Im restarting the thread with new login to avoid confusion. My old login doesn't work and on top of that it seems new forum doesn't support polish letters in username, groovy.
Hell I wanted this login in the first place so no big deal.
Anyway, moving foward with this char. Now boots + belt need sculpting and I guess ill add something. So far goldchain is on the list. Some pores on the skin also.
By the way anyone knows it is possible to get dithering of background gradients in Z3? The steps of shading are kinda annoying.
Replies
How long have you been working on him?
He looks strange in the sideview, like hes kinda fat, he doesnt look like that from the front.
Veins are a bit big - looks like he's on Venom .
Can't wait to see more, any chance of a closer look at his face/head?
I do feel something is a bit off with his biceps, im lacking decent reference without someone flexing in a pose. Ill look around later and see what I can find.
He is supposed to have strong abdomen non flat area from sideview. Think Mickey Rourke in Sincity. Its not really fat on his belly, some guys are simply built that way.
http://www.swoma.user.icpnet.pl/wip/kpc_wip_B_2.jpg
not enough big forms , too many micro details. Still a great piece, but the silhouette needs breaking up a little.
The folds in the trousers are too thin I think.
Watch will be the tricky part. I think it will have to be seperate object. It will eat some polies I guess. The teeth im not sure, if its better to do them on plane with alpha or as full 3d jaw shape.
you might want to pull out the areas between the wrinkles in the palms a little bit. right now they are reading more as scratches on a flat surface instead of the divisions between muscle masses/fat pads. facial detail looks great (he reminds me of the late jazz drummer Buddy Rich). the arms are a bit lumpy in terms of form. maybe smooth out the areas at the apex of muscle curves to show the taughtness of the skin.
great work, keep it up.
Things I do is:
- turn shadows off, these are the biggest resource hog
- disable UVs, saves memory
- use masks, at last level for upper body that is a single mesh at 5 milion, I seperated eyes area, mouth and so on for smooth workflow
- use lazy mouse to avoid bumps
Thats about it I guess. Oh and patience .
HAHAHA, I love that quote!! ... If I'm understanding it the way its meant to be taken, that is.
Ok the model. Very nice. The detail is so sharp, and fine, its awesome. How is your computer not crashing from such a high-poly sculpt?!?! Or maybe mine's just crap. Aside from what's already mentioned, I have to say this is a *very* high quality piece of work. I dunno what brushes you're using for skin pore textures but you MUST tell me where to get them!
I want to see this guy in action
Scene is 5 point lights + phong shader. Two versions here. One with SSS overlayed on top of the phong shader so that it only adds some red stuff, but shader stays the same. One click solution and also it is closer to realtime SSS without using any kind of mumbo jumbo multilayered shader.
I'm curious, how much time have you put into this model thus far?
Couple questions on your workflow:
EDIT
glanced through the first page, you already answered my questions
/EDIT
I do have another question though-- how in the hell do you get that much detail out of a 5mil poly sculpt?! My current project is at 7.5million polygons at highest rez and I still get jaggies here and there. I guess it's just polygon optimization, huh?
Also, when you said you separated the mouth and nose and stuff, did you mean you simply masked them off (hid the rest), or was each its own subtool?
Sorry to ask so many questions, but like I said, I'm just trying to learn
Thanks in advance, and again, that's some awesome work you got going on there.
So when face upper body has 5 milion, pants have lets say 1 and on top of that face gets the most dense mesh, it easyly allowed me to put all the pores and stuff.
There could be also other thing. You might have heavy beveling on base mesh and burning pollies that way.
I used masking to simply hide stuff. Whole upper body is a single mesh. I ain't hardcore enough to try to glue seperate parts together. As anything automatic Im expecting that to be epic fail anyway.
Base mesh: http://www.swoma.user.icpnet.pl/wip/kpc_base.jpg (belt and bling bling was of course added seperately later, but their base meshes are scattered all over the place because as usual i have mess in my folders)
@ pangarang - I forgot about your questions. Pore alphas are sand or concrete scans with small or big spots, high pass filter in photoshop and that's it. Of course several layers of them and put in the "right" spots but as far as alpha maps nothing fancy.
Thanks for the info,
and again, awesome job!
you put into the highpoly now ...