another one from me. Man Christopher Reeve is a hard dude to sculpt. I am not happy with the likeness but I guess that is why I am practicing.
This chart shows how I feel I am going with these studies.
Seems like other artists can just BAM out a likeness in a short session while I take 5 times longer and hit this barrier where no matter how had I try it is always the same amount of wrong just in different ways........ so frustrating...... Oh well better keep on going.
My first try with ZBrush..
I made a basemesh in 3DS Max and then sculpted the details.
I retopologized it using ZSphere -> Rigging -> Edit Topology, everything else was done in 3DS Max.
Now I'm still struggling with the normal maps. I baked them in xNormal and in 3DS Max and can't get rid of the seams around the arms. They are slightly visible in the viewport and when rendering with the default scanline renderer.
Also 'hair' is something i need to work on. This was the first time i did hair with an opacity map and strands. Have to work on that, too
After working too much as an arch visualiser I've decided to try and learn game-art. This is the result. I enjoyed that feeling of creating my own piece from the beginning and not from DWGs provided by architects..
Creature design rendered as a RT asset in Marmoset Toolbag 2.06 - This one is still just a calf measuring approx. 3 meters in height (from the ground to the highest point of the withers).
So I spent the weekend learning Substance Designer. It's pretty damn sweet. I might have gone a bit overboard on the wear and weathering. It's also to the point of being to noisy in programs outside of Substance. Still a lot to learn but I feel like I've really grasped the basics! (also my graph is a bit nuts and I'm sure it could be toned down with further knowledge). Only bit of painter I used was to get the text on the back of the object to line up correctly. I used a stencil to paint on the mask for designer seeing as the back is nothing but UV splits.
little project I did after seeing... well it isn't really important.
Took about 10 hours total to create in MakeHuman, detail (and create the clothing for ;P) in zbrush, Rendered in Cinema 4D R16, and finally did a smidge of post in Photoshop. I hope to give the armor a texture, give her a sweet sword, pose her, and of course re-render that shit for my portfolio.
I'm a bit stuck on my pbr materials here, looks too much like a toy. It's just the basic materials, no scratches etc yet. You can also ignore the white seams, this is just mask padding problem
Some feedback would be helpful!
Replies
thread: http://www.polycount.com/forum/showthread.php?t=145815
C&C here please link
[SKETCHFAB]8fec17d783e8475e867d26d1a72cd596[/SKETCHFAB]
another one from me. Man Christopher Reeve is a hard dude to sculpt. I am not happy with the likeness but I guess that is why I am practicing.
This chart shows how I feel I am going with these studies.
Seems like other artists can just BAM out a likeness in a short session while I take 5 times longer and hit this barrier where no matter how had I try it is always the same amount of wrong just in different ways........ so frustrating...... Oh well better keep on going.
Keep it coming everyone.
Link to thread: http://www.polycount.com/forum/showthread.php?t=146780
Thank!
ArtStation
My first Dota2 entry ever. Will make some other assets for the rest of the body. Hope you like it.
I made a basemesh in 3DS Max and then sculpted the details.
I retopologized it using ZSphere -> Rigging -> Edit Topology, everything else was done in 3DS Max.
Now I'm still struggling with the normal maps. I baked them in xNormal and in 3DS Max and can't get rid of the seams around the arms. They are slightly visible in the viewport and when rendering with the default scanline renderer.
Also 'hair' is something i need to work on. This was the first time i did hair with an opacity map and strands. Have to work on that, too
May have a thing for heads apparently.
T-Bone from SwatKats.
I might paint him and nail him on my trophy wall.
Creature design rendered as a RT asset in Marmoset Toolbag 2.06 - This one is still just a calf measuring approx. 3 meters in height (from the ground to the highest point of the withers).
Toolkit: ZBrush, TopoGun, xNormal, Marmoset Toolbag
https://www.behance.net/gallery/22633235/Creature-design-Cuddly
I want to call it done. Marmoset render, dDo texturing. C&C welcomed of course.
Any feedback is always appreciated! Thanks!
crosspost, thread: http://www.polycount.com/forum/showthread.php?t=146314
Calling this final and done Still working on brick and wood - let me know what you think!
https://vimeo.com/116496021
The thread is here !
http://www.polycount.com/forum/showthread.php?t=146815
little project I did after seeing... well it isn't really important.
Took about 10 hours total to create in MakeHuman, detail (and create the clothing for ;P) in zbrush, Rendered in Cinema 4D R16, and finally did a smidge of post in Photoshop. I hope to give the armor a texture, give her a sweet sword, pose her, and of course re-render that shit for my portfolio.
moof did i ever tell you you are my favorite 2d artist in here? i do now.
Some feedback would be helpful!
[ame]http://www.youtube.com/watch?v=7I487jfCQoc&list=UU3YzkAifJB2m-5W3SKJbA_g[/ame]
Personally, I think the DoF is a little too much. Looks like you're trying to hide the art.
Full thread available here: http://www.polycount.com/forum/showthread.php?t=138342