25 years old. Finnish. Works in game industry.

>> demons / blood / skulls / aliens / monstergirls / cyborgs / robots / scifi / oriental fantasy / horns

>> Hover over pic for tags

k4ll0.deviantart.com

Apparently I live in Silent Hill.

Apparently I live in Silent Hill.

posted 6 days ago @ 11 Sep 2014 with 23 notes

Hair with alphas was something I wasn’t really ready to do yet. But 3 complete overhauls later it’s finally starting to look like hair. somewhat. in the future perhaps.

other maps are so wip I might cry.

also I don’t know how to use the new marmoset. I DONT KNOW ANYTHING but it’s fun. learning new stuff is awesome.

also she might get animations and then an Oculus DK2 scene which would be so awesomeeeee.

posted 1 week ago @ 08 Sep 2014 with 14 notes
3dag said:
Hello! Been a fan for a while, Love your work. I was wondering, how is it you make the hair like you do? I've seen similar hair done with strips before but cant figure it out inside zbrush. Unless, however, it's not done in zbrush?

Thanks! There are basically 3 ways I use:

1. Traditional sculpting.

image

Basically a mesh that has the main shape of the hair, and then I add some extra details in Photoshop afterwards if needed.

2. FiberMesh.

image

I suck at FiberMesh so I mostly use it for with short hair and/or facial hair. It’s the most realistic one but needs a lot of preparation and is annoying to render.

3. Photoshop.

image

Sometimes I skip the sculpting completely and just do all of the hair in Photoshop. It’s the faster option if you don’t have a lot of hair to paint, otherwise it’s always good to make at least a simple hair base in ZBrush.

answered 1 week ago @ 06 Sep 2014 with 22 notes

Might be a corrupt OBJ then? o:
Try exporting an OBJ from Max with EVERYTHING unchecked. I’ve had smoothing groups freak out on me before too for some reason (Like, when manually reassigning smoothing groups to it, it refuses to change and cooperate)

Doing a clean OBJ export with no settings checked usually solves it for me. Just reimport your cleaned OBJ into Max and see if that fixes it xD

Since most of the normals seem to work fine I at least don’t think the file is corrupted. But that’s definitely on my list if nothing else works.

jpivot said: I don’t know if max 2015 changed this, but max flips the green channel. It’ll end up looking fine in other programs, just not in max. I think there’s a checkbox in the material window to flip channels without messing with the texture itself.

Not the case here. Flipping the channel just makes everything look more ugly. The 2015 might have actually changed the system because I haven’t flipped a single channel since I started using it.

owaru said: I actually have a button with “edit normals” cuz max keeps fukin normals up for no reason especially when i delete geometry and then Ctrl+Z

Yeah seems like it. I deleted like 2 polys in max and apperently ruined everything.

riddlera said: laita autosmooth, collapsaa ja koita uusiks. :O en kyl tiiä auttaako se. .3.

Tein just super monimutkaiset groupit ja kaikki näyttää upeelta jos ei lasketa sitä että normal kusee yhä :D mut sain fixattua samalla toisen ongelman joten ei ainakaan menny hukkaan tuo säätäminen.

posted 1 week ago @ 04 Sep 2014 with 3 notes

creambrownandpink:

k4ll0:

Anyone have any idea if there’s a bug in Max2015 concerning smoothing groups and normal maps?

At least I think it’s a bug. Basically it looks like a channel is flipped, though that is not the case. Normal maps look just fine but when I export the model to Marmoset, it looks like this.

image
It probably has something to do with smoothing groups, since I’ve managed to get the normals work for a while after changing the groups back and forth.

Not entirely sure if they changed it with 2015 but Max reads normal maps different from Marmoset (and Maya… and nDo. Haha) It uses -Y (Green Channel) instead of +Y, so what usually looks fine in Max breaks when you use the same normal for another program that reads normals in the alternative (and seemingly… common) way

Marmoset has an option to flip the Y channel located here: http://puu.sh/blvS8/57e607d557.png Try it and see if that fixes it…? o:

I’ve pretty much flipped every channel now. And the earlier non-flipped normals worked just fine so I doubt it’s that.

