Thanks gibs I too am very fond of their weird wangs.
srsizzy: they're going into a local show here called the clothespeg project, and you can buy them for $30 per a5 print at the show It's going to Sydney too, which is neat.
I haven't posted in AC in years. I remember checking out a lot of your stuff back in the day. When I got time I'll dig around and find your new stuff cause I always liked your stuff.
Does that Waka-something kid still post? You know, the guy who did the cool nude females.
Ink finished, color flats for separation laid in (these aren't indicative of the colors each character will actually have).
that's cool as hell. For balancing composition in my opinion, I'd say move the girl back (as in to the left side of the paper) a bit to give it more of a 2v2 pair. OR move the dud in a bit closer.
I haven't posted in AC in years. I remember checking out a lot of your stuff back in the day. When I got time I'll dig around and find your new stuff cause I always liked your stuff.
Does that Waka-something kid still post? You know, the guy who did the cool nude females.
Yeah he still does and he's still fantastimastic. I don't think he has had a thread lately, but he usually posts in here if you go back aways.
Well is it a poster...for a movie? Because it's not immediately obvious apart from the dimensions.
Not knowing anything about it makes it impossible to tell what the title is, and why that quote is smack dab in the middle with all that empty space around it.
Seems like you might want to try rearranging things a bit. Also, The text on the bottom is ridiculously small.
Well is it a poster...for a movie? Because it's not immediately obvious apart from the dimensions.
Not knowing anything about it makes it impossible to tell what the title is, and why that quote is smack dab in the middle with all that empty space around it.
Seems like you might want to try rearranging things a bit. Also, The text on the bottom is ridiculously small.
It's basically going to be the first image in a long in-browser comic that I'm helping my friend with. The final version will be larger, but I'm not sure by how much.
I haven't posted in AC in years. I remember checking out a lot of your stuff back in the day. When I got time I'll dig around and find your new stuff cause I always liked your stuff.
Does that Waka-something kid still post? You know, the guy who did the cool nude females.
Yeah he still does and he's still fantastimastic. I don't think he has had a thread lately, but he usually posts in here if you go back aways.
what's his name exactly? I can just check his posts
If you got any questions about Zbrush or just modeling in general send a PM or whatever.
I messed with my computer clock on accident and now the trial is expired, 26 days before it was supposed to. How do I fix this :P
lol, you can't without removing those files Pixologic embeds in the registry
Yeah, I was looking for them to no avail. Stepping dangerously close to piracy territory. Oh well, I downloaded an older version of zbrush and it doesn't have the problem.
I don't know what you meant about my model losing its form when I subdivide it, though. It turns out fine for me:
(turbosmoothed in 3DS, but it's looks the exact same in zbrush)
Good god! I am humbled. That looks like a 3D scan of a traditional sculpture more than a 3D model. Can't wait to see it textured.
[edit] The wood around the lip of the mug seems impossibly detailed, like I can see the individual splinters. What's the poly count in that area? Would it be possible to get a close up, just of the mug?
Also, are we seeing a bump, displacement or deformation map applied? The stone especially looks too detailed to be entirely without texture, though I see the word "Welcome" is a part of the mesh, physically embossed (as it intersects ever so slightly with the sole of the shoe.) Truly spectacular dude.
Why does that gorilla look so familiar? Did you ref it from something?
No, it's all un-referenced. I have no idea why it looks familiar, but if you can find something that I've inadvertently remembered, please don't hesitate to tell me.
that's cool as hell. For balancing composition in my opinion, I'd say move the girl back (as in to the left side of the paper) a bit to give it more of a 2v2 pair. OR move the dud in a bit closer.
Do that or not, it's still cool as hell.
Thanks, good comments to be sure. I will definitely slide the robot over (ah the value in the lesson of multiple layers).
I'm still deciding what kind of shading/coloring to go for. Probably will try a few later today.
I had this idea for a digital painting but my computer broke down so I had to resort to pencils when inspiration struck:
arm is awkward. face cartoonish. worth slapping some digital paint on now that my comp is fixed?
Arm looks good to me, but she's got no facial expression, and she seem like she ought to. Other than that, very nice. Nice flow, nice lines, nice concept, very nice boobs.
[edit] Also, that's a shark, right? The tail seems wrong.
I definitely want to see it colored. I especially like the gradual blend from fish to woman, and want to see what color transition you choose.
the stuff on the back of his skull is due to triangles. Stupid triangles
it's funny, I was taught to make sure everything was made of triangles since you'd get concavity issues with more complex polygons
well, in technicallity everything is a triangle once rendered. 3D applications only render in triangles. For Zbrush though, do not take in meshes with triangles. Here' I'll post an image so you understand why you don't need triangle in Z. This is a character I made and this is how all videogame characters are made these days for the most part.
