Great work on alien creatures and excellent last render.
@michalis, RJ the eccentric , Thanks!
@ RJ the eccentric, I have a short explanation of the anaglyph technique here:
Beautiful models, nice shapes!
[shifted to tutorials forum
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Hi! made this creature head over the past two days. Worked a bit harder this time on detailing, texturing and rendering. this has. BPR SSS ( used the preset but adjustment to angle was key ), rim light passes, color adjustments and lens blurring ( with alpha depth ) in PS⦠also some fur and skin blemishes, veins added in PS. Comments are welcome.
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](http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27226307%27,%27demon%20thing.jpg%27,1,0%29)
great model, love all the detailing, especially in the texture. what process did you go through with map creation?
just a suggestion but maybe a bit more hair around the chin area, or make the few there a bit more visible, but not at all a necessity, its looking great.
Hi! first post for the new year. hope to make many more. For the first time i took a rough thumbnail of a creature i drew and coverted it into a zbrush model. Mostly i start with a sphere and sculpt without a concept. I am glad that i can convert my drawings into 3d models. Comments are welcome.
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itās odd, but I think I like the black and white render more. the sculpt looks really fleshy and meaty there , despite of the grey. really nice render and sculpt.
oops I missed the new stuff on the previous page. that quick creature sculpt is also very good and so is the render. top notch.
what was your light setup?
wicked characters!
Excellent last three creatures.
Very good renders and I tend to agree with Julian about the grey scale one.
5
so fun
Iāve been on a demonic kick myself, and I gotta say I really appreciate the devil head, wonderful form and weight to those horns
Very good sculpting from your sketch. Can I ask how you got the background behind the image? Did you add it on a plane or add it in Photoshop or other way?
@Julian_K thanks! Really like your work and appreciate the experiments you do with renders and the materials you share with the community.
I agree with you. the render with MatCap Gray looks better. I sometimes find it difficult to handle color. Raw sculpts look better generally. For lighting i have a set approach for all models. One light from the front and rim lights from the left and right rendered as passes, which are then composited in PS. These are two images, one for the light passes and the other has render settings for the hammerhead type model in the previous pages. I like deep shadows, for instance the jaw casting a shadow on the neck and the nose casting a shadow on the upper lip. makes the model look more 3d.
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@invertedNormal, thanks!
@michalis, thanks! yeah, i agree with you on the render.
@kilik128, glad you like it
@Framedworld, yeah, i wanted to sculpt this devil guy because of the horns , he he!
@paintguy, thanks! the bg is all photoshop, added as layers in PS. i just use a grunge texture with some splatter image and the sketch in the background.
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thatās a nice simple and effective setup
Hi ! started another sculpt from a sketch i did yesterday. This is still WIP, only half done in terms of detailing. only major volumes have been blocked. thought Iād take a break and do some renders. Tried to give it the comic book look. Framer material and rim lights, plus adjustments in PS and some help from Filter Forge. the third image is of the sculpt in progress. comments are welcome. Also check the previous page for another creature bust made from a sketch. The last image uses JulianKs hard eyeball material.
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thatās very cool. love the look of those 2 blue images, especially the first one. if it werenāt for the visible mesh grid, you couldnāt tell itās not an ink drawing.
Thanks JulianK!
worked on the model some more. here is the progress so far. First image is a composite from passes out of ZBrush, the second has a filter applied to it. comments are welcome.
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great wound detail on the head and forms around the neck, question do you make your teeth from the model or as a seperate subtool or primitive, ive been using the snake hook and it seems to do an ok job but yours are very solid
my thread,
Criptus-thread
@teddy007kong, thanks! i keep things like teeth as separate subtools. As subtools, editing and moving them around becomes very easy. they can even be inserted into the main mesh and sculpted along with it, and if you have them as distinct polygroups , you can use groupsplit to separate them again. topology is better too, which with snakehook can get messy.