Fantastic sculpt afisher. I've been working on similar things while waiting for some kind of announcement. Can't wait to see what you end up creating for the competition.
pogop, Loving the style, it's instantly recognizable and it'll be an awesome piece for your portfolio
afisher, Great model man, I watched your video and it was very inspirational, straight to the folder it goes!
Hey guys, I reworked the texture of this staff I worked on earlier. I tried to make it cleaner while also adding detail into the texture as well.
I'm considering this the final. three 2048 by 2048 maps, diff, spec, normal. 4028 triangles displayed in the marmoset toolbag.
Any particular reason for choosing blue? If you wanted to make it more accurate, nearly all NYC subway entrances of that type are a standardized green color.
gibson543: thanks mate Helixx: cheers Shaffer: Thankyou DFlail: nice work! Bonebrew22: The main brushes I use are the clayTubes, clayBuildup, Standard, Move and Dam Standard. I usually block-in/buildup the shapes then smooth them out and start to refine them. marq4porsche: thanks mate, glad you like it. Cool wizards staff.
Never looked at this thread before... amazing stuff! Gonna finish getting through all the missed posts tomorrow. Here is what I'm working on, probably seen it kickin around the forum, running out of steam, near the end of the project, etc... etc...
illusion: pretty cool lion, man. few anatomical issues here and there if youre shooting for realism. biggest bits would be how the base of the tail doesn't have enough girth, and the snout would probably be quite a bit more pronounced. something up with the eyes too, can't put my finger on it right now, maybe after some sleep.
Slave_one,
Im using a modified material, not sure what it ever used to be.
Ontop of that I use another one or sometimes two materials that have a reflective surface to catch some more lighting information.
Combine these layers in photoshop with using "lighting" as layermode, it will sample out these highlights for you ontop of the base material you picked. A real simple yet useful way of combining materials you like, or create effects that are otherwise a bit difficult to create.
Also, when rendering is set from "preview" to "best" you can activate lighting information to add more depth to it then the default ao does.
Under document, you can set the background color and the range of its gradient to 0.
Looks nicer and you can paste images together real easely.
Nice Amauri, you're getting better with each one. As for crits the only think I can think of is his left eye looks a bit weird, looks more closed than the other one.
Wait, are you using all soft edges? If that's the case, do you care to show the normal map?
Really lovely character! I think the cables really could benefit from being geometry, the cables "on" him.
yes all soft edges, one smoothing group.
agreed about the cables. but i originally modeled this under a very strict triangle budget and didnt have the time to re-do the low poly and all the baking again. just did the texture recently.
Anyone got tipps on giving the Zbrush sculpts a finishing touch? i can't believe that claytube + smooth and Hpolish are the things to use to give something a finishing touch. Also i was kinda wondering if there's a trick to get some sharper curves done, my hand is kinda bit shaky
MM - wow, you hurt my brain are you using any special realtime shaders on him? he looks fantastic, like all your stuff
thank you
as for the shader nothing special, just standard phong shader with these maps pluggued in:
diffuse, normal, specular, spec power, reflection mask, environment map and glow.
here is a screengrab from Maya, let me know if you have any other questions.
Anyone got tipps on giving the Zbrush sculpts a finishing touch? i can't believe that claytube + smooth and Hpolish are the things to use to give something a finishing touch. Also i was kinda wondering if there's a trick to get some sharper curves done, my hand is kinda bit shaky
What exactly do you mean by finishing touches? Usually yeah, carefully placed strokes of smooth and polish brushes do the trick, but first define the major shapes and the sillouette.
As for smoothing out curves, have you tried using Lazy Mouse? Hotkey 'L' if I'm not mistaken.
Replies
Legend: That would be cool, but I would have no idea on how to go about doing that, pm me so we no longer spam it up
afisher: DAMN!
Got some videos, too:
Turntable of the Hopper.
Cockpit opening animation.
it seemed like maybe the clay brush?
