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elarcano
12-29-06, 04:30 PM
Hey Guys!

A new year's about to arrive and even though right now I don't have as much time as I used to, I thought I'd share a new character: Raguel


Death.jpg

As the first Diary I'll be posting updates and questions... oh yessss... tons of questions

Hope you guys get a kick out of it

Take care

Prospect
12-29-06, 05:20 PM
Looks cool, can't wait to see what else you have in mind :)

aminuts
12-29-06, 11:28 PM
Haha I look forward to another installment in the infamous
Elarcano VSWIP Diary. Very cool start. Look forward to seeing where ya take him.

jit_gohil
12-30-06, 03:48 AM
Looks like an awesome start, but a question: with those huge talons, how does he pick his nose?, or scratch his back?, or even play with himself?
Looking good so far - I cant wait for the next installment.

Jit.

AVTPro
12-30-06, 05:55 AM
Super cool. I also like the color. Can I see a better shot of your cage primitive. Keep up the good work. Thanks.

elarcano
12-30-06, 01:51 PM
Hey muchachos!

Prospect, Thanks! I have a lot in mind for this tall guy... the thing is to make it happen :rolleyes:

aminuts, hey buddy! Good to "see" you around... At least I know there will be encouragement :tu:

jit_gohil, Pick his nose: sharp fingers / Scratch his back: very easy with long hands / play with himself: well... there's always a solution for that :lol:

AVTPro, the primitve shape actually comes from zspheres but somewhere along the way I made a polymesh from it -bad habit-.
The colors are just to give me a hint of the final colors ;)
Here's what you requested:


Death base.jpg


Thanks for the replies my friends :tu:

AVTPro
12-30-06, 03:42 PM
Thanks for your prompt posting. I really think this is important. I just started with Zpheres this week, and am quite astonished how well they work for cages.

The edge looping is simple and very effective. Glen Southerns has an excellent tutorial for edge looping. What I want to do is use a Zphere workflow for animation models with flow lines.

What I like most about them is edge loops it automatically creates quads. It's such a relief not to think about them. Only thing drawback that I come across in ZBrush is the selection tool for edge looping is limited. Other than that, it's helping me to understand using extrudes in Maya to maintain quads. I like roughing out a character then bring it into polymodeler to refine the flowlines.

I have a character with slightly similiar anatomy I started a while back in Maya, but it was one of my first full body edge loops. I overworked it. thanks for the inspiration, maybe I can finish it as is.


slim.jpg

Rhenderoceros
12-30-06, 04:04 PM
He reminds me of a D&D Boneclaw. Those claws are nasty! I like the realism of this model: the musculature looks good, and the claws really look heavy. Great job. About the "playing with himself", he doesn't really look like he has something to play with, so when you finish your model, I'd consider giving him some kind of loin cloth to spare him the shame.

billrobertson42
12-30-06, 11:33 PM
For some reason, he looks to me like he should be fighting spider man.

elarcano
12-31-06, 11:55 AM
Hey guy!

AVTPro, yeah, zspheres are awesome -a bit tricky though- but with practice you'll get them right. Jason Belec started a very useful thread called A little challenge... (http://www.zbrushcentral.com/zbc/showthread.php?t=21407&highlight=elarcano)
I recently started to work with edge loops within ZB with my other character Sophia... very cool resource since you can't really add polygons to a polymesh... and yes, quads are the best ;)
I'm honored if somehow I helped you to finish your character -that guy looks like fun- :tu:

Rhenderoceros, I've never seen Boneclaw before, pretty cool character :tu: The funny thing is that they share the retract and growing claws feature.
I'm really glad you like the anatomy... and yes, he'll have a skirt -yeah! that should spare him the shame :rolleyes:-

Bill, don't worry, this "little angel" will have his share of fights

Thanks guys and have a very happy new year!

