This is amazing work.
I agree this can be top row once the textures are done.
spot on m8
This is amazing work.
I agree this can be top row once the textures are done.
spot on m8
Man, the pose is much better now! Very good!
Try to give some thickness to the fabric this time, I think it will get even better.
amazing sculpt. I cannot wait to see the final composition. Awesome job on the back muscles, this is just super super work. 5 stars
Thanks for showing the play-by-play on the bandages.
Very neat.
Its too bad your covering up your detail work. =(
with the bandages, you can see some of your detail coming through, but if you keep the cloak, a lof of your work will be hidden.
Maybe you can find an inbetween?
otherwise im liking it more =)
good’un Diego! I agree with Zanrok - you’ve covered too much up… show more flesh
[unless there’ll be lots of holes in the cloth…in which case I rest mine!]
Thank you again guys!!
Benevolence- I’m sorry for not answer your question last time! I didn’t use any book in this case… I just saw some sculptures from one of my favorites sculptors “Jordu Schell”… He’s great, he is the best one doing zumbies!
But I always study using Burne Hogarth’s books and watching Villpu’s anatomy classes.
Nolan_R- I didnt use the extract mesh in zbrush because I wanted to get perfet four sided polygons… So I extracted in xsi from my low resolution model as you can see in my last post.
Zanrok and Intervain- I’d like to show all of my modelling work in this piece, but to be honest I wanna make a new image and I don’t think that would be better show the body hehehe
UPDATES:
I worker the hood a little on zbrush and generated a displacement map to use in xsi.
After that I worked I little more alphas and generated a normal map to use as bump in my final render.
I also created a displacement map for the body.
Normal map:
Displacement map:
The first test of displacement… awful hehehehe
The ligthing setup:
Key Light:
Fill light:
Back Light 1:
Back Light 2:
Back Light 3:
All the ligths working togethar:
amazing work
Shweet!
Just awesome! You do the show proud. I long to see the final render!
Simply incredible work. Looking forward for the finished version.
Fatmiri
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