have an abnormally long penis. It is about 9 inches limp. But it's not thick. It's like less than an inch wide. Trust me, I wouldn't wish this on anyone. It's horrible and I hate it. Anyway, recently I started lubing up the head of my half hard penis and inserting it into my rectum. I then pee into my own ass. Then I go to the bathroom and start shitting out my own piss while sucking my own dick and cumming in my mouth.
Is this weird?
Who are you, Bob Saget?
I'm gradually losing my respect for you as an artist with each comment you make.
Oh z brush and your incompetence, I spend just as much tiem recovering from crashes and rendering than I do actualy doing things. practice, hyper realism seesm to be the rage nowadays.
he has no eyebrows because he uses veet to shave his face.
Done with basic training in the middle of techschool for Networking. learning how to texture. I have a basic grip on that now (i will post the model Ive done soon after I teak it a bit. I do 2d to relax;
I know that there are stretching issues as well as some pollygon issues that are there andit looks like a cock and balls but all jokes aside, my first attemt at working with uvs/normals, diffuse and spec. ill try a charchter next. If somone can tell me how to load up a turn about properly it would be awsome. You tube tooks way too long for my time.
You're kinda starting in the wrong end I'd say, it's useful to pick up your standard 3d-modeling software first. They won't hire you just because of the Zbrush-skills, there are a lot of good sculpters out there, try to go with the basics first.
You're good enough in Zbrush for now, try to adapt to a workflow using only
3d-modeling software and photoshop + the software you use to render it (marmoset, UDK, CryEngine)
You have the 2d-skills, you'll grow quickly if you focus on the right things from the get go, I know Zbrush is the bizniz these days but it's the wrong end to start with.
Not sure if some of the folks have mentioned this.
If you're going to go 3D, I strongly recomend learning Max or Maya and learning the fundamentals.
-Correct anatomical proportions (seems like you already have this down with your 2D experience).
-Correct topology for body parts.
-All the required edge loops for later rigging/vertex weighting and animation.
-Correct edge loops.
-Helps if you start learning the basics of hard surface modelling as well. Particularly if you'll be adding accessories to your characters.
-UVW mapping, layout, efficient shell placement.
It's cool that you're messing around with ZBrush or Mudbox. But from what I've been seeing, most of the pros do everything in Sub-D in Max (sometimes Maya) and then only some final touchups and fine details in ZBrush.
Sure you can always Re-topo out of Zbrush. But I'm not seeing that all too often for game characters. Tends to be the reverse (mesh goes from max/maya to Zbrush and then back for baking).
Check the Polycount Wiki, it has invaluable information you could use:
You really could learn a lot from the wiki's available and tutorials you find online.
So let me make sure it's clear; 3D Characters have to be brick and mortared the hard way, quad by quad, poly by poly. It's a pain in the ass and will take you at least a few months to get those edge loops, topology, edge flow, and poles, right.
It took me years to finally come to terms with that.
[Edit] Darn I was posting this and collecting all the links and missed Chrisradsby's post.
You made a wild, random comment about your penis a while back and moved on like it never happened.
What the flip happened there?
... it is weird that you are interested?
Glad to see you moving along here man! Keep up the good work. Glad you are not letting jerk comments like "ur 3d suxors! Stick to 2d!" stop you from doing 3d. I would say it is easier to have a strong foundation in anatomy/traditional art and then move to the technical side of things rather than going from 3d then to 2d. That would be more difficult. You have some pretty awesome work in your 2d stuff... and I see you getting tons better in 3d in a pretty short amount of time.
Just keep doing your thing... Keep practicing and before too long you will probably be doing better 2d and 3d than most around.
thanks guys! I apreciate the support and as well as polycount as a whole!Im realy enjoying the learining experience. After these prodjects I believe I can try and tackle more ambitious prodjects.
lol, here are some prodjects ive been flip flopping between and picking at. Between working overtime, FF XIII-2 and art my scheduals been messed up. Ive also, taken on a job of drawing cards for a new card game. busy, busy.
Karin Kazunaki- i drew orthos for this and thanks again polycount for helping me sort out sizing issues to move forward. You notice I didn't draw the curls or the bow in the orthos because it would just be a distraction. I am planning to tackle those seperately. For the curls, I am going to use the same technique as I did extracting the tanks barrels exept Ill find a way to pull them down. She is made of seperate meshes FYI.
my main concern is polygon optimization, not so much the tank because it has obvious issues, but if you have any critiques or comments don't hesitate to speak up!
Good work! I like how all the anatomy looks, really adds to the interest of the character. a lot of people I see take anatomy to far or don't do enough, your at the perfect depth level IMO.
thank you, Ive adjusted her porportions. And im about to tackle the curls. Hoever I dont know what the best way is to tackle the braids on the side of here hair.
