ZBrushCentral

Glueck's character art

style with realism. great work.

very nice work dude:rolleyes:

beautiful :+1:

awsome stuff keep modeling man:+1:

Stunning character and amazing modelling and sculpting.

Great work!

<!–[if gte mso 9]><xml> <w:WordDocument> <w:View>Normal</w:View> <w:Zoom>0</w:Zoom> <w:PunctuationKerning/> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:Compatibility> <w:BreakWrappedTables/> <w:SnapToGridInCell/> <w:WrapTextWithPunct/> <w:UseAsianBreakRules/> <w:DontGrowAutofit/> </w:Compatibility> <w:BrowserLevel>MicrosoftInternetExplorer4</w:BrowserLevel> </w:WordDocument> </xml><![endif]–><!–[if gte mso 9]><xml> <w:LatentStyles DefLockedState=“false” LatentStyleCount=“156”> </w:LatentStyles> </xml><![endif]–><!–[if gte mso 10]> <style> /* Style Definitions */ table.MsoNormalTable {mso-style-name:“Table Normal”; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:“Times New Roman”; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} </style> <![endif]–> Lucky_1: Thanks for the compliment! The shirt wrinkles and character in whole were meant to be a little on the stylized side. I decided to simplify the wrinkles on the shirt and crampons to help push the style a bit.

chaman: I built all my base meshes in 3d max and imported them into Zbrush for sculpting details. I will put up some low wire renders when I get a chance kokoro: Thanks… you’re too nice slocik: I’m sure if you looked at it long enough you would find something… But thanks! Hey, you found something… What can I say, he likes his spandex! (I really just wanted to show off his anatomy a bit.) Sigmund Hentze: Thanks, hope so! Stoyan3d: Thanks! f royland: Awesome critique! This is the kind of stuff I need to hear… For the general age of the character I was thinking about 12. This has been one of the hardest sculpts I’ve worked on. (Capturing a specific age is rough, especially youth!) As far as the clothing goes I like the simplicity of the sleeves and crampons… I’m not going for super realistic and I think that his proportions and the overall feeling of the character along with his pose have somewhat of a style. Killfrog58: Gracias Eiad: The render settings are real simple. Would you like the zbrush render settings or the mental ray settings? JoseConseco: Awesome name! I’m not much of a texture artist. Really trying to get better at sculpting right now… Giacoppo: Whats that saying? (Gods in the details) Not that im very religious. Not that there is anything wrong with being very religious... Mouthrax: thanks Energise: Loved your Spentaz piece!!! Thanks for the compliment! MjTheHunter: Thanks for the kind words. You’re the second… so its not just you. But that’s what I posted it for. Maxinkuk: Thanks, It’s my first render using mental ray… (I opened a can of worms because now I want to re-render all my work) SixxPixels: Thanks! That was really spoken like a wise man! Your right in some ways but I do appreciate fellow artists personal opinions, even if they differ from my vision of what the art should be. I could always use a second opinion, or a third for that matter… Getting a new set of eyes on my art really helps me grow. GX@W: Thanks, that’s what I was trying to achieve. (A somewhat harmonious blend) Michalis: Thanks 3D-User: Thanks Infinite: thank you Eof3d: I’m blown away by the work on your site! I’ve had your girl with an axe turn-around render in my inspiration folder for years. Thanks for the compliment.

The mental ray render settings Please. I’m in the middle between mental ray and vray and I can’t achieve any good results from both sigh

Eiad here are some online tutorials that really helped me:

http://www.cgarena.com/freestuff/tutorials/max/i3d/clay_render.html
This one goes over basic lighting and material setup. I know its based on architectural work but it really hits all the basic settings of mental ray.

http://www.cgrats.com/compositing-depth-of-field.html
This one goes over depth of field using max and photoshop. Should help push realism a bit more in your renders.

Other than that just play around with material settings and lighting to get the desired effect. If you run into any specific problems or have any questions I’m no pro but would be happy to help out.
Remember to keep your images small and final gather precision low while test rendering. (sux waiting 30 min for something you cant use)

Fantastic.
I love your work man. :+1:

Here are some renders of an old man that I’m in the process of finishing.
This sculpt has been a ton of fun to work on!
Comments and critiques are always welcome…
Thumbnail3.jpg

Attachments

Monk_R_01_AG.jpg

Monk_R_02_AG.jpg

Monk_R_03_AG.jpg

Monk_MentalRay_AG.jpg

liking that hat :+1:

how’d you do all the little ‘hairs’ on the hat?

5 stars, really really cool how much time do you have into that first model?
truely impressive

very nice

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Framedworld : Going for the punk rock / old school monk look…

Pabgo: I used the hair and fur modifier in Max, styling with splines then converting to editable mesh to bring into ZB.

Idlemind: I’ve been working on the boy for quite some time between freelance projects. Off the top of my mind I can’t really tell you an exact number of hours. I can tell you it was long enough to frustrate my wife and long enough to have a 1.5 GB Zbrush file with a massive amount of highly detailed sub tools.

Emran: Thank you