wowwowow, thats really really sweet. can you explain how you made the pants so tight , and how you added those small wrinkles so realistilcly?
much apreiciated.
~ Thanks. Um, the pants aren't really done in a special way. They aren't a separate subtool from the body. I just made her naked first then masked off all the areas except the leggings shape, and used the deformation tool, and used inflate on small number.
The folds are just done with the standard brush with lazymouse on. I can't really say there's a special technique
Honestly if you look closely you'll see its just a naked girl with some creases on her to look like leggings. lol
Testing a new workflow using 3dcoat export as dense quads and zbrush, lots of interesting discoveries... and quite possibly the easiest way to sculpt...
Testing a new workflow using 3dcoat export as dense quads and zbrush, lots of interesting discoveries... and quite possibly the easiest way to sculpt...
(Demon hunter from diablo 3)
interesting, so do you use the autoretopo at all or do you literally just export as dense quads? I dont remember seeing that option so Ive been making my base meshes with auto retopo but its worked well so far. I did all my basemeshes for this cable sculpt in 3dcoat, all the hardsurface stuff is c4d tho.
nearly there on my young cable sculpt now, any final crits before I start the lowpoly?
@ged : only export as dense quads, i don't fancy auto retopo, and I was searching a way around it actually
I agree with {scumworks}, you should muscle up his legs, they don't look like they are from the same body as the rest, you may want to lower is crotch a tad too, look like the guy has not much of a pelvis.
Still plodding along on this windmill. At least all the surfaces are in place. Probably going to rework the doorframe area once I get windows, windmill blades, and the roof textured.
Andreas: not sure about this, but i will try it out later and show you how it looks.
Arkadius: yeah, the last pics i didn't touched the skin spec/color textur yet. Will work on it.
here a little update
still a lot to do. oh right, its rendered with Marmoset engine.
BeatKitano: looks really sweet. After seen the demon hunter trailer my wish was also to create a model.
Dreamer: Great start, looks promising.
Ravenslayer: hot painting. Looks very cool.
ironbearxl: Like the head, but i think you should tweak the eye's part. Looks a bit strange.
Remember the polycount jetmoto comp last year? Yeah never finished the model, but I thought I'd concept the whole thing out as an illustration exercise. Then maybe I'll model faster.and better.
I'm working on a depression era carnival trailer. The texture should be really fun to paint. I'm planning to do some colorful sign work on the sides with dirt and paint peeling. I still need to do a light zbrush pass to make the boards a little bit irregular.
If anyone has feedback or ideas for more detailing please post them.
blitz> it's blurred the fuck out but it's fuckin rockin it. I love it man, really tight.
dustinbrown> that guy has come a long way, I'm glad with the way you've cleaned it up. Keeping your lines clean really helps.
Still working on my medieval scene, Finally dropped my goblin in that I had made a while back... dunno if I'll incorporate him into the final piece yet...
Terrain and water is still very much WIP, no colorgrading either, its just defaults right now
blitz> it's blurred the fuck out but it's fuckin rockin it. I love it man, really tight.
dustinbrown> that guy has come a long way, I'm glad with the way you've cleaned it up. Keeping your lines clean really helps.
Zac> haha, so cool. I'd ride that proudly.
This little man looks lost. Nothing left to rape and pillage
hey jordan, that castle looks nice.
are the textures tileable or baked? are these wall modules?
heres a scene i did with a course at the "games-academy" in berlin.
still many flaws in it, and it is also not optimized. i hope i can get it under 30000 tris.
hey jordan, that castle looks nice.
are the textures tileable or baked? are these wall modules?
heres a scene i did with a course at the "games-academy" in berlin.
still many flaws in it, and it is also not optimized. i hope i can get it under 30000 tris.
It's a realtime render ? What is the engine ?
Great work anyway !
i know that issue, airborn chars also looked super distorted from standard fov a different possibility would be to scale the character so large that the distortion dowsn't matter anymore
Neox, but surely if most games have a pretty distorted FOV then you are better off designing to that FOV. I could change it to 60 just to get a nicer screenshot though
Eh Ruz I would never design a character to an fov, I mean it's worth putting detail in areas it'll be seen the most, (third person put shit on the back) but with cinematics and interacting from different angles it doesn't make much sense to design for a certain FOV.
Also people just look terrible at high FOV+close distance, it distorts the features too much. It's much more pleasing to put some distance between camera and face and use a tigther FOV.
Aphex, the terrain is tiled textures, the walls are individually textured assets.
Catstyle, I'm making it in UE3
no what I meant was that quite often you do get that extreme fov in games so you can see
the environment better so I just reign in some of the features somewhat like the length of the nose or you get that pinnochio effect. I i had it my way the fov would 50 but then It would be a tad myopic:)
I know they look pretty bad with extreme fov's but most game seem to have that?
