art, change the style from anything else seen so far or what's popular.
Don't polish turds (spend many hours painting detail on a poorly modeled character).
Start models from scratch.
Learn a complimentary program like Maya to correct your models early on, maybe even starting the base mesh in it with good topology.
Make a simple looking character appealing.
Learn how to draw and paint.

>> No.478512

>>478510
you'r wrong i created the lich king model from scratch i didnt used any hair simulator i used zbrush for the whole model, i didnt took armors pieces from anywhere i created everything from scratch, i think you are tryhard judging but you fail i see you have no knowledge, an artist who had knowledge would reconize that this is made in zbrush but no u dont, and the diablo model?> gues what i am working on the blizzard film that will be available in november in blizzcon, and i also have a youtube channel that proves it, you'r criticism fails because its realy obvious you know shit

>> No.478513

>>478510
the diablo is not yet rigged because he obviously he didnt finish it yet smartass, why dont you post your work here, and let us judge you

>> No.478514

>>478512
I wouldn't use that tone one 4chan when it's so easy to backtrace your real identity all the way down to athens

>> No.478516
File: 2.47 MB, 1517x946, diablo_3_wallpaper_by_dragonisaris-d8ug2q4.png [View same] [iqdb] [saucenao] [google]
478516

>>478512
>gues what i am working on the blizzard film that will be available in november in blizzcon
Never go full retard.
Putting on a trip because I don't know if you're just a troll and will start fighting with yourself.


>>478513
>obviously he didnt finish it yet
Oh look, he blasted the fuck out of his ugly sculpt with even harsher lighting and saturated colours.

>why dont you post your work here, and let us judge you
I'm not a character artist, animatorfag. I don't trust anyone else's judgement in this thread either based from the above posts anyways.

>hay man u wil get hired ! just keep painting details on it1

>> No.478518

>>478514
rofl go back to /b

>> No.478519

>>478516
you are trying too hard so jelly

>> No.478522

>>478518
>implying this board is any better and not filled with former btards

>> No.478562
File: 112 KB, 500x309, 59002720.jpg [View same] [iqdb] [saucenao] [google]
478562

>>478510
>you'r wrong
>i think you are tryhard
>you fail
>i see you have no knowledge
>an artist who had knowledge would reconize that this is made in zbrush
>no u dont
> its realy obvious you know shit

Oh shit. Teacher called you out in the middle of class and made you look like a bitch, bruh

>> No.478563
File: 17 KB, 306x306, rWcIF88.jpg [View same] [iqdb] [saucenao] [google]
478563

>>478516

>> No.478588

>>478512

Post your YouTube channel, please. I'd like to see more of your work.

>> No.478598

>>478325

As a good rule of thumb, fan art isn't something you want in your portfolio, especially if it's as bad as what you posted.

This is good work for a practice piece, for sure, but don't go out there thinking this stuff is going to get you a job.

Post a link to your YouTube channel and/or portfolio site. I'd be good to see that too.

>> No.478605

>>478510
>>478516
trying this hard
All I've read about in your posts are "you're not good enough" statements without a single example of how it's done in a better way.
The few actually good (better than 50% of the industry) artists I've seen in here seldomly give you shit without giving you examples. Stay jealous.

>> No.478606

This is my first post in this thread.

Your Lich King looks amateurish. The hair looks like chunks of flat plastic and seems to clip through the helmet. The overall form is very hard to read. The shoulder armor is out of proportion for the body (if the model is supposed to be semi realistic, which I guess it is). You should do something about that.

That's the big problem in a nutshell really. It's hard to tell exactly what sort of a style you are shooting for.

The Diablo sculpt is an entirely different story. It's actually pretty good.

>> No.478614
File: 24 KB, 406x512, STOP.jpg [View same] [iqdb] [saucenao] [google]
478614

>>478588
It's just one Google search away.

https://www.youtube.com/watch?v=zJV0Pa8lMk8

>> No.478625

My only gripe is proportions. Arthas is like twice that width.

