Looking great. My only issues are the skin could use a bit a variation and the readability of the head. Maybe putting charred skin around the glowing crystals would help or adding more color variation. The other thing that bugs me is that the head really gets lost currently. I think making it a bit bigger would go a long way. Also think it could be cool to have his foot claws glow as well. Could have some really cool possibilities if you decide to make a pedestal for him. I did a paint over, because well I don't find that I communicate well with words so here it is. Take it or leave it. Either way it is turning out really nice.
Thanks for taking the time to do that paintover Stevston89, love the idea of the charred bits, I'll be giving that a shot to see how it looks later as I want to give the veins a bit of colour to.
I've not worked on the lower body yet, my intent was to give them some emissive but not as much as the top as I thought it might conflict, but the paintover makes it look decent, I look forward to working into that area later today
As for the head, I'm not to sold on the larger scale, however I think I'll work on the lighting to help it stand out maybe.
Yea, the charred bits make a lot of sense, especially if those claws/spikes are so burning hot. If you didn't want to make the foot claws glow, maybe just make them pop more from the rest of the skin on the foot, right now they're very close in values.
You might also want to try out some more detail on his "skirt"; I'd imagine they'd have some ash or singe marks on them due to how flowy they are in conjunction with as many hot parts as the character ass.
Well done Optinium! This is one badass MOFO!
Reminds me personally of Duriel from Diablo 2 (Act 2)
Except this guys of course much more epic, love the epic emissives, sells it as almost molten. Also a hell of a kick ass pose and texture job.
Bravo!
Id just personally like to see a couple more molten spikes on his other arm, but just a minor detail.
very good work on the adramelzon!
But why did you choose to do a metalness map instead of a reflectivity map?
Also could you do a shot with and without the heightmap. (like you did with the tesselation) I never used a heightmap, and would like to see how much different it looks. so I would be very gratefull.
A metalness map replaces the specular map in a PBR pipeline, not only was it an easier map to produce, the result was better in my opinion. As for the heightmap that was used to define tessellation, I should have maybe put the word 'displacement' instead.
I love your style Optinium! ( You've done Raziel man, RAZIEL!!! )
The "demon'' is amazing There is only one thing that I think can make him cooler imo :
The ring around his feets can be can be red/orange like heated metal , if we assume the glowing part are hot!
To answer the question of texture process, it's nothing special. I first throw down some colour using Zbrush and Polypaint, it might be nothing like the final, I mainly do it for variation. I bake all the maps I want using Xnormal such as AO, Vertex colour, Translucency, Normal and Bent Normal (I don't always use Bent Normal but I see if I can use some of the lighting info for masks or further variation.).
I then start combining and editing maps in Photoshop, once I have a scheme or map I'm starting to agree with I'll use both Photoshop and 3D Coat to finish it off.
Via Keyshot.
Duplicated the eyes, scaled up and positioned to mimic a little bit of thickness, filled them with white, add high spec glass material then alpha transparency to get the effect.
Took a break from faces today, started an alien character off the back of a sculpt I did last night. I'll be visiting this again in the near future and working him up. Gonna go for a Mass Effect vibe.
Any crits or feedback welcome, very early stages at the moment working on a black out and flushing out some elements.
Taking a small break from busts to do some more on this tonight (tbh I'm having to much fun ). Still super early, any feedback, crits or suggestions welcome I'm thinking big raptor claws for the large hands but digits for the small ones so he can carry a gun >:D
Sick stuff man, Quick question for the hard edges of your Mass effect ish piece. How did you get those hard edges, did you retopo a piece over the basemesh or simply use H polish on 1 piece at a time?
Hey Squals, I retopo over the basemesh. I do segments and then crease the edges I want to make hard when subdividing, once subdivided I then dynamesh at a high resolution so that I can detail that part.
Due to many requests I've created a tutorial sheet for people wanting to know how to create the hard surfaces in my WIP alien guy. I hope this helps somebody
Thanks a lot! I always wondered how people got these results trough Zbrush^^ I Will try this out next time I feel like doodling some hard surface stuff!
Gonna add like a neck cushion methinks, a lot of work needs doing on the feet hence why I've cut them off. Need to fill some gaps and add some elements which knit certain panels together a bit better to. Feedback/crits always welcome
Gorgeous. The neck roll is a good idea, maybe with a neat button-on setup or something to break the shapes up between the smooth metal and [presumably] smooth cushion. This is looking amazing already. Excited to see more!
Replies
I've not worked on the lower body yet, my intent was to give them some emissive but not as much as the top as I thought it might conflict, but the paintover makes it look decent, I look forward to working into that area later today
As for the head, I'm not to sold on the larger scale, however I think I'll work on the lighting to help it stand out maybe.
Thanks for that feedback dude, it's ace!
You might also want to try out some more detail on his "skirt"; I'd imagine they'd have some ash or singe marks on them due to how flowy they are in conjunction with as many hot parts as the character ass.
Really looking forward to the final!
Reminds me personally of Duriel from Diablo 2 (Act 2)
Except this guys of course much more epic, love the epic emissives, sells it as almost molten. Also a hell of a kick ass pose and texture job.
Bravo!
Id just personally like to see a couple more molten spikes on his other arm, but just a minor detail.
It's rendered in Marmoset 2 Sleepdeprivedslug.
Here's some breakdown/additional shots
In that image the contour of his left arm, the horn tips and the crystal silhouette (which is hard to ell as it's so bright).
Here is some face practice...
Gonna do face/busts throughout Feb... maybe like 1 every 2-3 days if I can... I'm gonna call it February facial...
But why did you choose to do a metalness map instead of a reflectivity map?
Also could you do a shot with and without the heightmap. (like you did with the tesselation) I never used a heightmap, and would like to see how much different it looks. so I would be very gratefull.
again love your stuff
A metalness map replaces the specular map in a PBR pipeline, not only was it an easier map to produce, the result was better in my opinion. As for the heightmap that was used to define tessellation, I should have maybe put the word 'displacement' instead.
The "demon'' is amazing There is only one thing that I think can make him cooler imo :
The ring around his feets can be can be red/orange like heated metal , if we assume the glowing part are hot!
Another from me.... February facial has started :P
To answer the question of texture process, it's nothing special. I first throw down some colour using Zbrush and Polypaint, it might be nothing like the final, I mainly do it for variation. I bake all the maps I want using Xnormal such as AO, Vertex colour, Translucency, Normal and Bent Normal (I don't always use Bent Normal but I see if I can use some of the lighting info for masks or further variation.).
I then start combining and editing maps in Photoshop, once I have a scheme or map I'm starting to agree with I'll use both Photoshop and 3D Coat to finish it off.
No 7...
The last remind me of Barry Pepper!
Crits always welcome.
Duplicated the eyes, scaled up and positioned to mimic a little bit of thickness, filled them with white, add high spec glass material then alpha transparency to get the effect.
Any crits or feedback welcome, very early stages at the moment working on a black out and flushing out some elements.
Cheers,
Pascal
Update on my armoured alien dude! Crits welcome
A quick bust from me for tonight
Gonna add like a neck cushion methinks, a lot of work needs doing on the feet hence why I've cut them off. Need to fill some gaps and add some elements which knit certain panels together a bit better to. Feedback/crits always welcome