Hi Khronos, thanks for stopping by
Honestly I think that Zbrush is more than enough to achieve a nice base sculpt and then work on the retopo, I usually do it that way for game characters.
In this case I decided to focus on a different workflow, 90% 3dsmax, to do some practice and build a cinematic character, with textures and shaders for a realistic render.
I know that is unnecessary, but it is my goal :poly124:
I will build the "hand painted" version if I will be faster enough..
Anyway I'm still using Zbrush to model the naked character and to build the topology for the details (no sculpting).
This is a small overview of my process:
Thanks people!
I'm glad you found useful the breakdown
I'm still adding details with the same tecnique (helmet-shoulderpads)
I'm also trying to create some details on the legs (dark and flat in the concept), what do you think?
Hi guys,
thanks again .
Today I finished the modelling part and I made a quick AO render , really useful to figure out problems and improvements to be done.
I already see something strange here and there and I also plan to add some geo on the armour (basically hinges), and details on the back of the hands.
Thanks mrnunez !
Thanks slosh, I have no idea about the game view, but I will do a realistic render first, then I hope to have time enough to do a low poly version (maybe different) for the contest purpose
Hi guys,
thanks Igami, I start to know better this bad girl, but any feedback is really appreciated! @Scythe: thanks! @Kiyamlol: I used Zbrush to reshape the base human mesh, then all 3DsMax over the body.
Now it's time to move to zbrush and place some skin/armor details.. I just made a quick pose with transpose master to check again the shapes.
Thanks to everyone! @slosh: Yes, I'll try the realistic first, since I need to practice shaders in Vray, then I will try the low poly handpainted version (if i will survive of course)
Some images here for the skin shader/head shaping.
The skinpores are temp, same for the make up. I just tried to model the low sub of the head searching for an interesting face, just a little bit manga style.
I hope you like her !
Now I will do the sculpt of the face /body to extract a displacement...
Hi guys!
Thanks a lot for all your comments, you really make me happy and keep me working hard :poly142:
I made a lot of boring stuff, like mesh organization for texturing, uv mapping, maps extracting and so on....at this point I have 5 maps for the clothing, one for the head and a last one for the body.
I just created a base shader to start in Vray, still a lot to do!
Some armor parts are still missing, the hair too :
Replies
New update, working on the helmet:
Honestly I think that Zbrush is more than enough to achieve a nice base sculpt and then work on the retopo, I usually do it that way for game characters.
In this case I decided to focus on a different workflow, 90% 3dsmax, to do some practice and build a cinematic character, with textures and shaders for a realistic render.
I know that is unnecessary, but it is my goal :poly124:
I will build the "hand painted" version if I will be faster enough..
Anyway I'm still using Zbrush to model the naked character and to build the topology for the details (no sculpting).
This is a small overview of my process:
CU!
I'm glad you found useful the breakdown
I'm still adding details with the same tecnique (helmet-shoulderpads)
I'm also trying to create some details on the legs (dark and flat in the concept), what do you think?
CU!
thanks again .
Today I finished the modelling part and I made a quick AO render , really useful to figure out problems and improvements to be done.
I already see something strange here and there and I also plan to add some geo on the armour (basically hinges), and details on the back of the hands.
CU
Thanks slosh, I have no idea about the game view, but I will do a realistic render first, then I hope to have time enough to do a low poly version (maybe different) for the contest purpose
I just finished the uv mapping on the helmet and I did a check with Substance Painter :
Make me proud son.
did u model this purely in 3ds max or did u use a sculpting program?
thanks Igami, I start to know better this bad girl, but any feedback is really appreciated!
@Scythe: thanks!
@Kiyamlol: I used Zbrush to reshape the base human mesh, then all 3DsMax over the body.
Now it's time to move to zbrush and place some skin/armor details.. I just made a quick pose with transpose master to check again the shapes.
@slosh: Yes, I'll try the realistic first, since I need to practice shaders in Vray, then I will try the low poly handpainted version (if i will survive of course)
Some images here for the skin shader/head shaping.
The skinpores are temp, same for the make up. I just tried to model the low sub of the head searching for an interesting face, just a little bit manga style.
I hope you like her !
Now I will do the sculpt of the face /body to extract a displacement...
Cu!
Thanks a lot for all your comments, you really make me happy and keep me working hard :poly142:
I made a lot of boring stuff, like mesh organization for texturing, uv mapping, maps extracting and so on....at this point I have 5 maps for the clothing, one for the head and a last one for the body.
I just created a base shader to start in Vray, still a lot to do!
Some armor parts are still missing, the hair too :
Cu !
I did a break from texturing/shading and I did a pose with transpose master and a quick (and bad) paintover to figure out the hair..
Cu
I run into this!
Then once again I'm halting on uploading my work.... sigh.... Really AMAZING work!
http://www.giorgiopalombi.com/
Everything on that site is TOP ROW!
This is looking amazing.. I'm doing Syndra too, Can't even compete with this lol