i like number 2 best, but i'd also add some with gray background so you can see the cool blood under the blade is actual geometry, and not just photoshopped in. Cool stuff!
Xaltar >>> Thanks for you suggestions but his foot is to be resting on a large boulder or rock/rubble. I will be editing the diffuse and specular so that it matches the background chosen.
Japhir and gwad >>> Thank you guys for your suggestions.
Gathering suggestions from here another forum board and friends the background standings go as fallows:
BG01: 6
BG02: 4
BG03: 3
BG01 seems to be the most popular, so I'll post an update soon. Once again C&C is welcome.
Just playing with the lighting. I currently only have 3 spots, a point to push the shadow the right direction, and Final Gathering. I hope to have Global Illumination and maybe an AO pass by tomorrow morning and call this project done.
thats friggin nasty / awesome! i love the whole thing, from the character to the bricks in the wall even! (lol) obviously the lighting needs work, but thats only rough now.
Some advice though (if u don't think its too late or something) the guy's head should be looking at us with a cocked-head. ie. his head is tilted to one side, his eyes are boring into ours, and he looks like he's about to say "'ello! im about to rip u apart good me love! mwahaha!"
by the way (here i am, asking for another "mini-tut" in some1 elses thread ) i noticed that the ground below the boulder ur guy is standing on look exactly like the type of ground i want to get. mind if i ask how you made it?
Thanks indian_boy for your C&C. It might be cool to turn the face but I may not have time to try that you. Like you I have final exams for collage (well... more final projects) that I need to have wrapped up. And rigging the face and extra stuff around it to give it a proper turn with proper weighting will take a bit to much time cause I am very picky with rigging even if it is small.
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Mini-Tut:
Note: First things first I dont know what you would do in Mudbox but I think you can do everything I did in Zbrush in Mudbox.
Ok first I found some texture referances on the net. I've been getting alot of mine from Mayang's Free Texture Libary. I then make Alpha Brushes or Displacement Brushes for Zbrush's Projection Master. If you dont know how to make an Alpha Brush you can check out my Tutorial.
After I have displaced my Obj in Zbrush I export an normal map and a cavity map (the cavity map acts as a rough AO map) and take those files into PhotoShop.
In PS I select my normal map and copey and paste it into a new folder and make it an greyscaled image. Make a new document and copey the greyscaled image, normal map and cavity map all into one file. Hide the normal map.
I then give a layer multipy effect to the cavity map over top the greyscaled and gaussian blur it. I douge and burn the grey scale to get the highlights and shadows that I want and then paint my texture over my greyscale (in a new layer) between my cavity map layer.
I'll overlay textures from referance photos I got off the net and give them layer options and play with their opacity untill desired effect.
When I am done I create a spec map and refection map from completed texture by pasting them into my greyscale document from before and playing with their levels and brightness/conrast and douging/burning.
************************************
Hope that helps you And anyone else who reads it.
I should have my beauty shot and other stuff up sometime today.
C&C is still welcome for I will be checking the boards while I work and will implement suggestions that seem viable and I have time for.
Texture Flats (not all of them just my Diffuse and Normal maps)
Concept Sheet
I have finished this dude. Thankyou everyone for your suggestions and support it really helped shape this guy to what he is now. I've learned alot by joining this compotition this year.
Now to focus on my other school work. Good luck to all you guyz out there I hope to see you bad ass models at the finish line
Replies
Japhir and gwad >>> Thank you guys for your suggestions.
Gathering suggestions from here another forum board and friends the background standings go as fallows:
BG01: 6
BG02: 4
BG03: 3
BG01 seems to be the most popular, so I'll post an update soon. Once again C&C is welcome.
Just playing with the lighting. I currently only have 3 spots, a point to push the shadow the right direction, and Final Gathering. I hope to have Global Illumination and maybe an AO pass by tomorrow morning and call this project done.
C&C is welcome
Some advice though (if u don't think its too late or something) the guy's head should be looking at us with a cocked-head. ie. his head is tilted to one side, his eyes are boring into ours, and he looks like he's about to say "'ello! im about to rip u apart good me love! mwahaha!"
by the way (here i am, asking for another "mini-tut" in some1 elses thread ) i noticed that the ground below the boulder ur guy is standing on look exactly like the type of ground i want to get. mind if i ask how you made it?
keep up the great work man.
************************************
Mini-Tut:
Note: First things first I dont know what you would do in Mudbox but I think you can do everything I did in Zbrush in Mudbox.
Ok first I found some texture referances on the net. I've been getting alot of mine from Mayang's Free Texture Libary. I then make Alpha Brushes or Displacement Brushes for Zbrush's Projection Master. If you dont know how to make an Alpha Brush you can check out my Tutorial.
After I have displaced my Obj in Zbrush I export an normal map and a cavity map (the cavity map acts as a rough AO map) and take those files into PhotoShop.
In PS I select my normal map and copey and paste it into a new folder and make it an greyscaled image. Make a new document and copey the greyscaled image, normal map and cavity map all into one file. Hide the normal map.
I then give a layer multipy effect to the cavity map over top the greyscaled and gaussian blur it. I douge and burn the grey scale to get the highlights and shadows that I want and then paint my texture over my greyscale (in a new layer) between my cavity map layer.
I'll overlay textures from referance photos I got off the net and give them layer options and play with their opacity untill desired effect.
When I am done I create a spec map and refection map from completed texture by pasting them into my greyscale document from before and playing with their levels and brightness/conrast and douging/burning.
************************************
Hope that helps you And anyone else who reads it.
I should have my beauty shot and other stuff up sometime today.
C&C is still welcome for I will be checking the boards while I work and will implement suggestions that seem viable and I have time for.
Winning Pose
Beauty Shots
Construction Shots
Texture Flats (not all of them just my Diffuse and Normal maps)
Concept Sheet
I have finished this dude. Thankyou everyone for your suggestions and support it really helped shape this guy to what he is now. I've learned alot by joining this compotition this year.
Now to focus on my other school work. Good luck to all you guyz out there I hope to see you bad ass models at the finish line