bishop: tons of ways to do this, i agree with moof, mask then layer brush or exturde. also just fiddleing with your lazybrush settings, and drawing your stroke more slowly can easily achive this detail. hope it helps.
Hi everyone gonna try to get more involve with my fave forum so here i am to make my 1st drop in the ocean ..
so here`s my current wip and here to pick the brains of all these amazingly creative
minds you guys just leave lying about every where.
Im not too happy with what i have now.
Going from a few hours i can spend on it to days in a row, i rushed it.
And now i end up with crap. I find it lacks shape and detail.
For now, i can abuse the maps like a smelly pirate hooker and see what i can still make of it.
redo the boots, make some actualy folds in the normalmap ect.
So I got my muse back and decided to pick this back up. It's really behind schedule.
Anyways, I've been on the fence about this. On this guy's helmet, there is suppose to be a thin line going from his chin and around his ears.
I've been testing out different brushes and settings along with with lazy mouse; it's just not working. It's not in the right stroke and it's not consistent - there are breaks in some areas.
The top picture is my failing attempt with the clay brush, the bottom is a quick paintover on how it should look. Any ideas on how I should go about this? A different brush setting? I'm on the fence with normal maps at this stage because this is the high res of what I'm working on; I have a shit ton to do.
try this ...unwrap the head with uv master...polypaint the stroke ...polypaint to Texture and export to photoshop ...cleanup in photoshop... back to zbrush applied to the head...mask by intensity...and inflate in smal steps (max 1or 2).
or
try the 2nd brush here - MAH CUT Mech B - it is really really good:
Hey, Ruz, looking splendid!
The only nitpick I have is that ears could use some more work.
And yeah, you could add some dark violet beneath his eyes for some color variation. I didn't pay much attention to other people, but mine are that way all the time.
Nick Carver - Really digging that second painting. (well - the rest too) The buildings of the first and the car of the second remind me of Layton - the guy would fit in there too, although obviously it's a different style.
Moof - That inverted white triangle above the butt looks weird. It looks as if the cheeks are disconnected and, well - it just looks off. Arms are rather skinny too.
Pangahas - Borderlands much?
Rens - I see buttonholes on the jacket, but no buttons on the other flap.
Ruz - I take it you'll be fixing the symmetry at some point?
SltrOlsson - You've got a bit repetetive texture on the roof and the bricks. Not sure if there's an easy way to fix that though.
SltrOlsson - You've got a bit repetetive texture on the roof and the bricks. Not sure if there's an easy way to fix that though.
Seconded. Decals would be a quick fix, though =] A section of broken shingles or two, and some vines or something similar for the walls and it'd be solid. You could even add a floating window in the side if you wanted. You said you had to stop though, so I assume you hit a deadline with it, but you could always go back to it later ^_^
try this ...unwrap the head with uv master...polypaint the stroke ...polypaint to Texture and export to photoshop ...cleanup in photoshop... back to zbrush applied to the head...mask by intensity...and inflate in smal steps (max 1or 2).
or
try the 2nd brush here - MAH CUT Mech B - it is really really good:
hope it helps...
Thanks for the suggestionss guys. Although I've tried the masking technique, I'll give it another go.
Spatz, very nice tidbit of info there though.
I'm progressing slowly on my work, but as long as it's finished by the end of the year I'm good. Being sick doesn't help. '~'
cheers d1ver - yeah still needs a bit more work overall, as does the sculpt, but I am just working through a few techniques really.
snader, the symmetry is not really a problem for me. i have always been criticized for that, but at the end of the day its just practice. if the client wants me to go the extra mile for asymmetry then fine , but other wise I would n't bother.
if he has 2 moles/scars either side I would fix that though.
Hell Yea ! - looks ace. have you posted this before, looks kind of familiar
hey that bruce looks great, the thing that might kill the likeness a bit is the symmetry of the model and the line that goes from the corners of the mouth around the chin.
Seconded. Decals would be a quick fix, though =] A section of broken shingles or two, and some vines or something similar for the walls and it'd be solid. You could even add a floating window in the side if you wanted. You said you had to stop though, so I assume you hit a deadline with it, but you could always go back to it later ^_^
I tried to break it up on the side. It's a little 128*128 piece of broken wall texture. Doesn't really show i guess. But a vine i'ts a good idea, had some thoughts about it before..
Here is a super-rough photoshop sketchy block-in thing of an environment I shall be doing for my demo reel. I will be putting it in the UDK, which I have never used before! Also learning Zbrush (I'm a mudbox gal)
Its a recently crashed WW2 era b-17 Flying Fortress, in a coniferous forest filled with spruce and maybe some maples (so I can have a more organic-looking tree). That greay thing is a big cliff-y rockface in the background, so I can show I can to some rocks.
I am considering adding a twist to make this environment more interesting- to make a small campsite/survival shelter as if a pilot survived and is awaiting rescue. Is it interesting or over-the-top?
