Devoted most of the thread to Benny, you can read about Tony if you like, but he became to polyheavy, and so I scrapped it and made a new one. For my latest go to the last page. Currently.
Original Thread Tony:
Okay, now I guess that tally is up to four projects I have running now at the same time! Anywho, Did a caricature of a gangster’s head. Base model in Blender then sculpted in Zbrush, then back to blender. Literally just started so be nice, oh and texture painted in Zbrush! I love that program! Not sure how if I should give him hair or clothing or what types of each I don’t even know how to light him. The shader I use for the skin is a mix of color ramps and noise, no nodes. Technically he is setup for animation, but with that many polys there is no point. Unless I go back into Zbrush and export the low Res version, but then the Disp map is only allowed to be 8-bit…oh well.
That looks great. I never go that high in polycount. I just got ZBrush a couple of days a go, havent gotten around to using it yet.
Quick question, what are your material settings, thats some pretty convincing fake SSS
There’s a tool in the CVS build that lets you bake normal maps at any bit depth you choose, I think. Btw, I like the guy, and the lighting setup is cool, too. Same goes for the faked SSS, it’s pretty convincing as a surface effect. :]
Surprised by the reaction to the shader! a really crappy spin around, only 40 frames so its really jumpy, but still. Also because of the Color ramp the texture appears to have a crease in it along the back of his head, I assure you that this is NOT the case, trust me, I hand made the texture myself! Here is the animation.
I think it looks great, but sheesh, what’s the point of having such a large poly count when his skin is so smooth? I could understand if you were giving him lots of wrinkles & bumps that a high poly count would be needed, but seriously I think you could make do with a much less-dense mesh. Besides that I have nothing to crit, I like the concept!
Ya know, I am going to give him much more detail, such as lines in the lips, but I could do that with a map. I will try and lower the poly count in Zbrush. I’ll see what is looks like in Blender.
Very nice. The lower part of the face looks great. I’m not sure about how far the eye brows come out though. Other than that though it looks great! Very stylistic, but you can still see a mafia hitman or something like that there. Good work, keep it up!
Thanks moz, If you look in the animation I posted the eyebrows don’t really conflict. In fact, from the front view (see top) it allows for a more stylized touch in expressing the brows.
I cant tell if you have one, but adding a white-ish/skin colored addition to the ramp set to normals could look interesting. Makes for a stronger fake SSS…
Also, I am kind of stumped with what to do with him, I mean, I know I am putting him in a suit, but what else? How about hair style or teeth? What would YOU guys like to see?