Wafukulol's head
+14
Muggz
v_wrangler
enjoy8OGART
cok3
torvicz
uwak
Butz_Arki
Jeff MD
teSSa
AJ Cortez
dickie_ilagan
vamp_lestat
eyecon01
Dajotoy
18 posters
:: 3d Gallery :: Character
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Dajotoy- CGP Newbie
- Number of posts : 59
Age : 45
Registration date : 07/01/2009
Re: Wafukulol's head
wow sir... aus ito sir... ang hirap kaya ng gawa mo... galing talaga sir... kaya na natin pinoy for 3D animations... galing2x...
vamp_lestat- CGP Guru
- Number of posts : 1930
Age : 41
Location : Davao City, Philippines
Registration date : 27/11/2008
Re: Wafukulol's head
Thanks po sa mga comments, post ko sana ung other shots n2 kaso my problem ata ung imageshack...
Will try it later.
Will try it later.
Dajotoy- CGP Newbie
- Number of posts : 59
Age : 45
Registration date : 07/01/2009
Re: Wafukulol's head
Dajotoy ayos ah. I'd love to render and animate this. Pahiram! Suggestion ko lang medyo distort mo pa ng konti ang tenga... Para di siay masyadong magmukhang tao.. kahit pa di sya tao, sana mayroon kang maliit o butas man lang ng nostrils para at least alam ng audience mo na humihinga siya.
Paki post naman ng base lo-poly cage mo.
Paki post naman ng base lo-poly cage mo.
Guest- Guest
Re: Wafukulol's head
v_wrangler wrote:Dajotoy ayos ah. I'd love to render and animate this. Pahiram! Suggestion ko lang medyo distort mo pa ng konti ang tenga... Para di siay masyadong magmukhang tao.. kahit pa di sya tao, sana mayroon kang maliit o butas man lang ng nostrils para at least alam ng audience mo na humihinga siya.
Paki post naman ng base lo-poly cage mo.
Hello v_wrangler! Sorry pero bust model lang po ito, practice lang kasi ang habol ko (sculpt & composite) when i did this and i'm not planning to make a lowpoly or normal map for this. About the ear, I'll fix it pero ung nostrils intention ko po tlgang wala yun. May gills kasi sya sa back ng ears at sa ribcage ng body, water type monster po siya kung baga.
Thanks po sa comment.
Here are some screenshots:
Hope u like it. Cheers!
Dajotoy- CGP Newbie
- Number of posts : 59
Age : 45
Registration date : 07/01/2009
Re: Wafukulol's head
So this was made from zbrush' spheres? Wala kang base poly?
If thats the case - this will be one hell of a work to edit, animate and render...
It would have been better if you started off with a low poly base model and added the details in zbrush. Then export displacements or normal maps. Production wise - thats the way to do it. Thanks for the gills explanation - now I get it.
Are you employed somewhere btw?
If thats the case - this will be one hell of a work to edit, animate and render...
It would have been better if you started off with a low poly base model and added the details in zbrush. Then export displacements or normal maps. Production wise - thats the way to do it. Thanks for the gills explanation - now I get it.
Are you employed somewhere btw?
Guest- Guest
Re: Wafukulol's head
nice one!
theres a way around here. check zbrush topic retopology with zspheres. Go back to your base mesh subdiv 1, and work everything there as you normally do in your other software. import it back to zbrush including the sculpted. by that reto method, it can be sculted or transfered to your fixed mesh. dont forget to save your morph targets in this process.
theres a way around here. check zbrush topic retopology with zspheres. Go back to your base mesh subdiv 1, and work everything there as you normally do in your other software. import it back to zbrush including the sculpted. by that reto method, it can be sculted or transfered to your fixed mesh. dont forget to save your morph targets in this process.
Re: Wafukulol's head
again....envy mode!
galeng....one of my dream...
galeng....one of my dream...
torvicz- Sgt. Pepper
- Number of posts : 3235
Location : dubai, uae
Registration date : 01/10/2008
Re: Wafukulol's head
normal maps???
torvicz- Sgt. Pepper
- Number of posts : 3235
Location : dubai, uae
Registration date : 01/10/2008
Dajotoy- CGP Newbie
- Number of posts : 59
Age : 45
Registration date : 07/01/2009
Re: Wafukulol's head
dude, kelan k pa nag aral ng zbrush?
madali lng ba compare sa max?
I'm actually asking wat is normal maps...hehehe
madali lng ba compare sa max?
