View Full Version : Anatomy Thread of Claybub - 2D/3D
05-16-2006, 06:37 AM
Hello everyone. I've seen alot of everyone's work here and I've enjoyed watching you all improve with the help of this very supportive forum. (cheers to rebeccak:))
By nature I am a 3d artist (6 months into my digital animation school so far). However I do enjoy sketching and painting in photoshop. (still learning). And during highschool I spent the majority of my time drawing portraits.
so here ya go! :)
edit: Urg.. I'm sorry i forgot to mention that the 2d stuff was painted with photo reference.
The fourth picture is amazing! Great colours and detailing (though maybe it could use some more value variation). But the best thing is his expression - reminds me of Hannibal Lecter and the first thought is "run!" :D
In the b&w picture, there's something strange next to the chin on the right - I guess it's a fold in the drapery but it looks out of place.
In the last one the wrinkles are too dark and exaggerated for my liking, but the beard and mustache are really good :thumbsup:
My only critique regarding the 3d pieces is that muscles in the front of the body look toned while those on the back sag. The head looks great though and I'd love to see it textured :drool:
Keep up the good work :wavey:
05-16-2006, 11:29 PM
Welcome aboard! It's great to see your work ~ you have a great diversity of talent, which is great to see. :) It's rare to see someone talented in both 2D and 3D work it seems, and both skill sets seem quite solid. Really liking your 2D work a lot ~ it will be great to see a mix of it here! :)
I think you've got a great start on your model, but there are a few issues with the legs / ankles / feet ~ here are some minor suggestions:
Looking forward to seeing more of your work!
05-17-2006, 02:10 AM
Hi...Claybub.....Great thread so far....you do FANTASTIC eyes and expressions on your paintings.....:thumbsup: Also like your Z BRUSH work...I just started using that program about a month or so ago....still trying to figure it out...first time 3D experience for me...:banghead: :)
Really looking forward to seeing more of your work....:thumbsup:
05-17-2006, 04:24 PM
great work , it's impressive !!
how much time did you took in zbrush to make the men face ? and the men model ?
05-18-2006, 06:00 PM
yay rebeccak!!! thanks for the help!:thumbsup: I've studied anatomy a bit more since i did that body, so I'll post my update as soon as i can!
the_glog - the face took me a couple hours to do, i had a model i imported from maya and I fixed all the proportions and features in zbrush. :) The body however, was not edited in zbrush. all painstaking edge extruding :thumbsup:
Spiritdreamer- thanks! -zbrush has a rough learning curve but once I got past that its like modeling in clay. VERY fun, and i wish you the best of luck with your 3d work.
MichalB- thanks for the comments! :)
05-18-2006, 06:16 PM
No problem! :)
Two threads here which I think you might find really useful / interesting are:
3D DIGITAL ARTISTS (http://forums.cgsociety.org/showthread.php?t=257442)
Reference for Anatomical and Figurative Art (http://forums.cgsociety.org/showthread.php?t=257570)
Looking forward to seeing your update! :)
06-15-2006, 05:36 AM
I've been busy :scream:
Since the body model that i made above I have done 2 more for practice. and i definitely learned a lot.
So here is my latest work. the david! I've spent just a little over 2 weeks on him and hes mostly done. I 'll most likely put him in my demo reel which i hope to submit in early september or august *prays for job* lol.
I've also got a lot of drawings in my sketchbook from my anatomy studies but alas, i have no scanner:sad: . I'll try to get some digital drawings up here when i have the time.
Anyhoo tell me what you think:)
06-15-2006, 06:51 AM
That David model is amazing. Great job. Im still working up the stamina to work more than a couple days on a peice. Two weeks is dedicated. Good luck with the job search!
Whaaa, you got me impressed with your 3d work, that's for sure! More! :bounce:
06-15-2006, 11:07 PM
Wow, really impressive work here! :bounce:If you wouldn't mind posting the references which you were using, I think that might help us to better critique your model. Really fantastic job, I would only have some minor critiques for you. :)
06-16-2006, 03:12 AM
hey rebeccak! For most of the modeling I used the images provided by roberto here. http://forums.cgsociety.org/showthread.php?t=347627&page=4&pp=15
basically, I used all the reference that was provided for the hardcore modeling challenge. The scanview (a program that displays a 3d render of the real david) was extremely helpful.
06-27-2006, 07:33 AM
I LOVE Velazquez's work! I think i might do a few more master copies of his paintings. His skintones are awesome! :)
heres a wip. I'm aiming for a painterly look to it but im not sure exactly how to do that. normaly i use a spackled smudge tool for smooth blending, and here im not doing that at all and its sorta giving me the look i want. any suggestions or tips on how to improve this? I'm not too sure how to go about this but at least its a fun piece.
from OFDW 018 :)
06-27-2006, 09:07 PM
Your OFDW piece is going beautifully, great job on that! I would love to see you work a bit more on the left foot and on the background, so that you really have a finished portfolio piece. :)
The other Velazquez piece is coming along nicely as well. The key thing to focus on is the drawing of the figures. Try sketching in the figure beneath the cloth, as that will show you more accurately where the weight of the figure is resting. You might try constructing a simple 3D environment with the tiles and then painting over that. With respect to the skin tones, I just recommend having a wider range of values, and simplifying your palette and organizing it, so that for any given hue, you have a range of tints and shades from very light to very dark.
Hope this helps! Looking forward to seeing your update of your OFDW piece! :)
06-27-2006, 10:54 PM
Rebeccak: Thank you very very much!! You're help is always appreciated, and very constructive!:)
I'll definetly work on the OFDW piece some more and get more organized with the other Velazquez. Thanks for the great tip for doing the tiles :thumbsup:
06-28-2006, 02:00 AM
Wow.... crazy sketchbook action. Really impressed with your zbrush work.
