as mentionned before, super nice sculpt! Love the way you handled every aspect of the model. Looking at her now, I can't stop thinking she could have slightly longer hair "in the wind" posed. This could add a nice contrast with this nice neutral pose.
Oh you know what I was considering some kind of uber capcomesque hairstyle, like, short at the front but very thick ponytail hanging from the back ... so yeah why not!
Making baby steps at the moment, enjoying working on a posed model more and more!
Training boots done! Learned quite a few things in the process... and still, got to make some cool sole design for underneath, kinda forgot about that :P
Also a quick vid on how to pose a highpoly cage without weighting, using a proxy mesh and no bones : http://vimeo.com/7846122
Now : Hair, boxing gloves, and tanktop. Then print!
Hey Kelv,
the part overlapping the zippers is still in basemesh stage, I was planning on sculpting it to loosen it up and make it look like some kind of Flashdance wool socks. But I might very well end up making it the top border of the boots, and splitting it in the middle ... not sure yet!
Thanks for pointing it out, if not I could have forgotten to go back for a second pass on that area!
Getting there ... few more sessions to go ...
Kinda wish I worked sloppier on this, now Im stuck doing almost all the accessories in clean subdivision modeling hehe
Soles, top part of the boots, hair and gloves still ... and fold wrinkles here and there.
hehe conte yeah, they are not supposed to be seen :P Shell have boxing gloves covering them. But yeah they got stretched and distorted during the sculpt but it doesn't matter :P
hey pior,
its really cool how much your style plays into the great shapes and volumes of your sculpt! Its awesome to see it come alive and also thanks for sharing the tuts on skin wrap, looks like a great solution for quick posing. Cant wait to see how you wrap up this character!
even if its nothing totally new, as i do the same with matcaps (load 2d images as opposed to grab the stuff inside zbrush and generate a sphere out of that), your videos are very entertaining to look at, good work and again lovely style
i'm not totally sure what those 2 spheres are for, i guess you can use it for the blendmaterial at cavity detection, initially i thought its somehow like diffuse and specular shading and you can apperently use it for some sort of coated material, but basicly both spheres have the same impact, so if you don't need cavity detection or some coated stuff you can crop only one sphere and use that too
Thanks guys , this stuff is very interesting! I wonder if materials like this could be used in a game engine, especially to create cooler/more complex looking specular points.
Thanks guys , this stuff is very interesting! I wonder if materials like this could be used in a game engine, especially to create cooler/more complex looking specular points.
This is exactly what I was thinking Peris... imagine how FASSTT you could kick out unique / fun materials... man, possibilities would be endless, hehe.
Yeah I'm kind off imagining it as something in between cubemap and phong shading, that you would assign to a light instead of the model.. or both.... hmmm
Thanks guys , this stuff is very interesting! I wonder if materials like this could be used in a game engine, especially to create cooler/more complex looking specular points.
It would be tricky to make 'realistic' textures but who cares? A game using it would look so slick and stylized.
No prob about sharing techniques here :P If I was against that I wouldn't put timelapses up hehe
Yeah litsphere rock! The realtime equivalent would be 1D ramps for shading as used in Marmoset (I believe) or 2D (X=shade from light, Y=response perpendicular to the camera/viewers point of view) as seen in Brice's shader.
The advantage of these two against the sphere approach is that, you have much better control over where the light is coming from. With litspheres you end up with light directions problems very quick ....
BTW another way to produce litspheres : making screenshots from spheres in any 3D program!
great stuff Pior, the designs you have going on in this thread really hit the "cool shit" part of my brain. Those proportions really work even though they are kind of non-traditional.
Replies
just 0.2 cents !
Making baby steps at the moment, enjoying working on a posed model more and more!
And I can't believe photobucket's still being so prudish about tits, especially virtual ones. -_-
ps - nice touch with the belt buckle heh
Also a quick vid on how to pose a highpoly cage without weighting, using a proxy mesh and no bones :
http://vimeo.com/7846122
Now : Hair, boxing gloves, and tanktop. Then print!
sole reference:
01
02
03
04
I really like the proportions of the zipper.