There again the way most game are designed you don't get within 50 feet of the enemy, so you could give the character a balloon for a head and no one would care:O
This is my first ZBrush bust, taking a base mesh from Maya into ZBrush and (hopefully) going back into Maya. So far I've only done this in a tutorial, so this is my first real ZB art. He has UV's, so now I'm getting ready to paint in Photoshop. If anyone has any advice, I'm all ears! I plan to pose him with a black boa, standing in front of a Denny's next to the "Late Night Dining" sign.
A few weeks into a University assignment, alpha presentation is in 3 weeks which needs to include all the elements that'll be in the final, so fleshing out more geometry at the moment.
Trees are placeholder till' I speedtree it up.
And the stair assets I've been working on via the weekend,
Replies
Logo wip
~ Thanks. Um, the pants aren't really done in a special way. They aren't a separate subtool from the body. I just made her naked first then masked off all the areas except the leggings shape, and used the deformation tool, and used inflate on small number.
Honestly if you look closely you'll see its just a naked girl with some creases on her to look like leggings. lol
a paint i'm working on between schoolprojects, still needs a lot of work
(Demon hunter from diablo 3)
[ame]http://www.youtube.com/watch?v=50ALl4PWgwI[/ame]
Doodle fucked with tooo long.. cheers
These are great but I think you should remove the nostrils...I think it would look better without.
He obviously just wants a slice of cake :P
interesting, so do you use the autoretopo at all or do you literally just export as dense quads? I dont remember seeing that option so Ive been making my base meshes with auto retopo but its worked well so far. I did all my basemeshes for this cable sculpt in 3dcoat, all the hardsurface stuff is c4d tho.
nearly there on my young cable sculpt now, any final crits before I start the lowpoly?
Even for a cyb0r man, hes "penis area" looks kinda ... off xD
I agree with {scumworks}, you should muscle up his legs, they don't look like they are from the same body as the rest, you may want to lower is crotch a tad too, look like the guy has not much of a pelvis.
But I like the character overall, nice work.
I like the knight.
ged: the arm hs stuff looks great, agreed with the crotch and leg thickness crits.
jeffro: nice textures, are you planning to bake in lighting?
Very nice work reminds me of Damon Wayans for some reason.. I think its the no Hair. I would tone down the spec on the arm a little.
Andreas: not sure about this, but i will try it out later and show you how it looks.
Arkadius: yeah, the last pics i didn't touched the skin spec/color textur yet. Will work on it.
here a little update
still a lot to do. oh right, its rendered with Marmoset engine.
BeatKitano: looks really sweet. After seen the demon hunter trailer my wish was also to create a model.
Dreamer: Great start, looks promising.
Ravenslayer: hot painting. Looks very cool.
ironbearxl: Like the head, but i think you should tweak the eye's part. Looks a bit strange.
Learning some more of illustrator's tools.
Remember the polycount jetmoto comp last year? Yeah never finished the model, but I thought I'd concept the whole thing out as an illustration exercise. Then maybe I'll model faster.and better.
I'm trying out some hard surface stuff in maya.
The blocky thing it's attached to is just placeholder for a brick base.
If anyone has feedback or ideas for more detailing please post them.
dustinbrown> that guy has come a long way, I'm glad with the way you've cleaned it up. Keeping your lines clean really helps.
Zac> haha, so cool. I'd ride that proudly.
Terrain and water is still very much WIP, no colorgrading either, its just defaults right now
This little man looks lost. Nothing left to rape and pillage
Cool stuff, I'd like to see more as you go along.
are the textures tileable or baked? are these wall modules?
heres a scene i did with a course at the "games-academy" in berlin.
still many flaws in it, and it is also not optimized. i hope i can get it under 30000 tris.
super sloppy aborted sunday night zbrush doodlin... raise your hand if you'd watch a timelapse of me making this
It's a realtime render ? What is the engine ?
Great work anyway !
lots of other nice stuff on the last few pages too
Mucking around in udk last night.Still lots to do on this guy, arms need retexturing, finish the hair etc
i know that issue, airborn chars also looked super distorted from standard fov a different possibility would be to scale the character so large that the distortion dowsn't matter anymore
efgeni: as said before, very cool turtle!
Also people just look terrible at high FOV+close distance, it distorts the features too much. It's much more pleasing to put some distance between camera and face and use a tigther FOV.
Aphex, the terrain is tiled textures, the walls are individually textured assets.
Catstyle, I'm making it in UE3
going to get it as good as i can then go in and erase all the excess parts
need to redo the hair it looks pretty bad
please let me know what you think
the environment better so I just reign in some of the features somewhat like the length of the nose or you get that pinnochio effect. I i had it my way the fov would 50 but then It would be a tad myopic:)
I know they look pretty bad with extreme fov's but most game seem to have that?
There again the way most game are designed you don't get within 50 feet of the enemy, so you could give the character a balloon for a head and no one would care:O
Now THIS is PIMP!
Uploaded with ImageShack.us
Beautiful work from the rest of you talented peoples.
Trees are placeholder till' I speedtree it up.
And the stair assets I've been working on via the weekend,