This one (http://img248.imageshack.us/img248/4150/bobohead8xw.jpg) is extremely well done
06-29-2006, 08:03 PM
thanks Erilaz! :thumbsup:
06-30-2006, 02:38 AM
06-30-2006, 04:37 AM
wow... every piceses are beautyfull,,,,lovely colour tone and storke..... envy...
06-30-2006, 08:30 AM
Thanks Sturmkin!! :thumbsup:
heres the last one for today! 5/50
Btw each of these most recent paintings are done within 3-4 hours each or so. Depends on how much i like the composition :)
06-30-2006, 09:34 PM
heres today's head. I think i may do a 3d one next
06-30-2006, 09:36 PM
These studies are looking gorgeous! I'm so impressed with the way you move easily between 2D and 3D. Keep up the great work! :thumbsup:
07-01-2006, 07:47 AM
A quicky. around an hourish and a bit...ish...i think....sleep ...zzzz
07-02-2006, 06:01 AM
heres my 8th head. I'm not really happy with it though. The likeness is pretty hard and i still dont think i quite got it.
Oh and im also modeling Rodin's "Burghers of Calais" statue for my portfolio so I'll be VERY Occupied with that. Its gonna be hard doing all these portraits and a huge sculpture at the same time.
heres my progress so far. I have one figure mostly just blocked in right now which i can duplicate to the other figures-Repose- and model the cloth over the models. easy as cake....*dies laughing*
and heres the actual sculpture
07-02-2006, 06:53 PM
I recently visited the Rodin Museum in Philadelphia, and took some pictures of a version of this very sculpture, and posted them here:
Specifically, they are in this post:
Burghers of Calais pictures (http://forums.cgsociety.org/showpost.php?p=3473716&postcount=6)
Here is the full thread:
Reference - Sculptures of Rodin (http://forums.cgsociety.org/showthread.php?t=348488)
This sounds like an awesome project! Looking forward to this.
07-03-2006, 09:43 PM
i think im at 12 heads now. :)
Rebeccak: wow thanks for the references! :thumbsup:
edit* Changed image resolution
07-04-2006, 10:12 AM
You're welcome, I'm thrilled they're useful to someone! :)
That last piece has a lot of emotional power to it, even at this unfinished state. Both images do look a bit light though in value range and perhaps a bit desaturated ~ you might play with colors / blending modes etc., so as to really bring out the powerful contrast between the dark backgrounds and rich florid colors of the faces.
07-05-2006, 08:20 AM
Thanks rebecca! as always your advice is tremendously helpful. I'll try to pay attention to Value and saturation more carefully. Especially value, I didnt entirely realize how important it was until I skimmed through a book my instructor brought to a class. I'm fairly new to color so concentrating on so many things is difficult, But this 50 heads study is beginning to do wonders for me. I've become much faster at achieving likeness and proportion thanks to this! :thumbsup:
heres tonights head.
Really nice heads here. Some of them are pretty detailed, and how much you've done already? 13? I say that;s fast or you have lots and lots of free time to draw :) All in all, I like what I see here. I'd love to see how your 3d piece develops. Good luck! You're doig great :applause:
07-06-2006, 01:16 AM
Wow thanks Razz!! Yeah I'm a student with loads of time, so getting lots of sketches done isnt too hard :)
todays head. Kinda got too worked up with the likeness. Times up!
07-06-2006, 09:11 AM
Gorgeous works here! :) The grayscale piece has so much believability to it, and the color piece is really nicely done ~ I think if you added a bit more black / richness to the hat, it would really bring out the tones of the face even more. Great job here! :)
07-07-2006, 11:50 PM
two more quickies. 16/50 now
07-08-2006, 07:39 PM
Nice sense of structure with these. You're clearly going after the planes, which is good to see. Looking forward to more. :)
07-10-2006, 02:12 AM
thanks rebecca. Yeah i have to concentrate on my 3d side of my portfolio a bit more so my heads may be more simplified than before. which is okay cause its fun :)
07-10-2006, 06:30 AM
No problem. :) These are looking good ~ I'm sure you could push them much further given the time / opportunity. Looking forward to seeing the next batch!
07-14-2006, 07:21 PM
the anatomy of a dragon? lol
just so ya know im not being lazy :D
07-15-2006, 04:55 AM
WOW!!! So cool! :thumbsup: It's great to see this kind of thing here ~ Anatomy can really be any type ~ human, animal, creature ~ so of course it's very cool to see you post this kind of work! :)
Can't really offer any paintover crits ~ love the overall concept, but one thing is that the head / neck seems to outweigh the body by a lot ~ and the arms are huge relative to the torso / legs. Can you tell us a bit about what you're going for with this project? Awesome work! :)
EDIT: A thread we have here which you should definitely check out is:
Creature Designers - 2D / 3D TRADITIONAL AND DIGITAL
Nice dragon :thumbsup: Neck seems a touch odd, probably the contrast in the snakeish neck and the incredibly well defined torso. Looks very cool in my opinion -- lovely work with the 50 heads as well.
Great modeling here. Interesting design (the neck). Any closeups of this? :)
07-19-2006, 02:10 AM
Rebecca: Thanks for the link!:) My overall aim for this creature was to demonstrate that i can model/texture monsters/non-humanoid characters. (its for my demo reel). The proportions are a bit weird now that i look at it lol. I'll try my best to fix that!
kary: Thankyou very much for the helpful comment and kind words :)
razz: woohoo thanks :D
07-19-2006, 02:16 AM
You're welcome! :) Those renders look awesome, but is there a chance we can see orthographic views too? :)
07-19-2006, 06:08 AM
awesome dragon! He looks great rendered! You might want to make the lighting a bit brighter though since visually he is kind of blending into the background. Maybe add more lights.
