|
Hey folks, I've been lurking this forum for a while and thought I'd post. It's been slow at work so I've decided to start doing speed models to get better at human anatomy and sculpting in general. This is my really dodgy likeness of Dave Letterman done in 2 hours on a slow day. I just used one photo to see how I went from limited reference. Max for the base meshes and Zbrush for all the sculpting. Couldn't be bothered rendering it so this is straight outta zbrush. EoinCannon fucked around with this message at 13:01 on Oct 14, 2008 |
# ¿ Oct 14, 2008 06:41 |
|
|
# ¿ Apr 26, 2024 13:12 |
|
That's an awesome render TouchTone I love the crispness and the light quality in there Here's a character I started today for fun and practice. At the moment I'm getting into messing with proportions and charicaturing a little bit. Everything I draw or sculpt seems to end up stupidly oversized. It's supposed to be a Troll of some sort I guess. Sorry about the darkness, I can't be stuffed rendering it out again. MAX for the basemesh, Zbrush sculpt, ouput displacement maps and rendered in Max.
|
# ¿ Nov 8, 2008 08:59 |
|
Cheers mate Yeah I forgot to put eyes in. It's rendered in vray with no skin shader used. Just a small amount of relection value and low gloss. It was actually rendered out monochrome and then I decided to slap a skin colouring over it in photoshop to see what it looked like. I probably won't work on it anymore as it was just a diversion for yesterday, I'm supposed to be working on my showreel
|
# ¿ Nov 8, 2008 23:28 |
|
There's been some cool stauff posted in this thread since I last posted The lighting and DOF in that image are really nice sinc I'm sick of working as a generalist on crappy TV commercials and want to go in the modeling direction. Thus I'm doing a bunch of anatomy and character tests with MAX and Zbrush. This much took about half a day but would need a fair bit more work.
|
# ¿ Jan 3, 2009 08:13 |
|
I've only used boujou but found it relatively simple to get results from, depending on the quality of the footage of course. I think pftrack has most of the same features.
|
# ¿ Jan 4, 2009 22:07 |
|
Stocking posted:Anybody know how i can get max to give me like a series of images of the outlines of the cross section of a model from bottom to top about 1cm apart? I can't think of a way to do this automatically but you could put a volume select modifier on the object with the selection level set to vertex (or face probably) and then put a deletemesh on top of that. You can them move the vol. select gizmo along and delete all the mesh within it. Something like that anyway. Fake Edit: You could also put an edit poly modifier on top of the deletemesh to clear the selection and then put a cap holes on top of that so you have a surface instead of an open hole. EoinCannon fucked around with this message at 00:23 on Jan 6, 2009 |
# ¿ Jan 6, 2009 00:21 |
|
The grass is really great Log I've never even seen that Section shape before
|
# ¿ Jan 6, 2009 10:30 |
|
Continuing my mission to improve my modeling and put together a showreel to get a modeling gig. This one is about 4 hours work at this point. Hands and feet have not been touched at all yet. Hair is just a visual aid at this point. I would hope that people could recognise the likeness although the proportions are not quite there yet.
|
# ¿ Jan 6, 2009 12:05 |
|
Thanks for the feedback people, very useful Yeah It's supposed to be Iggy The genitalia is noticeably lacking, maybe there's something Freudian going on in my head? As for his general build, It really does seem to vary from picture to picture and from pose to pose. Mine is far from accurate but I will be aiming for something close to this
|
# ¿ Jan 6, 2009 22:19 |
|
The ZBrush interface feels really weird when you start using it, especially if you're familiar with most mainstream 3D apps. Mudbox is more 'maya-like' in it's UI as far as I know. That said, there is a reason why heaps of amazing artists use Zbrush, it is rewarding once you figure out the UI. If you only want to do some displacement mapping maybe go with the UI that is more immediately useable to you.
