ZBrushCentral

Sol Badguy Vs Eddie WIP

Love the poses you picked. Very anime.

Here is the Zbrushed Goo. Added some fluid effects smoke and some multi point particles for extra detail. just a temp background so you can see all the particles. Gonna do the floor next (cobble stone) and then add some extra goo detail like its sticking to the floor, something like venom from spiderman. Crits welcome. Thats the straight render and particles just comped in photoshop, no colour grading yet.

this is looking pretty cool, keep it up!

Changed the pose of Sol more more movement and added flame and smoke in photoshop. Now i gotta think of a decent background for this. :confused: Any suggestions would be appreciated.

Hey. This is looking really good. Are you rendering in zbrush or maya? I think the floor is really flat. Maybe you could add bits of rubble, sort of like impact areas? The horizon is also flat. Maybe add some mountains? i don’t know the characters are they your own? Maybe add something from the world they are from?

Good luck!

P.s…Also check the right shoulder on the blonde guy. It looks odd.

…image! :cool:

Great render and concept. I absolutely love the fire.

I would put some mountains in the back, some more details on the floor such as vegetation. not a lot, just some weeds sprouting here and there. Also in the background, a really dramatic lighting bolt would be interesting to see. Might add in some rain clouds that are the colours of the characters powers mixed together. As if the clouds are battling each other as well?

Agree about the shoulder, it does look a little off. Great renders!

dynamic :eek:

Thanks guys for the comments.

brettSinclair - I sorted out that shoulder. It was crap weights. Its rendered in maya mental ray and comped in photoshop. Characters are from guilty gear.

DAnconia - I am so gonna do that cloud idea. I’m working on the floor now. They gonna be on a damaged roof and I will put some silloutted city for the sky line.

Thanks again for the feedback, much appreciated.

Here is the complete comp. Put some motion blur and depth of field in photoshop. Any advice or crits welcome. Will post a zip full version when the final final is done.

I think the overall project is good but the characters and background are lacking detail, especially on the roof where the characters are fighting. it looks too blury.

Hi marcomaxbonaria!

Very nice picture, I love the “thing” from the ground especially!
A suggestion…
More dust and smoke would be nice around the “thing”, and it was better when the ground was the same color. Now there is too much contrast between the colors.
Maybe a little more rim light would be nice considering a big shiny moon behind them.

Very good!

M

SolMayaWip8DuskLow.jpg

Thanks guys for the comments. Check out this dust lighting. Might be better. You get to see more detail. I’ve added no DOF or motion blur. Maybe it works better.

Here is a higher res better version of the dusk pic in a zip.

Attachments

SolMayaWip8Dusk.zip (426 KB)

it’s strange but i think i’ve already seen that moon somewhere…maybe from some game…DOA?

how did you create the scene in the background

I prefer the second one with no DOF or motion blur and the environment around them is nicely detailed…did you hand painted the background?


Here is a redone night version for you guys. :D. The zip version much better quality. Thanks for all the feedback. Gonna start something new soon.

Pooop: google moon and you get 10000… moon pics. I chose one and comped it in LOL.

Pr0ject/ibrahim_gabr: The buildings are 3d, the clouds are painted and sky are painted. Really easy, just do highlights mid and dark parts roughly and then take smudge tool with scattered dots and blend them all in.

John Strieder: Shot dude :+1:

Attachments

SolvsEddieNight1600x.zip (408 KB)

lol :stuck_out_tongue: very nice work btw really love it :slight_smile: been playin GGX since dreamcast :smiley:

I’m fairly comfortable with zbrush for modeling and textureing, but if this was all rendered inside zbrush could you show some workflow? :+1: