View Full Version : HMC#10: Greyhound Races
07-27-2007, 06:52 PM
Don't know how many greyhounds I'll put in this one. Maybe just 3. But the goal will be to capture the musculature, speed, power, and hyper-excited expressions of the greyhounds while racing to catch that little .... thingy they pull in front of them during the race.
I'll probably start out with a base mesh for each, then sculpt a basic musculature for it. Then pose it 3 times and sculpt more unique muscle forms which enhance the pose and motion it's conveying.
I'm off to gather references! Been waiting to do this one for a while!
07-27-2007, 07:18 PM
to catch that little .... thingy they pull in front of them during the race.
A white bunny I think. :)
07-27-2007, 08:43 PM
Make em chase a racoon. Little buggers got in my trash again last night.
07-27-2007, 09:14 PM
wierd. I seen a racoon last night running in our yard. First time in years...
Anyways Kraken, sound cool. I'm looking forward to watching the thread :cool:
a great choice. will follow this thread for sure! good luck
07-28-2007, 03:45 PM
Here's the base mesh I'm starting with for the greyhound. I may alter the topology a bit later to allow for better posing. Just started using Silo 2 beta and I'm really digging the speed of the modeler and the displacement painting. I used the displacement painting to help get the overall shape more accurate. But I'll take it into ZBrush3 to get final details.
I was going to try to do most of the displacement painting in Silo to test out the tools, but I found out Silo doesn't support exporting displacement maps yet. But supposedly it will soon. But from what I understand, it does presently support exporting of normal maps.
07-28-2007, 04:04 PM
A good start mate.:thumbsup:
07-29-2007, 12:11 AM
Looking great so far, never used Silo sounds interesting. Good luck:thumbsup:
08-12-2007, 02:07 AM
Finally had some time today to get back to this guy. I reworked the topology a bit and brought him into ZB. Just roughed out some areas of the face and added some sculpting guides for the musculature. Now back to work!
08-12-2007, 05:45 AM
Another progress update...
08-12-2007, 08:12 AM
Coming along very well.:)
08-12-2007, 10:40 PM
Looking great Kraken, great muscle definition really looks built for speed!
08-13-2007, 02:49 AM
Continuing to add detail. Muscles I think are looking a bit too chiseled. I'll need to go back and rework some areas after posing to get a more organic feel to them. Still need to work on the face some more, ears, and tail as well.
08-13-2007, 04:24 AM
looking nice! keep it coming!
08-17-2007, 05:04 AM
Next update: More work on the head....
08-17-2007, 07:00 AM
Very nice progress and great mid-level detail! :thumbsup:
The shader on the head in your last post kinda looks like swiss milk chocolate. Yummy! Anyway you might share the settings?
Nice idea and cool detail so far ... keep going ;)
08-17-2007, 01:46 PM
The idea is Great
Hope you have the time to do a composition, like it a lot!
Keep the good work :thumbsup:
08-17-2007, 02:06 PM
TheRazorsEdge, when I get home tonight, I'll post a link to the material. It's pretty simple really. The color is just from the model, not the material. And the ZBrush material is just a single channel material with a bit of manipulation of the specularity curve. But I'll post it here tonight. I made it because the specularity of the material really lets me see really well the sculpting that's going on in real time.
Rofideo, I should have plenty of time for the composition. :)
nice modeling. the muscles are looking great. i hope you dont go over board other wise it will look like a ecorche study. adding a little fat and skin relax here and there would make it more natural. also, some how the mouth looks like its smiling.:)
08-17-2007, 02:58 PM
Yep! Already caught myself going overboard several times and had to smooth a lot out to soften it up some. I actually think the initial material I was using in ZB to sculpt in was making it look a bit more chiseled as well. It looks much better with the newer chocolate looking material.
But when I pose the three versions, I'll try to go back and flex up some areas and relax others depending on the muscles being used in each pose. But after looking at him for so long, I'll need some extra eyes to spot overlooked areas. So let me know if you or anyone else spots anything. :thumbsup:
Oh, yeah... he's not really smiling, but he's going to be running at full speed. Most references I've collected shows their mouths open like that while running. I'm gonna try to have his tongue hang out the side of his mouth on one of the poses as well. :)
08-17-2007, 06:34 PM
At the dog track we go to....they chase a little white thing that is supposed to be a bunny but they named it? "3.....2.....1......HERE COMES WALDO!" *BANG* Its pretty funny but man can those dogs run! as well as win me alot of money! Great start looks really great!