|
# ¿ Jan 7, 2009 06:33 |
|
no jimmy its not posted:How did you model all of that in 4 hours? That's incredibly fast modelling. Any tips? Probably nothing that you haven't heard before I have a super-basic, all quad, human base mesh that I made a while ago and sculpts well in Zbrush. I export it as an .obj and bring it into zbrush. The rest is basic sculpting workflow making use of Zbrush subdivision levels. Establish proportions Block out major masses Block out muscle groups Detail muscle groups Having a knowledge of anatomy is essential, the better you get at learning how the body is put together, the quicker you can block everything in with confidence that it will look correct. I would say anatomy studies and observational skill to be more important than the technical issues if you plan to do organic modeling. Technical modeling is a dfferent story though.
|
# ¿ Jan 8, 2009 00:45 |
|
I've done some more work on the Iggy model. The hands and feet are still relatively untouched so they look really weird. I think the proportions are getting closer. I'll post my standard base mesh tomorrow morning for anyone interested, time for bed.
|
# ¿ Jan 8, 2009 13:38 |
|
EOF, That's a nice eyeball, I have a standard eyeball that I used in my characters but it set up for vray so I might need to make a new one. I would suggest though that the falloff between the coloured part (I forget what it's called) and the pupil should be softer and the dark rim at the outer edge of the coloured part could maybe be a bit darker. I've done some more work on the Iggy model I'm not finished sculpting by a long way but I'm trying to learn mental ray so I brought it into MAX to have a go at lighting and setting up shaders in MR. The hair is still a visual aid, he's going to have proper hair, not dreadlocks EoinCannon fucked around with this message at 10:38 on Jan 10, 2009 |
# ¿ Jan 10, 2009 10:21 |
|
Some more work on the Iggy model. There's lots of stuff to fix on it, epspecially around the neck. Lots of details to add too. The legs arent posed properly so I've hid them.
|
# ¿ Jan 18, 2009 09:07 |
|
Starting to do some detail work on the torso and neck areas. I think the wrinkles on the waist are way too regular now that I look at it. Some photoshop screwing on this render just for fun
|
# ¿ Jan 20, 2009 12:59 |
|
Yeah I wouldn't bet on MAX updating the core of the program any time soon either. People seem to have some hope that MAX will switch to a node based workflow instead of the stack system. Although it would probably be cool, I doubt it would ever happen.
|
# ¿ Jan 21, 2009 00:38 |
|
Yeah a node based material editor is the way to go. You could try NodeJoe or shaderFX, unfortunately neither are free. They are production tested and good to use.
|
# ¿ Jan 21, 2009 01:17 |
|
That all looks great for sculpting I would go through and get rid of the tris though, they won't subdivide very well and you will probably get pinching and stuff. Are you going to export the clothing separately and use it as a subtool? (Assuming you're using ZBrush) An update of the Iggy model Still fairly rough in parts, hair is still a wreck but getting closer, it'll be done in MAX anyway.
|
# ¿ Feb 3, 2009 01:07 |
|
theta-ix posted:
I would take the less square quads over tris. You can always smooth out or relax the area in the sculpting app before you get into really high subdivisions. The tris on the shoulder blade area could be handled as in this lovely diagram.
|
# ¿ Feb 3, 2009 02:24 |
|
theta-ix posted:Added hands and some baggy pants (he's a slovenly young person). At the moment they read like sweatpants to me--not sure if that's because of the way the groin/rear area is modelled, or because the cuffs at the bottom aren't defined yet. I guess I'll have to sort that out in mudbox. Yeah, my advice would be not to spend too much time sweating over the forms in MAX if you're going to be taking it into a sculpting app. I'd add one more edgeloop in the bottom ring of the pants and call them done. In the sculpting app you could go with tight jeans, baggy rave pants, anything. Some really amazing artists use the most blocky, crude basemeshes you've ever seen. A lot of them actually like to start with a really blocky, formless mesh so it doesn't influence the creative process in ZBrush/Mudbox.
