holy F!
great work here!
awesome work dude!!
Awesome work dude, really amazing.
Thanks a lot guys!
@killfrog58: It depends on a few things. It would be fair to say hero characters are generally around 30-35 days including modeling, sculpting, texturing, shading, hair, facial expressions etc.
@UnrealFCY: Vray.
@Brankoman: Max and Zbrush
@Muddpitt: There is nothing fancy with my Vray settings really. I do not know what do you specifically want to see. Most of the glossiness, reflection, diffuse parameters are driven by my texture maps. Rest is just regular scattering, IOR etc settings.
Stunning work and thanks for sharing. Wow, just wow!
Bad Ass! Really deserved the top row !
Congratulations! I specilly like the fat gansgta´ character
beautiful work how did you do Elizabeth’s hair? the fully textured renders look like a hair system was used, and the clay render looks like you used opacity maps. it looks perfect !!
Whoa…love this, so inspiring! The detail on teh purple guy’s toe is especially awesome and the Thor guy makes me want to see the 2nd one.
Hello
Fantastic work! would love to see your wires, UV maps.
Did you use UDIMS for the gremlin character “the elder scrolls online”?
fantastic! What are these rendered in?
Arhhh! Very cool monster!
Thanks guys,
@shags: We currently use Ornatrix as a hair solution in Blur.
@japetus: You should watch it, it is fun movie!
@LittleClaude: Yes there quite a lot of UDIMS on all of my characters. For Scamps in ESO, the body is one single mesh with 7-8 UDIMS. Textures are done in MARI which handles UDIMS very well. You can check my website for the wires, I have posted pretty much all my characters wires there. For UVs, I just specify the seams in Headus ( I know its very old but I still like it a lot) then I go to UVMaster and make sure “use existing seams” is on then hit unwrap. For the final UV setup I go back to MAX and place the seperate UV islands on seperate UDIMS.
@zenonithus: All of my work is rendered in Vray.
How inspiring…
Thanks for sharing, it is certainly the quality of work that most seek and few are able to reach…
Cheers!
Simply inspiring.
Amazing work Arda!!! Love everything about these characters man! Massive respect dude!
These are amazing high-quality models! Especially texture and shading stuff, me very likes! BTW you use displacements maps in vray as i can see, could u explain how to render displacements with multi-tiled uvs? There are some problems in 2d mode of vray displacement modifier using multi-tiled disp.textures. thanks in advance! Your work is very inspiring for me!
fantastic stuff! I like the creatures that make u wanna throw up like the cyst guy. I could not work on this :lol:
Thanks a lot guys!
@Saik: Unfortunately you can not use 2D displacement with UDIMS. You have to have a single UV tile to be able to use 2D displacement. My UV setup involves a lot of UDIMS, but for the faces most of the time I setup a single UV tile just to be able to use 2D displacement. When you have a multi tiled UV setup, all you have to do is to use composites in Max with tiling turned off and U-V spaces inputted correctly like u0v0, u1v0 etc… Then you switch to subdivision or 3D displacement and turn use object mtl in your modifier on. Your min value should also be set to -1 while max is set to 1.
Good lord. Super inspiring, hope I can create something even remotely close in quality in the next few years.