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neck and hands of the anatomy study look a bit weird. hard surface stuff looks really solid though.
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, polygon,
668 Posts,
Join Date Oct 2011,
Location Wroclaw, Poland
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May I ask what class you're taking where you get to make these models everyday? I'm an AAU online student, and haven't taken it yet, but want to! Massive Black is like my dream company haha. Great modeling by the way.
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, null,
6 Posts,
Join Date Apr 2011,
Location Los Angeles
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It's GAM 403: Organic Modeling: High Resolution Game Assets with Duylinh Nguyen. I don't know if he teaches it online though, and in my experience the curriculum for online classes are very different from the on campus ones. By the way Linh is not the Massive Black dude. He moved to Seattle to work at 343, but Linh is just as great.
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, polygon,
512 Posts,
Join Date Feb 2010,
Location San Francisco
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All right, update to the armor. Still figuring out the ins and outs of the workflow. Using 3DCoat instead of the built in Topology tools in zBrush so that complicates things a tiny bit.

Last edited by Fingus; 03-19-2012 at 07:23 PM..
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, polygon,
512 Posts,
Join Date Feb 2010,
Location San Francisco
, polygon,
512 Posts,
Join Date Feb 2010,
Location San Francisco
, polygon,
512 Posts,
Join Date Feb 2010,
Location San Francisco
, polygon,
512 Posts,
Join Date Feb 2010,
Location San Francisco
|
Skeleton almost done.
Did a Jafar bust in class.
And a quick shitty arm study today.

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, polygon,
512 Posts,
Join Date Feb 2010,
Location San Francisco
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some trully inspirational stuff here, great job... realised i should spend more time studying anatomy
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, triangle,
336 Posts,
Join Date Feb 2012,
Location Melbourne
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you have helped me re-think how hard i should work 
incredibly good work.
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, line,
51 Posts,
Join Date Apr 2012,
Location Sydney, Australia
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Awesome stuff, I love the armor parts and how much time you put into the skeleton, it really pays off.
Lovely work, keep it up! 
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, spline,
211 Posts,
Join Date Jun 2011,
Location Pittsburgh
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Just tried out some texturing techniques, as well as some zBrush alpha flimflammery.
And I recorded a video of the process. Gonna start doing this for my sketches from now on.
Last edited by Fingus; 04-22-2012 at 08:34 PM..
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, polygon,
512 Posts,
Join Date Feb 2010,
Location San Francisco
, polygon,
512 Posts,
Join Date Feb 2010,
Location San Francisco
, polygon,
512 Posts,
Join Date Feb 2010,
Location San Francisco
|
When I learned that Sculptris has a GoZ function I decided to try out a workflow where I do my base scultping in Sculptris and then send it over to zBrush for detailing.
Here is what I got out of Sculptris.
Here is the zBrush pass.
And a closeup of the details.
Oh and here are two sketches I forgot to post earlier.

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, polygon,
512 Posts,
Join Date Feb 2010,
Location San Francisco
|
the last one is cool, love the spidey legs, looking very detailed. Really love the way you add those small details everywhere, really brings out some character.
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, line,
79 Posts,
Join Date Sep 2011,
|
Thank you very much. The trick is to not use the same alpha all over but rather grab high resolution photos of people and grab the section of the face that you are going to detail and save that as a grayscale psd. I had about 12 different alphas for that guy. It might seem obvious, but it really helped me out when my teacher showed me that approach.
Here is today's sketch. It's Uranina, the muse of astronomy and philosophy. So far just the base body. I plan on giving her a toga and hair using zSketch. The sphere is a placeholder for a globe, and I realize now it looks like she's about to do a volleyball serve.

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, polygon,
512 Posts,
Join Date Feb 2010,
Location San Francisco
|
A lot of great stuff in here 
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, vertex,
29 Posts,
Join Date Feb 2008,
Location Cambridge, UK
, polygon,
512 Posts,
Join Date Feb 2010,
Location San Francisco
|
Wow that last model is great, I never thought to use z spheres for cloth.
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, vertex,
46 Posts,
Join Date Feb 2011,
Location USA
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