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#1 |
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Join Date: Apr 2010
Location: Chicago, Illinois
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Ebitz-Circus-Miss Nightmare
Been looking around for an interesting contest and this is it. I thought I would approach this from a goth cirque du soleil perspective. I find the costumes and make-up visually wonderful. Havn't really modeled a woman before so this would be a nice challenge in that regard as well.
Spent some time in Zbrush to get my anatomy and proportions pretty close. Not perfect I'm sure. I exported a character strip from zbrush and now concepting in Photoshop. Looking forward to the rest of everyones work. Good luck. |
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#2 |
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#3 |
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Miss Nightmare WIP
Just an update in my program of choice right now, Blender. Boots and Umbrella created here. Hair done in Zbrush. Onto her wings.
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#4 |
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Miss Nightmare WIP
Just added some folds and wrinkles into her boots, created her wings, made some adjustments to the proportions of her face for a more natural and intense look. Image from Zbrush.
BTW: Thanks for the comment koldo. |
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#5 |
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im digging the idea!
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#6 |
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Miss Nightmare WIP
Well I got most of her retopologized and ready to reimport back into zbrush for some final detailing and uvs. Topology may change here and there, I see some areas for improvement, but will change definitely for the final game model such as reducing the polycount in the head and hair mostly. Anyway topolgy done in Blender using it's standard snapping toolset and Bsurfaces.
Thanks for the comment Raul stay tuned. |
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#7 |
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(Oo)
Join Date: Dec 2008
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Need a woman face, face is still too "man".
__________________
Nexus (2D thread) My Blog Member initiate of the very secret splotcher congregation... If you really like what you do, you can make marvellous things, if you don't: use your eraser and take a breath! |
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#8 |
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Join Date: Apr 2010
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Miss_Nightmare_Texture
Using blenders texturing tools to paint her. Still some tweaks here and there, but this is the direction.
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#9 |
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Miss_Nightmare_LowPoly
Final low poly and changed the color direction to more of a night time color pallette. Color, Normal, and AO applied. Working on Spec now. Still using Blenders texture painting features. It still needs quite a bit of development. Wish they would concentrate on enhancing the features they already have before developing new ones. Anyway...
Last edited by ebitz; 22-07-2012 at 02:26 PM.. |
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#10 |
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Miss_Nightmare_Final
Ok, used a great add-on in Blender called Rigify. Automatically sets the armature to the scene. Creates great looking weights right from the gate. Painted the spec map and applied it as well. Pretty much finished, don't think much is going to change from now on. Gotta touch up seams and tidy some things up. Thats about it.
Last edited by ebitz; 23-07-2012 at 03:25 AM.. |
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