Jfletcher: your churning out some sick characters. is that the new WOW race, right?
ScudzAlmighty: incredibly morbid! gotta agree about the symmetry. along with the blood, you should work on the spec map for this dude as his textures are pretty shiny atm. funny idea
Looking good mike. watch your facial planes and lips though, Also hair isnt made out of strings of playdough so you might want to have another pass over it.
Faaar from finished but posting to see if anyone has any major crits that need to be dealt with. Started out as just a doodle with zpsheres to get a better hang of them so its all pretty random in design. Really wish i could go back into zpshere mode and change alot of stuff (horns/tail etc) but ill just take it with me to the next project. Legs completely untouched and head ALMOST untouched atm.
The hands are missing because i fucked up major with the zpsheres on them but started sculpting anyway because it was just meant to be scrapped after i had tried some stuff out. If i take him further i will just append in some hands from maya i guess.
trying to get back into the habit of doing personal work. This was a few nights work mainly playing around with the brushes that I don't usually use in Zbrush...
Started working on the legs. Anyone know how to delete faces in zbrush? I want to delete those parts that i have hidden in this screenshot and append in new feet/hands. Anyone got any tips on how to best do this?
Should probably create a separate thread so i dont have to spam here.
Fuse, I love the style of it, please turn that into a full character!
Acumen, great model, fits the TF2 style! You should get this stuff on the tf2maps.net forums.
Now for this piece, I've kept the torso and shoulders of jec1183 his Hellboy SDK and modelled further from there. It's been a LOOOOONG time since I did a character and for some late night modeling I'm happy with it (no UV's, was just for some modeling practice)
Love it Sniper. And Morte like how it's working out on the more realistic look. Feels like the head needs some work done still but it's coming together well.
Fuse I like it a lot, but the legs are really bugging me. If you block out the lower body with your hand you'll notice his whole upper body is normal proportions, so it causes a visual mismatch between the 2 halves IMO. Might be worth revisiting the lower body to be more normal in proportion even if still on the small side.
Really like the style and theme on it regardless.
This took me about a week just to make the high poly, working on it 4-5 hours a day tweaking details and such.
In comparison, how much time a professional would allocate for creating a high poly?
Here is a scene I started awhile back and slowly adding new things to it. It is just a basic cave environment.
Still working on spec and adjusting some shaders.
Based on this fuckin' sweet concept, minus the techy bits. Sculpted from a cube in Mudbox. I'm considering doing the whole shebang, but I haven't decided yet.
fuse its really cool but hmmmm i'm really not a fan of those uber short legs, i think something longer would have fit better to the rest of the proportions.
Slow going on this one in between freelance jobs. I haven't really touched the a lot of areas so places like lower legs/ foot area are all a bit funky at the minute.
thx, Snipergen. actually i modeled it after a request in the tf2maps-forums
i totally love the color scheme of your model ! fits so well to the silhouette
that looks great fat_cap!
going to try and do a couple of 2d redesigns of the ghouls n ghosts sprites for the capcom sinister circle comp. pig ogre for starters
omg kite i love that crotch armor. Skin rendering is pretty fantastic too. Not feelin the hook so much.
Anyways, rough-ish sculpt. I dont think I'm gonna take it anywhere, but you never know. This thing came off of a old head model I had in my computer from a few years back.
Replies
Jfletcher: your churning out some sick characters. is that the new WOW race, right?
ScudzAlmighty: incredibly morbid! gotta agree about the symmetry. along with the blood, you should work on the spec map for this dude as his textures are pretty shiny atm. funny idea
help?
being a fan of your work altogether this means a lot
ScudzAlmighty, that looks just awesomerisch
i have the lightmap set really low for the time being
worked on the head some more.
Faaar from finished but posting to see if anyone has any major crits that need to be dealt with. Started out as just a doodle with zpsheres to get a better hang of them so its all pretty random in design. Really wish i could go back into zpshere mode and change alot of stuff (horns/tail etc) but ill just take it with me to the next project. Legs completely untouched and head ALMOST untouched atm.
The hands are missing because i fucked up major with the zpsheres on them but started sculpting anyway because it was just meant to be scrapped after i had tried some stuff out. If i take him further i will just append in some hands from maya i guess.
Jfletcher; cool but mind your material seperation dude. In terms of values and speculars everything seems to be made of the same material.
dejawolf, thanks for the look at the flats and the crit man. I've always had problems painting metals, myself so its nice to see how others do it.
Anyway I roughed up a section of the wall today, 52 polys +512x256 maps I'll see if I can get it down to half the maps size for the final.
Theres something funny with my marmoset, it gets pixelated along shadow edges. trixing the shadow distance doesnt fix it
Training a bit more toward UC (the Peris way):
I have to remove some pattern repetition in the textures and then paint it all.
Started working on the legs. Anyone know how to delete faces in zbrush? I want to delete those parts that i have hidden in this screenshot and append in new feet/hands. Anyone got any tips on how to best do this?
Should probably create a separate thread so i dont have to spam here.
Benclark, brilliant as always
Fuse, I love the style of it, please turn that into a full character!
Acumen, great model, fits the TF2 style! You should get this stuff on the tf2maps.net forums.
Now for this piece, I've kept the torso and shoulders of jec1183 his Hellboy SDK and modelled further from there. It's been a LOOOOONG time since I did a character and for some late night modeling I'm happy with it (no UV's, was just for some modeling practice)
still need to do shirt + jacket + weapons + finish hair...
Still really early!
Fuse: Awesome, it's a great style
Here's a spacey dude-l to put you all to bed:
Really like the style and theme on it regardless.
In comparison, how much time a professional would allocate for creating a high poly?
Still working on spec and adjusting some shaders.
Based on this fuckin' sweet concept, minus the techy bits. Sculpted from a cube in Mudbox. I'm considering doing the whole shebang, but I haven't decided yet.
Without revealing too much, I was working from a concept so I sort of had to adhere to the proportions layed out in the drawing
I think I got the source from this forum.
This one right?
Thanks for the kind words guys!
I dont suppose you have any more links to those comics?
i totally love the color scheme of your model ! fits so well to the silhouette
going to try and do a couple of 2d redesigns of the ghouls n ghosts sprites for the capcom sinister circle comp. pig ogre for starters
Anyways, rough-ish sculpt. I dont think I'm gonna take it anywhere, but you never know. This thing came off of a old head model I had in my computer from a few years back.