Advanced Member wailingmonkey Posted November 1, 2008 Advanced Member Report Share Posted November 1, 2008 or is it the lack of hands and feet? Just having some fun WIP-ing. :lol: Quote Link to comment Share on other sites More sharing options...
Taros Posted November 3, 2008 Report Share Posted November 3, 2008 or is it the lack of hands and feet? Just having some fun WIP-ing. :lol: It looks ok. We will see the result later... Nice start. Keep on. Quote Link to comment Share on other sites More sharing options...
Advanced Member Eric Dandoy Posted November 3, 2008 Advanced Member Report Share Posted November 3, 2008 A bit ominous at this stage , butexcellent modeling, so far. Quote Link to comment Share on other sites More sharing options...
Advanced Member wailingmonkey Posted November 13, 2008 Author Advanced Member Report Share Posted November 13, 2008 thanks Taros and Eric. here's another one (still werking on hands, might do toes or not, and will probably sculpt out the head or merge one in). this guy started as the sphere, then I added the appendages with curves tool and sculpted ... really like the fact that there's no real pinching from the 'base'. On the downside, it's quite tough to get into tight areas (especially with smooth, as it tends to want to connect at a certain distance/threshold). Haven't really explored High Polys yet (this guy is only around 750K).... Quote Link to comment Share on other sites More sharing options...
Taros Posted November 14, 2008 Report Share Posted November 14, 2008 Yes, not bad. I like the model. But I have the feeling, the fingers are a little bit to thin, aren't they? The head looks a bit strange too, but nevermind, it is still work in progress. Cool. Regards Chris Quote Link to comment Share on other sites More sharing options...
Advanced Member wailingmonkey Posted December 14, 2008 Author Advanced Member Report Share Posted December 14, 2008 thanks Taros, yeah...as mentioned, hands need werk and head is just a blob (same with feet). was working on alpha43 a bit today and did this skull and didn't feel like starting a new thread: still have to work the detail on the teeth and break the jaw from the main head, then I'll retopo and texture to hopefully end up with a nice little lowpoly wonder as a prop to support another character I'm working on. anyhow, cheers. Quote Link to comment Share on other sites More sharing options...
Advanced Member wailingmonkey Posted December 16, 2008 Author Advanced Member Report Share Posted December 16, 2008 here's the final skull volumetric sculpt with jaw detached: and here's how the lowpoly retopo turned out in 3dc: and here's how it looks in XSI's render region with textures applied (and 2 spot lights, 1 with shadows): and here's with 3 LOD's thanks to XSI's poly reduction : and that should be just about enough spam from me for one night... :lol: . Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted December 16, 2008 Advanced Member Report Share Posted December 16, 2008 good work what did you use to bake the high to the low? Quote Link to comment Share on other sites More sharing options...
Advanced Member JamesE Posted December 16, 2008 Advanced Member Report Share Posted December 16, 2008 Nice work wailingmonkey! good work what did you use to bake the high to the low? GED: you can derive your normal map from your voxel mesh right to your retopo mesh in 3dc so long as it has UVs. You can do those right in 3dc as well or in my case I would export the retopo out to UVLayout and back to do the transfer. Quote Link to comment Share on other sites More sharing options...
Advanced Member wailingmonkey Posted December 16, 2008 Author Advanced Member Report Share Posted December 16, 2008 thanks guys. yeah, GED, what JamesE said...in fact, that's exactly what I did (took the retopo mesh into UVLayout after I'd done a bit of fixing in Silo). It can get a bit tricky sometimes with having verts on edges (on import they will reproject onto areas sometimes opposite where you want them), but I usually just delete the fly-away polys and re-do before final 'merge' into 3dc scene. Quote Link to comment Share on other sites More sharing options...
Advanced Member JamesE Posted December 16, 2008 Advanced Member Report Share Posted December 16, 2008 thanks guys. yeah, GED, what JamesE said...in fact, that's exactly what I did (took the retopo mesh into UVLayout after I'd done a bit of fixing in Silo). It can get a bit tricky sometimes with having verts on edges (on import they will reproject onto areas sometimes opposite where you want them), but I usually just delete the fly-away polys and re-do before final 'merge' into 3dc scene. Would be nice if you could disable that on import, since the mesh is already matched up to the high rez - no need to have surface snapping/shrinkwrapping when you bring it back in. Quote Link to comment Share on other sites More sharing options...
Advanced Member Deadman21 Posted December 16, 2008 Advanced Member Report Share Posted December 16, 2008 Supper nice skull Really like th texturing Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted December 17, 2008 Report Share Posted December 17, 2008 Agree, superb. Quote Link to comment Share on other sites More sharing options...
Advanced Member 3DArtist Posted December 22, 2008 Advanced Member Report Share Posted December 22, 2008 very nice! Both body and skull. Quote Link to comment Share on other sites More sharing options...
Advanced Member Eric Dandoy Posted December 22, 2008 Advanced Member Report Share Posted December 22, 2008 Great work with the skull. Nice progression of the previous model. Oh, by the way, I don't think the skull will fit the body Quote Link to comment Share on other sites More sharing options...
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