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Old 03 March 2013   #16
thnx, never mind i got the results anyway
Old 03 March 2013   #17

I've increased the expressiveness of the claw hand
Add a few more pieces of clothing, the ground.

I guess I can go really into the detail of the face and stuff the next time. =)
Critics and comments are most welcome!
I can't wait to paint him already!
Ronald Fong
Old 03 March 2013   #18
There is still a lot of work to be done on the sculpt. Everything is 'blobby' and lacks any form. You've rushed in and tried to detail the character before you've established any solid forms. There are alot of places where you've used the clay buildup brush without much thought really.

My advice would be to smooth out all the blobbiness/lumpiness and really try to get the underlying forms correct on the character/clothing. Are you using reference for the fabric or the Pig features? This is essential to attain any kind of believability.

Also, as you're new to sculpting it might be easier to start from a standard T-pose and pose the character once you have laid in most of the work. And it would certainly be easier if you sculpted the clothing as separate sub-tools.
Old 03 March 2013   #19
Thanks musashidan!

Yes! Everything is 'blobby'! I need to spend more time on the form!
Erm, I'm using references but I don't think I have enough!
I only have 20 plus images of anatomy and pig stuff.. I lack fabric references (only a couple)! Thanks for pointing that out!

It's a separated sub-tool already. Spent some time to figure that out. Haha!
I've no idea how to use the T-pose master thing, so I didn't dare to model in T-pose... Ahhh.. I should have tried it out first.. Oh well, I'll figure that out maybe in my next sculpt!

Really appreciate the critic! )
Ronald Fong
Old 03 March 2013   #20

Halfway through fixing the blobbiness!
Ronald Fong
Old 03 March 2013   #21
Much, much better. And the bare pig foot looks better than the old shoe design.
Old 04 April 2013   #22
I cannot resist painting him! a rough pass of the paint!

Ronald Fong
Old 04 April 2013   #23
looks sick man, i would love to see more of him
Old 04 April 2013   #24
Thanks Musashidan and Shadowtrixz!
Here's a little update..

Ronald Fong
Old 04 April 2013   #25
A to-do list is always good!

created a summary of my progress for fun:

Ronald Fong
Old 04 April 2013   #26
I'm starting to shade him!
Testing the scattering. I think the displacement approximation is in quite a mess. I'd have a look at it again!

Is it true that we cannot set paths for GoZ to export textures to? It's such a pity...

Ronald Fong
Old 04 April 2013   #27
a little progress with the shading... gosh, the nails look horrible!

Ronald Fong
Old 04 April 2013   #28
Hi guys!

I think this Pigsy project is coming to an end.
It's one of my first serious attempts at zBrush and I have learnt much from this exercise!
The most obvious one is that I should always model from T-pose. Thanks to all who have pointed that out! Though I've mentioned target wasn't an animatable character, I think beginning from T-pose will still save me a lot of time trying to fix proportions.

It's also probably a good idea to stop using Dyamesh at some point because I cannot sculpt properly when the mesh begins to intersect in Dynamesh.

Here's a wishlist for the next zBrush:
1. I really wish GoZ had options to set the export path to my maya project.
2. I also wish I can choose the default material to be exported to maya, the default is a blinn. I got so tired converting all the materials to mia_material_x one by one. I stopped halfway and invested time in writing a simple script as a workaround.

I'll probably have a few more renders to come and it's a wrap!

Ronald Fong
Old 04 April 2013   #29
more renders!! :)

Ronald Fong
Old 04 April 2013   #30
Far too much SSS. The cloth doesn't feel like cloth as well, you should use another bump map for this.
follow me on twitter: @zenopelgrims
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