Sup polycount! I've been reading these forums for a while now, and finally decided to pop in and actually try my hand at contributing.
This is the head for a fattish blackish and cartoony character, built with intent to bake. 3Dsmax for the cage, then thrown into ZBrush for a quick tune-up and wrinkling. Ears? They're on their way!
Zbrush really is perfect for when it comes to quickly tweaking and tuning a model, so crit away!
ps. tell me if the image is too big and i'll fix it. :I
Replies
Great job K, nothing to add here
You shall have it! As you can see, the original topology isn't all that polished nor particularly detailed. A bit of a shame in retrospect, but when you use Zbrush for the coup de grace it's all just means to an end, I guess.
[ QUOTE ]
Also Kristian, I think you need to realize something, so that I won't have to.
[/ QUOTE ]
Could it be he needs...ears?
ps. nice tits on that Hulk!
Any chance of a little insight into how you get this sort of effect? ...or can you not hear me with your distinct lack of ears?
[ QUOTE ]
Any chance of a little insight into how you get this sort of effect? ...or can you not hear me with your distinct lack of ears?
[/ QUOTE ]
I pretty much just lay down hard lines with a strong brush first, then turn down the brush strength and use the smooth brush to kill off the harshness gradually away from the wrinklecenter. It's hard to explain because Zbrush is such an organic piece of software. I'll record a Z-script if there's any interest, though.
His head is weighing in at 1215 polys (!) right now, so there's absolutely trimming that can be done. Specmap, colourmap and normalmap applied, but specmap in particular is hopelessly wip yet. Spec is tricky! Two lights in max, 50% self illumination.
This post is mostly just me being excited about actually getting around to getting normal maps slapped on a "low"poly model, though.
Scott
Flats'll be posted once i'm a bit more happy with them. I'm intending to give him a body as well, but the torso is still on the concept-stage, so it'll probably be a little while.