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sangheili117 — ::HULK::

Published: 2012-04-13 10:50:01 +0000 UTC; Views: 3561; Favourites: 71; Downloads: 0
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Description well its been a long road but heres one for you marvel fans out there, the incredible hulk

this all started when I found that my male characters were always very weedy and anime looking [no offence anime fans]

so to beef up my 3D male characters I thought I should try modelling a character that's as muscular as possible, and the hulk is what sprung to mind.

as a plus i now know the anatomy of human being much better now

::15462 triangles | 2048 diffuse and normal maps::

hulk © Marvel comics
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Comments: 32

ThreeViews [2014-05-03 14:59:38 +0000 UTC]

I think this captures the essence of the character perfectly.

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sangheili117 In reply to ThreeViews [2014-05-07 11:39:03 +0000 UTC]

thanks

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Wait0wat [2012-11-21 02:00:53 +0000 UTC]

I always hate it when they always say "The hulk looks fake-WELL HE IS FAKE, DAMMIT!!!

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sangheili117 In reply to Wait0wat [2012-11-21 08:26:08 +0000 UTC]

xD exactly i never understood why people thought he could ever look real

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Motion-in-Poetry [2012-10-12 18:58:57 +0000 UTC]

awesome sculpt
great textures too

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sangheili117 In reply to Motion-in-Poetry [2012-10-12 19:53:41 +0000 UTC]

surprisingly enough the textures weren't even done in photoshop either, there all projected in zbrush and just changed the colour in photoshop.

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Motion-in-Poetry In reply to sangheili117 [2012-10-13 13:37:44 +0000 UTC]

cool yeah, zbrush is great for texturing
I always just texture my stuff in zbrush too
love the painting tools

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SeverFlameSkullRage [2012-10-01 00:57:33 +0000 UTC]

Awesome 3D render, dude!
HULK SMASH!!!!!

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sangheili117 In reply to SeverFlameSkullRage [2012-10-02 08:14:45 +0000 UTC]

xD thanks this guy took quite a while kinda wish i did the muscles a lil better

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KerroPerro [2012-05-23 16:53:24 +0000 UTC]

Love the render! Can i ask you what technique you used to get the "low" poly count? I'm very curious as you seem not to have used displacement and i've been trying to eliminate displacement wothout losing detail/edge flow...

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sangheili117 In reply to KerroPerro [2012-05-23 17:11:42 +0000 UTC]

lol 15K is low for this gen for most games

to make this model I started in zbrush and used dynamesh to get everything started like the muscles and stuff, after I finished with all the details in zbrush [which I wont go into]

I take the high poly model into a program called 3D coat which is a program mainly for retopologising high poly meshes into low poly ones, all I need to do is draw lines here and there and hit auto-top once that's done I remove edges, add edges, redo some sections and get rid of N-gons this creates a low poly that is very close in shape to the high poly which allowed me to create a very effective normal map.

I created the normal map using xNormal as its faster and simply works better than max or maya at transfers, and it also transfers poly painting from models exported from zbrush too

I don't really use displacement maps cause they tend to ruin everything as they seem to affect geometry horribly =/ normal maps not change your model at all and only affect the render or at real time

hope this answered your awesome awesome comment

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Tama-o-hoi In reply to sangheili117 [2012-06-25 08:54:45 +0000 UTC]

can you upload an unmapped version? just to show the polygons?

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sangheili117 In reply to Tama-o-hoi [2012-06-25 11:10:40 +0000 UTC]

sure, ill make an update with the wire frame and untextured as well so both the normals and polygons can be seen keep an eye open for it

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MightyMorphinPower4 [2012-04-16 16:25:56 +0000 UTC]

Awesome one

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sangheili117 In reply to MightyMorphinPower4 [2012-04-16 20:58:10 +0000 UTC]

thanks

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SeanChiarot [2012-04-15 06:21:54 +0000 UTC]

Fken amazing!

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sangheili117 In reply to SeanChiarot [2012-04-15 14:49:15 +0000 UTC]

thank man

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T3ROCKS [2012-04-14 19:36:26 +0000 UTC]

HOLY SH*T MAN THAT LOOKS FU*KING AWESOME!!!!!!!

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sangheili117 In reply to T3ROCKS [2012-04-15 14:48:59 +0000 UTC]

lol thanks man

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mcovvey [2012-04-14 04:34:34 +0000 UTC]

Now Thing!

seriously; very, very dope. swish-- nothing but net.

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sangheili117 In reply to mcovvey [2012-04-14 19:17:28 +0000 UTC]

thanks

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AnedaTheFox [2012-04-13 20:24:41 +0000 UTC]

that is awesome!!!

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sangheili117 In reply to AnedaTheFox [2012-04-13 21:21:13 +0000 UTC]

Thank you

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AnedaTheFox In reply to sangheili117 [2012-04-15 16:00:52 +0000 UTC]

your welcome

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Koskish [2012-04-13 14:58:13 +0000 UTC]

Dude, GREAT job!

It looks a little stylized, but really awesomely so.

Are the textures hand-painted or did you use photo reference? Just wondering, because the skin looks absolutely fantastic!

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sangheili117 In reply to Koskish [2012-04-13 15:39:24 +0000 UTC]

Thanks for commenting

I wanted him to resemble the comic version of the hulk because I didn't like either of the films ones they were just missing something so this is why he's a little stylised but I may have got the legs a bit large =\

As for the textures they were entirely done in zbrush by poly painting photos onto the model then where adjusted the colour in photoshop this made it very easy to get the normal map in the right place too zbrush is a very powerful program

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Koskish In reply to sangheili117 [2012-04-15 18:44:14 +0000 UTC]

I think his legs work, looks very nice and makes him look intimidating!

Oh, that's so cool. I haven't gotten to use zbrush yet, but I'm so excited to try it out. Hearing this from you only makes me even more excited about it. I had no idea you could paint in it as well. .__.

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sangheili117 In reply to Koskish [2012-04-15 19:56:46 +0000 UTC]

you can pretty much do everything in zbrush now max is becoming more and more redundant and turning into an animation and rigging program for me

trust me now that zbrush has dynamesh and fibermesh there's no limit to what you can sculpt, you should definitely give it a whirl

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Koskish In reply to sangheili117 [2012-04-21 13:54:07 +0000 UTC]

It sounds so cool! I know I have a course in it during year 2, I really can't wait. Sadly, we don't have access to the program until year two, but I've heard Autodesks Mudbox offers similar features, have you tried it?. I am so excited about making good looking normal maps and start making more advanced highpolys.

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sangheili117 In reply to Koskish [2012-04-21 18:35:56 +0000 UTC]

nah i havent used mudbox, no need really when zbrush is the more supported program. i recommend that you get your hands on xNormal as well as that will transfer your normal maps and poly painting data from zbrush and make them into maps automatically they are a wonderful combination

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PlatinumDreaming [2012-04-13 11:03:26 +0000 UTC]

that's amazing! you did a wonderful job on this! the anatomy is just perfect! great job keep up the amazing work ^_^

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sangheili117 In reply to PlatinumDreaming [2012-04-13 11:05:35 +0000 UTC]

thanks it took me so long to do this between work, games and other distractions of mine lol ill do my best to keep the good stuff coming and Im gonna change the clouds on that zelda one too since it was pointed out

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