Always a pleasure seeing your work Patrik!
Hope all is well!
/Jonas Skoog
Always a pleasure seeing your work Patrik!
Hope all is well!
/Jonas Skoog
wow it is so great. I really love the concept and detailed sculpting. this is the best image by keyshot rendering.
This is really incredible! So much detail. Is there a lot of HD sculpting here? What is your process to get such fine detail?
rohitsingh.bhui: Thanks a lot!
Frankyn: Cheers man. Here are some, more to come! Stay tuned.
Energise: Aw man glad to see you stopping by! Hugs from the other side of the world!
Yuri: Thank you very much for the kind words. You rock.
zomnombie: I will add a couple of images here to explain my process and my way of thinking on a small part of this character with a few minor advice’s.
I spend a lot of time planing out my character before exporting out all the parts into zbrush. This is party to make sure that I can get up to the wanted subdivision lvl to have all the detail I need. While maintaining clean topology.
Another very important thing is keeping order, the more complex character the more time you will save in the long run by placing/naming everything neatly.
That goes for all the steps, even stacking your uv.s like shown on the first pic will help you when texturing etc.
On this character I divided it by different materials/maps. And within each material I had appropriate amount of sub-tools.
Here is the naming and order.
For finer detail I used alphas a whole lot. I just love alphas and how easy it is to get very funky alphas out from any texture.
A few first ones might look odd but in almost no time it’s possible to build a small library of favorites that will do wonders for you.
I also like to have a lot of control and rather then apply an effect to whole object I like to place my high frequency details on the preferred areas before moving on.
Almost everything on this whole character was made with help of this few alphas that I picked out.
And here is a small demonstration how I would go about detailing top part of this front skull.
Man, that is some dedication to detail! Wish I was half as dedicated in my free time as this.
Quite impressive Patrik!
nagulov: haha thanks a lot man! Very kind of you, just keep at it. I hope this will give you some extra motivation!
xuxo: cheers buddy!
Awesome breakdown man.love it.;)
Diablo: Thanks so much!
Loved it Patrik, awesome work…
Pure fury, just woow man
renzart: Thanks man, appreciate it.
Freewaldo: I was going for fury! So that worked out nicely
Will post more soon, stay tuned!
Thank for the breakdowns very helpful. What was your hero render done in?
Amazing work ! the level of the detail is incredible, that ROCKS !!!
zomnombie: any time! If you are qurious about antyhing else just ask away. Most of the renders were done in Zbrush the main one however, I did in Keyshot.
jbmonge: thank you very much! Your stuff is awesome
Hey guys! Here are a few more shots. I will show you an in-game mesh of this shortly and possibly some basic animation testing!
Very Well Done!!!
Wow amazing detailing on this orc and nice screens Patrik! Top Row!
Balthazar76: thank you and it loves you!
averagedoe: Thank you very much! You should post here, your stuff is amazing.
Not that I should say - this is my second thread here So much inspiration here.
I do follow this a lot but need to get better at posting!
Hi guys. I got this guy in in-game engine now and this is how it looks!
This is the base wireframe (before optimization, so you can swee what I used as base in Zbrush before sculpting).
I did start in the games industry as animator, but it’s been a while since I did any animation.
With this guy I thought I play around with some movement and show that in design process
I actually also thought a lot about movement and functionality of things. It was not an easy task.
Skining this took a while, but its there more or less now.
So here is first functionality/animation test without any dynamics and still rather rough blendshapes!
Cheers!
So freakin awesome Patrik!!
Why this is not TOPROW yet I do not know?
So much love put into one character!
Which game engine did you render it from?
What kind of dynamics are you planning for all the straps?
I wanna see more animation!!!
TOP ROW now!
/Jonas