PS.
Literally... he is an angel ;)

dmckim
01-01-07, 11:40 PM
Awesome character design. One of the more original designs I have seen. Keep it up!!

elarcano
01-02-07, 12:26 PM
dmckim, thanks for your very kind comment :tu: I could bore you to death with what I think of originality -like I probably did in the first Diary- So I'll just stick with the complement ;)
Thanks again my friend :tu:

elarcano
01-05-07, 12:36 PM
I'm on the run right now... so here's the update (arms)


ZBrush Document1.jpg

Take care

Harmonic
01-05-07, 06:26 PM
He is looken awesome, love his face , lots O character. Looks cool with the wire on dig the colors. :tu: I think he looks a bid odd from the knee down. Looken forward to updates. :)

YannickLeclerc
01-05-07, 07:06 PM
yea nice work, like the giant hands concept he looks very dominant like that

elarcano
01-06-07, 12:32 PM
Hey guys!

Harmonic, good call on the "oddness" from the knee down. I'll check it out :tu: As for the wires and the colors I just wanted to turn them off to show the real anatomy without any distraction so that the "oddness" can pop up ;)

YannickLeclerc, thanks buddy :tu: He has to be dominant if he's the one to straighten up some misdirected angels ;)

Take care amigos :tu:

elarcano
01-11-07, 07:44 PM
Ok, this is gonna be a looong post :rolleyes:

I've been staring at Raguel for hours -and days :confused:- trying to find a method that could help me get this big guy to where I want to. I haven't advance that much due to the limitations of polygons -yes, the "I need 20 zillion polys" sindrome :rolleyes: But the thing is that the model is already at 2578432 polys. So another subdiv is not possibility because it would go further the 10 million poly limit that ZB has... not to mention that my PC would melt down ;) -literally-

Aurick has proposed to split the model into 2 or more pieces the model as a solution to this limitation. The idea behind this is that each part of the original mesh can be subdivided even more allowing you to achieve more details.

These are the steps to split your model according to Aurick:

First make sure that your model has been UV'd. Next, split it by doing the following:

1) Hide part of the model.

2) Press Tool>Clone

3) Press Tool>Geometry>Delete Hidden

4) Press Tool>Geometry>Crease (to keep the edges from contracting when subdivided)

5) Press Tool>Morph Target>StoreMT

6) Divide the mesh and detail

7) Select the cloned copy in the Tool palette

8) Invert visibility

9) Repeat steps 3 through 6

Another thing that someone recommended -I can't remmember who- was to split the model where the wire shows a division -at the lowest subdiv-

Something like this:

ZBrush Document 1.jpg

Now, the only problem with this method -for me anyway- is that it's hard or almost impossible to do a detail where the each part has been split. Taking the image above as an example, it would be very hard to make a vein that goes from the head to the chest.

A solution to this could be hide the split with some object. In this case a collar.

So! now that I've covered some concepts, here's what I'm going to attemp:

ZBrush Document copy.jpg

I'm writting this process so other can learn something from my mistakes and also to get some feedback on the method.

Thanks for reading :tu:
Take care amigos

(Off the record: I really don't know what I'm doing but I'm willing to give it a try... although it's kinda hard to concentrate with all those crows)

PS.
Oh God! This is gonna hurt :lol:

billrobertson42
01-11-07, 07:59 PM
Maybe you could retopologize him so that you can express what you already have in fewer polygons?

I am not an expert, but it seems to me that you could express what you have there with much less if the topology matched your vision.

Then you should get more sub-d levels on him to go for the extra detail.

elarcano
01-19-07, 03:42 AM
Hey Bill, expert or not I really appreciate the advise The problem is that I can't go higher because I'm already at a poly limit. If I subdiv it would pass the 10 million limit but thanks anyway buddy!
Well, I'm finally had sometime to work on this guy... and sometime for me is like 8 hours

here's the head alone -splitted one-


ZBrush Document.jpg

I added a tongue and the inner ear (cavity) by edge loop. I've followed all the steps that Aurick pointed out but I wonder if you do any edge loop could or will affect the method? Or if clicking smart resym or resym would too -since that could move some points that were connected to the body? If anyone knows the answer you can jump in, if not I'll ask Aurick and post is answer here

Take care guys and gals

PS.
Deco brush -deformation- and the blur brush are a match made in zheaven!

