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Old 10-19-2009, 01:26 PM   #41
RogerKnightly
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Dodge looks great. the glasses sort of put me in mind of Morpheus from the matrix.

One thing that sicks out to me is her belly/crotch area looks a little convave. the zip of her flies could also take some definition.

I seriously love that print!!! I've got to give this a go(might get morgan printed).
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Old 10-19-2009, 06:43 PM   #42
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Thanks! Go for it! Morgan is dying to be a print.

Yeah, I'm going to retopo the sculpt so that it's lighter and will take detail better in key areas. I've also made the jacket open as per every drawing I've ever done of her (don't know why I closed it in the first place). I'll be sure to work out the belly area during the retopo.

So yeah, do the print! Here's a few good places out there that will do it and will even paint it for you:

http://offloadstudios.com

http://www.ownage.com

http://www.protodemon.com
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Old 10-29-2009, 10:03 AM   #43
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Some quickies. Base Meshes made in Silo.

Base Mesh

Sculpt


Base Mesh

Sculpt

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Old 10-29-2009, 10:09 AM   #44
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Last one reminds me of the locusts from GOW. The more detailed one is awesome. could do with some eyeballs in dem sockets though
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Old 10-29-2009, 11:02 AM   #45
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Thanks! It was inspired by both Hellboy2 and Gears (so was mr. bulky head). I'll have to go back and add some eyes to the pointy headed alien dude. lol. Working on something more realistic at work so expect lots of quickie fantasy sculptures to come,as realism has me a bit irked.
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Old 10-29-2009, 12:52 PM   #46
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Yeah, the pointy-head-alien looks realy good!
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Old 10-30-2009, 10:00 PM   #47
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Thanks! Here's a before and after on a new guy.

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Old 11-01-2009, 01:42 PM   #48
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Damn cool sculpt, I dont mean to be picky but his head lacks the intimidating look of the rest of the character
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Old 11-02-2009, 12:25 PM   #49
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GREAT CALL! Actually, that is something that bothered me about the whole thing. I made the parts almost separately and then forced 'em together.

I made the initial torso and was going to go all biped on him. Then I decided to go non-biped because I always do bipeds and applied the previous sculpt as disp map on the new bug-guy mesh. So in a way, two different mentalities were involved in the sculpt. That initial, almost friendly alien and then the creepy bug. A bit jarring. I should really go in there and toughen up his face so the upper part matches.

I'd never thought to use a displacement map to recover detail on a mesh before. It worked out well. I'll have to remember that.
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Old 11-02-2009, 08:16 PM   #50
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give him an evil beard that'll sort him out

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Old 11-04-2009, 10:33 PM   #51
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I would but then he'll drink all my booze.
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Old 11-05-2009, 07:29 AM   #52
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Beautiful work Teyon. I saw Dasch's Q about the bats on the base. What sort of polygon count are you working with? I tried to get a similar effect in SIlo using an image loaded into a brush, but it's clear that my model needs much more resolution (sub-d levels) in order to get the definition anything close to what you've got, and Silo kept crashing on me.

Specifically I'd like to be able to use the technique to add type/text elements to models, like what you did with the BANE logotype. Is something like that just in the realm of Z-brush?

And... I think you mentioned the texture you've used for the model - can you remind me what that is and what rendering package you used?

Thanks...

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Old 11-06-2009, 09:11 PM   #53
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Thanks! Well, while I made the base mesh in Silo for both the figure and the stand, I did the detailing in ZBrush. Silo can do it too but as you've learned, it will require some planning and a large amount of polys. Truth told, the best way would have been to create separate solid objects for the text that deformed around the base. That would have allowed the most detail at lower resolutions but Silo doesn't really have deformers (someone found a way around this if I recall) so it becomes challenging. Anyway, on to your question:

The stand was 176 polys. I took it into ZBrush and subdivided 7 times to about 720,896 polys to get the bats and logo to show up neatly along with the cable thing running around it. Again, not the best way to handle the situation but it worked.

The original sculpt for Bane was created in Silo and ZBrush using the Baseman with Shoes (roughly 926 polys) mesh that comes with it. It was later retopologized in Silo using (not counting his accessories) 2,684 polys, since all I wanted was the upper torso. He was subdivided 5 times in ZBrush to about 687,104 polys. Yes, the base was higher res and that alone should tell you it's not the best way to do it.

The model was rendered in ZBrush using the Antique Bronze material on a model that was filled with a bluish-purple color. The light setup varied but usually it was just one light.

So while on a sturdier system, with careful planning (grouping areas for example), I could have gotten Silo to make the base in a similar fashion to how I did it in ZBrush, it's not the best way. The best way - and I'll be doing this in the future - is warping polygonal text around the base. It makes capturing the detail easier for printing and means you don't need to use as many polys - plus you spend more time in Silo!


Hope that answered your questions.
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Last edited by Teyon; 11-08-2009 at 08:29 AM.
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Old 11-06-2009, 10:44 PM   #54
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man, you keep yourself busy nice sculpts!

cheers,
Matthias
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Old 11-08-2009, 06:38 AM   #55
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Quote:
Originally Posted by Teyon View Post
Hope that answered your questions.
And then some! Thanks so much for that. The more I learn, the more I don't know
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Old 11-10-2009, 12:31 AM   #56
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Glad to be of help. Here's something new. Not different but new.

Really rushed and slightly messy base created in Silo:

Sculpted in ZBrush.

Total time about 6 hours. Two hours in Silo for base mesh creation and 4 hours sculpting in ZB. Have I mentioned how much I love the Silo-ZBrush combo. Fingers crossed for a GoZ plug-in.
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Old 11-11-2009, 09:39 PM   #57
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I checked out the vid and your DeviantArt page. I think it's great that you and other talented artists take the time to post images and vids - they are wonderful resources. Not to mention answering all the questions. And thanks for noting the time it took you to create the latest model. I always wonder about that...
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Old 12-06-2009, 02:45 AM   #58
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lookin good teyon.
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Old 12-25-2009, 12:27 AM   #59
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Thanks! Happy Holidays gang.
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Old 12-25-2009, 10:47 AM   #60
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Wow, Teyon, you are realy beginning to get a grip on monster designing, I love it!
Keep em comming...
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