Friday, February 4, 2011

Super Good Work of ME

Hey guys
i think this is the fist time im writing here so abit excited :P
well its been like 3-4 months since i quit my job.(believe it or not but i was working as TD :))
so since then i ve been working on this project called Necromancer Cleaner(well had some freelance work so not entirely)
and finally i m almost done with the picture but still missing background,some effects and comp.
but im pretty lost with look of it cuz i changed some of the skin materials,lights and camera angle to give him
more scary look.However when i thought i was done with the look, i checked my old renders and got confused which path i should take and ofcourse i found the solution coming here and ask for u guys opinions.
So which one do u think looks better?
Left Side image i wanted to go for more comic look/ sharp shadows,darker and scray
Right(old render) side more like kind of human-fish like skin
well im fully open to ur critics.abit bored by this work but wanna push it a little bit more to get better result and satisfaction.
i hope u all doing fine and really missed you all but ian just kidding!
cheers Erdem

Monday, January 10, 2011

still going

Here's a render of the environment test I was doing for fun.

Thursday, November 26, 2009

New Energy :)

Hi PPL,

There was a suggestion that we mix it up every so often to change up projects and group leaders to keep the energy fresh. There was some discussion and I suggest we continue with our 3 projects, but in collaboration. We can work together to finish our respective projects with Environments and extra characters, etc.

Currently, we have 3 projects and since Eunice started this blog I suggest we start with her Final Fantasy set, then Ian's Megaman set, then my Strider set. This way we each can be the Art/Design directors of our respective projects and have credits for new assets in 3 different storytelling styles, eg. Fantasy, Anime and Sci-Fi :)

We have to commit to getting all 3 projects done to be fair to each other. :) Plus, by putting credits at the end of the projects, it'll keep us honest in delivering our best quality of work. This way we can have 3 killer sets and one complete overall project reel that we all collaborated on.


As decided by everyone, let's make the deadline 5-6 weeks per project, with a rough outline of weekly schedules consisting of:

1. Organizing assets, storyboarding, asset design sketches, Art Director written outline
2. Building Geo
3. Texturing
4. Lighting and (x3)Rendering
5. Shot Compositing (x3)
6. Week 6 if needed...

As within the spirit of this blog, let's continue to push and support each other!

Cheers! This going to be fun :)

A.

Wednesday, November 18, 2009

Sexy Boots!

(not sexy in the conventional sense...) The one on the left is what I had before.


Edit: actually I just realized that I haven't posted any full body screens for awhile...

Monday, October 5, 2009

Edgar Zbrush head sculpt


Here's my initial head sculpt. I'm not using correct line flow right now so i can have maximum flexibility in Zbrush. I'll have to go in and either retopograph it in Zbrush or use the sculpt as a template in 3ds or xsi later.

I'm not really sure that I'm going in the right direction in regards to the face, though. He maybe looks more rough and soldiery than he should, especially compared to the regular Final Fantasy style. He's supposed to be a womanizing prince in the game. Or it could be that he just needs some nice hair. What do you think?

ammo box final?

Here's the new render of the ammo box with fixed edges on the base normal map and new spec map. Wireframe and maps are below.

Friday, October 2, 2009

Takin' a break...

So I took some time off from working on Edgar to practice some low-poly prop modelling & texturing. Top is the render, bottom 2 are the ref images. Do you think I need to adjust the spec map?




Total 344 triangles
512x512 diffuse map
256x256 normal, spec, and transparency