Been getting to grips with loads of good stuff in Z to do with texturing....on top of polypainting, been getting some good results with photo textures, both applied on their own, with alphas (with and without Zadd/sub), and spotlight. I never really rated spotlight the first couple of times I used it, but it's starting to grow on me.
Hi Dave. First off...commented on your water bucket thread last night having seen the picture and not read all the words...seemed inappropriate on rereading. Hope your son's ok.
Do you think the textures have gone over the top already? Been enjoying putting them down and being able to get right in there and detailing it up.
A gate made of chains? hmmm. I've been liking the rust direction with him, so some old, metallic struture might be a good idea, and I've been meaning to look into the zbrush technique for making repetitive, ornamental like objects....hmmm....
No problem Ben my son is aright cannot stop the little bugger running around arm in sling, You might be going over a little with the texture but with the right background it might not. The one thing that stood out to me about the last challenge is that a lot of models had the wrong backgrounds to say this is a toy..........dave
quickie update. Struggled to think of a specific shape for a base so just built anything really, for a start. Got this sort of pointy shapes theme going on, so thought I could continue that. Though the spikes/bones/spears, whatever they are/will be round the back dont really lead the eye well, or well enough I dont think....so that'll be a consideration going forward, how to position props and detail to support him, and not override him. That and coming up with some ways to get some objects in to hold some nice rust. Perhaps an animal somewhere...i was thinking snake....or some bones lying around, or barb wire, or severed limbs, or something...all just ideas floating around. Chains. Definitely be some chains going in. Though they crank up the base polycount which can be a pain when trying to subdivide high enough to hold substantial detail.
good ideas ben...but please dont clutter it with too much stuff..it will distract too much I think. Increase the Ø of the back 4 thorns....just to give it a bit of volume and increase their height so they are just above head high. I would put in a dirt colour and bump on the floor to give it an earthy look...and yeh mayb the barbed wire around some of the thorns...and a few loose skulls behind and to the side...I reckon that would do..nice going mate
cheers bullet
bullet1968
"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
Got to here so far. Not exactly setting my world on fire, but it looks better in my head, visualising it with textures. I swapped back and forth between different versions today and could see the 'clutteredness', that you guys have mentioned. I will try and group and sculpt/texture everything in a way that, if come the end it's looking too busy, I can drop some objects out to simplify it without leaving holes. Computer seems to be handling the two extra subtools alright so far, so I shouldnt have to chuck everything into one as thought at first.
The grub/slug looking thing is supposed to be ... a grub/slug type thing...well, more grub than slug. I think you guys might think it's naff and I should delete it now, but I ask reserve judgement till I have a go at getting it how I can see it in my head, and if it looks bad then, I will try and listen!
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