Wonder Woman
This is one of my first posts on the ZBrushCentral forums, and I have to say that it’s a bit intimidating with all the awesome work that is posted here by so many talented artists, but if you want to improve, you’ve got to put it out there, right? So here goes:
This is my first attempt at a fully functional animatable character. Base mesh created in Maya, high res details sculpted in ZBrush, textured in Photoshop and put back together in Maya. Rendered with Maya Software.
The whole character, including costume, is only 14,000 polys. I’m using 4 2k texture maps for all textures. My intent is to create a character within acceptable polygon count limits (14,000 might be pushing it, though). The skin shader is the DT3Dskin created by Miguel - a great shader, although I would like to be able to control the strength of my normal maps a bit more (the shader tends to dull them out), but I’m not sure how to do that. Any suggestions on that would be appreciated.
This is very much a work in progress, and I would really appreciate any comments/constructive criticisms. I plan on working on the hair a bit more (and getting working with the lighting a bit more. Maya hair system’s tend to have too much global illumination for my taste, and I’m still working on getting working with my lighting setup). I also plan on working on the bustier more to add more bump details as well as tone down the center of the bustier where it bumps out a bit much (also, the belt). Currently, I’m only using Normal and Color maps but will also use Spec and Reflective Color maps in future iterations.
Please let me know what you think!
Thanks,
Mike