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BryanSilva
07-06-2004, 08:18 PM
Well I just wrapped up an art test for a company that will remain nameless (though some of you are sure to recognize it) I was given concept art and a poly budget of 2500 triangles to model it, unless I made the eyes and mouth articulated, then I was free to go to 3000 tri's. I chose the 3000 limit. He weighs in at 2998 tris, and he (like the test allowed) has a 512x512 map. What do ya think?

http://www.bryansilva.com/images/generic_punk/modeling08.jpg
http://www.bryansilva.com/images/generic_punk/front.jpg
http://www.bryansilva.com/images/generic_punk/back.jpg
http://www.bryansilva.com/images/generic_punk/punk.jpg

samgrice
07-06-2004, 08:50 PM
thats very sweet, love the detail in the face. I think it need smore shadind though, (unless its gonna go in a light tracing engine) the trousers are in need of some shadowing and need tobe towned down i would say.

otherwise 5*

mindrot
07-06-2004, 09:17 PM
Yeah... I remember him.... looks damn cool. I love that tat sticking out under his shirt. Can you post some closeups of his face?

Ghostscape
07-06-2004, 09:58 PM
This is the third time I've seen this test ;)

And I still have no idea as to which company it is.

I'd ad a bit more contrast to the face and the rest of the skin. It seems a little less defined than the pants.

Matt
07-07-2004, 02:31 AM
Here is my advice.

Your modelling looks fine. The modelling of his shirt is superfluous, however. The extra polys don't make it pop out, so I don't think they're worth their weight in vertices.

You need to study color theory, and learn how to properly use color. Once you learn this, and start applying your new skills, you'll find that even somewhat cartoon styled characters as this will appear more realistic, even with minimal details.

Texture detail helps, but it looks bad when details are present in some areas, but missing in others. Compare his blood and sweat stained shirt with the details in his skin. One is gritty, and the other is completely smooth.

You got the tricep area's shading correct, though. Some specular highlights, color variation, and proper detailing would bring that section to the limits if you worked on it a little bit more.

Watch out for the UVW mirroring on the back of his head.

Miguelito
07-07-2004, 12:26 PM
I first saw it at Poop's website ;)

Solve
07-07-2004, 12:54 PM
It's great, but, the color of the fatigues on his pants...it really stands out and I think it completely ruins the texture(which is excellent).

AdamAtomic
07-07-2004, 03:54 PM
the whites of people's eyes are never actually white! the speculars are tighter on them, but aside from that they're just another surface...i agree about the pants too, the texture could definitely use some work. Some kind of little extra details on the skin couldn't hurt either. The model is very well-proportioned.

jimcoldt
07-08-2004, 11:48 PM
Bryan,


Got your IM's... didn't want you to think I ignored you...

I agree with a few of the comments about the colors. Sometimes even using an adjustment layer in Photoshop to play with different tinting effects can bring all your colors together. Like tinting the fatigues more brownish overall, for example, or lowering contrast.

Otherwise, I think your model looks fantastic. I see no reason they wouldn't hire you. You've obviously got skills and a good attitude about critiques.

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