Hey guys, my name's Anderson, I'm a self taught student of 3d modeling and sculpting (for about one year now). I really hope you guys can help me improve with your crits and comments. Thank you.
Hey Sean, nice you like it! Thank you! It was pretty fun to make. For the scales I used a combination of hand made (using clay buildup, dam_standard and trim dynamic brushes) for the face and back, and the Zbrush surface noise with a snake scale texture I found on the net. I made a note to remind myself of the process later so here it goes (I've made a quick translation so forgive me if there's any mistake or any confuse part):
1.store a morph target;
2.make a surface noise projection of front view (it also projects in the back so, if you don't want it, protect the area with a mask) choosing the alpha you want to apply;
3.write down the values used in scale e strength so you can re-use them on the other views;
4.apply noise;
5.With the morph brush clean/erase the stretched projection on the sides, top and bottom of the mesh;
6.delete e store a new morph target;
7.delete the surface noise;
8.Make a new surface noise with the same alpha and same values of scale e strentgh that you wrote (now projecting on the sides - once again, remember that the projection is mirroed on the other side);
9.apply noise;
10.with the morph brush clean where the textures overlap with the anterior (front and back of the mesh);
11.Delete and store a new morph target;
12.Repeat the process for the top/bottom of the model if you want.
Highpoly made in 3dsMax + Zbrush, texturing made in Zbrush, lowpoly and maps baking made in Topogun, maps composed in Photoshop and rendered in Marmoset.
Replies
Hey kinetic, thank you very much, I'll keep 'em coming!
Sean
1.store a morph target;
2.make a surface noise projection of front view (it also projects in the back so, if you don't want it, protect the area with a mask) choosing the alpha you want to apply;
3.write down the values used in scale e strength so you can re-use them on the other views;
4.apply noise;
5.With the morph brush clean/erase the stretched projection on the sides, top and bottom of the mesh;
6.delete e store a new morph target;
7.delete the surface noise;
8.Make a new surface noise with the same alpha and same values of scale e strentgh that you wrote (now projecting on the sides - once again, remember that the projection is mirroed on the other side);
9.apply noise;
10.with the morph brush clean where the textures overlap with the anterior (front and back of the mesh);
11.Delete and store a new morph target;
12.Repeat the process for the top/bottom of the model if you want.
I'm not sure, but I think I used this texture from this guy http://browse.deviantart.com/resources/textures/?q=seamless%20texture&order=9&offset=0#/d23u9fj
Hope it help you somehow .