You should get some feature film work man
Your stuff is way beyond a lot of designs I have recently seen.
I love the shapes and the details.
Good work!
F
You should get some feature film work man
Your stuff is way beyond a lot of designs I have recently seen.
I love the shapes and the details.
Good work!
F
Hi guys, as promised here I am again with some rendering breakdown and wires.
Thanks to everyone, I really appreciate!
@slocik: thank you, I think that one good rule is to establish a nice balance between your details and the round big masses, once you have this working the way you want itâs just a matter âunveilâ the hidden forms you see under the rough masses. Itâs very usefull to study great artistsâ works to understand how they approach the balance, the forms etc⊠Another usefull tip is the one that Gio Napkil describe in Character Modeling 3, where he talks about the weight and gravity of forms, folds etc⊠Very interesting reading!
@Moni-Poroni: youâre welcome
@DigitalFreaky: Thanks Fab, not just for the kind comment but also for the support during the past weeks! Hanging out drinkink beers and talking about designs is yelding results Hey Fab, lunch tomorrow? :lol:
Ok, so I take some shots of the lights I used, their positions and the multipliers, this should give you a clear idea of the light rig. Nothing really super, the only critical thing was to right balance the multipliers and to play smart with the exclusion of objects.
[attach=196505]persp_lights.jpg[/attach]
[attach=196506]side_lights.jpg[/attach]
[attach=196507]top_lights.jpg[/attach]
For the modeling, really regular hard surface polymodeling, inset, extrude down, inset, extrude up, bevel The tricky part was to choose the right flow of the rivets the way I liked. For the glowing lines, I selected the bottom faces of the rivets, duplicated them as a separate object and the I did a little extrusion to give a little bit of volume. This way the geometry perfectly matched the wall and floor rivets and once smoothed they fitted perfectly!
I have attached a couple of shot to demonstrate the simplicity of the modeling.
The Zbrush model was not retopologized because I wanted to create just a digital maquette, so in order to be rendered properly I exported a mid res obj with GUV Tiles mapping and used the normal map for render the details.
Thanks again to everyone!
Fede
A bit too late for lunch but surely dinner
Iâll skype you later
Have a nice day!
F
WowâŠTop row stuffâŠgr8âŠ
Great model and light setup!
Just one note: while in the zbrush screens the detail on the legs in nice and crisp, in the render it seems a bit washed outâŠ
Are you using a 32 bit displacement map? Or maybe itâs the reflections on the shader that partly hides the detailâŠ
Keep up with the good work!
I like the unique design of this character. Well sculpted, too.
oy federicio!
sorry for replying so lateâŠ
i really like the design on this one. you have incorporated all the âoddâ shapes really well.
very nice surface detailsâŠ
keep em coming, dude.
-r
@DigitalFreaky:
@sculptor.zb: thanks!
@stefanobernardi: I think is due to both the lighting and the reflections, btw I did a quick shaded version of it just to show you that all the details have been preserved using normal maps! Thanks.
@Webhead: thanks!
@rasmusW: yo Rasmus! Thank you man really happy you like how it turned out
[attach=196703]d_grey_render_1600px.jpg[/attach]
Bye
Fede
damn i love this sculpt
its FANTASTIC!!! love its style form details everything is top!!!
now,this is sooo cooolllllllllâŠ
Awesome!
.
when are you going to give up modelling, you are making every one else look bad. If this does not get put in the top row there is no hope for zbc. I have no crits for the model, he is perfect, the rendering is amazing too, all that time doing buildings has paid off. Are you going to do a more detailed texture for him or is this a finished piece?
Hitch: I completely agree with you.
Heâs one of my best friends and the most humile artist on earth.
One day this guy will make us all jobless cause his creativity is just endless
DAI CA**OOOOOOO!!!
Thanks again to everyone!
@hitch: weee Paul, how you doing?!?! long time we donât speak! Where the hell have u been in the past year? Hope everythingâs going great! As you can see Iâm keep doing my creatures and have great fun
The textures were not planned this time, I just wanted a digital maquette so I really focus on the model! Thank you mate, hope to hear form u soon!
@DigitalFreaky: :o ahahah fab youâre crazy but thanks, hope the same for you
Thanks guys,
Fede
Great post! Itâs very nice. Thank you so much for your post.
Fede: Iâm already retired ahahaha Too much stress
But youâll kick it up!!!
Divertiti a Jesolo bro!
@digital freaky hehe i know, i had the privilege of sitting across the desk from him back in the day
@ Loden, hey good to see you are still doing your stuff, I kinda stopped for a while, and moved to Canada, I am getting back into it now though. current wip thread -
http://www.pixolator.com/showthread.php?t=87728
hope i got the Italian right, Z Talk to you soon big fellah
this is reaaaally great! i love the concept too even if iâm not a fan of âmonstersâ