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#46 |
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Well, here is the first tries for the final render. I still want to change the diffuse map here and there, and maybe i'll do some major changes in the color scheme.
I'm happy when i look at this picture, because it shows how much i can improve in the next character (which i'll start on monday night i think)
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#47 |
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Good model, good textures, but I think the textures deserved a little more work, maybe if you play in one engine, and test a shader, get a much better result.
Good luck. |
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#48 |
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newbe
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Hi Cordero, maybe the hooves could use some more attention. A darker color?
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#49 |
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Thanks Snake! What do you mean by using a game engine? I can import my model into a game engine like unreal ooor what? Can you link a tutorial or something which you find useful?
Thanks Roel for your comment! I darkened the hooves, and you were right, it is better this way. So thats it for Liam! Thanks for all the comments, and crits, they were really helpful, and I improved a lot! I'm starting my new entry i think here. I'll post my new concept today.
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#50 |
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i've considered some options, and i think that a dog might be a good idea. And because i love unbalanced things, i'm going to make his two front legs much much bigger.
This image shows the basic idea. I'm planning to do some fancy effects with the ribcage, and the spine. I might add some spikes here and there, but they are overused these days, so i'm not sure. And because i'm not really good at forearms, but i really love the shape of it, i would like to do some cool effect on the front leg's lower piece. His hand will be more like a human hand, not like a dog's. I need to search some pictures of dogs, and stuff to get this right I'll draw this guy from another POV, and i'll flash it out with every detail.The name is still under construction ![]() So i hope you like the idea, even if the silhouette is bad right now.
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#51 |
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I found a name for him!
Orgo which means monster in spanish. Original huh? Here is the concept. I think that it contains more info about the future model then my concept on Liam. (the final model turned out to be completely different...) Sooo this is better! ![]() Next time i'll draw the concept in some kind of "angled" view. (i mean a the drawing will be in some kind of a pose, from perspective) So i could show more details. Right now, i have to move forward to the base mesh. I'll try the base mesh -> sculpt -> retopo mode now. And, i don't know yet what to do with the open area below the ribcage. I think i'll show off some organs there.. ![]()
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#52 |
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hye man, i lik3e the design! i think you need to start a new thread if your starting a new idea though
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#53 |
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Hey Cordero!
Really great work man, i love the render, Do you mind sharing the render setup? Keep it coming! Cheers Fernando |
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#54 |
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Hey Rezdoggy! I'm glad you like it!
Sure, i'll share the render setup! As soon as i get to it! Here is the basemesh so far. I will scale it here and there, but this is basically it! I'm really curious how i'll do at the sculpting ![]() I hope you like it!
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#55 |
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hey all!
I have some new ideas, which i already added on the low poly, and i'll probably sculpt those floating ice stuff separately. The sculpt is going good so far, but i ran into a problem here. I've masked one side of the mesh, so i can resym it. It worked fine, until now. I just noticed, that two part of the mesh is screwed up:S and resym doesn't solve it. I also tried to go over with the brush on it, and resym after that, but it only reduces the bugs amount a bit, but it doesn't fade fully. Of course, i can flatten out the bugged side only, and it works fine, the bug vanishes, but i'm curious why is this happening. (and i also don't want to fix those bugs one by one every time i resym my model) So if anyone has a solution to this problem, please let me know!
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#56 |
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Can we see it at the lowest sub division? With frame on(shift+f)?
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#57 |
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Here is the lowest sub with wireframe.
I don't know why this is different. I exported the obj file from max, which had a symmetry modifier on it. (i turned it into a editable poly before exporting) now i tried to symmetry this sub level, but when i scroll back to the highest it gets screwed up again.
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#58 |
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well i checked the base mesh, and there was the problem. The symmetry was correct, but the mesh wasn't. I had to add two cuts on each side, so the mesh can only divide one way.
So now, the next question is, is there a way to save my highpoly made from a wrong low poly and bring it on a top of another base mesh?
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#59 |
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Yes there is my friend, or at least something similar. Bear in mind I'm half asleep its 2 am and I have class in the mourning so I'm not all here.
1.What you can do is correct you're mesh at the lowest sub D in whatever external 3d app you want. 2. Once this is done, import the model to zbrush. 3. Now go back to you're old zbrush model and switch down to the lowest sub division and append you're new model as a sub tool. 4. Switch you're new model as the active tool. Under you're sub tool options you will see three big buttons and smaller options, you will focus on one section only, "Project all". Leave the dist. at its default Leave the "maximum" button on Set the blur to "0", this just blurs the details, but you really don't need it since the topo should nearly be the same. 5. Now hit the "project all" button. switch over to you're model and go up one sub D, switch back to you're new model divide once and hit the "project all" button again. You will need to do this a couple of times depending how many Sub D you're old model had. If all goes well you have you high rez details on you're new model topo. It wont be prefect but you will be way better than nothing. I'm sorry if it doesnt help or if its not what you needed. If I was unclear about something let me know I'll try to help you out. good night sleepy time... |
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