1. #241
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    Hello!!

    so I share with you some screenshots for this carractère I named cyber bunk stell teath (jaw was massacred during agresive battle against the CA01),,, the part of the modélistation has been completed,, I still have to apply textures and some ajustements
    Here are also some proposals,, haircut





    www.virtuald.magix.net


    Exemple of my workflow in Zbrush 3Ds Vray and Photoimpact

    http://vimeo.com/24314796

    My 3d works
    http://vimeo.com/15000684

  2. #242
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    Beautiful work!
    "We are living on this planet as if we had another one to go to." - unknown


  3. #243
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    Great Work,

    The design and material breakup looks great,

    in the cleaner renders the eye lashes look a little too noticeable to me especially the lower ones,

    Works Amazing though!!

  4. #244
    Pixologic - Thomas Follow
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    Taht's very good, as usual !! All hairs are fibermesh?
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  5. #245
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    Loving the exposed teeth like that!
    And the over all Street Samurai feel of this character!

  6. #246
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    dustbin1_uk , Totyo , Webhead , thank you a lot guys for your notice! It is really encouraging to me!

    Ackeemd thx yes !
    I'll fix that

    If you have any other comments please do not hesitate



    www.virtuald.magix.net


    Exemple of my workflow in Zbrush 3Ds Vray and Photoimpact

    http://vimeo.com/24314796

    My 3d works
    http://vimeo.com/15000684

  7. #247

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    spectacular bro!

  8. #248
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    hi guys ,, and thx darmar so her is a small Up with texturs


    www.virtuald.magix.net


    Exemple of my workflow in Zbrush 3Ds Vray and Photoimpact

    http://vimeo.com/24314796

    My 3d works
    http://vimeo.com/15000684

  9. #249
    Pixologic - Thomas Follow
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    Impressive work!!
    Pixologic official: Blog | ZBrushLive | Twitter | Facebook | Instagram | Pinterest | Discord
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    My personal 3D - 3D Printing blog: polysculpt.com

  10. #250
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    thx a lot Totyo

    www.virtuald.magix.net


    Exemple of my workflow in Zbrush 3Ds Vray and Photoimpact

    http://vimeo.com/24314796

    My 3d works
    http://vimeo.com/15000684

  11. #251
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    final rendition of this character


    www.virtuald.magix.net


    Exemple of my workflow in Zbrush 3Ds Vray and Photoimpact

    http://vimeo.com/24314796

    My 3d works
    http://vimeo.com/15000684

  12. #252
    Pixologic - Thomas Follow
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    Very impressive... as usual !
    Pixologic official: Blog | ZBrushLive | Twitter | Facebook | Instagram | Pinterest | Discord
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    My personal 3D - 3D Printing blog: polysculpt.com

  13. #253
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    for those who are interested here is my global process that I followed for this project.

    What I write to you here is the result of my research and my experience, this method of work that I offer you is personalized and optimized in my own way, and as I already mentioned there are several methods of work to get the same result, I chose this type of work following the software that I have and the limits of my knowledge that I have developed day by day since my debut a 3d , I am far, very far to understanding all the knowledge in this evolving field at an incredible speed.

    The current technological means offers us the ability to express easily, but on the other hand renders the possibility to find an original idea a very challenging task. To start a project we took habit of looking around us, or by searching on the internet, but unfortunately we often forget to look in to the most important place, a place where there are no laws or rules for creativity ; a place where freedom finds his real sense, the imagination, it is the only way to break this copy paste of ideas circulating around us . Each person is unique and each person has his own brand.
    For an original creation, the artist must begin by imagining a story, an environment, an epoch and a good subject. The ancient artists did not have our current means, but in spite of that they left masterpieces etched forever in the world of art, their only means it was not Google and Pinterest.

    and to explaine the inspiration would never mean copying because we can adapt and improve what we find, and it fits in the development of ideas, but it's still a step that remains second after fixing our original idea. at this stage we can mention the search on the web for example on Google, Pinterest, ArtStation or Deviantart. or even in the reele life, these research resources give us the ability to just refined and fine-tune what we have as a raw material.

    1- Global shape :
    Now the idea and the references are present, we can enter in the execution , to start you must use a simples tools for focusing on the visual, many artists begin their projects with sketches on paper or Photoshop to trace the overall shape and gather all the ideas in a single perspective, for me I use the tools of ZBrush, like DefaultDynawax or Dynamesh. the advantage is to work at the same time the volume and a base mesh.

    2- The rotopology :
    I move to the next step to rework the mesh which requires a technical skills that artistic. For me, I prefair the nonautomatic method that uses the ZSphere. this method not only allows me to create a new mesh model with better structure of polygons but it is also a step for pre-modelistation for the following step which consiste to know how to draw and control the quadrangle shape of polygons to better meet the sellection and modelistation under 3ds-max.





    3- Refine of modeling :
    I switch in 3Ds max, and at first I start by cutting the objects to have many independents parts, the sellection tools (Loop and Ring) in edges mode, gives me more ease for this step and of course it depends on the retopology that I created previously.
    3ds-max tools are very useful and very powerful to refine and separate elements in a very practical way , such as extrude and chamfer that I use a lot still under edges sub-object.


    4- The UVs
    At this stage, And to optimize effectively the time of unwrapping, I use bothe tools of 3ds-Max and ZBrush. For me the good thing with UVMaster in ZBrush is the unwrapping speed but Unfortunately it does not offer a powerful tool for the precise cutting, in contrary UVUnwrap in 3ds-Max is less rapid in this sense, but certainly has more control and more precision, so combining the strong points of them gives me more control and saves me more time .

    The infolding under Zbrush with UVMaster allows me to avoid the initial planar projection for each item, also we must take into account that UV-master treats all sub-objects individually, that is why I cut my objects in several parts and reunite them in one object.
    After in 3ds-Max I add UVUnwrap and I continue by organizing my UVs, of course if the object or element is big in our scene we must be given more area in term of UVs.
    5- Materials


    Personally to create materials without textures I create black/white masks by the generators of Substance Painter and In the following I will export the masks in 3Ds-max, and I continue by using the Material Vrayblendmtl to combine multiple materials which overlaps, so the Diffuse or the reflections and everything else will be created in 3ds-Max.
    This method is very useful to avoid the back and forth between 3DS and SP in event that I am not satisfy with the result.

    This method is based on textures created on substance painter, so all the textures will be exported to 3ds-Max with the V-ray presets, the disadvantage with this method is does not allow me to economize my physical memory (RAM) especially with high resolution of textures an average of six or seven textures per material. So, I use this method in cases where I have already affect a textures like decals, or a projection of external texture or eventually the Normal-Map.

    6- lighting :

    On one side a good lighting contributes to value my work of modelling and texture and in the other ones gives a perspective which focuses on the theme of the subject which I want to put in the foreground, generally, I use a combination of soft and rough light, to have one varying lighting effects withe a combination of additional colors as bluish and yellowish which are frequently used by artists to give a kind of dramatic lighting.
    7- Rendering and post production

    Before starting the rendering (which lasted almost 4 hours for this project ) I added some Alpha and depth of field passes for the post-production in After effect or/and Photoshop.
    To simulate the DOF in 3DS-Max require powerful hardware and a huge render times so I prefer to work this step in AE with effect Camera Lens Blur. For the rest (dust particle and lighting effects glow) I use footages in addition mode with some adjustment of hue and stauration.

    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    www.virtuald.magix.net


    Exemple of my workflow in Zbrush 3Ds Vray and Photoimpact

    http://vimeo.com/24314796

    My 3d works
    http://vimeo.com/15000684

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