right, there are still disproportions and small shape adjust to do, could you post a non textured front and profile view to check whats strange?
you have never been so close from the final dude, hang on!
right, there are still disproportions and small shape adjust to do, could you post a non textured front and profile view to check whats strange?
you have never been so close from the final dude, hang on!
thanks, guys
Sebcesoir - your words drive me mad :lol: I know there is a problem with eye - region (too dep to the head) but I don’t think I can fix it…and I need refine tose eye-wrinkles etc…and make mouth-area more wrinkled too…
but here is also another textured version first (if you allow) - the colors still need some tuning I think :
some toon mood for a change just started to blockin’ out main forms now…
Cool purple dude. Or is it mauve … I can never tell the difference! Ok, lilac. Very nice modelling going on around the nose, in particular.
Going back up a couple of posts, you mentioned you didn’t think you’d be able to fix the eye sockets. Yes you can! Just take the model down to sub-div 2 or so, pull the offending mesh about a bit, then use the resolution slider to take him back up to the max resolution again. You can make pretty major structural changes this way in no time at all, and you won’t lose any of the surface detail. As long as you don’t save the newly tweaked model with the same name as the original, you won’t do any harm.
Example (sorry for posting a pic in your thread, but a picture’s worth a thousand wotsits). Took this guy down from SD7 to SD2, gave him a severe tugging, then slid back up to SD7 again. Notice the veins on his temple … they move a bit to account for the rearranged geometry, but they’re still there. Took two minutes. It’s one of the most powerful aspects of ZB.
[attach=11149]glum_subd.jpg[/attach]
Thank you, I’ll try but a bit later
Strannik, did you do anythin special for your last post with human skin? it looks great! masterful texturing, i wish you were here to help me out.
here is some explanations about that skin process
and here is Arti again…working on forms and planning skin details…
some more draw and PM plays nothing serious yet.
Stepan your monster looks so good mate. Is for the master and servant too?
no, my friend, it’s just for training
more forms…
wow! the shader and light settings on the last 2 renders of your beast is awesome… do you mind sharing some settings or some hints to achieve something like that ?
good job!
Impressive skin!!!
hi strannik-molodjec
one question only: in which resolution did you rendered it in ZB?
Thanks for your commens
I’ll post shader and light setting with my next update later today (or tomorrow). I rendering it in 1200*960
thx 4 quick answer, dude
(ok, if U are online, second question, sorry: did you change some aliasing or it is native ZB?)
it’s just ZB
don’t have much time to work with it…
and here is also material and light settings
small_orange_diamond
small_orange_diamond
Keep on posting, I am learnign a lot. This looks georgeous!
Thank you!
LemonNado