08-06-2006, 04:57 AM
oops, been very busy. sorry for the lack of updates
heres an image I've been working on. its not even close to being done but its starting to develop a nice feel to it.
edit: Its supposed to be a fish monster dude....thingy...lol.
08-06-2006, 08:07 AM
ooh - nice thread!
the last piece is coming along very nicely - would have been cool to see the other side of the face a bit more...
oh and pull the verts on the corner of the eyes a bit more towards the eyeball - feels a bit weird... I particularly like the lips :thumbsup:
Agreed with Intervain. I like texturing of this one a lot. The lighting is great and the sss looks nicely done. The dragon renders look very dark, so I can't say much about them. Is it the final texture of dragon?
08-06-2006, 01:41 PM
Awesome! :thumbsup: I think the nose and lips look great, but the eyes seem a bit less realistic, probably due to the eyelid and lack of eyelashes. Beautiful work though, is this a personal project for your reel?
08-06-2006, 06:01 PM
woohoo, thanks guys!:thumbsup:
intervain: woah! thanks for the comments! I didnt notice that the eyes were creepy so thanks for the heads up! :thumbsup: I've seen alot of your work too and its fantastic!! I especially like the heads you've been sculpting for the workshop! :bowdown:
Razz: Thanks! Yeah the dragon is sorta done....I think. lol. The texturing was really hard to do for me (still needs some work) and the lighting keeps flickering when i make a turnaround so lots of changes need to be made. I'll be sure to make it brighter!
Rebecca: yeah I'm gonna fix those eyes as soon as i can. I completely forgot about the eyelashes lol! and yep, this is a personal project for my reel and for fun :)
08-14-2006, 05:23 PM
tiny update on the fish guy. I've been working, so its hard to find the time to fix this guy.
Great render! I like the guys' expression. The only thing that bothers me is the background. Are you thinking of doing something behind him or just leaving like this? Maybe some blurred thingies would fit in well. A shore or something.
08-14-2006, 06:32 PM
How very, very cool and inspirational! I think eyelashes would really complete the picture. Great stuff!!
08-17-2006, 02:31 AM
woohoo heres some more anatomy stuff. finally picked up my ambitions to do burghers of calais. heres the first figure. facial likeness will probably be last, right now im mostly concerned with the proportions. any suggestions? :bowdown:
Great work, very fun thread to watch develop. Nice work on this full figure piece, tons of work in that.
Very nice modeling. A question bumped into my head the minute i saw this. How did you pose him? Or is it zbrush? It will be hard to make the proportions right when he's in this pose. A T pose and a rig after that should have been ok. Besides that, the model needs some tweaking to make it look even better. After what you've done with the fishman I hope this to be very amazing.
08-19-2006, 02:27 AM
Kary: Thankyou very much for the kind words.
Razz: I actually modelled him in pose with Maya then sent that base mesh to zbrush for detailing. I know its much more efficient to do all this symetrically, but for some reason I enjoy modeling in pose. I did it for the david too. This model is mostly just for fun, and to develop my knowledge of anatomy. Just loose :). I think the repetition of sculpting both sides makes it faster to learn too. which is also why i chose a sculpture with so many figures.
Heres a bit of an update. tried playing with a texture to get a grainy coppery feel..... I failed:D
Yeah, the bumps doesn't look very neat. I agree about the modeling in pose. Because the muscles look differently on each side, they are not symmetrical. Let's say in your character arm and forearm, some of the muscles would be more in tension than the others. The legs too, because one legs get to carry more weight if not all. You know what I'm talking about. Human body is not symmetrical, that's what makes this model even better.
One crit. The muscle brachialis anticus is not seen, if I'm not mistaken, it's just there. It's the one on the outer side of the arm between biceps and triceps. Correct me if I'm wrong.
08-26-2006, 04:41 AM
hey everyone. Still working on the burghers of calais sculpture. I finished the cloth part of the first figure, and I'll post it a bit later.
razz: thanks for pointing out the issue on the arm :thumbsup:
Just sharing my basemesh for the next character model in my portfolio. Proportions and overall "neatness" is figured out in zbrush so its pretty rough so far.
technical problem: Id like to have alot of detail on the head of this model. If i share a texture map with the wings and torso then I wont have enough texture space to get the detail i want. So i would like to separate the mesh into two parts. head and torso/wings. however I dont know how to edit the separate objects in zbrush while still keeping the mesh seamless. My first thought was to use multimarkers in zbrush (which i dont know much about), but im still fuzzy about how my workflow should be. any suggestions? :P
08-26-2006, 12:34 PM
REALLY LIKE YOUR SCULPTURES....Stumbleing around in Z BRUSH myself..mostly in the dark..:scream:
The instructions are in english...but not any english that I ever heard of, or recognize...:)
I can't figure out the MARKER thing, or how to use the top row of brushes...smudge ect. and save them on my work....VERY FRUSTRATING...kind of like a combination lock or something..can't open,and unlock it's secrets, tell you get the right sequence...:banghead:
WHERE ARE MY BOLT CUTTERS....:scream:
Hope you have success solveing your problem on that last demon figure...great looking creature....:thumbsup: .....looking forward to seeing the progress on it, and hopeing to learn a thing or two from watching how you develope it....GOOD LUCK...:thumbsup:
08-26-2006, 02:12 PM
Great to see your progress here!
If I may, some crits:
On the Calais group figure, in the first render the head / neck seem not to be convincingly connected to the body. The back of the neck seems a bit too slack, though there would be a lot of stretch there since the person is leaning his head forward. I would say that the legs are looking a bit lumpy and the feet in particular seem a bit too lumpy / thick, as though frozen. I think that the ankle area could stand to be refined and to be made to appear a bit more delicate.
