Superb JOb on the Head, skin details are awesome
Awesome work!!
I’m working on a few African American characters at the moment, any tips or insight you could give me on how you went about texturing the skin would be greatly appreciated.
Great work!
Very good work! Congratulations
Awesome!! Very realistic.
Congratulations!
WOooooooOW!!! So perfectly and beautifully done your two face and seargent!!
wow amazing work! I didn’t have you on my radar, but now I’ll definitely keep an eye on you! I’ve seen the rest of your sketchbook and it’s definitely an inspiration
Quick silly question: the pants of the suit don’t have the burned parts sculpted. So is it all done by the material or that sculpt was just a wip? It’s just curiosity really…
Amazing!!!
looking awesome !!
Hi Jesse, could make a tutorial of how you managed to the result in the polygonal hair. Thank you and congratulations on your good work.
Great work Jesse, keep it up!
nice work ***65306;D
Cool, my first plug on ZBC ever. Only took me 10 years!
Thanks to everyone for the kind words and comments.
ZedHead: I don’t do anything out of the ordinary for the darker skinned characters other than put a touch of blue in the spec. The rest is just paying attention to the color of the diffuse.
Cuvey: I didn’t have time to do custom burns all over the clothes so I just stamped the displacement and color around in Photoshop later on. Turned out to save me some time.
Prokhor: The polygonal hair was just temporary geometry from the client’s game model. We used Ornatrix hair and James Marcus did all the hair work actually.
Noted.
Thanks for the reply
Fantastic !
Wow !!! Congratulations
did u use multiple texture tiles?
Is this the process that u follow?
correct me if i am wrong:
-base mesh in max (UV?)
-zbrush for details
-export decimated mesh for texturing in mari
-import level1 mesh from zbrush to max for rendering
thank you!!
Man, you’re really cool! ))
hi there am a newbie here and in zbrush and am really enjoying the software, could you please explain to me how u managed to do the hair for your character it looks awsome i would really really appreciate
thanks in advance
jimmybones28: Yep, I used multiple uv tiles. It’s pretty much a standard in the characters we make here. The process you outlined is close. I don’t decimate models to bring into Mari, I just use the 2-3 subdivision level from Zbrush. And yes, the base mesh in Z is my base in Max so the displacement will work correctly.
NYOIKE: I haven’t actually used ZBrush hair yet. Only using Ornatrix really since that’s what we use at Blur. Sorry!
thanks for the kind words guys/gals!
I didn’t think I’d ever do this again after CGNuggets was retired but with the ease of Gumroad, I’ve begun another ZBrush workshop! Since most of the time I make reptilian creations in my personal sculpting, I thought I’d do something fun, like How to Make Your DRAGON!
Here’s a preview video:
Part 1: Foundation (Real time, LIVE capture)
https://gumroad.com/l/OmMMt
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Before we get our hands “dirty”, first we need to get our brains wrapped around the foundational elements of building a dragon: Basic skeletal and proportional design.
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Using existing animals as reference as well as how they apply to Dragon design.
Part 2: Base Mesh Build (Real time, LIVE capture)
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How I evaluate whether or not to use Dynamesh/ZSpheres/Poly-modeling when I begin a creature.
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Discussions about topology and being production-friendly.
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Planning ahead for your future sculpt.
Come on! Join in and have some fun - it’s just getting started and I’ll keep posting the next release as we go!