random rant :
i dont think anyone has a particular sculpting technique but i rather think every sculptor has a combination of different techniques you develop over time by practicing.
i have a lot of techniques that work for me but they dont work for some fellow sculptors who tried them.
so to now ask what is your sculpting technique is kind of a random question imo.
i believe its just practice and you develop your technique's with the tools you explore over time.
because sculpts like cg-sammu shows just the beautiful product of years of practice. ^^
awesome Job Sammu!
Haha fair enough, It was more a comment on his lovely clean carved lines and shapes and I always find that the most difficult part of sculpting for me. I tend to overuse the slice tool in zbrush and cut into my mesh way too much. I also find that the polish brush gives a hand pressed clay look to my mind and was wondering if there's is a specific brush or way he uses it.
I agree that everyone has their own techniques and styles that work for them, I also do but I am always on the lookout to learn and these are pieces that caught my attention.
But I see your point maybe I could have been clearer, or maybe I'm just being nosy :P No offence meant.
Anyway, judging by the quantity of requests I will prepare a quick tutorial to explain how i worked my tiling rock textures. Thank you guys for your support !
Started this study yesterday - it's super wip at the moment but I could use some extra pairs of eyes on this before I take it further. Crits appreciated
komaokc: The head is looking pretty good but I think the handle needs some work. The grooves seem too heavy and random and the bump is a bit overpowering. could use a bit of colour variation too I think
About the design itself, pick axes dont tend to be pointy on both sides. SOME do, but honestly, it is a more boring design. Too much symmetry. One end tends to be flat. it helps with digging the loser stuff. http://www.photo-dictionary.com/photofiles/list/3491/4632pickaxe.jpg
duncan - great piece - few thing's that stands out - the forearms seem thicker
than the upper arms (could be just the lighting though)
might be worth throwing a few extra poly's on tha hair and shoes,
little bit chunky silhouette in places and perhaps alpha planes might look better for hair
got My geth baked down. Normal + AO with some aid from a curvature map. wanted to go a bit deeper into normal mapping and learned alot. Wont do the same mistake with too many subtools and high polycount again though, a bit painfull for baking.
next up is to do a decent lowpoly AO and then its on to texturing
Hey everyone:) This is my version of Lust from the Fullmetal Alchemist anime. This is my second time recording myself and still have a lot to learn in Zbrush. Any comments are welcome.
@melviso - I'd suggest that you try using fewer sketchy strokes - it might help your pieces look more polished, and it would lessen some of the ambiguity that's occurring with your forms, IMO.
@Fieldscarecrow - nice! I love the subtle mix of colors. I'm curious what your process is like?
Cross-posting this from my thread;
I remade one of my older characters just as way of showing my improvements over the last 1,5 years. I used Maph's hair shader for the hair and I've written down the workflow as well. Hope you like it!
This is my first post. I modeled this just a few months after learning Maya in school. Now that I have more experience in modeling, I would love to restart this concept. It would be great to get some feedback on the overall design. Thanks.
Here is a flintlock musket model I've been working on recently. Im currently a student and we just started learning secular maps so I've been trying to set one up for this musket but Im not sure how its reading so far. Any suggestions or feedback would be greatly appreciated, thanks
Haha fair enough, It was more a comment on his lovely clean carved lines and shapes and I always find that the most difficult part of sculpting for me. I tend to overuse the slice tool in zbrush and cut into my mesh way too much. I also find that the polish brush gives a hand pressed clay look to my mind and was wondering if there's is a specific brush or way he uses it.
I agree that everyone has their own techniques and styles that work for them, I also do but I am always on the lookout to learn and these are pieces that caught my attention.
But I see your point maybe I could have been clearer, or maybe I'm just being nosy :P No offence meant.
No no it was really a perfectly normal question!
Just had to Rant on it xD
@Saman: Great breakdown!
haven't explored the use of comb maps yet but thank you for the information.
also pls keep us updated on the maph shader!
