Check out my latest work. I made a hydralisk from the Starcraft universe. I will be using it as a boss in an Unreal total conversion mod I am creating. It has a few unnecessary polygons in it's head but I figure it doesn't matter too much because it is just for fun. I also threw in my previous project just so you can see my improvement. I hope you like it.
Love it. I want wait to see how it look in the UDK. I really like all the details that you put in to it. The muscle fibers in the arms are great and your Zsphere concept is simply awesome. You have quite a handle on them.
JarlanPerez: Thank you Jarlan I appreciate it. I really need to fix up my rig before I make some anim trees for UDK. I am excited to see it in the engine too! Zspheres can be really useful for blocking out characters, even if it is only a reference to model around! I wish you could scale zspheres width and height.
Wow, looking awesome I'd prefer to see it a bit less red, and a bit more brown, but I dunno, I havent seen any good refs of teh hydras, so I dont know if they are that red, but still, looks nice!
ill be honest and say that the lp texture made it a somesort of high frequency detail mess , its super busy and theres no place for the eye to rest , the HP is really impressive but also very busy . Nontheless i like it man
Snefer: Thank you! I kind of agree. I know most of the actual blizzard hydralisks are more brown than anything. I tried to make it so it had a lot of color in it (sort of my own take on it) but I know what you mean! Good critique.
James9475: Thank you! I am sorry I can't give it out because I plan on rigging and animating it myself
Johny: I agree with that, I plan on making my textures less busy in the next project I create. I tried to add so much detail to this one that I think it kind of hurt it in the end for the LP. Thank you!
Gallows: Thank you Gallows. Yes Starcraft 2 is a great game! I played the beta and really enjoyed it. It's very balanced. I am excited to see what they do with the single player.
catstyle: Thank you!
I appreciate the critiques guys! This was my first full character, my next one will be much better!
Prophecies: My goal is to have a cinematic model, then I am going to create an Unreal total conversion mod and use this as an in game model. All of this is for my portfolio. So basically I unwrapped this before I put it in Zbrush so I could export my second subdivision for my cinematic model. Then use the low poly original for in game. They both have the same UV's so the textures can basically be the same, I just cant use SSS skin shader for in game. Which means I might tweak the texture some more before I throw it in the engine.
I imagine you are already a professional sculptor of some kind, but since you mentioned this is for your portfolio:
If you don't have a job in games, and you are making a portfolio of this stuff for that purpose, this piece alone would easily get you into a major studio. If I link this at work tomorrow the model/texture artists will go ape-shit over it.
James9475: I am actually a student and I am going to start looking for a job soon. I have eleven weeks left of school and only one class. I actually study programming!! I feel very strongly about that too. Thank you for your comment!
meatle: Thank you!
NathanA: lol... I wish it was top row! I actually posted it on ZBC too! Here is a link:
Good job man. I actually don't care much for that first image. I think its the weakest image you have tbh. So you might want to work on that some more since it looks like your beauty render.
The only other thing I can crit is I would like to see you give him a more natural pose. He looks sort of stiff and weird at the moment. I would have him hunched over more and look like he is on the move.
Whatsup everyone! I haven't posted anything on here in awhile (I have been busy doing freelance work) so I thought I would show some recent PERSONAL work.
First off my PRE-dominance war entry. I made a "Corrupted" he had to be 3000 tris, 1024 texture and NO normal map allowed. Rendered in marmoset engine.
The human head is a W.I.P. mainly on texturing. I plan on using a SSS shader and adding hair and fur to make him as realistic as possible. I will post any major updates I have on my free time.
Replies
Incredible work!
Stunning work
JarlanPerez: Thank you Jarlan I appreciate it. I really need to fix up my rig before I make some anim trees for UDK. I am excited to see it in the engine too! Zspheres can be really useful for blocking out characters, even if it is only a reference to model around! I wish you could scale zspheres width and height.
P.S. I would pay you cash money to get that thing into Max so I could rig and animate it. (kind of not joking)
wi_2: Thanks
Snefer: Thank you! I kind of agree. I know most of the actual blizzard hydralisks are more brown than anything. I tried to make it so it had a lot of color in it (sort of my own take on it) but I know what you mean! Good critique.
James9475: Thank you! I am sorry I can't give it out because I plan on rigging and animating it myself
Johny: I agree with that, I plan on making my textures less busy in the next project I create. I tried to add so much detail to this one that I think it kind of hurt it in the end for the LP. Thank you!
Gallows: Thank you Gallows. Yes Starcraft 2 is a great game! I played the beta and really enjoyed it. It's very balanced. I am excited to see what they do with the single player.
catstyle: Thank you!
I appreciate the critiques guys! This was my first full character, my next one will be much better!
Prophecies: My goal is to have a cinematic model, then I am going to create an Unreal total conversion mod and use this as an in game model. All of this is for my portfolio. So basically I unwrapped this before I put it in Zbrush so I could export my second subdivision for my cinematic model. Then use the low poly original for in game. They both have the same UV's so the textures can basically be the same, I just cant use SSS skin shader for in game. Which means I might tweak the texture some more before I throw it in the engine.
If you don't have a job in games, and you are making a portfolio of this stuff for that purpose, this piece alone would easily get you into a major studio. If I link this at work tomorrow the model/texture artists will go ape-shit over it.
Very cool stuff dude. Thanks for all the breakdown shots.
meatle: Thank you!
NathanA: lol... I wish it was top row! I actually posted it on ZBC too! Here is a link:
http://www.zbrushcentral.com/showthread.php?t=88662&page=3&pp=15
Same stuff..
Thank you for you comment!
Keep up the kick ass work, amazing character.
The only other thing I can crit is I would like to see you give him a more natural pose. He looks sort of stiff and weird at the moment. I would have him hunched over more and look like he is on the move.
Great job though, I love the high poly.
First off my PRE-dominance war entry. I made a "Corrupted" he had to be 3000 tris, 1024 texture and NO normal map allowed. Rendered in marmoset engine.
The human head is a W.I.P. mainly on texturing. I plan on using a SSS shader and adding hair and fur to make him as realistic as possible. I will post any major updates I have on my free time.