Hi Khronos, thanks for stopping by
Honestly I think that Zbrush is more than enough to achieve a nice base sculpt and then work on the retopo, I usually do it that way for game characters.
In this case I decided to focus on a different workflow, 90% 3dsmax, to do some practice and build a cinematic character, with textures and shaders for a realistic render.
I know that is unnecessary, but it is my goal :poly124:
I will build the "hand painted" version if I will be faster enough..
Anyway I'm still using Zbrush to model the naked character and to build the topology for the details (no sculpting).
This is a small overview of my process:
Thanks people!
I'm glad you found useful the breakdown
I'm still adding details with the same tecnique (helmet-shoulderpads)
I'm also trying to create some details on the legs (dark and flat in the concept), what do you think?
Hi guys,
thanks again .
Today I finished the modelling part and I made a quick AO render , really useful to figure out problems and improvements to be done.
I already see something strange here and there and I also plan to add some geo on the armour (basically hinges), and details on the back of the hands.
Thanks mrnunez !
Thanks slosh, I have no idea about the game view, but I will do a realistic render first, then I hope to have time enough to do a low poly version (maybe different) for the contest purpose
Hi guys,
thanks Igami, I start to know better this bad girl, but any feedback is really appreciated! @Scythe: thanks! @Kiyamlol: I used Zbrush to reshape the base human mesh, then all 3DsMax over the body.
Now it's time to move to zbrush and place some skin/armor details.. I just made a quick pose with transpose master to check again the shapes.
Thanks to everyone! @slosh: Yes, I'll try the realistic first, since I need to practice shaders in Vray, then I will try the low poly handpainted version (if i will survive of course)
Some images here for the skin shader/head shaping.
The skinpores are temp, same for the make up. I just tried to model the low sub of the head searching for an interesting face, just a little bit manga style.
I hope you like her !
Now I will do the sculpt of the face /body to extract a displacement...
Hi guys!
Thanks a lot for all your comments, you really make me happy and keep me working hard :poly142:
I made a lot of boring stuff, like mesh organization for texturing, uv mapping, maps extracting and so on....at this point I have 5 maps for the clothing, one for the head and a last one for the body.
I just created a base shader to start in Vray, still a lot to do!
Some armor parts are still missing, the hair too :
For the character art, are we allowed to use a base mesh as a starting point for the high rez sculpt (like in the Heimerdinger rework video https://www.youtube.com/watch?v=1S2ocU2i8yY)?
No. We want to see you create everything from scratch. This is where the WIP threads come in.
So basically you are not allowed to enter the contest with your human base mesh.
I guess you can model the body from scratch and put her back in the clothes to qualify.
Hi guys!
I was a little busy this week and I also found some improvement to be done to my workflow, so I did the uv mapping again, I'm still working on the materials but I will post an update soon @yorikus24: thanks mate but I will not be considered because I'm still doing a cinematic character, not required
@Shanteez: Yes, thank you ^^ @Chantel-sky: Don't worry about that, you are doing well @Sundaynights: thanks for the info, I will do a retopology for the game version, but I 'm not sure to finish
Thanks to every one I really appreciate your comments, see you soon with some progress
Replies
New update, working on the helmet:
Honestly I think that Zbrush is more than enough to achieve a nice base sculpt and then work on the retopo, I usually do it that way for game characters.
In this case I decided to focus on a different workflow, 90% 3dsmax, to do some practice and build a cinematic character, with textures and shaders for a realistic render.
I know that is unnecessary, but it is my goal :poly124:
I will build the "hand painted" version if I will be faster enough..
Anyway I'm still using Zbrush to model the naked character and to build the topology for the details (no sculpting).
This is a small overview of my process:
CU!
I'm glad you found useful the breakdown
I'm still adding details with the same tecnique (helmet-shoulderpads)
I'm also trying to create some details on the legs (dark and flat in the concept), what do you think?
CU!
thanks again
Today I finished the modelling part and I made a quick AO render , really useful to figure out problems and improvements to be done.
I already see something strange here and there and I also plan to add some geo on the armour (basically hinges), and details on the back of the hands.
CU
Thanks slosh, I have no idea about the game view, but I will do a realistic render first, then I hope to have time enough to do a low poly version (maybe different) for the contest purpose
I just finished the uv mapping on the helmet and I did a check with Substance Painter
Make me proud son.
did u model this purely in 3ds max or did u use a sculpting program?
thanks Igami, I start to know better this bad girl, but any feedback is really appreciated!
@Scythe: thanks!
@Kiyamlol: I used Zbrush to reshape the base human mesh, then all 3DsMax over the body.
Now it's time to move to zbrush and place some skin/armor details.. I just made a quick pose with transpose master to check again the shapes.
@slosh: Yes, I'll try the realistic first, since I need to practice shaders in Vray, then I will try the low poly handpainted version (if i will survive of course)
Some images here for the skin shader/head shaping.
The skinpores are temp, same for the make up. I just tried to model the low sub of the head searching for an interesting face, just a little bit manga style.
I hope you like her !
Now I will do the sculpt of the face /body to extract a displacement...
Cu!
Thanks a lot for all your comments, you really make me happy and keep me working hard :poly142:
I made a lot of boring stuff, like mesh organization for texturing, uv mapping, maps extracting and so on....at this point I have 5 maps for the clothing, one for the head and a last one for the body.
I just created a base shader to start in Vray, still a lot to do!
Some armor parts are still missing, the hair too :
Cu !
I did a break from texturing/shading and I did a pose with transpose master and a quick (and bad) paintover to figure out the hair..
Cu
I run into this!
Then once again I'm halting on uploading my work.... sigh.... Really AMAZING work!
http://www.giorgiopalombi.com/
Everything on that site is TOP ROW!
This is looking amazing.. I'm doing Syndra too, Can't even compete with this lol
look it up here: http://www.polycount.com/forum/showthread.php?t=141101&page=9
#212
So basically you are not allowed to enter the contest with your human base mesh.
I guess you can model the body from scratch and put her back in the clothes to qualify.
I was a little busy this week and I also found some improvement to be done to my workflow, so I did the uv mapping again, I'm still working on the materials but I will post an update soon
@yorikus24: thanks mate but I will not be considered because I'm still doing a cinematic character, not required
@Shanteez: Yes, thank you ^^
@Chantel-sky: Don't worry about that, you are doing well
@Sundaynights: thanks for the info, I will do a retopology for the game version, but I 'm not sure to finish
Thanks to every one I really appreciate your comments, see you soon with some progress