I'm actually asking wat is normal maps...hehehe
torvicz- Sgt. Pepper
- Number of posts : 3235
Location : dubai, uae
Registration date : 01/10/2008
Re: Wafukulol's head
wat are the advantages of using zbrush compare to max?
dami ko tanong no? gusto ko kasi pumasok ng character modelling e...
dami ko tanong no? gusto ko kasi pumasok ng character modelling e...
torvicz- Sgt. Pepper
- Number of posts : 3235
Location : dubai, uae
Registration date : 01/10/2008
Re: Wafukulol's head
torvicz wrote:dude, kelan k pa nag aral ng zbrush?
madali lng ba compare sa max?
I'm actually asking wat is normal maps...hehehe
kanina lang po ako nag aral ng zbrush... JOKE Hehehe...
Seryoso ... I think early 2008 pero bara bara sculpt lang, ginamay ko lng yung mga tools at UI. That time kasi, naka focus ako sa lowpoly modeling and texturing . Then mid 2008 sinubukan kong careerin
Link ko nalangi tong info about normal maps, marami pa rin kasi akong hindi alam kaya mas sigurado kung i'll share it this way.
Normal maps: http://en.wikipedia.org/wiki/Normal_map
Dajotoy- CGP Newbie
- Number of posts : 59
Age : 45
Registration date : 07/01/2009
Re: Wafukulol's head
torvicz wrote:wat are the advantages of using zbrush compare to max?
dami ko tanong no? gusto ko kasi pumasok ng character modelling e...
bro torvz, try ko sagutin ang inquiries mo
max and zbrush has no competition to each others program...
both can do character models,
max can be at polys and zbrush by zspheres
some advantages and disadvantages on both sides
do a base character on max and import it to zbrush for finer detailings like wrinkles, veins, blotches etc...
but note as you go on detailing extra polys are created on your character meshes making it millions in numbers....
and could be a candidate for longer render times... due to ram issues....
once detailing for character is at your like,
you can save your detailed character and import it back to max environment....
together with your new normal maps for 3ds bump and displacement usage...
zbrush is good in detailing like the traditional clay sculpting
its direct counterpart is mudbox and modo for simplier interface program...
hope it helps too....
Re: Wafukulol's head
torvicz wrote:wat are the advantages of using zbrush compare to max?
dami ko tanong no? gusto ko kasi pumasok ng character modelling e...
Heehe ok lang, hanggat kaya ko sagutin sasagutin ko, kung di... err... link ko nlng ulit ung info HAHAHAHAHA!
Mas madali mag add ng details sa zbrush gaya ng mga wrinkles atbp. kaysa sa max. Kung interested ka sa character modeling, based on my experience try mo muna mag focus sa lowpoly characters, madugo kc pag naghigh poly ka kaagad.
Dajotoy- CGP Newbie
- Number of posts : 59
Age : 45
Registration date : 07/01/2009
Re: Wafukulol's head
Dajotoy wrote:
v_wrangler & teSSa: Retopologizing in Zbrush po is the key, Actually working w/ a basemesh model from the start is a bit oldschool. May mga bagong workflow na po na mas madali at nakakasave ng time. In this case, di ko na inapply dahil practice sculpt and composite lang naman ang habol ko kaya bust model lang ito. Salamat po sa comment.
Retopologizing in ZBrush https://www.youtube.com/watch?v=-Fdog0y9jVQ.
You know - sometimes old school works better!
Actually, I understand the concept of Retopologizing. What Tessa and I meant, was that you need not go the process of retopologizing if you had kept the base mesh in place even before. So you will be basically adding another process to retreive a workable mesh (assuming somebody would have to animate and render that out). Something I consider a waste of time. But waht else could you do - u don't have a base mesh eh.
People might be thinking what the need for the base mesh? Well - try to imagine rigging, animating a gazillion zbrush poly and I bet you'll understand. Still and its old school, riiging, animating and rendering medium polys is the key - the details are added thru micropoly displacements or normals during rendering..
Please forgive me if I have I different approach at looking at your work - and I understand that all you wanted was to try your hand at modeling. In my mind, a good model isn't just about topology or details - it has to be production ready, it has to conform to a workable set of reasons otherwise the model will just remain a 3d model or eye candy. Nice mesh though!
Guest- Guest
Re: Wafukulol's head
teSSa wrote:Good luck with the bust, you
should post some dynamic sketches so we have an idea what the
final bust is gonna look like.
I don't do skecthes anymore kasi kain oras and the bust... err... i'll try to post it pag natapos na.... kung tatapusin ko pa . I'm working w/ a new model ulit kasi eh, sculpt lng ng sculpt hanggang mahasa.
Dajotoy- CGP Newbie
- Number of posts : 59
Age : 45
Registration date : 07/01/2009
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