This was originally supposed to be a speed sculpt, but whatever. I've been experimenting with skin texture, but I don't think I'm quite there yet. I'm pretty sure the pore sizes and placement are all janky, and I think the wrinkle size and depth are pretty gnarly as well.
I'm pretty sure I also jumped into micro-detail waaaaay too soon. Gotta spend more time on them subtle shapes.
This was originally for the DBZ contest from the Summer, though I wanted to improve it and I finally came around to finishing this guy up. I'd love to tweak some more, but have to move on. Hope you guys dig!
Finally the bake for this. Normalmap & Cavity map as diffuse and spec. The model is about 24.000 tris. Tomorrow Occlusion and color layout.I should start a thread for the texturing. I hope you enjoy.
@Comso85:
I really like it. I love all the different types of flesh organic structures. Great sculpting there. The hands and nails could need some more work and maybe a bit colorvariation in certain areas. But overall a great result! You may move on.
Little something I started yesterday for a scene I'm working on. Mainly just a bit of high poly and viewport rendering practice. Need to do the tracks/wheels next, should be fun!
So much awesome on this page, Gav that looks great... I want toolbag 2 in my life :P
Shameless crosspost, working on getting my low poly sorted, head's still meh-tastic, decided to do some bake tests on the body to try to see if the topology held up and worked. For the most part... Yeah...
Help needed!
the client is looking for a fat / hero / cartoon styled character, but I need to maintain the given proportions (skeleton for anims) as well.
After lots of revision that's the base-mesh I wrapped out.
what do you polycounters think about those proportions, considering I'm still missing an head? (can't show it really atm).
thx in advance!!
Head I sculpted from a sphere in zbrush then used z-remesher to bring into Marmoset for realtime testing and such. Lots and lots of messing about with z-remesher but definitely a time saver...
Replies
Awesome sculpt! Any chance there's a recording of you working on it? I would love to see that.
Well what kind of material are you going for? The use of random spots of color and black streaks make it hard for me to read what it is.
This certainly doesn't deserve to be at the bottom of the previous page - so did it justice and brought it here. Looking awesome Gav!
X-posting from my le anatomie thread here:
I'm pretty sure I also jumped into micro-detail waaaaay too soon. Gotta spend more time on them subtle shapes.
I did the whole thing in ZBrush, only using Maya & Photoshop when I needed to do some stuff that I didn't know how to do in Zbrush.
Please let me know what you guys thinkg.
I did everything in Zbrush, except for somethings that were easier for me to do in Maya of Photoshop.
Nick Carver: I really like your first speedpaint. Nice colors!
I'm testing out some more tileable textures in zbrush.
I made this today:
There isnt enough game art based on Doctor Who so I am making some!
I want a voice over from the Doctor explaining how the pink wave changes the present!
Super rough!
http://youtu.be/2IKGAp64ccg
This was originally for the DBZ contest from the Summer, though I wanted to improve it and I finally came around to finishing this guy up. I'd love to tweak some more, but have to move on. Hope you guys dig!
@Comso85:
I really like it. I love all the different types of flesh organic structures. Great sculpting there. The hands and nails could need some more work and maybe a bit colorvariation in certain areas. But overall a great result! You may move on.
Keep on people. The stuff arround is mindblowing.
Whoa, this is awesome. A little dark, but I love it. It'd be sweet if you did a future-version of the Heineken logo.
Shameless crosspost, working on getting my low poly sorted, head's still meh-tastic, decided to do some bake tests on the body to try to see if the topology held up and worked. For the most part... Yeah...
http://spasm.cghub.com/
the client is looking for a fat / hero / cartoon styled character, but I need to maintain the given proportions (skeleton for anims) as well.
After lots of revision that's the base-mesh I wrapped out.
what do you polycounters think about those proportions, considering I'm still missing an head? (can't show it really atm).
thx in advance!!
Great job on that, loved the movie, glad to see someone expand on those aliens, since you only see them a few times in the film.
Sam Hatami: great materials!
Lonewolf: artdump.. ? looks supernice
Apostolon: this is saaweeeeaat!
spasmart: nice presentation
two lowpoly models. The Dwarf is roughly based on a concept by minze , he's a really great artist dude..!
Also did some quick animations. They are meant to be viewed from a distance and from above.. so rushed them a bit. Anyhow:
This here is Dr. Oct from a puzzle game
cheers
Building low poly, optmizing then baking out.
I love the look of this guy and the animations look great!
Been working on a new project, Gauthier the happy chef. Almost finished the blockout, so I'd love some feedback on the composition!
Moved on to "stage 2" on this piece, bonus points if you can figure out what it's from. Lighting is just a quick scratch.
Very cool Michael! I was there and I loved seeing you taking this from nothing to awesomeness.
couple nights of noodling in zbrush. I think I'll refine it a bit more eventually.
doodlin