Yeah man its a real buzz seeing it in real life... sucha shame its only 37mm tall though, i want to get into making some big ones
The considerations really are to do with scale, so many details have to be omitted and things in general should be thick and chunky / solid and definitely not intricate or thin. Its getting used to making something look 'chunky' because once you actually see th miniature after its gone through the whole process, its actually quite sharp and crisp.
Starting off like you would normally sculpt a high poly for a game character model for example, would lead to a super thin and weird looking mini at 37mm.
For the rope, yeah its just like you said, Model one strand, do the rest of the cloning, moving etc in zbrush.
Started scupting non symetrically, pretty fun actually. Got lots to fixup, like the shoulders / arms and need to pose fingers and stuff still too. Will add clothes and things shortly!
Nice stuff! Always so inspirational
Would you like to explain how you worked when doing the posing?
How'd you get the highpoly to be in the pose as that lowpoly?
Is it just a lower sub-division that you worked in when posing?
Callesw: I used Tpose master to pose her in Zbrush. Basically it creates a low subdiv cage for you to pose. I mask and rotate limbs, use the smooth brush and work out any kinks etc. Its quite an archaic way of posing a character tbh, but i like it. Once you've got something you like, you can click to send your pose back through tpose master and it will translate your subtools into the new position you posed them in. The smoothed result you see above there isnt the raw version ive since sculpted with symmetry off to define and refine some forms and whatnot.
Played with a kind of marble / ivory look in keyshot.
Also wanted to throw this up as a bit of a keypoint in my sculpting. Super important part of all my female bodies, probably the area I spend most of my time on - Im super obsessed with getting this area to feel soft and rounded, and not overdefined or harsh - its a difficult challenge to keep it believable without making any one single area / bone / muscle look too defined.
Awesome! Your attention to detail really shows, and you definitely nailed that softness bit. I'm not much of a sculptor myself, but I can imagine you might have spent a lot of time brushing out the forms gently to get the look that you want. For myself I always get too impatient on my own works and they never come out this refined (even in terms of 2D!). I dunno, do you have any advice for people like me who always want to rush things to the finish? It's just that I have so much things to learn and practice I don't want to hang myself up on a single piece too long.
Anyways thanks for sharing all this stuff with us! The Fran model is definitely in my top fave!
New sculpt for Kingdom Death - Spider Silk Assassin, WIP!
LongJH: Man tbh i think im the opposite - i spend so long on tiny things that dont REALLY matter to much, ive always admired people to dont care about details and can just nail main forms effortlessly. Its really difficult to reach this point. As far as advice goes, im not sure you need any man, i dont think its a bad thing to have that habit, but maybe just once ever now and again, you should really try to push yourself beyond where you would normally stop.
Basically i feel like when i make a new piece, and i reach the level of one of my previous pieces, thats the point where i stop and go okay - everything from this point onwards is all learning, refining, reshaping etc and thats how i push through to a new level. If i stop at the same place where im happy... ill just stagnate - so again just try every now and again to push through. I find that area the biggest area of where i will learn and gain new things.
If anyones interested im streaming the entire process of this sculpt fromm base mesh through to final cut up model ready for printing here: http://www.twitch.tv/hazardousarts/new come on in and say Hi!
Just kidding, stuff looks great as always. I like the subtle sense of motion you're getting in these. I pop in on your stream from time to time, want to say thanks for being so open with your process and mentality.
Haha!!! Ill get back to her man, i need big balls to tackle fran Im kinda scared. Shes the female game character design of the decade for me... kind of like an opus. I'll finish her one day!!
Man she looks awesome. Great detail especially for a model that's going to be printed (if i'm not mistaken) she looks great. Also looked trough your other models and man you are an inspiration. Haha makes me wanna learn character modeling.
Anyways. When and where do you stream then? I'm really eager to see how you work.
Haha army man
Really clean sculpt man!
Looking forward to see it printed. Looks like you are getting cleaner and cleaner print results for each of these.
Very inspirational!
Really awesome stuff!! You are really great at sculpting females.
Thanks so much for matcaps for skin. they're awesome.
Couple questions if you wouldnt mind answering...
What brush settings did you use to polypaint in the beginning for http://vimeo.com/51366516 that video? The brush used for painting the soft reds and blues in the beginning?
Also, what matcap do you use for the eyeballs? They're so captivating!
Replies
The considerations really are to do with scale, so many details have to be omitted and things in general should be thick and chunky / solid and definitely not intricate or thin. Its getting used to making something look 'chunky' because once you actually see th miniature after its gone through the whole process, its actually quite sharp and crisp.
