Jeff Parrott: Thanks man guhhh: Cheers Scythe: Thanks mate, hope it helps chronic: good idea. I'll have to try doing it that way next time. MrNinjutsu: Cheers bro woogity: Thanks duncan: haha thanks matey funkdelic: no worries:) Nizza: hey mate, good eye on those jaggies, a lil paint over fixed it quick. thanks dude Dylan Brady: Thanks Dylan pappete: no worries. Yea I use xnormal for most of my bakes. carlobarley: Cheers mate
thanks for all the feedback guys. Sorry for the lack of updates, but I didn't work on him for a week or so and started up again having some fun with painting the diffuse. Here's what its looking like so far-
This already looks killer man :thumbup: :thumbup::thumbup:
I am keen to see the texture progress esp with spec.
Only thing I could sort of crit (and this is pure personal taste) but his skin feels a little too "human". I kind of expect his flesh to look a little grey and have more animal markings (I know it might not match the ref but hey why not).
Either way ACE! I am looking forward to some more.
PoPcorn: Thanks man. For the fur I used clayTubes to block out the main shapes and flow, then used the damStandard to refine and cut in more of the forms. I also used the move and snakeHook to adjust the silhouette and create overlappings patches. Hope that helps. carlobarley: nothing very exiting about my process. I did do a lot of it this project in the google+ hangouts. It's a great place to see how different artist's work. duncan: Thanks bro! I did try adjusting the skin colours after your crit, but I didn't really like the contrast between the greyish skin and the vibrance of the costume, was definitely worth a shot though. thanks for the idea. wretchedgoat: cheers dude mr_ace: hey man. thanks
I finished this guy the other day, but didn't get a chance to post him until now. Thanks everyone for the comments and anyone in the hangouts that kept me motivated while I was working on him.
So this will be my last art post for a little while. I'm getting married this weekend and will be on my honeymoon for a few weeks So until then here's some final shots: Thanks guys!
turned out really cool man ^_^
If you've got an extra couple of seconds to spare, I'd suggest amping up the spec a little bit so he pops more, then maybe slapping some strong rimlight (or just backlight) on there too (seems a bunch of the dota 2 chars roll that way). ^_^
Anyways, really solid peice dude, and gratz on getting married
ok so I updated that first image with slightly better lighting. (thanks Nizza)
xxxcubanxxx: thanks buddy Nizza_waaarg: Cheers bro! I agree with the spec/lighting. I only had a few minutes, but I've updated the first image with slightly better rim lighting and spec. Thanks for the suggestions mate. Gav: Thanks man nedwork: thanks dude almighty_gir: Yea if I'd thought a bit more ahead I probably would have done that. Thanks mate Synyster: thankyou osk: cheers JadeEyePanda: for the armour parts I just modeled a really basic blockout in Maya and imported in Zbrush. I turned off "Smt" and subdivided a few times. This way it holds it's shape better, the downside is that it keeps the faceting. So I then get the move, smooth and hPolish brushes to smooth out the silhouette and remove the unwanted faceting while keeping my edges tight. I then turn "smt" back on and divide again this time my hard edges should get a softer edge to them (and they'll bake out better as well). For the indents I just mask out the areas I want and use Deformation>Inflate to pull the areas out then I use move,smooth and hPolish again to clean it up if needed. Hope that answers your question
Did you block out the raised portions of the armor, like the raised edges that surround the shoulder pads, in Maya? Or is there a way to make them look like that by straight up sculpting from a flat surface?
...... For the indents I just mask out the areas I want and use Deformation>Inflate to pull the areas out then I use move,smooth and hPolish again to clean it up if needed. Hope that answers your question
Wooo getting married?! I am happy for you and sad at the same time. You're never going to have time for your mistress Polycount again. Women BE JEALOUS AMMARIGHT?!
It almost looks like you could do a lighting/paint pass to bring out some brighter highlights. You have really good darks and midtones but it looks like it is missing that extra punch from the highlights.