Hard to comment as yet on the more recent model, but am certainly looking forward to seeing where it goes. :)
08-28-2006, 12:01 AM
Spiritdreamer: Thanks for the comments :) . I really admire your determination to learn zbrush. I've been checking out your thread and you've improved a lot. Keep up the good work :thumbsup:
Rebeccak: Wow thanks for the critique!! I'll try to fix those and post an updated render :thumbsup:
heres a torso study i did one evening. My computer at home isnt powerful enough to handle large projects so doing little studies is convenient and I get to learn a bunch :)
Done entirely in zbrush. base mesh was built with zspheres. about 4 ish hours I think from start to finish. I'll try to get faster at this. It would be really fun to haul my laptop over to a life drawing session and do some sculptures from a live model. I'd be the geekiest guy in the room but it would still be fun :D
08-28-2006, 12:12 AM
You're welcome! With regard to your new model, I would say it's a bit hard to critique yet but that the shoulders look a bit large / lumpy as compared to the torso ~ the waist / hips seem slightly narrow and even though he is male I might suggest widening these areas just a bit. As well things seem to be clustering / pointing in too star like a fashion around the center of the clavicles, you might reduce that affect a bit as you refine your model. The buttocks seem a tad small atm, but I know that this is a WIP, and I look forward to seeing your updates.
09-02-2006, 02:45 AM
Rebeccak: Thank you very much! as always, your critiques are tremendously helpful.
heres an update on the demon guy. still lots to do. the technical problem I had before has been solved for now. As usual theres still lots to learn but this piece has helped me improve my workflow ALOT. The only thing I need to figure out for this guy is how to improve the design.:shrug: Overall presentation is gonna be hard too.
But at least I'll have a new computer soon (hopefully tomorrow) which has two 19 inch moniters, (WOOHOO!!!) :D
Great stuff Caleb. I'm not completely sure on the topic of seperating a head. I know Kolby Jukes works that way (in fact he'll seperate limbs as well) so there has to be a way. I think it involves correcting the seams when working out the normal map. Probably detailed somewhere on his forum http://www.kolbyjukes.com/forum/
Look forward to seeing more :)
09-02-2006, 03:56 AM
Just stopping by to tell you your creature is lookig great...FANTASTIC...:)
I like the expression you are capturing on his face...kind of reminds me of ONE REALLY PISSED OFF MOUNTAIN LION..:eek: ...great job capturing that wild emotion...:thumbsup:
Would not mind seeing his deltoid // shoulder muscles pumped up a little more...would make a nice curve on the back line // edge....from neck to inner elbow, adding to the motion and action of the uplifted arm gesture...just a minor detail and thought is all..:)
Can't wate to see your updates on this....hope you keep posting them....very inspiering..:thumbsup:
09-02-2006, 04:14 AM
i'm sure glad I don't have nightmares, because i'd hate to see this guy in one :scream:
awesome work ! hope to see some more
I would sure like to see this guy in my nightmare :D The other one died...
Dual monitors, mmm :drool: Ok, overall the beastie looks great, but I think some parts are a bit exagerated. Even if it's a monster like that. Like the clavicles or the sternocleidomastoid while the trapezius looks undone and could be sown more. And some very sharp edges there. Again, I know it's a monster, but it still organic and I can't find any sharp edges on myself at least.
To improve the design, draw a concept before placing a polygon :) But I like the design on this beastie. Just thinking how will you do the legs.
Keep going, please :thumbsup:
09-04-2006, 02:35 AM
Kary: I visit kolby's site quite often (I have a wip thread there too :D)but I cant remember seeing anything about his workflow unfortunately.Or at least nothing detailed. Its a shame he doesnt write tutorials :curious:
Glenn: Wow thanks! I actually did use a lion as reference too :D. and thanks for the tips on the shoulder area!! :thumbsup:
FateBringer: Mwahahahaha :twisted:......:D Im so pleased you like my work! Thanks for stopping by! :cool:
Razz: Thanks for the comments! I'm really glad you mentioned the problem with the hard edges and the clavicle! Super helpful. Its hard to critique yourself when you've looked at the damn thing for hours and hours, so thanks for pointing that stuff out :)
about the legs... Im not sure if they'll be seen in the composition. however adding them in wouldnt be too difficult. export displacement map-export base mesh- add legs and give them their own UV space-then import the new base mesh into zbrush and apply the displacement map- then sculpt detail.
heres another torso sketch, I'm still working on mr monster dude, I'll post some pics when hes developed a bit more. Oh and I got my sweet new computer with duel screens!! I'm in love! We'll be getting married in early october :D
Mmm duel core!
went for a more stylized look in the stomach area. It took less time to make than the last one so I'm really happy with it.
09-13-2006, 01:11 AM
head study. If i like the texturing job i do then i might slap it on my demo reel case.
Yay, great models again. I think I don't have any crits now. Really awesome looking. Creating a demoreel, eh? Ooh I believe it will be astonishing. You'll still have to try hard to show such good quality like some guys here showed. But you're on the right path, just keep walking forward. Let's see the head textured! :bounce:
09-20-2006, 12:39 AM
lol, yay thanks Razz! :thumbsup:
heres a quick sculpture for the 50 torso challenge. ref 86
and heres another head (test render, just about done i think) Im very happy with how this one is turning out.
09-21-2006, 07:47 PM
heres a torso study from ref 77. first painting done in painter IX. what a wonderful program! its so nice to have brushes that "feel" right.
09-21-2006, 08:46 PM
Simply fantastic work with this last painting! :applause: Really gorgeous sense of volume. It's fascinating to see the dialogue you have going between 2D and 3D. This is definitely a thread to watch!
