@klown Will his knees bend/deform ok with decimated mesh ??
Owwwww, nice work with the Substance there !! I seriously have to learn it for real now. I'm getting tired of Quixel taking 10-30 seconds to load after every click I make.
@PyrZern
I beleive there is enough verts for the knee to smoothly bend to make up for the lack of cleaner topo lines that would normally be there (hopefully :P)
I have tried Quixel a few times and found the same issue, Painter seemed to give me a better looking result, much quicker so it looks like its all Painter/Designer for a while.
@klown: I think ZRemesher will give you a much cleaner result for the pants and fur.
ZRemesher gave cleaner results for the big soft areas but went to shit around the belt tabs and smaller detailed/edge areas. Sure I could have cleaned it up but that would have taken much longer than the 30 mins or so it took to make the above. I wanted to get his LP done fast, get him textured and finished in a relatively quick timeframe, this way was the best result in the quickest time
For a static object, such as a statue, it would work for sure! However, if you had to rig this, I think you would lose all the time saved working with such messy geometry. I also think the deformations would be problematic.
If we do the one Master thread, how do we pick/vote what to do next ? I do not trust myself to picking good concept. (I'm new to 3D, remember ?) Anyone want to take this duty off my hands :P ?
@jarsef are you motivated to do this at least for this year? being here and care about the thread? someone from sony online suggested a while back to not do a whole character. i think thats true. maybe 2 weeks for a bust. just a bust. thats enough. or maybe 1 month for a bust, retopoed and with textures. i would be for this. we had 1 month for a whole char, that didnt really work for all. now we have 2 months and still i dont see enough poeple posting and follow through. its hard. we should start simple. quality ad speed comes with time
@kay-vonlanthen
I'm completely committed, and agree that this challenge will definitely need some thought to turn it in to what it really should be.
I agree that a month isn't enough to realistically complete a character for everyone, unless you're able to treat it as a full-time job.
The idea would be to make the thread "timeless" (like the hard-surface challenge), allowing people to follow the challenges at their own pace, regardless of what month it is. The first year would set the pace for the challenge, and we'll definitely have to modify it/adapt it as needed.
In the end, the purpose of doing these challenges should be to push yourself, and to grow as a character artist; while learning to provide and receive valuable critic
I have finally found the time to finish this guy up. His final poly count is 15K polys, using 4 2K shaders. I've got albedo, gloss, specular, fuzz, AO, and cavity.
Hi guys,sorry for the necro of this topic,I had dropped from the contest but now I decided to finish it. It's ok if I post here,or I should open a new topic?
I'm starting to dress the guy,below my shitty sketch for the boots :poly136: and the base mesh from 3ds max,details from Zbrush will come later when I have all the pieces into position. Any crit or suggestion is welcome
So the image below is my poor attempt at an overpaint on the naked model, it will serves me as reminder for the direction,I think I'll figure the rest out while doing the 3d version
Guys how should I go about having the drapery in place while having the surface details (those geometric kind of drawings) on it deforming properly follwing the folds?
I had made another overpaint (image below) but I wasn't showing because I wanted something better to show,meaning the 3d model xD
Anyway,it will die when my character is done
My weakness is I tend to skip fine details without realizing it. Then I find the finished model plain and bland afterward
But you do actually get to a finished model,and that's the strongest point,there is always time to practice details :thumbup:
Starting now to sketch things inside Zbrush,kind of going "cautious" since I always did hardsurface inside 3ds max,so this is different,but is also more fun. Since grooveshark closed I am without a playlist,do you guys know any site like that?! :poly122:
For the knee protection I was thinking something flowery like (to keep the sword theme) so a rose with leafs/petals all around,the sketch isn't fully done yet but I'll show anyway
Now that I've finished the butcher knife on the other topic,I'm back on him,dynameshing some more stuff around and making more basemesh in max to asses the overall character...also not a big fan of the glove running on the whole arm,so I'll be changing that too :P
sketching the shoulder protection,something like a nymph and a tree,though for the next pass I'll use female reference because I fail to make her attractive going from imagination And also she will have hairs later xD
Fucking around aside,I think I'm in the right direction for the piece,though this imply I have to do again the knee protection. Still a sketch,but I think I'm starting to understand the importance of having pieces that graphically reads well from distance,so I enlarged the protection and the girl inside.
