John Kearney

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About John Kearney

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    http://www.artstation.com/artist/JohnKearney

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  • Gender
    Male
  • Location
    UK
  1. Hi guys, Apologise about posting in the wrong forum! Thank you for your kind comments. To answer your questions - my other artwork is all 2D, I either paint it all in Photoshop or scan in a pencil drawing and paint over that. Cheers, John
  2. Hi! I just thought I'd post a link to an alien concept that I sculpted and painted using 3DCoat. It's a couple of years old and my PC wasn't great so you can see voxels if you look closely enough! http://bit.ly/voxelalien I also uploaded it to the 'Gallery of Finished Works' but it looks to have unfortunately converted the image to a very low quality .jpg so I'm posting the link here in case anyone wants to see details. Cheers, John
  3. 3DCoat Alien

    From the album John Kearney

    © John Kearney

  4. Thanks Marc, I don't prefer Sculptris to ZBrush, it's just that I don't have ZBrush due to the fact we're developing 2D games at the moment which I'm loving! These videos are about pure enjoyment for me so I figured I'd share them in case anyone out there finds them interesting. If I'm honest, I'm not particularly comfortable in any sculpting application right now. My background is mostly in traditional modelling (3DS Max) and 2D (illustration, texturing etc).
  5. Hi Marc, thanks for the heads-up! Should be fixed now I'm in the same boat as you, I generally love the power of voxels and usually stay there for as long as I can. I think it's because I know that details are lost when switching back and forth, which does put me off doing it. In addition, I know it's improved a lot, but 3D Coat still feels a little clunky to me when in polygon mode. I feel there are too many redundant brushes, almost too many options. I think it needs to be a lot more streamlined with a relatively small set of brushes that are finely honed and tuned until they're on a par with the competition (subjective, but for me it still doesn't match ZBrush on that front). It's unfortunate that voxels require a lot more memory and processing power! When you have to start adding a ridiculous amount of detail (film quality) then voxels unfortunately can't keep up.
  6. Hey all, thanks again for watching! I have created yet another video but this time I gave it a shot in Sculptris. Whilst sculpting the beast concept in the following video, I realised how much 3D Coat is currently lacking a good crease brush in voxels. I personally like the freedom that voxels offer so I tend to stay in voxel mode until I'm ready to add detail. Having to switch back and forth from polygons to voxels just to get a decent crease brush seems unnecessary to me - especially because some details are lost with each switch. Anyhow, here's the video for those of you that are interested: Beast Concept Cheers, John
  7. Hi Tony, I do a lot of traditional portraiture but have never really tried it in 3D! I may give it a go one of the days, it'd be interesting Thanks to you and everyone else for the kind comments. All the best, John
  8. Hey all! Didn't realise I'd be creating so many recordings so I'll just update this thread if I have anything new to add! Anyhow, I have recorded a new video and this time it's a lot more relevant to this forum. I had a crack at trying to sculpt a decent head in around an hour and you can see the results here: http://bit.ly/GVHJK Apologise in advance for the awful viewport navigation - I hope it doesn't make you feel sick! I'm not yet totally comfortable with 3D Coat so I'm all over the place when trying to choose a good view. As you can tell from the video, I stayed in voxels and used Grow, Airbrush and Cutoff exclusively, mainly because they were all I needed! Thanks for watching - I hope you like it! Cheers, John
  9. Hi all, not sure if any of you are interested but I have uploaded a 60 minute speed-sketch to Vimeo and it'll be the first of many. There's some basic two-point perspective going on and I plan to cover other processes and techniques over the coming months. Anyhow, here's the link: Ruins For a little more information you can also visit the RetroFist.com website. Hope you like it!
  10. Hi all, just thought I'd let you know that I have released some personal Photoshop actions which could help you work faster: RetroFist.com I hope you find them useful! John
  11. Thanks for explaining! To be honest, I actually agree with some of the points you have made but sometimes, it's nice to put them forward in a way that doesn't demoralise the developers! As with any job, I imagine the guys at Pilgway like to balance their bug fixing /mundane tasks with experimentation and new tools - sure, some may not be successful but it's an important part of the process. Having recently used the paint room, I have found that many 'simple' tools don't work too well, and I'm not the only one as AbnRanger recently started a thread to raise the issues. For example, the fill/paint bucket tool isn't good at all and when you see effort being put into other 'fancy' tools that arguably aren't as important (surely the essential elements should be given priority?), it can become frustrating. However, Andrew has recently replied to the thread and it's clear he now understands the importance of tackling the issues raised. When there are problems and obvious issues that need resolved, it's important for everyone to clearly states why so that Pilgway can make informed decisions.