Jason Belec
01-19-07, 05:15 AM
Looks good. Not sure what you're asking though? You don't need any higher levels on this. You should be able to get quite a bit more detail on lower levels if that's what you're after. ;)

calum5ZB
01-19-07, 05:17 AM
elarcano,
Just chucking in my thanks for the development series here.You guys make the curve straighter for alot of us new to guys.Much apprieciated and what a cool character to demonstarte your methods.Have a great week,cal

elarcano
01-19-07, 07:01 PM
Hi people :tu:

Hey Jason, I pretty sure some of you guys know how to squeez every poly, but for me it's still hard ;) Besides, I'm intrigued by this method and wanted to give it a try. Later on I would like to try using bump maps to compare. Let's see what happens ;)

Hey Calcum, thanks a lot for the kind words! As I've said before, it would be great for me if I can help anyone out ;) So many people in this community have directly or indirectly done so for me, so it's my pleasure :tu: Have a great weekend my friend

Ok, here's just an update with the teeth to see how it's going

ZBrush Document.jpg

Oh! Before I go I just wanted to mention some models I've see around here that I recommend seeing -if you haven't already- ;)

Threetails's Fresh Stuff (http://www.zbrushcentral.com/zbc/showthread.php?t=41313) -specially razor- Awesome character
Skycastle's Rhino Skin (http://www.zbrushcentral.com/zbc/showthread.php?t=875&page=2&pp=40) -Now that's some pretty cool detailing!-
Funkyfoe's Mr Squize (http://www.zbrushcentral.com/zbc/showthread.php?t=41261) -darn good model and final image-

Well, that's all for now ;)

May you all have a great weekend :tu:

aminuts
01-19-07, 10:32 PM
Looking good so far...keep it up!

One thing you might try is taking a blank texture in the size you are gonna use....and while the head and neck....both sides of your seam are visible....go into pm and roughly sketch where you want your veins.

then you could just load that texture while either piece is visible and sculpt em in....some touch up will be needed I reckon....also note that you will probably destroy the texture so clone it first so you have a fresh one for each piece. Just an idea you might try....surely someone has a better one.

Jason Belec
01-20-07, 11:47 AM
Wasn't crushing your method, man! Just trying to help you get the most out of your skills. ;)

elarcano
01-20-07, 02:13 PM
Hey Aminuts! Good to see you around :tu: Thanks for the tip, I'll find some time to try it out -sounds pretty interesting-. Thanks a bunch ;)

Hey Jason, you've become friend and I wouldn't take any advice from you as a bad thing. Your insights -as well as everybodys- are invaluable for me :tu: I really really appreciate them! So we're cool buddy. Jump in whenever you want :tu:

Take care everybody ;)

elarcano
08-03-07, 01:43 PM
Hey gang... long time no post :o

I wouldn't like to revive this thread, but then again, it's the same model ;) (told you it was going to be a sloooow process)

Nothing much to say... so I'll just go for the pretty images :D
This is a comparison between the old model made out of zspheres and the new one after retopology in ZB:

R-Comparison.gif
The old topology had to be at subdiv 2 in order to be high enough to get a good side by side comparison

In case you didn't see the head ;)
R-base-head.gif

And here's where I'm at the moment
R-Death.gif

Till next time :tu:

DarthWayne
08-03-07, 02:52 PM
The design and silloutte of this reads very well. It would make a fine next gen game model as well. Looking forward to see where you take this. :)

Wayne...

cannedmushrooms
08-03-07, 04:27 PM
Looking real good fidel that topology really does compliment the design.
Again love those hands!

aminuts
08-04-07, 12:06 AM
ok ya had a break....a loooooonnnngg break......now back to work on this guy.....i been waiting ......a loooooooonnnnggggg time to see where you are gonna go with him...like it so far.......now focus! :D

yup don't blink...months go by eh?

Remib
08-04-07, 06:26 AM
impressive posts in here and a great character concept :tu: :tu: :tu:

elarcano
08-04-07, 01:36 PM
Hey Guys!

