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Scerendo

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Posts posted by Scerendo

  1. Guys my intention was to ask @@Scerendo if he still accepts requests here. Not to start another spam fest of requests. Cool down.

    Hey there, I don't necessarily take requests, but it is always useful to know what characters people would like to see, I do glance through the rewuest forum now and then, to see what people are interested in :)

     

    For example:

     

    Imperial patrol trooper

    Is something I might be looking into doing at some point, since I already made the body mesh for the shore/tank trooper.

     

    There's a few things I've done for the Moviebattles II mod that will be released soon, but other than that I am afraid I am not actively working on anything new at this moment, due to lack of time.

     

    I appreciate the replies and interest from everyone though :)

     

    Edit: Posting from mobile so apologies for the weird format !

  2. That's good to know, i haven't updated xnormal in a while so i was not aware (and do most of my baking in max)...does it support unity, unreal, maya, max, source, input tangent? etc.

    Handplane Baker is also fairly decent and has support for different input tangents.

  3. Don´t get me wrong I´m big fan of his work. His models are really quality and bodies are spot on but heads/faces are somehow off. I´m pretty sure BF face is more accurate (not sure about Force Arena one). 

     

    If it's any consolation, I am working on yet another new head model  for her, intended for a Last Jedi update for Movie Battles II.

     

     

    Well was stuck on his arm/leg weights and didn't have the alpha channels, but all thanks to @@The Punisher that could be

    an update of the base Chewie model. Credits to the artists at Force Arena.

     

    h5ClDOo.jpg

     
     
    Also that's probably one of the few Chewie models, I've seen that is actually better than the base JKA one.
  4. @@Scerendo

     

    Hey man, I freaking love your work and this model is no exception.

     

    I will be honest though, I'm not so keen on the new face mesh you've used for the 2.0, I think it makes her look older, and her jawline looks a bit too narrow now. Maybe better to use the old head mesh, with edited hair?

     

    This is just my opinion of course, cant wait to see updates for finn and poe :D

     

    Hey I've been working on the face, should be an update soon :)

     

    The mesh itself won't be changing (in fact the mesh is very similar to the original but it just has more polygons in certain places ) but the textures will be, mainly just smoothing out some of her features and changing her eyes to be a bit closer to Daisy.

  5. Sorry to bother you again, @@Scerendo. But now that more and more images from The Last Jedi are coming, I think I should leave some images here.

    We could have enough reference material to "update" Rey before the movie gets released.  :D  (Yes, I'm super excited for the movie)

     

     

    20170722-cover-heroesofthegalaxy-bg.jpg

     

     

    1118full-daisy-ridley.jpg

     

    Don't worry it's the next thing on my list :) I want to give her, Poe and Finn a texture and mesh update anyway, so rest assured they will sport their new outfits.

  6. A Minor Update atm, been a bit swamped so haven't had a lot of time to get much done.

     

    Finished off the textures and mesh for the vest version:

     

     

    8EshhO.png

     

     

    And been working on the highpoly for the Parka/Jeda Outfit. That being said I realised after taking this render, i noticed that his hood should be more bunched up, so I'll probably be redoing that. The fur is just some place holder fibers.

     

     

    N4jt3v.png

     

     

    On a side note, after seeing the costumes for Episode VIII for Finn and Poe:

     

     

    vanityfair0003.jpg

     

     

    I've noticed they are fairly similar to their last iterations and Poe's isnt too far off Cassians, which will make things a bit easier when I get around to do them. Though I'm thinking of redoing the textures for them and Rey at some point anyway.

    Balt, Delmi, Lancelot and 11 others like this
  7. I think it's high time that @@Scerendo makes a tutorial. :P

     

    Lol maybe :) though I feel like it might be easier to link the  tutorials I follow, since they would explain things than I ever could.

     

    great work! The index finger looks broken at base knuckle.

     

    Haha good observation, it most likely is, due to my attempt at re positioning the fingers to match those JKA hands.

  8. One bit of feedback on the Tiplee Twins - I've noticed some clipping/deforming at the back of the neck during the idle animations (BOTH_STAND1IDLE1 in Modview for an example).

     

    Thanks, I shall make some tweaks to the weighing.

     

    Holy hand grenade! You're so good that I want to take a backflip through a wall and grow potatoes though the hole.

     

    On a less serious note, I would really love to know more about your workflow. Do you sculpt it in one piece, or every part separately, then glue it together? Sculpt -> Retopo -> More sculpt, or Modeling -> Sculpt, orrr?

     

    Well I tend to start off with a base mesh then I will  mask off areas then use the extract tool in zbrush to create the different pieces as subtools, then sculpt each piece until everything is how I want it. I like to get the highpoly as near finished as I can or at least the form of the model near complete. Then I will normally bake maps and do the texturing in Quixel.

     

    Or some DF2 characters. :D

     

    Might be an idea, could certainly use a Gorc and Pic model :)

     

    On another note I have started work on the Lowpoly and textures for JKA:

     

     

    8lLCYm.png

     

     

    Feedback always welcomed!

