@defeat: it's simply the bronze shader by ralf stumpf with some changes i made, i didn't like the heavy cavity masking, because it's giving the sculpt a pretty dirty look.
And i changed the intensity to achieve a brighter look on subtools i don't have activated, so i activate a small invisible piece inside the body and the rest is inactive.
achmedthesnake: nice work so far, but i'd try to break the symmetry a bit more if possible
@ SEKNeox: thats looking absolutely brilliant! though i must say, the hair makes it look like a sculpt.. like an actual iron/bronze sculpt or something
@Renaud Galand: wow thats amazing! stitches and scars [troughs in the skin] are really well done [as is the rest of it, but those things are amazing!]
[ QUOTE ] @though i must say, the hair makes it look like a sculpt..
[/ QUOTE ]
then it works
he's not going to have alpha mapped hairs, all polygons so at least i'm not going to have any problems with alphasorting.
And i totally loved the way the hair was done on bowser in Mario Galaxy.
thanks
Hi everyone new poster here. Been lurking this forum for a while for inspiration. I have a bad habit of putting my work out online so I thought this thread would be a nice place for getting some quick comments and feedback.
Anyways, I'm working on a set of characters right now based on demons from various literature. First one is Beelzebub, Lord of the Flies.
that kicks ass! The only issue I have is with the hands. They just seem too girthy and fight the design a bit. My suggestion would to make the hands and fingers long and sinewy
did a quick normalmaptest, no final uv layout, just a quick test if it works or not
and one question for the unreal pros, would it be better to have the head seperate (also extra texture sheet) when i want to switch the ingame and sequence mesh? normally he's shown like 90% from behind so i think i don't need so much polygons in his face. but maybe th polycount doesn't matter that much, heard that u3 can handle tons of polygons and has only problems with texturepages, so having him all on one page would be better? i normally prefer having the head on an extra texturesheet, it's better to work with, at least for me ...
Thanks Bobo and Neox. I made the hands smaller with a bit more length to the fingers, probably still gonna tweak them a lot more though, I agree they fight with the rest of the design.
Here's an updated full body shot with a super quick polypaint. Lower half is still in rough stages.
Really cool design adam !I like the clean/sharp sculpting you have there The torso/general proportions reminds me a bit of a model Kolby Jukes made during the first mudbox beta test.
removed all the dirt, cuz i was told to change it drastically... also, changed the brick 'style' or what not? added some wear...
as of now, theres only a bit of dirtying... i just wanted to show the base before i attempt the dirt.. any general tips on the process are welcome!
and obviously crits on the current state too!
Playing a bit with my high polygon version in ZBrush, doing some polygon painting. I'd love to be able to transfer this texture over to a texture map, but I think I'd have to import a retopologised mesh that is the final model with UV's and project onto this mesh for shrink wrapping.. The polygon painting would probably disappear then.
Still, fun trying to come up with a human facial expression. I don't do this stuff normally
East: You can convert your poly colors to a texture within Zbrush and re-export your highpoly w/ auto UV's. Then you can bake your colors and normals/etc in your app of choice. Just apply the output texture from ZB to your High poly prior to baking. I've done that a few times. It requires cleanup in PS, but works just fine.
Thanks Renaud, I love the model you're referring to and referenced it while working on the character, which is the reason for some of the similarities.
Asmuel: I'm disappointed to hear that, but appreciate the criticism. I'll try to keep my designs a bit fresher in the future.
[ QUOTE ]
Don't listen to Asmuel, he's just butt hurt, Your design is pretty rock'n mate.
[/ QUOTE ]
@ don: Hahaha
@ adamlewis: If you google Beelzebub, you'll find kolby's interpretation is very different to most interpretations, more bat like than fly with distinctive forms/proportions etc. That's why I said it feels unoriginal, the close similarities to a very "outside of the square" design. I should have written more constructive critisism, rather just a blunt negative comment. It's really cool man, very very clean. Its likeness is the only thing that I would criticize it on, which doesn't necessarily need to be remedied, its cool anyway. IF you want it to look less like Kolby's you could change the crotch area up a bit, thats one of the main things that makes it look similar.
Not trying to shit on your work man, just trying to give an honest opinion. Very nicely executed
Hey Adamlewis, cool creature! I like the feel of it, looks like some kind of weird unknown material. There is something odd about the renders tho, I read it as very flat? Like a cardboard cutout. Maybe it's because of the strange castshadows, makes it look squashed somehow. I'd love to see a proper 3/4 perpective view.
ThatDon: Thanks!
Asmuel: It's fine man, I understand and appreciate your honest criticism.
conte: Thanks. I agree the hands/legs still look a bit weird, I might overhaul those parts of the design to deal with it.
pior: Thanks. And yeah I've been struggling to get a good screengrab out of Zbrush. Here's one from Mudbox viewport:
@adamlewis: Hey, I did see this a couple days ago, and had to look at it for a bit. I really like what you did with the head, and I dig the insectoid legs and arms, but the hands and feet feel really awkward to me, don't really have the elegant feeling of the rest of the model. I agree the crotch and torso feel very similar to my thing, but whatever.
