Greetings to everyone!
This is my first post, hope you like it. Sculpted and painted in Sculptris Alpha 6.
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Greetings to everyone!
This is my first post, hope you like it. Sculpted and painted in Sculptris Alpha 6.
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Heh That pelican man rocks. Totally well done, the feet and hands especially![]()
They say time is the fire in which we burn. Quick! Someone get a fire extinguisher!
Thanks Tartan!
This is my latest model, 100% sculptris (and some retouch in GIMP).
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Just a little update of the pelican guy
This time i was experimenting with some "subtools". Trying to solve everithing in Sculptris. Bad thing is i always have to worry about polycount.
Maybe some posing next time.
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Very nice tries and experiments!![]()
Not the first man-like tree (or tree-like man?) in history, also not the last one. But my version (Sculptris+GIMP). Retopo in progress (Blender)
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Its amazing how texture can bring some characters to life. Cant wait to see the final on the tree man. On the pelican man that skull is just too big to hang as a necklace. I would dangle it from one of his hands.![]()
They say time is the fire in which we burn. Quick! Someone get a fire extinguisher!
Treeman evolved a bit. Got trough retopo process, baked textures, and rendered with some hair (eyes borrowed from blendswap). Edgeflow is horrible, not planning to animate anyway.
Comments and suggestions are welcome
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WIP - I try to create a creature from an existing concept now (haven't tried it before). Original concept by BJ Schwartz.
I have a slower pc and i have to keep to polycount under 1M. That gives me a lot of headache. Hide option is extremely useful in my case
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Another attempt from concept (by Jon Sommariva). I'm planning to retopo and refine it, think it would be a good basic character to learn rigging and animation. And of course I should add weapons too (How I miss them now...).
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I really like this thread. Great work.
Retopo: my advice, too many faces, you don't really need this. I know, it's difficult, you'll get it soon. You need smoother transits from more to less dense parts. Thinking on less than 1000 faces, you can't avoid tris. First subdivision will turn them to quads. Topology, a nice and at the same time boring game.![]()
Thank you michalis!
Your advices (and your discussion with wasa in another thread) are really useful.