
Portrait of an ivory Queen
so one of the experiments i have tried was to take just the head from my old white naga character and rebuild her head with some Zremesher and HD (25million) polygon topology. after reworking her texture and extracting the largest Normal and texture map i could, i exported her to blender at about 100k polygons and set her up with a rig there. after posing and lighting i did an hour and a half render to give her a nice polish then spent about another half hour touching her up in photoshop
her model is available on pateron at the 30 tier. i will continue to make all her parts in this same HD level and if people want it i will finish her models faster. note that i am kaing this as a illustration model not a animation model. i will have to retop and re rig her full model for animation
https://www.patreon.com/hatton_slayden
her model is available on pateron at the 30 tier. i will continue to make all her parts in this same HD level and if people want it i will finish her models faster. note that i am kaing this as a illustration model not a animation model. i will have to retop and re rig her full model for animation
https://www.patreon.com/hatton_slayden
Category All / All
Species Unspecified / Any
Size 1280 x 682px
File Size 104.4 kB
Listed in Folders
not sure what you can do to fix it
with the white skin, the grey shadows are really tricky to see...
if the skin was darker the highlights would probably be easier to spot - but the character has white skin, so I'm not sure what you can do here
maybe change the color of the light?
with the white skin, the grey shadows are really tricky to see...
if the skin was darker the highlights would probably be easier to spot - but the character has white skin, so I'm not sure what you can do here
maybe change the color of the light?
Chuckle.
Only 25M polys ? You should rig it and watch Blender catch fire trying to weight those to a skeleton :D
( I'm playing around with Retopo Flow 2.0 atm. Trying to get a feel for it. )
As for the flatness comments . . . . .
Maybe throw a SSS on there. It will do stupid things to your render times but hey, just let it run overnight :)
Only 25M polys ? You should rig it and watch Blender catch fire trying to weight those to a skeleton :D
( I'm playing around with Retopo Flow 2.0 atm. Trying to get a feel for it. )
As for the flatness comments . . . . .
Maybe throw a SSS on there. It will do stupid things to your render times but hey, just let it run overnight :)
It takes a little getting used to.
I have yet to complete a full retopo with it but it seems to work fairly well so far in my testing.
If I would get off my ass and retopo the character I'm playing with, I would have something new
to animate :|
You're also correct about just painting it in vs re-rendering it with SSS. Would take forever :D
I have yet to complete a full retopo with it but it seems to work fairly well so far in my testing.
If I would get off my ass and retopo the character I'm playing with, I would have something new
to animate :|
You're also correct about just painting it in vs re-rendering it with SSS. Would take forever :D
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