Salem Gamorrah, wow, This is a very nice sculpt, especially for your first try! I like the folds of the eyes and the skin details on the chin. I think it would be good if you flatten the border of the shirt and define the shape of the collar a bit more. Then it will look even more realistic.
But great job so far. I´m looking forward to the next update.
Thanks for the feedback, I've not received much! I will definitely keep working on the clothes. In my reference photo there are also small white seams along the edge of the collar and such, so I've got stuff to do. I've started polypainting now, taking some getting used to but here he is thus far! A ways to go yet. Tomorrow I will learn how to make realistic eyes too.
I'm a bit scared of all the rendery type stuff, not good at technical parts...
Still working on this guy!
I probably got ahead of myself but I wanted to try out renderman so I did a few tests on his head.
Does anyone know of any good ways to do ripped cloth? I'm really struggling with his cape.
completely procedural in substance designer. not sure if i like the sand yet. critique please?
the damage to the edges of the tiles is really unnatural and an eyesore. i don't know if it's some kind of rendering artifact or if it's just your texture, but some of the black tiles have random colors on top like green, and it looks, again, very unnatural and pretty strange. the paint wear is really blurry and doesn't seem to reflect how a material like that would get damaged. i feel the need to emphasize how blurry and cloudy the paint damage is, right now it is having a significant impact on how believable your material is.
Working on Steve Buscemi
If someone can give critique on my fibermesh(first time using it) and keyshot materials.
Atm, I use hard shiny plastic for the hair, skin 2 for the skin, and I'm trying to get a good eye material, but alas. I can't figure it out...
The peach fuzz should also be a bit more transparent..
part of a mech i'm working on for my hyper real UE4 project. the whole thing is just a proof of concept. i'll probably completely rework the low res mesh for the final thing
Just added a ton of new stuff to my portfolio. Had this stuff sitting around for a bit, just never got around to cleaning it up and throwing it together for display!
What version of 3DS Max would people reccomend? I was using max 2012 last night but today wont open and crashes upon startup. Ive tried a fresh install, downgrading my video drivers. Nothing has changed/installed since last night so no clue. So was looking at new versions and dont know which one to pick. Any suggestions?
This is my first ever attempt at a realism sculpt. I completed this work for my final university assignment.
Its a sculpture of my father. I had a very hard time balancing my render passes as Id never done it before. I also really struggled with the eyes. I did not have time to correct the awful shirt.
Im proud of it though, as far as first tries go!
I have been working for a while now , as usual Zbrush for sculpting and detailing , used maya and vray for rendering and shading , topogun was used for retopo .
this is based on a concept by Jonathan Fletcher
Replies
(apologies for JPEG compression)
Still working on this guy!
I probably got ahead of myself but I wanted to try out renderman so I did a few tests on his head.
Does anyone know of any good ways to do ripped cloth? I'm really struggling with his cape.
Character Design credit: Johannes Helgeson
I see yours and I raise you mine:
completely procedural in substance designer. not sure if i like the sand yet. critique please?
the damage to the edges of the tiles is really unnatural and an eyesore. i don't know if it's some kind of rendering artifact or if it's just your texture, but some of the black tiles have random colors on top like green, and it looks, again, very unnatural and pretty strange. the paint wear is really blurry and doesn't seem to reflect how a material like that would get damaged. i feel the need to emphasize how blurry and cloudy the paint damage is, right now it is having a significant impact on how believable your material is.
Painted Version
More tiles are required.
If someone can give critique on my fibermesh(first time using it) and keyshot materials.
Atm, I use hard shiny plastic for the hair, skin 2 for the skin, and I'm trying to get a good eye material, but alas. I can't figure it out...
The peach fuzz should also be a bit more transparent..
[sketchfab]54efe54425244ef3be644d6d2f5f3bbd[/sketchfab]
Joseph - MechKnight Chronicles by skankerzero on Sketchfab
[sketchfab]f5606d2ac18d495083e514d991b4697d[/sketchfab]
Jon - MechKnight Chronicles - idle by whiteboxninja on Sketchfab
[sketchfab]6450dea7d2fc4afba7a9b37090de5811[/sketchfab]
Joseph - Mechknight Chronicles -magic attack by whiteboxninja on Sketchfab
Man, that's some gorgeous animations. Both this one and the previous idle animation are silky smooth, good work man.
[ame="https://www.youtube.com/watch?v=AuSBloNjos0"]https://www.youtube.com/watch?v=AuSBloNjos0[/ame]
And visual prototype of top-down game:
[ame="https://www.youtube.com/watch?v=NDnwUtr7YGM"]https://www.youtube.com/watch?v=NDnwUtr7YGM[/ame]
Worked on an old dungeon door yesterday.
Some more random practice.
Bell
Looing for a rigger to rig about 8 new characters that will be freely available .
More on my Artstation page : )
https://www.artstation.com/artwork/gaming-basement-wip
did the bag, jacket, zips etc
[ame]https://www.youtube.com/watch?v=1RGkk_Kvs-c[/ame]
Head sculpt WIP. rendered in keyshot.
work in progress
http://www.polycount.com/forum/showthread.php?t=122622&page=5
Its a sculpture of my father. I had a very hard time balancing my render passes as Id never done it before. I also really struggled with the eyes. I did not have time to correct the awful shirt.
Im proud of it though, as far as first tries go!
Please leave some feedback, Im eager to learn.
Please please check me out on CGsociety.
http://christianfoxley.cgsociety.org/art/sculpt-zbrush-photoshop-3ds-max-realism-rendering-father-realistic-3d-1301010
http://www.polycount.com/forum/showthread.php?t=156218
(Have to fix some smaller issue at the underbarrle launcher).
Next will be the materials.. let's lern substance painter/designer
Makarov PM; something iconic to test a FWVN mesh with vcols.
this is based on a concept by Jonathan Fletcher
more images https://www.artstation.com/artwork/gettin-too-old-for-thiss
hope you like it, cheers!!
Antone