1. #31
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    Hi Dan nice work!!! congraatz on toprow!!! keep it up.
    Best regards mutte
    My ZBC sketchbook / Z4beta thread
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    freelance cg sculptor/creature designer

  2. #32
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    congrats for the top row.very well done.keep it up..

  3. #33
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    Congrats man! it really deserved it

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    Great model and love the details. Quick question can you extract the HD sculpted details into a map? Is that what you did?
    Thanks again
    Luke

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    This is Excellent display of Art.Congrats.

  6. #36
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    This is truly the work of a master.
    Congratulations for the top row, you really deserve it.

    Can you please provide us with a brief overview of how you connected
    the texture maps in maya mental Ray SSS shader.
    I usually have problems with using normal and bump maps in mental ray with SSS shader materials. can you just point out where the cavity, bump and normal maps should be connected.

    thanks for your help and keep inspiring us

    regards

    Cinoklu
    www.logomotionstudios.com

  7. #37
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    Congrats on TR, nicely done, the attention to detail and painting skills really make this piece shine!

  8. #38
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    Absolutely brilliant! You are extremely talented.

  9. #39
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    this is thorsome! congratulasians on top row. did u use decimation master? or consider using it?
    My Sketchbook
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  10. #40
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    Cool! Cheers Pixo for the top row and your support in my work.

    Phrost: Cheers fella. No decimation master on this one I used a disp map to get it to lvl 5, but I do use it usually for quick client renders or clays.

    AJ Jefferies: Too kind cheers for the word I'll see you on twitter.
    d100763: Thanks man.
    Cinoklu: Sure thing I will take a screen shot its probably easier than an essay
    RJ the eccentric: Thankyou glad you like him.
    CHERNABOG: Thanks dood.
    digitalmind: Cheers it means a lot
    mohamed raoof: Thanks man.
    5391151: Thanks.
    SuperHer0:Thankyou.
    Urchinator: Thanks man it was a fun sculpt glad you like it!!
    qoyun: Thanks.
    Goobatastic: Hi Luke, yeah you just bake out the stuff as you usually would drop to lvl1 and bake, it picks up the HD detail. I just used MME to do the lot all at the same time.

    Thanks again everyone for the support

    Dan
    -------------------------------------------------
    Sculpting, Character Design, Modeling
    -------------------------------------------------
    https://dancrossland.artstation.com/


  11. #41
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    Cinoklu: Ok man here you go I hope it make sense have fun.

    sss_stuff.jpg
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    Sculpting, Character Design, Modeling
    -------------------------------------------------
    https://dancrossland.artstation.com/


  12. #42
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    Thumbs up

    This is an amazing piece. Nice job using the HD geometry. You really captured an eerie mood and realism with this. I love those monochromatic pics.

    Thanks for the diagram, I'll have to study it and digest it for it to sink in.

  13. #43
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    Default nice low res cage

    Hi.
    Awesome piece. Your maps? I'm still learning. When you applied your maps was there a specific order? I have not tried to lay UV's yet.
    http://TrappedInFlesh.com I learn from available resources I can afford.

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    Thank you for posting the texture map diagram.
    http://TrappedInFlesh.com I learn from available resources I can afford.

  15. #45
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    LOL! I was just going to ask for this! Too funny! BTW, Very nice Work! I love seeing the process!
    I just got done watching the Hyper-realistic portrait rendering in Maya from Eat3D.com. The guy emphasizes quite a bit on scaling in order for the Displacement map to work correctly. He shows how to use an expression and prep the scene in Centimeters. Quick question, is this something you're pretty focused on yourself?


    Also, you show a few maps I've never worked with. I've never done a reflection map. How does that translate?

    Is it like this....?
    Black = 0% Reflective?
    Grey = 50% Reflective?
    White = 100% Reflective?

    Plus, what are you using the Cavity map for? Is this something you load in Zbrush just for Masking while painting textures?
    R y a n D a r l i n g
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