Endzeit: u should look for other artist´s textures first to learn how work with uv´s
your uv map is completely wrong, to big for the lack of detail u have, the texture is ok for your first one...keep working GL!
uni character assignment ahoyMy first Female....I'm used to ugly guys and mutants so its been scary stuff getting the proportions and such. Anyways 2000AD judge Cadet fun.....needs work on the arms, face and boots muchly, hair is a placeholder while i figure out how to do it
thanks guys added the straps and a bit of tension to the jacket, and detailed the back piece with safety pins and stitching, still refining the trousers so they flow better though and then I can work into them with seams and the fractual design. I got a few little things still need doing to the jacket aswell I also played with the face a lil, hes looking a bit more stylised now but I think it fits the style.
thanks, those are really bugging me too, i did not work on those and hit export.. stupid really.
first thing on my to redo list though.
Just want to keep them in it as a total picture, see how it goes.
Some great sculpts and pieces in here!
and a sweet looking matcap :P
Replies
dreamer she looks great, like the face, I would maybe play with the crotch a bit, looks like shes smuggling in the 3/4 view
Any chance of a wireframe shot?
Dreamer she looks great!
so here`s my current wip and here to pick the brains of all these amazingly creative
minds you guys just leave lying about every where.
here`s wip thread
http://www.polycount.com/forum/showthread.php?t=78076
First sword ever
Here´s me wip again, feedback would be nice thank u.
Going from a few hours i can spend on it to days in a row, i rushed it.
And now i end up with crap. I find it lacks shape and detail.
For now, i can abuse the maps like a smelly pirate hooker and see what i can still make of it.
redo the boots, make some actualy folds in the normalmap ect.
try this ...unwrap the head with uv master...polypaint the stroke ...polypaint to Texture and export to photoshop ...cleanup in photoshop... back to zbrush applied to the head...mask by intensity...and inflate in smal steps (max 1or 2).
or
try the 2nd brush here - MAH CUT Mech B - it is really really good:
hope it helps...
so yeah its a hand painted base layer with the photo texture aspect on a separate softlight layer
The only nitpick I have is that ears could use some more work.
And yeah, you could add some dark violet beneath his eyes for some color variation. I didn't pay much attention to other people, but mine are that way all the time.
Moof - That inverted white triangle above the butt looks weird. It looks as if the cheeks are disconnected and, well - it just looks off. Arms are rather skinny too.
Pangahas - Borderlands much?
Rens - I see buttonholes on the jacket, but no buttons on the other flap.
Ruz - I take it you'll be fixing the symmetry at some point?
SltrOlsson - You've got a bit repetetive texture on the roof and the bricks. Not sure if there's an easy way to fix that though.
I would play with her crotch too, if you know what I mean :poly142:
Seconded. Decals would be a quick fix, though =] A section of broken shingles or two, and some vines or something similar for the walls and it'd be solid. You could even add a floating window in the side if you wanted. You said you had to stop though, so I assume you hit a deadline with it, but you could always go back to it later ^_^
Thanks for the suggestionss guys. Although I've tried the masking technique, I'll give it another go.
Spatz, very nice tidbit of info there though.
I'm progressing slowly on my work, but as long as it's finished by the end of the year I'm good. Being sick doesn't help. '~'
snader, the symmetry is not really a problem for me. i have always been criticized for that, but at the end of the day its just practice. if the client wants me to go the extra mile for asymmetry then fine , but other wise I would n't bother.
if he has 2 moles/scars either side I would fix that though.
Hell Yea ! - looks ace. have you posted this before, looks kind of familiar
a winner is you! love it!
Can't wait to see more
I tried to break it up on the side. It's a little 128*128 piece of broken wall texture. Doesn't really show i guess. But a vine i'ts a good idea, had some thoughts about it before..
Can you see who it is? Or do I have to go back and fix it? XD
Meh, will go back and fix proportions.. Thanks though
First try with textures
1024x1024
Its a recently crashed WW2 era b-17 Flying Fortress, in a coniferous forest filled with spruce and maybe some maples (so I can have a more organic-looking tree). That greay thing is a big cliff-y rockface in the background, so I can show I can to some rocks.
I am considering adding a twist to make this environment more interesting- to make a small campsite/survival shelter as if a pilot survived and is awaiting rescue. Is it interesting or over-the-top?
your uv map is completely wrong, to big for the lack of detail u have, the texture is ok for your first one...keep working GL!
More mudbox
Ultra: I like it!
thanks guys added the straps and a bit of tension to the jacket, and detailed the back piece with safety pins and stitching, still refining the trousers so they flow better though and then I can work into them with seams and the fractual design. I got a few little things still need doing to the jacket aswell I also played with the face a lil, hes looking a bit more stylised now but I think it fits the style.
Looks very nice Rens, but I´m not a fan of the boots.
They seem a bit sloppy compared to the rest of the model.
Slooooow.
first thing on my to redo list though.
Just want to keep them in it as a total picture, see how it goes.
Some great sculpts and pieces in here!
and a sweet looking matcap :P
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That looks great man, saved, highfive!
I will be changing that for sure.
btw, the pose and shapes on your character look real nice.