My main crit would be that the shirt colour/texture is very... boring. He's a pretty monochrome guy right now, and I guess that's the style you were aiming for, but I think a splash more saturation and colour in the shirt would really help make him pop.
I agree - this model is incredible in it's realism and everything.
My one crit is that the back of the jeans seem way too wrinkled - namely around the backs of the knees. You might have some loose wrinkles up the leg, but would someone's jeans really get that wrinkled normally?
One of the best characters i have seen in a long time. With some angles i feel a Clint Eastwood
My unique critic woul be the fingernails, but that's something small. It's a pleasure for the eyes to see such piece of work, really brilliant man, i'm speechlees.
What an awesome character. nice work man! I noticed you put quite a lot of cavity in your diffuse ( I might be wrong on that ). Is that a cavity map generated in Crazybump? What are your layer settings for it?
yeah, i agree with every crit people have given this so far. there are probably a hundred things that I would like to have done differently looking back at it now, and there will certainly be many more as time goes on, but that's just the way it is
sandro - i used max for the retop and bake
quill voy - i was actually going to at one point! but when I started to think that he wasn't really how i imagined roland i decided not to, and thought it would be better just to let him go his own way
stefanH - yeah i used crazybump to milk all the normal map info. i basically go through crazybump and save out like 5 or so different maps with varying intensity and detail, then mix them up in photoshop until eventually it looks nice ontop of the diffuse... then i just collapse em all into one overlay layer
Well deserved banner plug mate, saw this on CGhub's banner today as well! Undoubtably the most awesome character i've seen in a long time, both in art quality+style as well as execution.
just stunning stuff man.....was it a concious choice to make him a lefty...or is there a hint of ambedexterousity...(i think I made a word ) to his character
good model base oviously in cleent eastwood , love the leather that the best oyu have done , but whats up with the hair and the skin shader , the fornt head when it foolows the hair? , i dont knwo looks weird the head skin and texture and the eyes too not too realistic to me , but i really like th emodleing you have done .
Hey Catstyle, I'm logging in from on my holiday just to reply to this. Don't think I need to repeat the praise, as I think it's all justified
Thanks for using my work in such a fantastic manner. It's great to see that this proves it's all about the artist and whathedoes with the tool!
thanks again everyone! i'm really glad people like him, although i actually hate it now after looking at it for so long and wanting to have done things differently haha
rollin - i started out with a body sculpt, and then made different subtools for the jeans, shirt and boots. once i was happy with the general shape I split the body mesh into the arms and head, so I could divide them higher.
for the gunbelts, I planned them out in max first, unwrapped them and did the pattern work in photoshop. when all that was ready, I took them into zbrush and just did some subtle surface details to give a worn leather look. this got baked onto the low poly belts, and then I overlayed my PS pattern work that i tested out in advance.
for the holster though, I just did it all in Zbrush, as the pattern work design I wanted for it was a lot more organic
polozad - although I loved the RDR stuff, it was actually inspired by the dark tower series by stephen king, which is about the last true gunslinger in a post-apocalyptic world
Jon - yeah I'd love to make a lobstrosity sometime :P the crimson king too.. in fact.. just about anything from DT!
polozad - first thing step is to get a nice clean normal map, then run it through crazybump to get different height map layers. then I take these and overlay them in the diffuse, along with an ambient occlusion pass baked in max.
this serves as a guide and base to start painting colour tones and any extra lighting. then I gradually detail it using various different brushes, and also photos. it's quite a gradual process and one of a lot of experimentation, but very easy once you get going
Replies
Nice work, sir
My main crit would be that the shirt colour/texture is very... boring. He's a pretty monochrome guy right now, and I guess that's the style you were aiming for, but I think a splash more saturation and colour in the shirt would really help make him pop.
I'm hoping to be as good as this some day
I agree - this model is incredible in it's realism and everything.
My one crit is that the back of the jeans seem way too wrinkled - namely around the backs of the knees. You might have some loose wrinkles up the leg, but would someone's jeans really get that wrinkled normally?
It could just be me but his neck looks very very long.
Great model, good job :thumbup:
No, seriously, just the ice-eyed Roland (that in the first book at least xD) himself.
Pd: sorry for my probably bad english :poly122:
My unique critic woul be the fingernails, but that's something small. It's a pleasure for the eyes to see such piece of work, really brilliant man, i'm speechlees.
Keep up the good work!
Incredible
yeah, i agree with every crit people have given this so far. there are probably a hundred things that I would like to have done differently looking back at it now, and there will certainly be many more as time goes on, but that's just the way it is
sandro - i used max for the retop and bake
quill voy - i was actually going to at one point! but when I started to think that he wasn't really how i imagined roland i decided not to, and thought it would be better just to let him go his own way
stefanH - yeah i used crazybump to milk all the normal map info. i basically go through crazybump and save out like 5 or so different maps with varying intensity and detail, then mix them up in photoshop until eventually it looks nice ontop of the diffuse... then i just collapse em all into one overlay layer
Envy
But could you tell us a bit about how you handled the model in zbrush?
Is this all part of one zbrush file?
I really like the work on the clothes.
Thanks for using my work in such a fantastic manner. It's great to see that this proves it's all about the artist and what he does with the tool!
Apologies for the useless praise, but sometimes, it's just due..
This is a masterpiece, definitely inspiring work.
rollin - i started out with a body sculpt, and then made different subtools for the jeans, shirt and boots. once i was happy with the general shape I split the body mesh into the arms and head, so I could divide them higher.
for the gunbelts, I planned them out in max first, unwrapped them and did the pattern work in photoshop. when all that was ready, I took them into zbrush and just did some subtle surface details to give a worn leather look. this got baked onto the low poly belts, and then I overlayed my PS pattern work that i tested out in advance.
for the holster though, I just did it all in Zbrush, as the pattern work design I wanted for it was a lot more organic
polozad - although I loved the RDR stuff, it was actually inspired by the dark tower series by stephen king, which is about the last true gunslinger in a post-apocalyptic world
Dam good~
polozad - first thing step is to get a nice clean normal map, then run it through crazybump to get different height map layers. then I take these and overlay them in the diffuse, along with an ambient occlusion pass baked in max.
this serves as a guide and base to start painting colour tones and any extra lighting. then I gradually detail it using various different brushes, and also photos. it's quite a gradual process and one of a lot of experimentation, but very easy once you get going