Hi - this is my first time posting here All the work i've seen posted to this site is awesome - just thought i'd post a recent model of mine. Crits welcome
Modelled in Max and Zbrush, Uv'ed in Zbrush and textured in DeepPaint 3D.
Daz/qubism - Below are some wireframes and shaded shots -
JBoskma - Dunno yet if I'm gonna give him hair like in the concept, I was going to do some stubble with shag:hair - I might try Ornatrix tho for the hair like in the concept
Gatis - Yes i did
As for shader specs - I'm using Brazil's skin shader. At the moment the model has 3 maps; a color, sub-color map and one for the wetness. Will also give him a bump map eventually too.
thanks. err do u mind givin close up on eye and ear? i got 2 highpolymodels in progress and id like to see closer how u solved these areas if u dont mind. it would help alot i guess
Wow, awesome! I was just looking at your site, and you have some great stuff; I would like to see some tutorials from you! I love your style, it looks very unique. Keep posting, I definitely could learn a lot from you! Sorry for all of the exclamation points, but I really like your work!
this is rad! It's funny I was watching van helsing making of stuff on the dvd, and I saw how cool the Mr. Hyde Model was and I was thinking how cool it would be to make a sort of back alley english thug type guy, and this inspires me even more!! Great stuff and welcome to Polycount!
Wow! That is sweet looking! Though I wouldn't mind seeing some more detail in the lips. Though I suppose you'll do that with the bump map.
And as for his likness, well I don't know of any Dutch Football players (Which I am assumeing is soccer). But to me he looks like a really relaxed Guile From Street Fighter
Ever since your Cgtalk post apocaliptic entry i've been in love with the way you do your topology. You're a great inspiration and its great to have you aboard the big green.
This mesh is looking might nice. Can't wait to see it animate;)
Great job Caroline. I am glad to see you join us at Polycount. I have liked your modeling for a while now. You sure liquid is giving you enough time to be posting on the message boards? Get back to work! *whip noises*
Wow! Very Nice work! excellent textures. he reminds me a little of the head Villain from "Ninja Scroll", except without hair. :-) Nice work, very convincing, expecially around the eyes.
Just wondering how you created the difference in the "sharpness" of the specular... this is an effect Im trying to get with one of my current models.
How do you get the lip to look very shiny with tight highlights and the skin to look more diffuse but still have a pecular highlight on? Is it all just controlled by the specular map?
You went to Teeside University right? Im sure I remeber seeing someone working on models similar to yours on your site during my final year.
Awesome stuff as usual. I love how you got a really stylised look without losing any of the "true" muscle and bone structure of a human face.
The proportions are very well thought out, gives the guy a lot of character.
Nice work indeed!
Heya there ether (or would you prefer Caroline)? This model kicks ass! Great character to it and great use of high poly goodness. I'm a fan of the show Survivor and he looks like one of the contestants (he was kicked off lastnight). His name was "Sarge".
Love this guy - gonna give him hair to resemble the concept more closely?
Nice work. I've been playing around with Brazil's skin shader and it's really cool overall, but I'm having a problem with the SSS effect abruptly ending as the model's form moves away from the light. Are you using a skylight in these renders or just standard lights?
AdamBrome - I'm not sure yet if i'm going to give him hair like in the concept - I'll probably try to, and see how it looks.
FatAssasin - Thanks I use 3 brazil omni lights; 1 to each side of his face and one to the front, with "indirect on" unticked, and "mult" set to 0.5 for each of them. In the render panel I've got indirect illumination on and the skylight set to 0.3
I did the Creative Visualisation course at Teeside - probably graduated the year before you. The Computer Animation course didnt start until I was on the second year of Creative vis unfortuanately, as it looked like a much better syllabus for a non-programmer/ mathematician minded person such as myself.
...AND you got to use MAX insteaad of Softimage 3D!!! grrrr
Great work though and thanks for the heads up on the specularity question
Replies
He reminds me off this Dutch footballplayer called Jaap Stam.
The stuff in your website looks excellent.
Model is looking great! I think that people will start asking you wireframe shots and maybe shader specs in no time with this one
Great work once again, can't wait to see some hair on top of this bigdave.
Hope you'll enjoy the Polycount ride
pior
www.pioroberson.com
Yes, wireframes pretty please
Lovely work.
it would be nice if we can get some close ups and the wireframes as daz requested.
Great model!
He reminds me off this Dutch footballplayer called Jaap Stam.
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hahah yes! Will you model the hair and beard, he has on the concept?
Pior - Cheers
Daz/qubism - Below are some wireframes and shaded shots -
JBoskma - Dunno yet if I'm gonna give him hair like in the concept, I was going to do some stubble with shag:hair - I might try Ornatrix tho for the hair like in the concept
Gatis - Yes i did
As for shader specs - I'm using Brazil's skin shader. At the moment the model has 3 maps; a color, sub-color map and one for the wetness. Will also give him a bump map eventually too.
Cheers.
And as for his likness, well I don't know of any Dutch Football players (Which I am assumeing is soccer). But to me he looks like a really relaxed Guile From Street Fighter
Oh yeah, Welcome to Polycount
This mesh is looking might nice. Can't wait to see it animate;)
qubism - here ya go, some close-ups of the ear and eye:
This model looks just great. I also looked at your portfolio site, and it just blew me away. Fantastic work. Just exceptional.
finished models pretty good too
Scott
I absolutely love your Mepi model, you are now my favorite 3d artist.
Your so good you made me register! lol.
Keep up the awsome work.
Just wondering how you created the difference in the "sharpness" of the specular... this is an effect Im trying to get with one of my current models.
How do you get the lip to look very shiny with tight highlights and the skin to look more diffuse but still have a pecular highlight on? Is it all just controlled by the specular map?
You went to Teeside University right? Im sure I remeber seeing someone working on models similar to yours on your site during my final year.
The proportions are very well thought out, gives the guy a lot of character.
Nice work indeed!
MoP
FAT_CAP - Yes, I went to Teesside Uni, during 2001-2002, i did a computer animation degree. What course were you on there?
The tight spec around the lips is controlled by a map (like a spec map) but applied to the "wetness" slot of brazil's skin shader
Love this guy - gonna give him hair to resemble the concept more closely?
FatAssasin - Thanks
Thanks again for all the comments
I did the Creative Visualisation course at Teeside - probably graduated the year before you. The Computer Animation course didnt start until I was on the second year of Creative vis unfortuanately, as it looked like a much better syllabus for a non-programmer/ mathematician minded person such as myself.
...AND you got to use MAX insteaad of Softimage 3D!!! grrrr
Great work though and thanks for the heads up on the specularity question
He looks alive.