A board game I am making. It is hella fun right now, I might post some more details later. The only finalized pieces are the tiles, everything else is placeholder graphics.
MOP! YES! So glad you posted this!
i so gotta go back and pose the Dyrt Soldier and get him printed. i keep getting damn crazy explosions with TPose Master when I convert back though, so posing each individual piece is a damn crazy big pain to do in ZB. now i has a sad. again.
Jackwhat, beastly. I'm a huge fan of your painting, but i feel like these little concept pieces youve been doing arent near as good as your studies -- these last couple are a big leap forward though
One question though, does anyone happen to know if there is a quick way in Zbrush to model cloth detail as seen in this picture Or is that something I should leave for the texturing phase?
You could do it with alphas, or you could do it with an overlay on your normal map, really depends on your preference
One question though, does anyone happen to know if there is a quick way in Zbrush to model cloth detail as seen in this picture :
I think there might be a way to do this with the new feedback feature, or whatever the feature is that turns up bumpyness over everything thats unmasked, i forgot what its called. Anyways you might be able to use that.
one way is to > put your uv's out as best you can with a mind to how the thing would be constructed as a garment. then you can use an image to pop those details out with displacement in zb. or use as an alpha
doing it this way allows some freedom to mess about with sizing in ps ( with your image ). since simply applying the effect in zb is a one or two step and ' global ' process. and it's kinda non destructive in a way
some great stuff here. nice sculpt MoP
love that Slaught
rollin coming along nice
nrek - looks good. Mirrors edge is one of the few games I have actually bothered to finish of late
I'm not sure how I feel about that rim light shader, face looks great, very mass effect.
I actually feel as the though the face is a little weird... I don't know if its the proportions that are confusing me or not... but it just looks like it doesn't fit... and yuh, that rim shader is making absolutely no sense at all.
Why not try and setup some basic lights to set the mood, then do a new render, cause that shader is confusing me.
I don't really like the texture on the suit. Seems a bit oversaturated in places.
Or maybe it's just the mix of colors that seems odd to me.
Really like the head, but yeah, like they said, I'd like to see a different render as well.
I actually feel as the though the face is a little weird... I don't know if its the proportions that are confusing me or not... but it just looks like it doesn't fit... and yuh, that rim shader is making absolutely no sense at all.
Why not try and setup some basic lights to set the mood, then do a new render, cause that shader is confusing me.
Replies
i so gotta go back and pose the Dyrt Soldier and get him printed. i keep getting damn crazy explosions with TPose Master when I convert back though, so posing each individual piece is a damn crazy big pain to do in ZB. now i has a sad. again.
Jackwhat, beastly. I'm a huge fan of your painting, but i feel like these little concept pieces youve been doing arent near as good as your studies -- these last couple are a big leap forward though
Just a head sculpt
nice one mop.. looks really flowing and natural
and the same for you, mLink!
Haven't had much time lately.. but I'm on it.. hat is still highpoly-wip
Still trying not to suck at concept art.
One question though, does anyone happen to know if there is a quick way in Zbrush to model cloth detail as seen in this picture :
(Image property of : Manny Llamas)
Or is that something I should leave for the texturing phase?
@steffen: thanks for your help!
You could do it with alphas, or you could do it with an overlay on your normal map, really depends on your preference
I think there might be a way to do this with the new feedback feature, or whatever the feature is that turns up bumpyness over everything thats unmasked, i forgot what its called. Anyways you might be able to use that.
one way is to > put your uv's out as best you can with a mind to how the thing would be constructed as a garment. then you can use an image to pop those details out with displacement in zb. or use as an alpha
doing it this way allows some freedom to mess about with sizing in ps ( with your image ). since simply applying the effect in zb is a one or two step and ' global ' process. and it's kinda non destructive in a way
Will post something more low poly in the low poly thread soon, maybe.
-,-
TIBERIUM!!!
edit: I'm really looking forward to the next installment of CnC.
Very cool. I think the grout lines on the tiles are too dark though, it makes it look more like a grid rather than a tiled surface.
Im going to be looking into baking the body soon, as the high polycount is starting to bog down my machine
love that Slaught
rollin coming along nice
nrek - looks good. Mirrors edge is one of the few games I have actually bothered to finish of late
Looks pretty clean me likes it
gun was made by http://www.timwiese.com/
I actually feel as the though the face is a little weird... I don't know if its the proportions that are confusing me or not... but it just looks like it doesn't fit... and yuh, that rim shader is making absolutely no sense at all.
Why not try and setup some basic lights to set the mood, then do a new render, cause that shader is confusing me.
Or maybe it's just the mix of colors that seems odd to me.
Really like the head, but yeah, like they said, I'd like to see a different render as well.
Your right, the eyes are too far apart, for one.
Will definitely look into all of your tips to see which works best
Which is the receiver? :poly136: Agreed on the eotech, might go back and fix it.