Not touched this guy since... but I have now started to do a polypaint and experiment with my brushes a little more in R3. I hate that I cant paint specular or exponent however I am enjoying adding bump and rgb at the same time. They also really need the layers to support the vertex colours... I feel a little like I am walking on eggshells as I paint in more details.
I dont plan to do all the texture details in zbrush however I certain want to get a good feel for the character here and painting ont he sculpt is enabling me to deal with any conflicts between the sculpt and the texture (which always happen when you dont plan your work like me )
MoP, u finished him yet
Rory_M, EmAr, thanks
Marine, its a sound idea but not what I had in mind with this guy. I think although ugly.. this guy needs to maintain a certain level of attractiveness to make his character endearing rather than just some brute (at least thats my thinking)
Mistry10 , cheers
cholden, handsome would be tough! Perhaps too tough? ;D Maybe!!
Mrskullface, I am getting right on that!
nrek cheers I actually enjoy the feet too. Usually I disregard the feet or shoes in my work but for this guy I felt it was important to break that bad habit and spend time on them.
Bryan Cavett a little mutant pup would be fun.. but I need to start to speed up these projects and finish1!11!
I already like the degree of contrast though color and the boldness seems to work really well because thers enough open flesh to really pop those boils.
Kevin Johnstone, thanks. There is a high level of contrast right now but I am well aware that I might have to tone a few things down as I get a chance to start working on the additional clothing elements.
I almost wish I hadn't given him clothes/kit as the skin is just so fun
SuPa- dont feel puny!
ironbearxl good catch I will sort that out
felipefrango, yeah I plan on doing a low poly. I actually started up work on this guy so that it would enable me to have a test piece for experimenting with new work flows for game production.
What kind of experimenting will you be doing besides poly painting the high poly within zbrush? Or is that what you normally do? I'd be interested in hearing your current workflow and what your doing different with this guy.
Love that poly paint! I feel like the cancerous spots/moles/markings are a little too defined though. I love how the hands & feet bleed back into the fleshy colors, kind of wish the spots were a little less dark to match the flesh some. Or had the same purpley-red blend at their edges, being softer in some spots than others - so it could appear they're part melanoma marks, and part skin pattern/large moles. A little more irregularity could help, and maybe somethin as simple as some bleed and some are harsh edges.
Great feedback peeps, sadly my enjoyment of making stuff has was temporarily killed by work.. however I plan to start something this weekend.
spent time playing with topogun, tried a little 3dcoat but didnt like it as much. EEEventually got the WrapIt beta for Max and used a combo of those tools and polyboost/Graphite. It was a fun learning experience and certainly left me feeling like there is a lot of room for improvement in all apps attempting to deal with retopology atm.
Baked the maps in Xnormal and have been previewing in Max using Xoliul's shader
Holy...fucking...shit. This is such an awesome character, I remember when you first sculpted it, nice to see it in video game form. As for retopology tools, have you ever messed with Max Retopo?
Nice progress, I love how the skin is looking right now. IMHO it feels like it's missing ambient occlusion in some areas, I'd expect soft shadows from the pants on the thigh for example, should make stuff pop out a little more.
ps, did you forget to mirror the buckle on his left side at the back? the strap doesn't look connected to anything (or maybe you've just not got round to it)
Replies
He needs a little runtish mutant dog following him around!
Also I like your subject matter so keep doing it Zombie nazi's will work too
Not touched this guy since... but I have now started to do a polypaint and experiment with my brushes a little more in R3. I hate that I cant paint specular or exponent however I am enjoying adding bump and rgb at the same time. They also really need the layers to support the vertex colours... I feel a little like I am walking on eggshells as I paint in more details.
I dont plan to do all the texture details in zbrush however I certain want to get a good feel for the character here and painting ont he sculpt is enabling me to deal with any conflicts between the sculpt and the texture (which always happen when you dont plan your work like me )
MoP, u finished him yet
Rory_M, EmAr, thanks
Marine, its a sound idea but not what I had in mind with this guy. I think although ugly.. this guy needs to maintain a certain level of attractiveness to make his character endearing rather than just some brute (at least thats my thinking)
Mistry10 , cheers
cholden, handsome would be tough! Perhaps too tough? ;D Maybe!!
Mrskullface, I am getting right on that!
nrek cheers I actually enjoy the feet too. Usually I disregard the feet or shoes in my work but for this guy I felt it was important to break that bad habit and spend time on them.
Bryan Cavett a little mutant pup would be fun.. but I need to start to speed up these projects and finish1!11!
onelung thanks::)
Small crit about the armpit, I did a paintover:
I almost wish I hadn't given him clothes/kit as the skin is just so fun
SuPa- dont feel puny!
ironbearxl good catch I will sort that out
felipefrango, yeah I plan on doing a low poly. I actually started up work on this guy so that it would enable me to have a test piece for experimenting with new work flows for game production.
Great feedback peeps, sadly my enjoyment of making stuff has was temporarily killed by work.. however I plan to start something this weekend.
spent time playing with topogun, tried a little 3dcoat but didnt like it as much. EEEventually got the WrapIt beta for Max and used a combo of those tools and polyboost/Graphite. It was a fun learning experience and certainly left me feeling like there is a lot of room for improvement in all apps attempting to deal with retopology atm.
Baked the maps in Xnormal and have been previewing in Max using Xoliul's shader
great inspiration, can't wait to see what you do next
thanks for sharing, loving this very much.
Keep it up
But the hair. It's the only part I'm not really feelin' right now.
~t
seems my second monitor is really dark ;P
Thanks for the encouragement
realisation is just perfect.
*quits 3d*
Hopefully, the friday recap is here.
Top notch work !
Is it weird that id want to see him as a nice good guy helper, and not as something ready to rip my head off?
haven't had time to work on it, but I did grab a little time to do a quick test turnaround.
the hands and feet remind of a werewolf character and the face looks sort of amphibious to me. it works though
ps, did you forget to mirror the buckle on his left side at the back? the strap doesn't look connected to anything (or maybe you've just not got round to it)