Hey,
I started making this character, inspired by Walter White from Breaking Bad… Here’s where I am so far:
Hey,
I started making this character, inspired by Walter White from Breaking Bad… Here’s where I am so far:
whats wrong with using that basemesh. I love that show by the way. looks interesting so far
Looking good so far!
this has some pretty neat stuffs going on here… why stop?
love your works
haha, thanks a lot but funny you say that… I just started doing it again today. I just lost motivation, plus uni assignments to do (I really want a first although I know its not gonna matter that much in the long term haha). I will post updates soon.
AngelC - It’s annoying to use (on this computer at least) because it lags my computer out when I subdivide high enough to do skin detail. I was planning to go as realistic as I could. But not anymore. I am just gunna do some mild detail, paint and then low poly the thing.
Thanks everyone for comments so far
This looks great! You have a great grasp of creating wrinkles and folds in the clothing. The only thing I would suggest is that his head looks just a little flat from the side views. Other than that it’s a great sculpt!
Have you tried using the color and cavity bump settings (in the Material --> Modifiers subgroup) to do the skin instead of actually sculpting it in? Might be easier for your system to swallow. Looking good either way!
I’m not entirely sure how you mean?
But, I did some detail on a lower subdivision anyway which was good enough for the front of the face, but started getting pixolated (is that a word?) everywhere else. I don’t think it will be that noticeable though as long as I don’t zoom in so much. Anyway, if I could use the higher sub division, I would have been motivated to detail the entire thing; but I have mainly done the parts you would see with clothes on now:
First, I apologize if I am going over your head.
I was referring to your issue with not being able to subdivide for more detail. The view you are seeing is only a preview of the render ZBrush is capable of. Hitting that BPR button in the upper right corner will take your composition even further.
In the Material Modifiers subgroup, under the materials palette, you can fake more detail than you have actually sculpted by using the Color Bump and Cavity Bump sliders. The info site (pixologic.com/docs/index.php/Material_Pallete) has the specifics, although it is outdated in other areas of that page.
Color Bump is affected by the color you have applied to the model. I haven’t figured out Cavity Bump yet. The material will only have the Color Bump slider if it is a “Standard Material”, not a Matcap. Applying different color values will make certain parts look raised or lowered, depending on how light or dark the value is.
Hope that makes sense, no reason to let the quality of your hardware to dictate the quality of your art.
Hey, I think I get what you mean, but I don’t think that kinda stuff will show through on a normal map. I should have said, I am doing this for a low poly character.
However, I sculpted on the laggy subdivision anwyay, (because I had to do something else other than this essay), and I got a bit more detail. Was hard tho with the 5 year undo and the lag between every brush stroke. Wont be doing this all over the body:
update on the shoes:
I have started exporting normal maps and I am just experimenting with those at the moment. At the moment, I am using a 4096x4096px map and just under 11k triangles, although I plan to have the final map at 2048px.
and here is a (much) bigger image:
http://img1.uploadscreenshot.com/images/orig/5/13911480922-orig.jpg