Outstanding work, Jonas!
How many rendering hours did this take?
I know your work since some months, and u re one of my favourite artists. i love your style and i think you re one of the most amazing artists ever, i ve seen in cgi branch
ure pics kick ass 
HMMMM, looks kinda like the character in the Arron Sims Gnomon DVD:
http://www.thegnomonworkshop.com/img/screengrabs/asi02/asi02coverlg.jpg
As usual especially technically outstanding mr subdivme, what can i say?
but you know… he wont stand a chance in the ring if you know what i mean, muahahahaHA!
Hello,
Saw some questions about my texturing.
I make my UVs mostly manually. There are a lot of good automatic uv tools and plugins out there, and pelt mapping and mayas new unwrap UV are very interesting. I still prefer to do a lot of it by hand though. I really like the UVs to look like the actual geometry as much as possible, makes it so much easier to paint textures. Sometimes I even paint parts of the texture first like I want it to look, like the mouth, and the I just match the uvs to fit the texture, and not the other way around, some how I find that better then having absolute perfect, stretch free uvs… at least its more artistic.
I then start out painting my base colors in zbrush (while doing my displacment), and after that I take that image into Photoshop to add finer details. For this project I kept my textures rather small, the biggest one is the Bump and diffuse texture at 2k. Im really sick and tired of huge texture maps since they slow things down and no matter how highres they are they always break up when you come to close…
So this time I kept the textures the small details (such as pores) into separate, tilable, maps at a 512 pixels. I used a couple of skin pores and wrinkle maps and then I used some even smaller masks to blend them all together.
One 2k texture is 16 1/2K textures… and since they are all tileable you can go really close without the textures breaking up.
It works fine for this sort of character, but its a lot harder for more realistic human characters.
I also used a lot of proceduals and “render to texture” in max to create my base textures. Good way to avoid seams.
I attached my diffuse texture and one of my tileable pore maps to this post.
/Jonas
Hi Jonas,
I really loved everyting, from concept itself to so well done modelling, texturing and setup.
It invites my imagination so I can’t wait to see more about this.
See you later,
Carles
hey Guys (sheb, Jonas), am i wrong or i’ve heard about this fight since 10 months now??
What’s happening, gladiators are on strike or something??
Anyway, train your pets, coz mine is ready to bite 
take care
incredible, anyone doesnt tell you, your pic of high resolution is deadlink, can you post again,
5-stars!!
kkm
Very, very nice character… can’t wait to see this moving!
keep up the good work, it’s really inspiring!
/mathias
Very very very nice, :bounce:
Great textures,modeling and character concept.
compliment i love your work
joder jonas, es totalmente creible, tiene una anoatomia acojonante, que de bocatas de calamar salen de este bicho. un saludo de mis partes.
That is …AWESOME!!! The realism in the overall composition is fantastic. Attention to detail and colours really sell it. Have you got any wires of the model or wip of the scene?
really strong texture .(I like the txture of lips) so reallistic and no need to any crits ;)goodluck …