09-21-2006, 11:09 PM
That painting came out GREAT....Can't wait to see were you go with PAINTER # 9....:)
A LITTLE ...Z BRUSH ...PAINTER # 9...COMBO....MAYBE....:scream:
Like the torso's, and that last face...mesmerizing eyes there..:eek:
GREAT JOB ALL AROUND...:applause: :thumbsup:
09-22-2006, 01:05 AM
Rebecca: Thanks! I'm really happy with how the painting came out as well. kinda suprised myself, especially since i hadn't done any drawings or painting for quite a while.
Glen: As always, thanks for the very supportive comments. :) oh and you reminded me that i wanted to experiment with both 2d/3d mediums. I was going to give it a shot with the latest ofdw but all this school work has been swamping me so i wasnt able to participate. Hopefully soon I can experiment.
heres a another torso. ref 10. kept it loose and didnt spend too much time on it. Seems fitting to me though since the actual sculpture seemed very loose as well.
Are the values working with these latest paintings? I have new moniters and i cant remember if they're calibrated yet.
and heres a small update on the old man. I predict that tweaking the facial hair will.... make me rip out my hair in frustration. :D
09-22-2006, 01:33 AM
I hope you don't mind, I did a paintover for your new ZBrush piece. Of course these are, as always, merely suggestions, so I hope you take them as such: :)
If you want the viewer to feel empathy for this character, I think it needs to look a little less caricatured - the head atm is long and the lips rather exxaggerated (this looks a little like a modified version of your last head). ;) The ball of the nose feels a little flat and need more planes to make it feel dimensional; as well, the sides of the head cut awfully close to the eyes which is taking away from the naturalness I think you want. I would recommend reducing the size of the chin and just overall shortening the length of the head, which has a bit of a stretched appearance.
I like the approach to the crouching boy figure and think it suits the original well. It seems a bit more contrasty than you may want in the end, but that's an easy levels adjustment.
Fantastic progress, keep up the good work!
09-22-2006, 01:41 AM
The images look fine on my screen... maybe a tad too much contrast like rebecca mentioned...loose a few of the subtle greys. Only area that might be a tad too bright is where the light is hitting on the mans brow, and the brightest part of the cloth next to his brow... those too spots tend to flatten out a little on my screen....might be your intention though...just thought I would mention it, in case it is in the monitor calibration you mentioned:shrug:
Fantastic job on that hand by the way...and great job on that last figure also....looks like you are comfortable with your new painter # 9 program....lots and lots of great brushes in there
to have fun with....:scream:
Good luck with the facial hair.. ...In the tool section in Z BRUSH, ....the second or middle row...# 4 in from the left....noise brush ...makes great whiskers...:)
09-24-2006, 12:07 AM
Rebecca: Thanks for the paintover :). I'll get to work on fixing those right away.
heres another from ref 84.
Wow, great paintings. Especially the first one, well done. Good work on the cloth in the last one. Nice to see you doing both 2D ar 3D with a good skill. Very amazing. Kudos to you, Claybub, I'm impressed :bounce:
09-25-2006, 07:38 PM
Thanks razz! :)
heres some crappy painter IX drawings. I'm gonna keep hacking away at the pencil thing until i get it right though. Some of the drawings I've seen in this forum just blow me away.
09-26-2006, 07:23 PM
heres my next attempt. Playing with all the different types of brushes in painter. not sure which one i like the most, but the chalk ones are looking pretty decent.
Man you are ... argh... is there anything you can't do?
your work has blown me away! mainly the #77 torso study and your old man 3D rendering, the skin on your fish guy... :bounce:
we want more!
10-18-2006, 08:20 AM
Clayclub, your models are superb...lovely the winged creature and that amazing hooded face. Great studies you've been painting as well.
10-30-2006, 09:53 AM
NR43: thanks for comments! :)
Cris-Palomino: Thank you very much :) still alot of work to do on my sculpting skills but I hope to do much better soon, now that i have my free time back.
heres a another study (ref 81). painted very late at night/morning so proportions might not be quite right lol
12-05-2006, 06:25 AM
Oh my God!! Why didnt I see this thread before??!! Your work is outstanding, Caleb!! .. both 2d and 3d.:applause:
02-23-2007, 04:28 AM
hello again. I've been very busy at work (modeling/texturing job) so its hard to update this thread but im mostly back in business again! heres an anatomy study I've been working on. the pose is based off of one of "justmeina's" images that he has on his conceptart page. (I'm very grateful for his contributions, Thanks!!)
Any help you can offer me to help me improve this model will be greatly appreciated.
02-23-2007, 06:02 AM
Wow, this looks great, and good to see you posting again :) - the main thing I might suggest is now that you have the basic realistic form down, maybe try to get away from the realism just a bit and idealize - not to make the form more plastic, but just to emphasize or exxaggerate slightly certain curves such as in the arms where some of the form is reading a little flat instead of fluid - just a minor suggestion, I think now that you have the majority established, you might go in with your artist's eye and remold the form a bit - similarly to how the Leda copy was drawn, with flowing lines that express rather than render the anatomy. :)
02-23-2007, 01:06 PM
Hey Caleb! Great model!:thumbsup: I agree with rebecca, though. The view from the left hand side of the model looks great.. but the right side could use some work, esp. the right arm.. does it look a tad smaller than the left arm? .. or is it just me?
02-23-2007, 03:25 PM
HI Caleb....WOW...:applause: :thumbsup: ...GREAT JOB..:bounce:
Maybe some long wavey hair with the wind blowing it up and back,...like he is perched ontop, at the edge of a high cliff obove the clouds, looking down over the edge...might really add to that dynamic element that Rebecca and Anand mentioned...just a thought passing through my head as I am sitting here admirering this latest work of yours..:) ..VERY INSPIRING..:thumbsup:
Hey, Caleb, these are just awesome! The model and the painting I mean. Not much I could crit, seems that if you do what Rebecca and Anand suggested, it'll make it look even more better. Some proportional mismatch, like the hand Anand mentioned, nothing really bad I could say about it. Can feel the weight that hand is holding, great job.
