Author : jdvi


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ralusek's Avatar
Old (#1)
|||UPDATE|||---
made sword


no video of sculpt sorry, here is a boring video of...basically a turntable. more metal though, so that's good

---|||UPDATE|||


Tried making zphere dreadlocks. It worked pretty well. Will be armoring and finishing up

Last edited by ralusek; 11-09-2009 at 01:09 PM..
"It is important to draw wisdom from many different places. If you take it from only one place, it becomes rigid and stale."


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achillesian's Avatar
Old (#2)
noice
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Cacophony's Avatar
Old (#3)
thanks for the video man, by the end it really started to shape up, imo. word on the hammer fall too ha.
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ralusek's Avatar
Old (#4)
thanks to both. and hammerfall is always a good choice
"It is important to draw wisdom from many different places. If you take it from only one place, it becomes rigid and stale."


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ralusek's Avatar
Old (#5)
ended up sticking with zpheres to finish.
"It is important to draw wisdom from many different places. If you take it from only one place, it becomes rigid and stale."


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Japhir's Avatar
Old (#6)
nice! now how would you turn that into a game-res model?
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obeyurnapster's Avatar
Old (#7)
Hammerfall and inflames.. love you
anyway great work on these dread
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woogity's Avatar
Old (#8)
yes the video gains +50 to awesomeness for teh l33t metalz! great stuff haha. locks look pretty sweet, dont armor him too much, really dig the proportions.


-Woog

Last edited by woogity; 11-04-2009 at 06:44 AM..
"The blacksmith and the artist reflect it in thier art. Forge their creativity closer to the heart YEAH! Its closer to the heart!"






Vageta whats your scouter read about this model?


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ralusek's Avatar
Old (#9)
thanks for the metal comments . and thanks woogity, I will try to keep him pretty minimal

Quote:
Originally Posted by Japhir View Post
nice! now how would you turn that into a game-res model?
I will just retopo it. maybe group the loose dreads a little more, but i just have to make a blanket mesh over the majority of the head. Then I will just retopo the back hair, and i can definitely drop some strands there. there are already countless strands hidden in that knot. I think i'd rather detail them as they are though, to keep the projection a bit more realistic.

i've never projected something so complicated on to a single mesh though, so i should probably do some test runs first
"It is important to draw wisdom from many different places. If you take it from only one place, it becomes rigid and stale."


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Joao Sapiro's Avatar
Old (#10)
about those dread i would make 1 straight uvw it etc, then place it in the same way, or reuse geo from the ones in the head, then for ao i just use ao from the low with the dreads , that way you spare uvw space and it has teh same effect ^^
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ralusek's Avatar
Old (#11)
johny i'm not sure i fully understood what you were saying. to clarify what i was going to try, i was just gonna retopo a single mesh across the top of the hair, project detail, and normal map it. i already tried it and it seemed to work fine. you're saying to AO bake the low poly of the original dreads? si es mas facil clarificar en espanol, puedo entender
"It is important to draw wisdom from many different places. If you take it from only one place, it becomes rigid and stale."


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ralusek's Avatar
Old (#12)
sorry for delay, have way too many side projects at once.
just made a sword for this guy (i'll just post them in OP), here are links though:
http://img109.imageshack.us/img109/2716/sword.jpg
http://img39.imageshack.us/img39/2200/sword1z.jpg

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