1. #16
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    Awesome! really well done!

  2. #17
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    Hi Finners! I attached a paintover (very sloppy-apologies) On how I see the balance of the sculpt: I brought the left leg more in line with the head and cake - seems to be more logical when he's leaning forward on that leg to present the cake. Notice how you still preserve the effect of the right leg swinging back (try to make an elegant bow yourself- you'll see how you need that left leg - upper body-head balance to swing your right leg back). Might consider putting his left foot flat on the floor as well. But, like KayDee pointed out, you'll be giving him a pose instead of a movement by making these changes. Curious to see the updates. Awesome job man !

    Mask1o.jpg

  3. #18
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    Kaydee: Cheers! I'm in it!

    anandpg: thanks! awesome models btw

    Etcher: thanks for taking the time for the paintover, appreciate it, many thanks! sorry for the lack of updates. I have been doing stuff tho! I changed the pose based on the image you sent and on the reference I made of myself in the pose. I thought the pose you suggested was more balanced, but looked a bit too much like a dance step than him thrusting forward the pie-bomb. I admit tho that the last pose was too far off balance so I've gone for something in between, interested to hear what you think! I've started detailing the head and body, and I have attached Images of that. I wanted to give the head some detail and interest, so it wasnt just flat shaded green. I took inspiration from the awesome art in the comic books and tried to imitate the ink shading which gives the mask a certain look. to see what I mean:
    http://www.fantasticfiction.co.uk/images/n5/n26541.jpg

    this is what I achieved using the bumpviewer material, the lazy mouse and a custom alpha:

    mask head shading test.jpg

    this is the model as it stands, I have fixed various things like the jackets belt loop.

    mask redo progres13.jpg

    the detailing on the hands:

    mask hands progress4.jpg

    and the body:

    mask redo progres12.jpg

    comments appreciated!

  4. #19
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    I am again impressed with the art created with Zbrush. You have a great head with a ton of character, and a realistic and quite detailed body. I think the anatomy is right on. Amazing

  5. #20
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    Hey Finners, again, awesome updates, love the detailing. Regarding the pose: damn man! Now you got me acting it out again! It's true though, finding that subtle balance between static/dynamic is hard! I think you've made it better, although I would try putting his left foot a bit more under the cake.

    Beautiful sculpt! !

  6. #21
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    Hello again! apologies for the lack of updates.

    Aberrant: thanks! ur too kind!

    Etcher: Thanks again. Yer this posing stuff is hard. I think perhaps I'm still clinging on a bit too hard onto getting the model to look like the original artwork. Will look at tweaking the pose. I thought it was time I got some shading done for the mo.

    I've been busy learning about materials and stuff and trying to get this to look as good as I can before I show it. Its nowhere near done yet, but some of the stuff is starting to come together. Anyone tried to use a blend material with sss in max? Nightmare. I found a few threads talking about it and eventually figured out how to get the sss effect in max through lightmaps(will tell anyone who wants to know how to do that part cos it wasnt explained properly in any of the places I looked) but something about the shader still remains different, the darkness of the shadows. Not sure which part of the shader needs to be messed with to fix this. Anyway, heres a render before I realised shadows werent turned on:

    mask_shading1.jpg

  7. #22
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    and heres one where I put shadows on:

    mask_shading4.jpg

    crits most welcomed!!!!!!

  8. #23
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    one more before bed:

    mask_shading5.jpg

  9. #24
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    hahaha! that is wicked sweet

    congrats and cheers!

  10. #25
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    It would look a lot more complete if the green skin didn't just look like a solid color render. And looked like some actual green skin lol. It doesn't suit the rest of the model being like that. Makes the head feel like a 1980's render lol.

    But other than that, very very awesome work.

  11. #26
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    Smooooooookin!

  12. #27
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    invertedNormal: thanks!

    Codeman:lol so many good catchphrases!

    Kakkoii Baka:cheers! Yeah a couple of other people said that about the skin. I'm trying a new approach, AND a whole new program thanks to MAX's crappy render elements thing that is completely inflexible. So now I'm trying to learn Maya and use render layers, mix20 shaders and a whole bunch of other stuff I need to get the look I'm going for.Lots still to do, not sure about the metal shader, dunno why it looks different to the max one, its pretty much the same settings. Anyway heres a taster:

    mask_shading_maya.jpg

  13. #28
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    coming along well, keep going.

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  14. #29
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    thanks threetails! er just realised i left my render global settings on default so thats why my image looks all chewed up. Will do better next time!

    edit: heres a close up render with some better settings. Comments welcome!

    mask_shading_maya2.jpg
    Last edited by Finners; 05-07-09 at 01:55 PM.

  15. #30
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    This is awesome
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