Well, in this case I'll gladly take it as a special compliment thenOriginally Posted by Webhead
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Well, in this case I'll gladly take it as a special compliment thenOriginally Posted by Webhead
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Thanks a lot Etcher. Glad you like it![]()
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next will be the complete trytpich with a touch of overpaint, and last but not least a rough render pass/workflow sheet to close that one.
needless to say - all rendered in Zbrush.
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This should get Top Row for creativity alone, superb!
5 stars.
Thanks a lot Eric. I don't think that's gonna happen easily with weird stuff like mine![]()
cool julian! (dont be so down on yah work mate its a cool style m8!
Still following your thread with interest ...
Thanks MateOriginally Posted by Ares1979
What I wrote was maybe a tad misleading. I'm not at all down on my work, but do understand that it's usually not appealing to a very vast majority and I am perfectly fine with that. After all I pick what to make and can't complain if to quite a few it's too far off their taste and preferences. If I would aim for huge popularity I'd do different stuff. In my job I mainly deal with very game related art which I also love. Naturally the private projects and doodles I want to do in my spare time are of a different nature and 99% of what I post here is private artwork.
cheers mate
my pleasureOriginally Posted by hmphhh
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awesome !!!You're one of my role artists.
I have tested your shader it looks great, thank you very much for it.
that's quite flatteringOriginally Posted by Morgaine
you did a good job with your first Zbrush piece yourself
glad you could use the shader.
LOL.I don't think that's gonna happen easily with weird stuff like mine
For top row you probably have to model a girl with two big... and one big... sword.
Excellent work julian. 5* of course.
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here's the complete whole thing along with closeups of the single panels:
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interesting. intriguing.
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here's a rough overview of the render passes I used for the last work. nothing special at all, except maybe for the Fresnel pass I use when I want some strong accentuated edges, similar to a toon shader.
plus a plain sculpt white render which is a mixed blend of AO, shadow and Fresnel.
another thing which might be a useful tip is to explore for yourself the many different ways you can use some of the passes. for example, I often duplicate my AO pass layer in photoshop, take out the large shading with the highpass filter, leaving only the small detail shadows and then enhance the contrast. that way you get something similar to a bumpmap in order to sharpen and bring out certain fine details in the render. also, depnding on the light and mood you want to create, you can sometimes use the depth pass in multiply mode to darken parts which are farther away, which can also add some nice depth. or create a blue tinted version of your image with any filter that works on top, add the detph or AO pass as a mask, invert it and this way get more blue into the shadows and leave the highlights warm.
that's it for now. hope it's useful for somebody.
PSSorry for the misleading thumbnail, I just couldn't resist
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