View Full Version : Portfolio WIP
wchamlet
07-09-04, 10:41 AM
Sorry I haven't been around as of late. I've been pretty busy. But it seems that there are a ton of new people here, and that's awesome! The challenge threads are great, and I hope they continue! Once I get my portfolio done, I'm definetly going to get into those again!
Anyway, I figured I'd share some of my work that will be in my portfolio. 121 is appreciated, and thanks for looking!
These are first created in Silo, then detailed in Zbrush.
http://www2.zbrushcentral.com/uploaded_from_zbc/200407/user_image-1089394790wsa.jpg
http://homepage.mac.com/chadtheartist/.Public/Update2/unas12.jpg
http://homepage.mac.com/chadtheartist/.Public/Update2/unas13.jpg
http://homepage.mac.com/chadtheartist/.Public/Update2/turtle1.jpg
http://homepage.mac.com/chadtheartist/.Public/Update2/turtle2.jpg
Mahlikus The Black
07-09-04, 10:58 AM
HOLY COW!
Nice work!
:eek: :eek: :eek:
hello,
nice modelling, but his foots... concrete toes, are so BAD, you must working on it..
P.S.: (his skin is like a dress, its right?)
Aztec...soljA
07-09-04, 11:22 AM
g's
I mean really G'S
AWSOME!!!
U KNOW GOOD PIX IS RUNNING OUT OF ROOM...
Svengali
07-09-04, 11:26 AM
Wow Chad, You have been busy.
Both are absolutely up to your usual high standard stuff. You have to be happy you got the Windows version of Z2. I like the warrior figure detail and the "mobile fortress" concept!
Wanna see more!
Sven :tu:
3DAlien
07-09-04, 11:30 AM
wow superb lookin creatures :)
wchamlet
07-09-04, 11:32 AM
Thanks for the replies everyone. And I agree, the feet stink! No pun intended... actually it was... but you know what I mean! LOL I'll work on those first thing.
And I am glad Pix offered the crossgrade update for Z2. I feel that I am much further along artistically because of Z2, and I have to give the entire Pixologic team props for making such an amazing piece of software.
arambarri
07-09-04, 11:45 AM
Glad to see you are finally getting the
hang of it.
Patience and hard work paid off.
You were not kidding. These are definitely portfolio quality, your best yet I think. The only gripe I have is with the tents on the tortoise, they look a bit to heavy(thick) to be supported by the poles. But what do I know, I take the bus to work, not Testudo Giganticus :)
reboren
07-09-04, 12:30 PM
How many polys did you get up to?
Giantsun
07-09-04, 12:40 PM
:eek: :eek: :eek:
...wow...
alfaeus
07-09-04, 01:08 PM
Real Nice. Great detail. Thanks for posting! :)
Frenchy Pilou
07-09-04, 01:43 PM
He he Nice works!
How the first guy uses socks ? :D
Pilou
Chad, I really like these pieces. The engraving on the warrior's belt and bracers are superb.
As is the detail modeling on his body.
The tortise is so sweet...again the detailing is gorgeous. Your skin folds on both models is just right.
My only critique is to maybe use the pinch brush on the edges of the tent canvas to give them a wee bit thinner feel. Your choice, of course, Bro... :)
Either way excellent work and we missed ya around here!
Dickie
artboy21
07-09-04, 02:03 PM
wow! nice stuff wchamlet! these are prob your best yet! both are cool, but i really like the giant turtle. were the walkway structure things modeled in silo? i would love to see a closeup, it looks like there is a lot going on there. the head gear on the turtle also adds a really nice touch. keep up the awesome work!
artboy
Abyssis
07-09-04, 03:37 PM
simply G R E A T, wchamlet :tu:
wchamlet
07-09-04, 04:02 PM
Thanks for all the replies everyone. I'll try and answer some of the questions, and comments that were made.
<BLOCKQUOTE>quote:</font><HR>The only gripe I have is with the tents on the tortoise, they look a bit to heavy(thick) to be supported by the poles. <HR></BLOCKQUOTE>
Yup. I see your point. Let me throw out an idea to see if this will work or not. As they look now, at least to me, they look like some kind of mushroom top. I'm toying with the idea of making this kind of like a mushroom, instead of it being a tent, which if you look at the low-poly model here (http://homepage.mac.com/chadtheartist/Update2/turtle6.jpg), you can see it was supposed to be a tent. If I did that though, I'd have to ax the building, which I don't like anyway.
<BLOCKQUOTE>quote:</font><HR>How many polys did you get up to?<HR></BLOCKQUOTE>
The Unas is about 4 million polygons. The turtle is about 3 million. What I did was detail model them inside of Zbrush, then exported the object files out and put them together in Silo. Then I exported it out again into Zbrush as one model. I like this approach because I can still add to the geometry, as far as modeling, etc.
