Vahl - I would love to be able to do a character for the bike right now, but I'm almost done with school and I need to start looking for a job. I feel I do a pretty good job with props so I need to focus on that for now.
A few suggestions:
The cleft in the chin seems a bit odd, you might want to fade it out a bit as its comming across as a bit too masculin atm.
The head is a little too smal for the body, and the chest armor seems all around to big for her frame. Assuming you'll be giving the upper arms shielding as well she may end up having a hard time relaxing her arms at her sides. If you'r not going to be putting armor on her arms though, give them more muscles tone as atm they look too weak to be lifting and regularly using heavy weaponry.
Here is a texture I have been using as practice creating normal maps in modo. This program is great I'm having a load of fun using it.
The images are scaled down from 2048. I will be using them at 1024 if these do end up becoming part of a project.
Also I've started a new personal portfolio and possible band wagon rant site.
Damn Renaud, how do you get such sweet renders?
looks like vray and a whole lot of polys. how do you manage to import them into max without killing your pc?
mmmh, i found max9 handles a lot of polys quite well, probably ymore so if you have the 64bits version. try just importing the mesh and it's normals - and turn unify off. works for me most of the time anyway.
nice fish (?) btw. and if it's not supposed to be one, make it one please
anyway, trying to finish something oooold here, need to stop slacking after work:
lawl thanks Keen
Good confidence builder. Im looking for a new gig and its kind of depressing.
Brain fart I had one night. Going to keep working on it. Might use this texture later, just got some more ram for my mac book so I'll be pumping out some more displacements. Really wish mud or zb3 where natively compatible on osx. However Modo is really turning me on.
bitmap : basically, it's about 1.000.000 polymesh imported in max 9 with a simple skylight/light tracer (multiplier set to 0.4 to not kill all the details) and 2 omnis : the key light (0.6) and the backlight (2.0). The skylight take the job of the fill light. Actually, it's just a matter of placing your lights.
The material is a standard light grey material with a bit of specular.
ooh... so sexy i could just lick it mike haha. lookin good man
Here is a little something im turning in for class, handheld ninja!! weighting in at 544 tris and one 128*256
still need to finish the legs and give it some lighting love
cheers FAT_CAP. yeah, I haven't got around to fixing the boots yet.
Gotta fix the bottom of the trousers too, the mapping/slihouette is a bit messed up
yeah , its just in zbrush I use the std brush with the alpha that looks like a nipple, ie large fall and sharp point in the middle. great for sharp details/creases/skin detail etc
see diagram
Ruz, I just gotta say...I love that guy you are working on man. It has awesome form and great detail to it. Normally a model/character like that I'd find a bit boring, but you've done something with it to make it great eye candy . Might be the good choices of color and saturation you've used, no idea, but it looks great
Replies
needs a bit more of a feminine look on thew lower half I would say.
Heads looking cool
diffuse map with 70% self illumination.
normal and spec ahead
A few suggestions:
The cleft in the chin seems a bit odd, you might want to fade it out a bit as its comming across as a bit too masculin atm.
The head is a little too smal for the body, and the chest armor seems all around to big for her frame. Assuming you'll be giving the upper arms shielding as well she may end up having a hard time relaxing her arms at her sides. If you'r not going to be putting armor on her arms though, give them more muscles tone as atm they look too weak to be lifting and regularly using heavy weaponry.
Anyway, really early progress on this texture...
http://i17.tinypic.com/5y9iwbb.jpg
(little update, before I stop for the night)
thanks. anyway this will be have normal and spec maps
2 commander_keen
this is Spaceship trash
Still going...
Post your low poly geo when you get the chance, too!
Wires are nothing special, it's around 4700 tris -- here you go:
http://i14.tinypic.com/4qgvbeb.jpg
The images are scaled down from 2048. I will be using them at 1024 if these do end up becoming part of a project.
Also I've started a new personal portfolio and possible band wagon rant site.
Follow the link in my signature
more of the same...
Really shaping up now Sup :]
looks like vray and a whole lot of polys. how do you manage to import them into max without killing your pc?
nice fish (?) btw. and if it's not supposed to be one, make it one please
anyway, trying to finish something oooold here, need to stop slacking after work:
Good confidence builder. Im looking for a new gig and its kind of depressing.
Brain fart I had one night. Going to keep working on it. Might use this texture later, just got some more ram for my mac book so I'll be pumping out some more displacements. Really wish mud or zb3 where natively compatible on osx. However Modo is really turning me on.
modeling done
[/ QUOTE ] Take another look. He has the hands of a deformed 8 year old.
Sweet sculpting as always Renaud.
bitmap : basically, it's about 1.000.000 polymesh imported in max 9 with a simple skylight/light tracer (multiplier set to 0.4 to not kill all the details) and 2 omnis : the key light (0.6) and the backlight (2.0). The skylight take the job of the fill light. Actually, it's just a matter of placing your lights.
The material is a standard light grey material with a bit of specular.
WOW! that was complexe eh?
Hope it helps
That fucking R0X RobG !
@RobG Your work is always impressive! I'm sure i've said it before, but thats a great style.
Here is a little something im turning in for class, handheld ninja!! weighting in at 544 tris and one 128*256
still need to finish the legs and give it some lighting love
messing with the microphone and tidying up his normal maps now
The front of shoe in the shot above looks a little too flat and lowpoly though to me - another cut or two to round it out a bit maybe?
Gotta fix the bottom of the trousers too, the mapping/slihouette is a bit messed up
see diagram
but the other way round