@dropkick: welcome to polycount!
cool thing you made there, although i'm not convinced on the wings.
your contrast has to many dark tones And your renders look messy, you should just filter your ambient occlusion better.
a good presentation changes everything!
Replies
Haha fair enough, It was more a comment on his lovely clean carved lines and shapes and I always find that the most difficult part of sculpting for me. I tend to overuse the slice tool in zbrush and cut into my mesh way too much. I also find that the polish brush gives a hand pressed clay look to my mind and was wondering if there's is a specific brush or way he uses it.
I agree that everyone has their own techniques and styles that work for them, I also do but I am always on the lookout to learn and these are pieces that caught my attention.
But I see your point maybe I could have been clearer, or maybe I'm just being nosy :P No offence meant.
Pre-bookmarked romy :poly121:
komaokc: The head is looking pretty good but I think the handle needs some work. The grooves seem too heavy and random and the bump is a bit overpowering. could use a bit of colour variation too I think
Let me know what you think =]
- Sythen
Made a lot of props and stuff the last days..
Just wanted to show my DragonGrave
(click the image to get sharpness )
Main Thread
Looks like something straight from Dishonored. Excellent work!
Killer work on this, Duncan! The textures are particularly sexy, and I love the white hair.
Duncan - Very nice! ...but really I can't wait to see you finish Sass one of the coolest characters I've seen this year.
Today's speedpaint subject was MORPHEUS - http://en.wikipedia.org/wiki/Morpheus_%28mythology%29
Oh god that is amazing! Can I see flats, please?
Really amazing =D =D I dig it !
I finished my model M1A1 Abrams tank, next up... the mapping!
Cheers people!!
I think its to thin on the spikes, i think it would be to weak and break or bend.
some feedback thanks
one more speedpaint before bed... playing around with chaos and happy accidents:
What type of brushes do you mainly use?
I'm currently working on some idle animations for an old-school 2D platformer:
Smart Objects and Puppet Warp are my favourite Photoshop discoveries at the moment.
SirCalalot, looking awesome man
Aga: solid modelling!
than the upper arms (could be just the lighting though)
might be worth throwing a few extra poly's on tha hair and shoes,
little bit chunky silhouette in places and perhaps alpha planes might look better for hair
being really nit picky here though.
ohhh , man f'cking love it ! Please more ........:poly142: :thumbup:
got My geth baked down. Normal + AO with some aid from a curvature map. wanted to go a bit deeper into normal mapping and learned alot. Wont do the same mistake with too many subtools and high polycount again though, a bit painfull for baking.
next up is to do a decent lowpoly AO and then its on to texturing
Cross Post from my Mixamo zombie thread. Just baked the normals currently doing the first texture pass, lets see where this ends up!
http://youtu.be/BPeN2p1FAGs
I like it! Big mouths always look downright creepy, reminds me of Mortal Kombat's Baraka.
That's beautiful Fieldscarecrow! Seems like your happy accidents worked :P My only critique is that I feel like the foreground needs more detail.
Used Carapace to make a perspective grid to get going!
@Fieldscarecrow - nice! I love the subtle mix of colors. I'm curious what your process is like?
I remade one of my older characters just as way of showing my improvements over the last 1,5 years. I used Maph's hair shader for the hair and I've written down the workflow as well. Hope you like it!
No no it was really a perfectly normal question!
Just had to Rant on it xD
@Saman: Great breakdown!
haven't explored the use of comb maps yet but thank you for the information.
also pls keep us updated on the maph shader!
@dropkick: welcome to polycount!
cool thing you made there, although i'm not convinced on the wings.
your contrast has to many dark tones And your renders look messy, you should just filter your ambient occlusion better.
a good presentation changes everything!
Edges too tight.jpeg
i was expecting someone would say that :poly122: i'm new to realtime gfx, i'm still learning, so, thanks! appreciated (really)
[ame="http://www.youtube.com/watch?v=3UeB3Zgc6ok"]BlackDogo 360 - YouTube[/ame]