<BLOCKQUOTE>quote:</font><HR>My only critique is to maybe use the pinch brush on the edges of the tent canvas to give them a wee bit thinner feel. Your choice, of course, Bro... <HR></BLOCKQUOTE>
Yup, I agree. I don't think the pinch brush will fix it though. What I could do is add more loops on the "beams" of the tent, and make the canvas sag a bit. I'll play around with it, and post some updates.
<BLOCKQUOTE>quote:</font><HR>but i really like the giant turtle. were the walkway structure things modeled in silo?<HR></BLOCKQUOTE>
Yeah, they are really simple, and not too detailed. I figured I was going to be rendering this as a turntable in Z2, so I knew the railing wouldn't be the main focus of the turtle. So it's really simple cubes and rectangles. But effective I think. Just don't ask me to texture them all! LOL
Anyway, since people were asking about the silo models, you can view all of the base models for these, plus my other model, Milla Jovavich, which hasn't gone to Z2 yet, here:
http://www.cgtalk.com/showthread.php?t=154331
I've also updated the Unas' feet. I think they look a bit better, although the nails still look wonky. I might trim them later.
http://www2.zbrushcentral.com/uploaded_from_zbc/200407/user_image-1089414040eiq.jpg
Congrats your high-class models :tu:
matvara
07-09-04, 06:14 PM
Awesome!
:tu:
Ron Harris
07-09-04, 08:29 PM
Can't wait to see Mila J. She is a hotty and very worthy of your talents for sure.
Unas is killer!!!! I do like the updated feet. He reminds me a bit of the Jim Hadar (sp?) from DS9. Kewl creatures. I am looking forward to a textured/painted version of him :)
The turtle is very nice. And everyone seems to love a good turtle :) They are rich in the wild with their textures and a great choice subject imho to do.
Your portfolio work is shaping up nicely to say the least.
Is the Unas a creature concept of yours or a creature of fantasy already in existence? Just curious. Either way you did a helluva job on all of these.
Ron
wchamlet
07-09-04, 08:48 PM
http://www.stargatesg1-lasextaraza.com/Sites/La%20Sexta%20Raza/Similitudes/fotos%20de%20similitudes/primera%20temporada/unas/thor's%20hammer%20106.jpg
http://www.vallon-bleu.ch/~stargate/photos/dossiers/peuples20.jpg
The second pic is the reference I used for the Unas' armor, and leg thingies. Dickie gave me some ideas, albeit unbeknownst to him! So I will be changing it a bit.
Anyway, the Unas are the first host of the goa'uld, from Stargate SG-1. I like them, so I figured why not model one? They're not my design, and I hope no one thinks I was saying it was. I'm such a fan of Stargate I guess I imagined everyone else was too... yeah... I'm a little wierd sometimes! LOL
And a wireframe shot of Milla.
http://homepage.mac.com/chadtheartist/.Public/Update2/milla2.jpg
I'm eager to get her into Zbrush, and add those realistic touches, like the folds under the eyes, mouth wrinkles... and other anatomy bits.
I'm using this as reference, taken from her new movie coming out.
|
V http://homepage.mac.com/chadtheartist/.Public/Update2/007.jpg
If I get to texturing, this will be the first model I will do.
Thanks for the compliments!
Ron Harris
07-09-04, 09:00 PM
Nothing wrong with Stargate..lol...I can put up with that if you can put up with a Trekker :) Thanks for showing the ref pics....you did them justice in your modeling. :tu: :tu: :tu: :tu: :tu: Is MJ supposed to be in the new Resident Evil sequel?
wchamlet
07-09-04, 09:08 PM
http://www.sonypictures.com/movies/residentevilapocalypse/postercontest/
I got the reference pic from a contest they were having. So I assume she will be in the new movie coming up. I never saw the first one so I could be wrong about where the pics came from. They could be from the first movie.
And I got nothing wrong with trekkers either. I'm actually one of the only people I know that actually likes Enterprise. I think it's a shame it hasn't gotten the publicity that the other series have. My favorite part of it is the back history between the humans and the vulcans. Brilliant, IMO.
Ron Harris
07-09-04, 09:17 PM
We love Enterprise in my house....watching Voyager right now ;)
The vulcans on Enterprise show alot more emotion I have noticed...very refreshing....Tpol...droolies..... the things dreams are made of..
have a great weekend WcH :ex:
Ron
travart
07-09-04, 10:40 PM
great stuff of course,
for small touches you might render the high poly version in something, or at least put some smoothing on in zbrush, and also take into account that a well built low poly base mesh and rigged model says a lot about a persons qualifications these days... if you have time you might even throw in some more low poly works, which shouldn't be hard as your meshes look well designed
marciani
07-09-04, 11:26 PM
Hi wchamlet,
Like usual very impressive image.
