! REPORT
Eldar the Corrupted
3D Render by K_Alexander_SThis is a personal piece I worked on between other projects. It started as a quick concept sculpt, and since I liked the direction it was going in, I decided to fully develop and finish it. I was responsible for everything — from the initial design to the final renders — except for the backgrounds used in the shots, which were sourced online.
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- Breakdown -
Sculpted in Zbrush with corrective sculpts in Blender, UVs created in RIzomUV and packed with UVPackmaster following the UDIM workflow. Substance sampler was used to extract alphas from photos of trees I took, which were then used to add detail to the wooden parts during sculpting. Textures done with Substance painter following the ACES 2.0 workflow and final renders in Cycles.
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For the facial details, I used a combination of hand sculpting and extracted data from a head scan. To match it to my character, I isolated the facial area from the scan (deleting the rest), wrapped it onto my mesh using Wrap3D, and used the texture transfer feature to transfer the displacement map to the UVs of my model. The displacement map was applied in ZBrush, and I sculpted additional details on top to achieve the final result.
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For the displacement setup, I used the maps exported from Zbrush and combined them in a custom shader with additional details maps I created in Substance Painter.
Had a lot of fun creating this piece and although there are still a few things I would like to refine, it's time to move on.
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- Breakdown -
Sculpted in Zbrush with corrective sculpts in Blender, UVs created in RIzomUV and packed with UVPackmaster following the UDIM workflow. Substance sampler was used to extract alphas from photos of trees I took, which were then used to add detail to the wooden parts during sculpting. Textures done with Substance painter following the ACES 2.0 workflow and final renders in Cycles.
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For the facial details, I used a combination of hand sculpting and extracted data from a head scan. To match it to my character, I isolated the facial area from the scan (deleting the rest), wrapped it onto my mesh using Wrap3D, and used the texture transfer feature to transfer the displacement map to the UVs of my model. The displacement map was applied in ZBrush, and I sculpted additional details on top to achieve the final result.
-
For the displacement setup, I used the maps exported from Zbrush and combined them in a custom shader with additional details maps I created in Substance Painter.
Had a lot of fun creating this piece and although there are still a few things I would like to refine, it's time to move on.
P.S. Since there is a limitation of 7 images here, you can find a few more (plus clay renders) on my Artstation page.
REPLY
! REPORT
That's one angry looking Ent, the End-Ent, so to speak. Will that be for sale at some point and on what base is it?
REPLY
! REPORT
K_Alexander_S
Karma: 776
Thu, Feb 19Hey maru_berlin, End-Ent is actually a great name! Missed opportunity on my part for sure. ^ ^
To answer your question, I didn't use a base, this is a completely custom-made model created from scratch (basically a zbrush sphere). I believe it would be quite difficult to use a DAZ model as a base since he has spikes sticking out from his forehead which would break the topology by a lot.
That said, I could re-create this with a custom, clean mesh, rig it and sell it on the marketplace if enough people are interested. I'm not familiar enough with the DAZ studio specifics - more importantly if it supports non-DAZ meshes - so I can't tell if it would be possible to have it as a daz model, but definitely as a blender file/scene.
To answer your question, I didn't use a base, this is a completely custom-made model created from scratch (basically a zbrush sphere). I believe it would be quite difficult to use a DAZ model as a base since he has spikes sticking out from his forehead which would break the topology by a lot.
That said, I could re-create this with a custom, clean mesh, rig it and sell it on the marketplace if enough people are interested. I'm not familiar enough with the DAZ studio specifics - more importantly if it supports non-DAZ meshes - so I can't tell if it would be possible to have it as a daz model, but definitely as a blender file/scene.
maru_berlin
Karma: 41,244
Thu, Feb 19This is definitely touching the outer rim of my knowledge. There are some here who offer standalone figures (Darknessvaltier and Summoner to name 2 I sucessfully used product from), though the first one managed to integrate G8 poses and rigging somehow. I am just a plain Daz user with some experience, not a creator or content.
I only donwloaded blender recently, mainly to use a G9 skin softening plugin.
If you decide to offer it, some premade poses would be advisable to give a starting point. Having said all this there is a "softer" version by Powerage (https://www.renderosity.com/marketplace/products/167977/monster-tree-for-daz-studio , also a standalone figure) already on the market, yours scored with the fierce look and better details.
I only donwloaded blender recently, mainly to use a G9 skin softening plugin.
If you decide to offer it, some premade poses would be advisable to give a starting point. Having said all this there is a "softer" version by Powerage (https://www.renderosity.com/marketplace/products/167977/monster-tree-for-daz-studio , also a standalone figure) already on the market, yours scored with the fierce look and better details.
K_Alexander_S
Karma: 776
Thu, Feb 19Thanks for the heads-up! From Powerage's model it would seem that it is possible to have custom models in Daz. Hmmm, this is very interesting.
Eldar the Corrupted
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