* DarthWayne, Thanks a lot for the compliment man! I have to say that my good ol' buddy Spaceboy412 (http://209.132.96.165/zbc/member.php?u=5315) was the one that introduced me to anatomic poly flow :tu: - I might haven't made him justice ;) -

* Cannedmushrooms! Thanks! You should know... you're the one (among many) who helped me get over my retopology nightmare :tu: So all kudos to you my computer saby friend :D

* Aminuts! My good ol' supportive/conscious/mom-ish friend! yeah, it's been a while... monster vacations are over... I'm right on it Sr! (no military icon? huh)

* Remib, Thanks a lot man! Always a delight to hear from new members :tu:

Last time I forgot to mention all the people that helped me with my retopology problems: Spaceboy412 (http://209.132.96.165/zbc/member.php?userid=5315), Cannedmushrooms (http://209.132.96.165/zbc/member.php?u=26596), Rastaman (http://209.132.96.165/zbc/member.php?u=31731), Plakkie (http://209.132.96.165/zbc/member.php?u=53683), AngelJ (http://209.132.96.165/zbc/member.php?userid=51072), Slosh (http://209.132.96.165/zbc/member.php?u=1885), Troy1617 (http://209.132.96.165/zbc/member.php?u=40228) and some names that right now just escapes my memory :tu: (Don't know them?!!! just click their names/links to go to their profile page... very nice people :cool:

If anyone wonders what was my retopology nightmare, well... here it is (http://209.132.96.165/zbc/showthread.php?t=44876) (Post 496 - 517)

Ok... now to squeeze the hell out of those polys ;)

Take care and thanks for taking the time :cool:

PS.
I strongly recommend anyone learning retopology... it makes a HUGE difference ;)

aminuts
08-04-07, 09:59 PM
haha That's right mister! It's been 8 hours...what's up?...what...you were sleeping? Ha ha you think you get to sleep? :D
Yeah gonna have to talk to Aurick and Ryan about adding those Sgt. Ami Zbnut icons pretty soon I think....specially with all the slackers around here:rolleyes:
yeah right...hey take your time...enjoy ....or else;)

tbagGallagher
08-05-07, 01:41 AM
HI I come from the Chinese students. I would like to ask. You generally use ZBrush modeling? Maya and not max modeling? Or in ZBrush Lane after construction probably dragged to other software, continue to be built? Or switch over? :)

elarcano
08-07-07, 01:38 AM
* Aminuts, Yeah I know, a bit more than 8 hours ;) But how can anyone sleep when you receive the "or else" ultimatum from Sgt. Aminuts! :D

* tbagGallagher... First of all, I got to admit it man... original nickname, gross, but original never the less ;)
Second, I really know nothing about other 3D softwares, so it's pretty much ZBrush all along... although I once made a base mesh in XSI and then imported it into ZB but that was just one time.
Lets say that for now ZB3 is more than enough for me ;)

Ok, Just so I don't end up in uncle Aminuts slacker's list, here are some updates (minors, I know! :p)

Death12.gif
Death12+.gif
Death12++.gif

So! I'll see you guys later :tu:
Take care

PS.
Don't mind that thumbnail, it's the same as one of the images... just can't delete it ;)

Plakkie
08-07-07, 06:07 AM
Hey buddy!!

Great to see this model getting along well. Love the tense musclework. What do you use for reference? The head is strong as well, a real killer! Going slow but keeping at it makes you learn many things, so just keep up the good work. I'll have to retopo some fingers in a few days/weeks (don't let Aminuts know! :D ) for the Elfquest odyssee, so I hope I will be as succesful as you.

Take care!
Plakkie

elarcano
08-07-07, 12:58 PM
Hey Plakkie! Nice to hear from you man :tu: Thanks for the encouraging words. I mostly use images of anatomy that I've found in the we -this one's (http://www.anatomyatlases.org/atlasofanatomy/index.shtml) very cool!- Also bodybuilder images -like the ones from the Mr. Olympia (http://www.bodybuilding.com/fun/2006olympia_pre_men1.htm) competition- That's when "Theory" and "Practice" come in handy ;)

I really had no major problems with the hands... so for a conosuer of topology like you it shouldn't be that hard. I know you'll do great buddy!