I've bought Silo me too,is a great an simply tool, i agree with you.
Surely i'm write to you to ask some info :D
Good stuff :tu:
Bye
Leo
Chad, I JUST got done watching the first Resident Evil for the third time. Love that flick. Wish i knew about the poster contest. I wouldna hadda chance in hell, laddie, o makin' the grade, but it woulda been fun ta trae.
Whoa! I turned Scottish for a wee bit! Weird..
Anyway, can't wait to see how your Mila turns out. It aready looks like her in the wireframe, so I KNOW it'll be sweet... :)
Dickie
Cezar Souza
07-10-04, 09:54 AM
Amazing! I'm really impressed by the way you evolved your modelling skills over this year! Keep'em coming! You've become an outstanding modeller. All I can say is :eek: :eek: :eek: :tu: :tu: :tu:
wchamlet
07-11-04, 05:11 PM
I changed my website a bit. Everything is much easier for me to keep track of, but I lost all the previous links.
Anyway, you can view everything again with the new layout here:
http://homepage.mac.com/chadtheartist
And an update to the turtle's tent things.
http://homepage.mac.com/chadtheartist/.Pictures/turtlehigh/turtle7.jpg
http://homepage.mac.com/chadtheartist/.Pictures/turtlehigh/turtle8.jpg
PusGhetty
07-12-04, 02:55 PM
Wonderful show wchamlet!
Audacious and wonderfully detailed models!
Super impressive portfolio!
Best Regards,
Michael
chadtheartist
08-04-04, 10:04 PM
Hello once again!
I'm still plugin' away at my portfolio, and I just wanted to post an update on the Milla model.
I changed my mind with what I wanted to do with her, so I basically started all over!
Anyway, this is a Silo model. Rendered in Zbrush. By this weekend I hope to have all the bump maps/displacement maps done for her. And I'll possibly get to texturing her.
sith12.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27263%27,%27sith12.jpg%27,1,0%29 )
Stunning work! Simply stunning.
ZBrush artists just keep amazing me!
dan59314
08-04-04, 11:44 PM
Can't move my sight away from this. How you talent guys can make such beautiful models? Any simple concept can teach us? :tu: :tu:
Fouad B.
08-05-04, 03:37 AM
wow Chad !!
very very nice :tu: :tu:
Svengali
08-05-04, 07:22 AM
Nice to see what you are up to these days... you keep getting better at modeling and presentation. This is superb!
Sven
chadtheartist
08-05-04, 09:55 AM
Thank you everyone!
Can't move my sight away from this. How you talent guys can make such beautiful models? Any simple concept can teach us? :tu: :tu:
I've been wanting to do tutorials and such for awhile now. But since I have such a limited amount of time to actually work in 3D, I've had to put it off until after my portfolio/demo reel is done. I will do tutorials for Zbrush, and other stuff, later. Actually, one of the things I really want to get into is using Zbrush as an illustration tool, rather than just a displacement/normal map program. But like I said, it will have to wait.
this is real nice , i would work on the pose a bit seems a bit stiff but the model itself is great. A+
NLightUK
08-30-04, 10:39 AM
Stunning work all round...I especially love the "turtle city" :tu:
chadtheartist
08-30-04, 08:19 PM
Thanks for the compliments. And I agree with the pose there elfufu. I did it in Silo, so there isn't any sort of secondary motion/blends with the objects. I'm hoping to get her posed with a rig, but I can't say how long it will be before that happens! LOL
Here is my next model I'm working on. I'm hoping to get to test out the new topology brush in Silo, then this model will be detailed up something fierce!
Silo model, smoothed in Zbrush. Awaiting new topology.
http://homepage.mac.com/chadtheartist/.Pictures/djinn/frontvineswip.jpg
dan59314
08-31-04, 01:03 AM
Excellent Work. :tu: :tu: :tu: I like this tree man. :) :lol:
chadtheartist
09-04-04, 08:28 PM
Update on the model. Getting close to being finished. I'm working on the leaves for the vines and the tree limbs. I'm debating wether or not I should put any shrooms on him though. I'll also be adding the hair from the previous versions, because there wasn't a need to sculpt them in Zbrush.
