Beautiful work! The combination of organic and hard surface forms is very well executed. Do you mind if I ask which Zbrush shader/matcap you are using in this clay BPR render? Thanks!
Beautiful work! The combination of organic and hard surface forms is very well executed. Do you mind if I ask which Zbrush shader/matcap you are using in this clay BPR render? Thanks!
great work, amazing textures as well.
anyone know what matcap he is using? looks like mudbox but better.
Really cool work sir !
I hope you don't mind but How did you create this amazing looks of stones and cracks on the body ?
Especially on the shoulder area ! alpha's or hand painted ?
Thanks !
Hello all the texture did not use APHLA, but hand-carved pieces of time-consuming thing, perhaps I do not have better technology, so that the work efficiency.
Half to say ,Wicked Kool.
great lo poly work! Congrats!
Great job!!
I really love the work that you have created. I'm wondering if you can tell me about your lighting set up, particular what kind of shadows are you using? I have a similar problem where I have a very large object in UDK and I'm trying to find shadow settings that work and have high quality.
Again great work I really love what you have created!
Nick Zuccarello,
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When you enter the game to reduce surface polygon, but I believe our Programmers is a good solution to this problem.
This kind of detail is what fires me up with inspiration. Very inspiring!
thank you my friend
Beautiful work on the lava guy. I am totally sold on the sculpted texture work. Texture maps are great too, but I think the ends of the spikes might look better if they were cooled off, and glowing at the base, rather than at the tip.
Vray test rendering.
Zbrush
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Last edited by qi zhen yu; 07-14-12 at 10:55 AM.