03-02-2007, 09:19 AM
Rebecca: Thanks! And yes I'm going to try to achieve a more "illustrated" or exaggerated look, but its been a bit of a challenge for me...often when i try to do so, the model ends up looking a bit unappealing so it will take some finessing . I ended up tweaking the proportions and improved his head. But i didnt want to spend too much time on it.
Anandpg: Thanks for the help! very much appreciated.
Thanks spiritdreamer and razz :)
this is a basic sketch of the "barberini faun", a sculpture that I've grown fond of. actually pretty much all hellenistic sculptures i love. anyways, I probably wont get too much further with this. doing quick studies is a good time to spend my free time these days, and I've found that "3d sketches" really improve my speed and my understanding of the human form.
03-05-2007, 08:15 AM
Wow, that's gorgeous - hard to find something to really crit hard, I think that in the original, the pose / legs are more exaggerated in their position, as well as the neck / head in relation to the torso. The angle of the ankles in relation to the feet seems just a bit off somehow, the feet don't look 100% right, but that is really reaching to find something to critique. :)
Beautiful stuff, your modeling has an emotional quality to it like Intervain and Anandpg's. :)
03-05-2007, 08:41 AM
Wonderful modeling, I'm glad I discovered your thread - heaps to learn for me here just by looking :)
03-07-2007, 06:19 AM
took a shot at the rubens for some fun
03-08-2007, 09:23 AM
Hey Caleb! awesome sculpting, dude!.. both the barberini faun and the the last one! really fine work!:thumbsup:
03-08-2007, 01:58 PM
Truly awesome. :)
Truly looking amazing. Both these last ones. About this last one, a thing different than Rubens painting is his smile. As I'm doing a study of it myself I pretty much have looked all around that painting, little areas such as nostrils. Maybe you've noticed that yourself, but in the original he only has one of his lip corner tilted. You can see one nostril higher that the other. At first I found that interesting, because without seeing the other part of the head, which is in a dark shadow, it was looking kinda funny, but taking a closer look helped me. Then again, it might be only that you've sculpted it with mirror turned on so the two sides of his face are identical now. Ok, it's only something that I'm giving too much attention to.
Love these sculpts, interested in seeing more :bounce:
03-15-2007, 09:57 AM
Razz: Wowy! I guess i didnt catch that. good eye!
heres a new character I've been working on.
It started out as a creature monster concept, but i sorta accidentaly made it too humanoid so the design is a little off balance. hes kinda like a monster-faun-devilish....thingy...with really cool hair!!!:D
I think I'll finish him because its a pretty fun model to work on.
03-19-2007, 09:44 AM
something i did this weekend for fun.
03-19-2007, 02:42 PM
Wow, thought I had replied earlier but it looks like I missed doing so - gorgeous work all around, and really inspiring! Your 'for fun' piece especially, just wow. Only small thing I notice is the elbow. Otherwise - amazing stuff. :)
03-19-2007, 05:33 PM
Wow those models are amazing, very inspirational!
03-19-2007, 06:53 PM
Great sketchbook - very inspiring. These last two characters are amazing, but the fish guy is still my favorite. Keep going!
that winged creature looks creepily impressive... the way you've attached those wingbones to the back looks pretty convincing to meh...
03-25-2007, 09:05 PM
thanks again guys! :)
heres my progress on Gandalf the Grey for the hardcore modeling challenge.
03-26-2007, 12:27 AM
sweet stuff Caleb - I'm kinda hurting looking at that guy with stuff poking out of his back :D
Gandalf's coming along nicely - I think his lips seem off most of all at the mo so you could take another look at those! Love the hair :) Are you going to give him teh hat? it is THe Gray version as you say so a hat would be cool :)
03-26-2007, 01:24 AM
thanks for stopping by magdalena! oh man... you have no idea how embarassed i am about that creepy winged guy lol. :D Its a confused elaborate doodle that stings my eyes when i look at it now. but i learned a lot of things from making him so im glad i spent the time on it.
and you're definetly right, gandalf's lips are in need of some attention, thanks for mentioning that :) And I'll definetly be doing the hat for sure!
oh and heres a bust of alexander the great that I've been working on today.
05-05-2007, 06:53 PM
Wow, just saw your finished piece for the HCMC:
Amazing work! Congrats, that model is totally awesome! :thumbsup:
05-06-2007, 02:49 AM
Thanks Rebecca!! I'm really glad you voted. :)
-->for those who havent seen it yet.
Oh yes I've seen it! Amazing modeling work. You've really put effort into this, must have taken some hours, eh? Love the eyes, nice detailing. The hair is insane! Good luck with the voting, I hope you'll win something with this :)
05-06-2007, 06:00 PM
You're welcome! :) I hope others go to vote:
Looks like you are getting a lot of well deserved votes! :thumbsup:
05-06-2007, 07:18 PM
Hey Caleb!! awesome work, dude!!:applause: I'm gonna vote for you!!
05-12-2007, 09:18 AM
haha thanks guys!
heres my most recent wip. its 2 evenings of work so theres a lot to fix. its based off atlantes sculptures that are used to support architectural archs, balconys or pillars etc. I'm going to be using it in an environment that I plan on modeling soon.
05-12-2007, 09:32 AM
Gandalf is amazing! And the new piece looks great already!
05-12-2007, 11:45 AM
Great work on Gandalf! That last render looks great! Keep posting!
06-08-2007, 10:01 PM
thanks guys :)
zbrush 3 has kept me occupied for a while.