Anyway, I should have this done tomorrow.
http://homepage.mac.com/chadtheartist/.Pictures/djinn/djinnhighpolyfront.jpg
http://homepage.mac.com/chadtheartist/.Pictures/djinn/djinnhighpolyback.jpg
Very impessive character :tu:
chadtheartist
09-05-04, 05:43 PM
I'm having some problems with Zbrush exporting the high poly model out, so I did some quick renders of how it would look with the lower poly model. Here is some test renders from Zbrush. I wish there was a way to smooth out the normals...
djinnfinalrender.jpg
And the other renders are on my site. HERE (http://homepage.mac.com/chadtheartist/HIGH_POLY/PhotoAlbum48.html)
I probably won't be updating this anymore, until I get started on my demo reel.
Thanks for looking.
Hey chadtheartist that's amazing. I didn't see this thread by the time you posted it. Really cool concept. I am working on something similar http://www.vlad74.co.uk/testRender8.jpg and http://www.vlad74.co.uk/test.jpg. But my progress is realy slow because i have another things to do.
Hi chadtheartist,
I saw your model , the first state that is, on the Silo-forum, i did not know
that it would be this good!!!
You kept your silo-head very basic, and did most of your sculpting in Zbrush.
As a Zbrusher and Silo owner i'm still looking for the right ballance between
these two programs: Do you think it is best to make the initial mesh in Zbrush
or in Silo, to me Zspheres seem faster as a basic model, but Silo has a better
control over the model, you can tweak vertices,edges and polygons, and cut
new geometry !
jantim
I surfed again to your thread on the Silo-forum and saw that most of the
questions i had are answered in your lenghty and interesting thread...
just one thing : If you use "smooth" in the tools /deformation palette is
that not the same as "average/smooth normals" ?
Cezar Souza
09-06-04, 12:46 AM
Hello Chad, amazing model! How did you do the leaves placement? Keep it up! :tu: :tu: :tu:
chadtheartist
09-06-04, 05:58 AM
Hey Vlad, those are looking awesome! Thanks for sharing them, and good luck on the job search! I'm soon to be in the same boat... :eek:
Hi chadtheartist,
I saw your model , the first state that is, on the Silo-forum, i did not know
that it would be this good!!!
You kept your silo-head very basic, and did most of your sculpting in Zbrush.
As a Zbrusher and Silo owner i'm still looking for the right ballance between
these two programs: Do you think it is best to make the initial mesh in Zbrush
or in Silo, to me Zspheres seem faster as a basic model, but Silo has a better
control over the model, you can tweak vertices,edges and polygons, and cut
new geometry !
jantim That's a tough call, and one I think only you can know for sure. I'm by no means a professional, so I really don't know if my methods of working are even usable in a production. To me, it's not really about finding the right balance, but more about how quickly, and efficiently I can get something done.
There are a ton of options available to create meshes quickly. Zsphere's, and Silo's bridge tool, are by far the quickest methods to use. However, both methods don't lend themselves to "proper" topology, although with Zspheres it would be close. So I say go with what you feel more comfortable with.
How did you do the leaves placement? I did this in Silo. Basically, I made one leaf, low poly, then copied, and pasted it to form the different "leaf groups". Then I copied the different leaf groups, and placed them about the model. It's very simple, but you might want to do some UV tweaking before you do this. Mainly if you want to paint this later, that way you only have to paint one leaf, and all of the rest will be updated.
Thanks for the compliments everyone. :tu:
chadtheartist
09-06-04, 07:12 AM
If you use "smooth" in the tools /deformation palette is
that not the same as "average/smooth normals" ?
No. Smooth is what Zbrush does to smooth out the actual geometry, Zbrush doesn't have any way for you to alter the smoothness of normals. This is why you see the faceted polygons on a lot of renders inside of Zbrush. You can adjust the smoothness display in Zbrush, but you will end up sacrificing minute details like I did in the render I posted above. In order to keep the leaves from looking low-poly, I had to up the smoothness quite a bit. If there was a way to soften(smooth) the normals, I wouldn't have had to do that. I think that's one of the reasons why you see folks like skycastle, and others, render their objects in different applications.
pnoland
09-06-04, 09:32 AM
Bad ass chad! That's turning out great!
chadtheartist
09-12-04, 08:51 AM
Thanks pnoland. Hopefully I can complete this model, 100%. I've got 15 days left on my XSI trial, so wish me luck!
Update on the roots. UV layouts are next on my list.
http://homepage.mac.com/chadtheartist/.Pictures/djinnhigh/djinnroots.jpg
bluemoon
09-13-04, 12:46 AM
great work. i loved your character.but tell me this howmany polygon this character.:tu: :p
chadtheartist
09-13-04, 12:57 AM
Thanks! The polygon count you see on the render above is about 3 million polygons. This isn't the detailed version though. I modelled the pieces individually, and together their a little over 13 million polygons. The worst offenders for polygon count are the vines, and leaves. The main body is about four million polygons. I'm hoping to get the displacement maps to work out right, and the final version will be rendered in XSI.
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