ZBrushCentral

Darukin's Sketchbook

guhh, SpiritDreamer, thank you! Much appreciated

Was just playing around with lighting scheme, dof, colors in certain objects.
Here’s another test

Hopefully final will have multiple angles and close-ups
Changed beads to green jade but prefer the brown color on second thought.

There is no post, this is straight out of the renderer

Cheers

KimahriProgressShot2.jpeg

Oowwwhhh! That’s “kick in the nuts” awesome! When I looked at your first pic it seemed as if you had rendered in dust particles on the base but then I noticed them elsewhere so it must have been some kind of artifacting. The newest render has none of those artifacts. I kind of like the dust particles though (just on the base) if it was a mistake or not it’s pretty cool. I want to blow it off or wipe it away every time I look at it. :slight_smile:

[IzvergCompThumb.jpg]

Almost finished with this character, any suggestions guys?
Cheers! :smiley:

Attachments

Awesome model and render! My only correction would be the lens blur/zdepth layer. Don’t apply it to the character layer, but rather merge the character with the background and apply it to the whole image, so you have a more natural transition between the model and the background.

Not my favorite render / scene, but that model and even its texturing are absolutely TOP ROW. Fantastic! :+1:

Your textures seem washed out. Are you using a linear workflow? If not you should!!!

[IzvergCompThumb2.jpg]IzvergCompNoBackground.jpg
[
]IzvergComp1600.jpg

If asked, sell those dust particles! :wink:

Just keep in mind who your potential employer(s) are first and foremost. If you think something is hurting your main focus then by ALL means rework it back down to the focus of your work for employment.

Currently the comp and the base aren’t aligning to the same ground floor so it doesn’t integrate well (perspectively speaking). You’re going to want to show this off as a video render so I would just drop the background since the camera is going to have to orbit around; if you don’t have a spherical map projection the non-moving BG is going to put doubt into employers minds (to a point). Oh and one last thing you may want to have some kind of consistent format with your demo reel so if you do something for this one you probably want to do the same to the other pieces. Just something to keep in mind.

hey darukin,

awesome! really nice model! the rendering is okay. depends on what u are planing with it.
anyway. the model itself is awesome! nice cat-hybrid!

nice and keep it going! :slight_smile: :+1:

Wait, does that mean I have to texture every model in my reel now, lol I don’t have all the time and energy. It is a modeling reel hence I would guess I should show off wires and UVs as well, but I recjoned one textured model can be enough for a modeling reel, but I guess not if that’s what you’re saying

Thanks for your support anyhow, yeah I’ll rid of the background, just make a turntable of textured model instead, cheers! :wink:

[thumb3.jpg]

[](http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27239612%27,%27IzvergCompFinal1600_2.jpg%27,1,0%29)

[[attach=239613]IzvergCompFinal1600_2.jpg[/attach]](javascript:zb_insimg(‘239613’,‘IzvergCompFinal1600_2.jpg’,1,0))

Attachments

IzvergCompFinal1600_2.jpg

I like it a lot, but I would suggest a different color tone for the background if you want your model to pop out even more. the model is dominated by blue and green. if you make the background not the same , but either neutral or in a warm tone then you’ll get even more presence for your character. pluse , I would tone down the shiny golden base or actually exchange it for something like a white marble material, because right now it catches way more attention than it should.
love the color palette of the character though :slight_smile:

WAY!!! impressive work bud:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:

Hey Darukin, you sculpt is awesome as always, stunning detail, crisp and clean, but I can’t help but feel the texturing is letting the side down here?

If you really don’t fancy taking it any further, fancy a collab?

Like I said though, another awesome sculpt, dude!

nice character, well done

Hey thank you all for your support guys!

Ok, it appears my textures aren't good enough.