Take care :cool:

elarcano
09-25-07, 05:14 PM
Hey Guys,

It's soooo easy to lose track of time!
I've been working on the overall of Raguel, so you might not see much difference, but I just didn't want to wait any longer... so here you have it ;)


Raguel's-Full-body.jpg (http://javascript%3cb%3e%3c/b%3E:zb_insimg('70252','Raguel's-Full-body.jpg',1,0))

Raguel's-Front.jpg (http://javascript%3cb%3e%3c/b%3E:zb_insimg('70253','Raguel's-Front.jpg',1,0))

Raguel's-Back.jpg (http://javascript%3cb%3e%3c/b%3E:zb_insimg('70254','Raguel's-Back.jpg',1,0))

Raguel's-Head.jpg (http://javascript%3cb%3e%3c/b%3E:zb_insimg('70255','Raguel's-Head.jpg',1,0))

Hope you like it
Thanks

PS.
For some reason I can't edit the first post for warning purposes

Svet_P
09-25-07, 09:36 PM
Way too cool, mate.

Plakkie
09-26-07, 01:11 AM
Insane muscles buddy!! :eek:
I'd love to see you finish this. No comments, just huble admiration. :tu: :tu: I love how his eyes and ears are tiny; as if evolution focused on brute force and ignored the rest. :cool:

Sebcesoir
09-26-07, 02:20 AM
Really great:tu: :tu:

Yeah I guess you'll need a nudity warning lol

piz
09-26-07, 03:09 AM
Wow... very "gifted" monster... :lol:

Also very good work elarcano ;)

elarcano
09-26-07, 10:56 AM
* Svet_P, thanks man! Really appreciate it :tu:

* Plakkie, good ol' buddy! I'd really like to see it finish too :D Nice theory on the eyes and ears ;)

* Sebcesoir, Thanks man! Really good to hear from ya! :tu:

* piz, Indeed, he has huge hands :rolleyes: By the way, you're becoming more omnipresent than Aurick!


It's always cool to hear from you gentlemen :tu: More to come guys.

PS.
I really feel like I should edit the name of the thread so I could add the nudity warning... but can't :confused:

piz
09-26-07, 11:02 AM
:lol: ;)

elarcano
10-09-07, 06:06 AM
Hey guys
Is it update time? :eek:

I've been working on some gear... you know, every angel needs accesories ;)



Raguel's-Gear.gif (http://javascript%3cb%3e%3c/b%3E:zb_insimg('71565','Raguel's-Gear.gif',1,0))


Would have loved to enter the halloween contest... but if you've been following this thread you should know by now that I would have known about it like 5 months earlier :D

Take care :tu:

strict9
10-09-07, 06:08 AM
how will he ever pick his nose? hehehe.
awesome work mate!

Art-Machine
10-09-07, 10:06 AM
Wow. somehow i didnt see this till now. Very neat creature, i like what's going on so far :tu:

Plakkie
10-10-07, 11:27 PM
Still going I see! :tu:
One thought buddy, if you don't mind:
don't give him to much armor and gear: those muscles you made are so interesting to look at that covering it up would be a bit of a shame. Also with those kind of muscles you need to be able to move as a respectable monster. He looks like the kinda guy who doesn't care about his body being hit. (or likes to show of to the ladies :lol: )
Don't know what you are planning, but these are only my thoughts. I'm certain your plan will be great. :cool:

camillo
10-11-07, 07:30 AM
Ola Fidel,

I suppose that my comment isn't new or particularly smart, but you did an exceptional work on the muscles' structures!!!! :tu: :tu:

Luca

PS

I will keep your images as references for basic muscles' structure because it can be adapted to any human being!