    Lancelot, Circa, Boothand and 14 others like this
  9. Thanks for the responses so far guys!

     

    Looks great so far. Also, are you planning to make more costume variations? Because in the movie, he appears without a jacket and, at one point, with an imperial officer costume.

     

    I am definitely planning to. I have made his undershirt with his Scariff appearance in mind - though whether I will do the imperial uniform I shall see.

     

    I can't believe what I'm watching. Tiplee and Tiplar look beyond awesome. I don't know how you do the textures to look EXACTLY like the TV show, but I'm gonna give them a good use for sure on my projects. Thank you so much for this!

     

    I mainly just made the textures in Quixel Suite and used AshuraDX's PBR to JKA material to bake the textures.

     

    Looks like a good starting point for a Han Solo model as well. :P

    It all looks amazing as usual!

     

    Lol I had trouble unseeing Han Solo the whole I was making it.

    swegmaster and Circa like this
  10. Looks promising so far, I'm glad someone is doing a new model for him!

     

    Yeah I read your notes in the file the non essential bones I put on hide layer just to be on the safe side.

     

    In terms of textures I'm thinking sculpt in zbrush as subtools then from that use quixel ndo/ddo to clean up any issues / See hard part for me is finding that balance of rebels which i love but also jedi academy which is more like...realism so its going to be a challenge. I'f I was going to pick a style I would pick something like Wildstar/Disney Infinity blended with Dishonored 2 . 

     

    Kind of like the hard surfaces and planes of the Disney infinity but the realism/style they went for with for Dishonored if that makes sense.

     

    If I recall in some of the comics they did a good job of translating the cartoony style to something more realistic

     

    http://vignette2.wikia.nocookie.net/star-wars-canon/images/b/b5/Sloane_captured_Kanan.png/revision/latest?cb=20161126191329

     

    But regardless, looking forward to seeing how it goes :)

    Liam and General Howard like this
  11. Update 25/05/2017

     

    A Minor Update atm, been a bit swamped so haven't had a lot of time to get much done.

     

    Finished off the textures and mesh for the vest version:

     

     

    8EshhO.png

     

     

    And been working on the highpoly for the Parka/Jeda Outfit. That being said I realised after taking this render, that his hood is more bunched up at the back, so I'll probably be redoing that. The fur is just some place holder fibers.

     

     

    N4jt3v.png

     

     

    On a side note, after seeing the costumes for Episode VIII for Finn and Poe:

     

     

    vanityfair0003.jpg

     

     

     

    I've noticed they are fairly similar to their last iterations and Poe's isnt too far off Cassians, which will make things a bit easier when I get around to do them. Though I'm thinking of redoing the textures for them and Rey at some point anyway.

     

    Update 07/05/2017

     

    Just a quick update been working on the Highpoly for his vest:

     

     

    r23MCO.png

     

     

    Next up will be the Parker and that should pretty much be it for the highpoly art, unless I am forgetting something.

     

    Update  02/05/2017

     

    On another note I have started work on the Lowpoly and textures for JKA:

     

     

    8lLCYm.png

     

     

    Feedback always welcomed!

     

    Been working on this guy for the last week, Cassian from Rogue One. Still in early stages, but here's the WIP of the highpoly thus far:

     

     

    qTow3H.png

     

     

    I'm aiming to also include his Vest and Parker coat as an outfit option aswell, we shall how it goes though.

     

    Also on another note I'll be uploading the Tiplar Twins a bit later, just need to sort out bot files and singleplayer stuff etc, but here is how they look:

     

     

    uJHSab.png

     

    95oTlv.png

     

     

    Not entirely happy with the tentacles on them tbh, had to resort to planes for most of them due to polygon restrictions - also they look a little odd to me since they have to be static :(. I will probably be doing a higher poly version of the tentacles for my portfolio and pbr versions so I will include that at some point.

     

    Comments, Questions and Constructive Criticism always welcome.

    J19, Circa, therfiles and 24 others like this
  12. This is from the latest image for The Last Jedi. Rey has open hair now, but her clothes seem to be the same.

    The model could be updated with this hairstyle.

     

    JN3gmZrEMS3jL6KUGd7izE-480-80.jpg

     

    What do you think, @@Scerendo?

     

    I will of course update the models, when we get some more photo references :)

     

    Also looks like Finn might have slightly different outfit under his jacket.

    General Howard and yeyo JK like this
  13. Unpopular opinion here I guess,

     

    He looks a little bit chubby, I kinda liked your first version more, the texture work on this one is great though, but it doesn't look like quinlan imo.

     

    He is definitely thicker than the previous model, my intention was to make him bulkier, hence the bigger arms, shoulders and chest. His stomach and waist are still relatively slim. I also added a bit more volume to his trousers and tunic, to emphasis a bit of bagginess. I have noticed in the clone wars cartoons alot of the characters tunics are oddly form fitting in parts, which doesn't translate so well to a more realistic style imo.