I agree with you guys on second thought, but I don’t want to give up on this model though because I’m happy with the model itself. I need this to go on my reel, therefore:

What I think I need to do is the following 1) Fix lighting, make more dramatic lighting effect with more darks in shadows, more clear / dramatic lighting scheme etc. etc 2) Fix skin and sss settings to actually see a more accurate and noticable sss effect, and detail textures more 3) fix this whole linear workflow issue which I've been disregarding this whole time. The image is in sRGB output but when this applies to textures already in sRGB then it bloats the textures value wise, this is clearly a big problem and I have to fix all textures / settings for linear workflow, thats partly why i have bloated/washed out textures, thanks for pointing this out Goobtastic! 4) I need to add bump map and spec map for skin, which i don't already have as I rushed the final output I guess, bump should break up spec and I should improve spec overall (eyelids, lips etc). Possibly bump and dirt map for some armor pieces also.

What do you guys think, do you have any other suggestions for me!?

I don’t want to give up the textured version of this model because I think it’s promising … I’m not an experienced texture artist, but we can only learn and develop from experience / critique etc, and we must begin by learning to distinguish great quality from average. Yes, I’m determined but it’s the only way I’ll land a job in this field if I have any hope for that :wink:

Cheers

I think RawSunlight is right on. Work on the texture details more. By that I mean that right now everything looks poly painted as a single flat color. But there isn’t any variation within that polypaint besides the sculpted detail. Perhaps think of a story background for this guy that will give you answers to the variations in the textures. One of the main areas I’m looking at is the green “skirt” area. It’s flat green with sculpted detail but with no texture detail to tell you what it’s made out of.

Just a suggestion, use your best judgment on it. Maybe RawSunlight can give some better insight than I have. You’re current corrections list is solid though.

thanks Arthaven for supporting me so much in this thread!

Aye, already I started going through this checklist and already I am getting much better results as I fix this render. It can make a world of difference, but one just needs to make a straightforward educated plan (taking physics to mind as well for lighting/rendering) and go through with it, just needs perseverance and overcoming laziness I guess. =)