Google Ryan Kingslien to learn good sculpting techniques. You have solid 2d, and your 3d is making definite progress, but you need to watch some tuts.
Starter video:
[ame="http://www.youtube.com/watch?v=VEiBYgBmhH0"]Sculpting The Face - Webinar with Ryan Kingslien - YouTube[/ame]
update, Poly count is 1984 polygons. Im at the library doing practicing 3d, studyed up on turbo smooth, wich is what Ill try and use on my next hard surface model. Im still working on the tank as well FYI. Eventualy I want to do an enviroment as well.
some 2d stuff ive been doing. For a card game but Its my IP so..
I figured Id drop all other prodjects, take some leave and join the contest vigil studios is hosting. Ill be going up against people way better than me and its the first contest in 3d that ill be doing but more importantly, It gives me a chance to work on my weaknesses in modeling, uv unwrap and texturing; the technical stuff. See you on the other side!!!
mkay, I realy have to get on the ball, ive been doing too much games and drawing...trying to p8lay with normals and UVs of my prodjects.
Marmposet has this nasty feild of view issue where it warps the face and makes it look ugly. I know so becasue it loks fine in max and zbrush with ortho enabled. Right now I have the sculpted hair all ready for normalizing and such, a realy quick and nasty job not acceptable at all ill obssess over it ill make sure its awsome though, haha. As always critiques and comments welcome!
up8date, my keyboard is having issues which is effecting my workflow. Making p8rogress and im almost over learning the technical wall (or atleast the basics.)
UVS and more drawing, Comments and critiques welcom! Once I get the UVS done Ill try an explosion bake RTT for the normals, yay! IVe still gotta do the bow and eyes...
Can you see the diablo fanboi profusely leaking from the drawing? Lol, Finally wore out its welcome. That game pisses me off now.
Oh, yeah! diffuse maps commin in fast! critiques and comments are always welcome. I know of some errors, but this isnt a portfolio peice and even then tear away!
starting to take shape. Now im starting to see why alot of hand painted textures dont have sculpted normals. the normals wash out the diffuse, and do the lighting for you instead of the painting doing most of it.
anywho I dont sleep on fridays, I like the progress so far, done with normals, diffuse and spec. will go over spec again mabey, doesnt make to big of a diffence though IMO. Having a blast!
Replies
will pose later, go to bed noa,
edit#
SSS experiment, it seems I cant make this apear any bigger...
It would be cool if there where an enormous dinosaur or beast coming in front of her. Good job!
lol, thanks man. but I wanted to do somthing allitle calmer than usual.
I'm gradually losing my respect for you as an artist with each comment you make.
Nice model, though.
thanks man, Ill be going into max next.
he has no eyebrows because he uses veet to shave his face.
looks like ill have to retop.
Done with basic training in the middle of techschool for Networking. learning how to texture. I have a basic grip on that now (i will post the model Ive done soon after I teak it a bit. I do 2d to relax;
I know that there are stretching issues as well as some pollygon issues that are there andit looks like a cock and balls but all jokes aside, my first attemt at working with uvs/normals, diffuse and spec. ill try a charchter next. If somone can tell me how to load up a turn about properly it would be awsome. You tube tooks way too long for my time.
ire frame apon request.
\
wires
You're good enough in Zbrush for now, try to adapt to a workflow using only
3d-modeling software and photoshop + the software you use to render it (marmoset, UDK, CryEngine)
You have the 2d-skills, you'll grow quickly if you focus on the right things from the get go, I know Zbrush is the bizniz these days but it's the wrong end to start with.
Good luck! And great progress so far!
If you're going to go 3D, I strongly recomend learning Max or Maya and learning the fundamentals.
-Correct anatomical proportions (seems like you already have this down with your 2D experience).
-Correct topology for body parts.
-All the required edge loops for later rigging/vertex weighting and animation.
-Correct edge loops.
-Helps if you start learning the basics of hard surface modelling as well. Particularly if you'll be adding accessories to your characters.
-UVW mapping, layout, efficient shell placement.
It's cool that you're messing around with ZBrush or Mudbox. But from what I've been seeing, most of the pros do everything in Sub-D in Max (sometimes Maya) and then only some final touchups and fine details in ZBrush.
Sure you can always Re-topo out of Zbrush. But I'm not seeing that all too often for game characters. Tends to be the reverse (mesh goes from max/maya to Zbrush and then back for baking).
