1. #61
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    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!

  2. #62
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    great work, amazing textures as well.

    anyone know what matcap he is using? looks like mudbox but better.

  3. #63
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    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 !

  4. #64
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    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.

  5. #65
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    Half to say ,Wicked Kool.

  6. #66
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    great lo poly work! Congrats!

  7. #67
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    Quote Originally Posted by qi zhen yu View Post
    It's just a game model 28000 Triangles
    The model is great and all, but speaking as a programmer, if you want to actually make a game rather than just render something, you might want to lower the poly-count...

  8. #68
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    Great job!!
    Alfonso Prieto
    3D Character Artist
    website

    CGSociety Gallery
    CGHUB Gallery

  9. #69
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    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!

  10. #70
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    Quote Originally Posted by New Guy View Post
    The model is great and all, but speaking as a programmer, if you want to actually make a game rather than just render something, you might want to lower the poly-count...
    We have
    Zplugin / Decimation Master.
    So we don't half to worry about poly count.

    I know Games don't half to worry about tri's.
    but I swore at one time Decimation Master would make quads,
    Have I gone insain ?

  11. #71
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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.

  12. #72
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    Thumbs up Simply Amazing!

    This kind of detail is what fires me up with inspiration. Very inspiring!

  13. #73
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    thank you my friend

  14. #74
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    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.

  15. #75
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    Default Vray test rendering

    Vray test rendering.

    Zbrush
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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ID:	314550  
    Last edited by qi zhen yu; 07-14-12 at 10:55 AM.

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