3D Sculpting Workshop - Movement


#141

Awesome work everyone. Really like what I’m seeing. I will post a new update in a couple of days. It is hard to find the time to work on this with everything else I’m doing. Keep posting everyone!

Waylon


#142

magdalena: it’s number 13 in the “cirque” sub-category. i think it’s more or less the same, but you are right it’s a bit more rough.

-r


#143

Alright, I worked some more on this. Here are some screenshots. Still needs work obviously as I have not even started on his hair. I am however taking some liberties with the head.

Waylon



#144

Cecill- Good Job with cleaning out the tris! I think you can still go ahead sculpting with your present mesh, but i think there r some areas that still need some fixing, like the fingers… it looks like to me that there are way too many polygons in the fingers as compared to the other parts of the body & the polygon at the lower back (red circle) can give you some hard time in your later part of sculpting. The key here is to keep all the polygon size the same. Hoping to be of some help. Maybe someone can give you a better solution. All the best :thumbsup:

Glenn- I am following your footsteps :wise:
Matteo- Gr8 modeling :thumbsup:
Waylon- Looking Good!

Here is a little bit of sculpting again. I also changed the material a bit just to see…


#145

All around stunning work, it’s amazing to see everyone’s progress!:scream:

Here are my first polygons, basemesh from max and posed with zBrush…
I find it difficult to get the exact same pose as in the reference, it looks odd then from all other views.

-sabrina


#146

HI
amazing works everyone :thumbsup:
im speechless :slight_smile:
OK, my entry, for now i fight with pose , maybe someone can help me
btw. its my first time when i done basemesh and rigging it and will be sculpting :smiley:

basemesh done in 3ds max, rigging also in max.
no more talking its time for picture
cheers

oryginal–> http://www.artrenewal.org/asp/database/image.asp?id=13829


#147

NOV.27, 2007
THANKS EVERYONE FOR THE ENCOURGMENT, ADVICE, AND SUPPORT…REALLY APPRECEATED :slight_smile:

Magdalena…I can’t find the default bone material that you mentioned, and suggested…In the material section, with all of the round marble shapes,…what row and number in from the left is it in ?.

Anand…ESP I GUESS…:scream: …I was thinking that it might be even more dramatic, if you had those two figures connect to form one sculpture with two parts…maybe have the foot of the top one knocking away the shield of the bottom one with his foot, so he can have a clear shot with that upraised sword…The foot and shield being the connecting point of thier two actions,…defense/offense …just another passing thought, and more food for thought… GREAT JOB ON THOSE TWO GUYS BY THE WAY…:thumbsup:

Sabrina…GREAT to see you joining in…Funny how things tend to change when viewed from different angles and perspectives…still trying to get used to that illussion myself…:slight_smile:

IMTI…Don’t be following my footsteps, you might end up in quicksand, then we’ll both be sunk…LOL :eek: :scream:

GREAT JOB…EVERYONE…:thumbsup:
Glenn

Blocking in his foot…giants have big feet…right…:scream:


#148

NOV. 27, 2007
Blocking in the foot,…another view.:slight_smile:
Glenn


#149

NOV. 27, 2007
Worked on the shoulder and arm that’s holding the club…added more muscle and curves…also added more muscle to the shoulder muscle/deltoid of the shoulder/arm thats holding the pan flute.
Glenn


#150

Hi everyone, my last update, I’ve almost finished the base mesh(very detailed…) in maya, I decide to create a dancer!

SpiritDreamer…Very inspired sculpt! Great
Nielot - daWinky…Nice start and pose!
imtilongchar…wow, excellent work with “Prometeo”!
Anandpg…As your usual, another amazing work!
Intervain…Nothing to say, just amazing pose and sculpt!
Good work to everyone!


#151

FistofGod - good progress!

Imti - you're flying :) Great stuff... can't wait to see the bird develop as well...

Glenn - I men the one Sabrina has used actually The Basic Skeleton MatCap - in the startup matcups... one can get a nice translucent feel with it with a bit of tinkering with the main sliders :D

Sabrina - she's looking beautiful and graceful already :) it's hard to go from 2d - the artists can take a lot of liberty with perspective and proportions...  great job, I say!

nielot - awesome to have you in Tomek! Me likes so far.. good pose - now on to the main event :D

matte3d - thanks! Now MORE!!! :D Can't wait to see it - the base's looking quite well developed already :) will definitely make life easier :thumbsup:

I've taken a step to anatomy - basically drawing all the muscle groups onto the poor chap and deciding what goes where so it's a bit 'not smooth' ;) Still early days though and fingers constantly await attention...  and yess I know the cube's shifted and he's about to topple over ... hehe... + I've just noticed his foot's twisted :rolleyes:  darn

[img]http://mdadela.com/gallery/MOTION_WIP/motion_wip_5.jpg[/img]

#152

Sadly I don’t think slow and steady will win any races here, but:

Base Mesh:

I did this Sunday and, contrary to the trend in this thread, I cap out at 3k for my base meshes. I am going to play with Anand’s next time around though… thanks for posting those, very fun to try something new without labouring through another medium density polyhuman!

Initial Sketch:

Tonight I laid in a few loose muscles. Badly, but there are some landmarks in there that should help.

Not Worky Pose:

After importing the first thing I did was to strike a pose in another layer to see if I wanted to do Bernini’s David. Going from 3k polys posed, to the version with a few muscles on it doesn’t really work, but it let me take a look at the pose, and decide to go with Canova’s Orpheus instead (ref here). It’s probably a better piece for my skill level, and in some parrellel universe I’ll do spectacularly well with this and move onto the background figure in the bot right shot! Sad that it won’t happen in this universe.


