07-14-2008, 12:10 AM
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#81 |
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Junior Member
Join Date: Jul 2008
Posts: 27
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Hey 3dEE,
Nice work! Especially this latest one. Really cool! And the time lapse video is good too, will help allot! It looked like (in the video) that when you wanted to adjust the falloff of the Soft Selection tool, you manually edit it through the tools options. You probably know this, but you can adjust the falloff by simply holding down Ctrl and scrolling the mouse wheel. Like I said... you probably knew that ![]() anyway, great work! |
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07-18-2008, 03:47 AM
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#82 |
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Senior Member
Join Date: Aug 2004
Posts: 1,546
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hey thanks steve. glad to hear the vid might help.
yeah i know about the MWheel/CTRL+MWheel, it's just that it's bugged up in ortho views so i have to either go to perspective or use the tool options. anyway, i uploaded the vids to Veoh. the quality there is better, you can see the Status Bar Messages for the latest tool used; and the brush pallete is now more visible to show which brush is in use. http://www.veoh.com/userVideos.html?...me=SYN7AX3RR0R Last edited by 3dEE; 07-22-2008 at 05:12 AM. |
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07-25-2008, 05:21 PM
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#85 |
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Minister of Offense
Join Date: Nov 2006
Location: 33rd world
Posts: 354
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Great Style!!!
Nice material. Zivio! |
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08-12-2008, 05:38 AM
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#86 |
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Senior Member
Join Date: Aug 2004
Posts: 1,546
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lovisx - tx. watching these videos i realized how much and why i prefer sculpting in silo2 than Z3 (even MB).
lorembolo - this is a software rendering in modo. i did some post in PS also. there's a PontLight, DirectionalLight, and GI. i guess most of the setup is software-specific, if you have access to modo i can give you a sample scene. Memag Neman- hvala ![]() i got some time to continue on the latest character. the updates are on youtube and veoh links from the previous posts. ![]() Last edited by 3dEE; 09-28-2008 at 03:01 PM. |
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09-28-2008, 03:19 PM
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#87 |
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Senior Member
Join Date: Aug 2004
Posts: 1,546
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i made a couple of final tweaks on this character and i'm calling it done, finally LOL. this last session was mostly arround the eyes, and by the end on the whole shape of the head, just tweaking it a bit and going away from the sketch concept.
the whole recording is approximately 70 min long, it's a x4 timelapse. other than the first 5 mins of sculpting on the level1 that i lost, everything is recorded. any time i'd open the file, i'd start capturing. ![]() Veoh Youtube |
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12-12-2008, 08:39 AM
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#89 |
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Senior Member
Join Date: Aug 2004
Posts: 1,546
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started a new character. brook's base mesh, 2 lvls.
i've just started with this guy, got the basic shape in. ~2hrs. ![]() ![]() |
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12-13-2008, 05:20 PM
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#90 |
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Senior Member
Join Date: Aug 2004
Posts: 1,546
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worked a bit more on this.
![]() |
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12-14-2008, 09:56 AM
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#91 |
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Daniel Westlund
Join Date: Jul 2005
Location: Stockholm
Posts: 567
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greate work! a little confused by his lower lip though is it his thounge?
/D |
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12-14-2008, 11:18 AM
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#92 |
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Senior Member
Join Date: Jan 2005
Location: Friedrichsdorf/Germany
Posts: 897
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propellerhead is really cool. a true 3dEE
![]() keep it up man Matthias
__________________
www.bobtronic.de |
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12-16-2008, 08:58 AM
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#94 |
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Senior Member
Join Date: Nov 2006
Posts: 295
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12-16-2008, 04:29 PM
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#95 |
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scallywag
Join Date: Oct 2005
Location: Cork, Ireland
Posts: 2,171
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looks awesome, my only gripe is his lower lip, which dosnt read very well to me. maybe make if the space between the outline of the lips and top of the chin was concave it would read better.
__________________
Xeon Quad 2.5ghz
3GB Ram Quadro FX 570 XP Pro Wacom Intuos coffee.. lots of coffee |
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12-21-2008, 05:05 AM
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#96 |
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Senior Member
Join Date: Aug 2004
Posts: 1,546
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hey thanks on the comments guys, danke leute.
daniel, roger | that's just the lip. you know this tick some people have when they're engaged in something they curl their tongue through the teeth and down the lower lip, it should be something like that. i was thinking of taking this one further, do some hi-detail sculpting and maybe have a go at texturing it. maybe it will read better once textured. |
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01-17-2009, 10:20 PM
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#97 |
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Senior Member
Join Date: Aug 2004
Posts: 1,546
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i've played a bit with some skin detail on the propellerhead. here's a screenshot from zbrush.
![]() also rendered a quick turntable to get a feel of the volumes. propellerhead 360 edit: updated model, new rendering ![]() 360 Last edited by 3dEE; 02-25-2009 at 01:07 PM. |
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01-22-2009, 07:11 PM
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#98 |
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Senior Member
Join Date: Feb 2006
Location: The Netherlands, Amsterdam
Posts: 243
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Nice work, diggin' the extreme caricaturization, that shading test looks great as well, looks like realistic clay, keep it up
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01-29-2009, 04:12 PM
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#99 |
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Senior Member
Join Date: Apr 2005
Location: New York, New York
Posts: 1,591
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Can I just say, "I adore your new stuff"? Well I'll say it anyway... I adore your new stuff! So much fun and character in them. Keep going!
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04-04-2009, 04:14 PM
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#100 |
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Senior Member
Join Date: Aug 2004
Posts: 1,546
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_S9_ thanks! i've become a big fan of exaggerated caricature, glad it's seeping through my sculpts.
Teyon, hey what can i say to that. thanks a lot dude, coming from a modeler like you it's a huge compliment! i've started a new character last night. i've just ruffed out the main forms for now. 2 subdiv levels, brook's base. the concept is too 2d specific with undefined forms and it's a bit harder to translate so i'm taking liberties and shaping it up as i go along to not make it look akward in 3d. concept: ![]() ![]() Last edited by 3dEE; 04-07-2009 at 11:34 PM. |
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