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06-27-2011, 12:57 PM
Some new stuff:
![]() ![]() ![]() ![]() This knee pad was very tough to make, it's the low poly done in 3ds max. Now i have to sculpt it a little, but that's not easy to keep the symmetry in Zbrush, that's why it is centered in the scene. All your comments, Advices are very welcome.
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07-05-2011, 05:09 PM
Hi Maccam thanks for your comment.
![]() Yeah the chest is too huge but it's an unproportional human, like some manga character, it's a japanese style ![]() But i added some belt around the breast, you can see the pic and tell me if it's better now. ![]() Well, Louqiao would have been much easier to do for me because i'm a newbie in 3D, i'm a 2d artist so the texturing is the fun part for me. But i'm crazy, i like to suffer so i chose one of my character design who has a lot accessory.....! ![]() Anyway please see below the new pic, i will be glad to have your opinion. ![]() ![]() I have added some belt, redifined the belt around the breast, added the knee pad...etc ![]() A pervert accessory is hide in this picture!!! You can go to my first post and see the concept art to know what kind of accessory it is actually. ![]() The skull head of the hat and the belt. SD= Super Deformed ![]() The next coming soon ![]()
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07-08-2011, 09:28 PM
Hi Maccam
Thank you very much. ![]() I use mainly Zbrush but i use 3Ds Max too for some object. here's the weapon that you want to see, however no blue blaze yet. But it's coming soon, i hope! ![]() Yeah, i was amazed when i saw the bottom of the weapon (after the symmetry), it looks like a fish in Super Mario Bros. ![]() (i play video games too much) ^^' Well my character is a Pirate so, they go together well ![]() ![]() The polypainting in Zbrush is not the final texture. I will try to export the polypainting and to improve it in Photoshop. Just in case, do you know some tutorial on that process? ![]()
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07-10-2011, 08:35 PM
This weapon is insane! love it
![]() About polypaint, I was reading an edition of 3D World magazine (I think it was 143 US edition) and Ioannis Karathomas described a little about his composition process, used on NZ-666 Kshatriya... mostly learned with those Gnomon workshops.. and there is some very useful tips given by Scott Spencer in the same issue. Don't forget to use the Multi Map Exporter plugin. Less troublesome than the usual process of saving each map (occlusion, bump, normal, etc). Keep going man. Really enjoying your work. |
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07-11-2011, 01:42 PM
Thank you
These artist are awesome and Wow a tutorial on a NZ-666 Kshatriya, that's really cool. But for now, i prefer free tutorial and there is some on the 3d world magazine's website, so it's better than nothing. Maybe i will find some good tips on the web, i already find video like this http://vimeo.com/8370001. Anyway i was not aware about the Multi Map Exporter plugin, thanks to you i can spend more time on the rest of the character. That's a great help for me ![]()
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07-14-2011, 01:30 PM
Hi Maccam (and the other people who read this thread, i know that you are there
)I have seen some tuts on the Multi Map Exporter plugin like this one http://www.youtube.com/watch?v=CHAfcIihcDU (pretty nice, doesn't it) I forgot to mention that i want to do a kind of game character. So my question is, before the MME do i have to retopologize the character (for a better low polymesh) and then use this tool or it's not important now. Thanks ![]() By the way, that's to bad that your gallery is empty, i would like to see some of your work one day. ![]() Edit: oh i missed the pic that you have just added!
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07-17-2011, 08:38 AM
Thanks, but don't worry for the tutorial, i already found some.
I did some retopo after a complete decimation ( with the decimation master plugin) to export the object in 3Dsmax. The dec take me a whole day, very painful. Then i tried to retopologize the character in 3Dsmax but it was very buggy and painful too. I prefered to do it in Zbrush, even if there are fewer tools. I try to keep the count of polygon (or triangles) under 15000. I think it's a reasonable count for a main character in a game. Some pic coming soon. Quote:
![]()
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07-25-2011, 06:54 PM
The only thing that's really bugging me about her is the distance from her chin to her neck. It kind of looks like she's always squishing her head downward, which gives the bottom half of her face a very flat feel. But that may be the style you're going for.
Other than that it's a very nice model, keep up the good work. |
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08-10-2011, 07:20 PM
Hi maccam, RHoiland and everyone who read my thread.
@RHoiland: yeah i see what do you mean, i tried to correct it a little on the lowpoly, i think it's almost cheating to do it just on the Lowpoly ![]() Anyway thanks for your opinion i really appreciate and sorry for the late reply. Here's the Lowpoly character: ![]() I used the xoliul shader 1.6 for the Viewport render in realtime. I will upload the Edges Faces shot later, i don't have the time now. The CompShot ![]() Tell me what do you think of her, i really want to know. And Stay tuned, more shot coming soon Thanks
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08-26-2011, 05:51 PM
Final shot:
![]() ![]() ![]() ![]() Thank you for Watching. ^^
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08-31-2011, 06:37 AM
Sexy stuff you got there.
![]() nice work Shiro! by the way, take a look at this thread in zbrush central and search for more threads started by this guy... nice tips about rendering in Zbrush. |
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