This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
add more accesories to him , horn and some cloth ,
jramauri : many thanks for suggestion ,and I agree with his feet , I will correct it :attn:
my workflow is not fancy just try to follow the edge loop of poly !
stormgetto,Legolas : many thanks man! for visit my thread !good luck !
t1ck135 : many thanks , yes I agree with you about wing , maybe I will try to make it look strong by texture , and here is my update , displacement paint in zbrush
Very impressive!!! It's looking real good. My only complain is that in certain parts, like in the neck, you made a texture full of little "bubbles", but t me they are looking much uniform, what is making them look unnatural. You could try to vary size and Z intensity, and the alpha as you paint to avoid this. And maybe use some reference. There's a guy that does a lot of this ugly 3d creatures in ZBrush, maybe you could see his work as reference: https://www.designpicture.com/
Absolutely amazing -- not sure about the polycount but then again I don't think that will really matter too much for something as nice as that if you go a BIT over.
jramauri,Sklaventreiber,Sklaventreiber,Phopojijo,T HX1138,swankymonkey
: many thanks guys! i will develop it base on all of your comments
and here is a little update , zbrushing body part
hmm looks quite cool at first sight, but i think although its an fantasy char you should still follow some anatomical rules e.g. the ribs are faaaar to low
a question: what subdivision level are you using working on the fine face detail?
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is Off |
HTML code is Off