|
# ¿ Feb 3, 2009 10:26 |
|
A guy I know is writing a short film, I'm doing a bit of concepting and modeling for him. I modeled this much tonight from a concept sketch by a crazy talented illustrator he found. I don't know if I'm allowed to post the concept so I won't He drew a cool costume for him as well so I'll do that too. Base Mesh in MAX, sculpted in ZBrush EoinCannon fucked around with this message at 13:30 on Feb 5, 2009 |
# ¿ Feb 5, 2009 13:28 |
|
Cheers Guys Sigma: I agree with you on the Iggy model, I doesn't read as wrinkly skin stretched over muscle yet. I'm not really experienced at modeling fine, tertiary details and I thought Iggy would be good to practice on. The hair I will try and do with hair&fur in MAX. I've done some tests and it looks barely acceptable. I'll comp it on after the texturing and everything, The devil character, (on which I now notice the biceps are waaaay too long) was modeled from a reference sketch by an illustrator. I just have it sitting on my second monitor. I also referenced a few pictures of body builders. Love the lighting you bring to the studio renders Log. So clean
|
# ¿ Feb 6, 2009 07:16 |
|
Yeah, your studio setups are really nice Log How many samples do you have on the reflection glossiness for the various materials? I can see a little grain here and there, I'm just looking for anything to nitpick though Great job.
|
# ¿ Feb 9, 2009 08:47 |
|
GFBeach posted:This quarter at SCAD-Atlanta I'm working with a group of a dozen other people to make a short film about an injured stuntman and his really annoying cat. The working title is 'Jaguar McGuire'... That looks pretty cool, I'll keep an eye on the blog Also, how many cintiqs does your school have!? I did one year at an animation type school in Melbourne and we sure as hell didn't have cintiqs for everybody. Your school rocks.
|
# ¿ Feb 11, 2009 04:47 |
|
Be careful you don't get spoiled by the awesomness of 21" Cintiqs. I've got one at home and now little intuos at work feels like crap.
|
# ¿ Feb 11, 2009 06:13 |
|
GFBeach posted:The blog for the SCAD film has been updated with an excerpt of the animatic and a description of our 2D/3D workflow. Apparently I've earned the honorable title of 'shader monkey' (with an equally retarded photo to match )... which is funny, because any one of you guys in this thread could school me on shaders ten times over. That looks pretty cool so far I like the idea of having a character partly 2d and partly 3d, although people will probably want to kill whoever came up with that idea when the deadline looms. Shader looks cool, really cartoony. Just the other day I had to replicate a specific type of toon shader from some ad, I ended up rendering out 3 passes, one soft GI light, one AO and one VrayToon Effect and layering them up in comp.
|
# ¿ Feb 13, 2009 08:03 |
|
I'd go to the maya forum on CGTalk
|
# ¿ Feb 18, 2009 05:16 |
|
There's not a whole lot out there but you could look at Allan McKay's Stuff or Bobo's Stuff if you haven't already
|
# ¿ Feb 19, 2009 22:07 |
|
A self portrait I started a few weeks ago and had another look at tonight. It needs a fair bit of refinement but it does look like me so far If it gets good I might put it on the showreel, which I hope to have ready in a month or so.
|
# ¿ Feb 21, 2009 12:25 |
|
I like the proportions on that guy. What is the purpose of the character? Also what do plan to sculpt on to him? Suit details, muscles? He looks like he would be fun to animate.
|
# ¿ Feb 23, 2009 03:35 |
|
le capitan posted:thanks for the crit. Heres the wireframe: From that wire, it looks like you're modeling the whole fish as one piece. It seems like such a thing would be composed of separate overlapping plates so it could move. It would be much better to model it like that.
