I have noticed the same problem before with MatCaps and then while I was watching the Scott Patton videos I saw where he uses MatCaps that overemphasise strokes so that when the MatCap is no longer being used it leaves a more subtle approach - I have been experimenting with that - great stuff though:).
Hosch- Thanks bro
here’s Draenei(WOW) WIP
I love this character.They look strong and holy.
I’m on sketching step,sketching his armors in Zbrush and then I will export the model to retopo in maya.wanna try If it’s easier to make clean armors in traditional 3d program.
Greaat sketchbook i like all the creatures!! small_orange_diamond
hello
this is wip of the dreanei. I try to make it look realistic.
the head part is about 4800 poly with
2k diffuse,spec and normal
all cc are welcome
Attachments
Cool concept on the head.
the material for the eyes, is that a custom material? or texture? its very cool.
I’m incredibly jealous of your talent Good work man, keep going!
Hi bro Amazing work !!! great job!!! I like your work!!!keep it.!!
small_orange_diamond
small_orange_diamond
small_orange_diamond
small_orange_diamond
Efstratios - Thanks you . It’s Draenei .Character from WOW
Gridlost - The eyes shader is normal blin with glowing fx + HDR reflection
Philly13 - Thanks you
kanegt - thanks you bro!
here’s an update!
for the head part . I add more fresh and tone into the texture.
also add teeth and blur up some part of his skin.
Now i’m working on his armor . not texturing yet just throw a shadder to guide.
all cc are welcomes
thanks you for visiting
Attachments
Quick update before bring the model back into Zbrush
I did a quick sketch to find a right poportion in zbrush.
then repotology and brought them to maya for modeling hard surface . and then i’m gonna bring it back to zbrush for detailing
I have some question.
How many polygons that normally use for Cinematic game trailer?
What do map they use for cinematic model? Normal or Displace?
I’m trying to make him a cinematoc model. THanks you for ans bro!!
for a main char like this one, you can count around 20k polygon.
The problem between cinematic or game model are not so different at all.
Because for animation you must have a model without to much polygons.
20k seemed to be good.
And for map, depend too ^^ for big company like blizzard or little one ^^
But for best result use both texture NM an DISP.
But in animation prefer NM, if there action plan. For a focus plan, sometimes use DISP too.
You certainly know, animation is a lot of fake. Depend of your plan. You can have model for a focus face plan. Or a model for the entire body.
Hi sasin …Very cool! Nice sculpt and design!
That hard surface I love :eek:
Is that some kind of chainmail I see also?
hello
I have trying to make a realistic texture. but i have found a lot of issues.
I have notice that my texture are too rough . it’s like throwing texture maps to it ,due to too much dirts and random scratches.
I work on it for a while and I really dun see any solution of my prob. so much things to fix in my head. pls help me
How to acheive a realistic one! thanks you bro
- for this pic the big one’s texture is done. but i think it’s not look like a metal material or I made it wrong . the small one is throwing Copper mat with little bump. what do u think? really need help. very confusing after sit in front of it all day haha.
or it doesnt look real cos the model shape ???
Awesome bro!!!great progress!!!
very cool!
Yeah maybe you have too much scratch on the metal armor, but the coper seem to be good.
The pb with scratch, is to uniform and over entire surface. mix it and making less. But you vision are good for me, i like it.
Keep motivate :)
after The paladin is done.
I move on to next sculpt!
Here’s Liam Neeson WIP
no eyebrows, hair and cigar yet
the texture is done by polypaint.
All cc are welcomes!
It’s really coming along, awesome job!
How did you do the eyes? They’re looking really good.
Cheers!
Looking good. good face capture. yes needs eyebrows. Poor Liam… someone should talk him out of his Chenade O’connor phase… :lol: little Rogaine should help that issue.