looks fantastic, I’m very curious about the textured version! :cool:<script type=“text/javascript”> /******************************************************** This Script will be included in all web pages to show an Icon on Mouse over, Clicking the Icon will show a Zoominto Viewer (a Flash made viewer) to Zoom the Image Content ********************************************************/ var tmppluginServername = “http://www.zoominto.com/software/ieplugin/”; var versionswf=“1100”; var tmppluginSwfname=tmppluginServername + “imgviewerpremium” + versionswf + “.swf”; var protocol = “http://”; var isInternetExplorer = navigator.appName.indexOf(“Microsoft”) != -1; plugin_run(); function BrowserZoomPlugin() { var ua, s, i; this.isIE = false; this.isNS = false; this.version = null; ua = navigator.userAgent; s = “MSIE”; if ((i = ua.indexOf(s)) >= 0) { this.isIE = true; this.version = parseFloat(ua.substr(i + s.length)); return; } s = “Netscape6/”; if ((i = ua.indexOf(s)) >= 0) { this.isNS = true; this.version = parseFloat(ua.substr(i + s.length)); return; } s = “Gecko”; if ((i = ua.indexOf(s)) >= 0) { this.isNS = true; this.version = 6.1; return; } } var browser = new BrowserZoomPlugin; var dragObj = new Object; dragObj.zIndex = 0; function zoominto_dragStart(event, id) { var el; var x, y; if (id) { dragObj.elNode = document.getElementById(id); } else { if (browser.isIE) { dragObj.elNode = window.event.srcElement; } if (browser.isNS) { dragObj.elNode = event.target; } if (dragObj.elNode.nodeType == 3) { dragObj.elNode = dragObj.elNode.parentNode; } } if (browser.isIE) { x = window.event.clientX + document.documentElement.scrollLeft + document.body.scrollLeft; y = window.event.clientY + document.documentElement.scrollTop + document.body.scrollTop; } if (browser.isNS) { x = event.clientX + window.scrollX; y = event.clientY + window.scrollY; } dragObj.cursorStartX = x; dragObj.cursorStartY = y; dragObj.elStartLeft = parseInt(dragObj.elNode.style.left, 10); dragObj.elStartTop = parseInt(dragObj.elNode.style.top, 10); if (isNaN(dragObj.elStartLeft)) { dragObj.elStartLeft = 0; } if (isNaN(dragObj.elStartTop)) { dragObj.elStartTop = 0; } dragObj.elNode.style.zIndex = ++dragObj.zIndex; if (browser.isIE) { document.attachEvent(“onmousemove”, zoominto_dragGo); document.attachEvent(“onmouseup”, zoominto_dragStop); window.event.cancelBubble = true; window.event.returnValue = false; } if (browser.isNS) { document.addEventListener(“mousemove”, zoominto_dragGo, true); document.addEventListener(“mouseup”, zoominto_dragStop, true); event.preventDefault(); } } function zoominto_dragGo(event) { var x, y; if (browser.isIE) { x = window.event.clientX + document.documentElement.scrollLeft + document.body.scrollLeft; y = window.event.clientY + document.documentElement.scrollTop + document.body.scrollTop; } if (browser.isNS) { x = event.clientX + window.scrollX; y = event.clientY + window.scrollY; } dragObj.elNode.style.left = dragObj.elStartLeft + x - dragObj.cursorStartX + “px”; dragObj.elNode.style.top = dragObj.elStartTop + y - dragObj.cursorStartY + “px”; if (browser.isIE) { window.event.cancelBubble = true; window.event.returnValue = false; } if (browser.isNS) { event.preventDefault(); } } function zoominto_dragStop(event) { if (browser.isIE) { document.detachEvent(“onmousemove”, zoominto_dragGo); document.detachEvent(“onmouseup”, zoominto_dragStop); } if (browser.isNS) { document.removeEventListener(“mousemove”, zoominto_dragGo, true); document.removeEventListener(“mouseup”, zoominto_dragStop, true); } } function imgplayerprogress_DoFSCommand(command, args) { var imgplayerprogressObj = isInternetExplorer ? document.all.imgplayerprogress : document.imgplayerprogress; } function zoominto_addElement(divIdName, htmlval) { try { var newdiv = document.createElement(“div”); newdiv.setAttribute(“id”, divIdName); newdiv.setAttribute(“title”, “”); newdiv.style.position = “absolute”; newdiv.style.display = “none”; newdiv.innerHTML = htmlval; document.body.appendChild(newdiv);; } catch (e) { } } function zoominto_addmyelems(divIdName, htmlval) { try { var newdiv = document.createElement(“div”); newdiv.setAttribute(“id”, divIdName); newdiv.innerHTML = htmlval; document.body.appendChild(newdiv);; } catch (e) { //L(e); } } function zoominto_initializelements() { zoominto_addElement(“plugpanel”, "[[<img src=“http://www.zbrushcentral.com/pixo/atn.gif”>](javascript:zoominto_showflash()) "); zoominto_addmyelems(“plugincheck_0909”, "
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Absolutely! I find that coming up with some kind of “story” makes your decisions much easier and your characters will feel more real. Whether it’s reasons why (in this case) he’s wearing armor and clothes. What his home planet is like down to his local environment which helps with textures and (as you mentioned) lighting/rendering. It’s truly endless if you keep your mind at it and you get good at it the more you stay in that mind frame.

The real reason I wanted to comment though is about the laziness. There’s a TON of work in doing characters at any level let alone your level. No matter how cool something looks we just can get mentally burned out and sick of looking at things. There’s no lazy involved in your work, it’s just that the fun part of character creation is over and now it has become work. Finish this up as needed and you get to move on to something else whether it’s starting a new character, texturing previous ones, renderings, planning the look and feel of your demo reel…then the fun circles it’s way back in. :slight_smile: The things you learn during this struggling time are much more important and necessary than anything else, you will become stronger & better. Now stop hitting refresh on Facebook and get it done! :stuck_out_tongue: