interesting sword woog o.o
jmiles, pretty impresssive work, how much of this is pure sculpting and how mach is premodelled?
ok here is my next step
scaled the head down to 93%
fixed some of the proportions like
-less round head
-arms a bit more chunky to support the wide legs better
- tweaked the hands
blocked the hair very rough
so if you added crosshatching to just the shadow texture then you would only see the crosshatching where there are shadows on the model? If so this is something i've been thinking of doing for ages.
@ Neox-- thanks man. about 75% of the model were primitives made in Max. I tend to try to stay away from any legit hard surface modeling in Zbrush because I have more control over it this way. The Skulls and horns were all Zbrush though, made from Z Spheres.
jmiles: how would someone hold that sword without puncturing their palm? I just thought that mind be something worth considering as plainer leather there would be less painful to hold and give the eyes rest between the hilt detail and the blade.
@ Kevin Johnstone-- I understand and agree w/ you on the ergonomics.. the handle detail was derived straight from the concept drawing. I thought it was a pretty cool addition to the over all design, so i had to add it.. granted, in real life, it would never be comfortable.. but if you look at Arthas in the WotLK cinematic, he wears thicker than normal leather gloves anyways... and he's undead.. so it could work, i think... although leather wraps for the handle would be a good idea too. thanks for the tip
so if you added crosshatching to just the shadow texture then you would only see the crosshatching where there are shadows on the model? If so this is something i've been thinking of doing for ages.
not in the shadow, but in the darker shades
buz you could do this also by multiplying a tileable hatch structure,. either by screenspace mapping or just tiling it over your uvs
@aesir: i agree, to the upper eyelid, not gonna model the lower eyelashes, first of all they don't have the same volume in chris' designs, they also don't have the same volume in reality, and if it would , it imho looks strange. So i will keep that to the texture
so if you added crosshatching to just the shadow texture then you would only see the crosshatching where there are shadows on the model? If so this is something i've been thinking of doing for ages.
Yeah, pretty much.
I'm sure there'd be cheaper ways to do crosshatching, though. A small crosshatched bit of texture that tiles closely, then just multiply it on top. Perhaps create a mask or something to prevent it cropping up everywhere.
i did this once in unreal for airborn, but as i cannot touch either the shadows them self (i can only map the darker values, screen or model dependent) or load custom mipmaps into Unreal without extra code it was not a real option, would have loved to have that working
neox: man haha killin it, the toes are freakin great, love the hair too, i thought you were going for the chick from lilo and stitch at first now i need to take a second look at that site.
Yeah, the eyes seem to be a bit far apart from each other and a little flat on the front. I usually carve in the eye sockets then place a sphere in them so it's guaranteed to be spherical.
Neox: I'm very curious on how you did that hair block in. Is it just done with regular planes and tweaked to liking? are they done in zbrush? Mind that I am learning how to 3d modeling, and hair is giving me quite a bit of trouble. Thanks for any input.
It's a good start. But right now as it stands, your rendering is killing your model. The hair has no shadows, the skin doesn't have enough thickness (sss too strong) and the detail from your zbrushings to your rendered have been mostly lost. Micro details that is.
Thanks for pointing that out dur23. I have realised that hair in max is a bit tricky, because I totally missed the lighting bit and shadows. Anyways, I decided to shelve the cigar guy, and have been testing out a new character this time around the lights and shadows seem to work.
trying to get it finished so I can start some kind of enviroment :x
the folds on the lower leg suck so much and i dont know what to do with her.. single strap bag go!
here's my current exercise in patience. i gave myself time till the end of the month to finish the sculpt so i am posting the wip here to motivate myself to get some progress on. plenty of things need adding/changing. must.not.waste.more.time.on.the.mountainbike
I think he's either a little too cheeky or his mouth it pushed a bit inwards, but it's looking good already. I mean, assuming this IS Christipher Walken.
Replies
Still super early and lots of stuff to figure out on this and clean up in the hp stage.
-Woog
more updates.. a few more skulls to get done, but then on to retopo n texture
hawt sword woog
I´d hit (people with) it.
Still very wip.
The whole pixel look thing is a lot harder than I thought it would be.
jmiles, pretty impresssive work, how much of this is pure sculpting and how mach is premodelled?
ok here is my next step
scaled the head down to 93%
fixed some of the proportions like
-less round head
-arms a bit more chunky to support the wide legs better
- tweaked the hands
blocked the hair very rough
oh well i wish i had more time after work ^^
before/after
so if you added crosshatching to just the shadow texture then you would only see the crosshatching where there are shadows on the model? If so this is something i've been thinking of doing for ages.
not in the shadow, but in the darker shades
buz you could do this also by multiplying a tileable hatch structure,. either by screenspace mapping or just tiling it over your uvs
@aesir: i agree, to the upper eyelid, not gonna model the lower eyelashes, first of all they don't have the same volume in chris' designs, they also don't have the same volume in reality, and if it would , it imho looks strange. So i will keep that to the texture
I'm sure there'd be cheaper ways to do crosshatching, though. A small crosshatched bit of texture that tiles closely, then just multiply it on top. Perhaps create a mask or something to prevent it cropping up everywhere.
Edit; Ahah, Neox beat me to it
Influence from Chris Sanders huh? Looks good.
o.o
I have a feeling it's something really obvious too, but I've been looking at it too long. Can anyone help me out?
Please tell me its called "fat-life" and this is a spoof of Gordon Freeman. He just needs glasses.
Heres a picture for the talk. WIP...
-Frank
Thanks for pointing that out dur23. I have realised that hair in max is a bit tricky, because I totally missed the lighting bit and shadows. Anyways, I decided to shelve the cigar guy, and have been testing out a new character this time around the lights and shadows seem to work.
Couple hours of directionless modeling last night. Needs work, but a promising start I think.
trying to get it finished so I can start some kind of enviroment :x
the folds on the lower leg suck so much and i dont know what to do with her.. single strap bag go!
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