If we report Bobo for spam or child porn or something, then we can probably get him removed from the comp...I say we band together and make this happen.
damn dude, cool feeling silhouette, really clean Did you sculpt it then remesh, or hand make? I see the black wires but I also see that it's subdivided, so I'm confused on what to believe!
welp, pack it up boys, we're all done here. On a serious note, for your workflow do you concept out thumbnails or do you plan on tooling around in ZBrush for some rapid prototyping? I'm really looking forward to seeing what comes out of this thread either way.
bounchfx - Just poly modeling. This is the blank that I will take into Zbrush. The mesh has nurms subdivision turned on with a smoothing groups bias.
Hang10 - the horns were originally extruded along a spline but most of it was strip modeled first then I went back and filled in the gaps.
JacqueChoi - I took that into consideration when making the helm. That's why the horns dip inwards and then back out. They bow creating a space for the wings to function in. They only clip in extreme angles and I can live with a little clipping.
Praetus - For this helm I had a pretty clear idea of what I wanted to do (horns going into two directions and a mixture of a knights visor and a ram skull) so I just jumped into the model.
Really nice design, it seems everything you do looks so badass . I would never know about the NURM's + Smoothing group technique if it wasn't for that stream you made of the Scythe, it saved me a lot of time in my workflow, thx! ^^
Really nice design, it seems everything you do looks so badass . I would never know about the NURM's + Smoothing group technique if it wasn't for that stream you made of the Scythe, it saved me a lot of time in my workflow, thx! ^^
I watched that stream too, but i didn't get how he did it. Would help me alot if anyone can tell me how to do this. I know maya pretty well, but this is completly new to me.
could you tell us how you extract doom bringer model to 3d mesh please? I'm having trouble with that to start modelling cloths/armor for him. I use zbrush. Great work.
I watched that stream too, but i didn't get how he did it. Would help me alot if anyone can tell me how to do this. I know maya pretty well, but this is completly new to me.
Basically you have to:
1. Apply smoothing groups
2. In Editable Poly activate 'Use NURMS Subdivision' and by 'Smoothing Groups' http://puu.sh/1eopu
3. In the menu that will appear, put some iterations on the smoothing so it becomes a quite dense mesh. http://puu.sh/1eorn
4. Export that dense mesh to Zbrush as usual.
5. In Zbrush,go to the 'Geometry' tab and press the button 'Reconstruc Subdiv' (It may appear in a different place depending on your zbrush version) http://puu.sh/1eosx .
And thats it, you have all the subdivs back ^^ b4 knowing this I usally made a highpoly version the 'old way'. Turbosmooth on and support loops for the hard edges everywhere till it looked fine, and it was so so time consuming...
Basically you have to:
1. Apply smoothing groups
2. In Editable Poly activate 'Use NURMS Subdivision' and by 'Smoothing Groups' http://puu.sh/1eopu
3. In the menu that will appear, put some iterations on the smoothing so it becomes a quite dense mesh. http://puu.sh/1eorn
4. Export that dense mesh to Zbrush as usual.
5. In Zbrush,go to the 'Geometry' tab and press the button 'Reconstruc Subdiv' (It may appear in a different place depending on your zbrush version) http://puu.sh/1eosx .
And thats it, you have all the subdivs back ^^ b4 knowing this I usally made a highpoly version the 'old way'. Turbosmooth on and support loops for the hard edges everywhere till it looked fine, and it was so so time consuming...
Basically you have to:
1. Apply smoothing groups
2. In Editable Poly activate 'Use NURMS Subdivision' and by 'Smoothing Groups' http://puu.sh/1eopu
3. In the menu that will appear, put some iterations on the smoothing so it becomes a quite dense mesh. http://puu.sh/1eorn
4. Export that dense mesh to Zbrush as usual.
5. In Zbrush,go to the 'Geometry' tab and press the button 'Reconstruc Subdiv' (It may appear in a different place depending on your zbrush version) http://puu.sh/1eosx .
And thats it, you have all the subdivs back ^^ b4 knowing this I usally made a highpoly version the 'old way'. Turbosmooth on and support loops for the hard edges everywhere till it looked fine, and it was so so time consuming...
Hope that helped ^^ (Soz for the offtopic btw)
Is there a link I can follow to this stream you guys are talking about? I havent seen this workflow before and it sounds interesting
The closest I've come to replicating this workflow is to split the verts where u want to keep your hard edges. Otherwise check out the mark hard edge tool in maya.
Thanks everyone! Glad you like it. And big thanks to Soldeus for answering the questions about the nurms technique.
