A beautifully realised character. I love all the detail in the clothing. The only thing that jumps out is the lack of detail on the skin (wrinkles and hair) showing through the rip. This is really a very nice character.
Thanks Guys, I want to post some of my latest work and I'll try to keep active this thread.
Here is Realtime character, I did it in my freetime. I used Marvelous designer for cloths, Zbrush for hipoly details, substance painter for texturing, Xgen for Hair texture, all hair planes are placed manually, Marmoset toolbag 3 for Render.
Total Texture sheets are used 4 X 4096 Total Trie Count is 72,040
I think it is a very good model, both artistically and technically. One thing i do not understand though, why the density of polygons on sleeves and pants is equaly distributed? You would usually need more polys on joints, the rest is just an excessive geo you might get rid of. or, if there is a reason behind extra density, i am curious))
Could you please post front and side ortho view Knee looks much better , I think you should cut some of top deltoid around acromion process and where sartorius meet adductor group you have big hole , will be good if you fix that , also where deltoid and clavicle portion of pectoralis melt together you can increase pectoral portion and the other 2 portions of pectoralis should shoot to the arm bone + some of butt volume is missing both gluteus maximus and medius
Hello Guys, I started a new model, this time I am going to create armour all in Zbrush, not going to us any other software till Hires, so here is my start and the Concept is from amazing Artist Dean Holdeen.
any feedback will be appreciated, thanks in advance.
This is Fanart of Carlos Huante Medusa Artwork, I started this as a sketch from sphere and then I finished it over the weekend. For the snakes I created a curve brush with the variation of 3 snakes.
also I am posting here my first NPR render from Zbrush 2019 but still need to explore more.
Replies
Here is Realtime character, I did it in my freetime.
I used Marvelous designer for cloths, Zbrush for hipoly details, substance painter for texturing, Xgen for Hair texture, all hair planes are placed manually, Marmoset toolbag 3 for Render.
Total Texture sheets are used 4 X 4096
Total Trie Count is 72,040
Concept done bye Cedric Peyravernay https://www.artstation.com/cedricpeyravernay
https://www.youtube.com/watch?v=Gf15AMOSWyw&t=8s
Here is Anatomy sketch from Imagination, I worked around 3-4 hours on this, still dynamesh, Started from sphere and dynamesh.
I have added few more small suggestions
Knee looks much better , I think you should cut some of top deltoid around acromion process and where sartorius meet adductor group you have big hole , will be good if you fix that , also where deltoid and clavicle portion of pectoralis melt together you can increase pectoral portion and the other 2 portions of pectoralis should shoot to the arm bone + some of butt volume is missing both gluteus maximus and medius
any feedback will be appreciated, thanks in advance.
Concept by Dean Holdeen
For the snakes I created a curve brush with the variation of 3 snakes.