Screwing around with demo head from Zbrush in photoshop. I am not much of a character artist was more just an exercise in rapid prototyping some different textures. I have a better base mesh that I am going to sculpt into a better bust in the future.
what ive been working on.. yeah well.. besides the odst, and me waiting for some new supplies, i started working on building real models.
now i tried out things, and at this stage, i learned so much that i want to start over, change the work flow a bit, get out the mistakes and get better resolds. (first time that i attempt something like this, though i have quite alot of exp with materials)
the model has a foam base, with a layer of plaster ontop.
this layer was too thick wich gave me too much room while sanding it, that way i ended up get a slightly curved surface / edges. (keep in mind that i did this all by eye, and not fancy messure equipment)
the way i want to do this is, to depend on the foam base much more.
cut that out to a perfect fit, glue cardboard pieces ontop of it, cut out shapes and stack them up to create edges in the model. use some plaster here and there as a thin layer to sand up, and get the shapes in. after that ill fiberglass the sonofabitch. (i need a plaster or cardboard layer so the epoxy resin doesnt melt away the foam, though i need to run a test to see the real effect)
right now, i think ill use this as a practice, put some layers of fiberglass on it to toy around and see what properties it has, what is best so i dont mess up my next model.
will start sculpting a new base later on today.
if this goes well, wich it will eventualy, ill start building alot of equipment and what ever type of models i can come up with
this is life size btw, a bit over a meter long i think..
what ive been working on.. yeah well.. besides the odst, and me waiting for some new supplies, i started working on building real models.
now i tried out things, and at this stage, i learned so much that i want to start over, change the work flow a bit, get out the mistakes and get better resolds. (first time that i attempt something like this, though i have quite alot of exp with materials)
the model has a foam base, with a layer of plaster ontop.
this layer was too thick wich gave me too much room while sanding it, that way i ended up get a slightly curved surface / edges. (keep in mind that i did this all by eye, and not fancy messure equipment)
the way i want to do this is, to depend on the foam base much more.
cut that out to a perfect fit, glue cardboard pieces ontop of it, cut out shapes and stack them up to create edges in the model. use some plaster here and there as a thin layer to sand up, and get the shapes in. after that ill fiberglass the sonofabitch. (i need a plaster or cardboard layer so the epoxy resin doesnt melt away the foam, though i need to run a test to see the real effect)
right now, i think ill use this as a practice, put some layers of fiberglass on it to toy around and see what properties it has, what is best so i dont mess up my next model.
will start sculpting a new base later on today.
if this goes well, wich it will eventualy, ill start building alot of equipment and what ever type of models i can come up with
this is life size btw, a bit over a meter long i think..
I take it that is some sort of weapon? Looks and sounds very cool. I'd like to move on from sculpey to work on larger scale stuff but just don't have the room. Keep posting this stuff up. I'm interested in seeing how it turns out.
That's really cool Lampoly, I like the colours. killingpeople - that's awesome! I really like the armour.
I've been using my engine's cutscene director to prototype some cinematics for the game. It's really addictive - I can't stop playing with it. I built the sets in the locale editor and then jumped into the director and recorded it, one character at a time. I have heard that Valve use a similar method with their cinematics and it seems to work well. The system I've written for my engine lets you do this on your own, or have friends help out as characters or extras. I also created some lip sync animation in the character animator and dropped that into one of the scenes. These are just prototypes to play with camera angles and actions so they look a little rough:
seantree, Im working on a sniper rifle
you dont need much more room for this then sculpey, though some processes need to be done outside,
its really fun, try it and experience the awesomeness of different materials
had some fun, had some troubles, fiberglass is a bitch.
i think the resin didnt got mixed too well, it stays quite soft wich should not be happening,
i had some real trouble getting these fibers around the edges.
since its all small details and they didnt bend well
they started to bubble up the layers so i used a sheet of foil and wraped it around.
this way i could mold it better into what i wanted by pulling the corner parts down with foil
best would be to vacum it but i wasnt prepared for this ...
so we learn,
maybe i can still save it, do hope so.
