View Full Version : Sopromat - troll clericon(DW3 entry)
JokerMax
04-15-08, 04:35 PM
Hi! I used ZB3 on my DW3 entry a lot. All sculpted, posed and textured mostly in ZB.
Mental Ray render of low poly(9000 triangles) model with textures(2048)
poster_kri_jokermax_sopromat.jpg
Zbrush shots
sopromat_zbrush.jpg
construction_shot_low[1].jpg
3dsmax scanline renders of low poly, 3 lights
winning_pose_low[1].jpg
beauty_shot_low[1].jpg
Textures
texture_sheet_low[1].jpg
WIPs
wips.JPG
bLawless
04-15-08, 05:35 PM
What what WHAT?! Great job. Love the amount of pics, it gives us a good look behind the curtain. Thanks for posting.
Brandon
paccini
04-15-08, 08:10 PM
... love this kind of work. well done!
Super Glitcher
04-15-08, 08:31 PM
Good God
That's incredible
5*.. too good!
Porkpie Samurai
04-15-08, 09:08 PM
Great work! i think maybe the colours could have been a little stronger, it has a slightly washed out look to it
but a exceptional model. I really like how much expression you managed to work into the model.
good luck!
SixxPixels
04-15-08, 09:30 PM
Thats so cool - Look at all all those sub-tools!
iatriki
04-15-08, 10:36 PM
cool stuff!
Carsten Lind
04-15-08, 11:06 PM
This is brilliant!! I am in love with this character - I instantly make up all sorts of stories about him when I see him.. simply brilliant.
Is it on purpose you made him look small in the first image?.
Gogitason
04-15-08, 11:18 PM
Awesome work! love it :D
very nice job :tu:
composition and model is awesome :)
Frenchy Pilou
04-16-08, 11:56 AM
..of the book ! :lol:
Cool work! :tu:
johnfnoo
04-16-08, 11:58 AM
Wow so that is what lowpoly is coming to? The concept is really what gets me tho, the mish mash of "technology, shamanism, warrior elements really creates
a sense of wonder in me when i look at it and try to figure out who and what this guy is and what he might be up to.
Good Job!
JF
Hauptman
04-16-08, 11:59 AM
Way to go Max!
It was awesome watching the progress of this character over the last few weeks. The level of detail is awesome here with a lot of personality.
Good luck with the Dominance War!
We are still going to Starbucks at 4pm today :)
Ramones97
04-16-08, 12:07 PM
great job Max!
Arran J Lewis
04-16-08, 03:18 PM
This is amazing and has so many small details to look at :eek: . I have double the enjoyment when I see a great piece of artwork like this and someone like yourself ahs gone to the effort of showing a break down. I really like the finger nails, the page markers are great, and the patch work fabric just gets you thinking of him sitting on a rock doing a bit of sowing, sipping on his drink and reading a section, :-) love it!!
Really Awesome Work Man! And deserved Top Row!!! :D :tu:
Tina Albert
04-17-08, 12:28 AM
OOH man am getting goosebumps !!!
BTW how did you do that grass ?????
Tina
Wow! The attention to detail and all of the accessories on this guy are great. I really love the concept too! :tu:
However, my one critique would be the text on the spine of his book. The style of it feels completely out of place and it's so fuzzy compared to the crisp look of the other parts of the render.
Maybe if you incorporated the color scheme of the book details into the lettering it would feel more at home, or if you made the lettering look embossed/bumped-out or engraved into the spine it would fit better?
Image great!!!!
Behind the scenes better!!!!
Many thanks and the best of luck!!!!!!
the whole piece is awesome but i would realy love to tell us your grass technique!
konjo kothar vignar
04-17-08, 02:11 PM
other than the very nice model, i especially like how u textured his robe like its a bunch of materials stitched together. great job mang
JokerMax
04-17-08, 04:51 PM
Thanks guys :) The grass was the simplest part of everything:
Model a bunch of grass from splines and create hills from a plane with Noise modifier.
Select grass and create\compound object\scatter and pick up hills as distribution object
grass_geometry1.jpg
Map all grass strands from V 0 to 1 to a gradient and create ground material for hills
grass_mats1.jpg
Change gamma for textures to 2.2, enable camera DOF and render with MR sky and sun.
grass_render1.jpg
Attached is max 2008 scene for you
stimpack
04-17-08, 06:48 PM
i LOVE how this year all the professionals came outa there cubicles and crunch hours to join this contest! I too joined, and it totally makes all the time spent on this contest worth it, to see such talented people toss in there ideas and skills. I cant wait for next year, when even more people take part!
Your piece is beautifully done. madd love for this one!
JokerMax (member.php?u=11248) your awesome man! thanks for the grass tutorial!
boozy floozie
04-18-08, 07:20 AM
What a great flight of fantasy and fun that is contained within this piece. I love the little bookmarks poking out from the pages.:tu: :tu:
Jenia Lisunov
04-18-08, 12:45 PM
Nice work :) Удачи в конкурсе ;)
strict9
04-19-08, 12:12 AM
wheres the shut gun?
nice sculpth tho
Crazy Horse
04-19-08, 04:29 AM
Excellent work!:tu: thanks for the grass tut.
Regards!
mattie.j
04-20-08, 01:22 AM
Firstly Max, beautiful work :)
I know this is probably a basic question that gets asked all around the forum, but I've been using Z-b for a few years now and I really only have one problem with it. Texturing.
Whenever you build a complex model like this... do you use GUV tiles and projection master? If so (or if not) could you kindly tell me the process you used to texture this model?
The results for me are generally quite poor - to the point where I actually fix the model in place these days and then paint directly onto it. It seems to be the only accurate way for me - and to be honest, it drives me nuts.
Look forward to your reply!
Matt.
Tom Savage
04-20-08, 09:19 AM
Wonderful sculpt! I keep going back to find new details. Well-deserved top row honors.
JokerMax
04-20-08, 11:30 AM
Thanks Matt. I am new to texturing in ZB myself but basic process is following:
1. sculpt multi sub-d level mesh
2. enable texture\colorize and vertexpaint(polypaint) as much as you want
3. go to lowest level and create GUV tiles
4. export highest geometry level to 3dsmax and export texture as well(flip V b4 export)
step 1-4 i have done for all sub-tools. After step 4 you can already render a nice picture of your high poly in 3dsmax.
5. in 3dsmax build low poly and bake everything (normals, ao, diffuse) from multiple high poly subtools to single low poly
After this point its all Photoshop
Firstly Max, beautiful work :)
I know this is probably a basic question that gets asked all around the forum, but I've been using Z-b for a few years now and I really only have one problem with it. Texturing.
Whenever you build a complex model like this... do you use GUV tiles and projection master? If so (or if not) could you kindly tell me the process you used to texture this model?
The results for me are generally quite poor - to the point where I actually fix the model in place these days and then paint directly onto it. It seems to be the only accurate way for me - and to be honest, it drives me nuts.
Look forward to your reply!
Matt.
snake85027
04-20-08, 02:51 PM
beautiful model, I was just wondering how you modeled the pages for the high poly?
mattie.j
04-23-08, 07:04 AM
Many thanks for the explanation Max, - texturing always frustrates the hell outta me.
I shall start the new and improved method :D ie. yours!
Thanks again,
M
dhruvsm
04-26-08, 07:15 AM
this is beautiful...!!!...congrates for a top row and 5*...!!!...very inspiring and great to see the maps too....!!!:tu:
newsuccor
04-28-08, 10:14 AM
MAX <- render to texture.. normal Texture Baking??
I can not speak english.. :(
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