vahl, looks sweet!
here is a little tip for eyes i have been doing lately and it really adds to the "alive" factor of the character, makes the eyes feel a bit more natural.
i add a plane along the edge of the top lid and make a little gradient alpha to imply a shadow being cast from the top lid.
That's a really sweet tip Arsh, it reminds me of people using a similar technique for creating a more realistic window in the eye (back when models just had Diffuse and alphas...)
MM, I agree with Casey, although I think it might just be the over all expression, which comes off as disgusted. When I think of Hellboy I think more of a perturbed "Ugh...what now?" expression. Nevertheless, what you have there is pretty fucking sweet.
Seforin, have you tried working with the layer tool in ZB? That can create a more realistic looking band wrapping around the edges of the gloves.
Armanguy your Nod Artillery Tank looks extremely impressive but in-game it looks awful. i just thought i'd mention that because it is fascinating how something like that can happen just because of the rendering program.
Armanguy, perhaps playing with heightmaps and the bumpoffset feature? Usually if the normal maps don't pop enough within the UE3 engine a bumpoffset seems to spruce things up.
I did want to ask on any approaches to wraps? I Wanted to make wraps on my charactesr gloves but I didnt want to just extrude some cylinders and have them floating either, is there a good approach on how to really make wraps that look like there wraps on a character?
Are you using Zbrush? The mesh extraction works very well for things like that. You'd simply mask off the area you want the wraps to be and extract that to a new subtool.
MM - Lovely Hellboy, lovely site too. I've seen some of your stuff kicking around before I'm sure. Perhaps on Tweak or Zbrush Central?
Armanguy, perhaps playing with heightmaps and the bumpoffset feature? Usually if the normal maps don't pop enough within the UE3 engine a bumpoffset seems to spruce things up.
Armanguy, i think the main problem with the nod artillery tank in-game is that you are forgetting to set the gloss level; it's too high. you may have to play around with the general gloss and specular levels to get it to look right.
really nice sculpting ruz, did you ever find a solution for your dudes haircut? i was going to suggest feathering the tips of each hair piece and decreasing the amount of contrast in the diffuse
Realtime render in Marmoset engine from 8monkey labs, as usual, click to enlarge, like a 8===>
guess I'm close to something almost finished, still a few tweaks here and here, pose, stand and lightsaber blade and I guess I'll be able to call it done
specs :
lowpoly < 8000 tris
Face+lekkus+eyes 1024*1024*3
EyeShell 512*512*3
Body 2048*2048*3
Lightsaber 512*256*3
TGZ thanks man, yeah I'll try with more redness on the spec, but I wanted it to be blueish mostly
If I'm being really anally nitpicky, I'd say that while the normals say that her headband is made of 3 different strips of material sewn together, the diffuse still has details that run seamlessly across them.
sama.van, nice stuff. The toolset we use at work comes with something like this but it's pretty slow (and still way better than painting weights), so I look forward to seeing this progress :P
wow nice stuff vahl! the ONLY crit i could come up with is that the eyelashes seem to be made out of seperate strands of hairs, i'd paint them to look more like gradients with some hairs here and there (obviously without the gradient tool ). or just paint in some more hairs.
keep it up! and i'd like to see a comparitive image with the spec at what it is, and what TheGodZero suggested .
Ruz - glad that you got away from that simple bump overlay/ alpha for the pockets of your clothing - the added tension marks coming from the corners and seams and having their own wrinkles really helps sell them.
Rota - love the silhouette the gloves give the character and the "Sin City" style of facial features you have given him.