* i just cut off the exces part from down the line i drew, i did leave more on the front since that was fine.
might be that i used too much resin,
that might cause it to dry slower then i expected
i bet i can still save it
and like predicted, the foam bubbled away in minutes
Dummeh. Heyyyyyy I recognize one or two of those faces! :P Although it looks like I never got you my bearded scientist and you had another one made up. woops.
This is my first post here (but a long time visitor ;-) ) and I want to show of my first serious zbrush "work".
I decided to redo an old model of mine for my first project and to get familiar with zbrush.
So this is the old one:
I wanted to do something (quickly) so I started this at midday and had it finished in just over 3 hours, I'm pretty pleased with it. The concept is by the extremely talented Kazzantip from http://www.concept-art.org. Granted I didn't stay 100% true to the original <_<
e: Something must be wrong with the scene, it looks as though I have jitter enabled but it definitely isn't, oh well
that looks really nice, kimono - really did the concept justice.
target_renegade, the track is in-house. it's on my website in the music section if you want to grab the mp3 (called vwb)
Eraser, I think it needs a bit more detail on the boosters.... haha
Love the way those shadows are casting from the perforated supports surrounding the top "pod"
I am giving a talk about this soon and I am bricking it
but I put together these quick examples to show material harmonies and how my style rules are implemented
Seeing them all laid out in a sphere grid makes me want to do mat tutorials sometime in the future. Would anyone be interested in that? Obviously a little more complex than whats here lol
Remember my question in the ut3 thread? You´ve pretty much nailed the style of the shader im trying to make in mat #2 and 6. I´m after a thicker outline yes but everything else is pretty much there. Now i feel like a copycat hehe.
PS: I would be very interested in tutorials. REAL INTERESTED! (Get to it )
thanks guys raz
yeah slum thats the art test from simultronics. If you remember i was working on a
tutorial for the whole process :-)
I feel like such a whore using photosourcing....my first time *blush* but i guess its ok for the sake of the tutorial (need to encompass everything :-o)
sorry for the blurriness.....was too lazy to open up PS MSpaint
eraser that model is awesome, the render really makes the elements pop!
bored your materials look really interesteing.
AJR that scene is looking nice, the fog looks like it's washing out stuff too much up close. Maybe if you push the start dist of the fog back a bit it'll help separate your foreground/background elements a little more.
i keep seeing people having these coloured UV layouts. is there a plugin/tickbox somewhere to get layouts like this out of max? it looks a lot nicer then the wireframe outputs im using now
Replies
More Star Trek stuff. I still haven't seen the movie.
Star Trek? No no no, that is clearly Namor the Sub-Mariner.
now i tried out things, and at this stage, i learned so much that i want to start over, change the work flow a bit, get out the mistakes and get better resolds. (first time that i attempt something like this, though i have quite alot of exp with materials)
the model has a foam base, with a layer of plaster ontop.
this layer was too thick wich gave me too much room while sanding it, that way i ended up get a slightly curved surface / edges. (keep in mind that i did this all by eye, and not fancy messure equipment)
the way i want to do this is, to depend on the foam base much more.
cut that out to a perfect fit, glue cardboard pieces ontop of it, cut out shapes and stack them up to create edges in the model. use some plaster here and there as a thin layer to sand up, and get the shapes in. after that ill fiberglass the sonofabitch. (i need a plaster or cardboard layer so the epoxy resin doesnt melt away the foam, though i need to run a test to see the real effect)
right now, i think ill use this as a practice, put some layers of fiberglass on it to toy around and see what properties it has, what is best so i dont mess up my next model.
will start sculpting a new base later on today.
if this goes well, wich it will eventualy, ill start building alot of equipment and what ever type of models i can come up with
this is life size btw, a bit over a meter long i think..
I take it that is some sort of weapon? Looks and sounds very cool. I'd like to move on from sculpey to work on larger scale stuff but just don't have the room. Keep posting this stuff up. I'm interested in seeing how it turns out.
