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Old 04-20-2009, 06:13 PM   #1
southern
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**NEW** WEEKLY MODELING SESSION: Week 007 Melty Head

Ok, week Seven. Lot's going on with the `Boulder an Co` thread so I wanted to keep this one simple. This Guy is called melty head and as you can see he has some symmetry issues going on. It will be a great little test for head modeling skills with no mirroring turned on for a change.

However, when you have the core of this model done I want you to go one stage further and DEFORM THE HELL OUT OF HIM! He already has some issues as pointed out but you need to take his problems one stage further by altering and adding whatever you want to increase his deformity. Do it ALL in Silo without resorting to ZBrush or Mudbox. Go as high res as you can and add in tonnes of detail right there in Silo. Push the poly count as high as you can on this one.



COMMENTS:

Use instance mirror to block out the main parts then use soft selection to pull him into shape as needed. Start by placing the eyeballs. And veins ands boils as needed but do it all in Silo where possible.

Good luck and enjoy!
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Old 04-20-2009, 08:44 PM   #2
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i may not be taking part in this week but i can see on the right side of his head he has some bubbles or something that may be useful detail when people come to doing that side an chance of a view from their?
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Old 04-21-2009, 02:28 PM   #3
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Hi southern,
just a newbie question.
Needs to be a copy from Mr. Melty? or its possible to create another head with many details. All done in Silo.

Cheers
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Old 04-21-2009, 08:03 PM   #4
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Hi XBO.

Great to see you joining in. Try and use the basic shape of Mr. Melty head. But feel free to go crazy with your modeling and just use the reference as a starting point. It all just for fun so anything goes really.
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Old 04-22-2009, 06:33 AM   #5
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I tried to have a quick doodle at this last night...but I have a huge prob...if I Sub-D more then 5 times the mesh goes to hell when I try and sculpt...the process actually start to delete swathes of poly's. This seems to be happening on anything I Sub-D over 5 times.

Not useally an issue as I only ever Sub-D 3 times nomrally so I can get a feel for form, I then do the details in MudBox..but on this topic I can't do that.

Has this issue effected anyone else?
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Old 04-22-2009, 07:18 AM   #6
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Not experienced it but I'll give it a go and try to get the same issue.
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Old 04-22-2009, 09:51 AM   #7
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kaylon i dint have your problem i went up to five SUB-D on a cube and everything was fine. the only thing i had was at about 10 SUB-D and silo couldnt take it no more. although is the picture attached your problem. circled by red you can see the poly i am sculpting on has disappeared and is now sculpting the poly behind.

this dint happen for long once i had let got and carried on they returned so i couldnt get a good look around. i also had a go on my trex and got the same problem :P
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Old 04-22-2009, 10:18 AM   #8
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Not quite what happens...faces simply vanish when I try and sculpt.

On my XP 64 machine here at work it seems fine but on my home Vista Machine it's deleting faces of the base bust mesh. Even undo does not fix it.

K
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Old 04-22-2009, 12:24 PM   #9
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my problem came at home on my xp 64 at college on vista 32 i dont seem to get any it just SLOWS down after 5 sub-d lvls :P
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Old 04-23-2009, 02:53 AM   #10
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I read this twice, and I think I'm not understanding the challenge. We make a head, relatively close to the pic above to use as a basemesh, then sculpt the crud out of it? Or is there a basemesh that Glen made that we use?

I opted for the former, and started pulling the base mesh into place. My edges are really rough at this point.

Then I starting sculpting- on the right is 3 sub-d levels.
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Old 04-23-2009, 06:05 AM   #11
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MS: I maybe wasn't clear and to be honest in hind sight it's not the greatest of challenges.

Make a head similar to the one above then deform it as you see fit. Just a bit of sculpting practice really. I'll come up with something cool for the next one.

Glen
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Old 04-23-2009, 05:39 PM   #12
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If you make a base mesh with a decent amount of poly's you can sculpt a ton of detail into it, it really helps if you sculpt on preexisting topology. Through my little tests with silo's sculpting I found it works best with just a couple ( 3 max ) of subdivisions. The slow downs have always been inevitable for me, sometimes a restart of silo or just hiding parts of the mesh seems to work.

Glen,
If I make a mid res base mesh and upload it so people can just sculpt away, would it still count? I can have one done late tonight ( Eastern Standard Time ).
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Old 04-23-2009, 07:19 PM   #13
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I think it's a good idea, even if it just exposes better working methods...like Spag3d's comments- I never tried refining the control mesh before starting to sculpt. I'll give that a shot- woops, tried it and I had slower results. The newer head is now at 4 sub=d levels. I've also posted a few small JPEgs that I use to make custom brushes for anyone who's interested. This isn't anything ground-breaking, but I find it helpful to use these rough alphas for sculpting...
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Old 04-24-2009, 01:49 PM   #14
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Great alphas Matt can't wait to try them out.
I have a base mesh done, but I don't want to upload it unless I get the go ahead from Glen or someone official because I am not sure if this is ok. Here is an image of it, did some test sculpting on this one and it worked out pretty well. I hope I can work on this session but I still need to finish up on the collaboration one.
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Old 04-24-2009, 02:27 PM   #15
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Good work guys. Thanks for the brush examples Matt - and that IS a nice mesh, Spag3D.
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Old 04-30-2009, 06:37 PM   #16
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Now that this challenge is over I guess it is ok to upload the mesh so here it is. It's not the greatest mesh but I did it kind of quickly and it serves it's purpose. I have some lights in the scene and I turn on "use scene lights" and "lock lights to camera" for sculpting on this. Hope you guys like it.
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Old 05-01-2009, 05:28 PM   #17
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Selection: Mseydel

Well done Mseydel. You've been selected as this weeks winner. Nice model also from spag3d.

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