Fri, Apr 19, 3:28 PM CDT

Brixx

DAZ|Studio Science Fiction posted on May 13, 2017
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Description


Hi folks, Here is a character that I am working on for G3F. This is her Alien/Fantasy texture. I hope you all like her :) PS.....the displacement on the symbols are really ragged to me. If anyone has any suggestions on how to make that look better, I'm all ears :oD

Comments (13)


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ertle2

11:14PM | Sat, 13 May 2017

I'd say keep em jagged, it makes them more natural and organic. She looks like an interesting concept too.

)

Faemike55

11:18PM | Sat, 13 May 2017

I agree with ertle2; they look more natural that way. Interesting lady

)

SquallLion1

2:45AM | Sun, 14 May 2017

impressive

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renmmk

2:59AM | Sun, 14 May 2017

very nice

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RLove

8:35AM | Sun, 14 May 2017

Nice skin texture without the symbols

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rajib

8:55AM | Sun, 14 May 2017

Nice work on the character.

)

knaakie

11:23AM | Sun, 14 May 2017

Cool!

irulan_33

1:40PM | Sun, 14 May 2017

Have not idea what you're using (ZBrush, Mudbox, other) but the jagged edges look to be almost pixilated. I'm sure you tried subdividing another layer or two. So if you don't want to go with the making your own stamp in ps, Then you might try morphing a couple of primitives (taurus) around the intersections of the forehead/face .. then export the morphed sections as their own displacement map ... then in post, overlay the figure displacement and the primitive displacement. Seems like a lot of work though.

Love your work!!

reciecup

10:06PM | Thu, 18 May 2017

Thanks for that. I'm gonna see what I can do :)

)

katyee

12:04AM | Mon, 15 May 2017

I am loving your new character, but I think she doesn't need the symbols, just my opinion. She has such a lovely skin texture that the symbols somewhat detract, though maybe using another shader/texture for them?? Silverish?? Either way cannot wait until she is available on the market.

reciecup

10:06PM | Thu, 18 May 2017

Thanks! I appreciate your input :)

PainMD

6:19AM | Mon, 15 May 2017

Awesome! Love it!

)

fuseling

1:51PM | Mon, 15 May 2017

I'll be excited to see another new character from you! :)

)

thasav

4:37PM | Mon, 29 May 2017

I had this issue making custom maps for V4. If you haven't already done so Blur the edges of your alpha map. Other wise the rendering engine will determine the distance between the last raised (edge) pixel as "1" giving you the straight up and down result. What we want is a gradual incline/decline from highest (white) to lowest (black) for a more natural look. The better your blur the better your results will be.

You will also want to subdivide your mesh as there is simply not enough polygons to deal with a percision alpha at close range. The attached example has a blurred alpha with a subdivision of 3 on the head of V4

IfoxyShimmer.jpg

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ASimple3DGuy

11:51AM | Wed, 21 February 2018

EXCELLENT WORK ! ! !


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