View Full Version : The MultiCity
Phil Connors
09-29-05, 02:17 PM
Hi everyone, this is my latest WIP - the MultiCity. Was trying to create a city that 'made sense' from many angles. (its also a tribute to Meats, whose work has been blowing me on my ass for a long time now ;) )
I created about 12 different 'buildings' tools by using masking/row/columns on cylinders, sphereinders and profile curves, and just built up the detail. Its going to be a lot bigger than this, just wanted to post what I have so far.
Thanks for looking,
Phil
multiCity1.jpg
looks half way like a city and half way like an engine of some sort to me, are you incorporating that idea into your project? either way looks really cool. the render really shows off your work. good job!!:tu:
lemonnado
09-29-05, 03:47 PM
Looks exactly like the confabulator we use to drive the throg through the ventiles here at work!
Looks great!
:DLemonNado
-WOODY-
09-29-05, 04:07 PM
I take it that this is going to be some type of space station of sorts rather than a ground based structure?
It also reminds me of a render a saw awhile back that looks similar in structure to yours. Good work.
Frenchy Pilou
09-29-05, 10:30 PM
... make some deformation at each models for have more multiplicity :)
...add nice textures for have an astonished view
...try to put your object on a "big sphere" for have an "as like" MC EScher (http://www.mcescher.com/Gallery/gallery.htm)
Have fun building :cool:
Pilou
Phil Connors
09-30-05, 01:48 AM
Thanks for the comments folks ;) I never looked at it like an engine, but now that you mention it...! I had Escher in mind when I was thinking about the concept Frenchy - I like your sphere idea, maybe in the future.
Thanks again!
Phil
MattHHH
09-30-05, 01:55 AM
Lokking for more updates...great!:tu:
WANNA LOOK?
ALIEN FACE HUGGER (http://www.zbrushcentral.com/zbc/showthread.php?t=25941&page=1&pp=15)
MattHHH :cool:
http://www.zbrushcentral.com/zbc/images/statusicon/user_online.gif
Phil Connors
09-30-05, 11:41 AM
Hi guys, thanks so much for the feedback so far. Went in a bit of different direction, wanted to make it look a bit more curvy and organic, so made a few 'tube' tools, which were a nightmare to line up isometrically! Speaking of which, has anyone any ideas as to how to 'lock' rotations to isometric?
Anyway, its still WIP!
Hope everyone has a great weekend,
PhilnewMultiCity.jpg
billrobertson42
09-30-05, 10:37 PM
It's like a habittrail in space. :D
MattHHH
10-01-05, 01:31 AM
Another great update!Continue on this way...:tu:
WANNA LOOK?
ALIEN FACE HUGGER (http://www.zbrushcentral.com/zbc/showthread.php?t=25941&page=1&pp=15)
MattHHH :cool:
http://www.zbrushcentral.com/zbc/images/statusicon/user_online.gif
Frenchy Pilou
10-01-05, 07:13 AM
how to 'lock' rotations to isometric
...adding your different objects with the "Shift" (who block on step 90°) in normal view and just rotate after all your objects for see the medium result etc...
Have you try Menu Draw / perspective ?
As I don't believe you can block a special view !
Maybe the Script "Moldy2" (http://www.zbrushcentral.com/zbc/showthread.php?t=3158&highlight=moldy2) can help you !
He has the six views and some many useful tools :)
Have fun building!
:cool:
Pilou
marcus_civis
10-01-05, 09:04 AM
Great work! :tu:
Are you using markers to combine models? If you've not tried it, check out my Marker Master plugin (see signature link). It makes putting objects together easy . It will handle large mesh combinations (I've moved around nearly 20 million polys and my system only has 768 Mb RAM).
Also, the Transform>Info sliders are very useful for precisely positioning models. The sliders change according to the Transform mode you are in - in other words, if you have the Rotate gyro showing then you can input rotation values; Scale, scale values; Move, move values. The sliders are particularly good when handling a large number of polys because you can enter values from the keyboard, press the spacebar to apply them and the canvas only updates once.
I shall look forward to seeing how this develops.
Manixolated
10-01-05, 03:30 PM
Very complex.
That's one of my favorite things about zbrush, if someone were to draw that with a pencil and paper it would take forever and they still wouldn't get it exactly right.
I'm looking forward to seeing the finished product.
saltapiedras
10-01-05, 04:26 PM
Buen trabajo, Phil Connors. ¿Cómo está hecho?:tu: :tu: :tu:
Phil Connors
10-03-05, 02:02 PM
Thanks again for the feedback guys. Marcus, I have MultiMarker and its a fantastic tool, but I didn't use it for these images.
I basically created a load of different tools, set up a cube in an 'isometric' position on a seperate layer, and used its sides to draw tonnes and tonnes of structures, trying to keep the rotations within the isometric parameters.
Here's the latest WIP, went crazy in Photoshop with these renders - as you all know, often what you start out trying to create disappears and you end up with something you weren't expecting!
My site's down at the moment, will post higher-res views tomorrow if people fancy a look.
Hope you're all well,
Phil
tryptchSmall.jpg
blue.jpg
Frenchy Pilou
10-03-05, 02:50 PM
Pilou
lemonnado
10-03-05, 07:35 PM
WOW. I absolutely LOVE the BLUE one!!!!
Did you 'render' in PS?
LemonNado
These last one's look to me more like a futuristic engine then a city....but they sure look good..!
jantim
marcus_civis
10-04-05, 12:03 AM
These look good!
BokoWar
10-04-05, 12:36 AM
:D Engines of creation!:tu:
Phil Connors
10-04-05, 03:21 AM
Thanks for the comments guys - it did end up looking more engine-like ;)
PS Full-res versions here
http://www.vyro-games.com/phil/site/tryptch.html
and here (HUGE images - beware download times!)
http://www.vyro-games.com/phil/site/blue.html
Cheers
Phil
billrobertson42
10-17-05, 06:25 PM
Wow. Very nice. I like the detail.
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