doh think the head shrunk somewhere along the way.. wish there was an easy way of scaling it. Going to make him a snakeman, depending on when the Dom War theme is announced...
we have almost the same desk then:).
that door already has a spec if you look closely.
You can see the spec a bit better on this video.: http://www.youtube.com/watch?v=iD5nE0nwyWE
Woah ... looks more like a reflection map than spec. Looks a bit like there is a glass panel over top of it. I would suggest a MUCH more muted spec with no reflection mask.
another practice piece. sort of rushed him at the end...still needs a proper spec map. but i want to practice some other stuff before the dominance war starts up.
lookin great seth, and fluffy that is lookin fine, ease up on the dark shading and lighting, i think it is making the metal look a bit organic rather than smooth metal surfaces.
is it can be anatomy tiem now pleez? *help*
and where do you stand in the .png versus .jpg war?
thanks for the advice steady and ironbearxl, guess I over-stylised @_@, trying to neaten as I go over this second pass, still alot to tidy up but the third pass wont be far off
oooh and Val, what kinda fool do you take me for? :P
seriously, I think all you'd have to do, is take whatever layer has all the dodgy burny stuff, and set it to be like 35-50%. It would probably look pretty good then. Then go back and make a new dodge/burn layer and only put the strong highlights & shadows in the extreme edges.
RobG, how do you mange to make a decent eye in mudbox? Every attempt of mine always ends up ugly and messy. Hot stuff, I love the nose.
unfluffybunny, It would also look better if you didn't shade with black and didn't highlight with white. Currently the shadows make him look like he's standing under a tree.
A remodel of a character from vampire the masquerade Redemption, just the face so far. Texture is a huge WIP.
Giving hand painted textures a try, this is only the base layer atm using the origional character texture as reference so I keep the char looking like the origional as much as possible. Crits welcome as always. Oh and its a Diffuse only deal, the game engine is old lol
RobG: That looks really great man, love the style. Here is my first attempt at a head in mudbox also...still trying to get used to the tools so I spent about 2 hours on this so far. I'm gonna go back in and add some more detail, especially to the ears which are just roughed out at the moment. Any advice as to the ear size and placement? Hopefully the next one will go more quickly.
[ QUOTE ]
RobG, how do you mange to make a decent eye in mudbox? Every attempt of mine always ends up ugly and messy. Hot stuff, I love the nose.
unfluffybunny, It would also look better if you didn't shade with black and didn't highlight with white. Currently the shadows make him look like he's standing under a tree.
[/ QUOTE ]
thats why I use mudbox. In zbrush you have to skulp the eyes, in mudbox you just import two spheres
less than an hour with arsh's baseman mesh, forget zbrush it came out alright but I cant work in it as fast as i can mudbox. My print screen button works only sometimes which is just great... Or i could have shown both. Oh well!
Messing around with arsh's base. My friend and I tagged teamed it in about 30 minutes. No idea what it is... anorexic cow deamom with some fore arm popeye tumors... just a guess.
Replies
I am having some problems with small detail, need more practise in mudbox I geuss
Lovely work Pior, Mop and Jaco!
Rooster, I am not sure but maybe the arms need some more length or his hand need to be a bit bigger. I do like the clay look a lot, keep it up.
just for fun, no ref
didn't know what to do, so i made this dude
I'll talk about its story and such when there's more to see.
Extremely close, anyways. Looks pretty solid. Now toss a normal/spec map on it
that door already has a spec if you look closely.
You can see the spec a bit better on this video.:
http://www.youtube.com/watch?v=iD5nE0nwyWE
but ive just applied basic specularity. Any suggestions on how to create a good spec map for the door?
As always, comments are appreciated.
is it can be anatomy tiem now pleez? *help*
and where do you stand in the .png versus .jpg war?
Woo, feckin' AWESOME!
These links should help you:
http://www.bobotheseal.com/Skinning_mini-tutorial_01.htm
http://www.horribledeath.com/hellboy_tut.htm
http://www.poopinmymouth.com/tutorial/tex_theory.htm
http://www.poopinmymouth.com/process/false_geometry/false_geometry.htm
Oops, not Syn, I meant Unfluffy bunny. Silly me, using your old nick from other forums... >:)
zzz.
oooh and Val, what kinda fool do you take me for? :P
unfluffybunny, It would also look better if you didn't shade with black and didn't highlight with white. Currently the shadows make him look like he's standing under a tree.
A remodel of a character from vampire the masquerade Redemption, just the face so far. Texture is a huge WIP.
Giving hand painted textures a try, this is only the base layer atm using the origional character texture as reference so I keep the char looking like the origional as much as possible. Crits welcome as always. Oh and its a Diffuse only deal, the game engine is old lol
RobG, how do you mange to make a decent eye in mudbox? Every attempt of mine always ends up ugly and messy. Hot stuff, I love the nose.
unfluffybunny, It would also look better if you didn't shade with black and didn't highlight with white. Currently the shadows make him look like he's standing under a tree.
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thats why I use mudbox. In zbrush you have to skulp the eyes, in mudbox you just import two spheres
Mudding:
closeup of helmet design
64 Triangles + 64x64 texture