>> No.478635

>>478614
rofl me myself i created this i accepted it was failure it was an old model and 5 hours straight

>> No.478636

>>478625
yeah i aggre but i wanted something between the cinematic version and the ingame version

>> No.478637
File: 1.08 MB, 1523x952, lichking.jpg [View same] [iqdb] [saucenao] [google]
478637

>>478606
that was a good critique i aggre in some parts, the difference bewteen the lich and the diablo is that i tried almost my best like 90% of my focus skills on diablo, on the lichking only like 70%

>> No.478676

Looking very good OP.
Keep up the good work and ignore the autistic haters.

>> No.478679
File: 1.30 MB, 1900x1141, arthas.jpg [View same] [iqdb] [saucenao] [google]
478679

>>478625
Yeah, this, and the sword bothers my eye, too. It looks like a little dagger, where it should be almost as big as he is.

>> No.478680
File: 3.55 MB, 450x248, eddie murphy nod.gif [View same] [iqdb] [saucenao] [google]
478680

>>478637
>>478516
>>478462
Looks really really bad for some reason.

Aside from the bad render, I see no originality or even a successful application for a fan art. Colors are very inconsistent and saturated where they shouldn't have been. Metal doesn't look like metal, neither does the cloth material. And whats with those scratching marks that go across every surface of his armor ? Makes no sense.


On the other hand, you did a good job with getting all the details to the lowpoly character. Shit like hair and cloth is especally harder to implement. Also it looks pretty close to the actual thing in terms of general form and silhouettes.

I think you have the potential to do better works but you have to do some render and material study. If you picked another subject to model or another character, you would do a better job.

>> No.478687
File: 32 KB, 704x396, hanasaku_17_01.jpg [View same] [iqdb] [saucenao] [google]
478687

>>478514
What are you gonna do send me dildos and pizza? I already use both of those faggot. I could use some new dragon dildos anyway.

>> No.478689

>>478687
op here good one i lold

>> No.478694

>>478680
i respect your opinion its an honest one i will try different renders and materials and i will post results

>> No.478696

>>478325

FYI, posting your shit onto other sites will generally get you the same feedback from here.

http://www.polycount.com/forum/showthread.php?t=153540

>> No.478704

>>478696
yeah whats your point?

>> No.478711

Ok guys i will try to do all the changes to make it look better will deliver new pose and materials and render i will post results soon thank you all for your feedback

>> No.478719
File: 1.04 MB, 1503x932, lichkingMatchange.jpg [View same] [iqdb] [saucenao] [google]
478719

first Update, material change you were right the previous material i made was shit

>> No.478759

>>478711
>thank you all for your feedback
You're welcome. Lich King is still bland.
>>478719
Now fix your weak Diablo model and the blasted texture.

Or you could actually study your anatomy and start an original character.

>> No.478775

>>478759
the diablo doesnt have a texture yet nor his polypaint is finished i am still working on that sculpt

>> No.478779
File: 1.41 MB, 2566x1443, metal armors.jpg [View same] [iqdb] [saucenao] [google]
478779

>>478719

Still doesnt look like metal bro. You should look for HDR rendering and using GI in your renders. And don't be afraid to go overboard with highly reflective materials. They change everything dramatcailly.

Even your fake CGI background is throwing it off. Imagine if you put the actual lich king image in front of your background, it would look cheesy and fake.

Another thing is the lacking ambient occlusion. Feel free to ignore the rest of the post if you're aim is just be a character artist and you're not into rendering or lighting. Take a look at these images. The characters have big empty areas in their structure which creates ambient occlusion shadows. These shadows convey a certain sense of depth and size when you look at them. And they create a composition that appears consistent in itself.
Also look at the metals. Even though they are not super reflective like you would expect from a metal, they still appear like metal. But the artists achieved this by adding scratches, worn out edges and bolts on them. Adding these elements to your renders will improve the realism and overall visual quality of your scenes and they will help you to sell it better.

