WIP Character | Little Retro Robot

in #art5 years ago (edited)


Why can't I hold all these projects?!


4 projects. Yes, working on 4 projects at once may or may not be the best thing to do, but that's my current state of mind: too inspired to contain my imagination, too slow to work on all of them. Not to mention the number of unfinished characters waiting patiently for me to continue working on them. Oh, poor mesh! 

All this works but somehow I still managed to write some reviews of some games I played months ago. I wish I have time to play Moonlighter since it's currently free on Epic Store and that game is on my wishlist for a while now and write a review of it, but it has to wait. So yeah, you can probably expect some game reviews from me in the future. But for now, I'll share this clay rendered character with you.


Cyan

Can't remember what inspired me to create this little tv-headed robot character, but I really like the idea. The only thing I remember is that I wanted to make this character to look retro rather than sleek futuristic style. Hopefully it will once it's textured. 

As you can see, this is a clay render, meaning it has no texture but still rendered properly for beauty shot with proper lighting. Though, my lighting may not be that "beauty", but, oh well. 

Anyway!
This beauty shot clay render thing is inspired by some of Julien Kaspar's work. He's a 3d artist who works in Blender Animation Studio. Not only that, I also got indirectly suggested by a fellow Steemian, @theartofori who said that a great model doesn't need textures. So I tried to render that way with this one and I kinda like it. I guess I should thank you for that! 

Now all my unfinished characters can at least be rendered nicely while they wait for their turn for the texture painting process. Yaaay!

This bot is called Cyan, as in, the colour cyan. I'm thinking of making a series about similar tv-headed bot characters each with their own quirks and unique appearance influenced by the RGB colour model. This first one is cyan is simply because it's one of my favourite colour--after black + gold. The next one is going to be his partner, a female bot with violet colour scheme, and her name would be...well, Violet. I'm so good at naming things I should get paid for it...

For now, that's what I have to share. I'll post my other characters once they're at least reach the clay render-worthy stage like this one. Next is probably going to be this fantasy, spider-y assassin-y character I'm making for a certain spider around here. 


Help!

Before I close this post, meet @nowargraffitis. He/she's a talented artist from Berlin, and in need of your help. @nowargraffitis create art for a living, logo and concept designs, professional facade design, stickers, digital and traditional artworks, etc, and they are all amazing. You can check out some of them in this post, and also this post. However, his/her arting arm is injured. You can see more of it in this post. If you can help in any way--upvote, resteem, sending Steem, etc--it will be wonderful and @nowargraffitis will be grateful. 



Commission

I'm open for commission. I make 3d rendered stylized character portraits. If you want an icon, a portrait, a wallpaper, etc, click the button below to see the terms and conditions.

If you’re interested, you can contact me on:
Discord: Rain#9999
Twitter: @ProbablyRainite
Email: careforacoffee@gmail.com


Coming soon:
Combining Commissioned Characters
Stylized Game-Ready Weapons
Stylized Game-Ready Character
Stylized 3d Print-Ready Character

        


©2019 Adam Rainite Lawsone

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Nailed it! Looks great without the textures. The lighting sets mood, his pose / proportions give him a lot of personality. Pretty strong posing skills dude. Now, you can make another pass at it (next round on this guy, or the next robot) -- no texture yet, but add more detail - some nurnies, nuts and bolts.... Inlays/bevels.

First level = Overall Shape (If you're talking about humans - it'd be the shape / pose of a person) and basic planes for light, etc...
Second level of detail = eyes, teeth, refine it....
Third Level of detail = Pores, freckles.

You should get the idea for what you've got on the first pass.... definitely see it as a piece on the second pass (that's what I'd say you've got here) -- the 3rd level of detail just adds more realism.

This dude is awesome, I really like him. Congratulations on coming so far so fast.

Thank you sooo much! Especially for the suggestion and the help. Getting advices from pros like you is always helpful for a self-taught artist like me ^^

First level = Overall Shape (If you're talking about humans - it'd be the shape / pose of a person) and basic planes for light, etc...
Second level of detail = eyes, teeth, refine it....
Third Level of detail = Pores, freckles.
^This. A lot of time I stuck at this "big > small > smaller detail" part, which I think because I rarely use reference. Like this robot for example, I've seen countless robot designs already--from games, movies, etc--and I can picture their details like the bolts, inlays/onlays, greebles, some random number code, and stuff like that, but when I try to put them into my model, my mind goes blank, the progress slow down, I got bored and start another one lmao.

