1. #76
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    Default Some more real time lovin'

    Hey, everyone...

    I've finally got my model into the Unity Engine and working on some of the damage texturing that will be present in my project... the idea is to give at least three levels of battle damage on the models.

    Trident Alternate Costume: For this one, I wanted to show the more matured version of the character, which is more of a blend of a centurion (sans the helmet. Still thinking of adding one on him). I am still having to optimise the shaders so everything will not be so complex.

    Trident Alternate Costume Render.jpg

    Brutal Damage Texturing (NOTE: The scales on the diffuse were hidden to give you an idea of what the damage looks like.

    Brutal-Test.jpg

    I would love your thoughts...and i could share my methods of getting the damage to be consistent. Stay tuned
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    Last edited by HaloAnimator; 05-15-11 at 09:47 AM. Reason: Added Maximum Damage Test render

  2. #77
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    Default Some Damage texturing

    Body-Damage-Progress.jpg
    Damage-Layering.jpg

    Just passing thru with some progress on some of the damage texturing on this character... I think I've achieved the amount of damage I am hoping to aim for. I still need to add damage to the armour a bit and tweak the specular levels... Renders from Unity3d

    I would love your thoughts

  3. #78
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    Default I love Dynamesh

    Just got my copy of Zbrush 4R2, and decided to start designing a new asset using the Dynamesh... for this one, this little guy here, is going to be the one that kills the opponent in my current game project...
    so far, I've had him sculpted out using the dynamesh feature, and I will proudly say that modeling with Dynamesh is a true lifesaver... especially when you need to model something like the fins and the mouth cavity. More to come...
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    Last edited by HaloAnimator; 09-22-11 at 03:17 PM.

  4. #79
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    Default

    I just love how Dynamesh handles in a great and clean way...if i wanted to, I could build my entire models completely out of Dynamesh, and then retopologise...and further refine... here is some more of Mr. Piranha... anyone figure out how to get access to the wax preview?
    I can't get it working over here...

  5. #80
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    Default

    Still cranking on the detail... this little guy is pissed off... and he is going to get rough on someone's body....
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  6. #81
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    Default

    Hey everybody, just passing thru with a quick update on this fish... just doing a rough polypaint on him until I can get the retopology working again (ZBrush has been crashing A LOT with this)... this version is all Dynamesh without the scales since it will used as a game model...
    I would love your thoughts

  7. #82
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    Default

    maybe try exporting with decimation master reimport then topo ?? not knowing your pc - mac specs or polycount ??? for wax preview go to file>open>zprojects>default wax sphere then load your model - then adjust if want too in render -wax preview thats it !!
    Last edited by Gary Komar; 10-23-11 at 05:41 AM.
    " crits n comments always welcome ! "

    "if he who has the most fun wins ? - i won ten fold !! "

  8. #83
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    Default Mysterious Wizard

    Hey everybody...

    I've been working off the rust from not designing my characters and came upon this during my exercises (it surely benefits from being stuck at home to heal). This is a new model of my wizard that I am working on in which
    I want to convey a very fearsome feel just from his eyes alone (which will glow in the game engine I will put him in). The entire model is a dynamesh at this point, as I like the way it allows me to focus on details that I need (very useful on drapery and cloth) and plan where
    I want to have the detail. The hands are still being worked on since I made the base mesh completely out of a dynamesh, and the face will be the last thing I do since I am working on two separate models for primary and alternate outfits. And the alternate face is the old version of him at
    the peak of his powers... kinda figured age would make an EXCELLENT trade off for so much power...

    Anyway, I would love your thoughts and feedback (and your help to work out the rust). Thanks.

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  9. #84
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    Default

    Hey everybody, here is a quick update on the model... he still need some proportions tweaks, especially in the hands... this character was once a blacksmith, so I have to convey that in this hands. The model is still a dynamesh at this point in the design... did a quick colour wash to see what I can do with the tone and details when I polypaint. C&C is always welcome... The hardest part was definitely the rope placement and designing the knot which was nicely solved using zspheres. I think I am definitely ready for a detail pass ince I finish the face and give him some personality. And he only has one hand so I can maximise the detail...

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    Last edited by HaloAnimator; 12-17-11 at 06:22 PM.

  10. #85
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    Default Wrinkle Updates

    Decided to go back and fix the wrinkles on the pants to try and get them more natural... I am going for a more silky feel to them so it has to be flowing.

    Definitely need some feedback on the wrinkles... thanks a bunch

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  11. #86
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    Default Almost there...

    Hey guys, just passing through...kinda stuck on a look for this guy... working with dynamesh can sometimes be painful and sometimes rewarding..but I think I love it...
    Here is a new update on the head of my model, the original head was much too high and I definitely needed to address that before moving on. In this capture of the character
    he should be at least 34 yrs old, and I kinda envisioned a young Sir Anthony Hopkins in his face but I am still not too sure... i want people to see this man's eyes and be kinda creeped out by it.

    There are some things that still need to be tweaked like the ears and the shape of the eyes, and also since the head is still a dynamesh, I need to resist the urge of updating the model
    since it smooths out my work... Also the collar is a placeholder for the alternate costume which is still being worked on. more to come...
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  12. #87
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    Default Update

    Good mnorning and Happy holidays to everyone... before I start my celebration, here are some new captures on my new character... still need to finish up the retopology on the hands and face, and do some tweaks to them. They are the only parts of my model that are still in Dynamesh mode... so anyway, here are the new renders of the model (finally took off his hood).. and hands are still tough to do, since I am trying to convey a swollen feel to them... More to come...
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  13. #88
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    Default Making a young man feel old...

    Hey everyone and happy holidays... just having some serious fun with sculpting... decided to turn my character from young to old in this one... and I must say, it is sweet... C&C is welcome. Will post the real time version of the character soon.
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  14. #89
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    Default Fun with Unity and ZBrush

    Good morning from Beantown, just passing by to share some new renders of my model...and I am glad the quality detailing made it over to Unity 3d. It took some time and dynamesh models to get the detail I needed... I hope you all like these. Enjoy

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    Last edited by HaloAnimator; 01-11-12 at 05:27 AM.

  15. #90
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    Default John Blade (Cop of the future)

    Hey everybody, decided to finally post something new here... getting into the swing of things... So onto the new work, I decided to try my hand at modeling police gear for a portfolio piece for class.
    Been working on this one for about a week now, still getting in the necessary details like wrinkles in clothes and equipment details... the face will be the last thing that will be worked on in this process.
    I would like your thoughts and feedback, thanks.

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