3d Sculpting Workshop - Old Age


#341

Huge thanks Kris,
yeah, if they are AUV’s i understand :scream:. well i’m getting preatty close to the result i want , know, but there still something missing :D. i’d post some image , but i’m still renering, and my PC is moveing peaty slow.
there still one thing that can cause the fact that i don;t like my character , and that’s the bad modeling :scream:.

Thanks again Kris.


#342

hey guys

great thread everyone i’ve been following along the progress. great subject for practice. Kris she’s looking awesome i hope you’re sleeping :). i started something on monday - started with a pre-existing mesh i’ll post it when i get home. this is 6hrs of sculpting on a base – i think i might leave it undone and do another…

hires link
cheers


#343

Matt, I told you already: this fellah is looking AWESOME! I love the style and can’t wait to see the progress.
You kick ass :slight_smile:

-Kris


#344

Kris I’m not even going to say a word LOL! Respect!:thumbsup:

Matt - great to see you join it :smiley: AH so cool to see so many souls on board :bounce: Looking forward to your progress.

Andrei - she’s great! The wrinkles are a bit too harsh but I’m sure you’ll correct it and well I shouldn’t be saying a word anyway since so are mine :scream:


#345

great work by everyone here :slight_smile: well i have been on cgtalk for 3 yrs but never looked into these amazing threads…cant afford to miss this any longer…im in,though abit late :smiley:


#346

Inspiring thread. Thanks all for being so generous with your work flows/shaders/setups.


#347

[left]Adding small details and things like that. I’m not happy with it, don’t really know why but I expect you to tell me :smiley:


[/left]


#348

The left model is subdivied poly sphere. I think its at either 34 k or 100 k polys.

The right model is the retopoed head at 693 polys. :slight_smile:

And some sculpting at around 700 k with the newer topology.

I have been pretty slow with this too like 6-8 hours at 1 hour sittings throughout the week.


#349

Hi…Joao …:slight_smile:

I don’t know how close you are trying to get to the refference that you are working from…great refference by the way…but in the refference, his chin is much narrower , and for that matter so is his whole face…try to imagine him without the wrinkles, and measure the distances of the inner forms,…lips, eyes, cheek bones ect. to the outter edges of his face.
Also in the refference, the muscles across his brow are working and tense, creating a big part of his expression and character. His nose is really bulbus at it’s end…many years of drinking no dought.
His ears are much bigger in the refference…a major part of his character.
The end of the lip edges on the left side of your refference is angled down much more than on the right side…adding to his expression.
You might also get that raised collar line in there also…only comes with someone of his age…
The most important part of doing a realistic portrait, is to get the major facial muscle forms and expression that creates the character down first…head width, length ect. all of the wrinkles are just superficsal elements, and without the major forms in place first, will leave you disapointed as you stated that you were.
Hope that is of some help to you…Keep going, you deffenitly picked a tough one…for sure…but as long as you learn something from it, that’s what really matters…:thumbsup: :slight_smile:
TAKE CARE
Glenn


#350

SEPT 08, 2007 …Just a little color and lighting study …:slight_smile:
Glenn


#351

As promised, here are the settings I’m using in my SSS fastskin shader. As you can see, it’s VERY basic. Also, some very basic color maps used, all painted by hand using vertex paint in Zbrush. All this stuff is just a place hold for the final maps that should be much improved. All maps are 4k maps converted to .map format to avoid probelms running out of memory in mental ray.

Hope it helps,
-Kris


#352

Antropus: as always, nice work…could you tell about your workflow for taking your model from zb to maya?i mean u have said that u used AUV mapping on this model.now i tried mapping entirely in zb using AUVs and producing displacement map…but when i load my model in max and add the displacement, then i dont have anything that looks even close to my sculpt…i must be missing something…so it would be really helpful if u cud give some very brief workflow plan using AUVs…

P.S.-i’ve tried soo many ways to do this from soo many tutes but in vain…so i just kinda given up but everytime i see someone post a rendering of their model in some good renderer i get excited! :smiley:


#353

robinmitra1,
AUV is not different from any other UV technique. The difference is just that one little piece of texture will be assigned to each polygon.
Having this in mind, it will work pretty much as any texture (with some artifacts sometimes, that’s true, but very useful for tests like the one I did).

ZBrush by default exports all maps flipped vertically. This is probably your problem right now. Just open the map in photoshop and flip the image vertically. Save it and try again. If it looks different but still messy, check your render settings and play with the displacement settings/values. You really need to download the free documentation from Pixologic’s website. It’s everything covered there. Maya and Zbrush. 3DMax and Zbrush etc. Just go to their website and search for this information and I’m sure you will find it with step by steps and how to’s. Their new Wiki session have a lot of information too.

Cheers,
-Kris


#354

[left]Hi Glenn, thank you very much for your response. What you said happened because I didn’t start with that reference. So you have a head with another mans wrinkles. My initial reference was pretty basic and I wanted something different so I adapted those wrinkles. But now I realise that it doesn’t work very well so I am going to make the head as it is in the reference :wink:
[/left]


#355

robinmitra1- You may need to flip the displacement map vertically either in maya or other image editing program. And in the colour balance settings of the map, the alpha offset is equal to the alpha gain mulptiplied by -1/2. So if the offset is .2 the alpha gain is -.1. Also if you open the map in photoshop it alters the colours by making them brighter thus making the displacement more bloated so you need to redarken it so areas with no displacement are exactly 50% grey.

Hope that helps.

Wow 3 posts in 4 mins, Kris pretty much answered your question while i was typing.


#356

admin please delete this :slight_smile:


#357

thanks for the info antropus and pap87…i will finally try to render my old man in max after im done with major sculpting work…

hey guys…i have finally decided upon choice no 15 i.e. Alessandro Vittoria’s Grimaldi…i might not be able to make it that much identical but i will try :slight_smile:
here is the basic blocking of grimaldi:


#358

here is an update…


#359

robinmintra1 - great start! I think you’re jumping ahead a bit trying to put the alfas on the face already. First give him the major wrinkles around the eyes and mouth… :thumbsup:

I’m sick so not much done. After some constructive criticism :slight_smile: I’ve decided to rework the face completely so that’s the only thing I’ve been working on today + started refining the hands but only did a bit so I’m not showing the other one :scream:


#360

SEPT 08, 2007

Magdalena…looks like you changed her eyes somwhat…She is now nodding off/ falling asleep at the wheel…happens alot at that age…:scream:
Seems only natural…:slight_smile: …FANTASTIC JOB…:applause: :thumbsup: …KEEP GOING :thumbsup:

Just changing the perpective to an up angle, and changed the material, color and lighting…searching for a good composition and painting…I have 3 or 4 that I can now work with, and refine. Hopefully one of them will turn out decent…MAYBE…:slight_smile:
Learning alot about 3D and Z BRUSH while studying all of the GREAT works that are being posted in here, by EVERYONE…:)GREAT WORKSHOP…:thumbsup:
TAKE CARE
Glenn