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.
Based off of a sketch by Paul Nelson
http://www.carolinedelen.com/wip/bigdaveconcept.jpg
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 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
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.