HELLBOY 3D MODELING
+5
torvicz
Kenshin
bongskeigle
adis
ronsapinoso
9 posters
:: 3d Gallery :: Character
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Re: HELLBOY 3D MODELING
Hi sir ron.. galing po ng pagkaka execute nyo dito.. job well done po
adis- CGP Newbie
- Number of posts : 37
Age : 39
Location : mother earth
Registration date : 17/02/2009
Re: HELLBOY 3D MODELING
THANKS BRO... visit nyo youtube channel ko... https://www.youtube.com/user/roninjener
Re: HELLBOY 3D MODELING
galing...sana mahiligan ko rin character modelling..hehehe
bongskeigle- CGP Guru
- Number of posts : 1958
Age : 41
Location : Zebu
Registration date : 06/05/2009
Re: HELLBOY 3D MODELING
Galing ng workflow nyo sir, Zbrush ba toh?
Kenshin- CGP Newbie
- Number of posts : 46
Age : 45
Location : Downtown Manila
Registration date : 15/05/2009
Re: HELLBOY 3D MODELING
dude Ron!
san ka nagstart? zsphere?
gang ngayon hirap pa rin ako sa character modeling....tsk!
galeng nito!
panu mo na-record ung work mo? TIA
post pa!
san ka nagstart? zsphere?
gang ngayon hirap pa rin ako sa character modeling....tsk!
galeng nito!
panu mo na-record ung work mo? TIA
post pa!
torvicz- Sgt. Pepper
- Number of posts : 3235
Location : dubai, uae
Registration date : 01/10/2008
Re: HELLBOY 3D MODELING
Cool presentation Ron! There's a similarity with Hellboy but it's not hellboy IMHO.
Nevertheless, I have a few questions I hope you'll part me with time to answer those:
Which application did you make the base model?
How long did it take you to finish the model in ZBRUSH?
Were you looking at a picture guide as you model or did you brush them off by instinct?
Nevertheless, I have a few questions I hope you'll part me with time to answer those:
Which application did you make the base model?
How long did it take you to finish the model in ZBRUSH?
Were you looking at a picture guide as you model or did you brush them off by instinct?
Re: HELLBOY 3D MODELING
[quote="v_wrangler"]Cool presentation Ron! There's a similarity with Hellboy but it's not hellboy IMHO.
Nevertheless, I have a few questions I hope you'll part me with time to answer those:
Which application did you make the base model?
How long did it take you to finish the model in ZBRUSH?
Were you looking at a picture guide as you model or did you brush them off by instinct?[/quot
of course it's not exactly hellboy. i did it in Zbrush by instinct and with in 20 minutes. it's my version of HELLBOY...
Nevertheless, I have a few questions I hope you'll part me with time to answer those:
Which application did you make the base model?
How long did it take you to finish the model in ZBRUSH?
Were you looking at a picture guide as you model or did you brush them off by instinct?[/quot
of course it's not exactly hellboy. i did it in Zbrush by instinct and with in 20 minutes. it's my version of HELLBOY...
Re: HELLBOY 3D MODELING
Thanks Ron, don't take my comments badly - I was commenting based on the title which didn't say it was your OWN interpretation. And I already had a hunch you did it freeform but I had to ask for clarity's sake.
Thanks for the answers btw - 2O minutes is fast.
Thanks for the answers btw - 2O minutes is fast.
Re: HELLBOY 3D MODELING
v_wrangler wrote:Thanks Ron, don't take my comments badly - I was commenting based on the title which didn't say it was your OWN interpretation. And I already had a hunch you did it freeform but I had to ask for clarity's sake.
Thanks for the answers btw - 2O minutes is fast.
it's fast cause i was very angry when i did that bro. the world is closing in on me. i'm fast when i'm angry. and i'm slow when i'm happy... as the saying goes...
Re: HELLBOY 3D MODELING
When the world seems to close in on you - I'm sure the world will always open a window!
Ay dapat pala if you work with us, galitin ka namin para mabilis matapos.
Ay dapat pala if you work with us, galitin ka namin para mabilis matapos.
Re: HELLBOY 3D MODELING
v_wrangler wrote:Thanks Ron, don't take my comments badly - I was commenting based on the title which didn't say it was your OWN interpretation. And I already had a hunch you did it freeform but I had to ask for clarity's sake.
Thanks for the answers btw - 2O minutes is fast.
I know how important base model is dude verts...this is for you to animate the character am I right?
How about in your case dude verts? How do you start creating a character? wud you mind give as some thoughts?
I've been using z-brush but I stopped for a while...I dunno why... but Im still hoping that I cud
finish just one single, complete character and animate it..but until now I have no luck...
So, kindly help us here dude verts..hehe..
dude Ron, ang bilis mo naman..ako buong maghapon ko ata gagawin yan!
torvicz- Sgt. Pepper
- Number of posts : 3235
Location : dubai, uae
Registration date : 01/10/2008
Re: HELLBOY 3D MODELING
doors and windows laging nakasara pag nakikita na akong parating! Bullshit! gusto ko ng mangholdap para seryosohin ako ng mga tao!
Re: HELLBOY 3D MODELING
We seldom model hipolys in Zbrush, we only use it to create displacement maps. Or modify the base model until we have a manageable version, siguro mga 1 or two subdivisions. But more or less zbrush is used only to create the displacement maps.
For the base models, we make them low poly in max, these models are quite basic enough to show the silhouttes. These are imported in zbrush and modified just as ron did. But instead of exporting a fully detailed hi-res model, we only export either a displacement map or normal map.
