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jaroldsng — Tin man - z brush model

Published: 2008-12-27 15:54:27 +0000 UTC; Views: 9479; Favourites: 17; Downloads: 2775
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Description heyyy
my brains are cracking to figure out the low poly for this.
xnormal is acting weird

hahaha
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Comments: 13

Leonidas666 [2009-11-18 19:16:28 +0000 UTC]

Hey! Dude, you just made MY body. lol

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cyks7th [2008-12-29 08:20:35 +0000 UTC]

I think u have your own thing going on here, always good ; I will critique on the final piece meheheh I lazy

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atlantiz15 [2008-12-28 05:10:58 +0000 UTC]

is this normal mapped on low poly? looks really abit weird ler... is the highpoly detail nicer alot?

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jaroldsng In reply to atlantiz15 [2008-12-28 08:51:20 +0000 UTC]

no wor, this is the actual zmodel, i cant get the thing to work
is the detail an overkill?

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atlantiz15 In reply to jaroldsng [2008-12-28 19:30:11 +0000 UTC]

Maybe the muscle detailing not so comfortable for me gua. If you refer D'artise artbook "Gears" sculpting, their muscle looks hardcore, yours looks painful I feel.
Is it not enough polycount for small detail?
Basically is the muscle folding not so convincing la...
If your planning is have alot of Gear/Armor to cover, I think is ok gua.

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jaroldsng In reply to atlantiz15 [2008-12-29 05:47:12 +0000 UTC]

i see where youre standing at,
but i think its just a different feel here then, if its me, i think painful is a great thing!
i have already maxed out the polycount, i can't get any higher on my pc. and this is already sculpting on a retopoed base.
not too keen on locust sculpts too, cause i feel the foldings are a bit lumpy.
this one has strong influence from steve wang, he tends to disect muscle groups like this, giving a carapace, insect segment-like muscles.
his full torso is gonna be exposed, i am worried about finer details, but i am gonna try laying over suttle bump textures map in ps.

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atlantiz15 In reply to jaroldsng [2008-12-29 16:22:28 +0000 UTC]

hows your UV look like? is it body and hand seperate, if is seperate, you able to seperate sculpt using multiple sub-tool. The Santa I sculpt, I spilt damn alot of parts, so every parts can be more sub-division/polys.
By the way, beside UV you also can spilt parts by parts on the spot, just ctrl + shift select the faces and spilt out.
I don't know what is suttle bump in ps, Is it screen from Z then texture straight from ps?

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jaroldsng In reply to atlantiz15 [2008-12-30 09:55:38 +0000 UTC]

wahh!
the split thing works wonders!
thanx man. im gonna detail up this guy, how do you make clean splits in z? like irregular shapes, the ctrl+shift only works with squares

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atlantiz15 In reply to jaroldsng [2008-12-30 12:15:50 +0000 UTC]

I'm not really understand what you asking.
Is it the masking method works with square (you can use lasso tool to select faces also)?
Is it the masking works on 4polycount (square? I don't know, man)?
Usually I bring down the sub-division to lowest only I spilt out. Dumbass only spilt while highpoly la!!
wise use of "Alt", can minus and plus.

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jaroldsng In reply to atlantiz15 [2009-01-02 03:35:34 +0000 UTC]

u fukkin talk kok

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atlantiz15 In reply to jaroldsng [2009-01-02 06:50:51 +0000 UTC]

you ask kok question 1st!!

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jaroldsng In reply to atlantiz15 [2008-12-30 09:46:44 +0000 UTC]

oooooo sounds good, i'll definetely try that,
nah, one you export the normal maps, you can put in some textures via external progs of ps itself to overlay nrml bumps.

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Kazeki [2008-12-27 17:41:40 +0000 UTC]

Siang's body

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