Wow! What a great idea and very well executed. I remember the cartoon well. I look forward to seeing the finished thing. Are you going to do the muscley version he transforms into too?
oh I’m loving the lit version
Diego, congratulations! This is one of the best “tutorials”…Go on, and show us more
Hey guys!!
Thank you so much!
Finally I finished the piece!!
Here’s the steps os texture process:
I’ve done base color using polypaint from zbrush:
After that, I applied some photos over the texture using photoshop:
Within photoshop I created all the maps. In this case the Back SS map was unnecessary beacuse there are no back lights working on the skin:
All The passes from xsi:
The Final Image!!! Hope you like it:
very evil!
wow , just wow …
very nice, this really turned out very nice.
also thanks for showing all the steps in the making of
This is looking great anatomically, and your modeling is very sound also small_orange_diamond
Two questions:
1.) Why the ‘Object Space’ normal map, rather than a tangent-based one? (I assume this is for stills purpose only!)
2.) Why build your polypainting on a mid-grey backgound color? No part of the body (SSS inherant or otherwise has a
grey-based constitution apparent in it - from the centre of the body outward to the surface…). Non-lit (local color) should be based on flat local color for best effect; your maps will do the rest )
Nonetheless, it’s very pleasing to see someone ready to share their workflow with others - nice work small_orange_diamond
small_orange_diamond
Chris
Nice job !
Now, we wait for updates of this post in 3D4All forum community, certainly all love this post. :lol:
Hey Diego. Amazing character, and very wel explained step by step. I think is great all the proccess (overall the AO render). Only one personal crit, I really don’t like the final image, you are loosing tons of the wonderfull details.
All the best, and great work.
Victor Marin
Diego ,
ilusiondigital has a shared opinion,
Blown away by your progress but from the heart ,the final shot in the mouth area looks off for me…I really hope your recieve my thoughts in the correct manner.Your work process I found extreemly helpfull as Im adjusting from pure postwork to map generation and compositing…But some final results give me the opinion that I could get the same if better but my old means(postwork),then I see a truely stunning render and that shows me the real way to go. I feel as though your final albeit very good could show more potential with some tweaks on the mouth.
As to what tweaks,thats for the professionals.My opinions are only say the mouth area seems blured or undetailed like the rest of the image,everything else couldnt be better!
Much respect to you,
cal
Amazing work Diego!!! 5 stars!!
fantastic, amazing.
congrats, nice work.
great sculpt and work flow… you’ve got a great looking character there.
the final image really is down compared to the quality of your model. You’ve got such great detail and it’s lost in the final pic wich is blury
I looked at all the great details that went into the process of the texture. I especially liked the nice touch of the bruising around his back and shoulders where unpumped blood would well up in his undead corpse. Much of this does get lost in the final image. Other than that it’s still an amazing image!
Hey Diago,
Love your work man, truelly inspiring!!!
I am an xsi user myself and at the moment I am struggling to get the really fine detail from zbrush to come through when i render in xsi.
Any chance you could let us know how you went about getting such high quality displacement maps?
Once again, love the work.
Amazing work Diego!!!
fer3d…
Beautiful work Diego! 5 *'s from me for sure.
I also appreciate the insight into your render passes, very informative.
thats just fantastic, i love seeing the stages of development, from a simple mesh to a fully furnished, all singing final peice. belisimo! 5stars!
this should be in the top row
amazing work, thx for sharing