Okay, so to the far left is the Zbrush model. Took that into Z in a couple of subtools. Subtools are like layers in photoshop except each layer holds a 3D element so a boot can be its own subtool, therefore have its own subdiv levels. Subtools are good because you can get super high poly counts on individual models in the same scene. I can only max at 8 million polygons in Z, but that's 8 mill per subtool. So I can easily have a seen with like 40 mil polygons and not make my computer explode, but if I had 40 mil in one subtool, Zbrush would crash. Why? I dunno, but I need to ask around because I'm curious.
So, basically you want to make sure your base mesh is a good number so you can reach the closet to your poly max (I think default is 6 mil). So you don't want you highest subdiv leaving you at just 5mil, when you can get it to like 5.5 or even closer to 6. Here's a math formula so you can figure out what the number will be at ti's max subdiv before leaving Z
X(4^[s-1])
X being base mesh tri count and S being subdiv number.
Okay, so back to the main issue. The left model is the zbrush model which is probably like 12-15 million polys. The model 2nd from the left is the low poly retopology. Retopology is pretty much making a new mesh over a highpoly mesh so you can bake the normal map textures later. Here's an example of what a normal map looks like just in case you don't know.
The 3rd model from the left is the lowpoly retop (which is 8670 tris) with the normal map maked from the high 12-15mil poly to the low 8.6k poly. Videogames use normal maps which make their own normals per pixel (or maybe its per pixol) which gives you a fake 3d look and fake 3d lighting on an object that is actually quite flat.
So, when I say don't bring tris in Zbrush, I say that because it makes sculpting easier and more fluid, plus it doesn't matter what your tri count is as long as it allows you to get closest to your max poly count in Z. Since you don't plan on baking a normal map to a low res version, the poly count for your original mesh doesn't matter much so go all quads. BUT if you do make a lowpoly retop, you can use triangles as long as you don't place them oddly in places that need to deform for animation or posing purposes.
This is a lot to wrap around your head and I've been working with Z for almost 2 years now so it all makes sense to me, but if you need something cleared up a bit more just let me know.
Good god! I am humbled. That looks like a 3D scan of a traditional sculpture more than a 3D model. Can't wait to see it textured.
[edit] The wood around the lip of the mug seems impossibly detailed, like I can see the individual splinters. What's the poly count in that area? Would it be possible to get a close up, just of the mug?
Also, are we seeing a bump, displacement or deformation map applied? The stone especially looks too detailed to be entirely without texture, though I see the word "Welcome" is a part of the mesh, physically embossed (as it intersects ever so slightly with the sole of the shoe.) Truly spectacular dude.
[In awe over here.]
no textures, that model is really REALLY high poly. That's the think with Zbrush, you can got EXTREMELY high because it renders in a different way then most 3d apps. So all that stone and such are verts making that shape.
Not all of that stuff was made in Zbrush though. The Welcome mat was all modeled in Max and so was the newspaper and pretty much the overall shape of the cup and twig in cup (but not the fine details).
I'm glad you like it. There's a lot of really great Zbrush/Mud sculpts out there. Zbrush Central's Top Row is a good place to check out some crazy good stuff
Posts
I like their prong-peeners.
srsizzy: they're going into a local show here called the clothespeg project, and you can buy them for $30 per a5 print at the show
Well, if no one else is going to say it:
Holy cow, dude.
Twitter
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I haven't posted in AC in years. I remember checking out a lot of your stuff back in the day. When I got time I'll dig around and find your new stuff cause I always liked your stuff.
Does that Waka-something kid still post? You know, the guy who did the cool nude females.
that's cool as hell. For balancing composition in my opinion, I'd say move the girl back (as in to the left side of the paper) a bit to give it more of a 2v2 pair. OR move the dud in a bit closer.
Do that or not, it's still cool as hell.
Yeah he still does and he's still fantastimastic. I don't think he has had a thread lately, but he usually posts in here if you go back aways.
INSTAGRAM
this was kinda fun to make. I know I keep using those blood splatter brushes, but there so damn fun.
I messed with my computer clock on accident and now the trial is expired, 26 days before it was supposed to. How do I fix this :P
DeviantART|Flickr
Not knowing anything about it makes it impossible to tell what the title is, and why that quote is smack dab in the middle with all that empty space around it.
Seems like you might want to try rearranging things a bit. Also, The text on the bottom is ridiculously small.
INSTAGRAM
It's basically going to be the first image in a long in-browser comic that I'm helping my friend with. The final version will be larger, but I'm not sure by how much.
DeviantART|Flickr
lol, you can't without removing those files Pixologic embeds in the registry
what's his name exactly? I can just check his posts
It's 3:30am here. I was going to go to sleep an hour ago but this awesome idea popped in my head and I had to start it.
PSN: MaximasXXZ XBOX Live: SneakyMcSnipe
the best stuff in the world just got better
Yeah, I was looking for them to no avail. Stepping dangerously close to piracy territory. Oh well, I downloaded an older version of zbrush and it doesn't have the problem.
