A quick, Nothin fancy, Wall tile for my Borderlands Project. sense normals get obliterated by texturing, i wasn't too worried about the HP. Should turn out well though.
Pretty much done with materials and shaders as far as Marmoset is concerned. Gonna get him rigged, posed, background, and physically based before calling it done.
Cool, would love to see a breakdown when it's all done, great materials and modelling.
So much awesomeness going on here, I'm embarrassed to even post. Finally finished with the high-poly on this thing. Now working on the textures and debating on what direction to take them. Thread here, stop by and let me know what you think.
@pauluz88: Looking really great, I think you've done a really good job capturing the character. You'll probably get more feedback in the LOWPOLY thread. Looking forward to seeing some textures! Welcome
getting much closer to finishing up this high poly, only the secure lever left to fix. hopefully i can get to doing this low poly in the next week sometime.
im still getting the rendering problems with the floating geo casting shadows. is there a way to fix this? i tried going into object properties and turning of cast shadows, but the problem persists.
thinking I'm about 3/4 the way through this likeness..
I keep flipping from.. "yeah he's coming along nicely".. to "damn its nothing like him"
so something throwing me off..
anyone know who he's meant to be?
I think you're making his face just a tiny bit too full. You've given him a sort of puffiness that makes it kinda look like a cross between Walken and Martin Sheen. Walken's got much more hollow facial features. Bring the corners of his jaw in a little and push them a bit higher, pull his eyes a little further apart, make his lips a fair bit larger, and bring his forehead down a lower.
yeah in some of my ref of more recent films i think hes filled out a little.. plus hes got his famous pout going on there.. but the shot is really iconic so I will push it a little towards that
and i suspected the eyes may need to go wider, ill have a crack tomorrow
That's . . . that's really well designed. Good job!
Thanks a lot
Here's another wip sword, a long sword still i feel like something is off a little any crit of advice would be great. also the overall design does it look okay ?
Hello everyone!
I would like to share my recent work with you. After many fails of sculpting human anatomy I decided to take a break and draw a demon.
I didn't want to waste time retopologizing and baking maps so the armor pieces look kind of sloppy. Also since all pieces were made using dynamesh I didn't want to go too creazy with the resolution of the mesh, because I knew that in the end it will be impossible to work in Zbrush. Basically it's a scetch.
Also, I'll be very happy if someone will tell me how to render in zbrush. I need a step by step fool's guide. What passes to render and how to combine them in photoshop and which blending mode to use. All information I found on the Internet is complicated for me to understand. I don't want to waste time on retopologizing, UV'ing, texturing, scene set up, lighting, materials and rendering just for stills. That is too much work for a static image.
@DKK I might be dude thinking about expanding or making a complete mark 2.0 version or something! I've made a tutorial over at ZbrushCentral if anybody is interested in my process!
Replies
Gav- Nice details
I just finished this piece from God of war 3.. concept by Andy Park
Still not feeling it yet. I think I am going to redo it tomorrow.
I'm a noob in modeling and a hobbyist.
This is my first model. It's for de 20th anniversary of Secret of Mana on the super nes.
Crits and tips are very welcome.
[SKETCHFAB]bd66859960724b7eb1c173ba833eeeff[/SKETCHFAB]
This past week I decided to try out some hardsurface tests for concept in zbrush!
First is the in field assistance drone:
And next is is the unmanned ground vehicle:
Thanks guys!
Tom
If you have tips of how I can improve the textures please share with me
Cool, would love to see a breakdown when it's all done, great materials and modelling.
A little piece I started for fun from Advance Wars
This is honestly fantastic. I've seen your thread on CGFeedback and this piece is gonna be outstanding.
@Retleks - he came out awesome, can't wait to see him posed.
Attempted a self portrait over the past few days
I keep flipping from.. "yeah he's coming along nicely".. to "damn its nothing like him"
so something throwing me off..
anyone know who he's meant to be?
Im thinking Christopher Walken
damn.
Concept by Josh Kao
Sketch. Alien.
Just finished the UVs on the Mark III. Just need to mirror the arm, legs, bolts and all that stuff and it's good to go.
getting much closer to finishing up this high poly, only the secure lever left to fix. hopefully i can get to doing this low poly in the next week sometime.
im still getting the rendering problems with the floating geo casting shadows. is there a way to fix this? i tried going into object properties and turning of cast shadows, but the problem persists.
Made a little crate to go along with the barrels.
I think you're making his face just a tiny bit too full. You've given him a sort of puffiness that makes it kinda look like a cross between Walken and Martin Sheen. Walken's got much more hollow facial features. Bring the corners of his jaw in a little and push them a bit higher, pull his eyes a little further apart, make his lips a fair bit larger, and bring his forehead down a lower.
yeah in some of my ref of more recent films i think hes filled out a little.. plus hes got his famous pout going on there.. but the shot is really iconic so I will push it a little towards that
and i suspected the eyes may need to go wider, ill have a crack tomorrow
thanks again
Thanks a lot
Here's another wip sword, a long sword still i feel like something is off a little any crit of advice would be great. also the overall design does it look okay ?
i tried design two orbs which one looks best ?
When Im done Ill put up the sketch fab.
I would like to share my recent work with you. After many fails of sculpting human anatomy I decided to take a break and draw a demon.
I didn't want to waste time retopologizing and baking maps so the armor pieces look kind of sloppy. Also since all pieces were made using dynamesh I didn't want to go too creazy with the resolution of the mesh, because I knew that in the end it will be impossible to work in Zbrush. Basically it's a scetch.
I also made a video of the sculpting process, you can see it here [ame="http://www.youtube.com/watch?v=8Z_yg7ImbuY"]http://www.youtube.com/watch?v=8Z_yg7ImbuY[/ame]
I would like to hear your feedbacks and advices!
Also, I'll be very happy if someone will tell me how to render in zbrush. I need a step by step fool's guide. What passes to render and how to combine them in photoshop and which blending mode to use. All information I found on the Internet is complicated for me to understand. I don't want to waste time on retopologizing, UV'ing, texturing, scene set up, lighting, materials and rendering just for stills. That is too much work for a static image.
Model's turntable here:
[ame="http://www.youtube.com/watch?v=qbx0uW1vVcA"]http://www.youtube.com/watch?v=qbx0uW1vVcA[/ame]
@DKK I might be dude thinking about expanding or making a complete mark 2.0 version or something! I've made a tutorial over at ZbrushCentral if anybody is interested in my process!
vray ? :thumbup: