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I was going to comment on the missing nose holes, but then I read what dvdcpu said, and it makes perfect sense. Like the holes in the skull are still there, but they aren't used.
I'm impressed. Well thought out, and great job in execution.
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My humble gallery: [link]
JT
I create normal map and displacement map in zbrush and i apply this map on my low poly to have it look high poly in the render
'so u do not use smooth modifier at all as I understand..
its just great I want to say!
ur to try this zbrush
how about unwrap texture? is it included in zb?
For the Uv's i use some planar projection in max, then i export the uv's in deepUV to join and relax the UV, to have a nice unwraped texture without overlaping ( deepUV is really awesome for that ^^)
When the UV are ok, i start paint the diffuse texture in zbrush and i export it to photoshop ( adding detail from reference stock, refine some sahpe,paint over...)
for the displacement/normal map look at zbrush central :
[link]
thank u for sharing your skills.. it was long time I ve last done something like this with Max.. but now I am fully inspired thanx to u... keep an eye on your works