I thought I’d try and make a Hades figurine for the current weekend challenge
That looks promising
Keep it up
looking very good reminds me of the disney version actually but obviously more sinister lol
That looks really nice!
Very nice sculpt
There are a few areas where anatomy is off, i hope you don’t mind, I did a paint over with a few explanations.
Just my 2 cents
Keep up the great work
awesome! I love a good paint-over, you’ve got a good eye for anatomy
I’ll get to work on it
You are welcome Been studying anatomy for a very long time. I do know it like the back of my hand
Great work Jeepster Great job of re initializing the anatomy Right now most of it is spot on. Only the Triceps muscle looks a little odd and the abs are way too round, they should be flatter, they will round up if he bends and strengthen them up, but when in a more relax pose like this, they shouldn’t be so pronounced. I do like the spike. maybe put it in but as a shoulder armor or something.
I went ahead and flattened out the abs and tried to rework the triceps&back a little bit
as for the shoulder spikes, I was originally planning to make it be armor, but a little additional sculpting seemed easier than designing the armor plates (not a fan of hard-surface modeling)
wow, your sculpting is insane, where the hell did you learn to sculpt like that? awesome model, this is definately my taste
here’s an update:
edit: the arm looked weird in that pose, working on fixing it
brilliant, the skull pedestal is a great touch
Really cool my friend
I love it. Perhaps putting that statue in a little scene on a wooden table or a tablet of some kind would be better. Would also give it a sense of scale:)
Great work though, it looks awesome I love it
I’d definitely like to add a table or something(you’re right, that’d definitely help with scale), but the weekend challenge is almost over - so I think I’ll have to leave it as is
I’ll try to render out a turntable later tonight
thats great, like a pewter statue, how did you make that material though? is it UV mapped or one you created from nodes?
I first started by unwrapping the model and baking an AO texture.
Then I baked a normal map using ‘bake from multires’
I imported that normal map into xNormal, where I generated an EMB cavity map, as shown here: http://www.donaldphan.com/tutorials/xnormal/xnormal_occ.html - this cavity map really helps make the details more prominent
Then I messed around with the AO and cavity maps in photoshop - the layer setup ended up having the cavity map first, and the AO map second, set to multiply. On top of that, I added a levels adjustment layer and brought the midtone grey slider really close to the whitepoint slider
With this resulting texture, all I had to do was use it as color input to the Glossy BSDF cycles shader
the resulting render also looked a little dark, so I used a Color Balance compositing node to increase the gamma and gain a little bit
wow, you really know your stuff when it comes to texturing, have you ever thought of writing advanced tutorials, im sure alot of people could benefit from that, including myself.
ive never used AO or cavity mapps (most of my models are vehicles or architectural) but now im really tempted
great work, would love to see some more of your work, do you have a portfolio online?