Looking cool dude. I think with such a basic/simple concept, you really need to play with the dynamic proportions. Right now his legs and arms read as very "tubular" and straight. I know you're already into the zbrushing, so maybe do it after you've baked the normals. I'd just try to really give it a nice flow, the same way Hogarth and Bobo get into even the simplest of anatomy.
nicely developed scoob, i've been watching this thread. it's great to see your zbrush work pick up (though you're still required to finish your crab!), and i'm definitely keen on seeing the finished product. keep us updated!
I agree with nelis, how do you get such fine point detail in ZBrush? Do you just go in slowely and supdivide go... subdivide go.. Untill your at the subdivision level where you can do that level of detail?
Yeah, pretty much, heh.
I've been using a technique I read about here on polycount for the hair. In Projection Master you use the Deco brush, just making small consistant strokes, building up volume for clumps of hair. Keep your stroke direction consistant, and layer it to give it an almost scalloped look, and then you'll have layers of matted hair.
Evil Software Gremlins have conspired against me. Despite my best efforts after 12 hours of work I have been unable to successfully generate a normal map using my final UV'd lowpoly. I probably wont make the deadline.
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Tiny update to give an idea of the proportions Im shooting for.
- BoBo
Latest & Nearing final HP:
/boggle
I've been using a technique I read about here on polycount for the hair. In Projection Master you use the Deco brush, just making small consistant strokes, building up volume for clumps of hair. Keep your stroke direction consistant, and layer it to give it an almost scalloped look, and then you'll have layers of matted hair.
My last project, I didn't use the projection editor and just exported the model as an .obj and used Maya's surface sampler.
Thanks for the zBrush tip, I'm somewhat a noob with it and any tips are great!
Loving the model so far too!
-caseyjones
A quick & dirty normal map test...
Working hard to meet deadline.
Oh, and it might just be me, but rendering on black is not the best way to show a model?