Hello, everyone. My name is Luiz Eduardo S. Carvalho, a Brazilian who lives in Toronto, Canada. I`ll be posting my stuff here. Critiques are most welcome! Thanks!
Still working heavily on the skin texture. There are no SS maps yet, which is why it might look a little odd right now, but I`m trying a new hair baking system to try bringing more realism to it. The bakes are still kind of crispy though. i`m currently trying to fix that
I got some critiques from one of my college professors and went back to make a lowpoly with more details and also worked on the actual skin details since the normal wasn`t translating well enough.
Went back to editing the hair now that i`m quite happy with the skin. I haven`t created any extra maps other than normal and diffuse for it though. I`ll create maps like subdermis, translucency, fuzz, glossiness and specular once I`m done with both the hair and the beard
Looking nice, just the eyelids need a little more work, they are too thin. Love the hair
Thanks !
Yeah there are a few things I still wanna edit on the sculpt itself. I`ll add that to the list haha. I`m currently doing an Art test so I`m having to keep this one on hold for the time being.
Basically what I did was create around 10 different variables of hairs in zbrush using fibermesh, then I exported the obj to max and maked them all together on a plane. This way I get the alpha for each hair line and a normal that not only bumps each of them but it also generates the illusion of distance between them, giving them more volume.
I just came back to work on this character again now that I got a job as a Character Artist at a Game Developing Company and made some visually smaller, but realistic changes.
I added 4 new textures to the material: glossiness to set where the skin reflects in a more glossy way, subdermis to define the colors that you see being reflected by the skin once in contact with the light, translucency so the subscatering effect works more in specific areas than others, like the ears and nose and a fuzz map to add that effect of very faint skin hair being seen in a rim light.
I have also distorted a bit the geo to add more asymmetry, though this decision isn`t really final.
I`ve started a new personal project that`s going to be completely outside of my comfort zone in which I`m gonna make a fanart of my favorite game character while also trying to emulate the Overwatch style, by Blizzard. That`s something that I have never done in my life before and I`m pretty excited about it .
As of who this character is, I`ll keep it a secret since is still looks nothing like him. Both the likeness and the features are still really since I`m mainly trying to block everything in right now. C&C are most appreciated .
I like the hairstyle on this new character. I think your body might be a bit too small though. I'm not sure how this is for all characters in Overwatch, but Soldier 76 already uses heroic proportions, being 8.5-9 heads tall. I did a edit where I slightly scaled up his body to be average (7.5 heads).
I like the hairstyle on this new character. I think your body might be a bit too small though. I'm not sure how this is for all characters in Overwatch, but Soldier 76 already uses heroic proportions, being 8.5-9 heads tall. I did a edit where I slightly scaled up his body to be average (7.5 heads).
You`re right. After seeing your comparison I actually downloaded the Soldier 76 model and compared both meshes. I`m going go for a proportions fixing pass and see if I can get it closer to the heroic.
Still tackling the hair for now. It's a very interesting process since I have to add piece by piece and each addition requires me to rework on the other ones that are close to it.
I need some critique on this specific model. I`ve been working on it for a while now every now and then during my lunch breaks at work and wanted to know if anyone see`s anything that can help me.
Gonna fix the top eyelids tomorrow and try and see if I can play a little bit more with the silhouette. I feel like it`s a tad boring as it is right now. C&C are most welcome.
Finished the retopology and bakes and started working on the textures. I saved the maps as 2k instead of 4k for now since I`m working on too many things at the same time. Baking anything higher than that simply crashes Substance Painter 2
Fixed lots of things on the shape and normal map (still have quite a few things to fix) Having a lot of fun with this one ! Also, this is base on the Witcher book series description on Elfs. While I do love the interpretation used on Witcher 3, giving them large apples in order to better differentiate them from humans, I personally prefer their more "fragile" original facial features. (I`ve re-uploaded this pic 5 times by now... every time I post it, I immediately notice something wrong in the model lol)
Made a few tweaks during this week: Added a new set of mesh layers of eye globes to add an artificial shadow coming down from the top lids / Added mesh eyebrows with a place holder low res texture / Fixed the redness of the eyes on the farther corner that were giving the impression that the eyes were squarish / Fixed the shape of the lower lid to better follow the shape of the eye globes / Added and changed a few things on the textures (no idea why I wrote this like it was a game update lol)
Hey! I love your work and was looking to get into sculpting, and I simply wanted to ask you what programs do you use? I'm thinking about getting ZBrush. Thanks ahead of time, please keep up the cool work I will be watching and learning!
Hey! I love your work and was looking to get into sculpting, and I simply wanted to ask you what programs do you use? I'm thinking about getting ZBrush. Thanks ahead of time, please keep up the cool work I will be watching and learning!
Thank you . I use quite a few programs all together. Zbrush for sculpting, Blender for base mesh modeling, Maya for UV relaxing and retopology, Photoshop for making non-substance like textures and editing other textures, Substance Painter 2 for texturing in general, Marvelous designer for cloth simulation (clothes) and Marmoset Toolbag 3 for real-time rendering.
