dude keep it up man if you ever made a costume of the red dude i would buy it man rock on
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dude keep it up man if you ever made a costume of the red dude i would buy it man rock on
thats good for a maya job, its really difficult to get a natural looking face out of normal modelling, thats what zbrush is for.
Pulling points and knifing areas is a pain, theres just too many points to pull with too little time, all it needs is a good going over with zbrush in all the robotic areas.
Good stuff, especially your first character -- I'm liking the renders.
The thumb looks a bit small on the hand and the little finger might be a bit long? Hands can look even more like "hands" if you slightly exaggerate the curvature of the fingers along the finger tips.
Difficult subject because we all have a set of them to look at all the time. :)
Nice work that grave digger character is a nice concept.
Here is a raw render of the worker. I changed the pose a little.
Hey Guys thanks for the comments! I took a break on the female to make a more complete render of the worker character. Ia lso did some painting, blending and bluring in painter an photoshop.
Here is where I ended...
Here is an update on my female anatomy study.
hey matt
the female is looking good. the arms and hands are especially strong. i think the overall gesture of the legs is off a little the lower legs, near the ankles looks a little too chunky. keep it up! and ill be throwing some videos on the media fire account in the next few days.
thanks matt,
I look forward to the files.
I am still working on anatomical stuff. Trying to shape up the body and make it look more natural.
nice update! her..erm...buttcrack looks a little too perfect. i think it needs a little more taper. id post and example of what i am talking about, but i dont think its forum appropriate:tu:
Here is a toad that i spent about 20 hours on. The base mesh is just under 1000 polys.(Does not include pedastal.) This is a hardware render from Maya with 4 spots and an ambient light. It was really fun to sculpt. I was aiming for a fantasy style toad.
I used Decimation Master to reduce the sculpt down to about 300k and baked Normal Maps in Maya. The color was all polypainted by hand in ZBrush. Ao baked in maya along with spec map. Glow map was made in photoshop. Oh, the bark texture is from the ZBrush texture library!:tu:
Rigid but nice, very good textures, and I mean VERY ;):tu:
Thanks for the feedback Cherub Rock. (Cool name too BTW) I am a huge Jimmy Chamberlin Fan!
Here are some updates of the female from previous posts. I am going for a natural looking female. The color is a mixture of hand painting and photos. I still need to work on the back and add additional details.
As always, I appreciate your perusal!
hey matt,
i really like the toad! very cool. something out of a fairy tale!
i see that you used an emissive map, how do you go about including that in your shader? will it only show up in hardware? ive heard the mental ray sucks for normal maps.