Working on a new ship. Here are some first views
Greets
Roland
good Roland , why do you have chosen to displace only a part of the ship? How many poly and subtools ?
Keep on posting, i love this style obviously
Nice one!
Thanks for showing the raw model, interesting to see how you constructed you work.
crazy forms!
Oh wow this is spectacular. Could you tell us a little about your methods along the way as well? Truly fascinating.
-J
amazing indeed. PLease tell us your approachto this and how many polys your model is using!
I especially like the way the details all wrap around the curves and the recesses all so cleanly!
here i got some new displacement details
Next time i’m give a little bit more infos about polys…
Greets
Roland
Very good one!
Are you using an external UV editor? Or just the random GUV or similar thing?
great effect, I wonder how u achive result of this amount of detail :o
hi People i changed everything on my spaceship. I did’nt like the shape and the displacements. But now i’m really happy with it.
Greets Roland
Interesting displacement as always, which kind of alphas you have used? It’s from a zgrab or made in PS/Ai ?
Hi People,
here are the first Illustrations of my new ship. Also one of my alphas made in PS which I’m using for displacements. Hope you like it
Greets Roland
I love all this displacement work of late posted on ZBC, and this one is no exception
Great work! I love how all the intricate little detail work really gives your ship some nice scale!
Beautiful work!!
Just a question:
It’s obvious you used a UV based method to apply displacement maps.
They tend to follow the groups-loops, etc. A GUV use is possible here, but, did you also use an external UV editor? Avoiding random effects I mean.
Hi People, here are some more views of my ship.
To the questions, I dit all UV’s with ZBrush.
Greets Roland
Great new renders!
To the questions, I dit all UV’s with ZBrush.
GUVs possibly, yes? How do you have control on this? I used it in the past, but I exported first in blender to place the UV islands exactly where I needed. Is there some equivalent workaround in zbrush?