Starcraft Ghost
-
ibra
- Posts: 91
- Joined: 26 Apr 2013, 11:07
- Skype: hendeweh
Starcraft Ghost
heyyy!
here are WIP shots of this character im doing for a 1 minute animation.
will upload more images soon!
here are WIP shots of this character im doing for a 1 minute animation.
will upload more images soon!
You do not have the required permissions to view the files attached to this post.
-
ibra
- Posts: 91
- Joined: 26 Apr 2013, 11:07
- Skype: hendeweh
Re: Starcraft Ghost
thanks man 
You do not have the required permissions to view the files attached to this post.
-
Grims
- Posts: 60
- Joined: 18 Dec 2012, 14:57
- Location: Portugal
Re: Starcraft Ghost
Hello there! Very nice work!
Can you talk about the process you took to accomplish this project?
Can you talk about the process you took to accomplish this project?
The Future is Gloomy!
-
ibra
- Posts: 91
- Joined: 26 Apr 2013, 11:07
- Skype: hendeweh
Re: Starcraft Ghost
Hey Grims!
thanks for the feedback
1st: concept art ( i do some drawings of the model)
2nd: modeling ( i start from scratch and do polygon modeling for the character in XSI)
3rd: i do UV mapping for the different groups ( head alone, upper body alone, lower body alone etc... each with 4096 maps in XSI)
4th: i go to mudbox 2013 and use texture painting tools to make the diffuse maps and the bump maps ( you can actually paint bump maps and see them directly on the mesh in mudbox which is pretty sweet!!!)
5th: i bring all the textures into XSI and put mental ray materials on the model and start rendering and testing the shaders with the textures
6th: i send model to zbrush for quick posing
7th: i render main beauty pass and ambient occlusion pass and compose them in photoshop and do some photo editing
now i will work on making animatable rig, texturing and shading the face and think of the environment...
thanks for the feedback
1st: concept art ( i do some drawings of the model)
2nd: modeling ( i start from scratch and do polygon modeling for the character in XSI)
3rd: i do UV mapping for the different groups ( head alone, upper body alone, lower body alone etc... each with 4096 maps in XSI)
4th: i go to mudbox 2013 and use texture painting tools to make the diffuse maps and the bump maps ( you can actually paint bump maps and see them directly on the mesh in mudbox which is pretty sweet!!!)
5th: i bring all the textures into XSI and put mental ray materials on the model and start rendering and testing the shaders with the textures
6th: i send model to zbrush for quick posing
7th: i render main beauty pass and ambient occlusion pass and compose them in photoshop and do some photo editing
now i will work on making animatable rig, texturing and shading the face and think of the environment...
-
Grims
- Posts: 60
- Joined: 18 Dec 2012, 14:57
- Location: Portugal
-
ibra
- Posts: 91
- Joined: 26 Apr 2013, 11:07
- Skype: hendeweh
Re: Starcraft Ghost
if anybody has a good idea for lighting and material shader please let me know cz i suck at that
-
ibra
- Posts: 91
- Joined: 26 Apr 2013, 11:07
- Skype: hendeweh
-
ibra
- Posts: 91
- Joined: 26 Apr 2013, 11:07
- Skype: hendeweh
Re: Starcraft Ghost
progress
You do not have the required permissions to view the files attached to this post.
-
Grims
- Posts: 60
- Joined: 18 Dec 2012, 14:57
- Location: Portugal
-
ibra
- Posts: 91
- Joined: 26 Apr 2013, 11:07
- Skype: hendeweh
Re: Starcraft Ghost
thanks Grims!!!! ^ _ ^
-
Draise
- Posts: 894
- Joined: 09 Oct 2012, 18:48
- Skype: ondraise
- Location: Colombia
Re: Starcraft Ghost
I love this character, jaw dropping! Keep it up! =)
-
rray
- Moderator
- Posts: 1810
- Joined: 26 Sep 2009, 13:51
- Location: Bonn, Germany
-
xsi_fanatic
- Posts: 283
- Joined: 06 Jun 2011, 01:08