There is some remarkable content here already and what a pace this thread moves at :slight_smile:

Magdalena The character left shoulder seems to dip lower in the original sculpt then what you have now. In the front view the character’s right arm is a bit further from the centre of gravity then what you’d expect for him to balance. I’m not sure of the relevance, but if you super impose your’s over his (like this) it should communicate more easily then it does in text (and that also reveals that he seems to be a bit chunkier in the caboose in the original! ;)). Nitpickery: I read the right hand as having just the index finger raised, and the ball lying on the other three.

How tight to the original are you looking to be?

Matteo Brave soul… How many polys do you have there? Looks very nice so far, will you be doing one of the fisherman dancers from the first post or something else?

Glenn Very cool idea to go after an urn style. That’s gotta turn up a lot more technical challenges then we face with a standard free standing sculpt… no coming at a problem from the other side and all that. I must beg for a little more clarity around the genitals though, someone with a childish mind (and not bringing the original Polypheus ref to mind) could see a very gifted male fertility god at first glance instead :wink: A few more non-isometric views would be handy, the character left arm looks nice on the right side screengrab, but it’s hard to read character right from the left view.

Tomasz Nice job on the body position of Cain. I read his head looking up very slightly more then you have it, but you’re in a great position to start in on the detail.

Sabrina Noice :slight_smile: That should turn out lovely, very delicate feel so far.

Imti Wow.

Waylon Nice work with the head so far. Should the char. right sternomastoid bulge out quite that much?

Anand Awesome. Amazing energy and style in there already, and with your sculpting abilities it should turn out stunning :). I wonder why the leapt upon holds his sword in front of the shield? It would seem to offer less defensive coverage, and no offensive options… perhaps the shield is lightly bound wood and it’d save the risk of it shattering?

Probably a good sign if that’s the kind of question I’m left with.

Wai Nicely posed, look forward to this.

And thats as far back in the thread as it makes sense to go (and then some I imagine). Nice work so far all, very inspiring.


#153

Thanks Kary, here the base mesh with polycount! I’d like to do some classic dance pose!


#154

oops double post :frowning:


#155

hey kary - thanks :slight_smile: that was useful - especially about those fingers :slight_smile: :thumbsup: [as for superimposing it did match when I was doing the base mesh :scream: … the angle is a bit different here though but I agree the original does have a more solid bottom ;)] I was thinking of being faithful at first but now I’m no longer sure I want an exact copy… I don’t know what the whole thing really looks like so I’ll just probably stick to what I like hehe…
Great to see you start too!


#156

NOV. 28, 2007

Magdalena …THANKS for that suggestion on the material,…I kind of like it…will have to experiment a little more with the render settings to get the lighting just right…It’s a preset lighting on that material, …so I can’t ajust the lighting using the spotlights like on the other lighter material that I used earlier…will experiment with both materials, just to see which one works best…THANKS AGAIN…Bye the way,…REALLY LIKE WHAT YOU ARE DOING SO FAR WITH THAT PIECE OF YOURS,…NOT MAKING A PHOTO COPY, WILL MAKE IT YOURS…:thumbsup: :slight_smile:

Matteo …THANK YOU…Hard not to get inspired when working from such great work…:slight_smile:

kary …THE POWER OF SUGGESTION…The most powerful tool in art, and in any work of art…:slight_smile:
It stays as is, trying to cover up the obvious, only makes it more obvious…and is a game for fools and children:scream: .The VICTORIAN AGE is OVER…THANK GOODNESS…:bounce:
Glenn


#157

Awesome work from all of you guys and gals so far ! it’s going to be a memorable workshop :slight_smile:
I just hope I’ll be able to up some stuff too soon :smiley:


#158

Hi Magdalena,
Great work everyone!I am very inspired by the topic and the ideas that are so far posted.Really very classical and great choice of work you presented!:thumbsup:
I would like to contribute a work inspired by an Belgian artist of the 19th Century.It is a sort of entangled bronze couple.A very nice dynamic piece I saw in Antwerp.
I have modelled my own base mesh and I am currently posing the characters.I would be very happy to get constructive advice by anyone.:slight_smile:


#159

Hello Buxalot! Great to see you willing to join in :slight_smile: I’ll bee keeping a lookout for your stuff :thumbsup:


#160

[color=White]First pass the pose:

[/color][color=White][/color]

I can see where a higher poly base mesh would have been handy – or at least pegging a bit more detail at the elbows :). The joints were frightening in general, and illegible at the lower sub-divisions. Interesting aspect to have in an early sculpting phase instead of at rigging.

Char right arm doesn’t form the right triangle in negative space, have to correct that while I try to get the right sweep across the torso. A start at least.


Glen - Hah :). With all those forms on a cylinder that matte surface is a lot easier to read then the skin / wax etc with the broad highlights (primarily for the working phase I’d guess, a gloss might well be best with the final product).

Magdalena - Glad it was of some help. I figured there was a variation in the angle when they were superimposed, but it was close in so many respects I went ahead with it… and if I’m making a caboose remark I want video evidence and all that ^^.

Also glad to hear you’re not tied into an exact duplicate, and interpretation makes a lot more sense with the dearth of source material. More fun to see what you bring to the areas you can’t see while taking inspiration from the flow of the original.

Matteo - Thanks and dang but thats a lot of fine triangle herding there :slight_smile: Look forward to watching him evolve.