Great work Pierre ! Very inspiring !
I’m interested in the matcap you use. Can you share it with us ? I love it !
Keep up the good work !
TWS
Great work Pierre ! Very inspiring !
I’m interested in the matcap you use. Can you share it with us ? I love it !
Keep up the good work !
TWS
Many thanks for showing your rendering set-up!
What process did you use for sculpting the demon?
Yet again, i must say everything so far is very impressive.
Nice work … Love the render … I’ve gotta learn how to do that … thanks for the setup info.
2 words: TOP ROW!
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mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:“Calibri”,“sans-serif”; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:“Times New Roman”; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} </style> <![endif]–> Azurae: Thanks! means a lot
The-White-Shadow: Thanks! The matcap is very simple, it’s a combination of RS_GreyClayLight (Gnomonology) with SketchShaded3 (comes with ZB)multiplied on top to bring out the pore detail.
~TLishman: You’re welcome! For the modeling I made a very low basemesh in xsi, and did the rest in ZB; I blocked out the shapes with claytubes and refined from there. When it comes to organic modeling, I don’t use too many brushes, pretty much just Inflate, Claytubes, Pinch, Move, Standard and alphas for the fine skin detail.
Jaffajuice: Thanks, you’re welcome!
amph: Thanks!
wtf why isnt this front page yet, admins must still be on xmas break :mad:
joesus:doesnt surprise me , so much good work goes unnoticed these days on here, xmas is over guys :mad:
great work man the character has really come out well
Great stuff man, i love the renders too. Post more!
Thanks again for the comments guys:) Here is another one for the sketchbook.
Did this a while back to practice hard body modeling and recently rendered it out; it’s mostly all poly modeled in xsi and scratched up in ZBrush.
Concept by Daryl Mandryk.
Great modeling man!
Great model of an awesome concept
Excellent work !
I’d love to see him textured
nice sketchbook, congratz
I am really inspired by your Demon render and sculpt… the new hard surface model is nice too…Perfect Rendering!
I have some quick questions though on the Demon sculpt/renderings if you don’t mind …
1.Did you use polypainting to add the colors ?
2. Is it better to use a displacement or decimated Mesh.?
awesome Stuff … really impressive
robertofernandezxy: Thanks!
Etcher: Thanks man, Daryl Mandryk does some amazing concepts indeed!
-Gopher: Thanks, I have a new character in armor coming up that I will texture, but not this one unfortunately!
guilhermeluccas: Thanks!
dismantled: Thanks, I appreciate it. To answer your questions:
All the textures were done in Photoshop, I rarely use polypainting unless it’s to block out the main colors or paint out seams. I did generate a cavity map in ZBrush to help out my textures though.
At first I had a decimated mesh, but it just didn’t hold up enough details at a pore level for close ups. I then generated a normal map to apply to my decimated mesh but the render time was too long. I ended up using a displacement map on a level 3 subdiv, and it worked amazingly well! So yes, I think displacement map is the answer for the final product. I would still decimate a mesh if I want a quick render outside ZB of a model without too much micro detail.
Hey Pierre,
your stuff looks amazing… you have come a long way since our days working at EA!!
Looking forward to more of you great work!
~Ryan
thanks for answering my questions like your stuff alot…
kryssmen:Thanks Ryan, I remember the EA days, seems like ages ago!
[dismantled](http://member.php?u=74583): No prob ;)
Here are some more stuff for the Sketchbook... On the head my main goal was to push my shader/rendering skills.
I generated a displacement map in ZBrush and applied it on a lower level in Max/Vray.
The Space Alien is a speed modeling done after being really inspired by Mike Jenson's EAt 3d - Hard Surface Techniques dvd.
I wanted to get use to doing some quick prototyping and stay only inside Zbrush for hard surface stuff.
It's quite liberating to not have to worry about extruding, beveling and so on...
Of course I would have to retopo this mesh eventually but only once my design is set in stone.
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