ZBrushCentral

Jurodan WIP (Death-Knight Inspiration)

Lookin cool, some nice progress.

Careful with your metal shader, it’s looking a bit too glossy and plastic I think.

Also, I would suggest you ditch the green and yellow mix I don’t think it suits him. I really like the green you’ve chosen though and you could push it through with the rest of the armour and maybe complement it with some darker tones and really subtle warm red tints.

Maybe something along these lines could work:

[attach=111200]ProgressShot2.jpg[/attach]

Keep up the good work :+1:

Attachments

ProgressShot2.jpg

Thanks to all of you for the responses!

jamespthornton: Indeed I felt throughout there was something wrong with the wrinkling, just wasn’t exactly sure what, so thanks for that insight! Maybe later though I will fix if I have the energy after the armor lol. Will keep in mind. And about getting a life, LOL, actually I’ve been free lately because I have student visa application issues and I’m gonna be late to university and my friends have all gone to their universities except me until now, so until I get my visa and go there’s not much for me to do lol. Which means more time for CG in workdays instead of school till then.

Icaruz and Piz, thanks!

DEEY44: Thanks! Actually, the chains were box modeled in another application then imported into Zbrush to position. Very simple in fact, just box model one closed loop of a chain with beveling or edgeloops or creases for corners and then copy paste and position many of them. The hair was done with shave and haircut plugin (hair dynamics plugin in Maya) it’s nearly ready but takes for ever to render with raytracing shadows so i will render it at the end only or as a separate pass and composite. Glad you like it.

Dryn: Thanks for your insight! I agree with the armor glossiness I’ve been having difficulties getting the shader right with normal map and reflection map like you said. Thanks again, this is exactly why I post these WIP images here instead of posting only the final without considering crits I couldve got and based fixes upon before. Will apply color scheme suggested also but Im not sure what you colored with that vague black, did you mean black plating or something else

Thanks again to all, this project has been a huge learning experience for me more than anything especially in for rendering and texturing. And I’m trying to actually get it right this time though, so I hope I’m not overdoing it with posting all this WIP stuff in this thread :wink:

Fixed metal shader, I hope it’s more metallic now. I focused on top part at the moment because it will be basis (color and material scheme etc) for the rest but I think I’m gonna move on now. Thanks for your support.

Ok I’m moving on now to the rest after this :wink: :

ProgressShot3.jpg

Those shaders are great, what software u use for rendering?

The skin shader is really bad, first of all there is too much reflection in it, also i would tone down the specular. The first one with the eyepath paintover looked the best, also make the background dark, the white one hurts my eyes ;/ Also what shader are you using, i dont see any sss, try misss_fast_simple sss one ;/ The armour looks ok in the lest render, but you need to work on those green things ;d

Hey guys it’s been months but I’m back , for a tiny bit. Ive been soo busy with starting uni and settling in new home etc so I couldn’t work on this guy at all for a while but I got this next iteration only of the WIP so far, still needs much work, it’s just an iteration and a hair comp test.

And I still didnt make mechanical eye lol or eyepatch dunno which of these to place in that gaping eyesocket I still have on this char.

version with out hair:

JurodanProgressShot.jpg

Attachments

JurodanProgressShotwHair.jpg

Pretty awesome render! THe only thing that strikes me as odd in the design here is how flat the skulls are. Could you model them with a plane, using this image?

Hair watch the roots of the hair, it looks like the hair is intersecting there oddly.

nice update, but i think you schould increase hair segment count, they look a little blocky, increase it by 3 or 4 times ;d And wombal is right, the sculls look funny, i think too strong bump or normla maps makes some shading errors ;d meybe model them as a new seperate object and add over them ;]

Hey thanks to both of you womnball and slocik I sure will fix the skulls then. Im still working on hair also, I hope the skin is better now though. :smiley:

Finally got tiny bit more time, here is a quick helm / circlet test I did, not sure if I’ll keep it tho but anyways. As you can see I’m STILL working on this char becoz I honestly don’t have much time these days lol so still ain’t finished, but slowly will progress in little free time that I have:

[helmtestrender.jpg]helmtestrender.jpg

I got to work more on it this weekend and got to add eyepatch for now and just optimize a few things and make another test render. This is taking forver though :cry: coz of uni lol so Im slowly progressing. loads to tweak still and it’s making me mad lol. Are the skulls still flat even when framed also? (I havent sculpted frames yet though I will get to that but this is an intermediate test render)

[helmtestrenderThumb.jpg]helmtestrender.jpg

Sweet updates Keep on going, skulls still look a lil flat tho just remake as complete models as slocik said and add nice material (skull sss) / texture and it’ll look great.

The shadows in your skull textures are what seems to be causing the flat effect I think…Your render and character are top class all the same…Just those pre render embedded texture shadows.Id drop the texture off the skulls and try some other way.Just my thoughts ,great stuff ,cal.
(spelling)

If i were you i would reduse the light sources ;] meybe add only one back light and one on his left upper side, so his right side will be a little darker ;] and if you dropped the idea of giving him head hair, you still can give him a very short beard, i think it will look ok ;] nd meybe try using displacment not normla maps for the skulls ;]

hey thanks Devi, Calum and slocik!

All taken into consideration. That’s it I’m gonna totally remake the skulls in that case the normal way with with disp instead of normal map also, and hand textured instead lol, coz skulls are ruining it as they are. Also will probably use ur lighting suggestion slocik.

Thanks again!

Are skulls better now btw?

[JProgressShot3_Thumb.jpg]

Wow, I remember seeing model as it was first starting months ago. It’s really come a long way.

In regards to the skulls, they look much better than your post on the previous page, which kind of took away from the awesomeness of your model. They definately had a normal mapped look to them. The only thing that needs some work is their teeth.

Everything else is looking amazing. Keep up the good work. Can’t wait to see this one finished.

Hey thanks XxDarkMessiahxX!

Gald you like thanks for visiting, I sure will fix skull teeth then! :wink:

The skulls are now almost perfect,juts sort out the teeth form,to either pointy or regular as they look a bit long.Excellent advancements none the less,your really cracking on this one now!!

Cheers cal

Hey thank you Calum5ZB!

Sure will work on that then, I’ll finish this one soon hopefully (full body) :wink: