1. #16
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    very cool! how long does the retopo process take you? i've attempted its a few times but still find it frustrating, should really give it another go...

  2. #17
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    Excellent work! Thanks for sharing and keep it up man!

  3. #18
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    Interesting approach to the Zsphere.
    Very cool work.
    Congrats,
    Arturo

  4. #19
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    Oh.. your use of ZSphere's awesome..great models! Top row stuff!

  5. #20
    skulll_monster
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    great works !!! the pitt is amazing ! nice character !

  6. #21

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    wow, thank s for the replies and support.

    khalavi - Thansk dude

    Tomala - Hi buddy, I hope share more and specially, to learn more with you all

    MIGUEL GRANADOS - Hi Miguel, thanks mate, hope to see you again here

    alexleia - hey master, glad you've like it mate

    BARON_3D - Thanks buddy

    mradamw - Thnaks friend

    P^T - thanks for the kinds of words

    M_F_G - Valeu bicho!

    Eidan - Thanks dude, I'll be posting the video soon.

    piz - Thnaks for the continuous support dude

    mestela - The feature retopology is great dude. About the Pitt's model I spent about 2 hours to retopoly it. Try a bit more and you'll find the better way. Thanks!

    Benjw703 - Thanks man!

    DHARMAESTUDIO - Thanks mate, you've great works too.

    SolidSnakexxx - hey buddy, really thanks mate

    skulll_monster - Hey buddy, thansk for the comment, You've been made great stuffs too buddy.

    ______________________MINI TUTORIAL____________________________

    I'd work on the textures and thought if was possible to use some map from zbrush to get a volume for the models.

    Exist two kinds of normal map that we can to generate on zbrush, (if exist another, please let me know ) the first is the "tangent space normal" and the other is " world - space". The last one " W-S" is the guy.

    After to generate that map, you just open on the PS and see the 'channel palette" you'll see 3 channel, of course, RGB .

    Get the green channel and use it as volume, You just need to change the color blend to multiply or overlay as well.

    If you adjust the contrast and brigthness maybe you'll be able to get a "fake Ambient Occlusion"

    Please see it and let me know waht you all think
    minitutorial.jpg

  7. #22
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    Hmm, any reason why its the green channel? I usually just convert the normal map to greyscale and I get a nice result. But with this, it looks more like shadows, so I guess its good for low-poly stuff

  8. #23

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    Quote Originally Posted by Joopson
    Hmm, any reason why its the green channel? I usually just convert the normal map to greyscale and I get a nice result. But with this, it looks more like shadows, so I guess its good for low-poly stuff
    Joopson - Hi buddy!

    So, I'd like you said, please check this tutorial that I've made at 3dtotal.com link. But I think that the green channel is better, look this pi c and tell me what you think.

    About the shadows with some adjustments with curves and levels you can get a good result.

    channels.jpg

  9. #24
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    Green channel gives up to down shadows to your color map. In my opinion there's always better to have no directional shadow information baked into texture and that's because i prefer to use ambient occlusion to tune up colour map. Unfortunetly there's no possibility to bake ao in zmapper so i often use free xNormal(it's photoshop filter) to generate cavity map from normal. There's a few method and some of them gives you results similar to ao.

  10. #25

    Default

    Simply awesome stuff.. I really like the marine character and the expression you got on him, very nice studies.. got a lot going on the face..

    I love how the Pitt character turned out. Can you tell about the lighting setup you did for the character? Thanks.
    Ankit Garg - Co-Founder/Character Artist
    Little Red Zombies | ArtStation

  11. #26
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    Tomala- Hi Dude, I agree with you. I usually I work with occlusion together with this map, off course doing necessary adjustments like I said before. About the xnormal, it's great software, I hope in the next version of Zbrush we have this feature. Thx dude.

    Smooth_Criminal - Hey dude, how are you? ABout the light setup, I just made a quick render with final gather and two spots on 3dsmax. Thanks for your comment dude.

  12. #27
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    i already said it for you man! awesome ! :P

    your work really inspire me a lot! love the soldier model!

    keep rocking man! cant wait to read your interview.


    Take care dude!
    Rafael Grassetti
    grassettiart.com


  13. #28
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    No. no. no... you've been inspiring myself dude, you know that, with your talent than speed my friend.

    thanks mate, great see you here.
    Last edited by alancamara; 08-18-08 at 04:57 PM.

  14. #29
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    Some beautiful work here! The only thing that stood out to me was the Thing's legs: They look too thin and spread apart compared to the rest of his body.
    Thanks for sharing your zsphere/retopology images, and for the tutorial.
    Last edited by Webhead; 08-18-08 at 05:44 PM.

  15. #30
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    great stuffs man!
    S├ębastien Legrain A.K.A Sebcesoir

    http://sebleg.free.fr


    Yeahh!!! Thx pixologic, it's damn cool to have Zbrush caps!

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