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Old 20-04-2005, 07:19 AM   #1
vladimirjp
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Default background ganster #1

long time not post in the wip section.
here is a character ive been working onfor just a render, might rig th face.



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Old 20-04-2005, 09:33 AM   #2
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That looks beautiful (even if it is a bit of a roughed up bloke!). I love the detail in the model and texture to the face. Great work, really inspirational

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Old 20-04-2005, 09:35 AM   #3
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yeah very good stuff.. I like really a lot. spec is to high at first but some bump or displacment will brake that up a lot I'm guessing.
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Old 20-04-2005, 12:43 PM   #4
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Heya Vlad,

Wow! Very nicely done, looking fantastic

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Old 20-04-2005, 01:14 PM   #5
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holy moly!

head looks great! what I find very cool about it is the uneven topology of the face. this creates personality. nose- and mouthpart is awsome, only the eyes look little different. kind of empty or peering. but maybe this is supposed to be this way when U want to animate it. allthough I wouldn´t know it myself I guess the skinn shading could need some work.

cheers falott
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Old 20-04-2005, 02:22 PM   #6
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thanx for the comments.
this mesh was sculpted in ZB and i wanted to use it as a disp map... but its not a good idea to use disp maps for such simple geometry like human face [unless u have time to render micro disp in MR ]
so i exported a subdiv lvl 3 to maya , about 10k polys and also exported the base mesh for rigging.
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Old 21-04-2005, 07:09 PM   #7
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Hey Vlad

Hows it going? did you get my reply at Outlaws about the creature?

Heads looking good, is that true that Zbrush loops the stuff 4 you?

_J
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Old 21-04-2005, 09:44 PM   #8
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hey J
yea i saw your reply.

ZB has no topology control what so ever,
you need to build a base mesh in a modeling app, and UV it there too. like i did for this head.
otherwise u'll get some funky UV's and if u build a mesh out of "zspheres" its almost not workable in an animation package.
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Old 25-04-2005, 02:07 PM   #9
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Actually you could build the base mesh in ZBrush too, with ZSpheres and then tweak the vertices manually. It also has some tools for edge loops and stuff. I think it's easier than in Maya to move around serveral vertices at once.
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Old 26-04-2005, 12:07 AM   #10
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Oh yeah!! Wouldn't want to meet this guy in a dark back alley. Coming along great vlad. Love the details and I really think he's got a lot of personality now. The cig is a nice touch
and like Pony pointed out he's a little reflective / high spec, but that's easy fix, and I do realize it's not final.

Chin area, nose and mouth is really really cool. 4 stars moving to 5 once it's final
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Old 26-04-2005, 01:12 AM   #11
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yea alpha, it was just to test ibl lighting, i think thats why it was a little over saturated.

but i kinda wanted a glossy "look" to him.

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Old 26-04-2005, 12:48 PM   #12
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very impressive...
just the smoke is too dense.
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Old 26-04-2005, 02:51 PM   #13
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Thats amaizing

Just ine crit. I think the Hat and jacket could be a little more dirty. I think there actual textures might stand out too much and some dirt and worn marks could really help that out. Awesome render though
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