>> No.478803

>>478325
tfw lich king.......

>> No.478804

>>478779
wrong wrong wrong

>> No.478811

>>478719

It looks like he's being swallowed by his armor.

Arthas is one buff bro to begin with.His armor should reflect that. Instead he looks like some cosplayer who made his paper mache costume to large.

Look at how he was made by the people who originally made him. If you take the time to look you'll see how yours differs (sucks) in comparison.

Despite popular belief, you can polish a turd but the downside is that everyone knows that's is just a shiny turd.

You have a good foundation but you really need to start over to get a better result.

>> No.478815

>>478687
If giving out my identity on /3/ meant receiving free dildos then I would have done that a long time ago.

>> No.478920
File: 1.20 MB, 1503x932, lich.jpg [View same] [iqdb] [saucenao] [google]
478920

update

>> No.478922
File: 1.07 MB, 1503x932, lich2.jpg [View same] [iqdb] [saucenao] [google]
478922

>>478920

>> No.478929
File: 1.07 MB, 1503x932, lich.jpg [View same] [iqdb] [saucenao] [google]
478929

>>478922

>> No.478930
File: 2.16 MB, 1503x932, lich.png [View same] [iqdb] [saucenao] [google]
478930

>>478929
final rener moving on diablo now

>> No.478931

thanks all for your feedback your harsh critiques actualy helped me become better lol

>> No.478932

>>478930
I don't like the background it distracts from the character, too busy

>> No.478937

>>478932
what do you suggest to do with the background?

>> No.478941

>>478920
This shot looks good, make he look at the camera and the pose will be perfect. The background still looks like shit though.

>> No.478946

>>478941
i'l fix the shity background too then ;p

>> No.478988
File: 751 KB, 1503x932, Untitled-1_out.jpg [View same] [iqdb] [saucenao] [google]
478988

>>478937
Blur the background at least.

I honestly don't know why you're bothering to try making this look "epic" with such a boring pose and composition. You might as well cut the crap and just post wires for your portfolio.

>> No.479002

>>478988
lol you totaly ruined it with this blur shit the original is much better

>> No.479005
File: 838 KB, 1503x932, butt-blasted.jpg [View same] [iqdb] [saucenao] [google]
479005

i couldnt properly blur the background since i cbf to mask the character out. you probably have the character with a transparent background so its easy to do. add lens blur to the background and brighten the entire picture up, a bit of vignette also brings some more focus to the character.

>> No.479022

>>479005
Op here i will add a bit blur in the background but i cant increase the total lightness because the image will become to vivid and will be hard for the eye to focus on

>> No.479040
File: 440 KB, 1503x932, Ddiablo.jpg [View same] [iqdb] [saucenao] [google]
479040

painting diablo, notice i dont go after the D3 model neither the d1 model but a compination of two

>> No.479041
File: 770 KB, 1503x932, ddiablo2.jpg [View same] [iqdb] [saucenao] [google]
479041

>>479040

>> No.479049

>>479040
>>479041
There shouldn't be shadows in the mouths... they look like they're supposed to be emitting light, so they shouldn't receive shadows

>> No.479050

>>479049
yeah i dont know how to fix that :/

>> No.479056

>>479050
Use an emission map when rendering, it will tell which areas are supposed to emit light and they won't receive any shadows.

>> No.479057

>>479040
>>479041
Why are you renders so small?

>> No.479115

>>478815
underrated post

>> No.479126

>>479057
time

>> No.480155

do you have any UVs or texture maps you can show?

>> No.480161

>>480155
no these are not ready yet :)

>> No.480175

>>478930
it's an improvement. honestly having this kind of background at all, unless its really good (its not), will distract. you should use a flat/gradiant background

>> No.481531

>>478450

why are his arms so short

>> No.481536

>>479040

>notice i dont go after the D3 model neither the d1 model but a compination of two

Nobody cares. Nobody will ever care.