I’ve also been in the habit of rendering with Max’s default scanline renderer.
One question: For the colour renders, are these the actual ZBrush models you rendered or did you use a lower subdivision from ZBrush and then use displacement and normal maps for the finer detail? I’m also planning of doing something more high poly for a change and not just game related work.
I really like his face. Great job. Looks like you took a lot of time on the hands too, many don’t (or put something in the hand so they don’t have too) so I really noticed that right away. I’m a hands and feet person…so the only crit is there. Hands seem like they could be proportioned better if they were longer (palm and first third of fingers) and also the feet seem small (aren’t feet supposed to be the same length as the fore arms wrist to elbow?)
Oh wow! This is just so much awesomeness I can barely contain myself. Seems like you spend a lengthy amount of time doing research on his accessories, and I have to say, it was time well spent. Wonderful work, dude.
I agree with that other poster - I would love to hear more about the hair sheets and such in max, because I don’t think I’ve done it that way up until this point.
Also, how many subtools do you have on this model? what’s your process in deciding which pieces need to be subtools and which can stay part of something else?
AMAZING work. Only thing I’d change is, like was mentioned, the symmetry of the veins in his arms. Sorry if you already got to that, there are a lot of pages inbetween I haven’t read.
Yeah agreed, Street Fighter IV would be much better if they had character modelers this skilled. Its frustrating to see artists that are unemployed and they are BETTER than the ones who are working in huge studios! This is not always the case but im sure it happens all too often.