I really like the gradient with the AO bake as well, but when you introduced your color and normal pass it looks as if the gradient was pushed back quite a bit, have you tried to make the gradient a little stronger once you introduced the color pass?
Again, great work and thanks for sharing with us all!
Replies
guhhh: Cheers
Scythe: Thanks mate, hope it helps
chronic: good idea. I'll have to try doing it that way next time.
MrNinjutsu: Cheers bro
woogity: Thanks
duncan: haha thanks matey
funkdelic: no worries:)
Nizza: hey mate, good eye on those jaggies, a lil paint over fixed it quick. thanks dude
Dylan Brady: Thanks Dylan
pappete: no worries. Yea I use xnormal for most of my bakes.
carlobarley: Cheers mate
thanks for all the feedback guys. Sorry for the lack of updates, but I didn't work on him for a week or so and started up again having some fun with painting the diffuse. Here's what its looking like so far-
diffuse + normals:
Can you explain how you went about sculpting the fur patch?
I am keen to see the texture progress esp with spec.
Only thing I could sort of crit (and this is pure personal taste) but his skin feels a little too "human". I kind of expect his flesh to look a little grey and have more animal markings (I know it might not match the ref but hey why not).
Either way ACE! I am looking forward to some more.
looking good! doing a great job capturing the concept!
carlobarley: nothing very exiting about my process. I did do a lot of it this project in the google+ hangouts. It's a great place to see how different artist's work.
duncan: Thanks bro! I did try adjusting the skin colours after your crit, but I didn't really like the contrast between the greyish skin and the vibrance of the costume, was definitely worth a shot though. thanks for the idea.
wretchedgoat: cheers dude
mr_ace: hey man. thanks
I finished this guy the other day, but didn't get a chance to post him until now. Thanks everyone for the comments and anyone in the hangouts that kept me motivated while I was working on him.
So this will be my last art post for a little while. I'm getting married this weekend and will be on my honeymoon for a few weeks So until then here's some final shots: Thanks guys!
If you've got an extra couple of seconds to spare, I'd suggest amping up the spec a little bit so he pops more, then maybe slapping some strong rimlight (or just backlight) on there too (seems a bunch of the dota 2 chars roll that way). ^_^
Anyways, really solid peice dude, and gratz on getting married
other than that, it's badass man.
And congrats on your soon-to-be marriage!
Saved image to my inspiration folder.
xxxcubanxxx: thanks buddy
Nizza_waaarg: Cheers bro! I agree with the spec/lighting. I only had a few minutes, but I've updated the first image with slightly better rim lighting and spec. Thanks for the suggestions mate.
Gav: Thanks man
nedwork: thanks dude
almighty_gir: Yea if I'd thought a bit more ahead I probably would have done that. Thanks mate
Synyster: thankyou
osk: cheers
JadeEyePanda: for the armour parts I just modeled a really basic blockout in Maya and imported in Zbrush. I turned off "Smt" and subdivided a few times. This way it holds it's shape better, the downside is that it keeps the faceting. So I then get the move, smooth and hPolish brushes to smooth out the silhouette and remove the unwanted faceting while keeping my edges tight. I then turn "smt" back on and divide again this time my hard edges should get a softer edge to them (and they'll bake out better as well). For the indents I just mask out the areas I want and use Deformation>Inflate to pull the areas out then I use move,smooth and hPolish again to clean it up if needed. Hope that answers your question
JadeEyePanda: no I created the raised parts in ZBrush.
Wooo getting married?! I am happy for you and sad at the same time. You're never going to have time for your mistress Polycount again. Women BE JEALOUS AMMARIGHT?!
It almost looks like you could do a lighting/paint pass to bring out some brighter highlights. You have really good darks and midtones but it looks like it is missing that extra punch from the highlights.
I really like the gradient with the AO bake as well, but when you introduced your color and normal pass it looks as if the gradient was pushed back quite a bit, have you tried to make the gradient a little stronger once you introduced the color pass?
Again, great work and thanks for sharing with us all!