1. #1
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    Default Sewer Troll

    When the safety of the forest and mountains is gone, the Trolls must learn to live with this new threat that spreads like a disease, consuming the old world. Abandoned by the nature spirits the Trolls must leave their ancient homes and seek refuge among the growing virus cities. The city sewers and bridges are their new home and man their new enemy.

    Mental ray render.
    Sewer-Troll-by-Soulty.jpg
    thumb.jpg

    Process Renders
    Sewer-Trol-Process-rendersl-by-Soulty.jpg

    Thanks for viewing. I hope to do a Zbrush 4 render in the next day or two.
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  2. #2
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    Great character! Thanks for sharing the process. It is always interesting to follow someone's work steps!

  3. #3
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    Default Zbrush 4 render using BPR.

    forgot to mention the Mental ray render is 2048 x 2048 px maps and 13000 faces.

    This is the Zbrush 4 render.


    Sewer Troll Zbrush render by-Soulty.jpg


    thumb2.jpg
    Last edited by soulty666; 12-18-10 at 08:15 PM.
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  4. #4
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    Default Mental Ray Maps

    UV-MAPS-Troll.jpg
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    Default

    nice process thanks for sharing your work progress

  6. #6
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    Default Normal map process!!

    Just trying to get a good workflow going so I thought Id keep sharing some stuff.

    I kept getting seems in my Normal map even if I increased the border or antialiasing.

    I thought the seams where due to the way I packed my UV's. I tryed rotating them to all face down but nothing?

    The only thing that worked was flipping the green channel when generating a normal map in Zbrush. It worked but it makes some bumps look upside down. Kinda strange!
    Solution was to:
    -generate a normal map with and without flipped green channel.
    -open both new maps in photoshop and mask out the edges/seams of the original normal map to reveal the other normal map (flipped green channel) layer beneath/under it.(just use a soft brush for this.)

    Hope this helps. If any one else knows how to avoid these normal map seams please let me know. Its doing my head in. (I am trying Xnormal next)

    this is final normal map.
    TROLL - normal map.jpg

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  7. #7
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    Default

    Here's a really good tutorial on the area about generating normal maps http://area.autodesk.com/tutorials/n...l_game_modeler . You'll need an area account. The trick is hardening the border edges and softening everything else. Unfortunately, you can't do this in Zbrush. So you have to generate your maps in another app. I like decimating the high res and generating my maps in Maya. Hope this helps. Good work so far!

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