Great to see you updating this thread again, the skull is looking very good!
Sweet work so far! It’s hard to tell if you’ve tweaked the brow since the first 3/4 shot you posted, but back then it seemed too far back. I would think you’d want to be more aggressive with the brow bones.
I haven’t really touched his face for a while (I still can’t believe for how long actually!!), I’m thinking it should be alright for now, and if I decide to go meaner, I can do it with some blend shapes. Thanks much for the input!
As suggested, I reworked the horns and ridges, also finished up detailing the skull… :evil:
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OMG that skull is a direct rip off from a goat HAHAHA!!! Awesome work Obz!
:rolleyes:
nice work … and the documentation also not badlysmall_orange_diamond:)
So I´ve finally gotten some more time for Mr. Skeletor, and have been able to push him along. He’s getting close, but there are still some outstanding bits here and there that need to be addressed. Legs need a touch up, I need to resculpt the hood, he needs shin armor, I want to re-do his belt…and I’m sure some other things.
Let’s hear some crits
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:eek: :eek: :eek:
I’m shocked!!! Very good!
Arms seem bigger than torso: I’ll give him wider shoulder instead of scaling down arms.
The cap should have some more folds.
Something about feet is not convincing me: maybe get out more the exterior part of the ankle.
Anyway… very impressive.
This is a sweet skeletor Obz - very nice indeed. Looks like your nearing completion. If I had one crit I would say his head looks a slight bit small, but maybe this is intentional? Either way, it is fantastic!
proper anatomy ftw !!! looks 10x better ;]
Nice - can’t wait to see the subtools all fleshed out!
Starting to get him textured… head is exactly 11% larger than before for those who had mentioned it, you were right
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Wow. Texturing is looking nice. Care to share your method? This is going to be fantastic when you’re done!
love the poly panting you have done
Great work, can’t wait to see finished work…
Ziggy
It’s not poly paint. I’ve used poly paint to make masks and other bits, and I will use it more when I get to vein an other detailing. I have to confess that the bulk of the texturing work has been done in Mudbox. What can I say? It has layers. I really don’t like it at all as a sculpting app, but for 3D painting, it works great, it was that or BodyPaint, as I use layers extensively.
I have a lot more to do with him, this is just the base skin setup (and there are still a couple stretches and seams to iron out). More to come
Anyone curious in the render… it’s a decimated version of the mes, about 1.5million polys, several 8K texture maps in various channels, originally rendered out at 4k with full GI and sampling/aliasing. It took less than 10 minutes!!!
A new GPU based renderer called Octane, it’s incredible ,and it’s CHEAP! I urge anyone to give it a shot,
http://www.refractivesoftware.com/index.php
Vray as great as it is would have had me waiting hours for the same render at the same quality, and as this is GPU based, all feedback with shaders is “realtime”
Hi Obz, you have got me looking at Octane, I have been trying to get good renders in Modo, with many crashes… Octane looks cool, but one quick question, it needs triangles, therefore I have to decimate the model, can one send the rquired UV’s and texture maps after decimating a model in ZBrush…?
Ziggy
It takes quads just fine, all renderers prefer tris though, as ultimately they end up like that. It’s 5+ sides where you may run into problems.
A current limitation until future releases are displacement maps, they are not implemented yet (it’s a very young but potent renderer and they are adding things and fixing bugs all the time from the looks of it), so I have been using decimation master, with the preserve UV option on, taking that obj to maya (or modo in your case) and one button sets it and my shaders up in Octane. Pretty straight forward, all textures land the right way, as you can see, and UVs are preserved as well as decimation master was able. While not a good idea for animation, decimated models for static objects will be more accurate than displacement maps (though at times cumbersome if you need to update it all the time, my model was more or less done at the time I started with Octane).
It has some bugs, and some limits, but for the amazing speed and list of features coming down the pipe, you really can’t beat it, especially when you look at the price… what is there to lose?
Check out the gallery, requirements, and user forums for Octane over at their site, once you buy the software you have access to all the forums (an ingenious security feature, imagine if Zbrush did that?)
Thanks a mil… must definitely look into it… keep up the good work…
Speed gives us more time to create, have spent many hours (wasted) trying to configure UV maps in Modo… love what ZBrush gives me, but just looking for a better render with out all the bells and whistles… maybe ZGo will solve that, when it eventually is available?
Ziggy
love the texturing. I can almost smell it