Did a little test bake to make sure I'm going in the right direction with this:
I still have a ton of work to do and too little time to do it. Most of his body is still unmodeled, at least in low poly, I still haven't even touched the accessories that are going to be on his belt, I'm lagging on some of the sculpting... ergh.
MoP - her thighs seem too big for her proportions. that's the only thing that jumps out for me
if she said 'does my bum look big in this', I would say yes:)
Swizzle - looks good overall but the back of the neck is lacking form
Yeah, I know about the neck. I actually won't be doing much with it because he's going to have a large collar that'll hide everything but the front unless his head is contorted at some unlikely angle. Here's the sculpt; it shows the collar.
Ahhhhh Swizzle! Thanks for pointing that out, better I find out now than 2 weeks from now. First time through I screwed up the Arctic and Alaska now I leave out an entire country....damn. O well.
Your textures are looking pretty cool already, I really dig the bright yellow glow in the goggles.
@ nrek: You know, I actually spent about ten minutes looking at pictures of globes to make sure I wasn't just mistaken about that. I got Greenland and the mess of northeastern Canada mixed up a couple of times, too. :poly142:
@ aesir: Your wish is my command. I'm using Marmoset with the skin shader in those screenshots, so it's naturally going to look 110% more awesometastic than it really ought to.
hey nrek that's really cool! Could you say something about your workflow to create this highpoly? I can think of a few ways to do it but would like to know you technique
Mathorne, these are really nice. I like the style and would like to see full characters done in this style.
Swizzle, your work is dope. Very refreshing. If I could comment on one thing, the goggles could use some texture tweaks on the glass portion. Seems too perfect and a little inconsistent with the rest of the head. Perhaps some slight grime in around the rim?
@ Mathorne - Awesome head sketches dude, there is sooo much character!
@ praetus - Jetpack is looking good so far, I don't know if you have this already but here is a link to a ton of breakdown shots of that rocket pack. http://www.moviejackets.com/rocketeer-pack.php
@ Peris - Thx man . For the hp I just made a geosphere in max and brought that into zbrush for my base. Then I used some hig rez maps of the world to make alphas for each of the major landmasses (minus greenland I guess lol). Imported the alphas and converted them to stencils in Zbrush, in stencil mode I could scale and position it on the globe as well as use warp mode to have it bend around the sphere. Used the layer brush to extrude out the landmass then moved onto the next one. After that I went down a sub D level and deleted the higher level then divided it again to smooth the edges a bit. Added the hammered look and small rivets on the continents then decimated it and exported to max where I added the grid lines, seams, and rivets. Grid lines were added by making a sphere the same size as the globe and selecting the edges I wanted to represent the grid. Did a create shape from selection, then set the resulting spline to render in the viewport.
- rebuild the rimlight based on my tf2 v0.21 shader
- fixed some bugs
- added more tuning options, esp. the ramp can now be easier controlled.
- added ambient cube map support
you can download it here
again.. only tested in max 8 / 2008 (32bit)
Rota: That is really awesome dude, I'm loving the details. Any way we can get a wireframe shot? I'm curious as to how much is normal mapped opposed to modeled...
@ Peris - Thx man . For the hp I just made a geosphere in max and brought that into zbrush for my base. Then I used some hig rez maps of the world to make alphas for each of the major landmasses (minus greenland I guess lol). Imported the alphas and converted them to stencils in Zbrush, in stencil mode I could scale and position it on the globe as well as use warp mode to have it bend around the sphere. Used the layer brush to extrude out the landmass then moved onto the next one. After that I went down a sub D level and deleted the higher level then divided it again to smooth the edges a bit. Added the hammered look and small rivets on the continents then decimated it and exported to max where I added the grid lines, seams, and rivets. Grid lines were added by making a sphere the same size as the globe and selecting the edges I wanted to represent the grid. Did a create shape from selection, then set the resulting spline to render in the viewport.
thanks for clearing that up man! Makes sense you did it this way, eventhough i guess the continents wont be 100% correct, but that doesnt really matter . I didn't know you could warp stencils in zbrush actually! Useful!
@ Nick C - Nice work on the sculpt so far. Is anything going to circle the hole in the back of his head, like a metal ring or anything? Right now that edge just seems a bit soft.
A statue im working on to go with the globe. Still pretty wip, and the hands haven't been posed yet.
