Seraphim Revelation detailing WIP by pjz99
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Description
More work on previous items...
For some comparison to the original, here is a screenshot from the game:
I am nearly done with the modeling phase, just have the gloves to do and a little bit of detail on the sleeve of the microjacket. I compromised the design on the boots and went with a simple zipper; the game's version has a painted texture of some nice laces, but I felt that made the model way too heavy to try to model in all that detail, probably another 10k+ polys for all the grommets and laces and such.
The hair is Kozaburo, just to have something on her head - the mask looked really odd without hair!
Enjoy, feedback welcome.
Comments (9)
Winterclaw
I was just thinking that if you wanted to add some glow to it, you could probably add an extra mat zone or three and set the ambient value to one. Other than that, it looks great. The chains on her chest seem well done in particular.
pjz99
What I'm going to do is make a luminance map and plug it into the Ambient_Value channel in the Poser material settings, to make it actually glow in a render. Since it will be a texture effect, this leaves it open for customization by anybody who wants to do alternate textures - this is why I didn't detail in things like the crosses on the pauldrons and on the strap center on the abdomen.
CleonXXI
Outstanding work, really looking like the game version, except better due to the higher poly count possible here. Although the least involved part of the operation, the face morph looks perfect here. The detail on the outfit is superb, but you are after all a master with strappy outfits that conform well in many poses.
PapaSkip
This is really fantastic work. Comparison between the two shows an amazing amount of detail and work. I really enjoy seeing each new update, watching it come to completion. Awesome work.
svdl
Looks better and better! One question: in the game screenshot, the top has some folds at the side of the breast, close to the armpit. Does your outfit have those folds too? Or maybe they should be part of a JCM, appearing only when the arms are down? Anyway, way cool modeling work! Those chains running from the collar to the top are fantastic.
pjz99
I'm thinking I will detail the folds into the texture, in the displacement map, but might cut them into the geometry depending on how good that looks.
thecytron
Xcellent modeling work!
kobaltkween
you show a lot of skill with fine details.
allarhia
Excellent work so far. can't wait to see the final product.