a try on a tileable rock cliff texture, i'm a bit newbie in zbrush but I think it is more or less ok, a bit patterned though
Unfortunately I think the normal ends up coming across as rumpled up canvas, especially where that pinch is right next to the larger "rock" form, that really kills the impression that it's a rock. I'd recommend looking at more reference, and thinking about the natural processes that create the shapes and textures of rocks.
FAT_CAP: Looks great! I feel like the silhouette could be a bit more punchy here and there (his arms and face especially look quite formless in silhouette) but it's a minor nitpick.
Textures are very nice, that waistcoat is awesome.
fatcap hes a Harley Davidson guy, get him a ball-pin hammer. they are traditionally used to start motorcycles that are having starter trouble, and are also a biker gang weapon of choice( because they can tell the cops that they keep them in case they have bike trouble).
Looks great the time spent getting the textures done on this guy really shows!
Found some time to try and finish up this guy. Still need to add a weapon - thinking about a big wrench - and then rig him up.
pretty good work man. very crisp texture too. i wish you modeled out the grooves on the sole of the boots.
i would suggest a firearm rather than a melee weapon.
btw, i actually like the subtlety of the silhouette like coach character from l4d2:
FAT_CAP really nice execution, but I think the proportions need a lot of work. he looks really short. dunno if you were going for that look, but that's what kind of jumps out to me
been doing some blocking out/zbrush test on bruce willis. early days yet.
haven't quite nailed the likeness still. he is a freakish looking man:)
Ruz, from what I can see, the areas on the face that are throwing it off are the huge gap between the lips and the nose, and the crazy monkey like ears. Also, he does look like hes put on about 10 stone
As always, looking forward to seeing where you take it
odium, but he does have a huge gap between the lips and the nose, its one of his distinguishing features.I really don't think that's the problem.
I will look at it more in the new year anyway
odium, but he does have a huge gap between the lips and the nose, its one of his distinguishing features.I really don't think that's the problem.
I will look at it more in the new year anyway
Jesus Christ... Thank you for ruining Die Hard for me I can't look at him now without see how large that gap is, never noticed it before!
second try at the rock texture... thanks for the feedback in the last one. I think this gone got more 'rocky' but the normal map totally rapes the diffuse, its very strong... it looked nice in zbrush.. I think
Trying to minimize polies on my Beretta 87 Cheetah target pistol.
Model not done, WIP.
If you want to put it into an game engine, you will be wondering i think...
All these ngons will be turned into tris and i think it will raise the polycount almost triple times if not more.
Thanks for the input guys - it's nice to get a fresh pair of eyes on this piece.
@MOP - the thick wrists was meant to be a bit of a stylistic choice - giving him tree trunk like arms. It might not work as well as I had hoped though especially since the rest of him is quite realistic in nature - I will give it a try with thinner wrists to create more of a silhouette and see if it works better.
@woogity - Good call! I am reading through Hunter S Thompson's: Hell's Angel book at the minute so the bike chains as necklace/ weapon came from that. The hammer is a great idea although it looks a little small - I'll have a look around for ways of making it a bit more chunky.
@MM - Thanks man. I had originally planned to give him a shotgun of some sort but thought a wrench/ melee weapon would be a quicker to knock up... I always get an itch to move onto the next character when I near the end so was trying ot keep things simple to keep myself motivated!
I hadn't thought of modelling the grooves in the sole of the shoe - I'll test it out and see what it looks like - hopefully it doesn't add too many polys.
@Ruz - Yeah the proportions have really bugged me on this one. I'll give it another once over and see if I can sort it out - I think half of it might be to do with having no toher scale reference in the scene.
If you want to put it into an game engine, you will be wondering i think...
All these ngons will be turned into tris and i think it will raise the polycount almost triple times if not more.
Really? I see mostly quads. What are ngons and why are they bad?
Hey Ruz, instantly recognisable Brucie there, nice work man! Just the tops of the ears have a little extra too much of a join to the skull, maybe that's why odium said monkey ears, despite him looking like that anyway lol.
FAT_CAP love that belt buckle, fookin awesome texturing!!
d1ver damn I hate this film but I love your work on the model
cheers for the feedback GCMP. yeah there is a lack of polys around the ear area, have to rebuild that a bit. pleased he is a at least a 'bit' recognizable
Odium, yeah its true the more you study his face the more surprises there are, he just seems to have the weirdest shaped head, but as a whole his face somehow is movie star quality:)
his shirt is just a test, it makes him look a bit beefy right now
Trying to minimize polies on my Beretta 87 Cheetah target pistol.
