Awesome work:tu:.
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Awesome work:tu:.
Actually not so important which way use for creating base mesh) You can use standart 3dMeshes like Plane,Shpere or ZSphere or DynaMesh and retopology, also in new Zbrush-Insert Multi-Mesh Brushes and Curves- all these methods are quite famouse . Polygongs in the armor and head really a lot, some part of hi-poly model i did in different files because my computer wasnt unable to handle it, after as i finished scultping merged all subtools in one file.
I can recommend to you Believe in yourself and just try different features of Zbrush) If you have any questions feel free to ask, I will try to answer when i have time(if information not under NDA).
JagoroThank you for nice coomment! Actually difficult to calculate time because it was done not at same time. Not too long)
stalskyThanks! I like so much to scultp a faces)
DEDE_pigThank you for your wish! Your wish is done))
eof3Dnice to hear it from you
julien3dthanks dude
kaisasose Actually want to say thanks for my ex boos and team:)
ahtiandryes. In Zbrush you can also have transparency and different materials.
Eiadoh thanks mate for this words. I check out your website -u have a few nice heads)
YummeThanks!
Etchergot some expiriency in texturing) thanks!
cascardiThanks) Welcome) Will share more soon)
Senkathe texture is very huge) for closeup
I think ahtiandr is talking about 'index of refraction' in Zbrush. I also got curious to know if that is possible since ahtiandr mentioned.
And Neverwintered, great job :tu:
Fantastic!! such an epic piece of Armour and the face and scene details are all top notch! congrats on top row!
Here is a few different pictures. Where is logo "powered by Unreal engine Wild Blood" -this about the game Wild blood, render this pictures(teasers) done in mentalray. Full hight dragon armor also mentalray. Others pictures screens from zbrush. On screens from zb the shape of eyeballs is similar as said ahtiandr, but 1peace. In zbush is transparency so u can also have 2pieces if u like. Also possible to make transparency/refraction dependence from mask map. Do you mean this?
Man! Insane detail. I only wish to become this good in my career! :D good job on this.
Wow!!!Some serious awesomeness here! Jaw dropping artwork:D