[FONT="]Hello, 3dhead here. I'm posting work in progress on my Uncharted character, Elena Fisher. To be correct, it's Uncharted 2, she's dressed in her winter outfit. Currently the mesh is in the texturing process, here is my zbrush high res.[/FONT]
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[FONT="]I'm looking for any feedback. Mainly with the face, I know it can be better.[/FONT]
[FONT="]Also, if anyone knows of a great zbrush texture painting tutorial, please send it my way. I want it to be hand painted...that's how Naughty Dog does it!:)[/FONT]
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[FONT="]Included is a reference picture and my high res zbrush model[/FONT]
Replies
http://evolve3d.net/wp-content/gallery/hanno/elena_sculpt_winter_back.jpg
http://evolve3d.net/wp-content/gallery/hanno/elena_sculpt_winter_front.jpg
http://evolve3d.net/feature-speaker-hanno-hagedorn/
The form under the clothing needs to push, stretch and smooth out the wrinkles where they come in contact, thighs, knees, calves, ass. It's this smoothing and bunching of the wrinkles that will give the curves reality.
The philtrum looks overly defined with women characters you normally want very soft features. It also looks to start in the center of each nostril, which is kind of wide for an attractive female.
I'll hold off on texturing and get the model right.
You can always use TPose master in ZBrush to pose your model for presentation. After that you can either render it all out in zbrush, if that's how you roll, or you can decimate the model with Decimation Master in ZBrush and import it into Maya/Max/Whathaveyou and render something really really nice with custom materials and better direct/indirect lighting customization.
Are you looking to make a fully optimized character model at game res or just worrying about sculpting and texturing in ZBrush?
Keep posting updates!
I am looking to make a game res character. I also plan on rigging it. I want to pose the model with a small animation. Import into UDK engine and add lighting. Those masters out there, I could use any help you can offer.
I plan to start texturing the model with a blend of zbrush, maya, and photoshop.
I have a good texturing tutorial by Ben Neall with Gnomon Workshop, but I think it's a little out dated....
:poly122:Question:
The Gnomon tutorial creates maya custom shaders. The video doesn't cover weather or not those shaders can be baked into the texture and use in game engine. I'm not as familiar with maya the way I am with 3dmax. Can these shaders be baked out?
You should texture it in MudBox. I know ND textures their characters in there. You get a real-time render of it with your normal map and specular while you paint.
Keep it up!
I'm just doing this for myself and to past demo3 lol, though ND is a company I'd love to work for. That's why I agree on not texturing yet ><
Thanks for the tip on MudBox!
P.S I love the website Juan
http://juanvalencia3d.weebly.com/