This is great work, smooth details, looking forward to seeing the finalsmall_orange_diamondsmall_orange_diamondsmall_orange_diamond
Man, thatās looking so hot. Canāt wait to see the finished peice.
WOW, great character, and ++believeable modeling. One thingā I wondered if the feet needed to have the two toes spread (more radially divergent) to get good balance. Just my .02c.
thanks Dan-Burke, you made me realize that I forgot to remove the 26 sides on every rendered spline I use
Now the scene is 347 000 poly. I plan to optimized it depending of my camara when I will have the character posed
Good job there Koala. I figured your scene would have a few polys but 500,000 seemed a bit heavy.
Iām gonna try your technique of using displacement as bump. Iām working on a piece myself where I use displacement over meshsmoothā¦itās cool coz I can bring a displaced model into Deep Paint and go to town and turn off Meshsmooth to make a fast viewport when I need it.
How many levels of detail are you making in Z-Brush? Looks like youāre getting great detail there.
Iām enjoying your progressā¦and I think you have a good idea there about deleting hidden geo when you do your final camera render.
Thanks, guys for the [hidden feature?] tip on lowering poly counts. This is essential ā I know I can bring ANY hi-speed box to its knees by working inefficiently. I wanna make good 3D only if efficient.
Any URLs or other resources come to your mind to relate?
TX!
This DB is soooooo good !!!
Bad-koala,
Sorry, hit returnā¦
MOST everything is in the SAME DETAIL LEVEL (awesome feathers and face), 'cept for the texture of the neck/shoulder/lapel [whatchacallit] and the āwoodā(?) on shouldersā¦
Thus, these elements seem a liāl out of place.
Do you plan to be doing more with addāl disp or bump map later? At this level theyāre gonna look made out of foam. Just wondering.
Also [Iāll shut up now, promise], whaddya think of relaxing the face a bitā OK, OK, I know heās fierce [and Iām ignorant], but does he thus HAFTA be grimacing alllll the time?
just my .02 = sign me āNewbie,ā tho I was ONCE Softimage fluent, only now re-entering the 3D fray.
amazing work. the anatomy is cool and all the gagets add to that
Congratulations on Top-Row!
Small progress on the body texture. Iām still playing with the colors. I will add details once I will have the right colors.
![skin_wip.jpg|792x900](upload://8FSsNjdSyJPrBtI9xGS7ogXae6i.jpeg)Coming along really nicely. Like the color palletes used so far.
Great stuff. Hey I thought that guy looked a bit familiar. I have a Troll Shaman in WOW.
Ya Mon!
With all the outfit and adorments, heās a very interesting character. Awsome work. I can hardly wait to see him textured and lit.
WOW!!!( Pun intended): Great work koala. I wish I had the talent to create full body models. Keep it up. Canāt wait to see the final model.
just a small update.
If someone knows where to find a good tutorial about skin shader with mental ray in 3dsmax that would be cool
![t.jpg|695x600](upload://r1OXqf1sE8iADz1tp8505XMpHyU.jpeg)[](javascript:zb_insimg(ā39968ā,āskin_wip.jpgā,1,0))
Why the change ? i liked the previous desing more
I re-worked the skin and started to texture the props.
Tomorrow I will work on the teeth/gum and the pieces of wood on the shoulders.
I think you will find this usefull, a scene I made few months ago with sss in Mental Ray (max 8)
http://www.ilusiondigital.com/public/ilusiondigital/escenamonstruo.rar
Something about the captive bead ring in his nose seems a bit too modern. Maybe just making is a crescent or a quill of somesort would keep it a tad bit more with the overall look youāre going for. Most captive beads are usually machined jewelry with exact specifications atleast in my experience. Iād give him something a bit more ātribalā to keep that look going for him that youāre got established with the rest of his accessories.
Still, looking amazing yo.
Wow, thatās really awesomeā¦ Great job!