So here it is. Clothing also done in ZBrush, but as before, I had no energy left to spend any serious time on them. This was rendered in Indigo, using the disp map as a bump map. Not ideal, and not the most subtle, but I used quite a high subdivision level to export my mesh and there weren’t any overly daring shapes in the sculpt so it’turned out kind of ok. I used two passes (SSS and Phong), composited in PShop.
Thanks again to Elixir and Fatkid who provided much welcome and much appreciated help throughout.
Good job, buddy. Looks great.
It looks great. How did you do your hair?
Hey man, this model came together nicely! Good job. Glad I could help. The ear and the brow wrinkles are looking a bit off, but everything else looks reasonably convincing. You changed the mouth as well since I saw it last, and it definitely looks better. Looks great in fact. And the textures and materials on the clothes look really good too. What’s cool is your next model is going to be even better!
Thanks for the kind comments. And as I said, thanks guys for your help earlier. I know this is far from perfect, but I felt I needed to move on now and use what I’ve learnt on a different model.
Headkitchen: I wish I could do hair. But I haven’t found a way yet. Users of Blender and Indigo are a bit disadvantaged in this department - no hair and fur system and no particles. So I guess you mean the eyebrows. Well, these are mostly painted in the projection master, using very fine strokes as well as different colours - black towards the centre, greyer towards the outside). There is a bit of geometry too, using a 2-to-4-point standard brush, with black colour
and a little displacement.
There are actually eyelashes two, which are geometry created in Blender and alpha-mapped. But they’re hardly visible so I’m not sure they were really worth the effort.
Thanks John. Obviously, the lack of displacement remains a problem with Indigo. But otherwise, I really like the images it produces.