Bah c’est bon Seb ! Tu te laches maintenant ! Excellent !
At this stage, how much zBrush time do you think you’ve put in? Very impressive!
Like I wrote before hard to say considering the way I worked… I would say around a week…
…la Reine de de Coeur?
After the Spade King…the Queen of Heart?
Pilou
Hey pilou!
Joyeux Noel, bonne année!
Seems you were out for a while?
holy shnikeys! what is the polycount?
With my 1 gig of ram, I succed, from this bust, to reach 3 121 152 quads…
I just did s simple rendering with Jantim’s wonderfull bronze material
dis donc ça a l’air lourd
Beautiful work as always Sebcesoir!
Jantim’s material highlights your model very well.
SIMPLY INSANE MAN!!! by the looks of the poly count you’re using zb2.5?
fwiw
Its been several YEARS since I was compelled to actually log into the Z forum…
I recognized the character from just the thumb (from the riddick movie)
anyhow, I had to log on and tip my hat
very cool…
extremely cool!!!
BT
Very nice!
Impressionnant
my god that is amazing, I had to join up just to post a reply to this work, I have never seen such detail IN the model.
my question is, how usable is this model in a program like maya ?
with 3million poly’s, that would probaly crash any home computer trying to render the model in a scene.
wouldnt it ?
Just like to add my congrats to the many…
I know I’m late, but I have been staring and staring… so real! I love that armor and the face!
Thanks so much for sharing and answering all the questions!
wenna
Like everyone else said…this is amazing…(jaw drops out of socket)
I had no words! Fantastic work! Enjoy…
Your level of detail is stunning. I’m sitting here showing this to everyone I work with and we are all like “what the hell??”, “…how in the world?”, “…no freakin way!!!”. This is really a killer piece, any suggestions or tips on how you go about your workflow would really be awesome.
To thank you all for the kind feedback, here’s my new year gift :
download the low res mesh+ the normalmap to watch it in realtime in your 3D programm or realtime engine.
This way you will have a better view of the details (according the size of the texture).
Its based on maya normals rendering, if you want to see it properly in max viewport, using metal bump shader, you will ne to do a reverse of the green channel in photoshop.
Enjoy!
definitly armor time! haha excellent work man! i love the shader you have on there, hopefully can get mine to look like that once i start to texture it.
Great to be able to examine the low-rez mesh and the normal map up close.
Very generous of you!
wow thanks Sebcesoir!! Can’t wait to sneak a peak.