Boxer final meters

I’m reaching the final meters with this character. I polypainted the base for everything in ZBrush and then continued working the textures in Photoshop. So pretty simple process regarding that. I’m rather happy with how the hair is turning out. I’m using the standard Hair&Fur in 3ds Max so again, nothing fancy, I am rendering the hair through Vray so I’m using VrayHair material.

 

wiphair_001hair

Policeman wrap up.

The policeman is finally finished, some other project got in the way which I had to finish in between but after that I finally was able to finish this character.

cop

Sculpted the badge in Zbrush using a reference I found online.

cop_zbrush

closegrab

maxgrab

 

Cop update – textures

I’ve started the texturing process using a mixture of Mari and Photoshop. For all the skin I’m using Mari and the rest Photoshop.

I also posed the character to fit the concept, I used the Subtool Master plugin in Zbrush which is super fast and simple.

I’m really pleased of how the character is rendering out since this is straight out of Vray.texturewip

Policeman

As it often happens when I’m modeling, I begin a project, work on it until I stop liking how it is turning out and start a new one.

This character I started modeling roughly 2 years ago and in some curiosity opened the ZTool file couple of days ago. The character was created by an artist called Rayner Alencar (here’s the concept). The last time I worked on it I had finished the base mesh, finished retopologising the head, the body and the shirt. I did some tweaking to the topology of the shirt and ears, then created the rest of the outfit.

I’m planning to take the character into Mari and texture him there and will do my best to do the concept some justice. But I think I will make the character slightly less stylized as in the concept.

wip_001

Mrs. Hasagawa

Finally a new post. I haven’t been able to work much in my personal art for some time. But I finally finished my next piece. It’s Mrs. Hasagawa from Lilo & Stitch. Really basic workflow. Starting with Zspheres and building it up to a certain level and throwing it to 3ds Max to retopo. Then I detail it in Zbrush. I decided I wanted to learn Mari so I used that for texturing. I will definitely use that again in the future, once I figured it out it’s rather really simple to use.

Hasagawa_001

Process

maxgrab

Slow & steady

WIP_001

HeadTopology

My progress so far. Not to much to say about this. The sword is simply polygonal model from reference as well as the clip that’s holding the sword to the belt. I’m thinking about redoing the pants and get the folds right, it’s not working for me like this, but I’m pleased with the boots as they are now.