So I've started a quest for next gen arts. I have been making rts units for the last 2 years and its wearing on me. I take occasional contract work and do proper high res work but its always rushed. So here I go with a model I intend to full sculpt out without any real deadline. No crunching and no 256 textures.
The concept was done by my friend Sean Murray(I thin khe goes by the name muttonhead on some concept forums).
I'll be working out the remainder of the head bits and bobs including the fin/gill thingies that are missing some time tomorrow i suppose... slow but steady.
Replies
Excellent bust win.
Odor: i'll look into that when i get back to zbrushing again. Take a little looksee and whatnot.
Here's the line drawing sean did of this crazy chica. It'll give you a better idea where its going. Hehe.
And here's an image of a super quick mudbox massing of the body(I'll be doing the actual sculpt in zbrush like i did with the head)
As mentioned it might need a quick gravity pass, although I suppose a race that might spend a lot of time in the water wouldn't be affected by that as much as we would
-SAM
!!!KEEP GOING!!!
Thanks for the encouraging words, guys. The concept is a bit mad, its true--but sean is too.
This is a very modest update that has no one particular update. Just sharpening up some little fiddly bits while waiting for checkin approval at work...but ask and ye shall receive?
Cubik--I'm doing this pretty haphazardly, but I sorta flit between parts and refine them a bit as i go. As it turns out nothing ever is quite finished. This should have a bit more refinement up in the neck and the cheeks.
I'm messing with materials because I got pretty sick of seeing that red wax already. Haha. DIE WAX DIE!
Home time for me, my game is officially done for me today, and I'm going to get home before 7 for the first time in about a month. Wooooo!
edit: my work pc is not at all contrasty, I think. My monitor is jacked up and this level of cavity didnt look so bad at work...woooops.
Thanks joooohn. Here's another modest update. Keeping myself honest.
Spark
We got some comp time now that Empire earth 3 is done... started working on this hofish again... lots of things on my list to do still, bangbangbang on the drum bebe.
What material is this?
I hate to give crits like this lol, but her head is way too backward in relation to her upper torse - it makes it look too much like it's a separated piece.
Chai: thanks for the compliments, I'll look into the neck/head relation to the body. I'm not sure i agree, but when i fire it up again, we will see!
jimmies: that's flattering, thank you.
So I ammmm still working, i cant work on this at home anymore, my pc is not happy with it.
The pattern thats on her over skirt is just a test, i was trying to figure out a way to not have a repeating texture on it and i think this is gonna work out nicely.
As for the material...can we get it
As for the pattern im doing, its on a new mesh slice. I made a strip of polygons that followed the bottom edge, then projected the mesh onto it in zbrush and applied a new texture with a non repeating texture in the alpha for the pattern
the whole thing is unique patterning.
go floppy saggy boobies! lactating from the tips' a bonus
This is NOT what im doing for a final. But my home pc has just been completely wrecked by virii so until I can get the latest high res off it i am holding off on real progress. I just unwrapped the low res cage and did some max tricks to render down some lighting and am paitning the color into it etc. maybe ill do a bust with just a diffuse texture while i wait for stupid computer to come back to life? Hm.
Here he is with some proper maps on him. Spec/color/diffuse/normal. trying to decide how im gonan get the iridescent look. mop suggested a desaturated diffuse then heavy handed spec. we will see. Waiting for my friend to finish up the shader he was going to throw together for me to work on this in max
Finished up the patterns that are laid around her collar and the bottom of the skirt(i can only show one at a time since they are displacements on seperate meshes. stupid zbrush)
I started going in and getting rid of symmetry and finished up her arm/blouse(hand still left mostly alone. thats next)
So now I have some feathery trims to work into the collar and the triangular drapery and then a nother swoop over the softer fabric skirt. getting close though!
notice she has mucho detail on her blouse and arms and whatnots
but relatively less on her face
Here's the progress on Buffy. This is the low poly rendered down(except the new iteration on the head) and some basic material work. Still banging on it, but would like comments on color?
Johnny: thanks!
Shotgun: the face did get a pass on tiny little wrinklies and the like after the last zbrush sculpt was shown. I actually have not done anything but hue shifted the head yet since i decided on some new color direction. I agree with your comments and I did get it evened out a bit. Thanks=)
Otherwise, no real crits on the color, except maybe try to keep an overall tone for the whole piece. Since the skin is a greenish tint, maybe try to unify the clothes with a green tint as well. Maybe something to try--awesome work, either way.
needs some pink though!
The overall color's amazing.
Hey guys, after updating my portfolio I went back and worked on this lady some more. I finished up some materials and did a little render. Thoughts?
Btw, this piece is really bringing out personality...I like it