nice progress! may i add that the sword is straighter than the concept ( i like the curved version from the concept more
keep it up!
A
Hi guys, tonight i’ve finished in a few hours the shield of the monster i’m working on… here it is…maybe i’ll add some bump details on the skull part like on the horns, but it’s pretty much done
[attach=123664]Blue_Spawn_wip02_C.jpg[/attach]
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going on with the work…for now i left the game model apart in a corner and i’m having fun making this “maquette style” composition.
Added the shield to the model, some touch-ups and added the base for the maquette, with some rought environment.
i hope you like
[attach=123665]Blue_Spawn_wip03_A.jpg[/attach]
[attach=123666]Blue_Spawn_wip03_B.jpg[/attach]
[attach=123667]Blue_Spawn_wip03_C.jpg[/attach]
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hey guys, it has been a while since i’ve posted the last update…christmas and new years eve kept me pretty busy
Here is the model with all the elements together, and also some basic compositing.
As you can see i’ve modeled a brand new sword, i didn’t like the other one that much.
i think for the bare sculpting i’ll stop here and i’ll consider this finished. At the moment i have in project to retopology and make a model of this “guy” suitable for 3ds max and mental ray.
Let me know what you think. Cheers
[attach=123625]Blue_Spawn_wip04_B.jpg[/attach]
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wow so bad ass !! love it
FANTASTIC modeling! Wish ya luck!
No crits… just wanted to subscribe to your thread.
Thank you very much for your comments guys, really appreciated!
x Slangford: amazing works dude, i’ve taken a look to your wips and your blog-folio, i remember well the magic staff you did for the 3d total contest, a nice piece let’s keep in contact.
Cheers
I really like them, very cool!
Hi… really great WIP Can´t wait to see more
After the retopology of the body i got many troubles to understand how to render and make a displace map work with mental ray with good results…in the end today looks like i achived a decent result, mix of displacement, cavity and normal map as well…
I’m not so sure that baking a normal and a displace from the same hi res model and applying both of them in rendering is correct…i hope someone who knows much more than me in this subject will come and help me :ex: :lol:
Anyway here are the renders with a daylight system…let me know something (the constrast is probably too much, i’m sorry for that but i was in a rush )
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nice scuplt bro…
pls show me the setting of the diplacment map…pls pls pls
Ok so after a while i am back with some new update! finally…
In the last days i’ve worked a lot on the textures and the skin shader for the bluespawn body (shield and sword will come soon), and here you can see how it turned out.
Textures are diffuse+epidermal+subdermal, 2 different specular maps, displace and normal map for the smaller details.
I hope you like the result.
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Hey man,
You’re making great progress. I might suggest a darker skin tone with more contrast… he kinda looks friendly and soft. I might also try out some different options with the way the two colors meet on his face. I know it matches the concept but it looks a little unnatural.
Looks great so far… can’t wait to see more.
All I can say is…Inspiring! When will we see it animated in color?
How many polys in that model?
If I can suggest something: Make him more badass.
Little edit for you. Save both and switch between few times.
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hey guys thank you for giving me some hints, but Poniu, the images you attached aren’t visible, probably that is because you linked them from an external site. You should attach them to your post.
Heh. I barely start to posting here. Now it will work. I guess.
Hey, I just noticed. The weapon of the creature on your reference image at the beginning of your post is twin bladed. Can we see an update with that?