Gladiator, Jonas Thornqvist (3D)


#101

Outstanding work, Jonas!

How many rendering hours did this take?


#102

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 :slight_smile:


#103

HMMMM, looks kinda like the character in the Arron Sims Gnomon DVD:

http://www.thegnomonworkshop.com/img/screengrabs/asi02/asi02coverlg.jpg


#104

As usual especially technically outstanding mr subdivme, what can i say? :wink: but you know… he wont stand a chance in the ring if you know what i mean, muahahahaHA!


#105

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



#106

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


#107

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 :slight_smile:

take care


#108

Wow!!,

I cant wait to see the full animation. :slight_smile:

Congrats for this great work. :applause:


#109

incredible, anyone doesnt tell you, your pic of high resolution is deadlink, can you post again,

5-stars!!

kkm


#110

Fantastic image Jonas, your work is just amazing.

  • Neil

#111

Very, very nice character… can’t wait to see this moving!
keep up the good work, it’s really inspiring!

/mathias


#112

this is awesome !


#113

Very very very nice, :bounce:
Great textures,modeling and character concept.

compliment i love your work


#114

that is just amazing:thumbsup:


#115

joder jonas, es totalmente creible, tiene una anoatomia acojonante, que de bocatas de calamar salen de este bicho. un saludo de mis partes.


#116

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?


#117

The shader is stunning…this is a flawless masterpiece of imagination.


#118

really strong texture .(I like the txture of lips) so reallistic and no need to any crits ;)goodluck …


#119

excellent work. great textures and modelling

thumb up:thumbsup:


difuse/suspend
www.suspend.art.pl


#120

breathtaking character 5star