1. #31

    Default Quick one .

    Another quick one - same process . A bit more cartoon-ish

    Prisoner_27_sr.jpg


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    Last edited by SIM-R; 08-30-11 at 10:15 AM.

  2. #32
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    Great thread, I like your style!

  3. #33

    Default

    Santis - thank you . Glad you like .

  4. #34
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    What a great surprise! I love the cartoony style you have, just brilliant. The spaceman and the crouchy dude really take it for me.

    The rendering in particular is lovely, the way you use SSS adds a lot! I'd love to hear more about your approach (even though I'll be rendering in Maya/MentalRay)!

  5. #35
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    ugly gorgeous stuff

  6. #36

    Default

    Baked being - cheers ! . In regard to subsurface scattering - I just place it in the usual places ( ears , nose , lips etc ) and try and pick a good color combo that works .

    Themightyflog - Cheers for that ! - I'm trying to make the ugly side of these things appealing somehow .


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    Last edited by SIM-R; 08-30-11 at 10:16 AM.

  7. #37

    Default Prisoner_25





    A new one - testing some fibers and stuff .

    I did the hair like fibers in zbrush . The shorter facial fibers were modo . Base mesh modo . Sculpting zbrush . Final render made with modo and comped in PS .

    Fibers rock!! So fast and responsive . I'll post some scren caps from Z if anyone is interested .

    Cheers .

  8. #38

    Default

    cool can you say more ! is polypainting?

  9. #39

    Default

    Sure Kilik - the textures were all done in zbrush using spotlight and poly paint . Spotlight especially in regards to the collar and the rust textures . I wanted a simple shape for that but I wanted a good feeling of rusty iron . The face had a base of skin textures quickly placed over it and then I basically just polypainted into it to decide where the temperature changes were . The sculpt is fairly rough feeling and that's partially because I wanted him to look like he was beaten up a few times in the past - broken jaw that healed etc . The fibers are meant to look slightly rubbery - I hope they do . The facial stuff was done using mesh paint in modo . this was before the marvelous fiber mesh etc was released in zbrush . Once they came to town I quickly switched over for the rest .The subsurface map was done very quickly - just the brightest areas for the most sss and the darkest areas for less . I used 2 spots and a fill for lighting and then combined that render with one where I turned a spot off . Then I comped it on PS for some basic color adjustments and a soft overlay of occlusion .
    Here's a quick clay screen cap ( ralphs skin mat cap - bought from gnomon yonks ago )
    Also - a quick screen cap showing the poly paint . It's very scrappy and I wanted to keep it more painterly than anything .


  10. #40
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    Funny style - all of your characters have there own personality!
    Looking forward seeing more from you,
    Cheers,
    Kenny
    Kenny Carmody
    Student for 3D-Modelling and 3D-Sculpting
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  11. #41

    Default

    KC_ cheers man . I'm trying to do that . Some work , sometimes others don't . Having fun though .

  12. #42

    Default Z renders .



    Hi all - been a while .
    A quick sketch to study lighting and rendering in Z more than anything .
    I wanted to try straight renders and see where I could go .
    I like the bpr filters . Speedy for concept workflows .
    Last edited by SIM-R; 06-18-12 at 08:08 PM.

  13. #43
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    Wow - really nice renders! Love the stylized lighting and how it accentuates the forms.

    -Steve
    --

    Steve Talkowski | Sketchbot Studios
    design. create. animate.
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    @stevetalkowski

  14. #44
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    Nice work Man, nice style. Love it.

  15. #45

    Default

    Sketchguy - thanks man . I'm building up to something larger with all these explorations . It's a very deep program to say the least . Lots to explore .

    Derlicanus - Trying to go for stylized . Glad you dig it .

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