I've been overusing the claytubes brush i think.
@itsmario- nice - you giving him some more gear later?
Neat work on the Hopper, I like the design of it.
I should hurry up and get some work done myself soon!
afisher, Great model man, I watched your video and it was very inspirational, straight to the folder it goes!
Hey guys, I reworked the texture of this staff I worked on earlier. I tried to make it cleaner while also adding detail into the texture as well.
Any particular reason for choosing blue? If you wanted to make it more accurate, nearly all NYC subway entrances of that type are a standardized green color.
Pic 1 / Pic 2
Yea I think that looks a lot more natural
Helixx: cheers
Shaffer: Thankyou
DFlail: nice work!
Bonebrew22: The main brushes I use are the clayTubes, clayBuildup, Standard, Move and Dam Standard. I usually block-in/buildup the shapes then smooth them out and start to refine them.
marq4porsche: thanks mate, glad you like it. Cool wizards staff.
Barely started the UDK this week. Messing around with default content, so nothing special.
I wasn't in this thread during a week and now just impressed how many beautiful entries are there.
Some sculpt from me:
bang bang low poly.
http://player.vimeo.com/video/20160591
http://player.vimeo.com/video/20170494
http://player.vimeo.com/video/20219460
http://player.vimeo.com/video/20342459
http://player.vimeo.com/video/20714967
Bloody amazing, please tell me you recorded a timelapse! Totally digging the sculpting on the hair.
illusion: pretty cool lion, man. few anatomical issues here and there if youre shooting for realism. biggest bits would be how the base of the tail doesn't have enough girth, and the snout would probably be quite a bit more pronounced. something up with the eyes too, can't put my finger on it right now, maybe after some sleep.
those are just nitpicks though, super cool!
Im using a modified material, not sure what it ever used to be.
Ontop of that I use another one or sometimes two materials that have a reflective surface to catch some more lighting information.
Combine these layers in photoshop with using "lighting" as layermode, it will sample out these highlights for you ontop of the base material you picked. A real simple yet useful way of combining materials you like, or create effects that are otherwise a bit difficult to create.
Also, when rendering is set from "preview" to "best" you can activate lighting information to add more depth to it then the default ao does.
Under document, you can set the background color and the range of its gradient to 0.
Looks nicer and you can paste images together real easely.
kneel, or face oblivion.
Haha very nice ! Maybe consider doing a scene. Love your art style.:thumbup:
Still thinking of details I can model.
Have no idea where I am going in terms of texture.
Lol! Love the Yellow horns, growing black horns. Cool character so far : )
2k texture and 4757 triangles.
turntable:
[ame]http://www.youtube.com/watch?v=yrZ9opCZ1-g[/ame]
Finish the two models and baking out maps now
Wait, are you using all soft edges? If that's the case, do you care to show the normal map?
Really lovely character! I think the cables really could benefit from being geometry, the cables "on" him.
Kickass. :thumbup:
yes all soft edges, one smoothing group.
agreed about the cables. but i originally modeled this under a very strict triangle budget and didnt have the time to re-do the low poly and all the baking again. just did the texture recently.
Concept art for a 3D animation class project. Hoping I can make an environment that looks close enough to this.
Heres something I'll do to pass the time till comp starts.
The likeness isnt quite there yet, but If anyone can guess who it is, it means i'm on the right track.
Clue: Sportsman.
thank you
as for the shader nothing special, just standard phong shader with these maps pluggued in:
diffuse, normal, specular, spec power, reflection mask, environment map and glow.
here is a screengrab from Maya, let me know if you have any other questions.
What exactly do you mean by finishing touches? Usually yeah, carefully placed strokes of smooth and polish brushes do the trick, but first define the major shapes and the sillouette.
As for smoothing out curves, have you tried using Lazy Mouse? Hotkey 'L' if I'm not mistaken.
nice sculpt btw