Any tips on how you got the cloth looking so good?
FrozenPea , it's partly down to using Marmoset for the render , there's a diffuse shader slider/parameter in Marmo' called Microfibre that I bumped up to full that creates a 'fuzziness' effect , (I also used this for Yoda's skin , but with the diffuse slider set to the skin effect one called subsurface scatter , instead of microfibre) But the prep work was all done in Medium by using the sphere stamp(as small as possible)/continuous stroke/surface , and layed down fine vertical and horizontal lines criss-crossed all over the cloth (and smoothed it out at about 10% smoothing strength) .[Edit: there was no smoothing , I've just tried what I did again ] Then I just took all the specular out of the material properties and scatter painted a slightly darker tone with the airbrush at 30%' ish opacity all over to make the cloth more speckly looking. It looked good enough like that really , before I put the model through Marmoset.
Happy new year, mate. My resolution - body anatomy to that standard!
Yeah cheers , Happy new year dude . I can just about manage reasonable looking anatomy now I suppose , as long as the pose is of a 'passive mannequin' type. Dynamic forms/poses however , where the limbs/ muscle groups change shape and interact differently , that's an entirely higher level of difficulty that i'm no where near attempting yet.:)
Ha - I starting out doing totally the same thing but then I found out that art school starts with poses and I'm thinking there's a reason for this. Was the same with faces, now that I think about it, I learned the muscles a lot better once I started mucking about with expressions.
If I were you, I'd try sculpting some pose studies. Of course if I were you I'd be shit awesome at t-pose already so take my advice with a pinch of salt
Dynamic forms/poses however , where the limbs/ muscle groups change shape and interact differently , that's an entirely higher level of difficulty that i'm no where near attempting yet.:)
It's definitely easier on naked characters. I don't think you'd have much trouble posting the Hulk if you give it a try. This is basically all I do: Duplicate the character layer -> erase everything but the limb -> reposition -> merge -> reconstruct any destroyed details -> repeat. I think your red and grey cyborg guy up there would be a challenge, though. It would take a lot of work to preserve the metal features and properly deform the soft fleshy features.
Dynamic forms/poses however , where the limbs/ muscle groups change shape and interact differently , that's an entirely higher level of difficulty that i'm no where near attempting yet.:)
It's definitely easier on naked characters. I don't think you'd have much trouble posting the Hulk if you give it a try. This is basically all I do: Duplicate the character layer -> erase everything but the limb -> reposition -> merge -> reconstruct any destroyed details -> repeat. I think your red and grey cyborg guy up there would be a challenge, though. It would take a lot of work to preserve the metal features and properly deform the soft fleshy features.
Nice one man , I have used this kind of technique previously with simple structures and inorganic elements of sculpts , i'll give it a go and see how it works out.
Comments
https://forums.oculus.com/community/discussion/49696/frozenpeas-sketchbook
Youtube Channel: https://www.youtube.com/c/FrozenPeaSculpts
Yeah man he's a vamp-eye'r !!
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Any tips on how you got the cloth looking so good?
https://forums.oculus.com/community/discussion/49696/frozenpeas-sketchbook
Youtube Channel: https://www.youtube.com/c/FrozenPeaSculpts
FrozenPea , it's partly down to using Marmoset for the render , there's a diffuse shader slider/parameter in Marmo' called Microfibre that I bumped up to full that creates a 'fuzziness' effect , (I also used this for Yoda's skin , but with the diffuse slider set to the skin effect one called subsurface scatter , instead of microfibre)
But the prep work was all done in Medium by using the sphere stamp(as small as possible)/continuous stroke/surface , and layed down fine vertical and horizontal lines criss-crossed all over the cloth (and smoothed it out at about 10% smoothing strength) .[Edit: there was no smoothing , I've just tried what I did again ] Then I just took all the specular out of the material properties and scatter painted a slightly darker tone with the airbrush at 30%' ish opacity all over to make the cloth more speckly looking. It looked good enough like that really , before I put the model through Marmoset.
Cheers btw for the comment mate.
.........cool objective feedback ( nice one P3nT4gR4m ) is yielding progress.
Tiny niggle is a bit of symmetry still showing. 30 secs of tweaking on the horns and chin would sort that
Your stuff looks great!
Yeah cheers , Happy new year dude . I can just about manage reasonable looking anatomy now I suppose , as long as the pose is of a 'passive mannequin' type. Dynamic forms/poses however , where the limbs/ muscle groups change shape and interact differently , that's an entirely higher level of difficulty that i'm no where near attempting yet.:)
If I were you, I'd try sculpting some pose studies. Of course if I were you I'd be shit awesome at t-pose already so take my advice with a pinch of salt
It's definitely easier on naked characters. I don't think you'd have much trouble posting the Hulk if you give it a try. This is basically all I do: Duplicate the character layer -> erase everything but the limb -> reposition -> merge -> reconstruct any destroyed details -> repeat. I think your red and grey cyborg guy up there would be a challenge, though. It would take a lot of work to preserve the metal features and properly deform the soft fleshy features.
Nice one man , I have used this kind of technique previously with simple structures and inorganic elements of sculpts , i'll give it a go and see how it works out.