Geoffrey White is entered in the “Spectacular Challenge” update: View Challenge Page
I’m still keeping my mind open about what kind of scene I’ll make but I do know that I want a female character to be central in the scene so heres an early version of her.
Well I did some more finishing touches on her face, which I hope is starting to look more natural to everyone.
The next step in my plan is to texture map her skin. And After that I’ll z brush her.
On the concept I still haven’t decided on exactly what to do, I just haven’t been able to make a sketch that pops out for me. All I know is I want to have this character be a central part in it.
I started working on the skin shader. Right now its just a blinn with red colored incandecence, but it doesn’t look like skin. If anyone has any suggestions on how to improve the look of the skin I would appreciate the advice.
Hey man, you’ve made a promising start.
It looks like your overall proportions are sound, and the face is looking better and better in the lastest posts.
Maybe her arms could be a bit longer and her hips are a bit sharp. The shader doesn’t look too bad although it’s hard to tell from that render, certainly she is a bit too orange right now.
Good work, any sign of a concept?
It`s so coll and the model is standard . If U put wireframe here is better .no need to any C .goodluck …
Thanks for the responses, I agree with Swamps I think the arms may be a little short. On the hips I’m not sure yet but I’ll keep looking to see if they look a little strange. Your Zombie is looking good too, I can’t wait to see the end result.
While this model probably won’t be used for animation, I would like to design the mesh so that it can easily be animated and deformed. If you look closely at this mesh there are a few n-gons and triangles in spots where objects that require more polys like hands and feet connect to parts with less polys. I don’t know if this is acceptable, but it seems like it would be ok as long as the triangles and N-gons are in spots that won’t affect deformation.
Anyway I’m just a student trying to get into the industry and I want to make sure I do everything right, so if anyone has any suggestions on how I can do things better I’m all ears.
Thanks for the Help!
I added a subsurface scattering shader to the model, the next thing I’m going to do is create a skin pore texture.
I did a little more work on the skin shader today, the only problem I’m having with this shader is it doesn’t do real well with bump maps. If anyone know of a good sub surface scattering shader I would appreciate it if they tell me about it.
add more to the hips and waist
This is my concept sketch, I must appologize for the crude rendering, it’s the best I can do. The idea behind my concept is a girl sitting in a cathedral looking at a stone gargoyle, when suddenly it comes alive from it’s long slumber and bites her. What will make this spectacular is partly the achatecture and lighting of the magnificant cathedral, the painstaking detail I hope to put into both the female character, and the stone gargoyle in the forground. I also want this to be spectacular because the camera has caught a rare moment when one of the creatures that we thought to be myth has finally been proven to be fact after awaking from his long slumber. I hope this fits the criteria of being spectacular, if anyone has any thoughts or suggestions on how I can strengthen this concept I would greatly appreciate their advice, thanks everyone and good luck.
This is a rough model of my cathedral. I plan to continue to work on the lighting and get it a little more easy to see. Also once I get more of the rough spots fixed I plan on putting some stone statues into the archetecture which will add some nice little minute details. If anyone has any suggestions I would be happy to hear them, thanks.
Well I spent today rendering the cathedral , it’s still not as good as I would like , but hopefuly by tomarow it will start looking better.
Great ambiance on this picture. Good luck. Maybe some smpirits to add more emotion ??