Hi,
I haven’t posted my work in forums too often, but this seems like a friendly place.
Fairly recent character, originally generated from zspheres. I made him to learn Zbrush.
(Mesh was redirected a little in mayax for animating).
Macro and micro sculpting in zbrush.
AUV tiles… so color painted directly on model, ZappLink, and displacement map from zb.
Rendered with Mental Ray using Maya 5.0
Shader is DT3d Skin Shader by Miguel A. Santiago, a.k.a. migusan76. Hey!
Hair was created using Joe Alter’s Shave and a Haircut.
The character is based on someone with albinism, those who have a complete lack of melanin in their skin, hair, and sometimes the eyes.
Melanin, the chemical in our skin which reacts to the sun, how do you represent skin without it?
So I’m trying to work out the balance between light and color with this.
Not sure if I’m succeeding with a certain quality I’m after… not tan, not too pale or powdered.
Alive, not dead, maybe just too red.
(Is rhyming allowed?) oops, sorry.
All hard crits are welcome, please kick this hard if you have the time.
I’ll try to post more images showing improvement.
Oh here’s the wire, 2000 polys, AUV tiles with util_mark6.tif mapped earlier on them.
Maybe too poly heavy on the ears ect., I’m trying to unlearn that.
Crazy how Auv’s get scrambled around.
Thanks for looking