Hey guys, been too distracted lately and haven't been on here for a while . Thought I better share this piece, its been sitting in a folder gathering...dust???
It's my first time working in Zbrush properly. I started from zspheres and have been primarily using Clay Buildup, Move, Smooth and most recently the Fold brush.
It's nowhere near finished yet, but I'm wondering how best to create definition and indentations from the body and multiple layers of clothes.
At the moment its just one model that I've sculpted, I'm guessing if i want to create the illusion of arms, etc and arm holes in the t-shirt / gi it would be best to cut up the model, made a body, t-shirt and then a gi on top.
However, if I don't want to do that, how else would you go about it?
I just finished my Sub Zero from Mortal Kombat 9 and i'd like to
share with you. It was a nice model for me, because it worked as a
great learning. I am open to critics and i'll read them carefully so i can remember
them in my next jobs.
Made a project in UE4 while trying out modo. Kinda halfarsed, but atleast I finished it xD... sorry for the image dump, I can downres if they're anoying.
Wow scumworks that is incredibly cool! Lighting is amazing, materials are spot on. Really get the feeling of the place. I want to come across this in a game.
Working on a detailed Earth material in UE4. Learning more about construction script and new material functions in UE4. Currently I've got it set up to grab a directional light and use it to determine cloud shadowing and atmospheric scattering. Uses a system of tiled cloud and terrain textures to hold up visually at extremely close views.
@CordellC - The method was acually something I saw while poking around in redkit (witcher2). The cool thing is that you can scale the log however you like w/o distortions, as the main texture is tiled. Not really needed in this case, but I wanted to try it out.
Hi! This is my first post. The (nearly) finished high poly for a character assignment I'm working on. There's a little more on my blog If you'd like to check it out and C&C would be very welcome thanks!
Shameless cross-post
I'm working on this for a portfolio project and wondering if anyone had any idea where I could get some in game Tri counts for current racing games. Whenever I search it I get stats from GT 5. I was wondering about GT 6 for PS4. Also, any C&C would be loved.
@CordellC - The method was acually something I saw while poking around in redkit (witcher2). The cool thing is that you can scale the log however you like w/o distortions, as the main texture is tiled. Not really needed in this case, but I wanted to try it out.
Hope this image illustrate.
-cheers
Man, thanks for this. I never would have thought something like this, but I imagine it could be very helpful.
@rodgon: My god thats a beautiful sculpt, thank you for the blog post breakdown also, really useful.
I think you should consider dialing down the color value of the chainmail in the second render, not sure if thats just Zbrush's BPR but you could do it just by painting over it in photoshop with a darken layer. It's really bright and noisy compared to everything else.
Replies
@ Renaud Galand: ALWAYS happy to see some new rads from you. She looks ace and how good is Matteo De Longis.
Another crappy bust from me.
Trying to learn some Blender. Played around with materials and cycles render'er....... This is not a good example but man I dig Blender.
It's my first time working in Zbrush properly. I started from zspheres and have been primarily using Clay Buildup, Move, Smooth and most recently the Fold brush.
It's nowhere near finished yet, but I'm wondering how best to create definition and indentations from the body and multiple layers of clothes.
At the moment its just one model that I've sculpted, I'm guessing if i want to create the illusion of arms, etc and arm holes in the t-shirt / gi it would be best to cut up the model, made a body, t-shirt and then a gi on top.
However, if I don't want to do that, how else would you go about it?
I just finished my Sub Zero from Mortal Kombat 9 and i'd like to
share with you. It was a nice model for me, because it worked as a
great learning. I am open to critics and i'll read them carefully so i can remember
them in my next jobs.
@Neox - Nice, cant wait to see the new ddo
@mryogesh123 - Why only one shoe? Tell me I must know! ^^
friggan awesome all y'alls
duncan: pretty cool for a 'crappy' bust
scumworks: That's really nice work... love all the subtlety to in there.
2648 tris and 512x512 texture.
This is my first post! Here is a render of a recent project I have been working on.
Fix'd. Next time, copy the embed from the "BBCode" option. Looking really cool, btw.
@CordellC - The method was acually something I saw while poking around in redkit (witcher2). The cool thing is that you can scale the log however you like w/o distortions, as the main texture is tiled. Not really needed in this case, but I wanted to try it out.
Hope this image illustrate.
-cheers
Hi! This is my first post. The (nearly) finished high poly for a character assignment I'm working on. There's a little more on my blog If you'd like to check it out and C&C would be very welcome thanks!
http://nicholaswilliamsart.blogspot.com.au/
I'm working on this for a portfolio project and wondering if anyone had any idea where I could get some in game Tri counts for current racing games. Whenever I search it I get stats from GT 5. I was wondering about GT 6 for PS4. Also, any C&C would be loved.
Man, thanks for this. I never would have thought something like this, but I imagine it could be very helpful.
Jesus, Paul. Leave some of the awesomeness in the world for the rest of us, lol. These are out of hand.
Highpoly, I'm going to bake down at some point.
More info about this project!
Here is a WIP of "Knight - Fan Art" done during the workshop with Gilberto Magno. Based on the awesome concept art of Riiick.
Now I'm working on lowpoly/realtime version, creating its UVs, textures and shaders! Hope finish it soon.
I think you should consider dialing down the color value of the chainmail in the second render, not sure if thats just Zbrush's BPR but you could do it just by painting over it in photoshop with a darken layer. It's really bright and noisy compared to everything else.
Great work
@aesir: Thanks! Soon I will create more breakdowns, for sure I will post here.
For chainmail I used micromesh, it's pretty straight forward process, the hardest part is how to create a better mesh pattern to fit your needs. Here is a great reference to study chainmail patterns:
http://cgmaille.com/tutorials.shtml
http://www.digitaltutors.com/tutorial/1106-MicroMesh-Techniques-in-ZBrush
@AtticusMars: Thanks! It's true, after you said I noticed. I've updated this image with your suggestion, it should be a little better now! Thanks!
Cheers!
working on this mini fridge hp gonna do a bake down with some floating normals tomorrow, get it down to game quality.
rodgon your sculpt is amazing btw and your iron detailing tips are awesome.
Got most of the tattoo's in place.
Everything WIP, especially the hair.
Baked Version:
Scene:
Character IS NOT my work
Game-res Model:
Normal Map Applied:
Yes those are Hitman References, but I am not trying to replicate the Hardballers used in that game.
Some more stuff in here, wip thread.