Ridiculously accurate man, even down to the frays of his robe. Very, very nice work.
Ridiculously accurate man, even down to the frays of his robe. Very, very nice work.
Kick Ass!!!
My Work
http://ajdin.deviantart.com/
3D Only http://www.krop.com/ajdin
My Friend http://www.jakechilds.co.uk/portfoilopgae.html
My Significant Other http://www.krop.com/xiaoxi/
yeah man great colors keep it up.
so much to learn...
Love the Final Fantasy IV logo rendition!
Great model, would love to see it well-lit and presented! I like the flow of the curves and I think that's why it really fits in with the Final Fantasy logo. Final Fantasy is all about flowing curves.
Great stuff!
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http://www.tobbeo.net/
May 5th
Thanks guys, your encouragement means a lot. Just going through and texturing stuff in zbrush. Still trying to figure out how i'm going to present this thing. Don't know if I should bring it into max and render it through mental ray or just export renders from zbrush.![]()
May 6
Finding it very difficult to get the hair textures looking nice. Will play with it some more. Would love some suggestions.
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Ambient occlusion and cavity masking are your friends here.
Very easy to get dark and lighter hairs seperated by height that way.
Looking good![]()
May 8
Played around at length with AO and cavity masking to make the beard details pop out. In the end I used zapplink for nicer cavity detailing. I choose a matcap that had a good degree of cavity detection, Then in photoshop i would duplicate the shading layer and use that as the base for cavity detailing. I think its nicer because the details tend to be smoother compared to cavity masking.
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I agree - AO/Cavity mapping is so useful in all types of work - from architectural to fantasy.![]()
Semper Fidelis!
John D Hosch
WIP: Rexxar, Champion of the Horde
"Perfection is achieved not when there is nothing left to add, but when there is nothing left to take away."
- Antoine de St. Exupery
Good thinking. Its indeed a lot smoother than cavity masking.
On a already uvd mesh i would use xnormal to bake an ambient occlusion map.
May 9th
Played around with UV master today. Features like UV master are so awesome it hurts. Its so easy to use and because Zbrush is flexible, you can keep switching between Photoshop texturing and zbrush polypainting. All this is so fast to setup. What wasn't fun was decimation master. It had a lot of trouble with the hair pieces so eventually i decided I'll have to go back and retopo them. I was hoping to avoid that but oh well.
Also tried slightly different colors
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Last edited by taalart; 05-09-10 at 06:57 AM.
Can't wait to see final image![]()
May15
Busy week. Spent a lot of time getting my head around Zbrush shaders and matcaps, oh and playing with Fusoya's colours. I'm gonna tentatively call this finished. I know the bg isn't perfect but I need a break from this for awhile! C&C very welcome
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It's been great watching you create this piece, and also seeing all of the ways you have worked with it by putting it to use in many different ways...VERY INSPIRING...![]()
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Thanks for sharing your process..I've learned alot from just watching your work flow..![]()
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BEAUTIFUL end results in each version...![]()
CHEERS![]()
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arghhh, i hate the finished version ;/ It went from those amazing strong bright colors, to a generic dark looking mess of forms ;( Im guesssing you wnet for more of a realistic feel, but i feel this work didndt need it, still my fav is the wip before this final post.