Close up render of side of the head
thanks to everyone that has replied so far. I really appreciate it. Please keep the C&C coming!
[attach=38616]shaderalpha.jpg[/attach]
Close up render of side of the head
thanks to everyone that has replied so far. I really appreciate it. Please keep the C&C coming!
[attach=38616]shaderalpha.jpg[/attach]
Surely soon on the top raw
Pilou
This is very nice. Question: can you actually paint bump maps while seeing your color texture on the model?
Two ideas:
Use ZAppLink and add a new layer at about 70% opacity paint your bump map on that layer. Then copy and paste that layer to a new document of the same size and up the opacity to 100%. Delete the new layer from your texture.
Open your texture in PhotoShop and do the same.
Should work?
I know your proud of your zombie but wow do these images realy need to be this huge?
Hey Blaine, what do you mean by copying and pasting the new layer to a new document? do I do this in Photoshop?
Please explain more. I am still new to this stuff.
Thanks a million
-Takroony
noshadowmaster - I know your proud of your zombie but wow do these images really need to be this huge?
heh yes and no⦠I find it really hard to see all the detail that goes into the model when not viewed at a high rez. When made smaller it looses all the detail. I have had people both like and dislike the highrez shots. Mostly I find that artists monitors are around if not above 1600x1200 rez so for most people its not that big of a deal.
(and to be honest I am acutally not all that proud of him)
And I personally dislike it when artists post renders of their shots and itās so small you canāt see any of the detail and hard work that went into creating the image. (which happens a lot) But perhaps there is a better middle groundā¦
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real quick color and small model update.
[attach=38617]color.jpg[/attach]
[attach=38618]no_color.jpg[/attach]
Looks good This monitor is 1280 x 1024 and the image size is just right. At 1600 x 1200 its actualy a little small.
Great details!
Blaine91555 - Thanks
LynneMitchell - Thanks
second color pass
[attach=38619]new_color_large.jpg[/attach]
The texture looks great. My only thought would be a little more contrast to make the teeth rise out of the gums rather than looking like they are blending into the gums. If Iām making any sense?
Maybe a sharp nearly black line along the edge or a color not used anywhere else? The colors work realy well.
real quick lighting update
[attach=38620]newlighting2.jpg[/attach]
What can I say?
Youāve just put me off my roasted chicken! This is awesome work, and the texturing looks finger licking good! (to cannabals, that is ) - have you got KFCās secret recipe?
Seriously top row stuff, five stars from me!
P.S. can we have fries and a coke with it next time?
These last two renders look superb⦠ā¦it realy is :WOW Zombie !
jantim
Just keeps gettin better
jit_gohil - Hey thanks, I am still working on the fries and coke for ya!
jantim - That means a lot to me jantim, thank you
Blaine91555 - Thank you.
So yesterday was my birthday and I havenāt posted an update on this little bugger for a long time so to commemorate my birth lol, here is the latest, also here is my process, zsphere, low poly, model, color.
You can click on the bottom two pictures to view the high rez versions; it is a little hard to see the bump map otherwise. Comments and crits are always welcome.
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highrez02
[attach=38621]zombie_zpshere.jpg[/attach]
[attach=38622]zombie_low.jpg[/attach]
[attach=38623]zombie_grey.jpg[/attach]
[attach=38624]zombie_color.jpg[/attach]
Thatās a cool looking zombie youāve made there, even cooler is the fact that we share the same birthday.
you have an excellent fleshy skin material there keep going for the top.
Thanks for the update and workflow, better late than neverā¦happy birthday for yesterday too.
Keep it up, Iām in awe of the texture you have here.
Great details āāE--ā really nice sculpt.
For sure, Top Row 5 stars for me.
Emmanuel
Your skin texture is brilliant, amazing job.
How did you avoid seams when you rendered your modelā¦
I am really curious about this because you divided the model into polygroups, and I have not had as good as a result.
Did you use displacement maps?
Top row from me.