Home 3D Art Showcase & Critiques

Ludo - ZBrush | Hair n Fur

polycounter lvl 15
Offline / Send Message
mast polycounter lvl 15
Hi everyone. My first post, yay!
Just "finished" a character and wanted to share it.
Even though I say it is "finished" I want comments, so I can carry the lessons with me to the next project.

Hi-res versions of ludo is viewed here peterstrahle.com
Workflow and more info i viewed here techniart.blogspot.com
ludo.jpg

Replies

  • P442
    Offline / Send Message
    P442 polycounter lvl 8
    pretty awesome. I'd darken his face though.
  • Wayfa
    Very nice..

    Hair is most convincing...
    Agree on P442 about the face though.
  • mast
    Offline / Send Message
    mast polycounter lvl 15
    banda.jpg

    Thank you for taking your time to comment, I hope this will get me closer to target. I darkened the red channel on the diffuse, and just slightly darkened the other channels. I darkened the specular somewhat too.
    Previously images updated.
  • Rick Stirling
    Offline / Send Message
    Rick Stirling polycounter lvl 18
    I think the horns and eyes both need to be slightly larger, and he needs some of the fur removed from his chin..
  • Calabi
    Offline / Send Message
    Calabi polycounter lvl 12
    Cool stuff, Love this film.

    I think the eyes need to be a bit closer together. His forearms in the references I could find seem a bit bigger than his upper arms.

    Anyway I'm not sure comments could be carried over to a new project could they? They would only ever be specific to this model.
  • System
    Offline / Send Message
    System admin
    Love those toenails, really nice texturing work :)
  • John Warner
    Offline / Send Message
    John Warner polycounter lvl 18
    awesome man.

    I think he needs more detail. I hate to say it, cuz i'm not good at detail, but the origional is CUT UP, with some dark lines in it. yours is comming off more smoothly. it could be the render that's flattening it out, but if that's the case, and you DO have detail in there, I'd punch it in the diffuse.
  • mast
    Offline / Send Message
    mast polycounter lvl 15
    banda2.jpg

    Thank you all for your support!

    Rick Stirling: Removed lots of hair on the chin but kept some because it creates a smooth transition between the chin and torso. Made horns and eyes 120% larger.

    Calabi: Moved eyes closer together. You are right of course that the comments I get is specific to this model, but, now I learned the hard way that I suck at judging sizes of things when it comes to character-modeling. So now I now I have to ask people earlier about this matter.
    Lessons like that is something I can take with me onto the next project.
    The forearms will have to wait, because I will have to re-render all the hair-passes again and with my rig it is a pain in the donkey to do that. New and better hardware is on the way!

    GCMP: Thank you!

    John Warner:
    You are absolutely right, I will see if I can make some magic happen with the normal-map.

    Images above updated again.
  • Ahrkey
    Offline / Send Message
    Ahrkey polycounter lvl 18
    Looks awesome!

    How did you set up the lighting/specs? If you look at the ref-pic you can see that the hair reflects alot of light(rim-light) but the face is pretty matte but still got some specs.
    Wondering 'cause your render is pretty much the opposite, face is all glossy whereas the hair is all matte.

    Also agree with Warner, needs more wrinkles not only in his FEJS but on his h
  • ralusek
    Offline / Send Message
    ralusek polycounter lvl 10
    very cool. great (but hard) choice of character
  • mast
    Offline / Send Message
    mast polycounter lvl 15
    banda3.jpg

    qzl: Hehe, so you are also a polycounter. I dimmed the headlight when rendering the hair because it created some artifacts in the hair, but you are right it looks unnatural. I switched back to the first render again.
    I think I was overall to careful when adding scars and wrinkles to the character. I think I can fix it.

    ralusek: Yes, it is quite a challenge. I started this project mostly because I wanted to try out ZSpheres, texture painting in ZBrush and Hair n Fur. And of course, because I love this film. I grew up watching this one and "The Never Ending Story" lots of times.
  • monkeyboy_garth
    Offline / Send Message
    monkeyboy_garth polycounter lvl 9
    Saweet. The likeness is very good now. It's just a few little things that stop it from being great. The skin on his face is still a little too pinkish and his fur is looking a bit too pasted on I think. The shadows on his body are a bit confusing also...like they don't belong for some reason.

    His nose should also be further down toward his mouth.

    Really good job though, and the few tweaks you've made so far have really helped.

    It's only Foooorever, not long at...oh, sorry.
  • odium
    Offline / Send Message
    odium polycounter lvl 18
    Oh man, I'm in love with this... Nostelga FTW.

    You did a great job on this, really really great job.
  • mast
    Offline / Send Message
    mast polycounter lvl 15
    monkeyboy_garth: Moved the nose down and made it flatter. Regarding the shadows on the body, maybe the feel out of place because they where too strong? I used 100% occlusion when I rendered the hair. I turned it down to 50 now. And the hair, I duplicated the shadow pass I made for the hi-res body and used it on the hair. Really a cheap trick, but hopefully it will help in this situation. Also, I desaturated the hair a bit.

    odium: Thank you!

    Added some more wrinkles on his face and added some more detail on his horns. Above image is updated as usual.


    banda4.jpg
Sign In or Register to comment.