1. #106
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    I love it!
    Congrats!

    Best regards,
    Fábio Paiva
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  3. #108
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    Thumbs up

    Great work. Congratulation for the top row.
    I was just wondering jugging by your name......are you Hungarian?

  4. #109
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    I am definitely digging the leather...i am finally getting into painting leather...I am guessing you used grunge brushes to get the look of the leather ... i love this model

  5. #110
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    great work...

    just a small question , on the dials on his chest is that another piece of geo to get the "glass" look on top of the dial texture?
    http://shadowship.blogspot.com/

    a whoosh and twinkle is better than a sizzle and splat

  6. #111
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    Default Great work!

    Really love this character. Amazing!

  7. #112
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    great work! I really like the sculpt and textures. I enjoy the rest of your thread too.

  8. #113
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    amazing work...congratulatios!

    just wondering why the retopology between the final Zbrush Sculpt and the renderable model_ as far as i can tell u just included some of the cloth folds on the mesh...did you do this just for optim purposes or rigging maybe...i ask this because most of the time i just decimate my models for rendering and retopo only if the shape gets too sterctched or it is for rigging

    bravo again

  9. #114
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    hi guys, sorry for the late reply.

    Thank you all for the support and great replies !

    @TiMrozek, i've imagined for the big hand something like a fire or electricity spitting hand and the boiler on the back is something that feeds the hand like a manna recipient
    @HipoPapi, i'm not Hungarian,i'm Romanian, but yeah my name is Hungarian, as my father was half Hungarian
    @tyrellcorp, yeah I've used some cylindrical covers with a glass material for those to have good reflections.
    @ gasoil, yes on the retopo models i've included some of the folds from the high model, as they keep the shape better than just the lower sub plus normal, and for having cleaner topology(for rigging and less poly count and all that:d )

    Thanks again !

    Here is a small breakdown of the work flow for modelling and texturing of the big hand.:
    Workflow_modeling.jpg
    if you wonder why the standard brush is called AndreiStandard , it is because i did a bit of customization, as i've decreased the focal shift to-24 and added a bit of gravity like 32 or soand save it as a preset.
    Workflow_textures.jpg

    Cheers!

  10. #115
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    this is so mind blowing !! Your texture work is soo good.

  11. #116
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    apparantly, it's exactly what i do as workflow some time ago, excepted some part that i didn't know about brush stuff.

  12. #117
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    friend how I can retopology my models? cose I cant texture clear mode when I get back my obj models to 3ds max thank

  13. #118
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    love the wear and tear textures on this dude.

  14. #119
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    seems strange to retopo. the gain in detail would have negligible wouldnt it? just sculpt and then displacement ; no?
    http://shadowship.blogspot.com/

    a whoosh and twinkle is better than a sizzle and splat

  15. #120

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    wow! amazing jobs here! love all the characters

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