1. #46
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    Very nice render! Very Epic like.

  2. #47
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    wow, don't know how I missed this one... fantastic work! care to share any of your workflow for the hard surface details? did you build them out in a poly modeler and then bring them in for detailing, or sculpt the whole thing using flatten/pinch, etc?
    [ 3D Artist - Escalation Studios, Dallas TX | My Portfolio Site | LinkedIn ]

  3. #48
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    wow , cool model and very nice render , detail. cool!!!
    Stephenrminkin , how many polys when you render in the 3d software?
    do you render this model with displacement?

  4. #49
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    Rocking cool character there Stephenrminkin...So i7 is one nice processor?

  5. #50
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    Dude that's looking Badass, but on the fleshy parts it looks as though there are holes punched in along the collarbone and around the neck and abs, maybe those areas need some refinement. The hard-edge stuff is phenomenal.
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  6. #51
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    ZedHead- All the hard surface object were created in 3ds Max then detailed in zbrush.
    Ecir- Thanx
    Fabianloing- Thanx
    Webhead-Thanx
    Mind Symion-Thanx
    EvilSmiley-A fantastic book! I got the Character Modeling 2 book when it first came out. My whole production pipeline is based on Kevin Lannings workflow.
    FabioPaiva-Thanx
    BillyT-Thanx
    LeoAMD-Thanx
    Zres-Thanx
    Tomala-Thanx, I’ll see If I can get a snap shot of the low range mesh.
    Mrroboto-Thanx
    Dman3d-Thanx
    Gelfing status-Thank you
    Food-Thank you
    Ethcer-Thank you, he is defiantly going to get his coat of paint.
    Art-Machine- Thank you
    Darukin-Thank you
    BlueThousand- Thank you, Ill post them soon.
    Danos 3D-Thank you
    Threetails-Thank you
    Nickz-Thank you
    VinceRizzi-Thank you, Ill be posting the low range soon.
    Sephirothsam-Thank you
    Nervienk-Thank you, I have done a update and have tried to address his somewhat happy looking face.
    Tezzy-Thank you
    Ryu moto-Thanks you
    Abe_Tamazir- Thank you, I am currently addressing all the anatomical problems you have mentioned.
    Hulken-Thank you, hes going to be textures soon.
    Chaindian- Thank you
    MaxAlbert-Thank you
    Roger-Thank you
    Kansuke-Thank you
    Scottleroc-Thank you
    BillyT- Thank you, I am currently developing custom armor.
    Cherub_rock- lol, why do all character have to have mean faces. Thank you
    Menty- Thank you, Ill post some wires soon. The way a I get normal map’s is to optimize the Zbrush mesh and import into Max. I then create the low-rage game asset, define its UV’s then use the projection modifier and render to textures tools to bake out normal, diffuse and AO.
    Evilsmiley-Thank you, the new computer has been a life saver.
    Dustinbrown-lol, Thank you
    RockinAkin, Thank you sooooo much.
    Nickz- Thank you
    Eldee.s- Thank you. My workflow for hard surface will almost always starts in 3dsmax. In max I will define the overall shape of the object then use inset and chamfer to make the form more solid when sub-divided. Then export out the low end and import into Zbrush for details.
    BarbarossaX- Thank you, The locust is around 10 or so mill faces after optimization. I didn’t use displacement maps, just the raw optimized geo from zbrush.
    SolidSnakexxx-Thank you, The I7 is a great processor for the money and it over clocks well.
    Jaystein777-Thank you I’ll give the torso just one more detail pass Highend_render.jpg
    Last edited by Stephenrminkin; 06-08-09 at 11:01 AM.

  7. #52
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    Amazing man, great looking....

    You should apply at Epic, I'm sure they would be interested in your profile
    Sébastien Legrain A.K.A Sebcesoir

    http://sebleg.free.fr


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

  8. #53
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    woah !
    amazing one ! a future toprow ?

  9. #54
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    Default Wowzers

    I am in awe, simply amazing detail. Its top row stuff in my opinion. I must subscribe to such great work!

    I am at a loss for ways to compliment you . uhhhh stunning? yeah stunning is good. keep it up!
    Life Is The Temporary Break Away From Nothingness.

  10. #55
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    Default Hey

    It looks a lot better with the GI and Final gather, the details really pop in the new render although the white background should be changed to something else.

  11. #56
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    Quote Originally Posted by Stephenrminkin
    EvilSmiley-A fantastic book! I got the Character Modeling 2 book when it first came out. My whole production pipeline is based on Kevin Lannings workflow.
    Mine too After reading that book. And yeah, I agree with most everyone here this is definatly top row material.

  12. #57
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    Thumbs up

    Graet! that's a nice details and sculpt.



    mainP.jpg

    "The Rabbit Gentleman R" project / Mad hatter 01
    Last edited by Dong Won Yang; 06-09-09 at 09:58 AM.

  13. #58
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    Default Gears_gamemesh_tex_V1

    Dong Won Yang-Thank you
    EvilSmiley-Thank you
    Danos3D- Thank you, I will look into a better background color choice.
    Aberrant- Thank you
    gpepper- Thank you
    Sebcesoir- Thank you, To work for Epic games is the dream.


    hey everyone. Just recently made a game mesh from my high res gears model for my game development section for my demo reel. I just did the first texture pass and want to get some feed back before I do the next revision. Tare it apart!

    highest LOD- just over 10,000 faces, 2048 normal, defuse, spec,



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  14. #59
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    That is an amazing sculpting job! I don't think the colors are very interesting yet.

  15. #60
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    your butterflying (symmetry map) is screaming!
    - goast -
    "oh say can you ROCK, i'm a pop sensation, i'm a pop sensation... yvan eht nioj!!!"

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