Very Nice character you got there, really like the base Mesh, looks really efficient!
Keep up the good work!
5 Starts from me
Cheers!
KS
Very Nice character you got there, really like the base Mesh, looks really efficient!
Keep up the good work!
5 Starts from me
Cheers!
KS
Great concept! great modeling! great lights. TOP ROW!!!
LOve the horns! Top row! if only one crit he seems a bit too transparent but that might be what your going for.
TOP ROW! Five stars
Greg
I’m curious
Did you weld it as a highrez mesh or as base mesh?
sweet render dude, what did you render it in?
Very cool - top row
please find the time soon to do a vray tut.
I sit and make cool things in zbrush but could never imagine to be able to transfer those things to max and get a result like this.
Very nice work.
And get on to the tut ;)))
…>
really nice work
i like, in particular the hands and face, i think the torso needs a bit of work
i’m struggling to do a nice materiel like yours for the skin…
Can you post some pictures of your shader in the material editor ? if you don’t mind
Guillauime
[QUOTE=Here is a image comparing the base mesh of the head whith the render…also a image of the base mesh of the body…Both are separate in ZB,its easier to ad a lot of details that way…I weld it after in max…[/QUOTE]
:o huh
did I miss something…(don’t know much about MAX)
so you had the head as a seprate mesh…the horns also seprate mesh
each has its owen disp map…and it render with no seam ?
If it was just the horns I would understand but I dont see the gemetry on the head where the horns get inbeded in it…
WOW! Wonderful details and proportions!!!
I have a question. Do you use pinching when sculpting in zbrush? If not, how do you create very sharp wrinkles without using pinching…
I sculpted a face with a lot of wrinkles but I think I used too much pinch, I can’t get the same result in max…
Congratz on making the top row dude !!!
You deserve a “small heart” from NY for that
вов!
wow, very very cool model. I was wondering though, you say you make the different parts of the body seperately then combine them…how do you make sure that the connecting edges will match up when you go to combine them? Great work though. Trying to get a summer 2007 internship myself somewhere, hopefully I may get accepted into the American Ubisoft offices…love all you Ubisoft guys work. - Ian
your model looks very decent…a lot of details…COOL:)
Hy guys,a few answers…
About the separate mesh,the body and head are seperate to ad more details in ZB,after in max I import the iteration 4 of both mesh and I weld those 2 in 3dsmax…yeah there is a lot of vertex to weld but whith the weld threshold you can easely do this in one operation…Both mesh fit almost perfectly cause I had already snapvertexised(!!!)those two before(the low base,not the iteration 4…)…then I applied a displacement map to reach the level of details of the iteration 6 …The UV all fit in the same texture,I composite the 2 displacement from Z brush in photoshop and I correct the seems problems if there is any…
Strob:No pinch there,Im not a big fan of how pinch react,but thats a personnal opinon…For micro details I just go to higher subdivision levels and ad them whith standart tools…
X14halo:Montreal is a very frendly town…we are like 1200 people at Ubi Montreal and they plan to go up to something like 1600…so if you have a good portfolio their is place for you for sure,as long as your are not afraid of real winter…
Lil’sister:Thanks men…ROCK!!! Lets make a deal,I finish this guy and you finish Thor…we got a deal? :lol:
Invader zim: Hahahah!!! Mets moi pas au défit mon gars, je suis le roi du ti-coeur… (apres Phat…mur a muuuuuuurrrrrrrrrrrr!!!)
Great work man…
Very nice work!
Зачотный ублюдок:D
Wow ! Awosome !
Excectly as you sad remind me Maddam render on is Davy jones crew member
great job !
i love it and the lighting are damn good ! as well the texture !
But , all in all best stuff i saw lately
About the separate mesh,the body and head are seperate to ad more details in ZB,after in max I import the iteration 4 of both mesh and I weld those 2 in 3dsmax…yeah there is a lot of vertex to weld but whith the weld threshold you can easely do this in one operation…Both mesh fit almost perfectly cause I had already snapvertexised(!!!)those two before(the low base,not the iteration 4…)…then I applied a displacement map to reach the level of details of the iteration 6 …The UV all fit in the same texture,I composite the 2 displacement from Z brush in photoshop and I correct the seems problems if there is any…
thanks for sharing, so… 4 iteration … mmmm … this is crazy work