Made up a pistol this afternoon. Started out as a desert eagle then I took it a more aggressive way, mounts and stuff. A bit under-detailed in the rear but I'll fix that up later with more details.
Replies
simple yet beautiful, nicey)
Machine Pistol of the Future - Concept WIP
I really need to work on my line work but, my hand just can't draw straight, flowing lines and Photoshop isn't too great for making them.
Just modelled the cloth in the end since it was frustrating me trying to get the folds nice and clean and curvy in ZBrush.
Did a little test bake to make sure I'm going in the right direction with this:
I still have a ton of work to do and too little time to do it. Most of his body is still unmodeled, at least in low poly, I still haven't even touched the accessories that are going to be on his belt, I'm lagging on some of the sculpting... ergh.
if she said 'does my bum look big in this', I would say yes:)
Swizzle - looks good overall but the back of the neck is lacking form
Swizzle - Great bake dude, I look forward to seeing the textures on this dude.
Here is my little contribution for today.
I think there should be a subtle but more pronouced indent where her thigh meets her hip on the side.
Also:
I think this has successfully kicked my ass back into gear on my little Comicon project. Time to get crackin' on the rest of him.
Your textures are looking pretty cool already, I really dig the bright yellow glow in the goggles.
@ JasonLavoie - Thx, im glad you like it.
shit just make a thread for that guy
that tiny font will render your visitors blind sure enough.
minimum I see as possibly useable is 14px
@ aesir: Your wish is my command. I'm using Marmoset with the skin shader in those screenshots, so it's naturally going to look 110% more awesometastic than it really ought to.
more zdoodles from i
g'night!
Started this today. Working on some Rocketeer jet pack for kicks. Very much the high poly. Starting the low and textures tomorrow if all goes well.
I'm making my first next-gen character, it's a bald military guy (never been done before right?). It's quite early in the progress.
Questions:
How do I make the inside of the mouth? It's just a hole for the moment. Can I just do it in the lowpoly and ignore it in the high poly?
General advise and critique would be much apprecieted.
Swizzle, your work is dope. Very refreshing. If I could comment on one thing, the goggles could use some texture tweaks on the glass portion. Seems too perfect and a little inconsistent with the rest of the head. Perhaps some slight grime in around the rim?
@ praetus - Jetpack is looking good so far, I don't know if you have this already but here is a link to a ton of breakdown shots of that rocket pack.
http://www.moviejackets.com/rocketeer-pack.php
@ Peris - Thx man . For the hp I just made a geosphere in max and brought that into zbrush for my base. Then I used some hig rez maps of the world to make alphas for each of the major landmasses (minus greenland I guess lol). Imported the alphas and converted them to stencils in Zbrush, in stencil mode I could scale and position it on the globe as well as use warp mode to have it bend around the sphere. Used the layer brush to extrude out the landmass then moved onto the next one. After that I went down a sub D level and deleted the higher level then divided it again to smooth the edges a bit. Added the hammered look and small rivets on the continents then decimated it and exported to max where I added the grid lines, seams, and rivets. Grid lines were added by making a sphere the same size as the globe and selecting the edges I wanted to represent the grid. Did a create shape from selection, then set the resulting spline to render in the viewport.
Wip from me:
marmoset makes my art better
Rota, I love the details man! Great looking character.
I would like to buy a copy as well, please and thanks!
Rota: That's looking super-solid! The sculpting and texture work is really sharp and I love the subtle stylisation of the proportions.
Mathorne: I love those guys! The middle one and the bottom left are particularly cool.
Here's some progress on my Franken-sculpt. Still a fair way to go but it's getting there:
The download link ain't working for me. I get some weird error page.
I can't wait to try this thing.
me = verystupid
fixed.. should work now
thx alot for pointing this out!!!
robg.. u R awesome
Mathorne .. fantastic style and execution.. I realy love it
thanks for clearing that up man! Makes sense you did it this way, eventhough i guess the continents wont be 100% correct, but that doesnt really matter . I didn't know you could warp stencils in zbrush actually! Useful!
A statue im working on to go with the globe. Still pretty wip, and the hands haven't been posed yet.
^^Ass cheek indent!
Been slowly trying to improve my anatomy. Working on the chest of this oldish model.
Will fix issues with the legs next
looking great Rota and Nick. In fact just about everything is looking shit hot on the last few pages
Any chance of some texture flats Rota:)