After rigging this character I thought it could be a good one to try and 3D print (since it's not very complex)
This is the first time I've tried printing some I've made instead of random stock models from Thingiverse. I think I've got some calibrating to do given how much random plastic appeared around the surface.
Also, almost all the detail in the face and hair was missed, I think I have the machine set too fast!
PS: I was also printing with no exterior supports whatsoever, so yeah, I can understand why every time there's an overhanging part of the mesh it got ugly
The only difference I noticed is that the original sculpture had its head tilted a bit upwards as it emphasizes his authority.
The other thing is that the bounced light is a bit too strong for me (judging from the bright creases). You could try to reduce the diffuse color's intensity (and adjust the lights' intensity inversely) to reduce the bounced light.
Is it acceptable to leave the belts as a single planes in high poly? Right now, I have them sculpted on with only one plane, thinking I could just extrude it. I do plan to have the belts actually have thickness. Is there a way to extrude the plane IN Zbrush?
-Point and click spline modeling. Every time you click, the script will trace to the nearest visible surface in the scene and place a point there, and then offset that point based on the surface normal of the hit.
-the surface of the ivy, no matter how thick, will always conform to the surface in a way that prevents clipping.
-Point and click spline modeling. Every time you click, the script will trace to the nearest visible surface in the scene and place a point there, and then offset that point based on the surface normal of the hit.
-the surface of the ivy, no matter how thick, will always conform to the surface in a way that prevents clipping.
-Point and click spline modeling. Every time you click, the script will trace to the nearest visible surface in the scene and place a point there, and then offset that point based on the surface normal of the hit.
-the surface of the ivy, no matter how thick, will always conform to the surface in a way that prevents clipping.
God, that's great ! Will you share it when it's done ?
Finished with the high poly for now but may polish it up later on but I'm sick of looking at it. Its standing at 53 mill right now even with a lot of the sub tools not mirrored, the next step would be to decimate, organize, explode, generate the low poly, bake, all of which are tedious. For anyone who cares I might document the process.
Moving on to some Unreal 4 work.
As always great works here! When I need inspiration, I know where to go
This model was made for a game which is currently in development. Luckily, I was allowed to share it with you. In this work I tried to make the model looks like it was drawn by hand.
The only difference I noticed is that the original sculpture had its head tilted a bit upwards as it emphasizes his authority.
The other thing is that the bounced light is a bit too strong for me (judging from the bright creases). You could try to reduce the diffuse color's intensity (and adjust the lights' intensity inversely) to reduce the bounced light.
Yeah, agreed that the bounce light is too strong in the creases. I think I could fix it by just reducing the intensity of the Secondary Bounces in VRay.
As always great works here! When I need inspiration, I know where to go
This model was made for a game which is currently in development. Luckily, I was allowed to share it with you. In this work I tried to make the model looks like it was drawn by hand.
As always great works here! When I need inspiration, I know where to go
This model was made for a game which is currently in development. Luckily, I was allowed to share it with you. In this work I tried to make the model looks like it was drawn by hand.
Yeah, agreed that the bounce light is too strong in the creases. I think I could fix it by just reducing the intensity of the Secondary Bounces in VRay.
That's handy
On a secont look, the head tilt thing might have been just difference in FoV. Sorry for criticising
As always great works here! When I need inspiration, I know where to go
This model was made for a game which is currently in development. Luckily, I was allowed to share it with you. In this work I tried to make the model looks like it was drawn by hand.
You tried to make the model looks like hand drawn?
No you successfully did it actually! I thought it was a painted concept before I watched the video, congratulation.
Replies
This is the first time I've tried printing some I've made instead of random stock models from Thingiverse. I think I've got some calibrating to do given how much random plastic appeared around the surface.
Also, almost all the detail in the face and hair was missed, I think I have the machine set too fast!
PS: I was also printing with no exterior supports whatsoever, so yeah, I can understand why every time there's an overhanging part of the mesh it got ugly
more pics: http://on.fb.me/1y0UOPR
original statue:
http://upload.wikimedia.org/wikipedia/commons/e/ea/Statue_of_the_god_Anubis.jpg
http://chloetakeseurope.files.wordpress.com/2013/01/dscf0039.jpg
ha awesome!
i set up my new surface pro 3 over the past few nights. got it mostly running now, still needs some love and hopefully driver updates.
Red from Transistor. Will be doing the jacket next.
Made with Super Sculpey, if you want to see more check out my thread.
captured in Marmoset 2
[ame="http://www.youtube.com/watch?v=f8NhSR_mN-c"][Jonas Ronnegard] Blizzard fest entry high poly - YouTube[/ame]
Awesome sculpt, pretty much spot on!
The only difference I noticed is that the original sculpture had its head tilted a bit upwards as it emphasizes his authority.
The other thing is that the bounced light is a bit too strong for me (judging from the bright creases). You could try to reduce the diffuse color's intensity (and adjust the lights' intensity inversely) to reduce the bounced light.
Additional detailing on the clothes for folds.
Is it acceptable to leave the belts as a single planes in high poly? Right now, I have them sculpted on with only one plane, thinking I could just extrude it. I do plan to have the belts actually have thickness. Is there a way to extrude the plane IN Zbrush?
Ivy Generator WIP.
-Point and click spline modeling. Every time you click, the script will trace to the nearest visible surface in the scene and place a point there, and then offset that point based on the surface normal of the hit.
-the surface of the ivy, no matter how thick, will always conform to the surface in a way that prevents clipping.
Can i get one
aaaand another sketchy sketch
God, that's great ! Will you share it when it's done ?
Crossthread: http://www.polycount.com/forum/showthread.php?t=134697
http://www.polycount.com/forum/showthread.php?t=139886
Here's the thread if you're interested.
Finished with the high poly for now but may polish it up later on but I'm sick of looking at it. Its standing at 53 mill right now even with a lot of the sub tools not mirrored, the next step would be to decimate, organize, explode, generate the low poly, bake, all of which are tedious. For anyone who cares I might document the process.
Moving on to some Unreal 4 work.
done for now, moving on to next weeks project at CGMA
I was going through copying and pasting peoples names to tell them that their stuff looked good... but it was taking too long
just get this sword done
This model was made for a game which is currently in development. Luckily, I was allowed to share it with you. In this work I tried to make the model looks like it was drawn by hand.
[ame="http://www.youtube.com/watch?v=mA-LJj6FOQg"]Bird Girl - YouTube[/ame]
Yeah, agreed that the bounce light is too strong in the creases. I think I could fix it by just reducing the intensity of the Secondary Bounces in VRay.
Really cool, looks so much like tree forms and textures.
Great work there mate !
I dig the forms going on here. Feels vaguely Aztec / Native American.
full thread of this project here.
You also can follow FullBlast on Facebook and Twitter
That's handy
On a secont look, the head tilt thing might have been just difference in FoV. Sorry for criticising
It'is possible.
Unfortunately I do not know the name of the concept artist, so we can't ask him.
You tried to make the model looks like hand drawn?
No you successfully did it actually! I thought it was a painted concept before I watched the video, congratulation.