sweet … very cool character
congratulations…excelente work: D
Absolutely amazing work, I really liked the subtle details in your render. The refractions in the glass objects as well as highlights to the hair and eyeballs really make certain areas pop. Did you use ambient occlusion and/or global illumination in this render?
How did you do the pants wrinkles? I’ve never used a stencil to sculpt fabric.
So great and such fun!
Amazing work! Just. Incredible.
… and thanks for the image tutorial too
Amazing work! How did you get the foam to look like that?
Thanks guys!
Jviro the foam is achieved by using two identical meshes, one on topof the other. One for subsurface sss layer and other one for clear coat. Both are displaced with the same procedural for bubbles, clear coat displacing outward and sss layer displacing inward so they can together achieve spherical foam bubbles.
Strizo I sculpted folds exactly as I explained in the tutorial, by using few different alphas as a starting point.
Thank you for the detailed reply. Just making sure I understand. There are two “flat” meshes over top of eachother, and they each have identical textures on them. The textures are opaque channels with little transparent circles in between. But one texture has the transparent circles give illusion of a concave hemisphere, and the other convex so it looks like a round bubble?
You are right about the convex and concave part but there’s no transparency maps involved because clear coat layer which is also convex is fully transparent. The other one with concave bubbles is vray sss2 shader with no reflection.
Awesome. Thank you. Again, phenomenal sculpt.
Great work!
I would expect his tongue to not be that straight out from the mouth as he is dragging it from the center of his throat, but everything is supa
Don’t you have problems using stencils? When I try I have a very strong aliasing effect.
I do Altea but I’m mostly interested in getting the compression pattern down than I can clean i up and get rid of any jagged edges.
How to make it …amasing work… man***65306;TU***65306;
There are many more get inspired
The great work!
Reallyy awweessomme
I have a question about the workflow you use for this character?
- Basemesh Zbrush
- Sculpting Details
- Make Retopo in any programm (make uvs and unwrap)
- Back to zbrush with the model and then bake the normals?
because i dont understand, how you pose the character in zbrush with so much polygons on it
Greetings
Nakando (Farina)
Very nice
nakando:
Try working in a way that eliminates the need of other 3d packages.
all of what you asked about can and probably was done in zbrush. Look into using the ‘transpose master’ plugin to pose high poly characters. it only really works if you ensure throughout the workflow you work up through the subdivs as this means Transpose master can pop it all down to the lowest suddiv and you pose that then the plugin doe its magic and your high detail model is also posed…
Woooow!
Hello Mr. Crabb
Thank you so much for the information. It helps me really a lot.
The problem is
If you havent any Subdivision, how to pose the high poly charater then?
OR
What if you sculpted your model with dynamesh to 2 Million polys and then you hit Subdividion, its goes over 4 Million. So you have 1 Subdivision and its at 4 Million polygons. How the Transpoe Master will make a proxy of it? So i HAVE to work in Subdivision i think. Dynamesh the basemesh , blocking out everything and then zremesher for lower polygons and THEN hit Subdivion?