View Full Version : Random samplings.
nghia59
16-03-2010, 11:49 PM
Here are a few random samplings of personal sketches that I've done on what little spare time I have. Wish I can thin the work out a bit more sometimes.
Enjoy guys (^_^)
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nghia59
16-03-2010, 11:59 PM
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PascalR
17-03-2010, 12:00 AM
Wow first and third one are my favs (of the first post). Amazing work clap
nghia59
17-03-2010, 12:00 AM
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nghia59
17-03-2010, 12:08 AM
CGFeedback is so far the most fun forum I've ever been on. Been a bit too busy to post more often as I'm on a really hard crunch right now, but I'm trying to get on as much as I can.
Here are a few tests that I did for a canceled project. It's a game so we're really limited on memory so we have to find trickier ways to do things and still stay under budget.
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nghia59
17-03-2010, 12:31 AM
Wow, I can't believe I still have these.
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nghia59
17-03-2010, 12:50 AM
She's actually a really low poly model using normal maps for details in the anatomy. Some of it looks a bit weird because Mental Ray handles normal maps kind of strangely in its default commercial version. Kind of looks like a smooth bump map instead of a normal map.
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Ooooooh! And I found my Battle Angel piece!
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leslie.button
17-03-2010, 02:30 AM
Really great work all around. I am diggin the audrey portrait, very cool color palette. Battle Angels getting my anxious for the movie!
tiktok
17-03-2010, 07:07 AM
awesome!
glad you're posting more nghia!
always good to see your work! :sw:
:beerchug:
-Bayard
nghia59
17-03-2010, 09:47 PM
Since you guys seem to like the Audrie piece this is the program that I used to make it:
http://www.artrage.com/
It's super cheap (and I believe that there's a free version) and really easy to use. Acts like the real thing! It even comes with a water cup to clean your brushes. LOL Give the free version a try! So fun! :bouncy:
I'd love to see more of your posts Leslie you do beautiful work.
Looking forward to more Pho Man from you Bay! I was there when you drew it so it's really exciting for me to see it in the flesh so to speak! :bouncy:
drummermenco
22-03-2010, 12:21 PM
great man, this is good stuff! your robots are so cool!
nghia59
22-03-2010, 03:04 PM
I think we're on each other's CGTalk buddy lists! :beerchug:
nghia59
01-04-2010, 10:05 PM
Spent about an hour ZBrushing a head I had sitting around before hitting the sack. Wish I had more time to do art at home these days :(
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nghia59
02-04-2010, 12:02 AM
OK, couldn't resist a test render with my friend Bay's skin set-up. Sleep now for real.
- Nghia
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nghia59
02-04-2010, 12:11 AM
One more. :D
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PascalR
03-04-2010, 12:58 PM
Nice wip! I would soften the eyelids though, the folds look quite sharp in there.
Keep it up!:beerchug:
nghia59
06-04-2010, 12:32 AM
Fixed the eye lids and adjusted her mouth just a bit. Also fixed some of the sculpting in her ear as it was symetrizing right in ZBrush. OKay, back to real work now. Boo.
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nghia59
18-07-2010, 07:35 PM
Some quick hour long doodles in sculptris. You guys should try this out. It's really phenomenal to use.
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PascalR
18-07-2010, 10:45 PM
hehe cool sculptris tests, this new toy is quite awesome indeed, keep posting man!:thumbsup:
nghia59
19-07-2010, 02:44 AM
Hey Pascal. The program is a simple shareware app that works in a very interesting way. It's not true voxel sculpting like in 3DCoat where it can cut holes into a mesh. It's more like a poly sculptor that adds and removes triangles as you need them. It even has a brush that eats or adds polys.
It has 2 results because of its function that is really good. One, it never dents or pinches like you would see from a quad looped mesh. And two, its always the optimal resolution without sacrificing detail.
Each of those meshes only took me an hour to do from not even used the program before. This makes me think if its better to sculpt first and then retopo. I'm thinking about opening a discussion on sculpting in general in the WIP thread because I am getting interested in where people are going with their techniques and what still needs to be addressed in tools.
As another note are you guys going to on the super cool Avatar blueray? :sw:
I hope you guys all have interviews on that! It would be so cool!
- Nghia
nghia59
27-07-2010, 03:06 PM
More Sculptris Madness.
BTW, to anyone who might not already know, they got bought out by ZBrush!
NOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!
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nghia59
27-09-2010, 12:14 AM
Some real-time character pipeline tests in UDK. The ears ar e a bit big and even look bigger with the viewport's FOV settings. Not being too careful with this mesh right now as I am just testing out some theories and they seems to be working OK for the time being.
- Nghia
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After some shader tweaks to the fresnel contributions and SSS.
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The shader tree.
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One more before bedtime. Balanced out shaders, got rid of poly anomalies, and added env map.
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Yay! Found the FOV settings.
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New shader tree.
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nghia59
27-09-2010, 02:18 PM
Lighting tests to see hat the shader look like in different conditions.
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Kel Solaar
27-09-2010, 09:07 PM
That's great ! Did u tried putting a higher resolution mesh into the engine ? I would be curious to see how it handles more polygons.
KS
nghia59
28-09-2010, 06:29 AM
Actually most game engines can handle far more polys than Maya so getting in a higher resolution mesh isn't a problem at all. On average scenes in Unreal are between 1 to 2 million polys and run at about 45 FPS fully shaded on a nice video card. On a top of the line card it can probably double that frame rate and poly count.
Right now the big issue with me trying out this pipeline is that I really want to do my own indie film project and need it to go a lot faster than a traditional CG pipeline as I am the only one working on it. So I am exploring the idea of doing cinematic game res art an seeing how that'll work out for me. The interactivity of doing it in a game engine in and of itself is about 10X faster so far but I need to figure out how to get the work out even faster than that.
Here's a video of the general idea of work flow if you're interested...
http://www.youtube.com/watch?v=oBX6pkcvNVQ
- Nghia
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