Advanced Member jedwards Posted May 28, 2009 Advanced Member Report Share Posted May 28, 2009 Thanks for the comments all! I like that sculpt.The nice thing about using the shader tree and keeping the meshes separate is the ability to use different shaders for the individual parts.I would like to see this piece shadered.The copy tool is really good for making clothing off a base mesh.That's the way I've been doing it. Keep it up! YES I love the copy brush! I use mesh extraction quite heavily in zbrush and this is so much better. I'll definitely need to refine the clothing more... it is barely touched from the initial copy I made from the base body. I mostly created the extra details on it like the cuffs and collar by using the copy brush as well and refining those parts first so now I need to go back and make the wrinkles, folds and extra volume that defines them as clothing instead of skin. Quote Link to comment Share on other sites More sharing options...
Advanced Member jedwards Posted August 3, 2009 Advanced Member Report Share Posted August 3, 2009 Had an itch to make a generic space marine dude so I thought I'd try a blockout in 3dcoat and see how it went. I started a new dropbox gallery for my 3dcoat sketches too as this one is already quite messy with posts etc. Link is in my signature at the bottom. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted August 3, 2009 Contributor Report Share Posted August 3, 2009 Great works! Punk just perfect Quote Link to comment Share on other sites More sharing options...
Advanced Member chris_solo Posted August 9, 2009 Advanced Member Report Share Posted August 9, 2009 yep agree! punk is really coOl ! Quote Link to comment Share on other sites More sharing options...
Contributor tree321 Posted August 9, 2009 Contributor Report Share Posted August 9, 2009 Had an itch to make a generic space marine dude so I thought I'd try a blockout in 3dcoat and see how it went. That's pretty cool! Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted August 11, 2009 Advanced Member Report Share Posted August 11, 2009 did you take the space marine any further? would be interesting to see how those hard surfaces work out Quote Link to comment Share on other sites More sharing options...
Advanced Member jedwards Posted August 11, 2009 Advanced Member Report Share Posted August 11, 2009 did you take the space marine any further? would be interesting to see how those hard surfaces work out Thanks for the comments guys - I'll try and get back to finishing that punk dude... keep getting distracted with starting new stuff in this program hehe. GED: I started doing retopology on the marine so that I could take it into zbrush and finish it but since there was no real design effort put into it I didn't want to put any more effort into it. I've started a new marine instead - something a bit more challenging and worth taking to completion. The first was really just a test to see if I'd like doing hard surface blockouts in 3dc. Will post a pic soon! Quote Link to comment Share on other sites More sharing options...
Advanced Member jedwards Posted August 17, 2009 Advanced Member Report Share Posted August 17, 2009 Here's another blockout. I wanted something I'd be a little more interested in completing than my last one. Most of it is still at base resolution, though I did extract some pieces and up the rez a bit or swap them out with primitives where it made sense (like cylinders etc). Still got a few more things to try out on it, then I'll sharpen it up, retopo and send it off to zbrush. Quote Link to comment Share on other sites More sharing options...
Taros Posted August 17, 2009 Report Share Posted August 17, 2009 Here's another blockout. I wanted something I'd be a little more interested in completing than my last one. Most of it is still at base resolution, though I did extract some pieces and up the rez a bit or swap them out with primitives where it made sense (like cylinders etc). Still got a few more things to try out on it, then I'll sharpen it up, retopo and send it off to zbrush. Nive. Hope we will see him finished. Quote Link to comment Share on other sites More sharing options...
Advanced Member jedwards Posted August 18, 2009 Advanced Member Report Share Posted August 18, 2009 Nive. Hope we will see him finished. Thanks Taros! I've started upping the resolution and trying to refine it... going well so far. I think at some point I'm going to hit that wall where, without decent masking tools I won't be able to get the same kind of detail I would otherwise in ZB. Regardless, I think I want to try and take it as far as I can in 3dc and see what happens. Working in small, manageable chunks is the key to getting good performance and brush control with voxels. Copy brush becomes very important even in later stages, if you need to extract pieces for further detailing - better than trying to force it with fewer pieces I find. Quote Link to comment Share on other sites More sharing options...
Advanced Member jedwards Posted September 8, 2009 Advanced Member Report Share Posted September 8, 2009 Quick update... some small tweaks and refinements here and there. I've decided I'm going to keep this one in 3dc just for the experience and maybe later build a cinematic version using polygons. Still got some more stuff I want to try adding to it for variations too. Hard to break away from concept mode to 'just get it done' mode in this software. =] Quote Link to comment Share on other sites More sharing options...
Advanced Member cuffins Posted September 8, 2009 Advanced Member Report Share Posted September 8, 2009 wow this is looking damn good so far! Looks like a lot of retopo is to be done... Keep up! Rene Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted September 8, 2009 Advanced Member Report Share Posted September 8, 2009 looking goood! I think there may be too much going on on his bum, its just hard to read, the legs look great Quote Link to comment Share on other sites More sharing options...
Advanced Member jedwards Posted September 8, 2009 Advanced Member Report Share Posted September 8, 2009 Thanks guys, I'll put some more work into the butt and try to tone it down some... thanks for the crit GED. Quote Link to comment Share on other sites More sharing options...
