so i'm going to try to work on this bust here whenever i feel the urge so i can try and
level up, and figured i'd post my porkrest so i can learn something from you juicy melon heads. so speak up if you see me doing something retarded, k. he's based off
a sketch i made years ago.
pictures of ridiculous adaptations of the internet would really help make my model feel welcome. i've put about 4 hours into him so far. nothing too exciting.
i built a really quick base mesh and plopped it into mudbox, sculpted his forms in best i could using the sketch as reference and dropped a lower level export into max to add his nonsensical trinkets. i'll post more later.
-killing.braincells
Replies
keep them coming,
Love the Rincewind-inspired "lvl 40 wizard" badge he's wearing, good luck with your project.
I totally dig that sketch and the style you used on the shading and the gesture of the hands. This should turn out slick.
Cool sketch!
ptch tell that to sam slade
gogogogo
-N!
i've been distracted by some family art requests, the pc stall wall, and drawing pictures for free beer at the bar (a lot of fun) i got 4 beers, 1 shot, and 2 cigarettes last night for free, woot.
i did work on his hair a little the other night before getting distracted by a butterfly. i really don't like the approach i've made on the hair. I think I'd prefer having the geo attached to the head. i'm not sure what the best approach is, any suggestions are welcomed, we'll figure something out.
hrmm...
If you're aiming for realism, his ears are rather large. But if its part of his gawky style, it works just fine. :poly122:
An extra tip here is to store a morph target of your new mesh at the highest level before you project. Then after you project you can use the Morph Brush to paint out any errors.
Project All is rad.
i have Mudbox 1.0 (my computer won't run anything higher) what program is this process you're describing done in? using the term "subtool" makes me think you're talking zbrush-speak, ?
Firebert,
keeping it separate is a lot easier, i suppose, i'm just thinking, if they were connected, i could give the scalp/hair transition much more attention without fighting with a hard edge caused by intersection geometry, in other words, i think it'd look better in the end. i suppose i could always doctor the normal map afterwards, but that's big cock gay. i'm not sure the division control would be an issue, the help files pimp their "Local Subdivision" feature which subdivides a selection of faces, assuming that works nicely, i haven't used it.
If you do keep the hair you should make it like a glowing blue color..LIke he has ultimate power cuz he's a level 40 and haxs?
Really cool model and drawing.
rollin & carlo_c,
i give the sketches to the people that buy me a beer, i don't have any copies of them. they're usually just weird ideas they have for tattoos or band logos. i'll scan some sketches in some day and post those up.
-J
do you like the hair shorter like in the concept? *turns head sideways*
i think this approach might work for the hair, although it's pretty messy, i should be able to do something cleaner. i'm still not sure how the roots will play out.
i played with deforming the mesh using a displacement map, but it wasn't doing jack and i couldn't find a tutorial on mesh displacement for mudbox 1.0 ... so, whatever.
i'm interested in knowing how i could fuse the hair geo to the head without losing sculpt work like TWilson was describing... i don't know how to do something like this, i hope to find out.
culturedbum,
thnx dude, ya, i linked to the concept in the first post.
is there a way to project high detail geo onto retopoed/low poly geo in mud? i almost say i would flesh out the hair a little more, retopo a low poly and project, then finish sculpting and use the original retopo as the cage. just an idea... i dunno... i just woke up and the coffee hasn't kicked in yet.
Little bit of effort but...should do what you're looking for.
i wrapped up the hair and started the low and got a little sleepy. figured we'd just go ahead and see what that mess will create for a normal map.
i pulled up the borders of the hair mesh to float close to the surface of the scalp and circumcised excess faces. i'm going to attempt to bake two normals, one with hair, one bald, and composite the two together.
Firebert,
ya, it's all by hand, i just decided to brute force it. there seems to be means for such solutions but i can't seem to get them to work. hoping to get a better computer some day soon and will get to play with mudbox 2009 and it's fansy shaders and tools that actually work right.
i've seen videos of dudes baking displacement maps and applying them to new meshes in 2009, and there are similar menus in 1.0 but, i just couldn't get the mesh displacement to work. whatever, hopefully this will work, otherwise, i'll just have to try something else.
edit: nice ScoobyDoofus, that'l be plan B
nice attention to detail, my curly chode. But alas, i think it'd be arousing if you made his face like in your sketch. All "nnngggrfffh" and "geeeuuh, dont bother me whilst im typing. I'm irritated." kinda look. To me, atm he looks like one of those hot Hollister Co. mannequin deeewds. Is that weird?
less than 3.
8 equals equals equals D.
Whats the polycount ?!?
I've been looking for a screen from HL2 that shows the desk magnifying glass early on in the game, thought it would be pretty badass to get that effect on the glasses.
loving zbrush
he has a sub-skin necklace, each bump is a light under his skin, it should look better in the final once we get the glow map in there