06-08-2007, 10:37 PM
Just stopping by to say...KEEP INSPIRED, AND INSPIRING...:bounce: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:
Excellent work in the last few pieces, but that horse and rider, wow remarkable :)
06-09-2007, 04:03 AM
Excellent work as always, Caleb!!:applause:.. Awesome detailing on the horse and the rider's clothes! I would have liked the horse's mouth opened a little bit to compliment the action, and a bit more tension on the rider's face.. and... the tail could have more strands of flowing hair.. and may be a different pose for the hand.. A bit more work and a ground with dirt flying, and this could be front page stuff!!:bounce:
06-09-2007, 06:19 AM
Phenomenal stuff. :)
06-09-2007, 06:46 PM
hey Caleb - fantastic horsie :D I'm totally loving this one :bounce:
06-13-2007, 11:36 PM
coolbeans! I'm glad you guys like the horse so far!
anand: spot on with the crits! thank you very much :)
heres something i made a while ago for the project im working on at work. there was no specific design so it was relaxing for me to make. I love gargoyles!!!
06-15-2007, 06:40 AM
heres some more stuff.
heres a wip of the rider head for my horsie. Now that i look at it, I think I'll make his face a little less long. I always accidentally make the distance between the eyes and the bottom of the nose too long for some reason.
heres a another wip that i just randomly felt like doing. the hairdoo was inspired by some sculptures I found on this fantastic website. http://www.aeria.phil.uni-erlangen.de/photo_html/ebene1.html (http://www.aeria.phil.uni-erlangen.de/photo_html/ebene1.html)
its in a different language, but if you just click randomly you're bound to find something good :)
and heres a copy of the "nike of samothrace", one of my favourite sculptures. I originally intended to reconstruct the head and arms based off reference from other sculptures of that general era, but i got distracted with long hours at work and havent been able to fully get back into it. I started it a few months ago and forgot to post it here.
Nice link, thanks.
The stubble is just a little odd on the rider, probably just because it is a very new thing to see stubble on a stone (looking) sculpture ;) Everything looks great to me, you really nailed the hair in portrait, and the cloth in the sculpture of Nike is remarkable -- fluffy, but made of stone.
07-08-2007, 06:05 AM
a small update on the horse model.
And a wip of an ecorshe ive been dabbling in a bit.
07-08-2007, 10:09 PM
Hot damn! Amazing work as usual. You should post your stuff up to the Ecorche Workshop thread as inspiration. ;)
07-09-2007, 08:03 AM
WOW!! Awesome stuff here, Caleb!! keep rocking!!:applause:
07-10-2007, 07:45 AM
wow! very nice models here.
the womans face, the nike piece and gandalf are my favorites.
surely be back later.
08-16-2007, 06:20 PM
thanks for the support guys!
heres a new piece. its supposed to be a generic saint sculpture, but im not too happy with it yet. the cloth is a huge pain :(
08-17-2007, 01:48 AM
the guy on the horse is made of awesome - but so is everything else to be quite honest! Fantastic job as per usual Caleb! Love the nike too - are you doing base meshes or just going in zbrush start to finish?!:bounce:
08-17-2007, 06:17 AM
Hi Caleb!! Awesome stuff again, dude!!:applause:
I'm in awe
*it's ok... I can stand up on my 2 feet again now*
Are you going to texture any of those? Would be terrific!
08-17-2007, 10:04 AM
AWESOME WORK!! :applause: :bounce: :thumbsup:
02-03-2008, 12:10 AM
been a long time i know. work and videogames kept me busy :P
but now im a bit more focused again.
heres a new project im working on. its going to be a firefighter/general helper guy from the WW2 era. i have 1 main reference pic i found on flicker. so a lot of it is guesswork. i really just wanted to have one solid full character to put in my portfolio so hopefully this will turn out nice. im also testing out a new base cage that i made.
the main thing im bugged about so far is the folds on the pants. they're supposed to be a sort of semi-thick plastic. but i cant find any decent reference. does anyone know a good resource for cloth folds?
anyways, any comments and critique are welcome as per usual.
02-03-2008, 07:45 AM
Hey Caleb! great start, dude!.. The trousers are awesome, but they are look like thick cotton right now. I couldnt find much in the way of plastic trousers, this one looks kinda close.. it is polyurethane:
I think that probably the trick is to have more straight lines in the wrinkles and sharper bends.
02-03-2008, 03:24 PM
Nice job on that fireman so far..:thumbsup: ..You might check out the movie about firemen called BACKDRAFT...with KIRT RUSSELL...came out a few years ago...Full of alot of good shots of fireman clothing..might give you some good ideas for your model..:)
GREAT TO SEE YOU POSTING AGAIN.:thumbsup: .ALWAYS AN INSPIRATION FOR ME.:)
02-09-2008, 08:53 PM
Anand! thanks for checking out reference for me!:thumbsup:
spiritdreamer - haha yeah i remember that movie, i havent watched that in a long while though. great film!
*Shameless plug time* im looking for work now!
so if you're looking for a hardworker! send me a shout!:D
but now i have tons of time to work on the ideas i have! yay!
I'm slowly driving away from the ww2 era firefighter and aiming at something more modern now. go figure :P
02-20-2008, 11:29 PM
also i have a website now.
02-21-2008, 03:26 AM
nice render in the last update! And a nice website [sheesh I still can't get around to building mine properly, the very idea of coding makes me sick ;)]! Looking forward to this guy developing more [hey his axe is hanging in the air :twisted:!] :thumbsup:
03-16-2008, 12:04 AM
thanks intervain! yeah i hate coding too. i used a "wysiwyg" program to make the base of the website cause i was too lazy to build it from scratch :P
heres a new sculpt! i was dying to do another figure sculpture, been quite a while. I was going to enter this in the latest HCR challenge but i didnt feel like going through the trouble of making a new base mesh for it. I have a low rez default human mesh that I use for my figures, that I've been improving over the past year and I dont want to have to redo it :P It subdivides to around 5.8 million polygons which is perfect for my computer cause it doesnt freak out and I get enough resolution for all my detail. (except hair, I did that separately this time.)
does anyone else re-use their base meshes? I find organic poly modeling really cumbersome, I cant imagine redo-ing the mesh for every project. gah!
this is "vulcan" by Guillaume Coustou the Younger.