Advanced Member rimasson Posted September 8, 2009 Advanced Member Report Share Posted September 8, 2009 Respect. I'd really like to see a exaustive step by step tut showhing the suilding process of at least 1 piece of the armor. Quote Link to comment Share on other sites More sharing options...
Advanced Member JamesE Posted September 8, 2009 Author Advanced Member Report Share Posted September 8, 2009 Thanks rimasson =] I'm actually planning to do some vids, just been a bit busy between work and home recently. I've had the luxury of being able to use 3dc for both work and play and would love to share some of that experience. Will definitely try to cover some hard surface stuff - though I fear my process isn't nearly complicated enough to impress anyone or teach them something they didn't already know. It's just brute force sculpting for the most part. Still, 3dc is just 'different' from other packages and it's probably worth exposing those differences to others. Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted September 8, 2009 Applink Developer Report Share Posted September 8, 2009 Really nice! One of the nicest hard sculpting what I have seen in this forum. Just WAU! Quote Link to comment Share on other sites More sharing options...
Advanced Member jacobo Posted September 8, 2009 Advanced Member Report Share Posted September 8, 2009 Absolutely amazing stuff... Keep up the good work. I love them all... Quote Link to comment Share on other sites More sharing options...
Advanced Member Jake_H Posted September 8, 2009 Advanced Member Report Share Posted September 8, 2009 Looking really cool - good hard surface feel too Quote Link to comment Share on other sites More sharing options...
Advanced Member JamesE Posted September 8, 2009 Author Advanced Member Report Share Posted September 8, 2009 Thanks guys, really trying hard to make it look hard surface. Really just an experiment to try to achieve it through sculpting, since Tinker's work already shows how easy it is to import polygons, I thought I'd try a different approach to push the software. Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted September 9, 2009 Advanced Member Report Share Posted September 9, 2009 great work. But Im confused who is who with the same avatar and making same posts. :P Quote Link to comment Share on other sites More sharing options...
Taros Posted September 9, 2009 Report Share Posted September 9, 2009 Quick update... some small tweaks and refinements here and there. I've decided I'm going to keep this one in 3dc just for the experience and maybe later build a cinematic version using polygons. Still got some more stuff I want to try adding to it for variations too. Hard to break away from concept mode to 'just get it done' mode in this software. =] Quote Link to comment Share on other sites More sharing options...
Advanced Member jedwards Posted September 9, 2009 Advanced Member Report Share Posted September 9, 2009 great work. But Im confused who is who with the same avatar and making same posts. :P I created one avatar at home and another at work one day when I needed to post on the forum about something. I had just moved to a new city, new internet provider, etc so I didn't have all my regular personal internet info etc. on hand. I should probably drop one now eh? =] Taros: Quote Link to comment Share on other sites More sharing options...
Member Markus F. Posted September 9, 2009 Member Report Share Posted September 9, 2009 The Design looks really great, I like it. regards Markus Quote Link to comment Share on other sites More sharing options...
Advanced Member JamesE Posted September 12, 2009 Author Advanced Member Report Share Posted September 12, 2009 Heh, had to take some time to play with curves today just to see what they were like. This implementation actually feels less 'fiddly' to me than zspheres - even with all their new functionality. I really enjoy using the curve tool for blockouts, especially knowing that I can start sculpting right away and I still have full freedom to do whatever I want and not think about the polygons. Using curves and voxels just feels more direct. Granted, zspheres are still poseable before committing to the mesh, but honestly, once I hit that main pose I'm less interested in being able to use a full rig much further. With voxels that just seems to matter less anyway. Just some personal observation. I then got carried away with the muscle tool - about 10 mins from first point on the curve rig to the last voxel stroke. Lowest rez. Nothing fancy, just enjoying the new tools. Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted September 12, 2009 Contributor Report Share Posted September 12, 2009 Very good 2 steps demonstration! Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted September 12, 2009 Applink Developer Report Share Posted September 12, 2009 This really open a new door how we can build our sculpt. It's very interesting. Quote Link to comment Share on other sites More sharing options...
Member VolumesculptR Posted September 12, 2009 Member Report Share Posted September 12, 2009 JamesE: Excellente characters ! And the second one (can we say now - was made with ZuperCurves ?) Quote Link to comment Share on other sites More sharing options...
Advanced Member akira Posted September 12, 2009 Advanced Member Report Share Posted September 12, 2009 Really good demonstration of curve+muscle!! And good design too. akira. Quote Link to comment Share on other sites More sharing options...
Advanced Member JamesE Posted September 13, 2009 Author Advanced Member Report Share Posted September 13, 2009 Cheers guys! I can't stop now! =\ Something I've been wanting to do for awhile to work on a fully posed sculpt from scratch. Almost all the character work I do is for games so I pretty much model 100% of the time using a symmetrical rig pose, which is very boring! I'm trying something a bit different this time - more along the lines of what tree321 does with his sculpts. I decided to capture the process a bit as well. So here is the rough blockout: Quote Link to comment Share on other sites More sharing options...
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