DWIII – 3D – Blaschke - Antranik


#37

im not one for 3d so i cant offer much help there haha but I am one for design and I think this guy needs a blind fold! Or better yet! A visor Like on star trek or Cyclops! That would be sick, with just a thin line across it.
Also maybe some feet guards too, feels to naked down there ;-D


#38

Thanks for your advice. I had imagine a blindfold at the begining, i liked the fact that the character didn’t have to see for the fight, better than this he saw you in a different way , but on the other side the look of a character is really importante. And i decide to show is eyes (they will be glowing like fire).
However that may be, i don’t have enough time to go back on sculpting. I’m in normal backing and retopologie and i have some troubles :sad: As you can see:

The retopologie doesn’t seem to work when you do it on a subtool than you have created with “Extract” in subtool.
Precisely, retopologie operate and you can look the preview of the adaptive skin but if i active Tool>Projection>“Projection” and clic A: my adaptive skin explode…

If anyone can help me.


#39

Oh my god! All the day fighting with retopology fonction in zbrush… I didn’t live such an epic day since a while! :slight_smile:
And all the day just for the arm…

1- the subtool after extracting a mask.
2- the retopology with Z_sphere.
3- the level 01 of the resulting adaptive skin.
4- the level 01 with his normal map in Maya.


#40

Same process for his dress:

I will improve the edge flow later.


#41

Thanks for the heads-up on the extension. You do not look like you are having any problems with the 3d side to me at all. Great design, particularly the costume which I think is really strong. I’d like to see you tighten up the anatomy a bit, more definition in the arms for instance but that’s a small point. Well done, I’ll continue to pop in and have a look as you continue on the low-poly model.


#42

8206 tris!! Less than what i thought so i decide to change the armor peace on the chest.


#43

Just admire your battles with zbrush and retopology :slight_smile:
I preffered to model the whole low poly mesh in Max and then make a norm map in zbrush.
Just spend yesterday evening on chest modeling and the day before for the arm :slight_smile:

it’s really hard to get natural topology and the right proportions at the same time.

Anyways - best of luck Blaschke!


#44

Man, you impress me! A lot!!!
Very clean normal map and model and I love your artifact!
Hope you can finish on time! :slight_smile:


#45

Thanks for your support.
I learned a big lesson from this challenge: never do the Low Res mesh with zbrush’s retopology :scream:
I think that for the future; i will do it in 3dsmax.

A shoot of the back side:


#46

This is a quick wip of the artefact.
It’s realtime in Unreal engine 3.


#47

WIP of the head:


#48

Wip of the body:
I realise that i have done to much detail that aren’t visible on the Low res model…:shrug:


#49

I did again the bracelet. And baked the diffuse map on the Low Res body: there is still no specular map.


#50

ok!!! haha now its all clear to me! i like the colores, it definitely doesnt need a blindfold now hahha
now i wanna see the bone stuff on his knees and going down his shin!


#51

Looking great! keep going!


#52

Thanks for your support!
The flork: I think your are right, there is a lack of bones on the leg. I probably will add it in the difuse map.
I’m still optimizing the complet Low Res. I’ll aim to use all the 9000 tris:)


#53

Wow, very nice! I love the fantasy feel of your design (reminded me of Pan’s Labyrinth too), and i even like the matte of your previous renders.

I’m not that partial with too much shininess, though it’s just a personal bias and of course your update looks great.

More!


#54

Thanks!

I’m currently looking for the right color, i like the number ten … i think :hmm:


#55

#1! loving it! this is turning nicely!


#56

Anyone but 1,5,6. I like the idea of natural and a bit desaturated colors. I think 8 and 9 are my favorites. However, you might wanna play around with the value a bit, I think most color layouts would look better if they were bright enough to give some contrast between clothing and the torso.