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My Wip's & Finals


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Here you go guys, finally finished with this interior project. Was my first and probably only visualisation project with Corona. I'm going to learn Unreal Engine 4 next and stay with the physical rend

What's up people!?  Haven't been around the past few years due to the fact that my work requires me to sit behind a pc monitor all day and I would like to do things in the real world as well 😅

Hi all!  First of all, hope everyone's had a great Christmas, I'm stuffed lol! So here's a first look at my project with color on the character! I still have to do the hair but haven't had time to

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9 minutes ago, PrivatePolygon said:

Lol I've already got a picture in my mind, what a flamboyant name! Good luck with that man :D

yea it ill be fun for sure, looking forward to the head and legs the most, and of course he will be fat :) im trying to visualise wat a fat flamingo would look like.

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  • 3 weeks later...

Been working on this off and on for the last two weeks. Main problem is the lack of good reference material so I improvised a bit on the armour. last thing to do is the arms.
This was created 100% in C4D except for the details on the face. Next phase is Unwrapping and adding mechanical details in Zbrush, in there I'll also smoothen some parts since I'm not that good yet in SDS modelling. I'll export this on subdivision 1 to get some nice smooth edges. 
After that on to Substance painterrrr! Fun project.

Btw does anyone know how to create nice wireframe renders in which you'll only see the main smooth lines from the SDS?  @VECTOR perhaps? I think you'll use it all the time on your models or am I wrong.

EDIT: I think I'm wrong, thought the lines where smooth but I can see the normal edges, nevermind haha
 

F&B.jpg

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9 minutes ago, PrivatePolygon said:

Btw does anyone know how to create nice wireframe renders in which you'll only see the main smooth lines from the SDS?

Sketch n Toon can render isoparms... Add sketch and toon from render settings, change mode to advanced and enable isoparms render.

CBR

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18 minutes ago, PrivatePolygon said:

Been working on this off and on for the last two weeks. Main problem is the lack of good reference material so I improvised a bit on the armour. last thing to do is the arms.
This was created 100% in C4D except for the details on the face. Next phase is Unwrapping and adding mechanical details in Zbrush, in there I'll also smoothen some parts since I'm not that good yet in SDS modelling. I'll export this on subdivision 1 to get some nice smooth edges. 
After that on to Substance painterrrr! Fun project.

Btw does anyone know how to create nice wireframe renders in which you'll only see the main smooth lines from the SDS?  @VECTOR perhaps? I think you'll use it all the time on your models or am I wrong.

EDIT: I think I'm wrong, thought the lines where smooth but I can see the normal edges, nevermind haha
 

F&B.jpg

yea sketch and toon with isomparms, you can adjust the thickness of the lines etc, you can also do it with standard renderer and cel render option, turn sds sub division to 1 or off for best results, looking good btw!

 

Aren't you tempted to do the full body?

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7 minutes ago, VECTOR said:

yea sketch and toon with isomparms, you can adjust the thickness of the lines etc, you can also do it with standard renderer and cel render option, turn sds sub division to 1 or off for best results, looking good btw!

 

Aren't you tempted to do the full body?

Nice got it! Never really played with it cause the wireframes where never worth looking at lol. 
Thanks, I am really tempted but I won't haha, life's going to be crazy in the next month since I'm going to move to an other village so it'll be painting real walls instead of within the material editor :( haha!
 

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  • 2 weeks later...

Sooo, here it is! Not the exact final that I'll be posting on my website yet since I want him to be on a spaceship bridge with earth in the background and with an earth hologram which I already made. But for now I'm done with the character itself.

Everything was made within C4D with the exeption of the head details that were sculpted on in Zbrush. I used Zbrush now and then for sketching rough shapes and work them out in C4D after that.
The texturing was done in Substance Painter and this render was made in Marmoset after spending half this day on tweaking the materials.

I exported it on the second subdivision level (around 93K poly's) to be sure that there weren't any square edges. The low poly model is at around 22K.

Hope you all like it and when I've got time I'll post the final here ofcourse when it's finished :)

 

SalarianR4Small.jpg

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