SAVE A GREYHOUD!
08-18-2007, 02:04 AM
Here's that chocolate looking material I used. ThJust color the model dark brown... or any other color really. I just liked it more with the dark brown.
Download here. (http://www.loadedbrush.com/ZMaterials/SculptingMaterial.ZMT)
08-18-2007, 01:49 PM
Many thanks for the material, Chris! :thumbsup: It's very much appreciated.
It does indeed look great for scultping. I'll be sure to give it a try later.
08-18-2007, 01:56 PM
OH YUM a chocolate doggie... sorry I'm going mental! It's looking fabulous so far Kraken! :bounce:
08-19-2007, 02:13 AM
I finished posing one of the dogs. I gotta figure out the other two poses and start them. Once all are posed, I'll go back and refine the detail on all of them. Plus, the tails really need some work too.
08-19-2007, 02:43 AM
gorgeous! Can't wait to see them all together!
edit - one thing really bugs me so I must speak - the back paws seem too symmetrical to me... well all the paws in general - would have been nice to have one pair more distinctly asymmetrical... like one of the front paws moved a little more towards the front and bent a little or sth like that [example (http://images.jupiterimages.com/common/detail/67/77/23297767.jpg)]... he feels more like he's bouncing than running...
08-19-2007, 03:16 AM
Good call! I'll mix it up a bit more.
Really nice work! The pose is lookin v dynamic already cant wait to see it finished. :thumbsup:
08-19-2007, 06:16 PM
Magnific work! Very realistic and it catches the motion very well. Perhaps this part calls the attention here to fix …
08-19-2007, 11:13 PM
Thanks, animastur! Fixed it.
Here's the second doggie. Took the other comments into account and fixed the first dog and applied them to this one as well.
08-19-2007, 11:40 PM
Awesome! Just awesome! The poses are spot on and you have really captured the dynamic nature of canine running. Maybe they're just a little bit too alike?
08-20-2007, 01:58 AM
Thanks pixelranger! I thought the same thing. I may go back and tweak that pose a bit.
Here's the last pose. I'll need to tweak the musculature a bit more on all three. But that's it for now. My 360 is calling me....
nice model and poses man..
very nice i like it alot! I was wondering when it came to sculpting the muscles, did you base it all off of photo references or is some of it improvised? Im trying to work out how some of the muscles go for the hippo im doing... I guess if i had some knowledge of anatomy it would help.
08-20-2007, 09:58 AM
Some awesome stuff you got there bud. Incredible likeness.
Did you use the transpose w/in ZBrush? I would assume so, just checkin.
08-20-2007, 01:32 PM
Appreciate the comments, guys!
H2, yeah I used a ton of Greyhound photos for reference. But I also found this image as well.
This helped me to better understand what went on under the skin so I wasn't just copying what I saw from the photo reference. You can come very close by copying from photo reference, but understanding what's going on under the skin helps one to really capture the essence of the creature. I was lucky enough to find an anatomical drawing of a generic dog.
phix314, for posing I used the transpose and the move tools. It was more trial and error at first to understand how the tool works, but by the third pose, I knew what to expect. The trick is where to paint the mask and how much to blur it and where the pivot point should go.
Ahh kool yeh I can see how being able to see what goes under the skin helps, I find it hard to figure out the anatomy from just photographs.
08-20-2007, 05:25 PM
Exceptional work, those poses look really great!:thumbsup:
Did you run into any troubles with those asymmetrical meshes during sculpting?
08-20-2007, 06:18 PM
Did you run into any troubles with those asymmetrical meshes during sculpting?
No, not really. The whole thing was actually sculpted symmetrically. Then when it was about 90% done, I posed each one and sculpted a bit further. But occasionally, I'd forget to turn off symmetry when I was posing. And using the transpose tool with symmetry on can cause problems when your selection runs too close to the axis.
08-20-2007, 09:54 PM
great job Kraken! loving the last pose with the tongue hanging out! :bounce:
08-20-2007, 10:24 PM
Awesome work Kraken:thumbsup: Love the poses and muscle structure.
08-23-2007, 11:38 PM
Did more sculpting on the first pose. Also I've been working on an antique bronze material in ZBrush 3. I really like the look and I am considering it as a final material, but I'll work on an antique bronze material in Lightwave as well before I make the decision on which one to go with.
