Hi guys,
after I finished my university portfolio i relaxed abit with zbrush and made this lil thug. The modelling is entirely done in zbrush with one sphere, then sculpted. After finishing i exported the highpolymodel, then used the optimze function in zbrush and exported a lowpoly model. After adjustments i baked a normalmap out, made the bumpmap first with seperate layers so that i could use the layer with the darker parts in the diffusemap with a red tint. Total worktime was around 6 hours or such.
I used a normalmap with a bumpmap baked in plus a diffuse map. The glossines is controled by a falloff shader so that the more light hits the surface the more glossines appears.
Total polycount is 803 tris.
Crits and comments are welcome.
Replies
I like the feeling of muscle mass you achieved here Shimmy, really solid. Designwise the mouth seems to extend very far to the side (you usually want it so that the corners of the mouth and the eye sockets are aligned on the same vertical line, but it's just a matter of taste anyways), but besides that it's all good.
You might have gone overkill with the bumpmap tho (or maybe these details were done directly on the model/normalmap? can't tell if you baked them in or did them right on). At the moment there is detail everywhere, but in fact some parts are to be in tension hence skin should be tense at these points (mouth, chin, and the piece of bone that is just outside the eyesocket running to the ears ; will try to find the correct name).
Same for the color (overlays? COUGHT YOU AGAIN AT IT!) map... at the moment its a bit like colors everywhere.
I'd like to see an untextured render too!!! Please please dear Shimmy
And btw, what do you use to generate the maps, and render them at the end ? Everybody has his own approach to it hence it's always neat to share. Or maybe ZBee can do it all, even falloffs?
Nice head anyways, we should all be doing that kind of stuff now... Thanks for the motivation
I'm tired, so let me end it with a GOOD JOB buddy!
Hmm, i think i should adjust my monitor. I really dont see that much overlay (its a 15 % rust texture, the rest are those wrinkles out of the bumpmap as mentioned) everywhere...
here is the source bumpmap, as you can see, it was a quick dirty job