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Posts posted by Markus F.
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Thank you michalis
I'll give it a try next time.
I have avoided it before, because i was afraid of getting the jaw right.
you did that well on your last sketch!
regards
Markus
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Hi Greg, a funny little guy you got there .
Also like your Herman you have captured his likeness so great.
For the strips, maybe something that could work.
Take a 3dapp wich is able to rendering Depthmaps.
Model the stich pattern with geometry, setup a front camera projection, and render a 16bit depthmap out.
This could be used further as an alpha brush in 3dc.
regards
Markus
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Hi Tony Nemo, yeah the method with the dense edgeloops is similar to what i've got tried a while ago .
But sometimes i was getting artifacts after merging the mesh.
Starting some tests with "merge selected only" in Retoporoom, but wasn't sucsessfull.
Difficult thing , seems it is better to model with open mouth and eyelids.
Here is a the testfile of today.
regards
Markus
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Hey cool Guy, keep it up!
You have some nice Sketches here.
regards
Markus
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Hi jamdalu, sry my explanation was a little short.
In general Microvertex, Ptex, Perpixel relates all to the PaintRoom.
So after you have the Retopo done of your vxl mesh you can merging via Micorvertex mode into the Paintroom
to get a projected quadmesh of your vxl file.
You find this Dialog in the RetopoRoom/ Menu Retopo/ Merge into Scene (Microvertex)
The upper Body looks better now, nice progress
Maybe u can add some more variation to the abs, for example the side part of the abs could be little more relaxed.
But it depends on what you aiming for.
The form of the legs are still there, a little cleanup and you got them back .
Of course you can also merge the old legform to the Body, AbnRanger posted some nice tips here.
regards
Markus
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Thank you, Tony Nemo
the Eye thing was inspired by Lee Perry Smith and his modelscans.
Somehow it makes the models more alive, don't know .
But it has also it disadvantages.
I have still no solution for do not losing my baked maps if i want to reconstruct the inside of the eye, same goes for the mouth.
regards
Markus
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Hi jamdalu,
your model looks really good already, i like espacially the lower part of the Body and the Face nice shapes there.
If, you get that likeness to the upper body it will turn out great i think.
For baking and adding fine details like michalis said, i would stick with Microvertex mode.
A plus of microvertex u can reorganize your uv map to get multiple uv tiles and assign that to your merged model in the paintroom to get more detail in some parts.
Later u can export a highres and lowpoly mesh from the paintroom, with Color, Normalmap and so on.
I think the models could further be used to build a Multiresolutionmodel in Zbrush.
michalis did some of this things, if i'm right
I also prefer the resample feature in vxl model, to increase resolution.
The mesh quality is much better an you're not dependent of a fixed vxl density.
Keep it up!
regards
Markus
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Really Interesting Stuff, i like your Models.
How big got they been printed for your exhibition?
regards
Markus
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Hello!
It's, been a while since i have posted here.
So, here are a some quick renderings of a few models i did a while ago, wich i want to share with you.
Most of the models happend very spontaneosly, so there is a lot room for improvements.
But for the moment i try to keep on practising.
Critiques and Comments are always welcome!
regards
Markus
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Nice progress michalis !
I really like that special touch, that u given to your sculptures.
It gives them a nice natural feeling, a few more an you have your own virtual Museum .
regards
Markus
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Thanks you, for your critique!
can't work on it at the moment, some other things have more priority.
Hopefully i'll get it finished before the contest ends. :|
@michalis
sadly, i can't call zbrush my own.
It would be cool, if 3d-coat could merge a retopop_model with subdivision hierarchy,
so i could add more details, in surfacesculpt room
@ditus
yeah you're right, the feets need a lot of work, i'll keep working on that part.
The back will get some refinement too.
@LJB
i'll plan to turn off symmetry, when increase the resolution.
It's really a heavy challenge for me to sculpt something in pose, but he will get some asymmetry.
"Drop his Trousers though (Excuse me) because they detract from a very nice anatomy study."
-Have to agree with you, without the trousers it looks a little better.
Think i'll make two Versions.
"When i say too much muscle, I mean overall. If you can see ribcage like that then id say
there is too much definition in the other areas of the sculpt (Arms, legs) it just seems not to gel"
-yes find the right balance for the whole Body isn't easy, i'll try to improve it.
As reference for the Body, i was looking more for something like a war prisoner.
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Sry, i try to explain it.
the Area i mean, is the right and left side of the skull, it's called temple i think.
On the Referencepictures in you thread, u can see there is a nice curved bonestructure under the skin.
I marked that Areas in the Referencepictures, to specify of wich parts of your Headmodel i was talking about, maybe it helps you a little.
regards
Markus
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Looks better now, but the Forehaed still needs some work.
Keep it up!
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Yeah, thats a nice Alien , great job!
The Lighting could be little more dramatic, to get more thrill factor into the scene.
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Really nice, great Job on the Hardsurfaces.
Wow that Polycount, is so crazy .
regards
Markus
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Thats really an awesome Model , the textures are great too!
My favourite ist the first picture, the lighting makes him really believable.
regards
Markus
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I'm a little busy at the moment .
Start something new it's for an contest on 3D-worxx.com a german CGI Site.
I call it Resignation ...or give up the inner resistance.
Started with a Basemesh, merged it into Voxel and put in the first Details.
Later i'll plan to pose him, as you can see it on the sketch.
Current polycount is 1mil!
regards
Markus
Here a few Shots
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Nice, that you able to continue working on it .
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Superb, nothing more to say .
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Nice,
yes have seen Calabi's post, he attached some good ref pics.
Doing a Celebrity is almost always a hard thing to do.
Tried it for myself a couple of months ago, but haven't finished it.
yes forgot the sculptroom , should be working much better, especially with the movetool
I'm curious about it, what's coming next.
another Sketchthread!
in Finished Projects
Posted
Hi Taros, danke!
Bei den Köpfen war ein simpler Würfel aus c4d die Basis.
Den hab ich dann in den Sculptroom von 3dc importiert und nen groben Kopf geformt.
Danach rüber in den Vxlroom und angefangen zu spielen .
Der Hulk ist pur Vxl, zu Anfang mit primitives und curves, später dann mit scrape, Airbrush und Build weiter gemacht.
resample hab ich auch benutzt, vorallem wegen des geringeren Detailverlusts.
- Worklfow for the Heads was a simple cube out of c4d.
I imported the cube as reference mesh into the sculptroom in 3dc.
From there i was building some basic Headshape and imported it further into the vxl-room and started playing around.
The Hulk model was first build with the primitives and curve-tool in vxl-room.
After that i taken scrape, airbrush, and build brush to block the shapes out.
Also used the resample feature instead of res+, i think you losing less meshdetail when you want to bring up the vxlresolution.
regards
Markus