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Old 04-04-2011, 04:26 AM   #31
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liking the gear...more of it and heavier stuff make him look massive and really geared up
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Old 07-04-2011, 04:07 AM   #32
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here is some Zbrush work
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Old 07-04-2011, 06:29 PM   #33
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Gettin' nice man, good shapes, keep on this way!
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Old 08-04-2011, 06:50 PM   #34
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hey, here is a preview of my sculpting process, but guys, can you tell me how can i transfer more details with the normal map?, because i esctracted my normal, but in the low poly mesh it looses too much details in the face and the gear
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Old 14-04-2011, 01:53 AM   #35
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i was thinking in a good diffuse map, but i don`t know exacly what i want, can you give me some suggestions?
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Old 14-04-2011, 04:23 AM   #36
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You can try giving the face more space on the UV layout. Also, you can try baking at 2x the resolution and then scaling it down in your image editor, sometimes that captures detail better than baking at the same res. You dude's got a lot of surface area other than the face tho, I wouldn't expect the face to catch a whole lot of detail, so you might just have to roll with it.

His lower right arm [our left], seems little plain? Its needs a little more definition muscle wise or more elemental detail maybe. Otherwise, the sculpt is looking pretty good.

Edit - maybe some wrinkles on his knees?
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Old 16-04-2011, 02:06 AM   #37
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mm, i look it weird, i`ll think in some other concept (more tough) that shows more dominace and fear. lets see what can i create
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Old 16-04-2011, 06:18 AM   #38
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Based on your current sculpt you might want to hold off on the textural tertiary detail until after you've got more secondary stuff in there. Looks a little flat with superimposed detail pasted on top. Those gill-like things on his cheeks could be something really cool!
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Old 18-04-2011, 04:08 AM   #39
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i've this new idea, what do you think about it
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Old 26-04-2011, 02:18 AM   #40
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here is some Zbrush work
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Last edited by Steban; 26-04-2011 at 09:22 PM..
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Old 28-04-2011, 03:27 AM   #41
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almost finish sculpting
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Old 28-04-2011, 07:34 AM   #42
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Pump some shoulder muscles x2 or more times in 3d model. The 2d sketch looks pretty cool!
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Old 28-04-2011, 07:58 PM   #43
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You need to evaluate your anatomical proportion in your 3d, in your sketches you have them really good!
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Old 15-05-2011, 04:05 PM   #44
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here is the normal map applied and a base for a weapon
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Old 15-05-2011, 05:59 PM   #45
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I agree with the guys about your character's upper arm. It definitely needs to be bigger to support the massive forearm. Don't want to be replicating popeye

That weapon looks like it's going to be pretty sweet. I can't quite tell what you're going for with the armor, but I like the back-plating idea. From the sketch it looks like it'll be pretty cool.
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