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Old 02-05-2011, 12:54 PM   #1
1k0
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Zetman - WIP

Hi 3D artists,
I'm starting a new model designed by Masakazu Katsura, Zetman:



My workflow will be: head + body modeling in 3dsmax then details sculpting in Zbrush. Shaders, lighting, rendering in Mental Ray.

See you next week end
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Old 09-05-2011, 02:09 AM   #2
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The body has grown from the neck!
Next step: improve the model by moving some vertices to give the character a better shape.


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Old 10-05-2011, 02:13 AM   #3
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Very, very nice modeling. Can you post the reference images?

Sean
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Old 15-05-2011, 10:58 PM   #4
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Thanks,
You'll find reference images in the original mangas and sketchbook from the author
It's a bit hard to decide what shape to give for each part of the body as the design of the character is evolving through the pages and story.

Upper body part sculpt process almost done:





I try to make a blend between real anatomic/muscle position and the original hybrid design body, not so easy task but I like the result for now.
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Old 16-05-2011, 03:51 AM   #5
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This is looking sweet. I love his intense look. Did you do most of the modelling in 3dsmax?
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Old 13-06-2011, 03:03 AM   #6
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Yes, most of the modeling process is done in 3dsmax, Zbrush is only used to add extra details to the base mesh.

I had some problems with Multi ID materials and displacement inside Zbrush but I'll figure out a different way to get what I really want next time I'll work on this model.
The fail XD :


Some render tests with Mental Ray:




Here you can watch turntable made last month:
http://vimeo.com/24159628
Now the model has a better rounded back, but this part of the model doesn't need as much attention as the front body as we won't see it in the final animations.

I'm open if anybody have a displacement map creation method for multimaterial ID mesh in Zbrush. I've a kind of weird way to do it, but I'd like to keep a clean way.
Just need it to create independant displacement map for each ID/polygroup, maybe I didn't RTFM enough ^^
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Old 29-06-2011, 05:23 PM   #7
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Still some problems, but the show must go on
Experiencing new workflow between Zbrush and 3ds max/Mental Ray.
I had to remade the unwrapping to get proper UV's that fits what I need.

The model sculpt, retopology, reprojection is over, now I need to fix a ugly seam in the displacement map by tweaking it on the model with the help of Z-App link (I felt in love with that plugin).

For now I can only post my bump and displacement map intensity value tests I made after my brain exploded a couple of time ^^

Arch&Design:


SSS:




See you next week end!
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Old 05-07-2011, 12:31 AM   #8
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one word, wonderful !
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Old 10-07-2011, 05:47 PM   #9
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Amazing work!
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Old 12-07-2011, 12:06 AM   #10
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Thanks!

Learning SSS (I'll never stop that XD):




Here comes the color and a bit of life







Rough colors turntable:
http://vimeo.com/26293529


The final scene will take place under the rain

What to do next for this character:
- complete textures,
- Rig,
- Skin,
- More compositing test

See you next time!
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Old 12-07-2011, 12:31 AM   #11
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i think his chest looks a little flat some what.. but other than that.. its an impressive piece of work.. love all the sss renders you put up...
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Old 18-07-2011, 03:55 AM   #12
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You're right and it's not the only mistake

Texturing process done at 98%
I'm working on a water drop map, particles, scatter objects to put on the character for next week end then I start the modeling of the environment.
Last 2 test renders:

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Old 18-07-2011, 06:09 AM   #13
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I don't usually frequent this part of the forum. But when I saw this thread I had to click. GREAT JOB ON JIN, DUDE!
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Old 18-07-2011, 03:51 PM   #14
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i like the new renders..
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Old 21-07-2011, 11:12 PM   #15
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GOOD F'n work on this man.
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