1. #16
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    wow did you used displacement maps on these modles when using 3d max? Because i've tried myself and i cant even make a good displacement nor lowpoly =\. Do you know where ic an get a good walkthrough?

  2. #17
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    Yeah, that's using the Vray displacement modifier in Max. I read the section from the online docs (http://www.zbrush.info/docs/index.ph...splacement_Map) and searched for different threads both here and on the chaosgroup.com forums.

    Where exactly are you stuck? With creating the disp map in Zbrush or with the settings in Max?

  3. #18
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    ooh thanks for the link, but actualy, a lil bit on both n.n;; since im not that familiar with but in zbrush's displacement recreation isnt " I belive" hard to figure out by following some guides withing this forums =). But im still new to both of them heh.

  4. #19
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    Been busy with work the last couple of weeks so I didn't do too much but here's a little something that I started to learn to sculpt anatomy better and some more polypainting.

    manFront.jpg
    manZ01.jpg

  5. #20
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    Your progress through this thread is astounding!

    That last one looks great - the grain of the texture on the face is the only thing that detracts from it.

    Please keep posting, and keep it up!

    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.



  6. #21
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    Wow, what progress! Very cool render Dave.
    My only crit is that he looks a bit lumpy and solid right now (smooth him out a little?), but maybe you were aiming for that exaggerated look instead of more realism.
    Elfquest Sculpting Odyssee
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  7. #22
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    Thanks guys.

    And yeah, the face bothers me too. Something is botched up with the displacement in the face area and that's causing some of the grain. Its the only place where I added HD details btw. Maybe that has something to do with it.

    Plakkie, are you reffering to the top photo or do you see him as lumpy in the second one as well? I'm asking because as I keep looking at the first one, I'm starting to see more and more screwups with the displacement settings. (3dmax and Vray, btw).
    Last edited by reflexdave; 09-30-07 at 11:56 PM.

  8. #23
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    Here's something else I've been working on. Still in its early stages and I skimmed somewhat on the body modeling as much of it will be covered.

    g13.jpg
    g12.jpg
    g11.jpg
    and here's a test render of the chainmail shirt.
    g14.jpg

  9. #24
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    multo bueno render!!

  10. #25

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    wow.. cool..


    how on earth did you do the chainmail??

  11. #26
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    yeah i need to know how u did that chain mail shirt? im intreaged.

  12. #27
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    Thanks guys. I'm glad you like it. Can't take credit though. The material is from vray-materials.de. The only thing I did (except modifying the colors, reflection .etc a bit) was to comp the disp map from Zbrush with the map of the material.

    dsp.jpg

    The part I crossed out are the inner faces of the shirt that I deleted in Max since I don't need thickness on an object like this.

  13. #28
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    Question from new Zeer...

    I see you made the disgruntled twins with zspheres.
    Can you tell how you built the stretched skin between the figures (or link to some sort of explanation in a tut)?

    Super work, by the way.

    Thanks,
    Nate
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  14. #29
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    That chainmail is neat.

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    Nate, the twins are not ZSpheres. They started as a base mesh (low poly poser) that I simply deleted some polys from the back, mirrored and created the polys for the connecting mesh. All in 3d Max.

    And thanks trybal. I still need to work on it. The UVs are not spot on.

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