1 problem that I encountered was that when I applied the normal map generated from ZBrush onto the Bump>Normal Bump slot in Max's material slot, the model became quite dark. Anyone can help?
Other than that. Your proportions look a little off. The bicep area of the arms is too short. The elbow should come close to parallel with the belly button.
Keep working away. Are you using any reference besides the concept? Heres one for proportions that may help you out a bit.
@brandoom: thanks for the feedback! How do I use the .FX file?
I'm quite new to the concept of viewport rendering. How can I display the real-time rendered of the character on my viewport (so that I do not have to constantly hit F9 whenever I update the textures)?
(I want to view the right hand side result, not the pixelated left hand side version!)
the sword is really un-piratey. Broadswords were way out of fashion by pirate times, unless they had a basket hilt, but even then they were still pretty thin
Only crit I have is the arms look a little short to me, perhaps try lengthen the bicep area a bit. Its looking good though, I really like the choice of colours.
I am encountering some weird creasing problems when detailing the model in Zbrush...
The 1st model is the .obj when its first drawn onto Zbrush.
The 2nd is after I clicked 'crease' a few times and dividing the model by 1 level. Notice how the hair band becomes smaller (even though I creased it) and the boots recedes into the leg.
The 3rd model is when I go back to division level 1 after I subdivided. The model is now all messed up.
Really don't know why no one has said it... But...
Do me a favor.
Take your arm and extend it fully in front of you. Now rotate your hand so your knuckles are facing straight up. Now, notice where your bicep and elbow are pointing. Your concept art's arm pose is what it should look like. All you have to do is rotate that hand to the proper location.
@Titus S: Thanks for pointing that out. While I did not amend the error in this model, I will take note for the next one. The thing is, I do not know of an easier way to edit the model after I've done unwrapping it. (Detaching, rotating and then attaching back the hand seems to be the fastest method, but this will destroy the uvws)
@roosterMAP & marlfox8: Thanks for the photo ref, I've fixed the scar texture.
Replies
1 problem that I encountered was that when I applied the normal map generated from ZBrush onto the Bump>Normal Bump slot in Max's material slot, the model became quite dark. Anyone can help?
Other than that. Your proportions look a little off. The bicep area of the arms is too short. The elbow should come close to parallel with the belly button.
Keep working away. Are you using any reference besides the concept? Heres one for proportions that may help you out a bit.
Good luck
I'm quite new to the concept of viewport rendering. How can I display the real-time rendered of the character on my viewport (so that I do not have to constantly hit F9 whenever I update the textures)?
(I want to view the right hand side result, not the pixelated left hand side version!)
http://i47.tinypic.com/119vuh0.jpg
Yet to edit the proportions...
concept:
latest progress:
Sorry for the late reply, the .fx file can be dropped into C:\Program Files\Autodesk\3ds Max 2010\maps\fx
To set it up you can watch Xoliul's video (http://cg.tutsplus.com/tutorials/3d-art/create-beautiful-realtime-renders-using-the-xoliul-viewport-shader-in-3ds-max/)
Only crit I have is the arms look a little short to me, perhaps try lengthen the bicep area a bit. Its looking good though, I really like the choice of colours.
The 1st model is the .obj when its first drawn onto Zbrush.
The 2nd is after I clicked 'crease' a few times and dividing the model by 1 level. Notice how the hair band becomes smaller (even though I creased it) and the boots recedes into the leg.
The 3rd model is when I go back to division level 1 after I subdivided. The model is now all messed up.
What did I do wrong?
Current progress on the 2nd:
Your character's lips are puckered at the moment.
The edges of the mouth should align with the character's pupils at a neutral position(ideally).
Do me a favor.
Take your arm and extend it fully in front of you. Now rotate your hand so your knuckles are facing straight up. Now, notice where your bicep and elbow are pointing. Your concept art's arm pose is what it should look like. All you have to do is rotate that hand to the proper location.
maybe like this?http://http://www.davidlegatt.com/images/albums/userpics/10002/Staples-Day7.jpg
Sorry, for the lack of replies, will do so tonight!
@roosterMAP & marlfox8: Thanks for the photo ref, I've fixed the scar texture.