Slosh
10-11-07, 07:47 AM
Fidel, I missed this thread because I'm not used to seeing your nickname (elarcano) and unintentionally skipped over it. You've been holding out on me! Everytime I ask you what you are up to, you downplay it. This is wonderful! I remember when you started the retopology on him, but I never got to see the full figure. Very nice, except his "male equipment" is a bit small, don't you think? I mean, at least make it realistic.

Just kidding, obviously. I really like the details you put into the muscles...the striations and everything. Can't wait to see more of the uniform, either.

Brian

elarcano
10-12-07, 06:08 AM
Hey Guys

* strict9, well... like I've said before... good thing he has pointy fingers ;) Thanks man

* Art-Machine, Thanks for the compliment :tu: Cool things in your site as well!

* Plakkie, buddy! Don't worry, he wont be all covered up... although as I said a while ago, he will be covered from the waist down... I know... I'll receive a lot of female monster hate mail :rolleyes: Your thoughs as well as everyone's else are very well taken buddy :tu:

* camillo, I really appreciate you (and everyone else) taking the time to post... so it doesn't need to be "new" or "particuliarly smart"... specially the latter... cause I wouldn't "get it" ;)
I have some reference images that I use, if you need any, just send me your mail :cool:

* Slosh/Slim, believe me, it's better this way... you'd grow old if you wait for new updates ;) Thanks for the kind words... although I was contemplating to make his "male equipment" bigger... but I'd have to make his legs shorter due to gravity :lol: Good to hear from you Brian :tu:

Ok, I've been working on the arm armour (that didn't sound right :confused:)
I'd like to conserve the base mesh structure but with every SubDiv the edges go softer. I've different approaches:

A) First approach: On each SubDiv I have tweaked the edges so they would look sharper... as a result, it doesn't look that clean in higher levels.

B) Second approach: I've creased the edges but it doesn't seem to do much.

C) Third approach: Before SubDiving I store Morph Target and then go to the SubDiv where I stored it and then moving the morph slider between SudDiv's... this seem to give a better results but not what I'm looking for.


arm_armour.gif

-I know I know... horrible color combo :o-

So! If any one has suggestions, tips, links or credit card numbers it would be appreciated :tu:

Take care

PS.
Thanks to whoever rated this thread :tu: At least I know one was from my mom :lol:

bicc39
10-12-07, 06:38 AM
Make sure you bundle up when you go out.
Will have lunch ready.

jmeyer
10-12-07, 07:13 AM
Hi,
maybe additional edgeloops close to the edges you want to stay
sharp could help here,donīt know what you're after though.
Good luck anyway,J.

strict9
10-12-07, 09:25 AM
try doing a unify skin...with a high poly count...comes up with some nice stuff...

troy1617
10-12-07, 03:17 PM
hey fidel i really love where this is going and the progression it is showing through each update that is posted it great watching your progress wish you the best fidel.

elarcano
10-12-07, 04:00 PM
* bicc39, I almost fell for it... but you failed to use the "sweetheart" term that's when I realized you weren't my mother ;)

* jmeyer, I tried the edge loop close to the edge but had almost the same result. I just want the the armour to be clean sharp edge and with those pointy thingys... Ok, even I got lost with that one :rolleyes:

* strict9, I tried the unify skin at high res and it really brings up weird stuff :confused:

* troy1617, hey man! it's been ages since I've heard anything from you :tu: Thanks for the very kind words, I really appreciate them ;)

Ok, nothing so far, so if anyone has some other suggestions I'll try them out... in the meantime I do more tests ;)

Take care :tu:

Plakkie
10-13-07, 01:48 AM
Hey Fidel Big Buddy man! ;)

Nice demonstration of different techniques. If only Stumpf would elaborate on his mastery of clean 'n crisp edges eh? (understandable, he keeps his secrets close to his chest)
In your example I must say I like version A the most. It approaches your base mesh the most, and it looks quite clean to me... I was thinking. With such a low poly base mesh it must be easy to re-topo it. If you give it denser polycount along the edges they should remain sharper while subdividing? (don't know if it will work for certain)

Mr Vinck
10-13-07, 03:24 AM
:eek: Great work and model! :tu: :tu: Is all model making in ZB?

