ZBrushCentral

Alien Strogg

Hey, thanks, Zedhead, that’s exactly what I was going for. :wink:

I di some more on the arm textures, and started in on the legs, and they should be done soon. After that, I’m gonna try to rig him, and maybe pose him. Since I’ve worked on this guy for so long, it’ll be nice to finally get him done. :smiley: I have another character I wanna create for my demo reel, and this time, he’ll be human! It’s been a while since I modeled a regular old human, so I thought I’d give it a shot.

hey!looks good!!! :+1: :+1: :+1: :+1: :+1:

great!!

you are the king of video games!
I love it, how much time do you spend on video games? up until some time ago, I played everyay, 5 or 6 hours :smiley: !! really funny days !!

keep it up, friend

Wow, thanks guys! :smiley: The legs should be done soon if I don’t have too many complications, or things coming up I need to take care of. After that the rigging starts.

Drummer, I’m glad you like him, I’ve seen a lot of your work, and it’s nice to hear you like my work. :smiley: I spend a good amount of time on video games, especially lately. After watching QuakeConTV on radioITG, I’ve been playing quite a bit of Quake 3. I know it’s an older game, but it’s sooo much fun. I also re-installed the original Unreal Tournament, and have been playing that. I really don’t know how much time I spend on video games, I just know it’s more than some, less than others. :wink:

Anyway, I’ll post another update soon.

Alright here’s the texture update. I think he’s pretty near done, except for some normalmap editing in Photoshop to clean up some spots.

After that, I’ll start the rigging. :smiley:

Looking good bro:+1:

Very nice model, like always, im see that now you also make textures, thanks for post here, and thaks for your help ,:frowning: im still wait for a step to step of your process. :+1:

looking great:+1: :+1: :+1: :+1: :+1:

not much more to add…just wanted to thank you for all the updates…
Ron

hey you kept going! it’s looking great! send it on to id!

i hate to crit at all cause it turned out so good but maybe some more texture work on the face and his left arm? maybe just the horns darker would do it?

really turning out great though. nice job! and :+1:

Wow again! Thanks everyone!

odhinn, glad you like it. :smiley: Coming from you, that’s a HUGE compliment.

DAVESTEEL, Thanks for the comments. I might try another step by step tutorial again sometime, but right now, I’m really busy.

Ron Harris, thanks! :wink:

pete330, thanks, and yeah, I kept going. I would send it to id, but I already applied there, and they said I don’t have the experience they’re looking for. Yet. :wink:

More texture work on the head and arm, huh? Any suggestions?

Again, thanks everyone, I’m really glad you like him. The rigging will start very soon, and right now, the only part of that I’m really worried about is the piston that goes from the shoulder into his neck. I have no idea how I’m gonna rig that to allow for maximum shoulder movement…

yeah i imagine it’d take a pretty hardcore portfolio to get into id! keep going!

the mech parts and lower torso have a lot of very nice texture detail but when you get to the left pectoral, left arm and head it seems to go kind of monochromatic. maybe it’s just the render angle/size/lighting. like is said maybe give the horns more contrast from the color of the head or maybe some tonal variations in the skin. that kind of stuff is all i meant. maybe i’m not seeing the detail on those parts because the angle of the render. either way don’t take offense! i didn’t mean to slight the effort you put in and it turned out great as is! :+1:

Yeah, Kenneth Scott himself said I was good, and that he really liked my E3 Boss model, but I need more pro experience to work there. Which I can totally understand, cause the artists there are some of the best around. I’d be intimidated everyday. :smiley:

I didn’t take any offense, I honestly wanted to know. I’ve never been much of a texture artist, and I really wanted some suggestions on how to improve it. I’m just not sure what to do, especially with low poly textures.

I’ll go ahead and try to get some more detail, and tone in there today then. Come to think of it, I never even colored his lips. :smiley: It seemed somehow weird to put freckles, and pock marks, and moles, on his face, since it’s pretty skull-like. I’ll try some other stuff, though. Thanks for the tips.

>>Kenneth Scott himself said I was good
well you are but that’s a great compliment! sure would be fun to learn from those guys everyday!

yeah stuff like the lips is exactly what i mean. freckles? well maybe not :wink:

It was a great feeling to know that Kenneth Scott liked my work. I couldn’t stop smiling the entire day. :smiley: And, yeah, I’d LOVE to learn from those guys.

Ok, I gotcha. No freckles, though, I promise. I re-rendered the left arms normal map, cause the other one was rendered using a version that had about half the polygonal detail as the newer one. It looks much better now. I’ll get on those flesh textures right now. :wink:

I knew things were going to easy to be true… I rendered out that new arm normal map, and placed it on the full body map. Well, right after I did that, Photoshop wouldn’t recognize my mouse, or tablet clicks, so I closed it out. I hit save when it asked if I wanted to save changes. It saved a big streaky mess right across the mech parts on his right ribs, and it’s a flattened image so I couldn’t go back and erase it to clean it up.

Now, Max refuses to render the normal map for those mech parts. It’s all flat everytime. I made sure there was no maps or materials in any slot that would mess with the rendering. In fact there’s no maps or materials in ANY slot. It still happens. I made sure the low-poly and high-res bits are using map channel 1, still happens. I’ve checked my RTT settings over and over again, and it still happens… I really wanted to get to those textures today, but it seems like I’m gonna be fighting with Max all day (again).

bummer! oh the joys of cg eh? wish i could help but i don’t know max at all…

You’re not kiddin about the joys of cg… But there is some good news (no I didn’t switch to Geico), I got the normal map to work! I exported the pieces I needed as obj’s, the re-imported them, and for whatever reason, it worked like a charm! First render out they came out fine, weird.

Well, now I can get back to doing some textures. :smiley:

Alright, how about an update?!

I think the arm looks much better with the new normal map, and I went ahead and added some more skin tone, and smaller details to his fleshy bits. Hope you like it. :wink:

>> (no I didn’t switch to Geico)
LOL!

and phew on the normal map stuff! looking good :+1:

very nice job, though the head could use some more work, just cause the flesh tone to gray is…i dunno, doesnt look right…