Does the zipper just loosen the whole boot so she can just pull her feet out? I noticed that you don't have it going all the way to the top.
the part overlapping the zippers is still in basemesh stage, I was planning on sculpting it to loosen it up and make it look like some kind of Flashdance wool socks. But I might very well end up making it the top border of the boots, and splitting it in the middle ... not sure yet!
Thanks for pointing it out, if not I could have forgotten to go back for a second pass on that area!
Thanks for the refs 8feet
NOt sure if youve ever seen this site, but its wicked for hairstyles man!
http://www.ukhairdressers.com/style/index.asp?month1=511
Check it out theres like 5000 hairstyles from normal, to rediculous and every length you can ever want!
Good stuff, I love how you make different proportions ! Cool werk, That kinda style better show up at blizz Ahahah
Looking forward to seeing more
Kinda wish I worked sloppier on this, now Im stuck doing almost all the accessories in clean subdivision modeling hehe
Soles, top part of the boots, hair and gloves still ... and fold wrinkles here and there.
only thing i can see is that boots kinda look like socks from further away/zoomed out.
still turning out awsome :P
any plans for thowing some colour on the high poly? some saturated pior colour palettes ^^
She seems to be changing direction a lot as far as the accessories go,.... but who gives a damn?
Top work!
I know, EXCUSES hehe
its really cool how much your style plays into the great shapes and volumes of your sculpt! Its awesome to see it come alive and also thanks for sharing the tuts on skin wrap, looks like a great solution for quick posing. Cant wait to see how you wrap up this character!
Timelapse 8x WOOOSH
http://www.vimeo.com/7916648
*disco*
*dance dance*
Thanks pior!
yep, hmmm dunno if i should steal piors thread, so pior if thats a problem i'm going to delete it
www.polyphobia.de/public/advices/matcap/01.jpg
www.polyphobia.de/public/advices/matcap/02.jpg
www.polyphobia.de/public/advices/matcap/03.jpg
www.polyphobia.de/public/advices/matcap/04.jpg
www.polyphobia.de/public/advices/matcap/05.jpg
www.polyphobia.de/public/advices/matcap/06.jpg
www.polyphobia.de/public/advices/matcap/07.jpg
i'm not totally sure what those 2 spheres are for, i guess you can use it for the blendmaterial at cavity detection, initially i thought its somehow like diffuse and specular shading and you can apperently use it for some sort of coated material, but basicly both spheres have the same impact, so if you don't need cavity detection or some coated stuff you can crop only one sphere and use that too
www.polyphobia.de/public/advices/matcap/08.jpg
again pior will delete this if ya want.
Peris gnomon also has a free tut on how to do that in z and photoshop here
http://www.thegnomonworkshop.com/store/category/168/Free-ZBrush-Tutorials
this texture-to-material stuff is fantastic.. shame I didn't already know..
I'm testing it right now and I absolutely love it
a lot faster and more intuitive than these fifethousendbillionmillion material settings
This is exactly what I was thinking Peris... imagine how FASSTT you could kick out unique / fun materials... man, possibilities would be endless, hehe.
It would be tricky to make 'realistic' textures but who cares? A game using it would look so slick and stylized.
Yeah litsphere rock! The realtime equivalent would be 1D ramps for shading as used in Marmoset (I believe) or 2D (X=shade from light, Y=response perpendicular to the camera/viewers point of view) as seen in Brice's shader.
The advantage of these two against the sphere approach is that, you have much better control over where the light is coming from. With litspheres you end up with light directions problems very quick ....
BTW another way to produce litspheres : making screenshots from spheres in any 3D program!
P out!
This brings up a point actually - who do talk to about getting vimeo embedding around here?
I love messing around with lit spheres
ahahahahaha... just read marine's post... i like the music man... takes me back.
kinda sucks they screw up quick when you change the light direction but still very cool effect =D