Check the Polycount Wiki, it has invaluable information you could use:
General Resources
http://wiki.polycount.com/CategoryCharacterModeling?highlight=%28%5CbCategoryCharacter%5Cb%29
Body Topology
http://wiki.polycount.com/BodyTopology?highlight=%28%5CbCategoryTopology%5Cb%29
Face Topology
http://wiki.polycount.com/FaceTopology?highlight=%28%5CbCategoryTopology%5Cb%29
Limb Topology
http://wiki.polycount.com/LimbTopology?highlight=%28%5CbCategoryTopology%5Cb%29
Shoulder Topology
http://wiki.polycount.com/ShoulderTopology?highlight=%28%5CbCategoryTopology%5Cb%29
Articulation Modelling
http://www.hippydrome.com/
You really could learn a lot from the wiki's available and tutorials you find online.
So let me make sure it's clear; 3D Characters have to be brick and mortared the hard way, quad by quad, poly by poly. It's a pain in the ass and will take you at least a few months to get those edge loops, topology, edge flow, and poles, right.
It took me years to finally come to terms with that.
[Edit] Darn I was posting this and collecting all the links and missed Chrisradsby's post.
Good Luck!
edit of a previous painting. Im working in max I swear!
oh and im operational, whiteman, MO, home of the B-2.
What the flip happened there?
... it is weird that you are interested?
Glad to see you moving along here man! Keep up the good work. Glad you are not letting jerk comments like "ur 3d suxors! Stick to 2d!" stop you from doing 3d. I would say it is easier to have a strong foundation in anatomy/traditional art and then move to the technical side of things rather than going from 3d then to 2d. That would be more difficult. You have some pretty awesome work in your 2d stuff... and I see you getting tons better in 3d in a pretty short amount of time.
Just keep doing your thing... Keep practicing and before too long you will probably be doing better 2d and 3d than most around.
Well, uh...hmmm. Yeah, guess its a little weird hahaha.
RJBONNER - The face on the latest painting looks awesome. Keep it up.
lol, here are some prodjects ive been flip flopping between and picking at. Between working overtime, FF XIII-2 and art my scheduals been messed up. Ive also, taken on a job of drawing cards for a new card game. busy, busy.
Karin Kazunaki- i drew orthos for this and thanks again polycount for helping me sort out sizing issues to move forward. You notice I didn't draw the curls or the bow in the orthos because it would just be a distraction. I am planning to tackle those seperately. For the curls, I am going to use the same technique as I did extracting the tanks barrels exept Ill find a way to pull them down. She is made of seperate meshes FYI.
my main concern is polygon optimization, not so much the tank because it has obvious issues, but if you have any critiques or comments don't hesitate to speak up!
Starter video:
[ame="http://www.youtube.com/watch?v=VEiBYgBmhH0"]Sculpting The Face - Webinar with Ryan Kingslien - YouTube[/ame]
Uploaded with ImageShack.us
thanks for the upload man ^
Uploaded with ImageShack.us
update, Poly count is 1984 polygons. Im at the library doing practicing 3d, studyed up on turbo smooth, wich is what Ill try and use on my next hard surface model. Im still working on the tank as well FYI. Eventualy I want to do an enviroment as well.
the track isnt symetryed yet and karin Kazunaki is coming along fine as well. I did her bow and amulet recently. Not realy worth posting though.
I figured Id drop all other prodjects, take some leave and join the contest vigil studios is hosting. Ill be going up against people way better than me and its the first contest in 3d that ill be doing but more importantly, It gives me a chance to work on my weaknesses in modeling, uv unwrap and texturing; the technical stuff. See you on the other side!!!
not gonna sleep till its done.
Marmposet has this nasty feild of view issue where it warps the face and makes it look ugly. I know so becasue it loks fine in max and zbrush with ortho enabled. Right now I have the sculpted hair all ready for normalizing and such, a realy quick and nasty job not acceptable at all ill obssess over it ill make sure its awsome though, haha. As always critiques and comments welcome!
Can you see the diablo fanboi profusely leaking from the drawing? Lol, Finally wore out its welcome. That game pisses me off now.
done! had to finish before I could do anything else. on to correcting dem UVS.
stupid embed code I dont have time for you!
Yes! YEs yes!
the normals, they work! Just a preview, I have more, time to go to bed.
Oh, yeah! diffuse maps commin in fast! critiques and comments are always welcome. I know of some errors, but this isnt a portfolio peice and even then tear away!
very, very bland diffuse. Lets see if I can put any of my painting skill to use. Also, ive acquired bodypaint, need to learn that too.
starting to take shape. Now im starting to see why alot of hand painted textures dont have sculpted normals. the normals wash out the diffuse, and do the lighting for you instead of the painting doing most of it.
WIP, having a blast, wish the constant transition from photoshop was more fluid. it would save alot more time.
crits and comments always welcome
so much caffeine!!!
anywho I dont sleep on fridays, I like the progress so far, done with normals, diffuse and spec. will go over spec again mabey, doesnt make to big of a diffence though IMO. Having a blast!
will do pose and base next
on to the portfolio!!