looks nice…
very cool stuff !
Prosthesis: i lose exact setting. because i made many ZMT, then changed a bit to use. here are sample images of base ZMT what i used. i got egde from these ZMT(i fill geometry by white, and noise to 0, ambient to max, maybe).
[](javascript:zb_insimg(‘154884’,‘zmt_test_r9.jpg’,1,0))
remcv8: thanks for nice picture of Rackham! Well, i think blender is good tool, that’s free and composite(and material) node is cool. but i’m newer blender user to ask your question, i installed blender about just three months ago.
when i made a “heart of rock”, i export geometry what reduct by Decimation master because the other scene(white snake, my first post to here) was too heavy to render.
in addition, i used other tool “xnormal” for generate normal map, and AO map.
SpaceMan: it’s nice of you to see.
Vancross: thanks always.
ivar_sn, majid_smiley: thanks for your comment.
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That’s a great render and composition , Masara…!
Hope to see more of your work in Zbrush and Blender
jantim
Beutiful work, Masara; you’ve really captured the style and made it your own.
Love the shader results too, edge & noise is gorgeous!!!
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thanks,guys.
remcv8: i said “ask” in previous post, but it was miss type. i wont to say, “answer”. “i am too newer(beginner of blender) to answer for your question”.
but now, i understanding your question. if “Go-Z” function between zbrush and blender, it will make me happy. i spend many times for export and import.
jantim、RawSunlight: thanks for your comment. i’ll show new image in near future, maybe:).
here are my old (very old!) works for small cut for a fairytale-story on daily newspaper in 2006,Feb. i used zb2 with zmt what similar to "rackham-like"zmt, posted samples. i hope you like it.
[](javascript:zb_insimg(‘155181’,‘pic_3d_cat06.jpg’,1,0))
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Thanks for sharing the material man. I really dig your work.
I appreciate your response and I think that I will spend some time learning Blender. I must find some tutorials.
I love your latest pictures. Very cool to see your creative style.
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Very cool materials and renders. I love it!
Hi all.
I retouching my old character model.
His name is “urashima”, he is the turtle rider who based on a japanese folklore. I’m not finished yet. I must continue refining with learning ZB3.5R2.
Latest model.
[](javascript:zb_insimg(‘160519’,‘ur_wip4.jpg’,1,0))
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Woah cool!!! Love the design there friend!
dustbin1_uk: thanks for your comment!
This week, I’ve updated the details, and painted colors. Is a just small update.
[](javascript:zb_insimg(‘161622’,‘ura_wip5.jpg’,1,0))
Hi! I like the sculpting on the legs and the wrist. Just one suggestion. I think the feet can be pushed back a bit to maintain the centre of gravity. So the legs can remain bent while the pose looks more balanced. Just my two cents.
I think the ancor on his wrist can have a more bold design.
It should be bigger, heavier and follow the leg design (like ti does,
but with larger volumes). It should also start to transform higher up
the forarm.
Right now it looks like the cool character that has a problem with his small hook thingy.
Nice work. Keep it up.
Cheers
Kostas
Double Post
Good job, man! The shapes in the arms need a little work, but very good. What is the polycount of the base mesh and what tools did you use to make the leg textures?
Thanks for all constructive opinions!
OK, I tried to change the design of hook and forearm. It still rough, need continue to work more, but I like this new hook design. Thanks!
[](javascript:zb_insimg(‘161861’,‘ura_wip8.jpg’,1,0))
MASTERSHOKHAN: Base mesh is about 2000000polys, SDiv=3. and I use Polypaint for paint the legs with standard and smooth brushes.
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I would continue that leg detailing to at least his arms or have it more pronounced on the face. Also the hook hand looks like a fishing hook instead of a menacing tool of death. Try elongating it or give it some asymmetry. Good luck.
DAnconia: Thanks for your suggestion.
here is a little update.
[](javascript:zb_insimg(‘162067’,‘ura_wip10.jpg’,1,0))
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一瞬見て、ガイバーかと思いました。
姫様はいますか?