I don't know what you meant about my model losing its form when I subdivide it, though. It turns out fine for me:
(turbosmoothed in 3DS, but it's looks the exact same in zbrush)
Also you got pinching in your smooth mesh. Are those due to triangles or loose verts?
it's funny, I was taught to make sure everything was made of triangles since you'd get concavity issues with more complex polygons
Good god! I am humbled. That looks like a 3D scan of a traditional sculpture more than a 3D model. Can't wait to see it textured.
[edit] The wood around the lip of the mug seems impossibly detailed, like I can see the individual splinters. What's the poly count in that area? Would it be possible to get a close up, just of the mug?
Also, are we seeing a bump, displacement or deformation map applied? The stone especially looks too detailed to be entirely without texture, though I see the word "Welcome" is a part of the mesh, physically embossed (as it intersects ever so slightly with the sole of the shoe.) Truly spectacular dude.
[In awe over here.]
not...very interesting.
EDIT: Ahh it was just blocked at work.
Yummy Yummy
DR I looove those things.
artistjeffc.tumblr.com http://www.etsy.com/shop/artistjeffc
INSTAGRAM
arm is awkward. face cartoonish. worth slapping some digital paint on now that my comp is fixed?
That is awesome. Don't get me wrong, I like all of your stuff, but those are great.
I...I want one...
dudesnude.com seriously. filter it to see muscle guys.
No, it's all un-referenced. I have no idea why it looks familiar, but if you can find something that I've inadvertently remembered, please don't hesitate to tell me.
I'm still deciding what kind of shading/coloring to go for. Probably will try a few later today.
Arm looks good to me, but she's got no facial expression, and she seem like she ought to. Other than that, very nice. Nice flow, nice lines, nice concept, very nice boobs.
[edit] Also, that's a shark, right? The tail seems wrong.
I definitely want to see it colored. I especially like the gradual blend from fish to woman, and want to see what color transition you choose.
well, in technicallity everything is a triangle once rendered. 3D applications only render in triangles. For Zbrush though, do not take in meshes with triangles. Here' I'll post an image so you understand why you don't need triangle in Z. This is a character I made and this is how all videogame characters are made these days for the most part.
Okay, so to the far left is the Zbrush model. Took that into Z in a couple of subtools. Subtools are like layers in photoshop except each layer holds a 3D element so a boot can be its own subtool, therefore have its own subdiv levels. Subtools are good because you can get super high poly counts on individual models in the same scene. I can only max at 8 million polygons in Z, but that's 8 mill per subtool. So I can easily have a seen with like 40 mil polygons and not make my computer explode, but if I had 40 mil in one subtool, Zbrush would crash. Why? I dunno, but I need to ask around because I'm curious.
So, basically you want to make sure your base mesh is a good number so you can reach the closet to your poly max (I think default is 6 mil). So you don't want you highest subdiv leaving you at just 5mil, when you can get it to like 5.5 or even closer to 6. Here's a math formula so you can figure out what the number will be at ti's max subdiv before leaving Z
X(4^[s-1])
X being base mesh tri count and S being subdiv number.
Okay, so back to the main issue. The left model is the zbrush model which is probably like 12-15 million polys. The model 2nd from the left is the low poly retopology. Retopology is pretty much making a new mesh over a highpoly mesh so you can bake the normal map textures later. Here's an example of what a normal map looks like just in case you don't know.
The 3rd model from the left is the lowpoly retop (which is 8670 tris) with the normal map maked from the high 12-15mil poly to the low 8.6k poly. Videogames use normal maps which make their own normals per pixel (or maybe its per pixol) which gives you a fake 3d look and fake 3d lighting on an object that is actually quite flat.
So, when I say don't bring tris in Zbrush, I say that because it makes sculpting easier and more fluid, plus it doesn't matter what your tri count is as long as it allows you to get closest to your max poly count in Z. Since you don't plan on baking a normal map to a low res version, the poly count for your original mesh doesn't matter much so go all quads. BUT if you do make a lowpoly retop, you can use triangles as long as you don't place them oddly in places that need to deform for animation or posing purposes.
This is a lot to wrap around your head and I've been working with Z for almost 2 years now so it all makes sense to me, but if you need something cleared up a bit more just let me know.
no textures, that model is really REALLY high poly. That's the think with Zbrush, you can got EXTREMELY high because it renders in a different way then most 3d apps. So all that stone and such are verts making that shape.
Not all of that stuff was made in Zbrush though. The Welcome mat was all modeled in Max and so was the newspaper and pretty much the overall shape of the cup and twig in cup (but not the fine details).
I'm glad you like it. There's a lot of really great Zbrush/Mud sculpts out there. Zbrush Central's Top Row is a good place to check out some crazy good stuff
http://www.zbrushcentral.com/zbc/featured2col.php