DWIV - 3D - StefanoDubay - Berith/Murdering&Blasphemy


#81

Sweet man! I can’t wait to see the textures on this beast, it’s going to :buttrock:ROCK!:buttrock:


#82

mother of all madness, how do you do that? do you do all those little bumps manually? :bowdown: I was never very interested in 3d, but this is sure getting me curious, I’ll have to pick it up some time. your ass must be one big cube right now, ha! anyhow no words, just respect and admiration, really no bull, excellent work, and I happy for you :bounce: , for whatever the gamemesh is (no idea :cry: ) . Keep it up man, right on :beer:


#83

yeah, all manual on this, no stenciling nor alpha stamping, the stuff is too random I’ll reserve those techniques for a last final wash of detail to noise it up, a game mesh is the model you see in game, with all normal maps applied it should work just as well as the hires if planned right


#84

really nice modeling and even your concept looks cool, great job :thumbsup:


#85

I’m actually curious to know, are you going to leave it as is, or add textures/colour to it? I’m interested to see what colours you use, if you use them, because to me at the moment it looks almost natural to the character to be in spepia tones (though I know lack of colour is considered ‘risky’)


#86

Hey this is really wicked, great work! Keep it up!


#87

thanks yako… I’m trying… is killing me… anyway thanks for stopping by all respect to your concept, is quite amazing


#88

this is the meatclever, gamemesh is in progress…


#89

nice cleaver!


#90

thanks m8 need to sharpen it abit moreee


#91

BTW, anybody knows how to create double faced polygons for straps and similar things?
please help me out with tht!


#92

What I usually do is select the poly’s that I want to be double sided duplicate them then flip the normals. I hope that helps


#93

simple way to do it is in zbrush. Use the masking tool and mask out where you want your straps and stuff. Then extract it at a thickness that is suitable for you. After that just quickly rebuild the topo and before you make it a adaptive skin play around with the thickness again and well thats it lol. Hope that helps. bad ass weapon btw!


#94

Great weapon, and your sculpting its sweet! I specially like the details in the leg. But the whole model its great.


#95

thanks all for the kind answers!
what i previously meant is:
is it possible to have a single polygon with normals facing out on each side? i would throw a normal map on it and see an exact replica on the other side?

tht would save me polys alot throughout the model!

I got started on the gamemesh… 3510 tris so far
here’s the image:


#96

I love the fish head, do you also have a fish tank? thats where I got some ideas for my invoker ha! the weapon is also looking really good. Here goes another stupid question. Why dose the last sheet you posted look all shiny, I really liked the rustic look, are you gona be able to capture that in the final render? I love the warm feel you got with your molds, I hardly see it in other work, you’ll have to teach me some time. big hug maquina!


#97

Hi Stefano! This is the first time I see your entry and I’m really impressed by the design of the character and your sculpting skills is definitely one of my favourite projects!

Keep Up!


#98

hey contage, tht’s not a fish head
is a double hed corpse on front goat/horse on the back, i think i’ll add ears too th’s gonna make it more obvious!
about the material this is what’s called gamemesh, super lowpoly cage with details transfered from the highres via Normalmapping, do some research online and on wikipedia is a fascinating topic :slight_smile:
the brown one is the highres cap from zbrush while this last is from maya…
he’s gonna have textures BUT i’ll keep your suggestion into consideartion giving him a sepia base tone overall.

thanks all of you for stoppin’ by :slight_smile:


#99

hey thanks for the explanation. I’m hooked, as soon as this comp is over I DL mud box or z brush (which do you recommend for beginners?). What got me confused about the horse head was the nostrils, I thought it was the eye so it gave it some what of a fish feel, ha! Take care bro, and lets wrap this s… stuff up, god it almost d day.


#100

Great normal baking :slight_smile: It captures a lot of the details to the lowpoly model.