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Old 06-26-2007, 10:49 AM   #61
SpaceTik
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Jojin Kang
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WOW! so many great starts already!

Ill try and get started in a couple of hours... after a nap
 
Old 06-26-2007, 06:20 PM   #62
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Thumbs up

Hey everyone,

I managed to get the top half taken to sub div level 2 in ZBrush today, up to the top of the iliac (pelvis) crest - I may try to get his legs and feet done tonight, or it may have to wait until tomorrow. I think I'll take the whole mesh to level 3, then start breaking parts off for extreme detailing. That is unless anyone else has better ideas for it?



@ michael-olszak >>> love the gesture It's a tough pose you've got going there - I hope you manage to really push the details and make all the muscles really defined as it I reckon you'll really benefit from it. great stuff.

@ Belltann >>> thanks for keeping a lookout for chevant for me. Sorry you don't have time to participate this time round.

@ SpaceTik >>> Yup, some fast movers on this thread! LOL. looking forward to seeing your participation, as always.

Cheers all - C&C on my effort welcome and appreciated, as always.
MIKE
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Old 06-26-2007, 06:25 PM   #63
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@ Belltann

Thanks For posting This

@ default-rol

lol , what are you planning to do for the rest of the month ?

nice work so far , the shoulder from the Side View looks a bit broader than it should " at least for me "
 
Old 06-27-2007, 12:06 AM   #64
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I think he could easily spend a month getting the materials to work perfectly, muscles can be tricky to shade. I wish I was that fast, but I guess that comes with experience. I hope. Extreme details really aren't necessary for a muscles study, except striations and suture marks on the skull.

Last edited by Womball : 06-27-2007 at 02:01 AM.
 
Old 06-27-2007, 06:41 AM   #65
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hey default-rol, could you link some high res pics of your wires. I'd love to see the topology
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Old 06-27-2007, 07:23 AM   #66
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Default-rol - Man that is some amazing modeling work man. Looks awesome.
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Old 06-27-2007, 08:15 AM   #67
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Morning,

@ cyfer >>> Good spot on the shoulder there - it was totally huge! LOL. I went and fixed it after reading your post. Thank you.

@ Womball >>> I'm going to try to get the muscles far more refined and the fibre detail sculpted in, then export as displacement maps for maya. I may also get a cavity map out and use that too for extra punch on the muscle fibres. Don't know if I'll get SSS working on it as I'm missing a node for it and I'll probably have to re-install maya to get it back, which I don't really want to do in the next couple of weeks. I'm probably going to have to transfer from ZB3 to ZB2 to do some of this, unless i can work out how to get HDGeometry in ZB3 to work without crashing the program...

@ Layer01 >>> I've got a low res wire up on the previous page, but I'll post up another, higher res one tonight after I see how far I get with him today.

@ michael-olszak >>> Thanks. Can't wait to see more of yours

Cheers all
MIKE
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Last edited by default-rol : 06-27-2007 at 10:27 AM. Reason: coz i'm crap at typing while eating toast...
 
Old 06-27-2007, 09:39 AM   #68
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Freakin good work default! this will be more detailed than your turkey skined dino!

go hard man, push that Zbrush till it cracks! Ill cheer you on like Jah Jah Binks, in "robot chicken!"

lol
 
Old 06-27-2007, 11:34 AM   #69
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Quote:
Originally Posted by oliveira
i will work in something to post here tomorrow

great!!

Alex Oliver


Wow.... you really did post here !
Oh my... heavy weights coming up to join us, this will be ultra productive.
Thanks for joining Alex, looking forward for your model/sculpture/drawings (or models...)

Default thanks for extending to 4 weeks, much better.
Deleting a lot of days from my schedule now to do something useful to better learn something here.

Cheers all,
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Old 06-27-2007, 02:02 PM   #70
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Thought id join in on this one and get a little high res modeling practise.
Started this today though it best to post it up before i continue on.
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Old 06-27-2007, 03:28 PM   #71
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Thumbs up

Completed the second level of sub division (smoothed it to the third level to remove some facets on the polys for the screengrabs) >>>



The wire of it at this level, at Layer01's request >>>



I reckon I'll be able to take the full mesh up to just under 2 million polys (level 5) before I'm going to have to start breaking up the mesh. Should be fun...

@ SpaceTik >>> More detail than the turkey skinned dino?! Are you insane!! Well, yes, I am now you mention it...LOL!

@ Djampa >>> You should be really thanking RebeccaK for the extension - it was her that made it so...

@ BobbyB >>> Really sweet start - We love to see progress here, so please keep posting up as you do it.

Cheers all
MIKE
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Old 06-27-2007, 03:41 PM   #72
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It looks really good! My only suggestion is that a lot of the joint attachments and ends of the tendons are not very clear. This is apparent at the knee where the muscles look sculpted rather than attacted to the bone.

I'm working on a model myself but I want to spend a few more hours before posting it. Not sure if I should model the hands as boney with tendons or like Hogarth did with only the tops of the bones exposed, and the rest of the padding there. Although my study looks a lot like my last attempt at the anatomy.
 
Old 06-27-2007, 07:01 PM   #73
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Is it possible to learn 3D software at the top level without having formal education? It seems rathe rcomplex and whenever I buy a 3DS Bible it is usually too big for me to get interested with it.

FATANTASTIC stuff people!

I started a new job this week, so have no chance to start this workshop. Will try when i have time, if not I will start it at the weekend!
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Old 06-27-2007, 07:08 PM   #74
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Quote:
Originally Posted by Fl3wk
Is it possible to learn 3D software at the top level without having formal education? It seems rathe rcomplex and whenever I buy a 3DS Bible it is usually too big for me to get interested with it.

FATANTASTIC stuff people!

I started a new job this week, so have no chance to start this workshop. Will try when i have time, if not I will start it at the weekend!


Try zbrush 3.0 or perhaps mudbox. I think you have more room with zbrush 3.0 since you can color your work than and pose it. You can rough out a body with zspheres pretty quickly and sculpt in details from that. But its a unique interface so you probably will want to check out some training DVD's and videos and zbrushcentral.
 
Old 06-27-2007, 07:16 PM   #75
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I'vebeen working in the basemesh , i hope to finish it soon so i can start sculpting!
> default-rol awesome sculpt so far..

Last edited by engelik : 06-27-2007 at 07:19 PM.
 
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