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Old 02-10-2009, 07:12 AM   #526
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Just a little sculpting in Zbrush.


Maybe I could turn him into whole real-time character later. I already did some normal maps test on lowest subdiv. level and it came out very nicely.

And a progress GIF, just in case anyone would like to see it:
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Old 02-10-2009, 08:13 AM   #527
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Solid likeness there Ghost. Great work
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Old 02-10-2009, 06:44 PM   #528
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yes,

that head's very close indeed - i recognised him without reading the name which is pretty damn good going.

I wonder whether the body wants to be a bit bulkier though - memory* says his uniform was quite a tight fit in the movie.




* a memory which is far from infallible
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Old 06-10-2009, 12:53 PM   #529
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Just picking up the missing pieces in learning shading networks, hypershade, ect...thought this was interesting. I figure the spots a bit to hot, but I like it just the same.
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Old 28-10-2009, 04:56 AM   #530
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Ghost-D: That's some cool sculpting, man!

Trying to model some monster in spirit of halloween

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Old 31-01-2010, 12:03 AM   #531
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working on this here gun - just the normals and Ao for now. and some quick renders



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Old 31-01-2010, 12:24 AM   #532
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looking good, don't squeeze the trigger
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Old 14-02-2010, 05:34 PM   #533
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...here's a further along version of the realtime web model viewer (this time using the Shadow Queen model from awhile back);
now has buttons to swap between wire, flat, and textured model:

http://josephpomeisl.webs.com/SQ_viewer.html

**double-clicking the buttons seems to work better**
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Old 14-02-2010, 07:15 PM   #534
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i got a bit of time to work on my failed entry for the survivor comp.

This has been without any doubt the most awkward and unreasonable bake I have ever had the displeasure of being involved with - I won't go into details beyond saying that I had this chopped into something like 100 parts and used 4 different methods of baking normals to get it done. There's still fixes to make (distortion around the boot straps and bad smoothing on the holster in particular) but I can hack those with photoshop


anyways, I ditched the competition spec when I realised for certain the whole lot wasn't going to fit on one 2048 map, there's a 2048 for the body, 1024 for the backpack and 1024 for the gun at the moment (all perfetly reasonable given her obvious importance in the game world).
We're at 10k (and 11) tris.

I'm hoping to pop the buckles out with the diffuse, if that doesn't work I'm going to have to model them in. I'll post again if I ever finish it
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Old 14-02-2010, 08:03 PM   #535
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would like to see this with at least some basic colors dropped on.

Joseph Pomeisl: the only thing that stands out, it's a bit on the dark side in the flat view. But then that could just be my sorry excuses of a monitor.
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Old 16-02-2010, 09:51 PM   #536
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et voila!

the buckles looked rubbish so I made some more - its a few hundred extra polys but it was worth it

hmm, looks like I need to flip the green channel in the normals on some of those belts.
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Old 17-02-2010, 01:46 AM   #537
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liking that cloth color alot.
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Old 17-02-2010, 08:30 AM   #538
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I thought it was too strong but in the cold light of day and through the mist of man flu I'm warming to it.
I've learnt a lot of lessons from this one.
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Old 01-03-2010, 08:07 PM   #539
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any progress, poop?
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Old 01-03-2010, 08:57 PM   #540
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Nice design there mate. Hope you are going to finish her off
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