you think the eyes are too wide opened? hmm i think the iris might be a bit too big, i wanted her to look up, so maybe when i make the iris a bit smaller the lower eyelid could be moved up a bit? i played around a lot in the end this was what i came up with, didn't intend the eyes to be uber wide opened, but not sleepy aswell, nothing is more unsexy then the kirsten dunst look
hm searched a bit, its okayish i think, doesn't look too wide opened
@felipe: yes zbrush with a tweaked matcap, nothing special, just the MatCap Gray Material with a bit of rimlight painted in, was rather surprised myself, last time i used the best button in zbrush was version 2.5 and the result wasn't any better, it seems they have some sort of ao/gi or something now? the shading definitely is better with it turned on.
well and a bit of postwork, gradient overlay, noise added, sharpened a bit, nothing too fancy
Yep must be the iris too big, but if you want her to look up, i guess its okay. It was not for your sculpt, its just i see that a lot lately, i was intrigued.
Nice model Vitor. Am I the only one that thinks that his model looks a little bit like Mark Hamill?
Making Highwind model ATM. Still gotta pimp it up a little, but it's nearing end. Got any tips on making those rusty-looking textures (yeah, I am texturing-skill-lacking noob )?
not really a sculpt, started a new project gonna be hard surface mostly but i wanted a female head base to build off of. 4 hours in maya 2010 without plugins.
Neox: beautiful but you do the most incredible children man....and i mean nothing perverted by that
Neox: beautiful but you do the most incredible children man....and i mean nothing perverted by that
haha in this case i have to say... wait and you'll see its not a kid, or just look at chris' work
about your topo, i'm not a fan of the pole on the sternomastoid, its an area you move a lot, you could easil move that pole up to the back of the ear so its hidden better
@japhir: depends what you want to do with it
basicly i think for either a movie mesh or sculpting you have a hell lot of poles going on, especially 3edge poles here and there, which might be better cleaned out
haha oooh man checked out his site, i couldn't have been further from right on that kid thing if its the character i think it is haha! his art is really good for your style i think, very cool. o and as for that topo, consider it done, and thanks for the extra eyes
ceebee, try focusing more on how the overall forms mesh together instead of thinking of each muscle as a seperate part, it will help the sculpt feel more natural.
Japhir: It is quite high poly, but if you want a 10000 polys char looks good in my opinion. I would just reduce the polycount at the ears and using normal map to add detail there and change the eye. The eye is too high comparing with the head. The edge loops are fine for me...
Replies
hm searched a bit, its okayish i think, doesn't look too wide opened
http://woodchipped.files.wordpress.com/2008/12/zooey-deschanel2.jpg
The render is also really nice. Is it Zbrush only (assuming of course you used Zbrush for this)?
damn sculpting curly hair.... hmmmmm lets see
@felipe: yes zbrush with a tweaked matcap, nothing special, just the MatCap Gray Material with a bit of rimlight painted in, was rather surprised myself, last time i used the best button in zbrush was version 2.5 and the result wasn't any better, it seems they have some sort of ao/gi or something now? the shading definitely is better with it turned on.
well and a bit of postwork, gradient overlay, noise added, sharpened a bit, nothing too fancy
Holy crap it´s Pinky and the Brain.
*edit: new render
I used these modifiers -
Path Deform (WSM)
Lathe
I also utilized - Extrude Along Spline.
I didn't have anything in mind when I started to create this so it took a couple of hours messing around.
This picture should help -
Took me about 2-3 hours or so. I worked on it during my downtime while I was at GDC. C&C welcome
fang - thanks for taking time to put this togheter...nice
Thanks Ravenslayer. dig that latest madman of yours I tried to follow your advice and did some further work on the model:
Another speedy, I did some polypainting on this:
Not my best work :-\ but I figured Id post it anyways. This is a 1-hour sculpt done from scratch in Zbrush.
Hes supposed to be some humble looking alien guy, with inspiration from the koopas in Mario and a few other dinosaur creatures.
spline is a curve
path deform is animate along path...
and 2h
-quick one from a sphere on Zb:
Making Highwind model ATM. Still gotta pimp it up a little, but it's nearing end. Got any tips on making those rusty-looking textures (yeah, I am texturing-skill-lacking noob )?
really like how you did the fur
a few fixs and I'm calling it done now. was good enought to get in shape again.
I also came to this idea one day:)
Neox: beautiful but you do the most incredible children man....and i mean nothing perverted by that
-Woog
any crits on this? i don't know if the loops are ok enough already .
haha in this case i have to say... wait and you'll see its not a kid, or just look at chris' work
about your topo, i'm not a fan of the pole on the sternomastoid, its an area you move a lot, you could easil move that pole up to the back of the ear so its hidden better
@japhir: depends what you want to do with it
basicly i think for either a movie mesh or sculpting you have a hell lot of poles going on, especially 3edge poles here and there, which might be better cleaned out
EDIT:
Spent 2 min more on it...