Model not done, WIP.
You really should just bake that extra handle detail into an AO map, there is such a small gap between the handle and the side panel that with a good AO and normal it will look the same.
Replies
do I smell a new SDK coming up? :P.
!
Unfortunately I think the normal ends up coming across as rumpled up canvas, especially where that pinch is right next to the larger "rock" form, that really kills the impression that it's a rock. I'd recommend looking at more reference, and thinking about the natural processes that create the shapes and textures of rocks.
Textures are very nice, that waistcoat is awesome.
seriously now, FAT_CAP: it looks fucking a
keep up the good work the rest of yous!
point taken
I made a crappy crate!
Feel it's crate-y wrath! rawr..
But, Ithink the plaster on his right arm looks a bit too painted.
Hey,JFletcher, that crate looks lively. gj.
BlackulaDZ, me liek his nose!
GCMP, if that's ice than it just wickedly drawn. I have no idea how to paint it like that.)
I've just been doodling around the last day.
Yeah-yeah-yeah, it's gotten to me too.)
btw, the soundtrack is pretty damn great!
Looks great the time spent getting the textures done on this guy really shows!
-Woog
pretty good work man. very crisp texture too. i wish you modeled out the grooves on the sole of the boots.
i would suggest a firearm rather than a melee weapon.
btw, i actually like the subtlety of the silhouette like coach character from l4d2:
http://area.autodesk.com/userdata/forum/s/survivor_coach.jpg
been doing some blocking out/zbrush test on bruce willis. early days yet.
haven't quite nailed the likeness still. he is a freakish looking man:)
As always, looking forward to seeing where you take it
I will look at it more in the new year anyway
Jesus Christ... Thank you for ruining Die Hard for me I can't look at him now without see how large that gap is, never noticed it before!
d1ver: nice , i do think that the eyes should be a little bigger if you want to match the movie
something i`m working on
13 is my fav.
Model not done, WIP.
I whipped up a few more robot thumbnails. I'm just throwing ideas around right now, trying to come up with some strong, readable shapes.
So this robot is going to be a robo janitor?
If you want to put it into an game engine, you will be wondering i think...
All these ngons will be turned into tris and i think it will raise the polycount almost triple times if not more.
@MOP - the thick wrists was meant to be a bit of a stylistic choice - giving him tree trunk like arms. It might not work as well as I had hoped though especially since the rest of him is quite realistic in nature - I will give it a try with thinner wrists to create more of a silhouette and see if it works better.
@woogity - Good call! I am reading through Hunter S Thompson's: Hell's Angel book at the minute so the bike chains as necklace/ weapon came from that. The hammer is a great idea although it looks a little small - I'll have a look around for ways of making it a bit more chunky.
@MM - Thanks man. I had originally planned to give him a shotgun of some sort but thought a wrench/ melee weapon would be a quicker to knock up... I always get an itch to move onto the next character when I near the end so was trying ot keep things simple to keep myself motivated!
I hadn't thought of modelling the grooves in the sole of the shoe - I'll test it out and see what it looks like - hopefully it doesn't add too many polys.
@Ruz - Yeah the proportions have really bugged me on this one. I'll give it another once over and see if I can sort it out - I think half of it might be to do with having no toher scale reference in the scene.
90% of what you have modelled there can be done on a normal map much, much nicer, or on the texture itself if diffuse only.
I would take some of those wasted tris and apply them to the shape of the model instead, its all very "boxey" atm.
Really? I see mostly quads. What are ngons and why are they bad?
Hey Ruz, instantly recognisable Brucie there, nice work man! Just the tops of the ears have a little extra too much of a join to the skull, maybe that's why odium said monkey ears, despite him looking like that anyway lol.
FAT_CAP love that belt buckle, fookin awesome texturing!!
d1ver damn I hate this film but I love your work on the model
Odium, yeah its true the more you study his face the more surprises there are, he just seems to have the weirdest shaped head, but as a whole his face somehow is movie star quality:)
his shirt is just a test, it makes him look a bit beefy right now
mostly illustrator with some part being rendered in c4d sketch&toon
You really should just bake that extra handle detail into an AO map, there is such a small gap between the handle and the side panel that with a good AO and normal it will look the same.