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#61 |
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Registered User
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Okay, the new lips look WAAAY better... but honestly, I liked the other part that you removed.. It looked to me like a gum line.. I think you should have left that part in.
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"If you build a man a fire you keep him warm for a night. If you set a man on fire you keep him warm for the rest of his life." |
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#62 |
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Registered User
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Thanks. your quick with the feedback
![]() The gumline is still thier but under the lip ![]() I figure when I animate it I can lift the lip in a snear when I want to show off the gums which will be alot ![]() |
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#63 |
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Registered User
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Oooooo.. Nice. Yeah, if you're going to animate some sneering, then that'll be sweet.
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"If you build a man a fire you keep him warm for a night. If you set a man on fire you keep him warm for the rest of his life." |
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#64 |
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Registered User
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Worked on the inside of the mouth and some random mesh tweaks I think I'm done with the modeling. So If you have any comments or suggestions now is the time. Else I'm connecting the halves and then bringing it into Zbrush for the textureing and displacement.
Thanks. ![]() ![]() ![]() ![]() |
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#65 |
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Registered User
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Been a while. havn't had much time.
I worked on the head. Changed the form and added detail in zbrush I posted the strait zbrush render and the render in 3dstudio. I havn't been able to get the quality I want in 3ds yet. I think it's due to the fact that I can't subdivide more then 4 times in 3ds without the render running out of mem. (In Zbrush I can subd 5 times.) I only have 1 gig of ram. If anyone knows of any tricks about working with displacement in 3dstudio let me know. (I can't afford vray )Well here it is. ZBRUSH ![]() 3DS ![]() |
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#66 |
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Paper scratcher
Join Date: May 2003
Location: Romania - Ramnicu Sarat
Posts: 5,608
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First of all, I love the zbrush details. Makes him look stoney (as a gargouille should). The not so good news its that, if you are going with this look, you'll have to make it over the entire body, whitch will be damn hard.
Suggestion for 3ds and displacement: first create a diffuse map (you know, colors, details wrinkles and such). Then take the diffuse map and desaturate it, play around brightness contrast just a bit and name this bump map. Take the bump map, lighten it a bit more, decide what parts would you like to displace and with the multiply tool in photoshop add some darkness and, maybe some detail. In 3ds texture can do what mesh definition cannot without eating through your computer like a crazed gibberling. My advice is to create your details through texturing and not through modeling. You have to create the illusion, not the actual thing. Think about that.
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#67 |
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Registered User
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Ya I still have to do the body. Havn't started it yet. I was thinking about taking the scales out of the displacement map and putting them in the bump. I'm in denial though cuz it's a pain in the but.
Thanks for the suggestion. I'll get started ![]() |
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#68 |
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Registered User
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I decided to scratch the zbrush detail and start over. I liked em but as avatar said Much of the detail should be in the bump. (plus I think I can make em better)
Also I hated the structure of the head. SOoooo I reworked the form to make it more defined and evil looking. spent alot of time on the front view of the head. Tell me what you think . Once I'm happy with the new form I'll go back to zbrush. Thx. ![]() ![]() ![]() ![]() |
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#69 |
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Vivek Ram
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looks really nice so far....i havent scrolled back on tha pages so might have missed it...but just a suggestion...maybe u could add a little variation in the teeth length and, spacing and arrangement.....and a tad narrower....the rest looks really neat so far....
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