Seb Castilho
10-14-07, 02:08 AM
This is way badass. Very cool model. Just one question.... why is this beast circumcised? :P

elarcano
10-14-07, 04:34 PM
Hey Gang,

* Plakkie/good ol' buddy, it really isn't a "technique" lecture, just a few public test, just so someone can avoid the same mistakes I've made a long the way ;) That's the main reason why I post the process... and I've lost my 3D shame a long time ago :D
Yeah, Ralf Stumpf does incredible model and has such exquisite presentations... he's a really good artist :tu:
I tried retoping the edges but ir didn't make much of a diference... but I'll give it a another try... thank for sticking around buddy :cool:

* Mr Vinck, yeah, it's all ZB -really because it's the only 3D app that I hardy know ;)- ZB 3.1 has almost everything I need for the moment -and for a long time- Really good App :tu: Thanks for the enthusiastic compliments man ;)

* Seb Castilho, Hahaha looooong story ;) Thanks a lot :tu:

Doing some more test. I'll post them as soon as I can...

Take care :cool:

Marsyas
10-15-07, 10:37 PM
I remember seeing an old version of this long ago--great work! Super clean stuff. :tu:

elarcano
10-16-07, 08:17 PM
* Marsyas, thanks man! But not quite as nearly as clean as your Horsey (http://www.zbrushcentral.com/zbc/showthread.php?p=403810#post403810).

Good to have old folks back again ;)... although by the time I post another update the new ones will become the old ones :rolleyes:

I'll try to post something later :tu:

Plakkie
10-17-07, 01:02 AM
Some buddy's are always old. ;)

Say, isn't it time for that update? Show us something new! :D

elarcano
10-17-07, 03:31 AM
* Plakkie, See Good ol' buddy, friends only get better with time ;) ... or was it wine, rum and whisky? :rolleyes:

Updates? Well ok... here goes my rant :D

So I've been testing the "arm armour" and the best results were when I Stored Morph Target on the lowest subDiv and then subdivide the model. Go back to the previous level and move the Morph Target Slider a few times until the next subDiv conserves the SubDiv where you stored the Morph Target. I did this with every SubDiv level and storing Morph Target in the penultimate (next to last) SubDiv.
Of course where I wanted it to be sharper I creased the edges. Then I finally tweaked some points... and came to what I was aimming for (Man! Could I have USED any more the words "Morph Target"?!! :rolleyes: )

Here's the results:

raguels_accesories.gif

And here's where I'm heading with Raguel:



raguels_preview1.gif



raguels_preview.gif

The only problem is that in order to delete ragged look I had to delete all previous SubDiv's and it'll be a pain in the neck when I want to pose this lil' fella or modify the "skirt" :confused:

Also, I'm wondering whether is better to model the folds first and then tear the skirt or tear it first -like I did- and then model... the same wondering applies to if I should do this before or after extraction... oh well I'll have to find out... unless you guys have some insights :rolleyes:

I'm probably doing this the HARD and LONG way... but then again... I'm just a newbee ;)

Take care :cool:

Plakkie
10-17-07, 03:53 AM
Well Fidel, looks like my last post on the sculpting odyssee is very appropriate for your last post down here. :)
Armor looks nice and sharp. That cloth is a real good find, as it shows glimpses of those glorious muscles. It looks a bit tight though... How is he going to run/jump? Or is it a tactic: he meets an opponent, and when he comes into action his skirt just rips to shreads while his opponent is nailed to the ground staring at what's underneath the skirt? ;) :lol:
About the technical part: I'd shred/extract first and sculpt later. Cutting wholes in a mesh later is really difficult I find, and extract gives those nice rounded edges.
Luckily every LONG and HARD road has taverns with nice old whiskey, rum and wine. :D

elarcano
10-17-07, 01:51 PM
* Plakkie, Yeah, the folds were just some test I did to see how it would work if I modeled after ripping the skirt... indeed it looks too tight, good call ;)

Or is it a tactic...
Man that really made me laugh out loud :lol:

I'll post more tests :tu: