Wafukulol's head
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Muggz
v_wrangler
enjoy8OGART
cok3
torvicz
uwak
Butz_Arki
Jeff MD
teSSa
AJ Cortez
dickie_ilagan
vamp_lestat
eyecon01
Dajotoy
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Wafukulol's head
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Last edited by Dajotoy on Sat Jul 21, 2012 11:21 am; edited 1 time in total
Dajotoy- CGP Newbie
- Number of posts : 59
Age : 45
Registration date : 07/01/2009
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
Registration date : 07/01/2009
Re: Wafukulol's head
v_wrangler wrote: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!
Whoa nice crit sir, i really appreciate it! I'm learning. And yes "sometimes old school works better! " I've tried that, i just wanted to grow and learn new workflows. Many thanks sir.
Dajotoy- CGP Newbie
- Number of posts : 59
Age : 45
Registration date : 07/01/2009
Re: Wafukulol's head
nice work dude! I think you need to refine the face even more with wrinkles to break out the large and uniform muscle forms. add some wrinkles in the eye area and where muscles meet or pull, and I think it will look even better. keep it up dude!
cok3- CGP Newbie
- Number of posts : 50
Age : 40
Location : Singapore
Registration date : 09/01/2009
Re: Wafukulol's head
cok3 wrote:nice work dude! I think you need to refine the face even more with wrinkles to break out the large and uniform muscle forms. add some wrinkles in the eye area and where muscles meet or pull, and I think it will look even better. keep it up dude!
Thanks sa advice, i'll do that.
Dajotoy- CGP Newbie
- Number of posts : 59
Age : 45
Registration date : 07/01/2009
Re: Wafukulol's head
BOSSING ASTIG!!! galing at ganda naman nito
enjoy8OGART- CGP Apprentice
- Number of posts : 321
Age : 40
Location : Singapore
Registration date : 09/10/2008
Re: Wafukulol's head
Dajotoy whats in for the future?
I heard much about you from Rod - you might want to say hi to him from time to time.
I heard much about you from Rod - you might want to say hi to him from time to time.
Muggz- CGP Guru
- Number of posts : 1569
Age : 41
Location : Zaragosa City/Sazi's Bar
Registration date : 03/02/2009
Re: Wafukulol's head
teSSa wrote:Jeff MD wrote: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.
Gawa ka Tut, Jeff! I actually remember you showing me this.
So, what you mean is he can go back to his low-res zsphere and
then re-wire his model there if ever he wants to rig and pose it?
Then, he can export it for the option of UV-mapping if he ever
decides to generate normal maps, displacement, etc?
PS. Sorry na off-topic na. LOL.
Waw...I like this one. DId you use HD geometry for this one? I can see that it's very detailed. Assuming that u did use HD then you would have trouble reconstructing the low-res subdiv mesh. But of course if there's a will there's a way. I know that you just did a concept sculpt but I think this character is good...i would love to see this animated! eheheh. But Jeff is right, you can retopologize this one using zspheres that way would have a better flowing mesh, then you can render it in maya or 3dsmax or what have you. Keep it up!
Re: Wafukulol's head
asteeg!! ang galing.
FatimaIllustre- CGP Newbie
- Number of posts : 5
Age : 46
Location : makati city
Registration date : 14/05/2010
akoy- CGP Guru
- Number of posts : 1929
Age : 39
Location : aparri
Registration date : 01/09/2009
Re: Wafukulol's head
employed po kau ngayon sa pag gawa ng characters sir?
osibalasi- CGP Apprentice
- Number of posts : 339
Age : 34
Location : sayote capital
Registration date : 25/02/2010
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