here's a screengrab from zbrush of a model i'm working on of swearengen from the tv show Deadwood. i still need to do a lot of work on his hair, and i plan to try to add tiny details to his face like pores and fine lines. this will eventually be used for a normal map for a low poly model. c and c are welcome.
here's a ref pic i'm using for those who don't know who he is
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In your reference, his ear looks to be a tad bit larger than in your sculpt. Additionally his face seems to be a bit wider in the reference. Looks a little creepy without those eyebrows, hehe. Really nice work...I especially like the gobbley bits of skin, keep us posted.
Very good likeness. The real question is, how well can you animate him dropping the f-bomb in 60 seconds? (I realize that joke is lost if you've never seen the show) hehe :]
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No kidding . Every episode is pretty much, "F___ that f___ing ____sucker. That f___ing ____sucker is probably busy sucking ____ as we speak. F___."
Can you post a pic of the low poly mesh which is going to use the normal map?
i hope to start on his texture this weekend.
highpoly on the left, low on the right. max 7 viewport grab using metal bump for normal map.
nice model BTW though perhaps he is looking too much detail, not enough form if that makes sense
And by the way, I really love your previous work that you have on your site, and your zombie cowboy, very nice and unique style, quite refreshing to see something like that. I hope you continue to work in your style, as it is full of awesomeness!
yeah adding all the little details made some things kind of bumpy, but it looks a bit better in zbrush, and i'm tightening it up a bit too. fogman, i wish i knew about the bump texture , i'll give that a try next time.
onelung, the normal map is a 1024, and i'll probably make the diffuse the same size.
do many people use zmapper to make their normal maps? i tried it, but it did some weird stuff on his nose. its difficult getting 3dsmax 7 to deal with my exported high poly from zbrush, so i might try it again.
do you guys often use a different shader for eyes? i wanna get a really bright and small highlight.
in regards to the shader, the alpha of the specular map is used as a gloss map. So a bright white in the alpha should make a nice tight specular.
a friend directed me back to this thread with this to say:
"wow! someone actually figured out how to use all the shader controls... you better add more numbers next time" hehe
Great skin!
pior, that old man on your site with eyes set up like that looks really cool. i might try that out if i get a chance. i wonder if any games these days are doing eyes like that?
thanks for the crits and comments. i'll probably also experiment with his skin color, but its tricky sometimes since it has the skinshader and depending on the lights, things can change a lot. BTW thanks to J.I. Styles for the skin shader, it makes a huge difference.