Brixx by reciecup
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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)
ertle2
I'd say keep em jagged, it makes them more natural and organic. She looks like an interesting concept too.
Faemike55
I agree with ertle2; they look more natural that way. Interesting lady
SquallLion1
impressive
renmmk
very nice
RLove
Nice skin texture without the symbols
rajib
Nice work on the character.
knaakie
Cool!
irulan_33
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
Thanks for that. I'm gonna see what I can do :)
katyee
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
Thanks! I appreciate your input :)
PainMD
Awesome! Love it!
fuseling
I'll be excited to see another new character from you! :)
thasav
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
I
ASimple3DGuy
EXCELLENT WORK ! ! !