Also I feel a bit like I'm working the retard way,because if I place the shoulder protection on it's final position for preview I break the simmetry,so every time I need a preview I need to move it into position and then load the old save to keep working it :poly122: :poly141:
Also don't want to bother all the people subscribed here since I work slow and update a lot,so I think from the next reply I will be moving on my own thread,and be back here only with the finished piece
I think it's fine to keep posting here. People can unsub if they're bothered. But that's up to you I guess.
Really digging the direction you are going with this
You're right PyrZern,I'll keep posting here then :poly136:
Last days I was struggling a bit trying to fix parts of the anatomy I didn't liked (I don't really want to dress up a wrong anatomy) and I kind of failed in that,thing is I would like to have the ability to recognise by eye what's wrong in it and fix it,without having to 100% rely on overlapping a reference,so I decided I need to study it more and understand it better,and the best way for me to do so is trough drawing...so I'll be back in the 2d section for a bit
Replies
I'll be keeping an eye out for everyone's finished piece!
Owwwww, nice work with the Substance there !! I seriously have to learn it for real now. I'm getting tired of Quixel taking 10-30 seconds to load after every click I make.
@PyrZern
I beleive there is enough verts for the knee to smoothly bend to make up for the lack of cleaner topo lines that would normally be there (hopefully :P)
I have tried Quixel a few times and found the same issue, Painter seemed to give me a better looking result, much quicker so it looks like its all Painter/Designer for a while.
ZRemesher gave cleaner results for the big soft areas but went to shit around the belt tabs and smaller detailed/edge areas. Sure I could have cleaned it up but that would have taken much longer than the 30 mins or so it took to make the above. I wanted to get his LP done fast, get him textured and finished in a relatively quick timeframe, this way was the best result in the quickest time
sounds great. people will dig it.
here's a turntable that I made of the posed character.
https://youtu.be/g8B_K0zoVFU
I'm starting to dress the guy,below my shitty sketch for the boots :poly136: and the base mesh from 3ds max,details from Zbrush will come later when I have all the pieces into position. Any crit or suggestion is welcome
So the image below is my poor attempt at an overpaint on the naked model, it will serves me as reminder for the direction,I think I'll figure the rest out while doing the 3d version
Guys how should I go about having the drapery in place while having the surface details (those geometric kind of drawings) on it deforming properly follwing the folds?
I had made another overpaint (image below) but I wasn't showing because I wanted something better to show,meaning the 3d model xD
Anyway,it will die when my character is done
My weakness is I tend to skip fine details without realizing it. Then I find the finished model plain and bland afterward
But you do actually get to a finished model,and that's the strongest point,there is always time to practice details :thumbup:
Starting now to sketch things inside Zbrush,kind of going "cautious" since I always did hardsurface inside 3ds max,so this is different,but is also more fun. Since grooveshark closed I am without a playlist,do you guys know any site like that?! :poly122:
For the knee protection I was thinking something flowery like (to keep the sword theme) so a rose with leafs/petals all around,the sketch isn't fully done yet but I'll show anyway
The underlaying padding is something like leather,the flower like stuff is all metal,the border too probably will be metal
Fucking around aside,I think I'm in the right direction for the piece,though this imply I have to do again the knee protection. Still a sketch,but I think I'm starting to understand the importance of having pieces that graphically reads well from distance,so I enlarged the protection and the girl inside.
Also I feel a bit like I'm working the retard way,because if I place the shoulder protection on it's final position for preview I break the simmetry,so every time I need a preview I need to move it into position and then load the old save to keep working it :poly122: :poly141:
Also don't want to bother all the people subscribed here since I work slow and update a lot,so I think from the next reply I will be moving on my own thread,and be back here only with the finished piece
Really digging the direction you are going with this
You're right PyrZern,I'll keep posting here then :poly136:
Last days I was struggling a bit trying to fix parts of the anatomy I didn't liked (I don't really want to dress up a wrong anatomy) and I kind of failed in that,thing is I would like to have the ability to recognise by eye what's wrong in it and fix it,without having to 100% rely on overlapping a reference,so I decided I need to study it more and understand it better,and the best way for me to do so is trough drawing...so I'll be back in the 2d section for a bit