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#21
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thanks mr. bean and benchboy. Here's the low poly model with diffuse, spec, gloss and normal maps. I'm either going to do a comp in zbrush or a mental ray sss render as the final part of this little project. edit: i'm looking around for a good eye tutorial, but so far I haven't had any luck. so now i'm waiting for my 3dbuzz ms to go through so I can check out the one zak does for adp.
Last edited by waffenwars; 10-31-2009 at 03:23 PM. |
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#22
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I've moved on to other things, but I thought i'd post the last thing I did with this, a high res render, done to test out a zbrush -> max workflow. It's the first time I've ever used sss materials and displacement maps in max. Overall i'm ok with the result, but not thrilled. For instance I would've liked to add another normal map with really high frequency detail. The skin looks too soft in some places. If anyone has any tips for the fast skin shader in mental ray i'd love to hear them.
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Portfolio: http://www.olegr.com |
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#23
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this is something i'm gonna work on in between other projects. it's still very early in the process, i'm trying to get the general pose and muscles down. the reference is an awesome sculpt of perseus by cellini. The story behind it is that perseus just killed medusa and is holding up her head to turn his enemies to stone with her gaze
![]()
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Portfolio: http://www.olegr.com |
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#24
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Took a break from my more serious projects and found the low poly thread over at polycount http://boards.polycount.net/showthread.php?t=41232
So, here's Hoagie from day of the tentacle . It took 6 hours to complete, has 516 tris and two 128x128 maps, (diffuse and opacity)![]() edit: here's the reference
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Portfolio: http://www.olegr.com Last edited by waffenwars; 11-14-2009 at 01:26 AM. |
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#25
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small update on perseus and hoagie
![]() ![]() didn't need the opacity map on hoagie after all. I'm concentrating on the body on perseus now, this could take forever... comments and crits appreciated
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Portfolio: http://www.olegr.com |
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