on eof the best next gen female character i ever seen![]()
on eof the best next gen female character i ever seen![]()
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Mohammad Modarres
Available for Freelance/Full time job.
Website
Blog
ZBcentral sketchbook
Great concentration on details. The Best work. CONGRATS !!!![]()
Congrats on winning the Brawl Contest. Well deserved. Great work.
Well deserved win! Congrats!
Cheers!
TheRazorsEdge
"Knowing is not enough, we must apply. Willing is not enough, we must do."
- Bruce Lee -
WOW men fantastic models
Congrats on winning defo well deserved![]()
Portfolio
Current Showreel
My Thead ( Teenage Mutant Ninja Turtle, Centaur and other)
2011 University graduate looking for employment![]()
Practice, practice, practice. Every skill is perishable,. Only by constant practice will you be able to hone your craft.
it's so cool ~i like it so much! good job!
Would it be possible for you to elaborate on your texture process? I would really like to know how you and others achieve such detail and get the actual fabric details to flow with the folds of the clothing. Do you use Zbrush entirely for creating your displacement and normal maps or do you use some like xNormal? A tutorial would be great if you have time.
Really appreciate any insight you can offer.
Thanks!
Great Model!!!! We Have A Dvd Of Your Process For Us??![]()
ridiculawesome!! congrats man!![]()
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congrats for the 1st! yhaeeee
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Very good indeed his model, we can expect something that shows the process of modeling and texturing? Hug and congratulations!![]()
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Would also love to know how you did the zipper. I've tried zippers before but just don't know how you would achieve it being open. When the zipper is zipped it's easy to use a zipper alpha but when it is open and only one side of it is shown at the edge of the clothing, is that actually geometry or just using a one sided zipper alpha very close to the edge of the shirt mesh?Originally Posted by skdzines
Thanks again for any insight.
From the looks of it, it's probably a combo of normal and alpha mapping. Geometry would take too much from, I presume, a limited polygon count. It's pretty well done because you could almost think it was geometry but it seems more likely that he used a really decent normal map as well as the alpha.Originally Posted by skdzines
Anyway, that's how I see it.
Paul
(mix_mash)
Ace Work!![]()