my man Minkin! Can we see some wireframes too? I was also wondering what would be your process for bringing a model from such a high resolution of detail, to a normal mapped game ready model? Are you still able to capture that same amount of detail?
Just got a new computer. Upgraded from a P4 to a I7 and 2gb of ram to 12gb dd3 tri. With all the new functionality I deiced to do a render with mental ray. I redid the boots and worked on the proportions.
fantastic!
Congrats on the new comp too btw.
That’s an awesome junk shield he’s wearing. I have one almost just like it.
Neat sculpt. Very sinewy.
Hell yeah man! Keep up the awesome work. Very nice render too.
Epic - HIRE THIS MAN!
Very nice render! Very Epic like.
wow, don’t know how I missed this one… fantastic work! care to share any of your workflow for the hard surface details? did you build them out in a poly modeler and then bring them in for detailing, or sculpt the whole thing using flatten/pinch, etc?
wow , cool model and very nice render , detail. cool!!! <SCRIPT type=text/javascript> vbmenu_register(“postmenu_573485”, true); </SCRIPT>
Stephenrminkin , how many polys when you render in the 3d software?
do you render this model with displacement?
Rocking cool character there Stephenrminkin…So i7 is one nice processor?
Dude that’s looking Badass, but on the fleshy parts it looks as though there are holes punched in along the collarbone and around the neck and abs, maybe those areas need some refinement. The hard-edge stuff is phenomenal.
ZedHead- All the hard surface object were created in 3ds Max then detailed in zbrush.
Ecir- Thanx
Fabianloing- Thanx
Webhead-Thanx
Mind Symion-Thanx
EvilSmiley-A fantastic book! I got the Character Modeling 2 book when it first came out. My whole production pipeline is based on Kevin Lannings workflow.
FabioPaiva-Thanx
BillyT-Thanx
LeoAMD-Thanx
Zres-Thanx
Tomala-Thanx, I’ll see If I can get a snap shot of the low range mesh.
Mrroboto-Thanx
Dman3d-Thanx
Gelfing status-Thank you
Food-Thank you
Ethcer-Thank you, he is defiantly going to get his coat of paint.
Art-Machine- Thank you
Darukin-Thank you
BlueThousand- Thank you, Ill post them soon.
Danos 3D-Thank you
Threetails-Thank you
Nickz-Thank you
VinceRizzi-Thank you, Ill be posting the low range soon.
Sephirothsam-Thank you
Nervienk-Thank you, I have done a update and have tried to address his somewhat happy looking face.
Tezzy-Thank you
Ryu moto-Thanks you
Abe_Tamazir- Thank you, I am currently addressing all the anatomical problems you have mentioned.
Hulken-Thank you, hes going to be textures soon.
Chaindian- Thank you
MaxAlbert-Thank you
Roger-Thank you
Kansuke-Thank you
Scottleroc-Thank you
BillyT- Thank you, I am currently developing custom armor.
Cherub_rock- lol, why do all character have to have mean faces. Thank you
Menty- Thank you, Ill post some wires soon. The way a I get normal map’s is to optimize the Zbrush mesh and import into Max. I then create the low-rage game asset, define its UV’s then use the projection modifier and render to textures tools to bake out normal, diffuse and AO.
Evilsmiley-Thank you, the new computer has been a life saver.
Dustinbrown-lol, Thank you
RockinAkin, Thank you sooooo much.
Nickz- Thank you
Eldee.s- Thank you. My workflow for hard surface will almost always starts in 3dsmax. In max I will define the overall shape of the object then use inset and chamfer to make the form more solid when sub-divided. Then export out the low end and import into Zbrush for details.
BarbarossaX- Thank you, The locust is around 10 or so mill faces after optimization. I didn’t use displacement maps, just the raw optimized geo from zbrush.
SolidSnakexxx-Thank you, The I7 is a great processor for the money and it over clocks well.
Jaystein777-Thank you I’ll give the torso just one more detail pass
Amazing man, great looking…
You should apply at Epic, I’m sure they would be interested in your profile
woah !
amazing one ! a future toprow ?
I am in awe, simply amazing detail. Its top row stuff in my opinion. I must subscribe to such great work!
I am at a loss for ways to compliment you . uhhhh stunning? yeah stunning is good. keep it up!
It looks a lot better with the GI and Final gather, the details really pop in the new render although the white background should be changed to something else.
Mine too After reading that book. And yeah, I agree with most everyone here this is definatly top row material.
Dong Won Yang-Thank you
EvilSmiley-Thank you
Danos3D- Thank you, I will look into a better background color choice.
Aberrant- Thank you
gpepper- Thank you
Sebcesoir- Thank you, To work for Epic games is the dream.
hey everyone. Just recently made a game mesh from my high res gears model for my game development section for my demo reel. I just did the first texture pass and want to get some feed back before I do the next revision. Tare it apart!
highest LOD- just over 10,000 faces, 2048 normal, defuse, spec,
[attach=152077]1cut.JPG[/attach]
[attach=152078]2cut.JPG[/attach]
[attach=152085]frontcut2.JPG[/attach]
[attach=152087]backcut2.JPG[/attach]
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That is an amazing sculpting job! I don’t think the colors are very interesting yet.
your butterflying (symmetry map) is screaming!