08-23-2007, 11:50 PM
yeah! definitely up my alley! I'm loving this :thumbsup:
08-24-2007, 01:07 AM
Nicely done dogs. I like that bronze material too. You’ve got to like that new posing feature in ZB3.
08-24-2007, 10:20 AM
Wow, great work man, really catching the dynamics of the dogs, the bronze material looks awesome!
08-24-2007, 09:02 PM
niceWork man!!....it's aweSome!!
08-30-2007, 12:43 AM
Appreciate it guys!
I've been working on an antique bronze material in Lightwave, but I can't get the defined cavity texture that appears in the antique bronze Zbrush material I made. Still working on it, though!
The top render is ZBrush, the second is Lightwave.
08-30-2007, 06:28 AM
That bronze shader is amazing Kraken, don't suppose you would be up to writing a tutorial on how you created it or how to acheive a similar effect?
This is definetly one of the best entries so far..great work:thumbsup:
Oh and BTW i'd pick the Zbrush shader as it looks a lot more realistic for what you are aiming for. The patina effect stands out more on the Zbrush render.
08-30-2007, 04:09 PM
Nice Shader! However, I think if you pipe your ambocc-node (or whatever you have as patina-texture) into your glossiness channel to make the specular highlights more diffuse in the green areas I think the result will be more similar to the zbrush version. Right now the spec looks kinda uniform. Maybe you need to pipe the glossyness connection through a color correcting node to enhance the contrast a little.
Great work! This is coming along very nicely. Very inspiriational. Too bad I have so very little time to spend on my own sculpt....
09-03-2007, 08:19 AM
What everyone else said! Shader looks awesome. Very photorealistic.
Can't wait to see the final.
09-04-2007, 12:15 PM
really good work ..
i kind of missed out on this HMC, but it looks like it was just as well ...:)
09-05-2007, 09:27 AM
Nice & hard Work i like it.:twisted:
09-08-2007, 08:26 PM
Been adding a bit more detail and reworked the ribs areas some. Also updated my antique bronze material in ZBrush. Been having a few problems with the displacement maps in Lightwave. I may end up just finishing this in ZBrush for the deadline, then work on getting the displacement to work later.
09-09-2007, 06:49 AM
The latest material looks superb! Just like the real thing! :thumbsup:
09-09-2007, 05:04 PM
that is amazing great work... how are you going to put it in a comp, are you just going to make it sort of a statue, eg like on a pedistal(spelling) (atleast that would be my guess)?
09-11-2007, 02:56 PM
Here's the latest. These were rendered in ZBrush, but I'll continue to work on getting my displacements to look right and do a final rendering for this piece in LW. But that will probably happen after the challenge.
I wish I had a more elegant solution to attaching the dogs to the base other than a couple of rods, but nothing else seemed to work well and just seemed forced. The rods at least are minimal and functional.
Now I gotta go back and capture the required ortho shots.
09-11-2007, 03:15 PM
Nicely executed work.
That shader looks great on the greyhounds.
09-11-2007, 03:58 PM
damn dawg!...aweSome, just aweSome work man....and the rods are fine...they work!!....I mean how else would you capture the models in midFlight.....my only issue is the balance of the first hound...I'm trying to picture him bringing his front legs forward again, but to me ( tho I could be wrong ) it looks like he'll fall/trip over when he does......which isn't a bad thing actually since that does happen in real life.....so I guess it's fine....
hey man.. really nice model.. the poses are awsome
hope i can see other of your models..
09-11-2007, 10:50 PM
HCR MINI-Challenge #10: Animals in Motion:Post the Final (http://forums.cgsociety.org/showthread.php?f=208&t=538887)-R
09-12-2007, 02:53 PM
Here's one last large render along with a turntable. Too much fun, this one!
GREYHOUNDS TURNTABLE ANIMATION (http://www.loadedbrush.com/Challenges/Greyhounds/GHMov1.mov)
awesome work! the shader is beautiful :)
09-14-2007, 06:59 AM
I would say that the only thing that they are missing are the little shirts that they wear...j/k...
very nice... texture looks great... both of them did, the one from zbrush and the other one too... and again the models are phenominal
09-26-2007, 07:16 PM
Ok guys time to talk
LESSONS LEARNED (Animals in Motion): Lets TalK! (http://forums.cgsociety.org/showthread.php?f=208&t=544040)
10-06-2007, 05:51 PM
I saw this stuff on Zbrush! it is brilliant
09-19-2008, 01:18 PM
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