The process I explained above sumarize our uses for zbrush, but to be honest - it's not a regular arsenal, there are times we'd model directly in max and draw the details out in PS as displacements or bake them in texture maps.
You are correct to say that the process is more geared for animations. It would be like hell freezing over if you try to animate gazillion polied single object or character in max. Adding the details via displacement rendering is a wise approach.
Sorry for the intrusion Ron!
For the base models, we make them low poly in max, these models are quite basic enough to show the silhouttes. These are imported in zbrush and modified just as ron did. But instead of exporting a fully detailed hi-res model, we only export either a displacement map or normal map.
The process I explained above sumarize our uses for zbrush, but to be honest - it's not a regular arsenal, there are times we'd model directly in max and draw the details out in PS as displacements or bake them in texture maps.
You are correct to say that the process is more geared for animations. It would be like hell freezing over if you try to animate gazillion polied single object or character in max. Adding the details via displacement rendering is a wise approach.
Sorry for the intrusion Ron!
Re: HELLBOY 3D MODELING
v_wrangler wrote:We seldom model hipolys in Zbrush, we only use it to create displacement maps. Or modify the base model until we have a manageable version, siguro mga 1 or two subdivisions. But more or less zbrush is used only to create the displacement maps.
For the base models, we make them low poly in max, these models are quite basic enough to show the silhouttes. These are imported in zbrush and modified just as ron did. But instead of exporting a fully detailed hi-res model, we only export either a displacement map or normal map.
The process I explained above sumarize our uses for zbrush, but to be honest - it's not a regular arsenal, there are times we'd model directly in max and draw the details out in PS as displacements or bake them in texture maps.
You are correct to say that the process is more geared for animations. It would be like hell freezing over if you try to animate gazillion polied single object or character in max. Adding the details via displacement rendering is a wise approach.
Sorry for the intrusion Ron!
un nga dude verts....
noramls lang talaga kelangan para maka-pameke ng details...heheh
I hope I cud squeeze more of that brain of yours! hehehe
sorry dude Ron.....
naiintindihan kita.....sadyang makitid ang mundo.....
gamitin mo nalng inspirasyon yang mga taong makikitid ang utak...peace dude...
torvicz- Sgt. Pepper
- Number of posts : 3235
Location : dubai, uae
Registration date : 01/10/2008
Re: HELLBOY 3D MODELING
ronsapinoso wrote:doors and windows laging nakasara pag nakikita na akong parating! Bullshit! gusto ko ng mangholdap para seryosohin ako ng mga tao!
I can feel you! Been there, But I'm such a persistent guy I never stop until I get the keys for thy windows!
Your work speaks for themselves. Just let them speak to the right people using the right language.
Anyways, if you would like to try and learn archiviz, let me know! I have so much up my sleeve I'm willing to share the wisdom to you I know they might be worth some dough someday!
Where are you based btw?
Re: HELLBOY 3D MODELING
torvicz wrote:
un nga dude verts....
noramls lang talaga kelangan para maka-pameke ng details...heheh
I hope I cud squeeze more of that brain of yours! hehehe
sorry dude Ron.....
naiintindihan kita.....sadyang makitid ang mundo.....
gamitin mo nalng inspirasyon yang mga taong makikitid ang utak...peace dude...
I agree with you dude. Normal maps are widely used nowadays, especially for current and next-gen games (but be sure you'll use a tangent-space normal map). D ko alam kng meron isang game engine sa mundo ang may support for displacements. Kasi ang alam ko, matagal ata mag-render pg may displacement. Realtime kc rendering pgdtng sa videogames. And about dun sa workflow, iba ang workflow na pang-film sa games o kaya archivis. Cgro mapapayo ko lng, know what you're trying to accomplish then follow the standard workflow for your specific field/genre. Eventually, mkka-develop ka din ng sarili mong workflow na more efficient pra syo and kng san mejo comfortable ka. Bsta kahit anong workflow pa yan, ang importante is getting the job done.
Btw, nice video Sir Ron. Nice to see you messing with zbrush hehe. Sky is the limit here Sir, when it comes to imagination and creativity. Keep it up!
Re: HELLBOY 3D MODELING
boyluya wrote:torvicz wrote:
un nga dude verts....
noramls lang talaga kelangan para maka-pameke ng details...heheh
I hope I cud squeeze more of that brain of yours! hehehe
sorry dude Ron.....
naiintindihan kita.....sadyang makitid ang mundo.....
gamitin mo nalng inspirasyon yang mga taong makikitid ang utak...peace dude...
I agree with you dude. Normal maps are widely used nowadays, especially for current and next-gen games (but be sure you'll use a tangent-space normal map). D ko alam kng meron isang game engine sa mundo ang may support for displacements. Kasi ang alam ko, matagal ata mag-render pg may displacement. Realtime kc rendering pgdtng sa videogames. And about dun sa workflow, iba ang workflow na pang-film sa games o kaya archivis. Cgro mapapayo ko lng, know what you're trying to accomplish then follow the standard workflow for your specific field/genre. Eventually, mkka-develop ka din ng sarili mong workflow na more efficient pra syo and kng san mejo comfortable ka. Bsta kahit anong workflow pa yan, ang importante is getting the job done.
Btw, nice video Sir Ron. Nice to see you messing with zbrush hehe. Sky is the limit here Sir, when it comes to imagination and creativity. Keep it up!
O.T.
that's why you need to generate normal maps, and with that comes the displacement map effect. you do the displacemet in zbrush. (parang marunong ako e no?hehe)
torvicz- Sgt. Pepper
- Number of posts : 3235
Location : dubai, uae
Registration date : 01/10/2008
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