1. #316
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    Thx guys! Nothing special shader wise, as you can see in the screenshot I'm using SkinShader4 (which comes with Zbrush) + some color correction tweaks in photoshop

    -R

  2. #317
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    Is that even 3D? Awsome!!
    http://dragondragon.deviantart.com/
    "Live life, don't let life live you"
    Alexander Lockhart- From his book, Positive Charges.

  3. #318
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    Looking really good! You've got to show us a 360 of the model.

  4. #319
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    Very cute and very nice style Renaud, love it !

  5. #320
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    Awesome work on her! Feels like drawing, so alive!
    Looking forward to see more updates.

  6. #321
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    Default Done with this little project :)

    Hey guys, here's the "finished" piece. It's not much of an update (I fixed a few little things based on feedback) but I need to move on something else

    Thanks again to Matteo De Longis for his inspirational artbook! Make sure to follow him, he's an amazing artist.



    Model turn around :



    Before posting the model breakdown, I also wanted to share my custom "left handed" setup + a couple of custom brushes I have been using for a little while now.



    You can download the UI, alpha, modified matcap and brushes here : https://dl.dropboxusercontent.com/u/..._Setup_1.0.rar

    Additional UI credits :
    Michael "Orb" Vincente (flatten brush) - http://http://orbart.free.fr
    Andrei "undoz" Cristea (matcap) - http://www.undoz.com/
    If you know who created this custom alpha, please let me know!

    Quick model creation breakdown :

    1. To sculpt the bust, I used a base mesh offered by another amazing artist ( http://luckilytip.blogspot.com ). The texture is pure polypaint + some custom alphas for the tattoos.
    2. The hair was sculpted from a sphere using Dynamesh. The additional hair strands were sculpted using the "CurveStrapSnap" brush and a custom curve modifier that impact the size and intensity (based on this video tutorial by Steve James : https://www.youtube.com/watch?v=GLoL19_0nDQ )
    3. Matcap breakdown detail.
    4. Some meshes were modeled in maya and added to the scene before being posed and polypainted. Finally, I used the "CurveTube" brush to quickly generate the headphone cables.



    And last, here's a quick animated .gif that shows some of the steps I used to create the final image. I only used 2 renders (one regular BPR and one flatcolor) that I mixed together + some tweaks in photoshop



    I hope you'll like it

    -R
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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  7. #322
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    Thanks for the great breakdown! Lots of good information here

  8. #323
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    Love the style! And thanks for the extra information and resources; they'll be really helpful!

  9. #324
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    Thx! First time for me so I'm glad you guys find it helpful

    -R

  10. #325
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    Oh man, you worked on Guild Wars.... I lost thousands of hours to that game when I wasn't trying to create anything. You did cover art? Concept?

  11. #326
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    HeavyTheory : I just did a couple of characters for the game, but it was a long time ago

    -R

  12. #327
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    Well I think that's pretty damn cool

  13. #328
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    I sometime find that SkinShade4 isn't anywhere in the list, do you have the same problem?

  14. #329
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    Jonathan Snow : I haven't experienced what you are describing. One way to fix this would be to make sure to include that specific matcap in your "custom" UI and save it (The UI). That way you'll never loose it again

    Hope it helps,

    -R

  15. #330
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    Great! only one question where did you get the matcap skinshade4 please
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