     

     

    He probably just seems 'chubby' for the same reason some folks felt that way about the Aayla model - @@Scerendo makes his models based on actual human proportions, whereas the traditional JKA style skews towards a slightly more exaggerated one (e.g. male heads are slightly larger, female waists are a lot thinner) etc. If the final results of the previous Quinlan/Aayla are anything to go by, you don't notice it in-game at all.

     

    Pretty much this, its a bit of a combination of his appearance in the cartoon and Doug Wangler, who was the model they used for the comics - and he's quite a big guy.

    LucyTheAlien and The Punisher like this
  14. Scerendo could you please Add LODs to your Aayla model and your Quinlan Vos model too? It'd be great so that we can add them to mb2.

     

    Yeah its something I've been trying to get around to for awhile now, admittedly its one of first things Spaghetti really wanted to get in the game - just life and other things have got in the way. I am looking at it now atm, but I also need to fix and lower the polycount of the models of Aayla, and Quinlan has got a new model completely that needs to be tested and tweaked.

     

     

    0OYvvK.png

     

  15. Keep getting error "can't find image for shader_off" or something along those lines. 

     

    Help would be appreciated. @The Punisher

     

    So I fixed the missing saber issue, (same solution as what Punisher mentioned). I added the updated file to the download page.

     

    The "can't find image for shader_off"  occurs when you don't hide a mesh with the ,*off command/path thing to work around the missing saber blade.

     

    Unfortunately afaik to be able use to a different mesh for hands (which is the gloves in the case of the Aayla model) you still need to the "l_hand"/"r_hand" meshes to be active, but not displaying.

     

    So changing" l_hand,*off" to "l_hand,off" is a work around for that - it basically means the mesh is still being loaded, but not visible.

     

    It should be a harmless error to the best of my knowledge, unless it is causing you any specific issues?

    The Punisher likes this
  16. Hey guys, just posting this here as I want to start a new player model since I've got some free time, but I am at a complete loss of ideas - so could use some suggestions.

     

    A few of you guys have already made some suggestions to me, but I've added a poll to make things a bit easier, feel free to post any other characters you might like to see.

    Seven, Daedra and therfiles like this
  17. Keep getting error "can't find image for shader_off" or something along those lines. 

     

    Help would be appreciated. @The Punisher

     

    I'll have a look into it tomorrow, and make some fixes.Sorry for not getting back straight away been swept up with work.

     

     

    So @@Scerendo would do Han Solo and Kenobi next? :D according to the poll

     

    I'm actually going to make a poll for what to do next, since I would like to have a go at making something new.

    Kualan and swegmaster like this
  18. @Scerendo

     

    HI dudes!! about this masterpiece of Scerendo, i made a quick job over the Rey's face... cuz this model its amazing, I retouched minimally with expression lines and some details from Daisy Ridley... AND LOOKS FINE ;)   what you think Scerendo? It is worthy?  .... regards

     

    8ipyCt0.jpg

     

    That's a really nice job, good work :), maybe just a little adjustment on the eyebrows as Seven mentioned, to make them less angular - but other than that, I like it.

     

    If you guys want I can add the color changes and face textures as an update - and give you credit.

    Seven and yeyo JK like this
  19. Thanks for the comments and feedback so far guys, much appreciated.

     

    @@Scerendo I think you mgiht want to go in and edit the levels on the AO for her body scarf thing

    you have some insanely strong, deep shadows there that one wouldn't expect on a piece of cloth like this

     

    in Substance Painter I could mask the scarf to a sepperate instance of the smart material, I might go ahead and create a improved graph version with 3 maskable instances of the material for you

     

    Tbh I don't think its anything to do with your smart material, I baked some additional AO from her normal maps, to capture some finer details - but obviously its darkened some of the current shadows further. So I can just tweak and lower the values on that. Thanks for pointing it out though

     

    Damn man, how did you do the arm cloth? I've attempted such things in the past with no decent results.

     

    For the cloth on the arms, I used the slice curve brush in Zbrush to separate out where I wanted the different 'layers' of the wraps to be. Then I used the Loop panels tool, to separate and sort of crease them from each other.

     

    I followed this tutorial pretty much, as I too struggled with figuring out how to get a good result:

     

    http://www.zbrushcentral.com/attachment.php?attachmentid=360410

     

     

     

    Since you're making characters for MBII @@Scerendo, do you plan to make lower-poly versions for your Quinlan Vos and Aayla Secura? Personally, I'd really like to see those characters in MBII without the chance to get a random crash.

     

    That's the next thing on my list after Rey, I'm actually redoing Quinlan's model entirely - as unfortunately I lost all the original sculpts and source files for him and I feel like I could redo the model quicker than I could trying to optimize him.And Aayla will most likely be getting a new head mesh, to be closer to Amy Allen, along with some optimizations to her mesh.

  20. Been doing some research on PBR workflows. As far as I can tell there is a metallic and a specular workflow. Those of you who have experience with both, which do you prefer or think is better? From my point of view, the metallic seems to be better since it's more difficult to get wrong and uses less texture memory. Thoughts anyone?

     

    I prefer metallic personally, but I use quixel and substance so it doesn't make too much of a difference.

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