I dont think hes very well known because I cant find very much of his work. but i really love this vulcan sculpture. his father is much more well known.
03-17-2008, 05:54 AM
very nice pose to work on . . . well developed as well
keep going !! looking forward for more updates.
03-17-2008, 03:05 PM
very nice sculpting ... keep it up
03-19-2008, 06:26 AM
thanks guys! :)
update: mostly done I think. just some little tweaks and lighting and rendering!
03-19-2008, 06:39 AM
Wow, Claybub, awesome! Congrats on the new site! :)
03-19-2008, 06:54 AM
WOW!!! Awesome, Caleb!! :applause:
Are you going to blend the hairline?
03-19-2008, 07:23 AM
Rebecca: yay! thanks!
anand: I would like to. the only method i know is to use the insert mesh brush, but thats kinda clunky, since both meshes are very high rez it would make my computer puke. Is there another way I dont know about?
03-19-2008, 10:21 AM
Hey claybub, I noticed your website link off of your profile and your CGP weren't updated - might want to do that so people can see your cool work. :)
03-19-2008, 10:47 AM
NOOOO!!! not the insert mesh BRUSH!!:eek:
Ok.. here is what you do.
1. Make the hair subtool and the head/body subtool the same number of subdivisions. (usually, if one of them is one subd more than the other, delete the lowest sd level of that one)
2. clone the hair subtool into a different tool(just make that subtool active and hit "clone".
3. delete the hair subtool
4. make the head/body subtool active and go to the highest subd level.
5. Now go to the Geometry sub-palette in the Tool palette and hit the "InsertMesh" button. You will get a drop-down menu from which you can choose your hair mesh.
6. Now that both the head and the hair meshes are the same subtool, you should be able to blend across the hair-line using a clay brush or any other brush, for that matter.
An advantage of this method is that it preserves your subdivision history!
Try it out and let me know!:D
03-19-2008, 10:51 AM
Oh!.. and by the way, now, can I have that material you are using? :D.. it looks somuch like the default material in mudbox!
03-19-2008, 09:02 PM
oh yay thanks anand! I'll try it out, hopefully my computer wont freak out!
and heres the mudbox material. enjoy! :) http://calebashmore.com/misc/MudCap1.ZMT
I remember finding it on zbrush central but i couldnt find the original thread, so I'm not sure who to give credit to for making the material! gah!
03-20-2008, 10:21 PM
...ur work is really cool, bub:bounce: keep it up lik this
03-25-2008, 07:17 AM
bluh... lighting and shading..brain... melting...
what do you think?
03-25-2008, 09:16 AM
Wow very nice work!
lighting and shading..pretty!Your work is getting better and better.
You shall be a master of art:thumbsup:
03-25-2008, 12:22 PM
very nice job on the lighting :) - cant' really say much about shading since it's not in your face and it's hard to tell if there's anything fancy there. I think the lighting pretty much does the job. The only thing I don't like too much is the filter - makes everything rather too blurry IMO - other than that super sweet :D
03-25-2008, 02:18 PM
WOW..:bounce: .NICE ONE Caleb...:applause: :thumbsup:
Maybe take a soft blender brush,...big in size, and blend the background lightly, just to get rid of the digital bands a little...They look alright when the image is veiwed small, but look fragmented and digital when blown up to poster size....just a thought that might be useful to you..:shrug: :) .
ANYWAY...GREAT JOB THERE...:thumbsup:
03-25-2008, 03:25 PM
Wow! The Vulcan looks great
Looks lovely lit like that :)
(Yes I really wanted one more L word).
03-25-2008, 08:07 PM
That's gorgeous. :) Only thing I can find to say on the anatomy is that from a personal aesthetic standpoint (which is utterly subjective) the shin feels a little straight and stiff, but apart from that minor point I'd say this model is blowing me away. :) Great work!
03-26-2008, 02:07 AM
your sculpting is really great .. i admire the model very much i just feel the lighting setup could be better .. great work keep it up :thumbsup:
04-22-2008, 05:39 AM
thanks for the kind comments guys :)
My priorities changed yet again (grrr!), so now I've got several projects to finish which is a bit frustrating lol.
But I'm having fun experimenting with mental ray. in this case I'm exploring the physical sun/sky environment lighting with portal lights and the mia_exposure_photographic lens in maya.
I tested the lighting on a quick bust i made. (kinda wish i knew about this while making the vulcan! lol)
Oh and I redesigned my website!! Its much more pretty now. http://calebashmore.com/
04-22-2008, 03:21 PM
hehe funny - I've been playing around with physical sky myself lately! Liked the results until I came to using the SSS shader and then it all fell apart LOL - well at least in XSI... I've seen people have great results with the combination in Maya so there must be a way ;) This is looking good btw and so is the website!:buttrock:
04-24-2008, 01:03 AM
I havent tested SSS with the physical sun/sky yet but while reading through the maya docs i found this:
Important Note on Fast SSS and SunSky
To use the mental ray fast SSS shaders together with the high dynamic range indirect sun and skylight, it is very important to turn on the Indirect parameter so the SSS shader can scatter the skylight (which is considered indirect).
It is equally important to turn off the Screen composit parameter (otherwise the output of the SSS shaders are clamped to a low dynamic range and will appear to render black).
--Presumably you'll have to do something very similar in XSI.
04-24-2008, 01:03 AM
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