  12. Hi Michalis, if I'm completely honest I'm not too sure I understand the point you're trying to make. Am I correct in saying that you believe 3D Coat *isn't* an 'artistic tool'? If so, I disagree and feel that talented artists can create awesome art with 3D Coat in its current form. It's a little rough around the edges and does need some refinement but it's definitely getting there. Pilgway have taken huge strides in a relatively short amount of time but it's incredibly important that users provide them with constructive feedback to ensure their direction remains focused.
  13. Interesting comments from Zeddicus re ZBrush. Pixologic had to work very hard to gather the support they currently have - and they went about it in a very intelligent way. Just as ZBrush 2 was released, they made quite an effort to get some of the most talented artists out there to jump on board - by essentially giving them the software for free, on the proviso that they'd make something cool with it. Whilst this may seem unfair to the great majority (those who pay), getting the best people on board to help create artwork that essentially becomes your marketing material is a great move to garner attention. Many of the artists good enough to reach the standard they were looking for had clearly invested many years of hard work already, so it made sense to give them the software and let them push it to its limits. Perhaps an interesting angle for Andrew to consider? Currently, the majority of artwork in the 3D Coat gallery doesn't reflect the quality of the software. I feel Andrew should be more selective about what he uses for promotional purposes and look to present 3D Coat in a more professional way. Of course, I am talking about the superficial elements but if that's what it takes for Andrew and Pilgway to stay in business and take 3D Coat to the next level then one shouldn't underestimate the importance of good presentation in every aspect (3D Coat's transform gizmos make it look like software for children). it's clearly a catch-22 for Pilgway because they're such a small team - if they're paying more attention to the presentation and marketing of 3D Coat then they're probably sacrificing the real work of improving the software (which isn't good either so their focus right now is probably correct).
  14. Hi chaps, thank you for your kind comments, and taking the time to reply! I'll do my best to answer some of your questions. chris_solo: My model shows 8x subdivision and around 7 million tris. I painted all of the wrinkles with one of the standard draw brushes. The only texture I used was 'dotted' so that I could paint the pores for the nose and the impression of hair follicles for the head/stubble. haikalle: Nice crit, I didn't spend much time on the ear and definitely have to revisit it - thank you! BeatKitano: Cheers! michalis: It's actually the same shader with a slightly different lighting set-up (they were shots taken from an animation test to ensure the skin was looking decent). I agree completely though, it's definitely overkill at the moment! SYN7AX3RR0R: Lol, ta gbball: Quite honestly, I believe that most of you would laugh if you watched how I went about sculpting the head. I extruded shapes like the ears very awkwardly with the draw tool, and then kept switching back and forth from surface to voxel mode in order to give me better topology to play with. I used the most basic tools available and haven't even got a clue how to use masks and other such features! I've done a lot of 3D modelling/2D painting in my time but I'm relatively new to sculpting. I just watched a Vimeo video of someone sculpting an ogre and my jaw dropped when I saw some of the tools the artist was putting to great use. I look forward to doing more before my demo runs out! Regardless, thank you and everyone else for the kind words and warm welcome. Here's the only other 3D sculpt that I've done:
  15. Hi all! It's been a long time since I've posted work on a forum (actually, I've never posted my 3D work on a forum!) but here's a voxel head that I created from a sphere using a demo of 3D Coat. I started this after two or three hours of getting to grips with the basics and then carried on for another four or five hours until I got the result you see below. I haven't touched most of the features and options within the program and I'm looking forward to investigating more. I used 2 or 3 of the basic brushes in 'draw' mode and then brought in some textures I quickly made in Photoshop to help out with the pores and so on. The images below were rendered with a significantly reduced resolution model because my computer here at home is terrible (2GB of ram). It doesn't have any diffuse/spec/SSS maps - the variation you see was created with procedural noise/dirt maps just to get a feel for how it might look if I can one day be bothered to paint some proper textures. Cheers! John