Great Work,
The design and material breakup looks great,
in the cleaner renders the eye lashes look a little too noticeable to me especially the lower ones,
Works Amazing though!!
Great Work,
The design and material breakup looks great,
in the cleaner renders the eye lashes look a little too noticeable to me especially the lower ones,
Works Amazing though!!
Taht’s very good, as usual !! All hairs are fibermesh?
Loving the exposed teeth like that!
And the over all Street Samurai feel of this character!
dustbin1_uk , Totyo , Webhead , thank you a lot guys for your notice! It is really encouraging to me!
Ackeemd thx yes ! I’ll fix that
If you have any other comments please do not hesitate
spectacular bro!
Impressive work!!
thx a lot Totyo
Very impressive… as usual !
for those who are interested here is my global process that I followed for this project.
What I write to you here is the result of my research and my experience, this method of work that I offer you is personalized and optimized in my own way, and as I already mentioned there are several methods of work to get the same result, I chose this type of work following the software that I have and the limits of my knowledge that I have developed day by day since my debut a 3d , I am far, very far to understanding all the knowledge in this evolving field at an incredible speed.
The current technological means offers us the ability to express easily, but on the other hand renders the possibility to find an original idea a very challenging task. To start a project we took habit of looking around us, or by searching on the internet, but unfortunately we often forget to look in to the most important place, a place where there are no laws or rules for creativity ; a place where freedom finds his real sense, the imagination, it is the only way to break this copy paste of ideas circulating around us . Each person is unique and each person has his own brand.
For an original creation, the artist must begin by imagining a story, an environment, an epoch and a good subject. The ancient artists did not have our current means, but in spite of that they left masterpieces etched forever in the world of art, their only means it was not Google and Pinterest.
and to explaine the inspiration would never mean copying because we can adapt and improve what we find, and it fits in the development of ideas, but it’s still a step that remains second after fixing our original idea. at this stage we can mention the search on the web for example on Google, Pinterest, ArtStation or Deviantart. or even in the reele life, these research resources give us the ability to just refined and fine-tune what we have as a raw material.
2- The rotopology :
I move to the next step to rework the mesh which requires a technical skills that artistic. For me, I prefair the nonautomatic method that uses the ZSphere. this method not only allows me to create a new mesh model with better structure of polygons but it is also a step for pre-modelistation for the following step which consiste to know how to draw and control the quadrangle shape of polygons to better meet the sellection and modelistation under 3ds-max.
3ds-max tools are very useful and very powerful to refine and separate elements in a very practical way , such as extrude and chamfer that I use a lot still under edges sub-object.
The infolding under Zbrush with UVMaster allows me to avoid the initial planar projection for each item, also we must take into account that UV-master treats all sub-objects individually, that is why I cut my objects in several parts and reunite them in one object.
After in 3ds-Max I add UVUnwrap and I continue by organizing my UVs, of course if the object or element is big in our scene we must be given more area in term of UVs.
5- Materials
This method is very useful to avoid the back and forth between 3DS and SP in event that I am not satisfy with the result.
This method is based on textures created on substance painter, so all the textures will be exported to 3ds-Max with the V-ray presets, the disadvantage with this method is does not allow me to economize my physical memory (RAM) especially with high resolution of textures an average of six or seven textures per material. So, I use this method in cases where I have already affect a textures like decals, or a projection of external texture or eventually the Normal-Map.
On one side a good lighting contributes to value my work of modelling and texture and in the other ones gives a perspective which focuses on the theme of the subject which I want to put in the foreground, generally, I use a combination of soft and rough light, to have one varying lighting effects withe a combination of additional colors as bluish and yellowish which are frequently used by artists to give a kind of dramatic lighting.
7- Rendering and post production
Before starting the rendering (which lasted almost 4 hours for this project ) I added some Alpha and depth of field passes for the post-production in After effect or/and Photoshop.
To simulate the DOF in 3DS-Max require powerful hardware and a huge render times so I prefer to work this step in AE with effect Camera Lens Blur. For the rest (dust particle and lighting effects glow) I use footages in addition mode with some adjustment of hue and stauration.
Hello i wanted to ask you if you are interested we want to 3d print this robot for our schools project do have the 3d file ?