I've been using my engine's cutscene director to prototype some cinematics for the game. It's really addictive - I can't stop playing with it. I built the sets in the locale editor and then jumped into the director and recorded it, one character at a time. I have heard that Valve use a similar method with their cinematics and it seems to work well. The system I've written for my engine lets you do this on your own, or have friends help out as characters or extras. I also created some lip sync animation in the character animator and dropped that into one of the scenes. These are just prototypes to play with camera angles and actions so they look a little rough:
[ame=http://www.youtube.com/watch?v=5NC5Vb789yQ&fmt=22]Vanguard Cutscene[/ame]
[ame=http://www.youtube.com/watch?v=7m5XqWcusEc&fmt=22]Bastion Cutscene[/ame]
[ame=http://www.youtube.com/watch?v=bGGx-G2H5B8&fmt=22]Making the stuffs[/ame]
you dont need much more room for this then sculpey, though some processes need to be done outside,
its really fun, try it and experience the awesomeness of different materials
had some fun, had some troubles, fiberglass is a bitch.
i think the resin didnt got mixed too well, it stays quite soft wich should not be happening,
i had some real trouble getting these fibers around the edges.
since its all small details and they didnt bend well
they started to bubble up the layers so i used a sheet of foil and wraped it around.
this way i could mold it better into what i wanted by pulling the corner parts down with foil
best would be to vacum it but i wasnt prepared for this ...
so we learn,
maybe i can still save it, do hope so.
* i just cut off the exces part from down the line i drew, i did leave more on the front since that was fine.
might be that i used too much resin,
that might cause it to dry slower then i expected
i bet i can still save it
and like predicted, the foam bubbled away in minutes
This is my first post here (but a long time visitor ;-) ) and I want to show of my first serious zbrush "work".
I decided to redo an old model of mine for my first project and to get familiar with zbrush.
So this is the old one:
And this is my new redone - zrush - version:
I wanted to do something (quickly) so I started this at midday and had it finished in just over 3 hours, I'm pretty pleased with it. The concept is by the extremely talented Kazzantip from http://www.concept-art.org. Granted I didn't stay 100% true to the original <_<
e: Something must be wrong with the scene, it looks as though I have jitter enabled but it definitely isn't, oh well
kimono lookin good!
target_renegade, the track is in-house. it's on my website in the music section if you want to grab the mp3 (called vwb)
Love the way those shadows are casting from the perforated supports surrounding the top "pod"
Inspiring!
@Kimono: Yes that is an original concept; in fact it is the first in a series of mecha I am working on which exist in the same fictional universe.
Quoted for the new page. This is just too damn awesome.
anywho
got around to finishing this guy
Gonna take him into the game engine and do all the shader work I was thinking about
forgot to post him without his armor on (armor + upgrades will be customizable)
I am giving a talk about this soon and I am bricking it
but I put together these quick examples to show material harmonies and how my style rules are implemented
Seeing them all laid out in a sphere grid makes me want to do mat tutorials sometime in the future. Would anyone be interested in that? Obviously a little more complex than whats here lol
Remember my question in the ut3 thread? You´ve pretty much nailed the style of the shader im trying to make in mat #2 and 6. I´m after a thicker outline yes but everything else is pretty much there. Now i feel like a copycat hehe.
PS: I would be very interested in tutorials. REAL INTERESTED! (Get to it )
what did you use to sharpen the specular (i mean glossiness = high) i never really got a formula working that totally did that for me
raz
yeah slum thats the art test from simultronics. If you remember i was working on a
tutorial for the whole process :-)
I feel like such a whore using photosourcing....my first time *blush* but i guess its ok for the sake of the tutorial (need to encompass everything :-o)
sorry for the blurriness.....was too lazy to open up PS MSpaint
eraserheard:- Suh-weet. LOOOULY LOOOULY
AJR - That is awesome!!!
eraser that model is awesome, the render really makes the elements pop!
bored your materials look really interesteing.
AJR that scene is looking nice, the fog looks like it's washing out stuff too much up close. Maybe if you push the start dist of the fog back a bit it'll help separate your foreground/background elements a little more.
YES
beard and machete are somewhat placeholder like
edit: i wonder why noone gives critique... hmm
l