I`ve started working on an old model of mine with nowadays tech. I`ll be redoing things like the cloth, fur, feather and adding new pieces to make the design and quality more interesting, but i`m enjoying the results so far. C&C and suggestions of what to add are most welcome
I`m actually thinking about re-unwrapping and reworking on the lowpoly. Since this model was made before I actually learned how to properly work with 3D, most of what can`t be seen of it is a total mess, including the UVs (specially the UVs). Thankfully substance allows you to save smart materials so I`ll just have to re-work on the masks to make them work with the new ones
I`d also like to re-do the cloth pieces as the folds look quite ugly to me. Not to mention change the shapes of some parts like the feet armor and add new things like a side cloak with a new fur, remake the feathers and possibly remove one of the pauldrons.
we`ll see
I`m also adding an actual head to it and removing the helmet for the time being. I kind of decided to make this an actual portfolio piece rather than just a test.
It`s taking me a while, but I`m slowly advancing. There`s a lot I still need to add to the mid section of the armor, cloth pieces to remake and old models to rebake and retexture.
I`ve decided to start a new series of likeness studies. Each will last 5 days or so and I intend to add around 1h of work to it a day. So around 5h total each. The idea is not to make a highly detailed face, but to make the models look as much like the reference as possible with big shapes and secondary details. The third pass of details will be a bonus If I happen to finish the likeness it in less than a week.
I`m going to be giving myself an extra day for this first one since I wanna be able to get used to this system.
Here`s something I worked for 10 to 20 mins today. I won`t tell the reference yet tho.
Awesome work on materials really liking the armor metalness and reflections on your character, nice evolution as well on the face! For your last sculpt I see a bit of Ryan Gosling although you just started, maybe I'm wrong, time will tell
Replies
I`ll post any updates here.
I`ll come back to this diorama now that i have time and actually make something more visually attractive
turntable video https://www.youtube.com/watch?v=wK1o8NJwtLw
Yeah there are a few things I still wanna edit on the sculpt itself. I`ll add that to the list haha. I`m currently doing an Art test so I`m having to keep this one on hold for the time being.
I added 4 new textures to the material: glossiness to set where the skin reflects in a more glossy way, subdermis to define the colors that you see being reflected by the skin once in contact with the light, translucency so the subscatering effect works more in specific areas than others, like the ears and nose and a fuzz map to add that effect of very faint skin hair being seen in a rim light.
I have also distorted a bit the geo to add more asymmetry, though this decision isn`t really final.
As of who this character is, I`ll keep it a secret since is still looks nothing like him. Both the likeness and the features are still really since I`m mainly trying to block everything in right now.
C&C are most appreciated .
Thank you very much !
Here`s one of the references I`m using and also here`s the model`s Instagram for more reference photos https://www.instagram.com/brandonlogie/?hl=en
C&C are most welcome.
I saved the maps as 2k instead of 4k for now since I`m working on too many things at the same time. Baking anything higher than that simply crashes Substance Painter 2
Having a lot of fun with this one ! Also, this is base on the Witcher book series description on Elfs. While I do love the interpretation used on Witcher 3, giving them large apples in order to better differentiate them from humans, I personally prefer their more "fragile" original facial features.
(I`ve re-uploaded this pic 5 times by now... every time I post it, I immediately notice something wrong in the model lol)
I use quite a few programs all together. Zbrush for sculpting, Blender for base mesh modeling, Maya for UV relaxing and retopology, Photoshop for making non-substance like textures and editing other textures, Substance Painter 2 for texturing in general, Marvelous designer for cloth simulation (clothes) and Marmoset Toolbag 3 for real-time rendering.
I`ll be redoing things like the cloth, fur, feather and adding new pieces to make the design and quality more interesting, but i`m enjoying the results so far.
C&C and suggestions of what to add are most welcome
I`m actually thinking about re-unwrapping and reworking on the lowpoly. Since this model was made before I actually learned how to properly work with 3D, most of what can`t be seen of it is a total mess, including the UVs (specially the UVs). Thankfully substance allows you to save smart materials so I`ll just have to re-work on the masks to make them work with the new ones
I`d also like to re-do the cloth pieces as the folds look quite ugly to me. Not to mention change the shapes of some parts like the feet armor and add new things like a side cloak with a new fur, remake the feathers and possibly remove one of the pauldrons.
we`ll see
I`m also adding an actual head to it and removing the helmet for the time being. I kind of decided to make this an actual portfolio piece rather than just a test.
Love the blood splatter on his face. that combined with his fierce stare really tells a story!
It`ll take me a while to finish this one.
I`m going to be giving myself an extra day for this first one since I wanna be able to get used to this system.
Here`s something I worked for 10 to 20 mins today. I won`t tell the reference yet tho.
For your last sculpt I see a bit of Ryan Gosling although you just started, maybe I'm wrong, time will tell
Here`s today`s update. More 40-35mins of work on it (I do it during lunch time)