Excellent design, modeling and detailing! He’s the character with Marylin Manson’s voice, right?
Really cool…
Dickie
Excellent design, modeling and detailing! He’s the character with Marylin Manson’s voice, right?
Really cool…
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
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
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)
would be nice if you explain more your process, I’m not sure I got it right
small screenshots of your normal and dispacement maps could be very cool indeed
means you are using 2 different maps as displacement and normal bump?
the normal map for tiny details and displacement for bigger ones to limit subdivisions at rendering, am I right?
thanks
Maybe I can help with the normalmaps and displacementmaps question. Sometimes both are used, not necessarily at the same time, when something is far away, you can use normalmaps becasue they look just as good, affect light and render fast. However as you get closer you need real detail, and in many cases shadows need to show the irregular surface across other objects/characters. This is when you need displacementmaps - the penalty usually is decreased render times. The other difference is that normalmaps are surface shaders like bumpmaps, texturemaps, etc., while dispalcementmaps are called displacement shaders as they move the actual surface - no faking. I hope that is of some help.
I’m not sure to had already post in this thread so I do/redo it now…
Great as ever Baek…5 stars!
IN THE WILD LANDS
ALIEN FACE HUGGER
MattHHH
impressive
Yes that’s correct.
Hey, it sort of looks like this foraminifera.
nice concept and good modeling.
i have a question:
what is your package for texturing ,deep paint ,Body paint or Zbrush itself?
great work.
Very Great Model!!!