I don't have a lot of spare time so I'm going to do 3 pieces to completion first (the minimum for the contest) then I'll work in the other pieces as I have time. I've decided to do the helm, sword, and shoulerpads. If I have time I'll move on to the arms and waist. If I still have time after that I'll replace the wings and tail.
Here is the blank for the sword. I'm a big fan of cleaver style swords. It's all about hacking and not stabbing. Just seems more brutal.
Thats an awesome looking sword, and cleavers are awesome!
edit one small crit, the spot where the blade and the grip guard meets you have this extra spike that is formed from the blade. I feel that is just a bit much and messes up the flow of the model. Here is a small paint over suggestion that IMO looks a bit better
I think curving the handle spike-thingy would improve it a lot, right now that piece looks flat compared to the rest of the weapon(which looks so stylized with all that curved detail)imho, the rest is awesome. +1
Not sure if it will give some clipping problems with the doombringer hand if you curve it anyway.
Replies
Sigh...happy to see you entering Bobo...sigh.
Lucky OGRE MAGI gets a new do. Canny wait!
- BoBo
either way this looks sweet so far
Seriously though, I like it a lot, looking forward to seeing where you take it.
and I like the lighting/shader setup you have.
One thing that I'm a little worried about are the back horns. If he turns his head, it might clip through the wings.
Loving it
bounchfx - Just poly modeling. This is the blank that I will take into Zbrush. The mesh has nurms subdivision turned on with a smoothing groups bias.
Hang10 - the horns were originally extruded along a spline but most of it was strip modeled first then I went back and filled in the gaps.
JacqueChoi - I took that into consideration when making the helm. That's why the horns dip inwards and then back out. They bow creating a space for the wings to function in. They only clip in extreme angles and I can live with a little clipping.
Praetus - For this helm I had a pretty clear idea of what I wanted to do (horns going into two directions and a mixture of a knights visor and a ram skull) so I just jumped into the model.
I will have more posted this weekend.
- BoBo
No seriously cant wait to see more :thumbup:
Like a baoss!!!
er... I mean... lookin' good so far
I watched that stream too, but i didn't get how he did it. Would help me alot if anyone can tell me how to do this. I know maya pretty well, but this is completly new to me.
When I saw this guy the other day I was like... dayum!! *must resist urge to model something thats not a chick!* his profile is so damn cool.
Small crit, the rear horns have a quite a bit of thickness to them in the vertical space but not so much the horizontal.
Basically you have to:
1. Apply smoothing groups
2. In Editable Poly activate 'Use NURMS Subdivision' and by 'Smoothing Groups' http://puu.sh/1eopu
3. In the menu that will appear, put some iterations on the smoothing so it becomes a quite dense mesh. http://puu.sh/1eorn
4. Export that dense mesh to Zbrush as usual.
5. In Zbrush,go to the 'Geometry' tab and press the button 'Reconstruc Subdiv' (It may appear in a different place depending on your zbrush version) http://puu.sh/1eosx .
And thats it, you have all the subdivs back ^^ b4 knowing this I usally made a highpoly version the 'old way'. Turbosmooth on and support loops for the hard edges everywhere till it looked fine, and it was so so time consuming...
Hope that helped ^^ (Soz for the offtopic btw)
How would one go about doing that in Maya?
Is there a link I can follow to this stream you guys are talking about? I havent seen this workflow before and it sounds interesting
The closest I've come to replicating this workflow is to split the verts where u want to keep your hard edges. Otherwise check out the mark hard edge tool in maya.
@TMiuccio http://www.livestream.com/vigilnights/video?clipId=pla_69d386b0-0c57-444a-a1e5-4c820a55e9d2&utm_source=lslibrary&utm_medium=ui-thumb
Thanks!
Sorry for off topic.
I don't have a lot of spare time so I'm going to do 3 pieces to completion first (the minimum for the contest) then I'll work in the other pieces as I have time. I've decided to do the helm, sword, and shoulerpads. If I have time I'll move on to the arms and waist. If I still have time after that I'll replace the wings and tail.
Here is the blank for the sword. I'm a big fan of cleaver style swords. It's all about hacking and not stabbing. Just seems more brutal.
- BoBo
edit one small crit, the spot where the blade and the grip guard meets you have this extra spike that is formed from the blade. I feel that is just a bit much and messes up the flow of the model. Here is a small paint over suggestion that IMO looks a bit better
- BoBo
Not sure if it will give some clipping problems with the doombringer hand if you curve it anyway.
really like the helmet!