1. #31
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    Well done for Top Row!
    This is really great - the quality produced by artists like yourself with Zbrush just keeps on getting better!



    Jit.
    In a world filled with hate, we must still dare to hope. In a world filled with anger, we must still dare to comfort. In a world filled with despair, we must still dare to dream. And in a world filled with distrust, we must still dare to believe.Michael Jackson.



  2. #32
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    Quote Originally Posted by siamak_cgm View Post
    @bogeywash: thanks a lot man! i will share about the shader if you want! its just about lots of tweaks and trying to match it with real life stuff!
    I would also be very interested in a breakdown of the hat shader aswell. This is a sick piece man, amazing job.

  3. #33
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    Cngrats for top row siamack,well deserved
    --------------------------------------

    Mohammad Modarres

    Available for Freelance/Full time job.

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  4. #34
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    awesome work !!
    There is no failure, except in no longer trying.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    CG Society Portfolio



  5. #35
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    Greetings,

    Since I'm still very much thinking about, and looking at your work, I have two quick questions.
    Would you please show the paint job you did on the flattened UV master?
    And at what point did you retopo this. Your wiremesh looks so great.
    Did you retopo and then add all the details, or did you add all the details and then retopo?
    Thank you also for being so informatinve on your processes.
    Congratulations on Top Row too!

  6. #36
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    @jit_gohil: Thanks a lot!
    @3mm: Thanks bro
    @nightwoodwolf: Thanks a lot!
    @ArtBot: sure I will show you the textures today. I painted the texture in Zbrush using poly paint then I export it into Photoshop ( 8K Texture ) and added some other layers and paints over it in Photoshop.
    It's always the best to do the detailing on a clean mesh cause when your mesh is clean you can divide it till you get a good hires mesh and get the most out of it! so I prefer to sculpt the whole thing first then
    resurface it and then start detailing but also it depends if you are using a clean base mesh or dynamesh. on this mesh i have 12 million poly which is hires enough to add lots of details and as you can see on the resurfaced mesh
    i tried to keep the size of polygons almost the same everywhere ( face has more polygons as i needed the most details on his face) which means if i divide this mesh i will get enough polygons everywhere to sculpt the smallest details.
    The other thing I should mention is it's always easier to project the details from a mesh which has less divides! for example if you try to project details from a 12 M poly sculpt to another 12 M clean divided mesh it will take long time to process
    and also sometimes it might not be accurate enough. so what i suggest is to sculpt something about 1M polygons and when you are happy with it do the resurfacing then divide it up to around 1M and do the projection on every divide and probably
    you will have to clean it a bit and when you are done with the projection try to divide it till you get enough poly for your details and start the detailing on the last level.( hope you got the answer )

  7. #37
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    really wonderful .. i love this piece
    Last edited by farhadnojumi; 07-20-12 at 12:46 AM.

  8. #38
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    Excellent work! Congrats on a well-deserved top row, too!
    "We are living on this planet as if we had another one to go to." - unknown


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    Great!

  11. #41
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    Congrats on top row! Those little acknowledgments help to reinforce your efforts and motivate you to work even harder.

    Now you really gotta step your game up, haha... Always push the envelope.

  12. #42
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    Nice Done !!!! kheyli alie siamake jan... movafagh bashi.
    HoOman Rahati

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    very wonderful work,especially the skin,I like it very much!

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    really nice work! the model stands out from other's I've seen. has a bit more 'life' in it.
    did you begin with surface noise for the skin details? that something I'm practicing and like the results that can come from zbrush. great topology too. you mentioned that you began from a dynamesh, so I guess you retopoed. great job overall! looking forward to seeing more.

  15. #45
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    Unbelievable work. I've seen a lot of CG realistic faces and this is one of the best. He really feels alive.

    My only suggestion for the beauty shot would be to add imperfections of the camera and medium itself, perhaps some dirt specs, tiny tiny lint, less perfect noise, chromatic distortion, and so on, to break up how perfect the shot looks. Specially for a mafia-type look. You've done some of it which is awesome, but that extra bit would make it 100% undistinguishable from reality.

    Regardless, the sculpt and renders themselves are as close to perfection as I've seen. Awe-inspiring.
    Last edited by TuristaInc; 07-24-12 at 05:05 PM.

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