1. #1
    New Member Follow User Gallery
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    Default Survivor

    Here is my last character that I did for my portfolio
    the face is still in progress!


  2. #2
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    Default

    Awesome! Really nice details
    3D Character Artist @ Primal Game Studio | Portfolio

  3. #3
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    Default

    very nice man

  4. #4
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    Default

    very nice sculpt

  5. #5

    Default

    pro work

  6. #6
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    Default

    Thanks guys

  7. #7
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    Default Making-Of

    Hi guys,I decided to make the quick tutorial or maybe I can call it Making-Of
    So I'm gonna explain the Texturing processes in Zbrush and I hope that be useful for you guys


    1. at the beginning for making the clothes I prefer to use Marvelous designer
    so I made the base model of clothes in MD and when I finished the model
    I converted the whole model to quad which is really useful, you can find it
    in 3D Geometry menu and then quadrangulate


    here is the pattern that I made for this character



    2. I imported the model to 3ds max and I added the shell modifier to the parts of the model that I wanted, ( if you're using maya, then you can use extrude instead of shell )
    also I deleted the back polygons and just keep the little extra poly like the image
    cause I would like to keep the model with less poly



    3.I did the very quick unwrap to the whole model, then I packed some part that I wanted to be together.
    because I wanted to make the leather texture in Zbrush I exported the 8K image from 3ds max,
    so after texturing process I had very clean high resolution map that I could Import it as alpha map in Zbrush



    4. Here is the example of alpha map that I created ( some part made in Mari, some part in Photoshop )




    5. In Zbrush I imported the texture that I made as alpha and used the mask by alpha,
    then I made the new layer to control the amount of inflate effect,
    so at that moment I just needed to use inflate effect



    6. The most of parts made with this method,
    for the part of sleeve that made by knitted I used the surface and noise inside the Zbrush
    and I imported the Tileable texture inside the noise maker window


  8. #8
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    Default





    7.
    The pants also made with surface and noise





    8. For the wrist armor I made the 4K alpha texture map and I imported to Zbrush and Used the same method ( Mask by alpha and then inflate it )


  9. #9
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    Great work Reza

  10. #10
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    Default

    beautifull work

  11. #11
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    Default

    Thanks Elie , Thanks Huber

  12. #12
    New Member Follow User Gallery
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    Default Real-time Character , Survivor

    Finally found some time to finish this one








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