Realtime render in Marmoset engine from 8monkey labs, as usual, click to enlarge, like a 8===>
guess I'm close to something almost finished, still a few tweaks here and here, pose, stand and lightsaber blade and I guess I'll be able to call it done
specs :
lowpoly < 8000 tris
Face+lekkus+eyes 1024*1024*3
EyeShell 512*512*3
Body 2048*2048*3
Lightsaber 512*256*3
TGZ thanks man, yeah I'll try with more redness on the spec, but I wanted it to be blueish mostly
That's looking ace Vahl, damn you and your fancy engine!
what's wrong with the lashes on Vahl's model? actually i think what's weird is that they are much more defined compared to everything else; the eyebrows and lips look very blurry compared to the lashes. the mismatch is maybe what is the problem.
also i don't get why everyone keeps on using color in their specular maps for everything. i thought that's the way to recreate the look of metal or silk.
also i don't get why everyone keeps on using color in their specular maps for everything. i thought that's the way to recreate the look of metal or silk.
Replies
-caseyjones
That's a really sweet tip Arsh, it reminds me of people using a similar technique for creating a more realistic window in the eye (back when models just had Diffuse and alphas...)
MM, I agree with Casey, although I think it might just be the over all expression, which comes off as disgusted. When I think of Hellboy I think more of a perturbed "Ugh...what now?" expression. Nevertheless, what you have there is pretty fucking sweet.
Seforin, have you tried working with the layer tool in ZB? That can create a more realistic looking band wrapping around the edges of the gloves.
Armanguy, perhaps playing with heightmaps and the bumpoffset feature? Usually if the normal maps don't pop enough within the UE3 engine a bumpoffset seems to spruce things up.
Are you using Zbrush? The mesh extraction works very well for things like that. You'd simply mask off the area you want the wraps to be and extract that to a new subtool.
MM - Lovely Hellboy, lovely site too. I've seen some of your stuff kicking around before I'm sure. Perhaps on Tweak or Zbrush Central?
thanks for the info ill try it out
Copier machine... why not?
Will probably have him in a short animation when he's done.
Edit: Belt is a placeholder so far
Still working on the Soul Reaver sculpt, will post update later
coming along nice RazorBladder
yeah I have given up on the hair for now, but have made a lot of progress on it.
Will go back to it soon. thnks for the suggestions anyway.
I'd love to see it modeled and ill probably have a better modelsheet in a few days and ill probably post that here too!
Doesn't look metallic at all to me. looks like glossy lipstick or lip gloss or w/e it is that girls wear
Not so much done.. however.
karera - Looks good so far. It is a bit blobby in my opinion, though. You may want to look into tightening some stuff up.
i think it would help if the spec would be red/magenta/pink/tan that may help make her skin seem a bit more fleshy.
update, a tad big I guess...anyways
Realtime render in Marmoset engine from 8monkey labs, as usual, click to enlarge, like a 8===>
guess I'm close to something almost finished, still a few tweaks here and here, pose, stand and lightsaber blade and I guess I'll be able to call it done
specs :
lowpoly < 8000 tris
Face+lekkus+eyes 1024*1024*3
EyeShell 512*512*3
Body 2048*2048*3
Lightsaber 512*256*3
TGZ thanks man, yeah I'll try with more redness on the spec, but I wanted it to be blueish mostly
It works perfectly.... I only try to find a solution and get red and blue colors same as 3dsmax....
Maybe I can use the Maya's paint tools...
Anyway, on progress!
If I'm being really anally nitpicky, I'd say that while the normals say that her headband is made of 3 different strips of material sewn together, the diffuse still has details that run seamlessly across them.
sama.van, nice stuff. The toolset we use at work comes with something like this but it's pretty slow (and still way better than painting weights), so I look forward to seeing this progress :P
keep it up! and i'd like to see a comparitive image with the spec at what it is, and what TheGodZero suggested .
Some full bodys, i think im going to do one of those and then ill start illustratin!
Made in maya/mudbox.
Rota
so awesome. I went thru the entire gA thread and saved everything to my inspiration folder
Ruz - glad that you got away from that simple bump overlay/ alpha for the pockets of your clothing - the added tension marks coming from the corners and seams and having their own wrinkles really helps sell them.
Rota - love the silhouette the gloves give the character and the "Sin City" style of facial features you have given him.
That's looking ace Vahl, damn you and your fancy engine!
also i don't get why everyone keeps on using color in their specular maps for everything. i thought that's the way to recreate the look of metal or silk.
*sigh*