The weird thing is that the normal doesn’t really look fully flipped, just parts of it do. Even with the “bug” the shoe normals look 80% ok, just small portions of it look odd. So it’s really confusing since I can’t fix them with traditional methods D:

reblogged 1 week ago @ 04 Sep 2014 with 9 notes via/source

syncrasis said:

maybe need a bevel on that corner

I don’t think it’s the topology since this

image

is the earlier version, with pretty much the same topology, same highpoly model, etc. It’s a ZBrush export before I did anything in Max. Something in Max makes it go all weird, just no idea what.

 

posted 1 week ago @ 04 Sep 2014 with 1 note

Anyone have any idea if there’s a bug in Max2015 concerning smoothing groups and normal maps?

At least I think it’s a bug. Basically it looks like a channel is flipped, though that is not the case. Normal maps look just fine but when I export the model to Marmoset, it looks like this.


It probably has something to do with smoothing groups, since I’ve managed to get the normals work for a while after changing the groups back and forth.

posted 1 week ago @ 04 Sep 2014 with 9 notes

Details! skinny people are fun to sculpt and detailing clothes is sooo relaxing so I’m going to enjoy this.

and she also accidentally has the highpoly leg topology in the lowpoly render, whoops.

posted 2 weeks ago @ 01 Sep 2014 with 16 notes
Highpoly version. I was going to render the wip lowpoly version too but then zbrush crashed and fuck it gonna do it tomorrow.
Too lazy to pose hands so I just cut them off (─‿─)

Highpoly version. I was going to render the wip lowpoly version too but then zbrush crashed and fuck it gonna do it tomorrow.

Too lazy to pose hands so I just cut them off (─‿─)

posted 2 weeks ago @ 31 Aug 2014 with 27 notes

took me 2 days to get the stupid ass normal map of A FUCKING SHOE to work right

I really need to do more lowpoly stuff, this is just painful

posted 2 weeks ago @ 28 Aug 2014 with 7 notes
nm3art said:
hay man you should make a gum road tut for rendering/light caps/ composting in zbrush. id give you 5$

I’ve definitely though about this! But I’ve learned tutorials with at least my technique take a lot of time so it isn’t easy to make a big enough tutorial that would actually cost money. We’ll see in the future.

answered 3 weeks ago @ 23 Aug 2014 with 2 notes
Anonymous said:
Hello, do you have any tips for lower poly eyelid topology? Enough to be animatable?

Honestly I’m not 100% sure either. To my understanding a couple of neat loops around the eyes should be enough for basic eyelid animation.

If someone has any tips or tutorials for eyelid topology that would be awesome!

answered 3 weeks ago @ 23 Aug 2014 with 3 notes
I’m doing lowpoly stuff :o
She’s an old OC who I’ve never really sculpted because hair like that is really annoying to do.  With alphas, not so much.
For now I’ve mainly been focusing on the topology so haven’t sculpted much yet.

I’m doing lowpoly stuff :o

She’s an old OC who I’ve never really sculpted because hair like that is really annoying to do.  With alphas, not so much.

For now I’ve mainly been focusing on the topology so haven’t sculpted much yet.

posted 3 weeks ago @ 23 Aug 2014 with 23 notes

If he has even a small part in creative design the game will kill me dead. Junji Ito is what my nightmares are made of.

If he has even a small part in creative design the game will kill me dead. Junji Ito is what my nightmares are made of.

reblogged 4 weeks ago @ 20 Aug 2014 with 973 notes via/source

deviantART»

I’m so done. Transparency in ZBrush is such an ass so I need to sculpt something else before I try to render her again.

deviantART»

I’m so done. Transparency in ZBrush is such an ass so I need to sculpt something else before I try to render her again.

posted 4 weeks ago @ 19 Aug 2014 with 50 notes