Most people jump into the 3rd level too soon(e.g. trying to paint skin pores before the proportions, etc are correct).

One trick is to render your model from a few angles(at least front / side) , drop those renders into photoshop or whatever, and just drop some bolts/ screws/ etc on there... experiment that way. Much faster than sculpting in 3d.

Another possibility is to look for kitbash sets.... a bunch of ready made parts that you can cut and paste on your model.

Posted using Partiko Android

Oooh right! Why didn't I think of that method earlier... That's brilliant.
I refrain myself from using pre-made assets made by other people and create everything on my own (but custom brushes and community addons are fine), but part of me think I should stop that .__.

It's up to you.... but remember... back in the day, artists would make their own brushes and paints... So... are you a cheater if you're buying pre-made brushes... and buying a tube of blue paint, instead of grinding your own cobalt, are you a cheater? What's the difference between pre-made assets and community addons? They sound identical to me- except maybe who the manufacturer is. The trick is not to rely on pre-made assets, and know how to modify everything... so that you repurpose it into an original creation that doesn't look like the original asset. For example: If you model an assassin - I don't think anyone is going to care if the handgun is a stock-gun from turbsquid..... Texture it how you like, scuff it up... paint-over the render... You can completely change how it looks, or keep it the same--- doesn't really matter.. .it's not about the gun.. it's the story the gun is involved in. You can even use a base-mesh (Daz/Poser/etc) --- just so long as you make it yours.... pose, lighting, material, texture, the model itself of course can be modifed greatly... there are so many ways to change something around.

Look... There's times you'll have a tight deadline.. when people are paying you for art, there's often going to have a crazy short deadline.... So, if I have something specific I need to do, and I know what tools / models are going to save me time.... and I'll finish it, make it kick serious ass, while you try to model from scratch. :) I'll get the EXACT result that I want....even better, I'll get the client the EXACT results that they want.... Complete more variations, make a happier client, and a much slicker final image. Iteration is the magic.... The more versions you can do on an idea, the better you can get with it-

Okay, that's good enough advice for me to stop doing that. You're right, just because the asset was made by someone else doesn't mean we can't make it ours (not stealing it, changing its look XD) and that we're cheating.

I've had someone asked me to create something for them in 3d before, and yeah, the deadline was short, 2 days, but good thing it was a logo so I could finished it (made a couple iterations for the client to choose) in 1 day. If it was a character, then I don't know how to finish it--let alone making a couple iterations in 1 day XD
Ok, I think now I'll start to use some pre-made asset (only) when needed.

Challenge yourself. Find a kit of nuts and bolts to enhance this bot.

Posted using Partiko Android

Ahh he(?) is adorable with the little blender logos. So of course I’m totally unsurprised that the next shot is toting a gun because it’s always the cute ones you have to watch 🤣 did you make the gun too? They’re both pretty good models 🙃

Looking forward to the others and seeing how they travel from now through to completion. And don’t sweat about taking ages, you’ll get quicker at whatever you can be quicker on and some things just take ages 🙃

Posted using Partiko iOS

Mhm, I make everything. I'm glad you think they're good, Ry ^^ I had to actually study how a revolver work and look like in order to create one.

And yeah, he can't be persuaded with sweets, he prefer ammo. And if someone don't give him any he won't beg for it, he'll pull out his gun and make them beg for their life XD

I'm looking forward to seeing them finished too, especially your character, the Mysterious 3. Thanks for the advice, Ry. I'll try to ease up my mind with that thought because it's kinda hard to relax and take it easy, not sure why...

I remember doing that with guns as well though it's been a while since I made one XD

I suspect the difficulty with relaxing and taking it easy and accepting that sometimes things just take as long as they're going to take is because of pressure to perform (even if the pressure is all in our heads). That's just something else to get over ;D