|
# ¿ Mar 2, 2009 23:06 |
|
Some of my first models were worse than that I never went to school though It looks like maybe you added too many polys to early. Refer to this lovely diagram. If I was going to model this, I would lay out the polys something like this to begin with. When smoothed it would obviously go all squishy so that's when you add edge loops and support edges to get nice creases and hard edges. Different colours indicate separate geometry elements.
|
# ¿ Mar 3, 2009 04:10 |
|
I love the OZ concepts and environments Hinchu. Also, my inability to draw or paint is my great shame, I need to learn because I think it would help my 3D, not because I really want to be an illustrator or a painter. Another quickish concept sculpt for a short film I'm helping out on. This one is for the main character, an old timey baseball player.
|
# ¿ Mar 10, 2009 09:48 |
|
Agreed, it does look like Mr Incredible. I'm working from someone else's concept art, and the writer/director pretty much wanted me to reference Mr Incredible. The proportions are more exaggerated though. I suppose if it's going to look like someone else's work, may as well be Pixar
|
# ¿ Mar 10, 2009 23:12 |
|
A 2 hour speed sculpt practice. 30 mins in MAX, rest in ZBrush I wanted to do something human but charicatured and warped in some way This is what came out
|
# ¿ Mar 20, 2009 12:30 |
|
I wouldn't mind doing a timelapse. What kind of recording software would you use to do something like that? Also my freeform sculpts always go through an embarrassingly bad looking stage while I'm looking for what works so I don't know how useful it would be.
|
# ¿ Mar 20, 2009 22:04 |
|
This basemesh took about half an hour from sratch. Usually I will use a standard one I made a while ago but I want to really get loop and pole placement into my head so I thought I'd see how quick I could sketch one out in MAX this time. It's pretty fugly but the point is that it has loops and resolution in some of the right areas. I've tried sculpting heads from a box but I prefer to have some kind of topology. You end up using fewer polys and it looks better. If you really don't know anything about topology, then going from a sphere and then retop'ing later can be a good learning experience because you get a new perspective on how the loops describe the muscles. I figure if you're experienced in MAX/Maya/Whatever and can quickly acheive some kind of topology, you're helping yourself creatively in ZBrush. If you have no technical knowledge and just want to sculpt, worrying about topology is going to hinder you creatively. Having a standard basemesh for what you're trying to acheieve (often a humanoid bust) is the best of both worlds, althought you still have to heed it's topology a bit while sculpting.
|
# ¿ Mar 21, 2009 23:56 |
|
That's some awesome sculpting so far hazed I look forward to seeing how it comes out I've moved the character from a sculpt in ZBrush to a fully topologised model This was a quick test to see how it would deform for morph targets. The expression was mocked up in ZBrush and I haven't had time to refine it in MAX. I'm learning Mental Ray at the moment so I had to try out some shader and lighting stuff. Eyebrows are badly photoshopped on
|
# ¿ Mar 28, 2009 12:44 |
|
Oddzy, that scene has heaps of potential for awesome lighting and textures. Looks cool so far. Sweet looking renders gangster. Still on my quest to get better at modeling, make a showreel, get job as a modeler. I'm trying another human likeness based on photos. I've become massivley addicted to The Wire so I've deicded to model the most badass character on the show, Omar. I'm still searching for the likeness before I put in any details EoinCannon fucked around with this message at 13:50 on Apr 5, 2009 |
# ¿ Apr 5, 2009 13:48 |
|
|
# ¿ Apr 26, 2024 13:12 |
|
Hinchu: Displacement maps don't always kill your render time. Like most things it depends on how you use them. If you don't have a lot of raytracing going on in the scene, displacement maps shouldn't increase the render time dramatically. Generally speaking, if you need to alter the silhouette use displacement, if not use normal/bump. I've worked this into a bit more of a likeness. It's not prefect but at least it's getting better, he looks like Omar now anyway. There's a few little knobbly bits here and there to get rid of Doing accurate celebrity likenesses is hard
|
# ¿ Apr 6, 2009 14:52 |