ZBrushCentral

robo3687's 2011 Sketchbook

Yeah Mr. White! :+1:Yeah Science!:smiley:

hi!
I’m a big fan of Breaking Bad
You really got him!!!
the skin needs some noise …
but everything in his general looking is a perfect portrait…
keep it up:+1:small_orange_diamond:+1:

shape is basicly ok, but i agree the material/colouring, hair and pores etc could need some work, otherwise, you nailed the box art quite splendidly :slight_smile:
walther white ftw!

not an overly big render this time, but I’ve completely redone the hair and I’m much happier with it…I’m rendering it as geometry now which actually turns out to be the quickest method for now. The material and density could probably do with some tweaking but I’m confident it’ll get there…

i also added some noise to the skin as suggested…

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This is great work. I would give you tips but i am still a noob and could not do this good. Keep it up man you have great talent.

The progress is great. Liking where your latest render is going.

-looks better but could be cause its smaller than the last render :P, cant really see the hair difference from that far away i think

-skin look alot more natural, less like a matte painting now, but a closer look could help better criticize here just aswell :stuck_out_tongue:

-the rim of the glasses looks odd, like golden metal but not really like metal

-eyes could need that strange reflection at the top of the iris and the reflection from the tear fluid at the bottom lid

-the beard is maybe a bit too well combed, should look wilder i think, not too much of course but a tad

-the chest part looks a bit flat, you could promote the muscles, clavicle etc a bit more id say

keep it up!

i’ll be doing a bigger render soon, just didn’t have enough time when i was doing it yesterday

yeah they’re still the rough stand-in glasses, modeling is only about 40% done on them and the material obviously isn’t final.

will do.

that’s one thing i noticed as well, so I’ll definitely work on it some more

thats because that part will be almost entirely covered by clothing so I didn’t see much point in fleshing it out fully…


thanks for the crits, they help to keep me from getting lazy…

i started working on the clothing this afternoon, still at a very early stage…but i did try doing a bit more postwork on the render as well to try and get an idea of what the final pic may look like

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EDIT: and whats up with our avatar’s changing to our most recently uploaded pics?..seems like a stupid idea to me…can it be turned off?

Yes Sir …He Looks Like He’s Breaking Bad Dude…:+1:

This is coming together really nice.
You have some stretching\ low res texture issues around the neck
and I would add some small shaving hair in the jaw- beard area.
I’m not sure what you are planing next so I wont go into to much things.
keep on doing!

For the avatr- I’ve just saw a few days ago a sticky theard about that, its a new feature that people could see your last uploaded photos and go
to your theard. I think its fine so people could see your work after its not on the low row or somthing like that.

The hair on your model is unreal!!!
I feel like you can see every strand of hair. It makes me mad, how good you are.
My renderings look like they have lego hair compared to yours.

Would you mind sharing a bit of the workflow involved?
It would be greatly appreciated!

Thanks for your time, and for sharing such an awesome piece!
Corey

good idea with the stubble…i’ll see what i can do…i’m hoping the stretching won’t be all that noticeable, i think it’s mostly in places that will be covered…

and yeah i think i just overreacted with the avatar thing…lol…it is actually a good idea…

it’s almost embarrassingly simple (to me, as someone who’s tried for years to get good hair), I initially tried it with the Hair Farm demo but it got tedious setting it up every time, so now its being done with the standard Hair & Fur in max. Here’s a rough idea of what I did:

  • imported a slightly lower res mesh from zbrush
  • split the mesh into separate parts for each piece of hair (eyebrows, mo, flavasava and goatee)
  • i have a map designating where the hair will go (white for hair, black for no-hair)
  • i put that map into the density slot in the Hair&Fur modifier for each hair mesh
  • then it’s a case of styling it all with the styling tools and the kink and frizz settings until it looks how you want it
  • i set the hair to render as geometry and applied a simple standard max material (with a bit of spec) to the hair meshes. This then means that the hair will take on that material when it renders.
  • then you just need to keep tweaking things until it looks how you want it…
  • however i wouldn’t recommend doing the geometry for longer hair as it can take a reeeaaallllyyyy long time to render…lol…but with this small amount of hair it’s quite quick

this is coming along great! really good likeness, such a hard thing to accomplish and so well done!

I love Breaking Bad, probably my favorite drama show, even more than the wire since its more stylized and engaging!

As far as new avatar system, yeah whats up with that! Regardless your new avatar is really cool and it’s how I found this thread btw and commented, so you see it is actually useful!

Keep it up! :+1: