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High Oracle Desaar

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  • High Oracle Desaar

    Hi guys this is my latest personal work, i mainly used it to properly learn 3dsmax/zbrush/vray integration , my main focus was to do a character that looked intelligent and royal.
    rendered in vray polymodeled in max and sculpted in zbrush .

    hope you like it.
















  • #2
    WOW!!!

    Absolutely Awesome work!

    Well done, & you have certainly mastered the integration process.

    Comment


    • #3
      Very impressive. I like it a lot. Very different from your previous work.
      I'd be very curious to hear more about your workflow too. Your displacement is extremely good there - no idea how you managed that but it's very convincing.

      PS: Very nice site.
      Check my blog

      Comment


      • #4
        Great work. Lovely texturing and detailing. I use zbrush also: Is there a definitive method that you use to export the displacement maps for use in 3dsmax ? I cannot seem to ever get it to look quite right.
        Regards

        Steve

        My Portfolio

        Comment


        • #5
          very nice

          Hi there,

          I too would be very interrested in hearing about your workflow... especially the step of creating the base mesh in max en then going to zbrush with all the mapping issues...

          If you could shed some light on that topic it would be awsome!!

          Very very nice character and awsome render... only thing missing is some very cool spaceship cockpit interior for this royal alien.

          Greets,

          Niels

          Comment


          • #6
            Very nice works as always.
            I like your shaders especially.
            :: twitter :: Portfolio :: My 3D Products :: ...and ::

            Comment


            • #7
              thanks guys for the comments .

              about some workflow this is how i made it , started with very low polymesh primtive sculpted it in zbrush bringed it to max added mouth and ''beard'' in max go to zbrush model a bit more and then retopologize uv unwrap in max then finish it in zbrush.
              for uv map i mostly tested it whit polypainting random patterns in the surface then apply that map till everything matched so it was pretty easy.
              i was tricky to have a clean displacement map but in the end i learned some tricks 1- somehow vray after 2k resolution make some jagged edges i turned off filtering for 2k and over maps and they look pretty sharp and always use tiff to keep artifacts away.
              about lighting i used some hdri and some with 2 or 3 vray lights theres not much to talk more than tweak a lot till you got what you like .
              thanks again and heres a wireframe

              Comment


              • #8
                I love it!
                It's got a sexy mouth and leg-stumps on it's head!

                Would you be able to animate it be doing morphs with the low-poly mesh in max or with skin modifier?
                I wonder what would happen to the displacement.
                Reflect, repent and reboot.
                Order shall return.

                Comment


                • #9
                  looks great. I would vote for stronger sss, feels a bit dry.
                  Dmitry Vinnik
                  Silhouette Images Inc.
                  ShowReel:
                  https://www.youtube.com/watch?v=qxSJlvSwAhA
                  https://www.linkedin.com/in/dmitry-v...-identity-name

                  Comment


                  • #10
                    Originally posted by Morbid Angel View Post
                    looks great. I would vote for stronger sss, feels a bit dry.
                    Isn't dryness a matter of reflection rather than sss?

                    Best regards,
                    Vlado
                    I only act like I know everything, Rogers.

                    Comment


                    • #11
                      I always thought that dryness was a measure of wit....
                      ShaunDon

                      Comment


                      • #12
                        Originally posted by vlado View Post
                        Isn't dryness a matter of reflection rather than sss?

                        Best regards,
                        Vlado
                        it is. but what also makes a surface feel more dry is the lack of light inside of it (think concrete) ...its also wet inside you know
                        Dmitry Vinnik
                        Silhouette Images Inc.
                        ShowReel:
                        https://www.youtube.com/watch?v=qxSJlvSwAhA
                        https://www.linkedin.com/in/dmitry-v...-identity-name

                        Comment


                        • #13
                          Originally posted by Morbid Angel View Post
                          it is. but what also makes a surface feel more dry is the lack of light inside of it (think concrete) ...its also wet inside you know
                          Is this another joke ? I dont get what you mean ?!
                          Regards

                          Steve

                          My Portfolio

                          Comment


                          • #14
                            That is true, the best things in life are humid. Now to achieve that in 3D that is another story. Think about fruit.

                            Comment


                            • #15
                              Originally posted by Mikokariadis View Post
                              Think about fruit.
                              or think about beer!
                              Dmitry Vinnik
                              Silhouette Images Inc.
                              ShowReel:
                              https://www.youtube.com/watch?v=qxSJlvSwAhA
                              https://www.linkedin.com/in/dmitry-v...-identity-name

                              Comment

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