Tim Blake - 3D Workshop


#1

Hey all! :slight_smile:

Many years too late but thought i’d create a thread for current and future works in progress.

Tiny introduction:

Im Tim Blake, a 3D Artist and recent graduate from the University of Hertfordshire. Big fan of all things 3D, modeling -> rendering. more info here: http://tim-blake.co.uk

currently in progress on a Darren Bartley Concept, when i have a hour spare.

concept: http://conceptartworld.com/wp-content/uploads/2013/04/Darren_Bartley_14c.jpg

current WIP:


would really like some crit. especially on the legs, i plan on redesigning them entirely (why they haven’t been sculpted + retopo’d)


#2

Is it your intent to move away from the concept. If not the legs and hands both need redoing. For me looking at it without the ref first I thought the head was a little off, but after looking at the ref I see its the hands.

The top half of the character looks really good so far.

As for the legs there is a lot of work need to match the ref. Mostly the front pads.

If you are moving away from that image then maybe sketch some ideas down and have a look what works.

But keep it up. :applause:


#3

thanks for the reply!

My initial intent was to follow the concept as closely as i could, however, when it came to the hands, i found them quite square and blocky; compared to the roundness in the head, tubing and other accessories - so i opted for something smoother and little more human-like. Whether it works well or not is still up for discussion though :smiley: seems to be splitting people down the middle!

tried only to take artistic licence in areas were there was ambiguity or where i felt it didn’t fit with my interpretation, but we’ll see how it ends up :slight_smile:

totally agree on the legs, though. it was after i finished retopoing the upper half, i saw how wrong they looked and put them on hold!

will be taking all your advice and running with it :beer:


#4

Love the concept. But I think as tweetytunes pointed out there are some areas that I think could use some more attention. In your concept piece I think what makes the small head work is that it is very heavy toward the bottom. Right now it looks like the 3d model is just an overweight guy with a tiny head. I don think this is your intent. I think that if you bring the shoulders in and make the arms smaller at the top then they are at the bottom it would help make it feel heavier at the bottom. Also as far as the legs. In the 3d model the pads feel like they are cut into the pants instead of being on top. Putting them back on top should also help by adding more bulk to the bottom. It might help to think of your character in terms of a simple shape. In the concept it is basically a cone where things are bigger at the bottom and get smaller toward the top. Right now the 3d model feels like a cylinder with a ball on top. Anyway, hope this helps. Keep posting your progress. :slight_smile:


#5

Not bad, mesh flow is also very well done.

I prefer the concept hand, but its just a personal preference.


#6

Its a cool model, the body is pretty much similar to the pyro from the game Team fortress. :slight_smile: Only changing the legs would make him dashing. Nice work.


#7

Thanks for the comments guys, really trying to implement the changes.

got a lot of feedback on the legs about their size, and rightly so. They were just placeholders so i could start sculpting though. my fault for not saying so!

changed the pads to match the concept’s style closer. latest render with a [rather quick] zRemesher on the legs. Will properly re-topo by hand again, quite keen to match the pad housing topology.

will be working into the arms soon; get them following that conical silhouette.


#8

rather belated updated:

pretty much final, in terms of lighting and compositing. will add displacement to the cloth and call it a day. first character i’ve done so will be hoping to improve on the next piece. :slight_smile:


#9

Nice work Tim, textures are great! :cool:


#10

Nice work, really love the overall design.


#11

New project. Not had a chance to put the final polish on this, due to other commitments but hopelly theres enough to get the feel across. Original concept by Alex Palma.






#12

New project WIP, based [not to faithfully] on another darren bartley concept:

bit more up-resing to do and little bits like duct dape etc. in two minds whether to add the skull. Thoughts?


#13

whether to add skull or not you need to understand more what that concept art is about.

I guess concpet artist wanted it to show story how from human base they did heavy unethical modifications in such extreme that only human part are bits of skin, nose and lip tissue

the way he cut mouth and replaced with mechanics suggest that whole digestive organs are gone as well as body…

Skull is there because skulls are awesome and cool ok seriously my guess is he wanted to show that even emotions and rest of humanity is just gone

btw I have to say this concept is amazing how it could talk to me, I definitely have to check out more stuff by Darren Bartley

Basically you went different way, like there is normal human inside hi-tech armor, sleeves and cloth for human tissue, proportions of massive metal parts has been shrunk down so it is on the body, not body itself.

so dont add skull, it has no meaning now, as well as add there normal mouth and lips, that are just under metal armor.

Instead of skull add there some interesting details on head shield

Its pity you didnt stay more true to concept, but dont worry about it, I also did similar mistakes for example here, where I also went for cloth instead of more mechanics my model concept


#14

Thanks so much for the insight!

Your comment has actually helped me realise where i want to go with it and more importantly why. I’ve been fighting with the idea of adding the skull and i wasn’t sure why (I will be adding something else, though).

I think the route i’ve taken is somewhere in between Ironman (man in a suit) and perhaps the story you have proposed, to leave me with something perhaps closer to 60% human, 40% machine but with some sense of mechanical integration. I think the diversion is due to how I wanted to interpret the concept rather than what i saw, for some reason or other.

Nonetheless it’s very interesting and refreshing to hear your point of view :slight_smile: Cheers!


#15

news cams and final hard surface geo:

organic to follow! and texturing


#16


#17

Try a Mitchell render. Mecanic parts will popout!

BUt the final result is awesome already :wink: