Hello everyone, hello Polycount
My name is Victor Gaza known as VickGaza across all boards hehe and this is my 1st time getting out of the closet )
This is my latest character that i`m quite proud of, took quite some time to complete as I went crazy on the details that are now lost once maps were resized but none the less great practice.
This character has been done as a university brief , I am a MA Student at the University of Hertfordshire, UK.
The character has 18k triangles as a 1st LOD spread across 2 maps of 2k size each so 2xDiffuse, Normal and Specular.
Specular also has a tweaked alpha as a Gloss map.
Sculpted in Zbrush, Retoped in Topogun, Uved in Maya, Textured in Zbrush and Photoshop, Baked in xNormal and finally Rendered in Marmoset Toolbag
I hope you guys like it and feel free to comment and suggest anything and everything, be it harsh or light, positive or negative, constructive or bashful, I want it all
For more pics and WIPs and 2d/3d stuff please visit my blog at
www.vickgaza.com .
A youtube turntable of the character can be found here : [ame="
http://www.youtube.com/watch?v=_x0k7k0PibM"]3D Character Turntable - Student Showreel - Defiler Monster - YouTube[/ame]
Replies
More stuff to come soon, in the meanwhile I`ll post up some current WIP shots.
Trying to learn normal human anatomy stuff, no more monsters and exaggerations for a while Enjoy
For starters these are a bunch of photo studies I've done lately, mainly trying to learn how to render metal and form and most important color. Photos are stock. Permission was obtained.
And here I've applied the studies in a quick badly designed character illustration.
I`ll post the real time versions and viewport grabs soon.
These are assets done for a Crytek art test we received at school to complete as a brief btw.
And some colour studies after parrots I did some while ago but didn't get around to post:
I will post some more stuff as soon as possible but yea none the less woop woop !
More on www.vickgaza.com.
And some more overpaintings:
The Character looks very much real though it would be interesting to see it in a anime series
This is the final yeti monster I forgot to post, my bad. Zbrush and Photoshop only.
And a girl bust study:
Vick.
Too tired to type I sleeps now ... thanks in advance for feedback, love love kiss kiss sexi time
Seems like the white surfaces has a bit of specular to them. You could bring that down to zero and make the scratches very bright in the specular map, so that there is no doubt of the material underneath.
Ok and here is GUN but before I start getting into detail I want to thank Igor Titov and Alex Jerjomin for all the help and tips and guidance regarding baking and making shells and tweaking geometry for hard surface baking. Thanks so much, you guys rock !
Regarding the gun,I know it took a bit too long, but I did UV`s like 3 times as I did various tests, and baking took forever as I re-baked and re-baked until I got everything without seams and errors directly out of the bake without photoshop clean-ups on the normal map. (as a baking study so to speak)
Have used xNormal for baking, Maya for modeling, Photoshop for texture and a bit of 3D Coat for fixing some seams and Zbrush for some minor sculpting and welds.
All shots are real-time with Marmoset, gun has around 11 000 triangles and has two texture maps, one for the body and one for the accessories (sigh, lantern and "holder" thing)
On the images with close-up of materials such as the ammo clip, I have used the 2k map version, just cause I rendered it at a high resolution and wanted it as a close-up
The final maps are thought as a 1k map for the gun and 512 for the accessories. I will post wire-frame in a bit
I will upload http://www.vickgaza.com soon with some more work and shots, in the meanwhile any comments, feedback and advice is super welcomed
Vick.
And some material close-ups (used 2k maps to get crisp detail on zoomed areas)
Some Zbrush renders for the fun of it, 90% modeled in maya, just scratches, welds, surface noise and embedded text added in zbrush.
And finally Maps (Gun and Accesories maps, Difuse, Normal, Spec and Gloss)
EDIT: Thank you for the gun input, I need to do a new one as I`m not feeling the old one any more hehe but I will start focusing more on materials and on balancing the final renders properly next time, they are indeed a bit too dark.
Thank you again for your time and comments.
Vick.
Crits are very welcomed.
Here`s some more, as portrait for the above body,i`ll post the finished body in a sec.
Various views in persp and ortho:
Orthographic views:
So firstly here are some sculpts of the pirate girl I`ve been working on lately, for a realtime animation trailer rendered in Cryengine.
These are some high poly sculpts of her, rendered versions, animations and textures will soon follow
The model is already baked down, so apologies that any critique won't be reflected in this sculpt, but with this in mind, any kind of critique is very welcomed and I will surely apply it in future works.
Here are the textures
Older likeness Game of thrones study
and this is the cloth from marvelous untouched
thanks for watching