Starting off like you would normally sculpt a high poly for a game character model for example, would lead to a super thin and weird looking mini at 37mm.
For the rope, yeah its just like you said, Model one strand, do the rest of the cloning, moving etc in zbrush.
WIP for the Sunstalker Dancer for Kingdom Death! Still need to blockout her cape and a few otehr bits and pieces.... will pose her today!
Going to have to change it and put both feet on the ground... which is a shame...
Started scupting non symetrically, pretty fun actually. Got lots to fixup, like the shoulders / arms and need to pose fingers and stuff still too. Will add clothes and things shortly!
Would you like to explain how you worked when doing the posing?
How'd you get the highpoly to be in the pose as that lowpoly?
Is it just a lower sub-division that you worked in when posing?
Callesw: I used Tpose master to pose her in Zbrush. Basically it creates a low subdiv cage for you to pose. I mask and rotate limbs, use the smooth brush and work out any kinks etc. Its quite an archaic way of posing a character tbh, but i like it. Once you've got something you like, you can click to send your pose back through tpose master and it will translate your subtools into the new position you posed them in. The smoothed result you see above there isnt the raw version ive since sculpted with symmetry off to define and refine some forms and whatnot.
Working out a new render / presentation for all my high poly stuff using keyshot. Really liking this bit of kit so far!
Thanks for explaining the pose stuff by the way!:)
More progress on Sunstalker Dancer Need to clean up cloak and bits, necklace, pose hands and add knives etc! Almost there!
Adding this in here for records sake!
Like my other sculpts for Kingdom Death, sheel be printed, have a mould made and then cast at 37mm high!
Played with a kind of marble / ivory look in keyshot.
Also wanted to throw this up as a bit of a keypoint in my sculpting. Super important part of all my female bodies, probably the area I spend most of my time on - Im super obsessed with getting this area to feel soft and rounded, and not overdefined or harsh - its a difficult challenge to keep it believable without making any one single area / bone / muscle look too defined.
Anyways thanks for sharing all this stuff with us! The Fran model is definitely in my top fave!
New sculpt for Kingdom Death - Spider Silk Assassin, WIP!
LongJH: Man tbh i think im the opposite - i spend so long on tiny things that dont REALLY matter to much, ive always admired people to dont care about details and can just nail main forms effortlessly. Its really difficult to reach this point. As far as advice goes, im not sure you need any man, i dont think its a bad thing to have that habit, but maybe just once ever now and again, you should really try to push yourself beyond where you would normally stop.
Basically i feel like when i make a new piece, and i reach the level of one of my previous pieces, thats the point where i stop and go okay - everything from this point onwards is all learning, refining, reshaping etc and thats how i push through to a new level. If i stop at the same place where im happy... ill just stagnate - so again just try every now and again to push through. I find that area the biggest area of where i will learn and gain new things.
Updates on the Assassin....blacked in a cape and cleaned up hair and tweaked a few other things today. Still so much to do!
Little bit of an update on the Spidersilk Assassin!
Just kidding, stuff looks great as always. I like the subtle sense of motion you're getting in these. I pop in on your stream from time to time, want to say thanks for being so open with your process and mentality.
Meanwhile more assassin progress!!
Anyways. When and where do you stream then? I'm really eager to see how you work.
http://www.twitch.tv/hazardousarts/new
This is my Twitch account. I'll try to update this thread whenever I'm online.
little update on the assassin!
Really clean sculpt man!
Looking forward to see it printed. Looks like you are getting cleaner and cleaner print results for each of these.
Very inspirational!
You did my favourite Kingdom Death mini.
Brilliant job on it, I can't wait till I get it in person.
LMS Tribute to Danny Luvisi - need another day to finish her off
Polypainted her up!
awesome work man! Loving it all, especially that nose.
Vintergarden: Because thats what I like to do Yeah I think she will be in the LMS artbook!
Render WIP!
Finished her up!!
Few people asked for some more views so here are some green clay shots!
http://www.hazardousarts.com/Marilyn360.html
Just wait for it to fully load and click and drag around her for rotaty goodness!
Really awesome stuff!! You are really great at sculpting females.
Thanks so much for matcaps for skin. they're awesome.
Couple questions if you wouldnt mind answering...
What brush settings did you use to polypaint in the beginning for http://vimeo.com/51366516 that video? The brush used for painting the soft reds and blues in the beginning?
Also, what matcap do you use for the eyeballs? They're so captivating!
Working on a Morrigan Sculpt....