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Garagarape sketchbook


Garagarape
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Thanks! I don't know how much time it will take to do a good texture set.

There's a lot to fix before. It's full of artifacts :(

Here is a version with a mix of 3dCoat Ao and Xnormal Ao.

Rendered in Marmoset Toolbag.

It still looks like plastic toy.

Next step is cleaning the little baking issues.

Even if I baked the model parts separately, the are some

little stains in sharp angles areas where ray-cast couldn't work

properly. I ought to split the model more, but that's too time consuming...

 

knight_MT.jpg

Edited by Garagarape
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Garagarape...first of all, overall I'm digging your dood here. He's got
quite a bit of character and uniqueness about him. :)

 

In terms of things that jump out at me, I've put a few notes on the attached
image...which you can take or leave for however much they are worth to you. ;)

 

Nice stuff, Garagarape! 

post-475-0-59172800-1380353317_thumb.jpg

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WailingMonkey,

 

Thanks for the advices. Yes, there's a lot to fix. The lighting and used shader

are maybe also a part of the problem.

I'll tweak all this little by little. I don't know how you got the pic,

seems that the server I use is down... I have no picture shown in the thread here on my pc,

just the pic name.

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Quality work here. Your attention to detail and realism creates a fully composed characters  from all directions. My only nibblet is some characters seem a little stout in height for the realism you are achieving. IE the Skeksis from the dark crystal felt like it would tower over most creatures... 

 

 And well, The dragon with the texture work was just an awesome piece.  Keep going... great work! :)  Look forward to checking out your thread.

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Thanks BoxM,

I've had troubles with my website. Impossible to access to it.

But it's ok now.

Yes, I know the proportions are not too great and I always

think "well, this kind of humans do exists"... but it is not the right way to progress.

Oh... I'm also having troubles with shader settings and sss effects.

I'd like to set something that would be OK in any environment,

but don't know what's an average lightning.

Here's a shot of the character (clothes still look like plaster...):

 

knight_color_04.jpg

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I like it very much,trxturing those kind of  charcters is difficult.

With clothes like that sometimes artists bake vray shaders as starting base to get the material properties of clothes down.

Considering the 3dcoat only  approach you took I find it very well executed,

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  • 4 months later...
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Hi there, long time not see!

Still in love with the soft, but too busy at work to practice at home... (?)

 

The soldier above is not posed. Anyway, let's play with sculpt tools.

 

Blocking a Storm trooper. Obviously not the right method. I'm so rusty!

 

storm_01.jpg

Edited by Garagarape
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slow progress on the helmet:

 

storm_02.jpg

 

I never noticed there were so many variations of this gear.

I hope I picked-up the right one.

 

This one is hard to sculpt. Probably because it's half organic half mecha like.

I gave up the boolean way for vox-extrude. With a little more practice

boolean substraction could work well, but it is a little tiring to figure out

which primitive to assembly to get the right shape. I like boolean a lot though.

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Starting to block the body with techniques shown in gbball video (Smooth all + resample).

I guess the character lacks a bit of originality so I decided to add something.

Still not sure it fits though.

I'm not sure the proportions are good neither.

 

storm_07.jpg

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  • 2 weeks later...
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Yep, at least they could be good at break-dancing:

 

 

:)

 

Man, it's amazing the variations of the gear you can find on the net.

 

They all have different proportions. I kind of love the one in the old movie (a new hope?).

 

I wonder what they will look like in the seventh episode (if they still exists).

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