Friar Tuck! I like it.
Enter the catacombs
#126
Posté 25 août 2014 - 11:46
#127
Posté 25 août 2014 - 11:47
I you were to add a beard to it and scale it down a little and it would make a great dwarven monk. ![]()
#128
Posté 26 août 2014 - 12:44
The smiling face and bare feet remind me of halflings more than anything else. Hin fist drunkenmaster!
#129
Posté 26 août 2014 - 05:58
He's a fine figure of a man and I won't hear another word said about it.
It looks very good and it's nice to have something a little more whimsical to use.
PJ
#130
Posté 26 août 2014 - 08:03
I'm glad you like it ![]()
Tchos : yes, that's what I had in mind when I created this statue - he could be the founder of an order who worship a god of wine, beer, food... ![]()
DannJ :in fact, he's supposed to wear sandals, but it's difficult to see it on the screens. And I must say it's difficult to modelize sandals on a 3 polygons foot ![]()
Speaking of that, this statue is a 8k model, which is a little bit too heavy for my taste. There are some hidden polygons I'll delete in order to reduce this amount to the 6k-7k limit I set up for my models.
Kanis : yes, but without the beard, he could pass for a gnome, too ! In fact, depending on the size, he could pass for a lot of race (except an elf, maybe
)
#131
Posté 26 août 2014 - 07:58

Holy crap it's the Jabberwock!
#132
Posté 26 août 2014 - 08:57
#134
Posté 31 août 2014 - 04:33
It looks excellent; the helm is a nice touch. Funny, when I saw the lower armor I just assumed it was padded armor or brigandine.
#135
Posté 01 septembre 2014 - 02:12
They look great. I agree with rjshae the lower armors looks like padded or brigandine.
#136
Posté 01 septembre 2014 - 09:12
I concur. The lower part of the armor don't seem out of place (even now, I can't see what you find wrong with it). To put it in a nutshell: nice work!
#137
Posté 01 septembre 2014 - 10:56
Thank you !
Yes, I thought about a kind of padded armor when I modelled it, but I'm not an expert in dwarf armors ![]()
However I'll modify the feet, which are too small, even for a dwarf ![]()
- PJ156 aime ceci
#139
Posté 03 septembre 2014 - 11:48
An empty base would be useful as well, so you can bring the statue to life via the RWS lion model with a stoneskin effect on it. All you'd need is a bit of switcheroo trickery, destroying the statue version and spawning the empty base, with the lion construct appearing in front of it. A cloud of flying stone fragments via a visual effect could help hide the transition - and potentially scare the cr*p out of the player with a nice loud stone explosion sound when they get too close.
#140
Posté 04 septembre 2014 - 01:23
That's a good idea, although I'm not sure the rws lion has a sitting position similar to my lion ?
#141
Posté 04 septembre 2014 - 02:14
With the visual effects, it's easy to assume that the petrified lion has come back to life and is now standing, reading for a fight (or a dialog if you want it to behave like the sphinx
).
#142
Posté 05 septembre 2014 - 12:13
With the visual effects, it's easy to assume that the petrified lion has come back to life and is now standing, reading for a fight (or a dialog if you want it to behave like the sphinx
).
Indeed. That's why the summoning and polymorph VFX are so large in the game. They're the equivalent of a magician covering something with a cloth momentarily, only to whip it away to reveal that something changed while you weren't looking.
Although if the knockdown idle pose for big cats is anything like that of wolves, it'd look pretty much like a 'crouching tiger'.
#143
Posté 05 septembre 2014 - 08:28
There's a little problem : I painted the shadow of the lion on the pedestal. Deleting the statue would result in something like this... which is not really "artistically pleasant". ![]()
I'll make a variant without the shadow, before proceeding to my next statue. Here is the final version of my lion.
- rjshae aime ceci
#144
Posté 06 septembre 2014 - 06:01
I don't know that it is correct to look at but why would the lion not leave a print of itself if it were not connected to the plinth. Over decades of non mobility rain and dirt would get in there and leave a print much like that. I think a warm brown rather than black but it would be there.
PJ
#145
Posté 06 septembre 2014 - 07:08
even if such a print would be there, from a gaming pov it wouldn't look very good if the lion on the pedestal is missing, and it would also restrict the usage of the placeable.
btw nice progress in zbrush ![]()
#146
Posté 06 septembre 2014 - 10:21
even if such a print would be there, from a gaming pov it wouldn't look very good if the lion on the pedestal is missing, and it would also restrict the usage of the placeable.
True enough.
PJ
#147
Posté 10 octobre 2014 - 07:01
Hi,
I don t know where you are at your zbrush learning but for texturing,personnaly i use polypaint on my hight poly model then the free program Xnormal to get this on the low poly model texture.
You should take a look at some seamless texture tutorial on zbrush,your dunjeon floor would be so much more nice with that >_>.
Like this one.
The use of projection master for column has some nice tutorial too.
#148
Posté 14 octobre 2014 - 09:27
Looks like Calister68 may be on another extended hiatus...
#149
Posté 16 octobre 2014 - 07:15
I'm just taking a little break, don't worry, I'm still following closely what's happening on the forum ![]()
@nagual : interesting textures, but I'm not sure making my dungeon floor with zbrush would be very poly efficient ?
- rjshae aime ceci
#150
Posté 16 octobre 2014 - 06:25
you would only use zbrush's geometry to create the texture. simply bake the detail and the vertex color on a flat plane and your dungeon floor is ready.





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