Your piece has a very nice, almost barlowe feel to it. Have you got Barlowe's Inferno and Brushfire? If not, stop referencing my crappy models and go get those books, way more inspiring.
Replies
[img]http://nonpublic.airbørn.de/wip/neox/boy01/redesign/boy_03.jpg[/img]
it's so refreshing to do something for your own and not for a client
:edit: updated the image
Here's a guy I'm workin on
redesign of a character i did a while ago.
[img]http://nonpublic.airbørn.de/wip/neox/boy01/redesign/boy_02.jpg[/img]
it's so refreshing to do something for your own and not for a client
[/ QUOTE ]
Wow awesome sculpt man, could you link me to that material your using.
And i changed the intensity to achieve a brighter look on subtools i don't have activated, so i activate a small invisible piece inside the body and the rest is inactive.
achmedthesnake: nice work so far, but i'd try to break the symmetry a bit more if possible
I´m honored!
@xysdf
Is that Morpheus?
A lot of great stuff on this page, very inspirational!
[img]http://nonpublic.airbørn.de/wip/neox/boy01/redesign/boy_04.jpg[/img]
now the head looks a little strange wit the hair, going to change that on the lowpoly i guess
@ SEKNeox: thats looking absolutely brilliant! though i must say, the hair makes it look like a sculpt.. like an actual iron/bronze sculpt or something
@Renaud Galand: wow thats amazing! stitches and scars [troughs in the skin] are really well done [as is the rest of it, but those things are amazing!]
@though i must say, the hair makes it look like a sculpt..
[/ QUOTE ]
then it works
he's not going to have alpha mapped hairs, all polygons so at least i'm not going to have any problems with alphasorting.
And i totally loved the way the hair was done on bowser in Mario Galaxy.
thanks
- BoBo
wait, you posted after me and can see that? I'm getting the red cross of death on all of SEK's images
[/ QUOTE ]
first of all, call me Neox
SEK is just there because the nick was already away so i just added the company name i worked at back when i registrated me
oh and here is a working link, i guess your browser can't handle my funky url :P
http://polyphobia.de/nonpublic/airborn/boy_04.jpg
made it within 2 dys using crazybump exesively
I'm using IE btw so it's strange that link shouldn't show.
Anyways, I'm working on a set of characters right now based on demons from various literature. First one is Beelzebub, Lord of the Flies.
- BoBo
been lurking for some time now, might as well join the fun!
@driller killer: really nice style
did a quick normalmaptest, no final uv layout, just a quick test if it works or not
and one question for the unreal pros, would it be better to have the head seperate (also extra texture sheet) when i want to switch the ingame and sequence mesh? normally he's shown like 90% from behind so i think i don't need so much polygons in his face. but maybe th polycount doesn't matter that much, heard that u3 can handle tons of polygons and has only problems with texturepages, so having him all on one page would be better? i normally prefer having the head on an extra texturesheet, it's better to work with, at least for me ...
Here's an updated full body shot with a super quick polypaint. Lower half is still in rough stages.
Keep up the good work !
removed all the dirt, cuz i was told to change it drastically... also, changed the brick 'style' or what not? added some wear...
as of now, theres only a bit of dirtying... i just wanted to show the base before i attempt the dirt.. any general tips on the process are welcome!
and obviously crits on the current state too!
its rendered in 3ds max btw... 3 lights
thanks for all the help so far!
Still, fun trying to come up with a human facial expression. I don't do this stuff normally
snip...
- BoBo
The torso/general proportions reminds me a bit of a model Kolby Jukes made during the first mudbox beta test.
[/ QUOTE ]
Look a the name, its cool but a bit unoriginal TBH
Asmuel: I'm disappointed to hear that, but appreciate the criticism. I'll try to keep my designs a bit fresher in the future.
Don't listen to Asmuel, he's just butt hurt, Your design is pretty rock'n mate.
[/ QUOTE ]
@ don: Hahaha
@ adamlewis: If you google Beelzebub, you'll find kolby's interpretation is very different to most interpretations, more bat like than fly with distinctive forms/proportions etc. That's why I said it feels unoriginal, the close similarities to a very "outside of the square" design. I should have written more constructive critisism, rather just a blunt negative comment. It's really cool man, very very clean. Its likeness is the only thing that I would criticize it on, which doesn't necessarily need to be remedied, its cool anyway. IF you want it to look less like Kolby's you could change the crotch area up a bit, thats one of the main things that makes it look similar.
Not trying to shit on your work man, just trying to give an honest opinion. Very nicely executed
dig subtle details.
The bumps and details on the exoskeleton's really subtle.
Asmuel: It's fine man, I understand and appreciate your honest criticism.
conte: Thanks. I agree the hands/legs still look a bit weird, I might overhaul those parts of the design to deal with it.
pior: Thanks. And yeah I've been struggling to get a good screengrab out of Zbrush. Here's one from Mudbox viewport:
sad demon WIP...
thats a killer, sweet work
only suggestion i can give, is maybe bringing the horns closer together.
Your piece has a very nice, almost barlowe feel to it. Have you got Barlowe's Inferno and Brushfire? If not, stop referencing my crappy models and go get those books, way more inspiring.
Silva_Spoon - LOL