This is a zbrush sculpt I'm doing for my final in a my zbrush 2 class. It's still a wip, I'm still working on the color of the dragon, sculpting the wing membrane, the rock material, and I haven't moved the man past a zsphere skin yet. I'll be working on this all weekend, and I would love some feedback.
My first try at painting textures/faces. I don't know what to add or remove to improve so c&c are very much welcome! I'm trying to keep everything low-poly.
Gateian: Yeah, you are actually right. Still, spotting those mistakes myself is what drives me to always improve too. Big thanks for your kind works! Yoir cockpit looks amazing, btw, keep up the good work!
ikonane: Thank you! It took roughtly a week to do, 7-8h per day. So, a bit over 40h I think.
Here is something im working on atm, hes called Oswald and is the main character to a student game we made. These are just the raw textures, no spec map yet and no fancy lighting etc. any crits would be great
Big ups to this man.I hope it makes the News Recap.
Been tracking your progress on this for a while.
Its really turning out better than I expected.Great job!
It looks out of place because the rest of the gun is very pristine. I think it would work if you just added some more signs of use or more personal touches.
Here is a model im making atm alongside many other projects, im trying to make a realistic head bust of a builder just to push myself. Sculpt is almost done now, he needs a set of teeth and throat, the straps round for the hat and some stiching on the yellow jacket thing that they wear.
first I would like to introduce myself.
my name is Daniel Gutierrez Anaya I'm 18 years old, I live in the netherlands.
I'm a student at the grafisch lyceum in utrecht, I'm now in my second year.
I really enjoy drawing and 3d modelling and my ultimate goal is to becoma a character artist.
here's a character I'm currently working on.
It's the first time i'm creating a human character I hope you guy's like it.
feedback and tips are welcome.
Remaking a game for my Dad that he used to play on the Vic 20 - can't remember the name of it, it was like reverse invaders, where your ship/helicopter/plane flew right to left, and dropped down a bit vertically each pass, you had to drop bombs on scenery to stop yourself crashing into it.
Some Zbrush tiling texture test...GAH.
Starting to get the gasp of it but still not 100% satisfied, especially painting in Z (the diffuse is mostly done in PS) and how to composite the maps in PS.
I think I am missing something but cannot put my finger on it (Any ND guys around? hehe).
Oh and by the way this is Berhooz's materials for Zbrush 4.x for anyone who wants t go at it (Thanks a lot again).
Your normal is looking pretty good! Take a copy of it into Crazy Bump and paste the normal in. Now, take the default Diffuse that is generated, and paste it in a new layer set to overlay at around 50% opacity. Now, fiddle with the Ambient Occlusion sliders (usually 100% power, 10% lighten, and mid 90's% detail) and multiply this at around 30-50% opacity. I also take the default Displacement from Crazy Bump and overlay it at 20%.
These three layers that you have brought over from Crazy Bump into Photoshop can be put into a folder on top of all your other base layers (overlays, painted highlights and shadows, etc.). I would get a few tiling photos and overlay them at around 40-60% (included in your base layers as well). Keep in mind that your diffuse should not have too many darks or too many lights. Your 3 textures (diffuse, spec, and normal) are like a speaker setup. You don't want one particular texture trying to cover low, mids, and highs. Essentially, the normal is your subwoofer, your diffuse is your mids, and your spec is the tweeter.
This is basically the "recipe" to mimicking the Uncharted style. There is a thread on zbrushcentral started by some Naughty Dog guys that shows a more elaborate version of this. Several youtube videos that go into their tiling Zbrush methods, but it appears you have that part figured out fine. Keep it up!
Replies
This is a zbrush sculpt I'm doing for my final in a my zbrush 2 class. It's still a wip, I'm still working on the color of the dragon, sculpting the wing membrane, the rock material, and I haven't moved the man past a zsphere skin yet. I'll be working on this all weekend, and I would love some feedback.
Might finally have a nice thing for my portfolio
thank you so much for continuing this, it looks amazing. Keep this UP!
Gateian: Yeah, you are actually right. Still, spotting those mistakes myself is what drives me to always improve too. Big thanks for your kind works! Yoir cockpit looks amazing, btw, keep up the good work!
ikonane: Thank you! It took roughtly a week to do, 7-8h per day. So, a bit over 40h I think.
Big ups to this man.I hope it makes the News Recap.
Been tracking your progress on this for a while.
Its really turning out better than I expected.Great job!
Modular wall piece
After all, no CG artist is a real CG artist without a green dude on his/her portfolio.
Need to fix that double sided material
Think so? Wasn't so sure about it in the first place but if others think it looks dumb I'll ditch it.
About 3k polys
http://www.polycount.com/forum/showthread.php?p=1545933#post1545933
Shameless cross post.
Work in progress of a character:
Starting the low
I tip my hat to Tits.
You, Sir, are my new hero! AwerZUM!
first I would like to introduce myself.
my name is Daniel Gutierrez Anaya I'm 18 years old, I live in the netherlands.
I'm a student at the grafisch lyceum in utrecht, I'm now in my second year.
I really enjoy drawing and 3d modelling and my ultimate goal is to becoma a character artist.
here's a character I'm currently working on.
It's the first time i'm creating a human character I hope you guy's like it.
feedback and tips are welcome.
enjoy!
my blog
http://artofguti.blogspot.com/
I watch PenGuin1362 amazing rifle now, and the texture are very nice! Grase! This face is awesomely detailed!
I current work on my rifle, now bake AO and Normal. This is the realtime render with Xoliul Shader 2!
Anyone here old enough to remember this game?
Here's what I got so far.
Your normal is looking pretty good! Take a copy of it into Crazy Bump and paste the normal in. Now, take the default Diffuse that is generated, and paste it in a new layer set to overlay at around 50% opacity. Now, fiddle with the Ambient Occlusion sliders (usually 100% power, 10% lighten, and mid 90's% detail) and multiply this at around 30-50% opacity. I also take the default Displacement from Crazy Bump and overlay it at 20%.
These three layers that you have brought over from Crazy Bump into Photoshop can be put into a folder on top of all your other base layers (overlays, painted highlights and shadows, etc.). I would get a few tiling photos and overlay them at around 40-60% (included in your base layers as well). Keep in mind that your diffuse should not have too many darks or too many lights. Your 3 textures (diffuse, spec, and normal) are like a speaker setup. You don't want one particular texture trying to cover low, mids, and highs. Essentially, the normal is your subwoofer, your diffuse is your mids, and your spec is the tweeter.
This is basically the "recipe" to mimicking the Uncharted style. There is a thread on zbrushcentral started by some Naughty Dog guys that shows a more elaborate version of this. Several youtube videos that go into their tiling Zbrush methods, but it appears you have that part figured out fine. Keep it up!
also nice splash damage test Alex
and some speed sculpting
whats the polycount on that test?
Speed sculpt I did today, a couple of hours.
thanks man:) glad you like it
Here's Venom quickie I did over the weekend:
Not overly happy with it - he could've been better for sure. But not too shabby for a warm-up session.
A quick sketch of a old dwarf I will do on the next days:
2 textures? Really
Get it down to one. No need for 2 dude.
For more stuff, visit my blog
I just GOTTA ask...
Does it transform?
http://www.tfu.info/2008/Autobot/SentinelPrime/sentinelprime.htm