well still have alot of work,working on detailings any suggestion or tip would be lovely…
i wana know what is the best way to detail a model is it projection master or through stencils??? any answers guys ???
well still have alot of work,working on detailings any suggestion or tip would be lovely…
i wana know what is the best way to detail a model is it projection master or through stencils??? any answers guys ???
it really is just a matter of your personal preferences. everything has it’s strengths and weaknesses
only crit atm is the alpha work on the jacket is a bit too strong… i get the bumpy vibe its going for but the detail is overpowering the volume of the jacket. if you were to look at it with the idea of seeing it worn on you, the bumps would extend maybe 1/2-2/3" and the connecting material would be <1/8"… it would look kinda funky and not sure its really what you’re going for with it.
also on the side views you can tell where you just displaced areas and instead of the bumps coming out uniform around the mesh you get some areas where things just look “pulled” .
my suggestion if you want to attempt a smooth effect like you’re going for here, work on getting your topology set up in a way that your lowest division is established and create alphas where one poly would hold one raised detail bump and be surrounded evenly on all sides by smaller leather bumps. you can achieve this with mixing some of the alphas you probably already have with zbrush… you need solid white circular structure in middle and very faint gray reptile or leather bumps surrounding… load this file as both a texture and alpha… set your uv’s to uvtile at your lowest division level (the one that matches one square to one dot). load the alpha as a texture and displacement map… and start tweaking away.
if you make it nice and tileable which shouldn’t be difficult if you follow some of the tutorials you can find on the forums for making tileable alphas… you will quickly see how good or bad your uv’s are and if they’re good you’ll get the same detail you are attempting to achieve here, but with all bumps displaced evenly away from their normal the way they should be… and then you can export the texture file and you can work on it in photoshop or direct with polypaint… but you wont need to worry about carving details in (the alpha will take care of it, or when the displacement map works the way you like, halve the displacement strength and apply it to a higher division mesh.) and you can keep the polycount relatively low if you decide to keep it with texture and displacement instead of doing the detail direct on the model.
your accesories are nicely constructed so i imagine your not bad with your topo… uvtile comes in deeply handy when you are and you understand how it works with alphas and textures… if you establish good polygroups or break it into further subtools you can control it area by area
either way… looking good so far cept for that jacket but keep it up either way
dapharmer thanku so much for you tip i wiil keep that in my mind thanks and what u said i am working on it
Yea I agree. The texture on both the jacket and shorts is way intense. If this was ever a game mesh that would be nothing but noise. I would recommend (if you haven’t done so already) to make texture like that on a layer so you can fiddle with the intensity super easy.
Something else you may want to look at is the edges of your fabric. All of them end very sharply. Most fabrics have some sort of hem or lining.
Nyx702 thanx for the tip dude can u send me a tutorial…whenever i use alpha from front back or even from right to left whenever i apply this i get irregular bumps every time… tried masking, tried the wraping of stencil but no result camed out…
the tip u gave me to use a layer i didnt tried hope that would work … but plz can u help me by giving a tutorial on how to get regular bump by using alphas or anyone on zbc who can help me i will appretiate that…
the way he is suggesting i believe is the same way i mentioned… use a texture file as a texture map and/or displacement map, instead of trying to carve the detail directly into the mesh.
for small enough fabric details, as long as you have your topo arranged well and you break the tool into good parts to leave room for clothing edges and such, you can apply the texture and displacement evenly over the entire section of the mesh.
As for the tutorials really your best bet is to search. There are going to be a great deal many of good ones that just take a little digging to find.
dapharmer thnx yeah i am working on that but it takes a little bit of time wondering if their could be another way to do that fast but again thanx…
while working on the new model i woul like to post my little bit older work of mine hope u like it…
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heres a little bit modification in the model …
lil bit tired i will finish this one soon but now i am also working on my new model shortly gona upload that one too… learned alot of new stuff thnx to dapharmer and Nyx702 didnt know that before that uv tiles also helps in wrapping the alphas by masking really cool thanx guys…
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heres is another new model hope u guys like learned alot of new thing from this one next i will gona post more detailed model then this one
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Nice pose!
I’d say the folds are a bit too sharp They should be more round.
But might be a stylistic decision on your side
Trebor777 thanx for your comment yeah you are right i wanted to make alittle bit different and stylish thats why i made it a little bit sharper otherwise it was looking like that something is missing thats why i tried to make the fold sharper next time u will gona see more complex model i am working on it…
well here is my new model SUPERMAN… while i was watching superman cartoon it really inspired me alot to make a cartoonish verison of it in z brush changed a little bit of things here hope u like it…
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Very original, Great job!
thankyou so much glad you like it …