ZBrushCentral

Area 51 Edgar character

As mad as a box of frogs… looks great :sunglasses:

Looks really gross…COOOOOOLLLL!!! Took a look at the Blur Studio website and there is some really amazing stuff on there. I have a question though. With the concept art, is the color done mostly digitally or traditionally? Want to put my Wacom to use and get illustrating.

Had one on my windshield yesterday! What a mess that was…
Lemo

Doggie :slight_smile:

ROFL:D :smiley: :+1:

WOW - and we saw it here (nearly) first. Lucky us !!!

That’s alsome man, is that all made form one geometry? looks great, loving it!

Crazy goodylishious. Even the thumbnail looks scary.:smiley: Much props.

Very nice my friend!

Peace,

NickZ.

I want to see it in the game :+1:

Excellent design, modeling and detailing! He’s the character with Marylin Manson’s voice, right?

Really cool…:smiley:

Dickie

The textures are fantastic.
Very good work

Very nice!

Tres cool

what method did you use for the implementation in max?

normals on a low poly model? im assuming.
is that a zbrush render?

can we see your max wireframe with and without displacement?

very nice job btw.

I used normal maps and displacement…sorry no wires avaiable:confused:
This is a Hi res model rendered in Brazil

What a gutsy little character!

Excellent modelling and texture work.
Were you painting and sculpting at the same time?

Alph

one question since I’m quite new to the displacement thing,
why did you use normal maps AND displacement ?
what is the benefit of normal maps when you can use displacement?

very nice creature otherwise :wink:

Independent levels of modification?

to elaborate on the last post…

typically, in most packages, you can have your normal map do a “fake” of the map’s detail geometry from the camera’s point of view, and with displacement, especially with highly detailed models like the alien here, with whispy tendrils all over, that would need to be seen outside the base-level low subdivided geometry’s silhouette, you can raise and lower the level of effect the displacement map has on the base model, and raise and lower your model’s level of subdivision accordingly, for certain shots you want much detail, for others (more in the distance away from camera, or turned where the camera does not see the detail)… you’d want less.

hope that explains some things. I was confused when first learningn about it.

yes…Max is limited (subdivisions):-1: