DWIV - 3D - Yin-Shiuan - The Darkness of Demon Lord


#21

Very strong concept, I really like this design:thumbsup:


#22

Stutts:
You are so fast!^^ Thank you!
Kharn-ivor:
Thank you for your help!
I will try to use xnormal later. Thanks again!:slight_smile:
aeonseraph:
Thank you! Your concept design are so amazing, too!
Maxter:
Thank you! I like your ā€œChaos Masterā€, too.


#23

some great sketches going on here… love the last design! :buttrock:
about the multi-objects and single uvsheet… at first i unwrap each object individually and then resize it and place the uv in such a way that when combined it should not overlap each other… and then i get the normal maps from zbrush for each object and then combine it all together in photoshop, so we have it all in one sheet… same way for other maps, finally i combine the mesh together and apply the maps to the combined mesh… hope its clear


#24

namnocilis:
Thank you for your help!:slight_smile:
About your example, did you retopology your model?
Because for my idea, I build a base mesh to ZBrush then sculpting the detail. When I get my structure, and then I retopology my model. A new low poly mesh is different from the original mesh. So, I can’t use ZMapper to creat a normal map.(because here have two different models)
Today, I spent whole day to test xnormal and any ways…What the hell is going on?
The normal map is always can’t to match the low poly model…
I don’t want to waste my time in here…
I will try to keep going my progress in tomorrow.


#25

a little upgrade.
start to sculpt.

base mesh:

sculpt:


#26

Great start on the modeling.:beer: Good clean base mesh this is going to be awesome!
Keep it up!


#27

digging the face from your concept. I really like the multiple eyes he has going.


#28

Stutts:
Thank you!

blake1999:
Thank yor!

new upgrade:


#29

Amazing sketches. And the 3D also looks great.:thumbsup: :thumbsup:
keep it up:beer:


#30

new upgrade.
I made his body a little bit stronger.




#31

love the horn…^^
an opinion…would it be better if the nose is shorter???
tighten the space of the eye,nose and mouth…


#32

in that case, you need to project the details from the high polymesh to the new low polymesh… you can have entirely different topology and mesh for projecting the details, after projecting the details… the new low polymesh will have subdivision levels with all the higher level details, so now you can generate the normal map from the new lowpoly mesh that was retopologised just like you would have done with the other mesh.

btw, nice sculpting of the head details… Good going!


#33

HI Yin-Shiuan

Your concepts amazed me! he very cool ! love the head!!
Great work ! i will keep my eyes here :bounce:


#34

questionmarks:
Thanks for your opinion!^^ In the future, I will upgrade my character’s head.

namnocilis:
Thank you! You are a so nice man!:love:
Thanks for your help. In your method, if the size(or position) for the new low polymesh in ZBrush that is not matched the original hi polymesh. How did you solve this problem?(or how to avoid it?)

kitunen:
Thank you!
I will keep my eyes in your thread, too.

This is new upgrade:






#35

This is coming along really well! :thumbsup: Keep it up dude! :beer:


#36

Stutts:
Thank you!^^


#37

New upgrade. Details are coming soon(may be…)



#38

love the sculpt of the head, especially the tendons in the neck! great work! :thumbsup:


#39

Awesome design!!! :eek: Love the details, especially the design of the head. :thumbsup:
The texture on the bracelet reminds me of my own which i developed in 2007 it’s also in this year’s entry. :smiley: Perhaps it mean’s that your demon lord is an ally to mine :beer:

It would be great to see them both in one piece :wink:


#40

That’s simple… export both high poly and low poly mesh from zbrush and import both into maya and match the size… after the size is matched export both the mesh from maya as obj’s and then take the high poly and low poly mesh which you exported from maya to ZBRUSH… this time it will be exact match, now project the details…
Great going with the sculpted details… i am loving it :love: